How to Play

Age of Empires III: The Age of Discovery

2-5 players 90-120 min 7.5 Board Game Geek Rating

Players control colonial powers competing for dominance in the New World across three historical ages. Through expedition launches, territorial colonization, fleet expansion, and strategic building construction, nations develop unique economic advantages. Victory comes from accumulating the most fame, glory, and wealth while navigating discovery, trade, and potential warfare in this exploration-themed strategy game.

Published 2007

Age of Empires III: The Age of Discovery

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose player colors
Each player selects a color (red, yellow, green, blue, or orange) and takes all pieces in that color as their unused supply
2
Distribute starting money
Each player receives 10 Spanish Dollars (10 silver coins or 1 gold coin)
3
Take starting colonists
Each player takes five basic colonists from their color supply
4
Determine initial turn order
Place one colonist from each player randomly in the Turn Order box
5
Place discovery counters
Put one random discovery counter face down in each region except the Caribbean
6
Place trade goods on map
Put one face-up trade good in each region matching the good identified on the board (e.g., silver in Peru)
7
Prepare capital buildings
Separate buildings into three piles by Age (I, II, III) face down, then draw five Age I buildings and place them face up
8
Prepare trade goods supply
Place remaining trade goods face down near the board, mix them, then draw four random goods and place them face up beside the Trade Goods event box
9
Place merchant ship
Put one Merchant Ship in the Merchant Shipping Box
10
Block unused colonist dock spaces
The number of available spaces equals (2 × number of players) minus 1; place a Merchant Ship on the first unused space to mark unavailable spaces

On Your Turn

What you can do during your turn.

1
Place colonists in turn order
In the sequence shown in the Turn Order box, each player places one colonist or specialist in any event box on the board
2
Fill slots from left to right
For Initiative, Colonist Dock, Capital Buildings, and Warfare boxes, colonists must fill the first available slot from the left
3
Place freely in open areas
For Merchant Shipping and Discovery boxes, place colonists anywhere within the area
4
Select specialists carefully
In the Specialist box, place a colonist in the slot of the desired specialist (1 of each type available, or pay $5 to train any specialist)
5
Continue until depleted
Keep placing colonists until all players have placed all available colonists and specialists
6
Resolve Initiative box
Each player with a colonist receives Spanish Dollars equal to their slot number ($1 for slot 1, $2 for slot 2, etc.)
7
Resolve Colonist Dock
Move colonists in order (slot 1 first) to any discovered region; first player with 3 colonists in a region takes that region's trade good
8
Resolve Trade Goods
Players choose trade goods from the available four, with slot 1 choosing first
9
Resolve Merchant Shipping
Player with highest value (colonists = 1, Captains/Merchants = 2) wins the Merchant Ship; ties broken by turn order
10
Resolve Capital Buildings
Players in left-to-right order may purchase one available building ($10 in Age I, $14 in Age II, $20 in Age III)
11
Resolve Discovery
In turn order, players may send colonists on expeditions to undiscovered regions
12
Resolve Specialists
Players receive the specialist shown in their occupied slot
13
Resolve Warfare
Declare either a single Battle (free, one region, one opponent) or full-scale War ($10, all shared regions against one opponent)
14
Use Captains
Counts as 2 colonists in Merchant Shipping or Discovery boxes
15
Use Merchants
Counts as 2 colonists in Merchant Shipping, or generates $5 one-time when arriving in New World via Colonist Dock
16
Use Missionaries
Generates one additional colonist when arriving in New World via Colonist Dock
17
Use Soldiers
Generates bonus plunder per soldier during successful discoveries, or eliminates enemy units in warfare
18
Collect trade income
Create sets of trade goods for income: any 3 different goods = $1, three of same kind = $3, four of same kind = $6
19
Receive capital building benefits
Take all recurring benefits from owned buildings
20
Refresh capital buildings
Draw random buildings to maintain five available; at Age end (turns 3 and 6), remove unpurchased buildings and replace with next Age's buildings
21
Refresh trade goods
Return leftover goods to supply, then draw four new random goods
22
Refresh merchant ship
Place new ship in box only if empty
23
Take new colonists
All players receive five free colonists plus any from buildings or specialists
24
Update turn order
Move Initiative box colonists to Turn Order box; players without Initiative colonists move to the back while maintaining relative order
25
Advance turn marker
Move marker forward one turn

Winning

How to claim victory.

1
Score colonies at Age ends
At the end of turns 3, 6, and 8, score each colony with at least 3 colonists from one player
2
Score discoveries
Add victory points shown on all owned discovery counters and cards (scored at game end only)
3
Score capital buildings
Add victory points shown on owned buildings, including conditional bonuses (e.g., Navy grants 4 VPs per Merchant Ship)
4
Score economy
Receive victory points equal to the dollar income generated from trade goods and merchant ships on turn 8 only
5
End the game
The game concludes at the end of Turn 8
6
Determine the winner
The player with the most accumulated victory points wins
7
Break ties
First tiebreaker: most victory points from New World colonies on turn 8; second: most gold; third: most trade goods

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