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S etup Shuffle all 17 king’s seals (red side up) and draw 4 to place In turn order, each player

Shuffle all 17 king’s seals (red side up) and draw 4 to place In turn order, each player selects 3 different goods
on the scrolls in the Noble Guild 15 as shown. Draw 4 of his choice from the haversack. If a player chooses
Place the board in the middle of the table. Each player general supply. Shuffle the remaining locations 10 and more and flip to reveal rosary beads and put them in the a sulfur good, he must decide whether to put it into
selects a color and puts the following into his personal place the ones marked with a circle on the starting spaces Monk Guild 16 on the rosary. Draw 1 more and flip to reveal his wine barrel (it helps nourish your pawns) or into his
supply: 3 pawns, 4 player discs/reeves, 11 action cards, 7 circled in pink, and the others on the remaining map spaces. a rosary bead and place it atop a chicken in the Farmer personal supply (It lets you play two actions in a row).
influence markers, 7 food, 7 shillings, 1 player pouch and Finally, turn all the location discs face up. Guild 17 . Randomly draw 10 goods from the haversack More on that later!
1 reference card 1 . Each player places his blank player and put them in the barn in the Farmer Guild.
disc 2 on the scoring track. Place goods into the Merchant Guild 11 as shown, leaving In turn order, select a character icon on one of your
the last space in the saltpeter and sulfur rows empty. Place Place the epoch marker 18 on the epoch I space (the first pawns and position it face up beside one of the 6
Now, create a general supply of resources as follows: goods into the Alchemist Guild 12 as shown, leaving 2 sunray). Randomly select 6 goods 19 from the haversack starting locations circled in pink. Immediately place an
Place the vessels 3 near the Alchemist Guild. Place the spaces in the food cart and 2 in the the sulfur bowl empty. and place 1 in each region beside the location featuring influence marker from your personal supply onto the 5 vp
influence markers and monsters 4 near the Knight Guild. Also, randomly draw 2 vessels and place them in the guild. the letter “N”. Randomly select a starting player and give hexagon in the guild bearing the same icon as your pawn. If
Place the king’s seals/rosary beads 5 near the Noble Put the rest of the goods into the haversack 13 . From the him the starting player marker and the progress die 20 . the hexagon is occupied, place it on the 3 vp hexagon. You
Guild. Place the shillings and archery targets 6 near general supply, place 2 influence markers per player in the are now ready to play the basic or advanced game.
the board. Knight Guild 14 as shown. If there are fewer than 4 players,
add “dummy” rows so there are at least 4 colors in play.
Shuffle the Royal Writ cards 7 and put them
facedown. Create six stacks of region tiles 8
in descending order. Remove the double-sided location
discs including the 12 feudums 9 and put them in the

Advanced rules appear in these nifty little scrolls.

