How to Play

World Without End

2-4 players 90-120 min 7.2 Board Game Geek Rating

Set in medieval Kingsbridge from Ken Follett's novel, players manage five key areas: Building, Trading, Religion, Feeding, and Medical Knowledge. Each turn reveals an event card determining available actions. Citizens compete to earn victory points through various means like constructing buildings and healing the sick in this literature-inspired strategy game.

Published 2009

World Without End

Get Ready

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

1
Prepare the game board
Place the board in the center of the table with players seated around it (not next to each other) so each faces a different side
2
Set up resource supplies
Place grain on the field, stone in the quarry, wood in the forest, and piety tokens in the cathedral on the board
3
Create general supply
Place wool, gold, cloth, loyalty tokens, and medical knowledge tokens in accessible supply piles
4
Distribute player components
Give each player a player screen, 8 houses, 2 donation seals, and a scoring marker in their color
5
Place scoring markers
Put all scoring markers on the starting space of the victory point track
6
Position favor marker
Place the favor marker on the starting space of the favor track
7
Organize event cards
Separate event cards by chapter (I-IV), shuffle each chapter's cards separately, and stack them with Chapter I on top
8
Set aside chapter cards
Place the 4 chapter summary cards nearby for reference during end-of-chapter phases
9
Distribute starter action cards
Give each player 6 action cards marked with stars for Chapter I
10
Set aside advanced action cards
Keep the other 6 action cards per player separate until Chapter II begins
11
Cover the cloth market
Place a covering tile on the cloth market space (cloth cannot be sold in Chapter I)
12
Prepare building projects
Set the Bridge building project on the board; keep other building project tiles ready
13
Set aside Tower and plague markers
Keep the Tower building project and 11 plague markers separate until after Chapter II
14
Determine start player
Choose a starting player and give them the start player figure

On Your Turn

What you can do during your turn.

1
Reveal event card
The active player (with start player figure) draws the topmost event card and reads it aloud
2
Resolve immediate events
If the event has a tan background, carry out its effects immediately in clockwise order starting with active player
3
Note long-term events
Events with blue backgrounds remain in effect until chapter end and affect action card play
4
Orient the event card
The active player places the card face-up on the city council space, choosing its orientation from 4 possible positions
5
Determine personal income
Each player receives the resource shown on the corner of the event card pointing toward them
6
Substitute for unavailable income
If your personal income isn't available in supply, receive 1 victory point instead
7
Move favor marker
Move the marker along the favor track the number of spaces indicated by where the red arrow points (0-3)
8
Receive favor award
The active player receives the benefit of the space where the favor marker lands (only if it moved)
9
Queen
Receive 2 victory points if you have at least 1 loyalty
10
Prior
Receive 1 piety from the cathedral
11
Guild Master
Receive 1 victory point per house you have built on the board
12
Prioress
Receive 2 victory points if you have at least 1 medical knowledge
13
Merchants
Receive 1 wool from supply
14
King
Receive 1 victory point per loyalty you have
15
Earl of Shiring
Receive 1 grain from the field
16
Bishop
Receive 1 victory point per piety you have
17
Outlaws
Pay 1 gold to supply; card cannot be oriented this way if you cannot pay
18
Play one action card
Starting with active player, each player plays one action card face-up and resolves its action
19
Discard one action card
(Chapters II-IV) After playing, choose one card to discard face-down without effect
20
Maintain two piles
Keep an action pile (played face-up) and discard pile (discarded face-down), ending each chapter with 6 cards each
21
Consider long-term events
All blue event cards along the board edge affect your action card play
22
Grain
Take 1 grain from the field
23
Piety
Take 1 piety from the cathedral
24
Resource
Take 1 stone from quarry OR 1 wood from forest
25
Building Project
Place up to 2 resources on one building project, receiving 3 victory points per resource placed
26
Wool & Cloth Sales
Sell any amount of wool (2 gold each) and/or 1 cloth (4 gold) at the market
27
Privilege
Repeat the action of your most recently played action card (top of your action pile)
28
House Building
Pay 1 gold plus 1 matching resource (stone or wood) to build a house on a matching building space
29
House Rent
Receive income from up to 2 of your built houses as indicated on those spaces
30
Donation
Pay 1 gold and place one donation seal on an unfinished building project
31
Cloth Production
Convert 1 wool to 1 cloth OR 2 wool to 2 cloth
32
Medicine
Take 1 gold and 1 victory point OR care for plague-infected inhabitants (Chapters III-IV)
33
Favor
Move favor marker exactly 1 space and receive that space's award
34
Place resources on projects
Use Building Project action to add stone (grey spaces) or wood (brown spaces)
35
Score for building
Receive 3 victory points per resource placed
36
Complete donation bonuses
When all spaces are filled, donating players receive the indicated bonus (usually 1 VP plus a resource)
37
Tower completion
When 8 regular spaces are filled, player with most loyalty places metal resource and receives 3 VP
38
Hospital donation special
Allows immediate care for plague victim if you have sufficient medical knowledge
39
Reveal plague locations
When event cards are drawn, flip the plague marker matching the card's number (1-11)
40
Check medical knowledge required
The revealed number shows how much medical knowledge needed to care for those inhabitants
41
Care for inhabitants
Play Medicine action with sufficient medical knowledge to treat locations
42
Receive caring rewards
Gain 2 victory points plus the location's bonus benefit per location treated
43
Keep medical knowledge
Medical knowledge is shown but not spent when caring for plague victims
44
Treat multiple locations
Sum the requirements of all locations you wish to treat in one action
45
Move long-term events
Place new long-term events on event card spaces along the board edge (maximum 2; third replaces oldest)
46
Pass start player
Give start player figure to the player on your left
47
Progress building projects
Add 1 matching resource from supply to each building project (stone first if both needed)
48
Remove covering tiles
Clear all event-related covering tiles from the board
49
Remove long-term events
Discard all blue event cards from the board edge
50
Pay piety duty
Return 2 piety to cathedral; lose 3 VP per missing piety and perform penance next chapter
51
Pay grain duty
Return 2 grain to field; lose 2 VP per missing grain and go begging next chapter
52
Pay tax duty
Active player rolls tax die (2-5 gold); lose 1 VP per unpaid gold and go before royal court next chapter
53
Use loyalty protection
Pay 1 loyalty to avoid one penalty (still lose VP but skip the punishment)
54
Keep remaining resources
Piety, grain, and gold carry over to next chapter
55
Penance
Another player randomly draws and discards one of your action cards at chapter start; no additional discard after first action
56
Begging
Forego your personal income in the first round of the chapter
57
Royal Court
Play and discard cards normally but skip the action in your first turn; only 5 actions that chapter
58
After Chapter I
Add the 6 advanced action cards to each player's hand
59
After Chapter II
Place Tower building project and 11 plague markers (number-side down) on numbered locations
60
Chapter IV end penalties
Victory point losses are doubled instead of performing penance/begging/royal court

Winning

How to claim victory.

1
Complete four chapters
The game ends after Chapter IV's mandatory duties are paid
2
Double end-game penalties
Any missing piety, grain, or gold at game end costs double victory points instead of future penalties
3
Score remaining resources
Each stone and wood is worth 1 victory point
4
Score remaining gold
Every 2 gold is worth 1 victory point (divide gold by 2, half points allowed)
5
Determine winner
The player with the most victory points wins
6
Break ties with piety
If tied, the player with the most piety wins
7
Further tiebreakers
If still tied, compare loyalty, then medical knowledge
8
Track overflow
If exceeding 60 VP, continue from the start of the track

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FULL rules

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