Ludexv2026.11.01-65114139TrajanOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win Trajan, the mancala action circle, the boards, a turn, the end of each quarter, every way to score and what each piece is for.

How you win

“Rome, 110 AD, under the Emperor Trajan. We are patricians gaining prestige in six fields: the seaport, the forum, the army, Trajan’s favour, the senate and the building sites. Our actions come from a little mancala of coloured markers on our own mat. Four quarter years; most points wins — 60 to 120 minutes.”

The action circle

The rulebook's example of the action circle: two markers taken from one tray and sown clockwise

This is the heart of Trajan, played like mancala (full rules):

  1. Pick up all the markers of one tray.
  2. Drop them one per tray, clockwise, in any colour order.
  3. The tray of the last marker is your target: you may do its action.
  4. If the Trajan tile beside that tray shows two colours that are now both in it, you score the tile and use its bonus.
  5. The number of markers you picked up moves the shared time marker; one lap of it ends a round.

So you plan two things at once: which tray your last marker reaches (the action), and which colours pile up where (the Trajan tiles). Few markers = small step, short time; many markers = long reach, and the round runs out faster for everyone.

The boards

The main board with numbered areas

  1. Victory points track — round the edge.
  2. Provinces — each with a forum tile and a value for your first legionnaire.
  3. Military camp — your leader and legionnaires start here.
  4. Seaport — three ships buy sets of commodity cards.
  5. Worker camp — workers waiting to build.
  6. Construction district — 20 construction tiles.
  7. Arch of Trajan — the six stacks of Trajan tiles.
  8. Forum — 3 extra action tiles and 6, 9 or 12 forum tiles.
  9. Senate track — each step scores 2 to 8 and adds a vote.
  10. Senate bonus tiles — for consul and vice consul each quarter.
  11. Time tracks — one for each player count; a lap is a round.
  12. Unmet demands — −4, −9, −15 points.

A player mat with numbered parts

  1. Construction tiles — the icon beside each slot is the bonus action of your first tile of that type.
  2. Trajan demand tiles — kept for good once accomplished.
  3. Trajan tile slots I–VI — one beside each tray.
  4. Supply of small tokens — future legionnaires and workers.
  5. Forum demand tiles — bread, games, religion.
  6. Wild cards — commodity, demand, construction and extra action.
  7. Action circle — six trays, one action each.
  8. Extra action tiles — repeat an action once per turn.
  9. Senate tiles — extra votes this quarter.
  10. [+2] marker spaces — an extra action tile there repeats the action twice.

A turn

  1. Sow markers from one tray; the time marker moves that many spaces.
  2. Trajan tile: if the target tray now has its two colours, score it and use its bonus.
  3. Action of the target tray — then perhaps one extra action tile to repeat it.

The six actions (details): Seaport action Seaport (commodity cards and ships), Forum action Forum (take a tile), Military action Military (recruit, march, occupy), Trajan action Trajan (take a Trajan tile), Senate action Senate (climb and score), Construction action Construction (hire and build).

How the game ends

Ways to score

SourceHow and when
ShipsSeaport action: identical cards, different cards or pairs — up to 20 Victory Point
ProvincesMilitary action: a legionnaire scores the province’s value, −3 per rival legionnaire there
SenateSenate action: 2 to 8 per step
Trajan tilesWhen accomplished: their points (1 to 9)
Construction tilesWhen taken: 2 to 5; at the end 10 per set of 3, 20 per set of 4
Bonus tilesEnd: as printed (9 or 6 for a demand, 3/2 per commodity card, per worker, per legionnaire, per yellow bonus tile)
LeftoversEnd: 1 per card in hand, worker and legionnaire in the camps, Trajan tile on the circle
LossesEnd of each quarter: 4 / 9 / 15 for 1 / 2 / 3 unmet demands

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Action markersYour actions and Trajan tilesYou start with 12Sow them round the circle
Commodity cardsShips, display bonusesSeaport action, Trajan tileShip sets; display cards; 1 point each left in hand
Trajan tilesPoints and bonusesTrajan actionFill their two colours in the tray beside them
Forum tilesDemands, votes, wild cardsForum action, provincesSpend at quarter end; votes in the senate
Extra action tilesRepeat an actionForum action, provincesDiscard after an action to repeat it (once per turn)
Small tokensLegionnaires and workersYour supplyMilitary and Construction actions
Senate votesBonus tiles each quarterSenate action, senate tilesConsul and vice consul choose bonus tiles

Teaching tips

Rehearse the action circle

Choose a tray holding two markers. Place one in each of the next two trays clockwise; the second tray is your target. Advance time by two spaces, even if you later decline the tray’s action. Check the target’s Trajan tile first: its required colours may include markers that were already in the tray. Resolve a completed tile before the target action.

Ask: ‘Does crossing the start end my turn immediately?’ No: finish the turn, then resolve the round or quarter ending.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close