3 4
18

12 14
19
7

11 15
10
5

17 16
9
6
2

20
8
1

13
P laying the G ame S tep 1: T ake A ctions
The object of Feudum is to be the “most venerated in all If you are ambitious, you may acquire a feudum to All players secretly choose 4 action cards from their decks Extra or Sequential Action
the land.” Less loftily put, players try to score the most become a vassal and increase your guild status to create a hand for the round. Unselected cards are set During card selection, you may play a
veneration points (vp) over 5 epochs — typically 7-10 immensely. However, you then must pay homage to the king aside. When everyone is ready, the saltpeter or sulfur good to gain a
rounds. Each round, players use action cards to move by conquering opponents throughout the game to avoid starting player plays 1 card face up bonus during this round. Place the
pawns, influence locations, interact with guilds and a slew negative vp for disloyalty. and carries out the action. Play chosen good on top of your player
of other things. continues clockwise, one card at a pouch to signal which bonus you intend to use:
All players may trade with guilds to get the time, until all players have played all
During the game, you will secure resources they need. However, only guild of their chosen cards. Extra Action: Playing a saltpeter allows you to
membership status in different guilds members may move goods from guild to add a fifth action card to your hand.
by putting pawns and/or feudums into guild in return for immediate vp! You may Regular Action
play. You will also race to rule decide to thwart the flow of goods, but Any player may perform the regular Sequential Action: Playing a sulfur allows you
locations, as this reinforces be warned, a player could throw action depicted on the top section of to play 2 action cards back to back on a single
your guild status, and unlocks you a “feast” and perform your the card. turn. Sulfur stored in your barrel may NOT be
additional actions. Latecomers guild powers while used for sequential actions (see Nourish Pawns
must settle for serfdom—but this you are incapacitated. on page 20).
can be advantageous! When one region tile
stack is empty the game After the extra or sequential action is carried out,
Special Ability (Advanced Game)
Players who hurry to improve ends and final vp (such remove the good from your player pouch and
locations in each region are rewarded as Royal Writs) are scored. discard it into the haversack. You may play either an extra
Possession of a certain good or having a particular
immediate vp and valuable region tiles! or sequential action once per round, but NOT both.
pawn in play gives you the option to perform
Tiles can be traded for any good, or used by The paths to victory are many! Will you rule
the special ability depicted at the base of the card.
your serfs to tend landscapes. As tiles are drawn, the dawn locations or humbly tend landscapes? Be a dutiful vassal or Note: You must play at least 1 selected action card each
Special abilities enhance or replace the regular
of each epoch is triggered and vp are scored for status in avoid royal obligations? Fortify your feudums or expand your turn, however you may forfeit the action.
action. For example, this move action card depicts
the guilds, landscapes tended and regions in which kingdom? Rest assured, your foresight and finesse will prove
the monk pawn and his special ability.
you are active. fruitful. Unless you are unwittingly bludgeoned by a lumber- Long Live the King
ing behemoth. Long live the king! If you wish, you may wait to see if anyone before you in
turn order has placed a saltpeter or sulfur onto his player
pouch before you finalize your card selections. When
a player makes his selections, he must announce, “Long
live the king.” Once this is uttered, a player may not
Card Symbols change his selections.
The following symbols appear on some action cards and
denote the following:
P laying a Round
This card may be played again by using the repeat
Each epoch is made up of 1 or more rounds. Each round Step 4: Advance Epoch Marker & Score Epoch
action card later that same round.
consists of 5 steps, briefly described here: (If Triggered)
If a new epoch is triggered, advance the epoch marker, score
This card may not be played again in the same round
Step 1: Take Actions veneration points and replenish the board with resources as
even if the repeat action card is played.
All players secretly select 4 out of their 11 directed. Otherwise go to Step 5.
action cards. Then, each player executes This card may not be the last card you reveal this round.
them one at a time in turn order. Step 5: End Round or End Game & Final Scoring
Pass the starting player marker clockwise and begin a
Perform the regular action or the special ability, but
Step 2: Nourish Pawns new round. If epoch 5 was triggered during the round, not both.
All players must sustain pawns on the board the game is over. After scoring the epoch, perform Protect thy cards from ruin with
with food and/or wine. final scoring. Score veneration points (vp). 71 clear “Standard European”
sleeves (59 x 92 mm).
Step 3: Roll Progress Die
Roll the progress die to determine a region
