Sixth Realm-Rulebook

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Rulebook

Since time immemorial a thick toxic fog lingered over the mysterious continent to
the northwest of the Five Realms. A dwarven merchant ship sailing to Merchants
Cove noticed that the poisonous miasma surrounding the land had been lifted. Word
quickly made its way to Queen Tabitha who organized excursions to this new land.
What they found shocked them; this was their ancestral homeland, and the six races
used to live in peace. Peace and harmony had returned to the Five Realms, and thus
the ancient curse had been lifted.

Creation: Seth Jaffee and Matthew Dunstan Rulebook: Jonathan Cox


The Sixth Realm takes place over three in-game years. Each year, the Stone Council
Design: Seth Jaffee, Matthew Dunstan, Rulebook Layout: Aleksandra Sofronieska will meet seven times and determine which Guild is in session.
and Drake Villareal
Rulebook Editing: Final Frontier Games
Development: Boris Momic and Drake Villareal Your goal, as a recent arrival to this land, is to make a name for yourself. You can gain
Renders and Ana Trajkovska
Solo Design and Development: Drake Villareal Photography: a few points by constructing Houses, delving for Artifacts, or exploring to find lost
Art: Mihajlo Dimitrievski “The Mico” Production: Maja Denkov, Ivana Krstevska, Vojkan Krstevski, and
Relics. Most of your points will come from the Queen’s Challenges, which all players
Toni Toshevski will play a part in issuing.
Art Direction: Toni Toshevski
World-Building: Drake Villareal and Final Frontier Games
Concept Art: Marija Savikj
Playtesters: Stefan Andonovski, Bojan Dikovski, Dusko
Graphic Design: Aleksandra Sofronieska Jordanovski, Meto Karapejevski, Jovan Necovski,
Jane Nedelkovski, Martin Nonovski, Olivera
Additional Graphic Design: Naum Jamovski and Marija Savikj Paunovikj, Tamara Velinovska Paunovikj, Ilija Sarov,
and Vladimir Trajcevski

2
4 Player boards 1 Wheel of Favor tile 1 Starting Player
token 4 Torch pieces 24 Book tiles 12 Challenge 4 Relic Cabinet
(1 in each player color) (6 in each player color) tokens tiles

1 Sixth Realm board 72 Envoy meeples 1 Popularity Limit marker 6 Guild Council tiles
(2-player board on other side) (6 of each color)

32 Bridges 16 Houses 16 Towers 20 Councilors


(8 in each player color) (4 in each player color) (4 in each player color) (5 in each player color)

3 Starting Feat tiles 24 Resource tiles 1 Merchant Cart 36 Tradition tiles


(2 small & 1 large) (8 each of three types)

18 Seal tokens 2 Lock markers 4 Translator meeples 6 Setup tiles


(3 each of each color)
24 Guild Rank markers 24 Guild Reputation trackers 24 Guild Bonus tiles
(6 in each player color) (6 in each player color) (6 in each player color)

1 Population bag & 1 Artifacts bag 18 Relic tiles 25 Ink tokens 36 Artifact tiles

4 of each in each player color:

Council Influence trackers; 4 Action Point trackers


Navigation trackers; (1 in each player color)
Queen’s Ambition trackers;
1 Solo Component
Popularity trackers;
30 Foundation tiles 20 Small Feat tiles 10 Large Feat tiles
(12 small, 10 medium, & 8 large) (only used with 2 players) Victory Point trackers

4 5
player count. 8/10/12 of each color in a 2/3/4 14. Randomly place all Tradition tiles into any
player game. Then, with 2/3/4 players, randomly number of face-down stacks to the side of the
take 6/9/12 Envoy meeples from the bag and Historian area. Reveal 9 Tradition tiles from the
General place them onto the Boat near the Merchants stacks and place them face up on the empty
Guild area. spaces of the Library within the Historians Guild
1. Place the Sixth Realm board, choosing the area.
face up side according to the number of 13. Place all Artifact tiles into the Artifacts Bag.
Take 4 Artifact tiles from the bag and place them 15. Place 1 Translator meeple onto each of the
players ( 1-2p or 3-4p.) center spaces of the Historian area grid.
12 face up on the Adventurers Guild banner.
2. Place all Ink in a reserve on the Sixth Realm
board near the Scribes Guild banner. 16. Randomly place one Relic token, face up, onto
2 each City space on the Map in the Navigators
16 Guild area.
14
7 Note: When playing with 2-players, stack 2
random Relics onto each City space, without
1 looking at the bottom one.
15
13
13

3. Randomly place the


6 Guild Council tiles
around the Stone Council,
light side face-up.

4. Place the Wheel of Favor tile in the middle 10


of the Stone Council, with its central arrow 6
pointing to the midnight position, as shown in
the setup example.

