Concordia: Strategy Guide

Base-game Concordia on Imperium or Italia, 2 to 4 players. Build a board, buy cards that score it, and empty the market.

The plan

  • Cards multiply a board. Every personality card you own scores a god. Buy cards that match houses and colonists you already have. A thinner map with the right cards beats a pretty map with a thin hand.
  • Default shape, every game: one house per province, one house of each good, non-brick cities, colonists from Tribune. Take Consul and Farmer when they appear. Senator only for two cards. Finish by emptying the market.
  • Do not reverse it. Do not buy Weaver or Vintner and then hunt those cities. Build first. Then buy the card that scores what you built.

Easiest missions

  • 1. Mercurius. One house of each of the five goods. Easiest cap in the game (10). Do this every game.
  • 2. Saturnus. One house per province. You want this for production anyway. A second house in the same province adds nothing here.
  • 3. Jupiter. Non-brick houses. This is the main city score. Skip extra brick unless the Mason is yours.
  • 4. Mars. Colonists from Tribune (food + tools into Roma). Do not force a Colonist-card mission. Most colonists still come from Tribune.
  • 5. Farmer, then Mason. Cheapest specialists. Food cities are common and useful. Mason only if you are filling brick; those houses skip Jupiter without it.
  • 6. Smith, Vintner, Weaver. Only if you already live in those cities. Cloth and wine are scarce.
  • 7. Vesta. Leftover coins and goods. You have one Vesta card (Senator). Not a plan.

Opening

  • Before you play: look where cloth and wine landed. First-in is cheap coins plus Mercurius. Distant ones are a race.
  • First turn: Architect a cheap city, usually brick (1 food + 1 sestertius). If they Architect first, Diplomat-copy that Architect.
  • First Tribune: pay food + tools for a Roma colonist. That extra movement beats a one-card Senator.
  • Senator: only when you can buy two cards. Do not spend it early on one leftover food.

The engine

  • Architect: two houses unless you are snatching one city. Movement equals colonists already on the board.
  • Prefect: produce in provinces other people will also flip. Cash around 8+ when you need coins or every province back on. That reset helps the table, not only you. Cash keeps Praefectus Magnus.
  • Mercator: buy two types you lack, or sell a cloth or wine pile. Skip this if a Prefect would pay more.
  • Senator: two cards or wait. Consul takes one expensive card and skips extras.
  • Tribune: when the rest of the hand cannot build, buy, or produce. Pay food + tools for a Roma colonist if you can.
  • Diplomat: copy their Senator, Consul, Architect, or a Praefectus Magnus Prefect. You cannot copy Diplomat or Tribune.

What to buy

Buy the card that scores the board you already have.

Consul

1 Consul: one expensive card for the printed cost only. Hold Diplomat to copy it if you missed it. One at 2p, three at 4p.

Farmer

2 Farmer: cheapest specialist to max. Food builds brick, food cities, and colonists, and those houses still count for Jupiter.

Architect / Mercator

3 Architect / Mercator: a second Architect or a 5-sestertii Mercator is another full cycle after you Tribune.

Colonist

4 Colonist: usually take the money (5 + 1 per colonist on the board). Do not let one player collect every Mars card.

Mason

5 Mason: only if you are filling brick. Brick houses skip Jupiter without it. Pairs with Farmer as a cheap-house engine.

Diplomat

6 Diplomat: copy Senator, Consul, Architect, or a Praefectus Magnus Prefect. Worth more at 4p (three targets).

Prefect

7 Prefect: more production, not a must-buy. At 4p, live where others flip. At 2p you often have to flip your own.

Smith

8 Smith: same 3 VP as Farmer, fewer cities. Buy if you already have tool houses.

Weaver / Vintner

9 Weaver / Vintner: buy if you already live there. Cheap denial if the cloth or wine player would max it.

On the board

  • First house in a city is cheap. Second and third pay 2× and 3× coins. That tax hits earlier at 4p.
  • Spread. One house per province (Saturnus), one of each good (Mercurius), non-brick for Jupiter. One doubled-up province early is fine for production. A private farm nobody else will flip is slow.
  • Share Prefect production. Sit where other people will flip. Play your own when you hold Praefectus Magnus, when you need the bonus good, or for the cash reset at 8+.
  • Cloth as a bonus, not a first house. Any province with a cloth city bonuses cloth. An early cloth house often sits un-Prefected. Get a wine source by midgame so you are not buying wine to buy cards.

2p vs 3p vs 4p

The plan stays the same. The market is smaller at 2 and 3, so Consul and Farmer are more contested.

