Aku+Aku

=Easter Island Game=
 * Goal:** To build a successful society on Easter Island.

Map: media type="custom" key="6282495" The game starts with your group's dot on one of the squares on the island. This dot represents a family of four. Your society will grow out of this family.

Each turn equals a decade of simulated time on the island. In each turn you will make management decisions on how you want to lead your village.

These decisions will be made as follows:

You will have beginning of turn decisions to make: Decide on movement. Each family unit can move one square per turn

Decide on the division of labor. How many people will be farming, fishing, hunting, carving, and homemaking? Decide how you will manage the land. Will you convert forest to farmland? How much forest will you cut and what will you use the wood for? Decide how you will manage your resources? Will you convert the resources into goods like canoes, stone heads, or huts?

Labor phase Farming phase Building phase Carving phase Hunting phase Fishing phase Cooking phase Trading phase Birthing phase

You will have end of turn decisions to make as well: Decide what you want to trade and how much you expect in return. Decide how many children your village will have that decade.

Each team starts with a slice of the island. This slice will be divided into small squares containing different resources. There are five different types of squares: forest, grassland, hard rock, soft rock, and ocean.
 * Your Land****:**

__**Forest**__**:** There are three types of forest on the island: jungle (dark green), medium forest (mint green), and shrubland (bright green). The jungle is the densest forest with tall palm trees, medium-growth trees, and bushes, saplings and shrubs. Forest has only the medium-growth trees, and bushes, saplings and shrubs, and shrubland has only bushes, saplings and shrubs. When you harvest the jungle you receive one piece of level-three wood which is three units of wood. Once harvested, the level-three forest becomes a level-two forest. It will return to being a level-three forest only if you leave it alone for three decades. When you harvest the medium forest for wood, you get one piece of level-two wood, which equals two units of wood. Once harvested, the level-two forest becomes a level-one forest. It too will return to being a medium forest only if you leave it alone for three turns. When you harvest shrubland, you get one unit of wood, and the square becomes grassland (beige). Once it becomes grassland the square can never go back to being a forest.

The forests are also home to the game you will hunt for food.

__**Grassland**__**:** Grasslands (beige) can be converted into crop fields (yellow) or village squares (beige). Village squares can have a maximum of four families living on them. No hunting is done in grasslands or village squares.

__**Tuff Quarries**__**:** Tuff quarries are the grey squares. Here you can build your quarries to remove the rock that will be carved into stone heads. Each square yields one unit of soft rock.

__**Scoria Quarries:**__ Scoria Quarries (red square) are where you can mine the rock used to decorate your statues with eyes and a hat.

__**Ocean**__**:** The ocean squares (blue) are where you can fish. You need a canoe to fish.


 * The Labor Phase:**

You will need to decide how to use your villagers’ labor. Villagers can choose among seven roles: builders, carvers, farmers, fishermen, homemakers, hunters, and traders.

__**Builders**__: Builders are needed to build canoes. Two builders can build one canoe per turn. Builders need one piece of level-three wood and three pieces of hard rock to build each level-three canoe. Builders only need one piece of level-two wood and two pieces of hard rock to build a level-two canoe.

Builders also cut down trees. One builder and one tool is needed to cut down each tree. Builders can only build OR cut down trees in a given turn; they cannot do both.

Carvers :
Carvers are needed to build the stone heads used to worship the Gods. Five carvers are needed per decade to build each head, or to upgrade the head to the next size level. The size of the heads can only be upgraded one level per decade. Carvers need one piece of #3 wood, one piece of #2 wood, one piece of #1 wood, six pieces of hard rock, and six pieces of soft rock to build or upgrade a head.

__**Farmers**__: Farmers are needed to grow crops for the villagers. Two farmers are needed each decade for each square of farmland.

__**Fishermen**__**:** Fishermen are needed to catch the fish and shellfish that the villagers will eat. Two fishermen are needed to fish a level-three square, and one is needed to fish a level-two or level-one square. You need a level-three canoe to get to a level-three square. You can fish level-two squares with a level-three or level-two canoe. If you use a level-three canoe in a level-two square you only need one fisherman in the boat. You do not need a canoe to fish level-one squares. You can catch three units of food in level-two ocean squares, and one unit of food in level-one squares. You cannot fish the same level-one or level-two squares two turns in a row.

__**Homemakers**__**:** You need one homemaker for every three children in your village. Each hut can house up to five people. Cooking requires one #1 wood per five villagers per turn. So if you have to cook for 20 villagers for the decade you need four units of #1 wood to use as firewood.

__**Hunters**__: Hunters are needed to hunt game that the villagers will eat. Each hunter hunts one square of forest. The forest will yield game according to its level. For example, in a level-three forest, one hunter will bring in three units of food per turn. In a level-two forest, one hunter will bring in two units of food per turn. This production holds true only if there is enough forest to support a healthy ecosystem. A healthy ecosystem is defined by having five units of level-two or higher forest touching each other. If the ecosystem is unhealthy the most that can be produced by each square is one unit of food.


 * The Farming Phase:**

Determine how many squares you are going to farm. Fill out the info in the farming phase section of the chart. If you cleared forest to make farmland be sure to note how many units of wood you have to use as a resource. Also make note of how many food units that farm square is producing for the current turn.

You will start with 20 villagers. The life expectancy of an Easter Islander is 50 years. So, at year 700 your village consists of four five-year olds, four teenagers, four villagers in their 20s, four villagers in their 30s, and four in their 40s. We’ll assume there are an equal number of men and women in each age group. For the purposes of this game no one can live past 50 years old. Only villagers in their twenties or thirties can have children, and each couple can have up to six children per turn. You will roll the dice at least once for each couple in your village between 20-40 years of age. Rolling a 1 or 2 means they have one baby. Rolling a 3 or 4 means they have two babies. Rolling a 5 or 6 means no babies. If you want to encourage population growth you can roll up to three times for each couple.
 * Number of Villagers in Your Clan:**

Each square of farmland produces 10 units of food in the first decade. If that square is farmed again the next decade it will only produce five units of food and during the next decade it cannot be used for farming. If, however, you farm the square one decade and leave it fallow the next decade (fallow means you do not farm it), by the third decade it will be producing 10 units of food again.
 * Farming**:

__**Pleasing the Gods**__:

In addition to the resources needed to build or upgrade a head outlined in the __**Carvers**__ section of the rules, your clan will need to have a population of 25 villagers to build a level one head, 40 villagers to build a level two head, and 60 villagers to build a level three head. Heads cannot be built higher than the third level, but your clan can build multiple stone heads.
 * Building the Stone Heads:**

The advantage of building the stone heads will be realized in the trade phase. On Easter Island, all the villagers think that the size of a stone head reflects the strength of that clan’s relationship with the Gods. Angering that clan in the trade phase is the same as angering the Gods, something no Easter Islander wants to do. In the Trade Phase the clan with the greatest sum of all the levels of their stone heads gets to choose its trading partner first, followed by the clan with the next biggest sum, and on down the line. These sums are known as your Religion Level. For example, if one clan had two level-two heads and a level-one head their Religion Level would be five, 2+2+1. The trading partner with the bigger Religion Level also gets to choose an additional number of goods equal to the difference in values of the two trading clans’ Religion Levels. For example, if a clan with a Religion Level of 5 is trading with a clan whose RL is 3, the first clan gets to take two extra goods of their choosing in addition to whatever good they traded for.
 * Religion Levels and the Trading Advantage:**