5. With 2/3/4 players, take 1/2/3 Seal tokens of 8


each of the guild colors and place them on the
bottom-left corner of the Sixth Realm board.
Return any remaining Seal tokens to the box.
9 4 3
8. Place the Popularity
6. Place the Large Starting Feat tile in the middle of Limit token on the “3” space 12
the Court. Align these tiles with the board’s grid. of the Popularity track.
Then place the 2 Small Feat tiles on either side
of the Large Feat tile so that all three tiles form 9. With 2/3/4 players, place 4/6/8 of each Resource
a line. into separate stacks near the Merchant Gulid
area.
7. In a 2/3 player game return 4/2 of each type
of Foundation tile to the box. Then, sort the 10. Place the Merchant Cart in the center of the
Foundation tiles by size and place them into Merchant Guild area. 11
stacks near the Builders Guild area next to the 11. Place the Lock tokens next to the Stone Council
Sixth Realm board. Then place 1 Foundation tile area.
of each size into the indicated spaces of the
Builders Guild banner. 12. Place Envoy meeples into the bag based on the 5
6 7
c. 1 Popularity tracker on the “0” space of the 9. Take 5 random Feat tiles and keep them hidden 10. Take and place 3 Challenge tokens with values
Player Setup Popularity track. from opponents. With 2 players, take Large Feat 2/3/4 into your supply.
tiles. With 3 or 4 players, take Small Feat tiles.
Each player completes the following steps: d. 1 Navigation tracker on the bottom-most Return any remaining Feat tiles to the box. 11. Then return all Setup tiles to the box.
space of the Navigation track.
1. Take 1 random Setup tile.
2. The player with the highest numbered Setup tile e. 1 Councilor into the Stone Council area
value takes the Starting Player token. according to the value on your Setup tile and
the player count:
3. Choose a player color and take all components of
that color, and a player board. i. 2 Players - Place Councilors from lowest
to highest value onto Seats 2 and 5.
4. Place the following onto your player board: 5d
a. 1 Action Point tracker on the “0” space of the ii. 3 Players - Place Councilors from lowest
Action Point track. to highest value onto Seats 2, 4, and 6. 5g
iii. 4 Players - Place Councilors onto the seat
b. 1 Book under each of your six Guild tracks.
Flip the Book matching your Setup tile’s icon that matches their Setup tile value.
so that the “+1” shows on the left-hand page. Example: Jonathan’s
1
Flip all other Books so that the left-hand page
is blank.
Setup tile value is 1,
Jessica’s is 2, and Drake’s
6 2
is 4. Jonathan places
c. 1 Rank Marker at the bottom of your six Guild his Councilor on Seat 2, 5c
tracks. 5e
Jessica places hers on
Seat 4, and Drake places 5 3 5a
d. 1 Reputation tracker directly above each of his on Seat 6.

your Rank tokens. 4 5f


f. 1 Queen’s Ambition tracker on the left-most
e. 4 Councilors onto the slots in the Council space of the Queen’s Ambition track, stacked
area. in player order. Beginning with the player 5b
f. 4 Houses onto the slots in the Housing area. who has the Starting Player token, place
their tracker in the left-most space. Then,
g. 4 Towers onto the upper slots in the Embassy.
in clockwise order, place the next player’s
h. 8 Bridges onto the lower slots in the Embassy. tracker on top of the previously placed tracker 4a
i. 1 Ink token into your Ink supply, (as shown on and continue until all trackers are placed. 8 6
your Setup tile).
g. 1 Torch in the “0” space of the Dungeon in the
4e
j. 1 Seal token matching the Seal on your Setup Adventurers Guild area.
tile. Take it from the Seals supply near the 4f
3 9
Sixth Realm board and place it in your Seals 6. Take 1 Resource of each type from the Merchant 2 4g
archive. Guild area of the Sixth Realm board. Place these 4d
next to your player board with the “x” side facing
4c 4h
5. Place the following onto the Sixth Realm board: down. 10 4b 4i
a. 1 Council Influence tracker on the first space 7. Place 1 Relic Cabinet tile next to your player 4j
7
of the Influence track. board.

b. 1 Victory Point tracker on the “0” space of the 8. Place 6 Guild Bonus tokens to the left of your 1
Victory Point track. player board.
8 9
Queen’s Castle Area Queen’s Ambition
This castle was in near perfect Track
condition, and was a big reason
LOCATIONS AND GENERAL CONCEPTS this location was chosen as the The Court
exploratory base of operations.
Player Board The Queen’s Castle contains the Challenge
Arrivals Victory Point track, the Queen’s
Action Points Area Ambition track, and the Court.
Tokens
Track
Plaza Feat Tiles
Area Victory Points
Council Area Track
Guild Tracks
Housing Area
Embassy Gain Victory Points Effect any vacant full-circle icon created by any two adjacent
Area Feats. Immediately gain the Victory Points shown on the
Whenever you perform this effect, move your Victory Point Challenge token you just placed.
Ink Supply tracker forward on the track the number of times shown
Traditions within this icon, or as designated by the particular end Challenge tokens signify a conditional goal all players
Area Seals game scoring effect. may complete during Final Scoring. Any player who meets
Archive or exceeds the conditions of both Feats under a Challenge
Gain Queen’s Ambition Effect token gains the Victory Points shown on that token.
Whenever you perform the Queen’s Ambition effect, move
your Queen’s Ambition tracker once to the right on the
Sixth Realm Board track. If your tracker’s new track space is occupied, stack
your tracker on top of the other trackers. If your tracker is
already in the final space of the track, then gain 1 victory
point instead of moving it further (you will never change
Navigators your tracker’s position within a stack of trackers).
Guild Area
Queen’s Champion
At all times, the player whose Queen’s Ambition tracker
is furthest to the right on the track (or at the bottom of a Example: Teal ends the game with 4 red Seals, 5 Traditions, and
stack, if tied) is the Queen’s Champion. 3 seated Councilors. They gain 4 Victory Points due to having
Historians at least 2 red Seals and at least 5 Traditions. If they had 1 more
seated Councilor, he gains 3 additional Victory Points.
Adventurers Guild Area
Guild Area