2 players

One Diplomat target: hold it for their Senator, Consul, or Architect. Contest the single Consul. They may never flip your province, so produce it yourself. The 15-card market empties fast; Concordia 7 VP is a big slice.

3 players

Two copy targets, two Consuls. Do not Prefect into both opponents. Board crowding and 2× coins start to matter.

4 players

Three copy targets, so extra Diplomats get used. Pay first-in or pay 2×/3× later. Share production. Deck IV Diplomat scores Mercurius, not Saturnus.

Endgame

  • Empty the market. That is the usual finish, not 15 houses. Concordia is 7 VP you take and 7 they do not. Finishing is often correct.
  • If someone is about to end it, set up a last Architect or a two-card Senator. You still get that turn if you did not trigger the end.
  • If you are racing 15 houses, do not leave one sitting so the table can prepare.

Mistakes that cost games

  • Buying one card with Senator.
  • Skipping the first Tribune colonist, or Tribuning while useful cards remain.
  • Building the second house in a city because it is nearby, and paying 2× coins.
  • Prefecting a province that fills opponents more than you, or cash-Prefecting at 2–4 coins.
  • Buying Weaver or Vintner before you live in those cities.

Game statistics

Maps, scoring, goods, and the market. Skip this until you need a number.

Maps

ItaliaImperium
Players2–43–5
Buildable cities2530
Provinces / Saturnus1112
Cities per province2 or 32 or 3
City tokens25: 7 A, 8 B, 10 C. Five D boxed30: 7 A, 8 B, 10 C, 5 D
Goods on cities7 brick, 6 food, 5 tools, 4 wine, 3 cloth8 brick, 7 food, 6 tools, 5 wine, 4 cloth
Token setupBox D. Shuffle A–C face up, match letters, flipShuffle A–D face up, match letters, flip
Province bonusMost valuable good (cloth 7, wine 6, tools 5, food 4, brick 3)Most valuable good (cloth 7, wine 6, tools 5, food 4, brick 3)
Bonus marker reverse2 sestertii, cloth 1. Cash Prefect takes that sum, then flips all back2 sestertii, cloth 1. Cash Prefect takes that sum, then flips all back
Houses1515
Colonists3 land + 3 sea3 land + 3 sea
Storehouse12 slots. Colonists off the board occupy slots12 slots. Colonists off the board occupy slots
Starting seven7 cards. P1 5 sestertii, +1 later seats. Last: Praefectus Magnus7 cards. P1 5 sestertii, +1 later seats. Last: Praefectus Magnus
Cards / Concordia30 for sale (I–V), display 7. Concordia 7 VP30 for sale (I–V), display 7. Concordia 7 VP
Goods types55

Scoring

Play one personality card per turn. At the end, every card you own (hand + discard) multiplies its god.

Vesta

1 VP per 10 sestertii (coins plus leftover goods: brick 3, food 4, tools 5, wine 6, cloth 7).

No house-style cap. One card in the game (Senator).

Jupiter

1 VP per house in a non-brick city.

Max 15. Brick houses need the Mason.

Saturnus

1 VP per province with at least one of your houses.

Max 12 Imperium / 11 Italia. A second house in the same province adds nothing.

Mercurius

2 VP per goods type your houses produce. Count each type once.

Max 10. Salt is not in the base game.

Mars

2 VP per colonist on the board (land or sea).

Max 12 (3 land + 3 sea). Starting two in Roma already count.

Minerva

Mason 3 (brick), Farmer 3 (food), Smith 3 (tools), Vintner 4 (wine), Weaver 5 (cloth).

Each specialist is its rate × houses of that type. They do not multiply each other.

Whoever buys the last market card, or builds their 15th house, takes Concordia (7 VP). Everyone else gets one last turn. Ties go to Praefectus Magnus, or the tied player who would receive it next.

The five goods

You cannot discard goods. Storehouse is 12 slots. Architect coins for food / tools / wine / cloth are 2 / 3 / 4 / 5, multiplied by houses that will be in the city after you build. Senator pays extras under the slot. Consul ignores extras. After a buy, cards slide left; extras stay, so the right stays expensive.