tile to remove.
E leven A ction C ards Ferryboats Rulers, Subjects & Serfs
Ferryboat routes can be used by any player for a If you are the first to add an influence marker to a location,
Choose from the 11 action cards described here. 2. Move Action payment of 2 shillings to the general supply. Each place your marker on TOP of the disc to become its ruler.
payment grants a single, one-way trip. Important: Ferryboat If you are the second (and different) player to add a marker,
1. Migrate Action Your total movement allowance is routes are closed if the Alchemist has 1 or more vessels for place it beside the disc to become a serf. This earns you
equal to the number of pawns you sale within his guild! the right to tend a landscape (see Tend Landscape on
You may migrate 1 of your pawns have on the board. Movement may page 11).
to or from the board. If you choose be divided among multiple pawns. Epic Voyage
to migrate a pawn onto the board, Pawns move from 1 location to the If you successfully play the Move Action twice in a On a future turn, either player may add 1 final influence
turn in a food for the journey. next and may move along roads or single round (see Repeat Action, page 14), you may marker. If you are already the ruler, add your marker beside
Now, take a pawn from your special vessel routes. take 1 of your player discs and place it on the first space of the disc to reinforce your rule as a subject. If you are a serf,
personal supply, rotating it so the epic voyage track. If you are already on the track, advance bump the ruler down to the serf position, leaving your new
that 1 of its 6 characters faces up. Pilfer Resources your disc to the next space. Upon reaching a space marked marker on top as the location’s new ruler.
Finally, place it beside a location At the end of your Move Action, if with a card icon, draw 2 Royal Writ cards and keep 1 of
already containing 1 of your pawns one of the pawns you moved is beside a location containing them. Return the other card to the bottom of the deck.
or influence markers. If neither are a resource, you may pilfer 1 resource from that space. (This
in play, place your pawn beside 1 of the 6 pink-circled includes resources atop landscape tiles such as goods, targets
starting locations. or shillings.) You may not pilfer from a farm you rule or a
ruler
landscape that your own serf is tending (limit 1 pilfered
If you migrate a pawn from the board, return it to your resource per movement action). serf
personal supply without food penalty.
Vessels & Vessel Routes The epic voyage track is divided into sections. At the end of
subject
If you have a vessel in your personal supply, you may place the game, the leading player disc in each section will score
Note: Having a pawn in play earns a player membership
it under 1 of your pawns on the board, and move along the the higher of the two veneration point values printed in that
status in 1 of 6 guilds (see Guild Membership on page 16).
vessel route matching the vessel. The pawn remains atop section (3/5, 7/9, 11/13 vp). If 2 discs are tied, they both
the vessel until the pawn moves away from the route. score the higher value. The fourth section contains only 1 Guild Status & Active Regions
Deploying a vessel does not count as an action and can be space: the monastery. Any marker reaching this spot will The locations you rule may increase your guild status, and
done at any time during your turn. Once the vessel is placed, receive 17 vp. Note: A pawn must move at least 1 space for earn you veneration points for active regions. (see Step 4 on
“Distant Kin” (Advanced Game)
it may not be taken off the board. the move action to be successful. page 21).
If you have an Alchemist pawn
already on the board, you may Submersible route “Godspeed” (Advanced Game)
migrate a new pawn onto the
“Money is Influence” (Advanced Game)
board to any of the 6 starting If you have a Monk pawn on the
locations instead (even without one of your Ship route board, that pawn may move +1 If you use your Merchant pawn
pawns or influence markers there). space at the end of your regular to influence a location ruled by
movement action. The monk pawn does not an opponent’s SINGLE marker,
Flying Machine route have to be part of your regular movement you may pay 1 shilling to the general supply
action. If you have multiple monks, to move his marker to the serf position and
choose 1 to perform this ability. place yours on top as the ruler (even though
you are merely tied for influence). If you
Abandoned Vessels
have multiple merchants, choose 1 to
The Six Pawn Characters If you are using a vessel and decide to continue movement 3. Influence Action perform this ability.
to another location requiring another mode of travel, you
may abandon the vessel and continue movement on a road, You may add 1 influence marker to
or by deploying a different vessel from your personal each location containing one of your
supply. On a future turn, any player (including you) may pawns. For example, if all of your
Farmer Alchemist Merchant board the abandoned vessel during a movement action. pawns were at different locations,
you could add 3 influence markers.