Merchants Example: Orange is the current Queens Champion, because their


Guild Area Builders tracker is the furthest to the right, and breaks the tie on that spot by
Guild Area being on the bottom. If Teal or Purple increase their trackers once,
then they become the Queen’s Champion for the rest of the year
because that is the final space on the track.

Harbor Area Scribes


Guild Area Queen’s Challenge Effect
Example: In a 1 or 2 player game, Large Feat tiles are used.
Whenever your Queen’s Ambition tracker lands on this These each contain 2 distinct Small Feats, and are pre-printed
icon (found on space 3 of the Queen’s Ambition track), with a “3 Victory Point” Challenge token between them (which
Stone Council Queen’s immediately perform the Queen’s Challenge effect. is not scored when the tile is placed, but is able to be scored
Area Castle Area Choose 1 Feat from your hand and place it face up into during Final Scoring like normal).
the Court on an empty grid space, with at least one flat Large Feat tiles can be rotated 180* to change which Feat is on
side adjacent to at least one other Feat. Choose 1 of your the left/right, but must be placed completely within one of the
Challenge tokens from the supply and place it face up onto six designated areas shown above.

10 11
Stone Council Area Using Resources
Rather than moving the Stone Council Council Section Each of the three types of Resource tiles are associated with
from Caveborn, Queen Tabitha decided two Guilds:
to create a new one to govern this new Retired
land.
Merchants & Builders
Seats Guilds
The Stone Council area contains the
Influence track, Guild Council tiles, Active
Seats Adventurers & Navigators
Councilor Seats, and the Wheel of
Favor token. Guilds
Guild Council
Tiles Scribes & Historians
Example: Teal player performs a “?” Gain Popularity effect during
Guilds the second year of the game, which means they gain 2 Popularity.
Wheel of Favor Influence Track As they gain their first Popularity, they hit the “5” space with the
token During the game, you need to Exhaust specific Resources Popularity Limit token. So they gain 1 Envoy from the boat, place
to perform various effects. You cannot use exhausted their tracker on the “0” space, and finish this effect by moving their
tracker up to the “1” space.
Resources until they have been Refreshed.
Increase Influence Effect Wheel of Favor Placed Envoys must go to an empty space within your Arrivals
Exhaust Resource Effect
Whenever you perform this effect, advance your Council The Wheel of Favor tile rotates within the Stone Council and area. If there are no empty spaces you cannot take a new
Influence tracker one space forward on the Influence indicates which three Guilds are selectable during a round. Whenever you perform this effect, choose any of your Envoy, so try to keep a few open spaces. If the placed Envoy
track. You may need to stack Council Influence trackers Two outer arrows point to the Secondary Guilds and the Resources that does not have its “X” side facing up. is the second Envoy in an Arrivals area column, perform one
in any order when they are in the same space of the track, central arrow points toward the Primary Guild for the round. Exhaust that Resource by flipping it so that its “X” side is of these effects immediately:
their order does not matter. facing up.
The Wheel of Favor also tracks the progress of each year. If both Envoys in the column are the same
After each movement, perform the effect shown on your It rotates clockwise one section at the end of the first five Refresh Resource Effects color, Refresh one exhausted Resource
Council Influence tracker’s new position. rounds. At the end of the sixth round, it instead rotates to a that matches the Envoy’s color.
Whenever you perform this effect, choose any of your
Your Council Influence tracker never moves backwards on section chosen by the Queen’s Champion (pg.16).
Resources that has its “X” side facing up and matches the
the track. Once you place your Council Influence tracker After rotating, if there is a Councilor in the Primary Guild’s If both Envoys in the column are different
color of this effect.
on the final space of the track, you cannot perform this Active Seat, give that Councilor’s player the Starting Player colors, gain 1 Queen’s Ambition.
effect again for the rest of the game. token. Each year ends after all players take a turn following
the sixth movement of the wheel.
Gain a Councilor Effect
If this effect shows a Resource icon, you must flip a
Whenever you perform this effect, place the left-most Example: As the fourth round finished, the Wheel of Favor was matching Resource so that its “X” side is facing down.
Councilor from your Council area onto the Active Seat of rotated counter-clockwise once. Its central arrow is pointing at
a Council section with less than 3 seated Councilors. If the fifth Council section, which makes it easy to tell that the next You begin the game with one Resource of each type and
there is a Councilor in the chosen Active Seat, move it to round is the fifth of the year. For the next round, the Merchants can gain one more of each type (for a total of two each)
a Retired Seat within the same Council section, and that
are the Primary Guild, while the Adventurers and Builders are by performing Merchant Guild actions, explained on pg.18.
the Secondary Guilds. Orange’s Councilor is in the new Primary
player gains 1 victory point. Place your Councilor into the Guild’s Active Seat, so they take the Starting Player token from
vacated Active Seat. the black player.
Gain Popularity Effect Example: Black gains a new Envoy and must place it into one of
Whenever you perform this effect, move your Popularity the four empty spaces in their Arrivals area. If they place in the
tracker up the track the number of spaces shown within the left space, the Envoy’s color matches with the other Envoy in that
column and they may perform the “Refresh a Resource” effect with
icon. If there is a “?” within the Icon, it equals the current a Historians/Scribes Resource. If they chose the middle space, the
game year (1, 2, or 3). Envoy colors won’t match in that column and they may perform
a “Gain Queen’s Ambition” effect. Lastly, if they choose the right
space it becomes their first Envoy in that Arrivals area column, and
Gain Envoys Effect no effect is performed.

