V11 Rule Reference

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Seafall V11 Base Game Rule Reference (5/10/15)

Game phase Winter

• Winter (lowest glory takes compass to become • Dismiss advisor market. Draw 5 new ones
1st player) • Collect gold from all fields without enmity
• 6 turns • Move site enmity on province board to storage
• Islands produce goods
Turn order • Refresh all advisors, structures, upgrades
• Play advisor Game end
• If one is already in play, exhaust the old
one • Game ends immediately when one player
• Hire 1 Guild reaches target glory
• Perform two of three actions in a single • Glory can be stolen or lost
guild. Exhaust advisor at the end of
your turn if any expertise is used

Damage Discount rules

• May take damage by… • When purchasing a treasure, structure, or ship


• Drawing a damage card upgrade, you may pay 1 good to discount a
• Exhausting a ship upgrade same-colored item by 8 gold. The good must
• Ships can carry 2 damage cards. On 3rd, ship come from the same location that the card/
sinks, losing all upgrades to market, facedown. structure/upgrade will go
Lose glory for upgrades lost
Sailing

• Full sail:Each ship may move up to its sail value


• May move through any home harbor or
Fortune tokens coastal waters space for free
• Sail 2: Each ship may only move 2 spaces. Each
• Spend to convert two rolled dice into successes move taken reduces dice pool by one
• Spend to discard a damage card and draw a • Can’t move goods while in an open sea space
new one
• Can’t be used outside your turn, or at a red Reputation tokens
number site
• At end of game, roll for each token. On 3-6, • May spend only 1 to buy advisor, per turn
take back an enmity token from board/player • At end of game, roll for each token. On 3-6,
take back an enmity token from board/player

Enmity

• If you run out of enmity, you can no longer take actions where success would cause you to spend 1
enmity. If you must give enmity through other events, lose 3 glory for each token not given
• When giving enmity, you must return foreign enmity tokens of the same color as the player you giving
enmity to. Lacking those, give your own enmity
• Cannot return enmity on a province site until it is moved to Foreign Enmity space in winter
• When defending against a raid, each enmity held from attacker subtracts 1 die from their attack
• Each foreign enmity can be returned to that player to add +1 die in a raid against them
Builders Guild - Repair and upgrade Traders Guild - Buy goods

• Refresh all upgrades and remove all damage • Take physical goods on the island for
cards 3 gold + 1 gold per your enmity on island
• May purchase 1 upgrade for a ship at home • Ships can only store up to hold value. Excess
harbor or at island w/ helpful natives goods get returned to the supply
• Gain glory equal to the amount you
just covered with the token Traders Guild - Sell goods
• Discount rules apply
• May return an owned upgrade to the supply • Sell goods in warehouse to the supply for 6 gold
• Exhaust upgrade when returning it each

Builders Guild - Build 1 structure Leader’s Guild - Sail up to two ships / buy advisor
/ buy treasure
• Place purchased structure on the province
board • If ending sail at a warehouse, must unload
• Gain glory equal to the amount you goods to warehouse
just covered with the token • Advisors cost gold or 1 reputation token
• Discount rules apply • Discount rules apply for treasures

Explorers Guild - Research (X) Military Guild - Raise taxes

• Pay 3 gold, draw X research cards. Keep only 1 • Add gold to your treasury
Explorers Guild - Explore site Military Guild - Raid site

• May spend research cards before rolling • If no enmity on that specific site, you may raid
• Endeavor • Endeavor
• If ship survives endeavor and got at least 1 suc- • If ship survives endeavor and got at least 1 suc-
cess, pick a location on the searching map cess, plunder the site
• Leave 1 enmity on island raid site
• Leave enmity equal to the endeavor
level of site when raiding a player

Endeavor

• Create a dice pool


• Add dice = 1 die per guns (raid) or instruments (explore) + ship upgrade value + each support
ship + Advisor value + 1 per target enmity token held in foreign enmity storage (raid)
• Subtract dice per damage card value, your enmity held by defender, total garrison (base garrison
and structure), defending ships, and each space the flagship moved earlier this turn
• Roll the dice pool. Each 3 or higher counts as a success die
• May spend fortune only if at a black-numbered site to convert 2 rolled dice into success or replace a
drawn damage card with a new card.
• Total success if amount of success dice is greater than or equal to Endeavor Level
• Gain glory equal to amount of success dice rolled (with max of target number)
• If amount of success dice is less, take 1 damage per each success die you missed by
• If you sank or got 0 success dice, no glory is gained
• If you survived and rolled at least 1 success, gain glory equal to amount of success dice rolled

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