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2006 · 2-4 players · 120min · weight 2.81 · 18,469 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Draw master builder from bag in random order; pay gold to act early; place workers to gather resources, then convert to VPs.
- [3]action_blocking— “getting early choices with a master builder costs gold — limited slots, first-come excludes others”
- [2]allocation_auction— “Turn Order: Claim Action / Random — pay gold to skip queue and act first; buy position not goods”
- [2]delayed_payoff— “craftsmen convert materials into victory points — investment now scores only at end-game”
- [2]variable_resource_conversion— “workers produce raw materials; craftsmen convert to VPs; gold can be earned or spent — multiple paths to score”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Random-bag turn order and resource conversion port well, but no publisher has done it; Daedalic's Steam game is a different narrative adventure, not the board game.
Rules card
Synthesized from sources below. Readiness: needs-source. Confidence: 0.36.
Readiness
needs-source (confidence=0.36, rules=0.10, fun=0.85). BGG rank: 463; year: 2006; weight: 2.81; playtime: 120 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-5-unknown |
Core Loop
Die Säulen der Erde / The Pillars of the Earth is based on the bestselling novel by Ken Follett and the 2006 game in the Kosmos line of literature-based games.
At the beginning of the 13th century, construction of the greatest and most beautiful cathedral in England begins. Players are builders who try to contribute the most to this cathedral's construction and, in so doing, score the most victory points. Gameplay roughly consists of using workers to produce raw materials, and then using craftsmen to convert the materials into victory points. Workers may also be used to produce gold, the currency of the game. Players are also given three master builders each turn, each of which can do a variety of tasks, including recruiting more workers, buying or selling goods, or just obtaining victory points. Getting early choices with a master builder costs gold, as does purchasing better craftsmen. Players must strike a balance between earning gold to fund their purchases and earning victory points.
Expanded by:
The Pillars of the Earth Expansion Set (which include the Expansion Cards in some editions)
The Pillars of the Earth: Expansion Cards (which are included in the Expansion Set in some editions)
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: Die Säulen der Erde / The Pillars of the Earth is based on the bestselling novel by Ken Follett and the 2006 game in the Kosmos line of literature-based games. At the beginning of the 13th century, construction of the greatest and most beautiful cathedral in England begins. Players are builders who try to contribute the most to this cathedral's construction and, in so doing, score the most victory points. [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Events, Market, Turn Order: Claim Action, Turn Order: Random, Worker Placement, Worker Placement, Different Worker Types
v4 controlled primitives: turn_order_auction, action_blocking, progressive_complexity, tableau_shared_market, delayed_payoff
Why It Is Fun
Fun read needs player-voice synthesis.
Player-voice evidence:
- Rating is based on just two plays so far. I like this one a lot.
- I thought this was an excellet adaptation from the book. I wasn't a huge fan of the gameplay though, but since I loved the book, I'm willing to give it a few more shots. I felt it was a bit too much determined by turn order. Never going...
- After one play, I'd much rather play this than Caylus ever. There are lots of painful decisions to make but also the right amount of freedom of choices and strategy.
- A really good game, something in between family and gamers game. The luck is no problem, as it mostly affects everyone and all players have possibilities to protect themselves. The flow is intuitive after a couple of rounds and I really...
- I have grown to love this cube-pusher. For those who like Cuba, Amyitis, Agricola, PR, Caylus, this is in the discussion.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Needs at least one stronger rules authority before final extraction use.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/24480.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/24480.md",
"quality": 0.1,
"note": "sonnet-self-rated-5-unknown"
}
]
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.