If your Popularity tracker reaches the Popularity Limit token, At any point, if there is exactly one Envoy on the boat, refill
immediately take an Envoy from the boat and place it in the the boat. First, move the Popularity Limit token up one space
Arrivals area of your player board. Then, move your Popularity on the track (if able). Then, take random Envoys out of the
tracker to the “0” space. If you have remaining Popularity to bag and place them onto the boat until the maximum number
gain, resume moving your tracker up the track. is reached, according to the player count:
Example: Orange chooses to place their Councilor into this Active
Seat. Teal already has a Councilor there, so they move that Councilor
• 2p - 6 Envoys total
onto one of the two available Retired Seats in this section and they • 3p - 9 Envoys total
gain 1 Victory Point.
• 4p - 12 Envoys total

12 13
GAME STRUCTURE 2. Free Actions - Optional Gaining Guild Reputation Effect
You may perform any number of Free Actions, explained on Whenever you perform this effect, move any Reputation
The game takes place over three years, with each year split
page pg.17. tracker up one step on its Guild track. Reputation trackers
into seven rounds. In each round, players each take one
cannot move above the 8-value step.
turn. During your turn, you spend Action Points to improve
your position on the Stone Council and perform actions with
3. Choose Guild If this effect shows a Guild Crest, move
a chosen Guild. The Guild options change each round, and Choose the Guild where you may perform actions during the Reputation tracker up your color-
the order of these options changes each year. The game step 5 of your turn. Your chosen guild must be a Primary or a matching Guild track. If you gain this
ends after three years, and you perform the Final Scoring to Secondary Guild, as indicated by the Wheel of Favor. effect with an Envoy, move the Reputation
determine the winner! tracker matching their Guild.
There is no cost for choosing
ON YOUR TURN the Primary Guild. Gaining Guild Rank Effect
During a round, beginning with the player with the Starting If you choose either Secondary Guild, This effect is only found on the Books below each of your
Player token and moving clockwise, you each take one turn. you must Exhaust a Resource that Guild Tracks. Whenever you perform this effect, move the
During your turn, you perform the following seven steps in matches the color of your chosen Guild. Rank tracker up one space on the Guild track above the
order. Each step is mandatory unless otherwise indicated: Book this effect is on. If there is a Reputation tracker
on the same step as the moving Rank tracker, move that Example: The Teal chose the Adventurers Guild. Their Reputation
1. Guild Bonus (optional) Reputation up one step as well. Rank trackers cannot was at “3”, but they decided to Exhaust their Adventurers/Navigators
Resource to increase that Reputation to “5”. They moved their Action
move above the 5-value step of a Guild track. Points tracker to their fifth space and then moved it one more time
2. Free Actions (optional)
Finally, if your chosen Guild’s Book shows “+1” because their Adventurers Guild Book shows “+1” on its left page.
3. Select Guild on its left page, move your Action Point tracker Teal has 6 Action Points to spend. They end this step by lowering their
Adventurers Guild Reputation to the “3” space because this is where
one space to the right. their Rank token is for that Guild.
4. Gain Action Points
5. Spend Action Points Guild Books 5. Spend Action Points
6. Free Actions (optional) The Book token at the bottom of each of your Guild tracks Perform one or more Council Influence and Guild Actions
Example: Orange decides to Exhaust their Merchants/Builders has a left page and a right page. The left page of the book
7. Cleanup Resource so that they can choose the Secondary Guild, the Builders.
in any order you choose. Move your Action Point tracker to
shows its current effect, and the right page shows the the left equal to the number of Action Points spent for each
If they had chosen the Primary Guild, the Merchants, then they would
not have needed to Exhaust that Resource. effect that happens the next time you flip that Book over. action.
1. Guild Bonus - Optional
No current effect. Once flipped, the Book
Council Influence Action
shows the “+1” icon.
4. Gain Action Points Spend any number of Action Points and perform the
Increase your Action Points by 1 when this Increase Influence effect an equal number of times
If you have a Guild Bonus placed on your Guild track that 1. Optionally exhaust 1 or 2 Resources matching your Guild is selected. Once flipped, perform the (pg.12). You may perform this action before, between,
matches the Primary Guild this round, you may perform the chosen Guild, and increase the position of your Gain Guild Rank effect. and after Guild actions.
effect shown on that tile. Reputation tracker to the next Reputation value for
each exhausted Resource.
Place Guild Bonus Effect Flip Book Effect Guild Actions
2. Place your Action Point tracker on the same number
Whenever you perform this effect, take 1 Guild Bonus that your Reputation tracker is pointing to. Whenever you perform this effect, flip 1 Book of your Perform actions associated with the Guild you chose in
that is next to your player board and place it onto any of choice on your player board. step 3 of your turn. These Actions are explained in detail
your Guild tracks that do not already have a Guild Bonus. • If your Book under the selected Guild shows “+1” in the Guilds section of the rules, beginning on pg.18.
Immediately perform the effect shown on the Guild Bonus. then increase your Action Point tracker by 1. If this effect shows a Guild Crest, or if you

