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In Windmill Valley Duel, players take turns one after another with no rounds or phases, until one player triggers the end of the game by advancing the Calendar marker to the rightmost space of the Calendar track.
Turn Structure
Wheel Rotation
Rotate your
Personal Wheel 1–2 spaces clockwise, or spend 1 Tool to rotate it 3
spaces clockwise.
2. Resolve the 1st action
Take an action from the Personal OR Central Wheel.
3. You can spend 2 Tool tokens to resolve the action from the other Wheel as well.
4. Your opponent resolves a follow-up action from the Central Wheel.
ACTIONS
Gain
Resources – Gain indicated number of Guilders, Tulip Bulbs or
Tools.
Enhance the Wheel – You can enhance your Personal
Wheel paying for the better tiles, or choose to enhance the Cental
wheel and gain the benefit you cover with a tile.
Gain a
Farm Enhancement – Choose a card from the offer and place it either
as a Helper or a Contract. Remember that the opponent will receive
the other effect (your Helper becomes the opponent’s Contract, and
vice versa).
Plant Tulip Bulbs – You can plant Tulip Bulbs
on Patches on the main board and gain covered
effects.
Build a Windmill – Place your Windmill on the
empty Windmill spot adjacent to the Patches and gain a visible
benefit from one of the neighbouring Patch.
Visit the
Market – Pay Guilders to gain Tulip Bulbs.
Conduct Foreign
Trade – Place a Tulip Bulb on your Foreign Trade track, gain VP
indicated on the Demand tile and gain the benefit from the
corresponding Export Tile.
You may forfeit your action and
gain Guilders instead. Gain the number of Guilders equal to the
value indicated in the Calendar
marker.
As soon as the Calendar marker reaches the last space of the track, the end game is triggered. Finish the current round so that both players have the same number of turns, then resolve one final round.
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