Leven Ction Ards 2. Move Action: Shillings Ruler Serf

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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.
6. Harvest Action Rosary Beads 8. Conquer Action Saltpeter & Weapons
Rosary beads increase your total harvest yield Turn in 1 saltpeter to the haversack to increase your attack
If you rule a farm, you may play the from +2 to +5 additional goods for as long as you If 1 or more of your pawns occupies by +1. Important: Typically, you may only use 1 saltpeter.
Harvest Action to randomly draw possess the bead(s). However, if you take the allotted the same location as an opponent’s However, if your knight is involved in the attack, you may
5 goods from the haversack to favors (a rather unholy act), your bead(s) are immediately pawn or feudum, you may attempt to use as many as needed! Additionally, any of your pawns may
place beside 1 of your farms, flipped over and become king’s seals (you give up future conquer and remove it from play. use weapons to increase your attack by +1 or +2. Saltpeter
and score 1 vp. harvest bonuses, but gain king’s seals). Important: The Conquer Action may and/or weapons may be added even after your opponent
not be your last action in a round. flips over a defend action card.
Add +1 good for each additional Also, outposts, farms and towns may
farm and/or feudum ruled, and +2 NEVER be targeted.
“Inspect the Harvest” (Advanced Game)
to +5 goods for each rosary bead in
your possession. A successful Conquer Action scores
If you have a Farmer pawn in play, you
you 2/4 vp and lets you move 1 of your player discs onto
may visibly choose your favors after
Note: The maximum harvest permitted on a single action the military service track (see Feudums, Vassals & Military
randomly drawing the total harvest. +4 attack
is 10 goods—even if your yield calculation Service on page 10). (with 2
is higher. saltpeter)
Players may attack or defend with multiple pawns; however, +3 defense
Note: If a farm has 10 or more goods, only 1 pawn or feudum may be targeted. Pawns or serfs
you may not harvest there again until the belonging to a third player do NOT factor into the battle. To
farm drops below 10 goods. win, your attack value must be greater than your opponent’s
defense value. A tie is a failed action. For example, the blue player attacks green’s feudum which
On a future turn, you may play the Guild Action (trade) to has a defense value of +3 (+2 for the feudum and +1 for a
move all goods from a ruled farm to the Farmer Guild to Conquering a Pawn defending subject). Blue’s attack value is +2 (+1 for each
acquire 1 food or 1 shilling for every 2 goods traded (see When attacking a pawn, players add up the attack and pawn). Because his knight is leading the attack, blue plays
Guild Action on page 15). 7. Tax Action defense values of: 2 saltpeter to bring his attack to +4. Since green did not
play a defend action, the feudum is destroyed and is
Favors If you rule a town, you may • Character pawn(s): + 1 attack, + 2 defense replaced with an outpost. Blue scores 4 vp and places a
In lieu of placing the total harvest onto 1 of your ruled play the Tax Action to • Monster pawn(s): + 1 attack, + 1 defense player disc onto the military service track.
farms, you may choose to randomly draw and place a collect 2 shillings.
partial harvest there, and then randomly draw and place Add +1 shilling for each additional If the attack is successful, score 2 vp, return the conquered
the remaining goods (favors or “kickbacks”) into your town and/or feudum ruled. pawn to the opponent, adjust guild status and, if desired,
personal supply. Consult the harvest chart to see how a move 1 of your player discs (blank side up) onto the “Starve the People” (Advanced Game)
total harvest breaks down into a partial harvest plus favors. military service track. If the pawn was atop a vessel, the
vessel remains on the board. If you have a Noble pawn beside
Total Harvest 5 6 7 8 9 10 a location with an opponent’s
Conquering a Feudum subject or serf, you may conquer
Partial Harvest 4 5 5 5 6 6 When attacking a feudum, players add up the attack or 1 of them and return it to its owner. Important:
defense values of the following: Play this instead of the regular Conquer Action.
Favor(s) 1 1 2 3 3 4 You do not earn veneration points (as this act is
• Character and/or Monster pawns quite ignoble), but you may move one of your
”Reinforcements” (Advanced Game) • Ruled feudum: +2 defense player discs onto the military service track.
• Defending subject: +1 defense Important: After a successful “starve
If you have a Knight pawn on the board, • Rebelling serf (of attacker): +1 attack the people” action, remove ALL alms
you may also collect 1 influence marker
(rosary bead discs) atop the chickens
from the general supply, or from the Knight If the attack is successful, score 4 vp, replace the feudum and return them to the general supply.
Guild if the general supply is depleted. If you with an outpost, adjust guild status and, if desired, move
have multiple knights, you still only receive a player disc onto the military service track. Return all
1 influence marker. influence markers to their respective owners unless you had
a rebelling serf there. If so, place the serf atop the outpost to
rule it. Any goods or landscape tiles remain.

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