3. Then, reset your Reputation tracker, lowering it to


perform this effect with an Envoy, you must 6. Free Actions - Optional
If this effect shows a Guild Crest, or if you flip the Book under your color-matching
meet your Rank marker. track. Once again, you may perform any number of Free Actions, as
perform this effect with an Envoy, you must place
explained on pg.17.
the Guild Bonus onto the color-matching track. Current Guild Reputation & Rank
Example: Teal’s Each of the Guild tracks on your player board shows your 7. Cleanup
turn starts, and the current Reputation and Rank with that Guild. Finish your turn by performing the following steps:
Adventures Guild is
the Primary Guild Your Reputation Tracker points to your • Move your Action Point tracker to the 0 space of your
this round. They have
previously placed
current Reputation value: 1, 3, 5, or 8. track. Any unused Action Points are lost.
a Guild bonus on • Refill the Foundations display in the Builders Guild
their Adventurers The Rank Marker shows your progress
within that Guild and stops your Reputation area, explained on pg.19.
Guild track and may
immediately activate token from moving below it. Rank tokens • Refill the Library in the Historians Guild area,
it to perform the
never move down on their track. explained on pg.22.
“Increase Influence”
effect.
14 15
assign the other Envoy as a Free Action. You may place both
END OF THE ROUND Queen’s Ambition Preparation FREE ACTIONS Envoys in the same or different Assignment areas.
Players now have the opportunity to modify the order of
Once all players have taken a turn, you must prepare for Guild tiles within the Stone Council. Beginning with the You may perform any number of Free Actions during each of Assignment Areas
either a new round or a new year. If you have completed player furthest to the right on the Queen’s Ambition track, your Free Action steps. Arrivals
seven rounds this year, prepare for a new year. Otherwise, excluding the Queen’s Champion, and continuing left, Area
prepare for a new round. complete one or both of the following, in either order: Writing a Scroll Action Plaza
Area
New Round • Swap Guild Tiles Council
Area
If the Wheel of Favor’s central arrow is pointing at the Choose two Guild tiles and swap their positions. Guild Housing
sixth Council section in the Stone Council perform the tiles under Lock tokens cannot be swapped. Area
Champion Wheel Rotation before continuing with the new • Lock A Guild Embassy
Area
round preparations. Otherwise, simply rotate it one space
clockwise. Take a Lock from the reserve and place it onto any Take one Ink from the Ink supply on your player board, place Traditions
Guild tile that does not already have a Lock, including a it onto an empty Scroll, and resolve all effects shown on Area
Champion Wheel Rotation Guild tile that has been swapped this year. that Scroll (Glossary on page XX). If you have no Ink in your
The Queen’s Champion player (pg.11) rotates the Wheel Once all players, except for the Queen’s Champion, have Ink supply or no empty Scrolls available to you, you cannot Each player board has the same four Assignment areas:
of Favor so that its central arrow points toward any had the opportunity to swap and/or lock Guild tiles, place perform this Free Action. Plaza, Council, Housing, and Embassy. The Plaza begins
bright-side-up Guild tile they choose. That Guild becomes the Lock token(s) back into the reserve. the game with 12 empty Envoy spaces, while the other
the Primary Guild for the following round. Then, flip the three areas begin with none. Removing Pieces from your
Primary Guild’s tile over to its dark side. You cannot flip Assignment areas creates additional empty Envoy spaces.
Dark-side-up Guild tiles for the rest of the game. Envoy spaces can also be added to your player board with
Traditions (pg.22).
Note: Removed Bridges do not create Envoy
spaces.
Each player board has the same two Scrolls available at Assignment area effects use the color of the assigned
the start of the game. More Scrolls may become available Envoy when resolved. Only resolve a Plaza effect when
through gaining Traditions (page XX) and exploring the you Assign an Envoy directly below another Envoy of the
Dungeon (page XX). same color. Resolve the yellow Plaza effect only during
Final Scoring (pg.23), not when you Assign Envoys to this
The effect of this scroll gains you area.
Popularity equal to the number of
different colored Seals on your Traditions
and/or in your Seals Archive.
Example: The sixth round is ending, and Orange is the current Queen’s
Champion. They must rotate the Wheel of Favor until its central arrow
points to the Scribes, Historians, Adventures, or Builders Guild (the
last option, meaning they wouldn’t rotate at all). They cannot point the Example: The Orange is the current Queen’s Champion, which means
central arrow towards the Merchants or Navigators Guilds because they are skipped. The other players may modify the Guild tiles in this
their Guild tiles have been flipped to their dark sides. order: Purple, Teal, then Black. Purple decides to swap the Adventurers
and Historians Guild tiles and then place the Lock token on the
After selecting the position of the Wheel of Favor, if an Historians Guild in Council section 2. Teal is next, followed by Black.
Active Councilor is seated in the new Primary Guild’s
Then, place all Queen’s Ambition trackers on the left-most Example: Purple performs a Writing a Scroll action. They moved an
section, give that player the Starting Player token.
space of the Queen’s Ambition track. Stack the trackers in Ink from their Ink supply onto one of their empty scrolls and then
Otherwise, the Starting Player token does not move.
the previous Queen’s Ambition track order, with the Queen’s performed its effect, refreshing their Merchants/Builders Resource
Finally, move the Cart to the middle of the Merchants Guild Champion on the bottom, then moving left along the track. tile. They cannot perform the effect on this scroll again until the Ink Example: Orange decides to Assign their green Envoy to their Embassy
area. You are now ready to begin the next round. is removed. area. They have built two Towers, leaving two empty Envoy spaces,
and they place onto one of them. This lets them perform a “Gain a
Seal” effect, and because they placed a green Envoy, the only Seal they
New Year
Assigning an Envoy Action can take is a Merchants Seal. After assigning this Envoy, they must
At the end of the seventh round in years one and two, prepare immediately assign their brown Envoy because it was in the same
Take 1 Envoy from your Arrivals area, place it onto an empty Arrivals area column as their assigned green Envoy. They decide to
for a new year. Skip the new year preparations once three
Envoy space on your player board, and resolve all effects assign this brown Envoy to their Housing area, letting them flip their
years are complete, and instead perform the Final Scoring Scribes Guild book.
associated with that Assignment area (Glossary on pg.24).
(pg.23). Example: Using the previous example, the player’s Queen’s Ambition If you have no Envoys in your Arrivals area or you have no
First, rotate the Wheel of Favor so that its central arrow trackers are returned to the initial space in this order. Orange continues
available Envoy spaces, you cannot perform this Free Action.
to be the Queen’s Champion.
points towards the first Guild section of the Stone Council.
After resolving all effects, if the taken Envoy was in the same
Then, perform the Queen’s Ambition and Adventurer’s Guild Finally, reset the Adventurers Guild area as explained on
Arrivals area column as another Envoy, you must immediately
preparation steps. pg.19.
16 17
GUILD ACTIONS Gain Resource Action Adventurers Guild
Spend 3 Action Points, move the Brave adventurers arrive each day from
Each Guild area has unique actions you may perform only if Cart, and then you may perform Merchants Cove to dive into the uncovered
you choose that Guild during step 3 of your turn. a Gain Resource effect that
dungeon and recover precious artifacts.
matches the Cart’s location.

