Concordia

Concordia

#29BGG8.1RATINGHOT #20
Consulted 3 times·Updated Jun 9
2–5
PLAYERS
100
MINUTES
4
BEST WITH
3.0
MEDIUM
Ask Mira about Concordia
ERRATA1
  • Colonist card action text — card is correct, rulebook is wrongcommunity high-engagement
    RULING
    In early print copies, the Colonist card and the rulebook give different text for the second action (taking money). The card text is correct: take 5 Sestertii plus 1 Sestertius per colonist currently on the board. The rulebook text (take 2 Sestertii per colonist) reflects an older version of the rule that was changed before publication to make the Colonist more useful in the early game.
    AUTHOR: JensKSOURCE: boardgamegeek.comDATE: 2013-10-27
DESIGNER CLARIFICATIONS8
  • Bonus marker setup — each province gets its highest-tier gooddesigner
    CONTEXT
    Players were uncertain which good token to place on each province at game setup.
    RULING
    "Each province gives you the best it can offer! If a province produces cloth, its bonus is cloth. If it produces wine, but no cloth, the bonus is wine. If it produces tools, but no wine and no cloth, its bonus is tools etc."
    AUTHOR: MacGerdts (Mac Gerdts, designer)SOURCE: boardgamegeek.comDATE: 2013-10-27
  • Colonist adjacency — colonist must be on a route, not inside a citydesigner
    CONTEXT
    Players were unsure whether a colonist still sitting inside a city could build houses in adjacent cities.
    RULING
    "If a colonist is still inside in a city, he cannot build houses. The colonist has to be sitting on a line connecting 2 cities, in this case he is adjacent to both connected cities."
    AUTHOR: MacGerdts (Mac Gerdts, designer)SOURCE: boardgamegeek.comDATE: 2013-12-07
  • Prefect action — any active province can be chosen regardless of housesdesigner
    CONTEXT
    The rulebook says to choose a province "where the houses produce goods," causing confusion about whether houses must be present in the province.
    RULING
    "You can choose any active province, whether there are already buildings or not doesn't matter."
    AUTHOR: MacGerdts (Mac Gerdts, designer)SOURCE: boardgamegeek.comDATE: 2013-12-28
  • Diplomat card — copies the card, not the specific action the other player chosedesigner
    CONTEXT
    Players debated whether the Diplomat must replicate the exact action the other player used, or whether the Diplomat player can freely choose from the card's available options.
    RULING
    "So you copy the card, not the action previously played. If you copy a card with a choice of actions, you choose which action you'll play with your diplomat."
    AUTHOR: styren (Eric Kouris, designer)SOURCE: boardgamegeek.comDATE: 2014-01-04
  • Architect movement — moving colonists is optional, not requireddesigner
    CONTEXT
    Players were unsure whether playing the Architect card requires you to move colonists before building.
    RULING
    "You don't have to move, it's only an option! (the rulebook should clarify this)"
    AUTHOR: MacGerdts (Mac Gerdts, designer)SOURCE: boardgamegeek.comDATE: 2015-02-15
  • Praefectus Magnus — does not activate when Prefect is used for coinsdesigner
    CONTEXT
    Players were unsure whether the Praefectus Magnus activates and passes to the right regardless of which Prefect action is chosen.
    RULING
    "if a player plays a PREFECT card in order to receive the cash bonus, the PRÆFECTUS M. is not activated and remains with the player"
    AUTHOR: russ (designer)SOURCE: boardgamegeek.comDATE: 2018-12-15
  • Praefectus Magnus — holder must use it when able; cannot skip to keep itdesigner
    CONTEXT
    Players questioned whether they could voluntarily decline to activate the Praefectus Magnus in order to hold onto it longer.
    RULING
    "A player must use the PRÆFECTUS M. when able and may not choose to forego its benefit to keep it for later."
    AUTHOR: russ (designer)SOURCE: boardgamegeek.comDATE: 2018-12-15
  • Minerva card scoring — each card scores independently, no multiplierdesigner
    CONTEXT
    Players were confused about whether owning multiple Minerva cards multiplies the score by the count of Minerva cards held.
    RULING
    "Each Minerva card is unique and scores separately, without using the total Minerva cards as a multiplier."
    AUTHOR: Carthoris (designer)SOURCE: boardgamegeek.comDATE: 2020-08-02
Q&A1
  • End-game turns — every other player (not the triggerer) gets one last turncommunity high-engagement
    QUESTION
    When a player triggers the end game (builds their 15th house or empties the personality card display), do all remaining players get one more turn, or only players who come after the triggering player in turn order?
    ANSWER
    Every player except the one who triggered the end game gets exactly one more turn before final scoring. Turn order position does not matter — players who had already taken their turn that round also get one final turn. Confirmed by rulebook text: "Every other player now executes his last turn before the final scoring is done."
    AUTHOR: Invicta BricksSOURCE: boardgamegeek.com(6 replies)DATE: 2017-11-10

Last researched: 2026-05-07

CATEGORIES

Ancient·Economic·Nautical

MECHANICS

Action RetrievalAdvantage TokenAuction: DutchDeck, Bag, and Pool BuildingEnd Game BonusesHand ManagementHidden Victory PointsInvestmentMovement Points

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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