During the game, a location may


hold a maximum of 3 influence
Knight Noble Monk
markers belonging to 2 different
players. No player may have more
than 2 of his own markers at a location.
4. Improve Action Feudums, Vassals & Military Service 5. Explore Action
The moment you rule a feudum, you become a
“Tend Landscape” (Advanced Game)
Turn in the required resource to vassal, earning you powerful status in the related If you rule an outpost, you may
improve a location you rule guild. However, you must now pay tribute to the play the explore action. Draw 2
If you turn in Wood to the
as follows: king in the form of military service. If you do not perform Royal Writ cards, +1 card for each
haversack, you may place 1 of
several conquer actions by the end of the game, you could additional outpost and/or feudum
your collected landscapes beside
• outpost to farm (wood) lose veneration points for disloyalty. Tip: Even one conquer ruled, and keep 1 of them. Return
any location where you are the serf and score
• farm to town (iron) action will help a vassal immensely. the other card to the bottom of the
2 vp. Only 1 landscape is allowed per location.
• town to feudum (king’s seal) deck.
Landscapes may not be replaced. Important: Play
Details on how to conquer are presented later (see page
this instead of the regular improve action.
Replace the location disc with the 13), but the military service track works as follows: When Royal Writs
NEW one from the general supply you conquer an opponent, you may place 1 of your player Royal Writ cards come in 2
Immediately upon placing a landscape, AND
and place your ruling influence marker on top. If you discs (blank side up) on the FIRST catapult projectile space varieties: Mandates and Charters.
at the dawn of each subsequent epoch (after
improve a town to a feudum, choose one with an icon on the military service track. After each subsequent conquer Mandates grant you resources (from
scoring), take 3 designated resources and add
related to the guild in which you wish to gain status (see action, place another one of your discs on the SECOND the general supply) or attack
them to the tile. Each time, you may choose to
Guild Membership on page 16). space and so on. strength, and may require you to
collect all of the resources that have accumulated,
either turn in a good (outlined by
or let the resources continue to grow. When you
If you fail to perform conquers by the dawn of the a square) or achieve guild status in
decide to collect the resources, you must pay 1
epochs designated with catapult icons, you must order to realize the award. Charters
Outpost Farm Town Feudum resource to the location’s ruler. The landscapes
subtract the vp noted in the epoch’s related catapult space, grant you end game veneration
and their resources are:
Note: If you improve from a farm to a town, discard all as well the negative value in the uncovered space(s) before points based on completed
goods that were on the farm into the haversack. it. In this way, penalties for disloyalty are cumulative. You objectives. Mandates are already
may satisfy your military service earlier (or later) than the sealed by the king and can be played
Region Tiles & Veneration Points designated epoch. and discarded at any time; however, in order for charters to
As a reward for improvement, draw the top region become valid, you must obtain a king’s seal and place it on
tile from the stack that matches the region where Orchard: food Archery Butt: targets the card at the END of the game. You may not have more
the improvement occurred. The tile must be from the than 3 Royal Writ cards at a time, but may discard unused
current or a former epoch, or it is prohibited. The region cards to the bottom of the deck at any time (see Royal
icons at the base of each stack correlate to the map regions Writs on page 24).
(see The Board on page 3). epoch V
epochs IV, V Silver Mine: shillings Sulfur Mine: sulfur
Consult the region tile chart and score epochs II, IV, V
veneration points based on the tile’s Note: Targets are traded in for influence markers
”Shovels & Swords” (Advanced Game)
epoch number and the new location. from the general supply when you collect the
For example, if you improved a farm resources.
If you turn in an Iron to the haversack,
to a TOWN and the tile drawn had the
For example, epoch 4 was just triggered. The yellow player draw 2 additional cards and pick
Roman numeral I on it, you earn 3 vp At the dawn of each epoch (before adding
has a feudum but is not on the military service track. At the another one to keep! Note: This is done
as printed on the chart. resources), score veneration points for each
dawn of epoch 2, he lost 3 vp. Now, he will lose 4 vp, plus AFTER the normal explore action is taken.
landscape tended by your serf(s). Score 2 vp per
another 3 vp for still not covering the first catapult space. empty landscape and 4 vp per landscape
If the tile is prohibited, draw a former epoch tile from
So far, yellow has lost 10 vp. If he fails to get a player disc containing 1 or more resources. In order to score
a different region tile stack. You score NO points for
onto the track before the end of the game, he will lose the higher value, players may forego immediate
collecting this tile. If there are no former epoch tiles
another 12 vp, for a total of 22 vp lost over the course of collection of resources. Of course, be aware
available, do not draw a tile.
the game. that other players may pilfer resources!
Wild Tiles Note: Tended landscapes count towards
Non-Vassals active regions during epoch scoring.
Collected region tiles are considered “wild,” and
If you do not rule (or no longer rule) any feudums, you are
may be substituted for any good (food, wood,
not subject to point deductions. Even without a feudum, a
iron, sulfur or saltpeter) at any time. Alternatively,
player may still put player discs onto the military track for
they may be used as a landscape (see Tend Landscape on
each successful conquer action in anticipation of becoming
page 11). Note: Removing region tiles may trigger the next
a vassal later.
epoch (see page 21). The “butts” were fields
used for archery training
during the Middle Ages.

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