Merchants Guild Note: You may never have more


There is only one action option for the Adventurers Guild, and
than 2 of each Resource tile type.
Based out of Merchants Cove, this guild is you may perform it multiple times during your turn to delve
responsible for exporting raw materials, and deeper into the Dungeon.
for importing goods needed by the guilds.
Builders Guild Move Torch Action
The Builders are responsible for laying Perform this action by spending 1
You may perform the following action options multiple times foundations and raising buildings that the Action Point, moving your Torch one
and in any order: envoys, explorers, and recent arrivals need to space forward within the Dungeon,
live and work in. and performing the effects of your
Moving the Cart Building House Effect Torch’s new room.
All Cart movements are mandatory. Immediately after taking a
You can perform each Foundation action once, and the Build The Dungeon is made up of many rooms, each of which
If the cart is in the middle of the Merchants Guild area, Foundation action, you may build a House if you have with a numerical value in its top-left corner. When you
House action as many times as you are able.
move it to any Guild Crest within that area. This happens at least one House in the Housing area of your player move your Torch, it must enter a room with a value exactly
once per round when the first Merchants Guild action is Small Foundation Action board. Take your left-most House and place it onto the one higher than its previous room. You must move your
performed. just-placed Foundation. You must align this House with a Torch through an open doorway between its current
Spend 2 Action Points, place a size single row and column within the Capital grid.
If the Cart is on a Guild Crest, you must move it one space Room and the Room it moves to. Each Room can have
1 Foundation, perform the effect
clockwise or counter clockwise to the next Guild Crest. Then, you must spend Action Points to perform row and/ Any number of Torches within it, and other Torches do not
covered by the tile, and then optionally
Each time the Cart moves onto a Guild Crest, you must or column effects. These effects are found along the top affect movement in any way.
perform the Build a House effect.
perform one of the three available actions. If you perform and right edges of the Capital grid, and only the effects Once you move your Torch to the Dungeon’s final
multiple Merchants Guild actions during the same turn, Medium Foundation Action aligned with the built House can be performed. Room , you cannot perform any more Adventurers
you must move the Cart in the same direction. • Spend 1 Action Point to perform the row or column Guild actions for the rest of the year.
Spend 3 Action Points, place a size
2 Foundation, perform all effects effect.
covered by the tile, and then optionally • Spend 2 Action Points to perform the row and column Dungeon Effects
perform the Build a House effect. effects. There are many effects within the Dungeon’s Rooms that
Note: During Final Scoring, each House may be worth are found in multiple areas of the board, explained in the
Large Foundation Action additional Victory Points (pg.23). Glossary (pg.24). The following two effects are only found
Spend 4 Action Points, place a size Column within the Dungeon:
3 Foundation, perform all effects Effects
Artifacts
covered by the tile, and then optionally
You may gain Artifacts from the Dungeon, and each
perform the Build a House effect.
may give you Victory Points during Final Scoring. Each
Placing Foundations time you gain an Artifact, place it into an empty slot in
Example: Purple is the first player to perform a Merchants Guild action
your Artifacts Archive to the right of your player board.
this round. They begin by spending 2 Action Points, move the cart to the Place your chosen Foundation onto the Capital grid,
Navigators Crest, and then flip the Book under their Navigators Guild track. Once placed in the Archive, Artifacts remain there
Then, they spend 1 Action Point, move counter-clockwise once, and then
following these restrictions: until the end of the game, they cannot be replaced or
Row
refresh their Historians/Scribes Resource. Next, they spend 1 Action Point, • You must place Foundations adjacent to any edge Effects removed. There are no differences between the slots