GoodUsed for
Brick Brick (bank 3)Non-brick cities: 1 brick + that city’s good + coins. Brick cities: 1 food + 1 sestertius. Mason 3. Brick houses skip Jupiter without it.
Food Food (bank 4)Pays brick cities. Colonists: 1 food + 1 tool each. Farmer 3. Printed on Colonist, Mason, Farmer, Diplomat III and V.
Tools Tools (bank 5)Other half of the colonist cost. Tool cities: 1 brick + 1 tool + 3 coins. Smith 3. Printed on Architect, Smith, Diplomat I and IV.
Wine Wine (bank 6)Wine cities: 1 brick + 1 wine + 4 coins. Vintner 4. Printed on Prefect, Mercator, and Vintner. Scarcer cities.
Cloth Cloth (bank 7)Cloth cities: 1 brick + 1 cloth + 5 coins. Weaver 5. Printed on Consul and Weaver. Extra under the right-hand slots. Fewest cities.

Starting seven

Tribune, Architect, Diplomat, Mercator, two Prefects, Senator. No Consul, no Colonist. Goods: 2 food, 1 each of brick, tools, wine, cloth. Four unused colonists plus those 6 goods leave 2 empty storehouse slots. Start player has 5 sestertii; each later player gets +1. Last player starts with Praefectus Magnus.

Click any card to enlarge it.

Architect
Jupiter: move, then build
Diplomat
Jupiter: copy a face-up card
Mercator
Mercurius: 3 sestertii, then trade
Prefect
Saturnus: you start with two
Senator
Vesta: buy up to 2 cards
Tribune
Mars: recover cards, optional colonist

The colored banner is the scoring god. The number is the rate (Jupiter 1, Mars 2, Mercurius 2, Vesta 1 per 10).

How the cards work

  1. Architect: movement points = colonists already on the board. Then build in adjacent cities. Brick: 1 food + 1 sestertius. Other cities: 1 brick + that city’s good + 2/3/4/5 coins for food/tools/wine/cloth. Coins multiply by houses that will be in the city after you build. Never two of your houses in one city, never in Roma.
  2. Prefect: flip one active province (bonus good for you, then every house there produces) or take the cash: each flipped bonus marker pays 2 sestertii (cloth 1), then flip every marker back. A province does not need a house on it.
  3. Mercator: 3 sestertii on the starting card, 5 on a purchased one, then trade up to two types of goods. You cannot discard goods, and you cannot trade with other players.
  4. Senator: up to two cards, paying the printed cost plus extras under the slot. Consul: one card, extras ignored.
  5. Tribune: take everything back. 1 sestertius per recovered card past 3, counting the Tribune. Optionally pay 1 food + 1 tool for one colonist in Roma only.

Diplomat copies the face-up card on an opponent’s discard. You cannot copy a Diplomat or a Tribune. Praefectus Magnus doubles only the province bonus good. It passes right after a production Prefect; a cash Prefect keeps it. You must use it on production.

Cards for sale

Consul
Consul: 1 card, skip extras. Jupiter
Colonist
Colonist: place any number, or sestertii. Mars
Purchased Mercator
Mercator: 5 sestertii. Mercurius
Purchased Architect
Architect: tools to buy. Jupiter
Market Diplomat
Diplomat: I/III Saturnus; IV Mercurius
Prefect
Prefect: Saturnus
Farmer
Farmer: 3 VP per food house
Mason
Mason: 3 VP per brick house
Smith
Smith: 3 VP per tool house
Vintner
Vintner: 4 VP per wine house
Weaver
Weaver: 5 VP per cloth house

Start and market

Start is your seven, not for sale. 2p, 3p, and 4p are the shared market. Add Start to a player-count column for the most copies of that god you can hold if you bought every copy. No Mercator in deck IV. No Diplomat in deck II. Deck IV Diplomat is Mercurius. Deck V Diplomat is Mars (5p only).

GodStart2p3p4p
Vesta1000
Jupiter2357
Saturnus2356
Mercurius1234
Mars1234
Minerva0555
Total7152126
CardGodStart2p3p4p
SenatorVesta1000
ArchitectJupiter1234
Diplomat (start)Jupiter1000
ConsulJupiter0123
PrefectSaturnus2234
Diplomat I, IIISaturnus0122
Diplomat IVMercurius0001
MercatorMercurius1233
TribuneMars1000
ColonistMars0234
FarmerMinerva0111
MasonMinerva0111
SmithMinerva0111
VintnerMinerva0111
WeaverMinerva0111

Starting Diplomat is Jupiter. Market I and III are Saturnus; IV is Mercurius (4p). V is Mars (5p only). Deck V is 5-player only.

Market size

2p3p4p
Cards for sale15 (I–II)21 (I–III)26 (I–IV)
Consuls in the market123
Market Diplomats123
Starting money5 / 65 / 6 / 75 / 6 / 7 / 8

All five specialists are in decks I–II, so they exist at every count. Last player always starts with Praefectus Magnus.

References