move the cart counter-clockwise, and then skip the action at the Merchants of the Capital grid or another Foundation tile. in the Archive.
Crest. Finally, they spend 3 Action Points, move the cart counter-clockwise
once, and take an Adventurers/Navigators Resource from the reserve.
Foundation tiles must share an edge, not just a Example: Orange spent 4 Action Points to place a Large Foundation. Gain Artifacts from each of the following effects:
corner, to be adjacent. As part of this action, they spend 1 Action Point to perform the “Build
House” effect and place a House onto one of the three valid locations
Refresh Resource Action • You must align Foundations with the Capital grid. on the placed Large Foundation. They decide on this placement, and
Gain Visible Artifact Effect
Spend 1 Action Point, move the Cart, • Foundations must fully cover Capital grid spaces, because they spent 1 instead of 2 Action Points, they only gain the Gain one Artifact from the Adventures
and then you may perform a Refresh benefit of the row or column. They pick the column and then perform
as defined by the green borders within the grid. Guild banner. Then, draw one random
a Resource effect that matches the an “Increase Reputation” effect on their Navigators Guild track.
• Foundations cannot overlap other Foundations. Artifact from the bag and place it in the
Cart’s location. End of Turn Builders Guild Cleanup empty space on the banner, facing up.
• No part of a Foundation can be outside the edge of
Flip Book Action the Capital grid. At the end of your turn, refresh the Foundation display
Gain Hidden Artifact Effect
Spend 2 Action Points, move the by placing new Foundations into it so that there are
Cart, and then you may perform a Flip exactly 1 of each size. Leave display spots empty once Draw three random Artifacts from the
Book effect that matches the Cart’s all Foundations of that size have been taken from the bag, gain one of these, and put the other
location. reserve. two back into the bag.
18 19
Each Artifact shows one or two conditions. During Build a Tower Action
Final Scoring, you may gain additional Victory Points
depending on how well you meet those conditions You may build a Tower as long as
(pg.23). you have at least one Tower in the Embassy area of your
player board. Spend 2 Action Points to build a Tower. You
Torch Scroll Effect may build multiple Towers during the same turn.
You only perform Scrolls in the Dungeon once your After spending Action Points, remove the left-most Tower
Torch moves onto them. To perform a Torch Scroll, take from your board and place it in a city space on Navigator’s
an Ink from your Ink Supply and place it in an empty Ink Map following these conditions:
space within the Dungeon Scroll in the center of the Example: Teal gained a Relic, and placed it into the space of their
• The City space cannot already have a Tower in it. Trophy Cabinet that shows the “Increase Navigation” effect. They
Dungeon. Then, perform the effect of the Torch Scroll
• The City space must be adjacent to a completed route perform this to increase their Navigation tracker once, stacking on top
in the room with your Torch, using one of the two Guild
of the orange tracker. Because they crossed a banner line, they have
Crests next to the Ink you just placed. of Bridges. A route is completed when every Bridge
a better conversion ratio for Relic Victory Points during Final Scoring.
Example: Black’s reset value is “3”, so they move their Torch to room space between two City spaces has a Bridge built on it.
Note: You cannot use Free Actions to perform Scrolls #3. Then, they may perform the “Gain or Remove Ink” effect from that
within the Dungeon, and you cannot use Ink removal room, then the “Remove Ink” effect from room #2, and the “Gain Ink” • One of the Bridges on the required completed route
effects to remove Ink from the Dungeon Scroll. effect from room #1. After this, Purple moves their Torch to room #2 must be yours.
and performs the “Remove Ink” effect there, as well as the “Gain Ink” Historian Guild
effect from room #1. The Sixth Realm is the greatest archaeological
find in history, and the historians are working
round the clock to decipher and translate their
Navigators Guild language of their ancestors.

The brave navigators guild has been tasked with


mapping ancient cities and making the roads You may perform the following action options multiple times
between them safe to travel. and in any order.

Move Translator Action


You may perform the following action options multiple times
Spend 1 Action Point to move one
and in any order.
Example: Orange can only build a Tower on the two checkmark cities. Translator to a different space
Example: Black begins in room #6. They spend 1 Action Point, move Build a Bridge Action within its aisle (row or column) of the Library. Perform the
to the right-hand room #7, and then perform a “Gain Ink” effect. After Take the Relic from your chosen City space and place it in effect shown on that Translator’s new space.
this, they spend another Action Point, and now must move to the right- You may build a Bridge as long an empty space within your Relic Cabinet. Then, perform the
hand room #8 because there is no path to the left-hand room $8. Once as you have at least one Bridge in the Embassy area of effect that was covered by the Relic.
they arrive, they perform a “Torch Scroll” effect by placing an Ink from your player board. Spend 1, 2, or 3 Action Points when
their Ink supply onto the center option of the Dungeon Scroll. Finally, Note: In 2-player games there are two Relics on each
building your 1st, 2nd, or 3rd Bridge within the same turn.
they perform an “Increase Reputation” effect on either their Merchants City space. When building a Tower, remove both Relics
or Builders Guild track. No one can place an Ink on that spot on the You cannot build more than three Bridges during a turn.
from the space. Place one of these Relics in your Relic
Dungeon Scroll for the rest of the year.
Cabinet and remove the other Relic from the game.
Each Relic in your Relic Cabinet potentially gives you Victory
End of Year Adventurers Guild Cleanup Points during Final Scoring, depending on your actions and
The Dungeon is reset at the end of each year. First, place position on the Navigation track.
all Ink from the Dungeon Scroll back into the reserve.

Then, perform the following steps for each Torch:


Navigation
1. The Room with your Torch has a reset value in the Space
bottom right corner. Move your Torch to the Dungeon Track Effect
room that matches that value. Whenever you perform this Translator
2. Perform the effect shown in your Torch’s new room. Example: Teal has built one Bridge this turn already. Next, they spend effect, move your Navigation Column
3. Perform all effects in rooms with lower values. 2 Action Points to build their second Bridge and may place it on any of tracker up once on the
Translator
the checkmarks. The “X” is not a legal build location because it is not Navigation track. Your tracker Meeple
adjacent to another Bridge or a City. may share a spot with other
trackers by stacking them on
After spending Action Points, remove the left-most Bridge
top of each other. Once you
from your board and place it onto an empty Bridge space
move your tracker to the top- Example: Black spends 1 Action Point and then moves the right-hand
on the Navigator’s Map. The chosen space must be
most space, you ignore this column Translator to the top space. They may perform the “Increase
adjacent to another Bridge or City. Popularity” effect with a value of 2 because it is currently the second
effect for the rest of the game.
Perform all effects from the space the placed Bridge year of the game.
covered.
20 21
Take Tradition Action Scribes
Choose one Tradition within The scribes are the bureaucratic guild in charge
the Library that is adjacent to of recording the day to day happenings in this The game ends once the seventh round of the third year has section. For each of your Relics count how many times
at least one Translator. Take new land so news can reach the inhabitants of finished. you met the condition. Do this for each Relic, then total
that Tradition and place it onto any empty slot within the the Five Realms. the results. Divide this final number by your Navigation
Tradition area of your player board. Spend the Action You now gain additional Victory Points for each of the
value (rounded down), and gain that many Victory
Points shown above your placed Tradition (2, 3, or 4 Action following:
Points.
Points). If you do not have enough Action Points, then you You may perform the following action options multiple times 1. Houses: Gain points for your Houses in the Builders
cannot choose that slot. and in any order. Guild area. Each House is worth 1 Victory Point for
Perform the effect that the placed Tradition covered. each completed row and/or column aligned with it
Gain or Remove an Ink
Once placed, Traditions remain there until the end of the (maximum of 2 Victory Points per house). A row or
Action column completes when Foundations cover all Capital
game. They cannot be replaced, moved onto another slot,
or removed. Spend 1 Action Point to either: grid spaces along it.
• Gain 1 Ink, taking it from the reserve and placing it into
Traditions your Ink supply.
Each Tradition on your board gives you • Return 1 Ink to the reserve. It must come from a scroll
a new Scroll or Envoy space that you on your player board or one of your Traditions. Example: Purple ends the game with two Relics. The next banner above
may perform with Free Actions. their Navigation tracker shows that they gain 1 Victory Point for every
2 of the condition they have for each Relic. They have 3 Traditions and
Each Tradition has a printed Seal in it’s top left corner. Remove All Ink Action 4 Councilors seated at the Stone Council, which makes it 7 conditions
Their function is the same as the Seal tokens when used Spend 3 Action Points to return all met total. For this they will score 3 Victory Points. If they gained 1 more
for various in-game effects or during Final Scoring. Ink from the scrolls on your player Navigation icon, they would gain 7 VP instead.
board and Traditions to the reserve.
4. Gain the Victory Points shown on each Challenge,
regardless of color, within the Court where you meet or
exceed both associated Feats.
Example: During Final Scoring, there are three completed rows and/
or columns in the Capital grid (green lines). Orange gains 4 Victory
Points, Purple gains 1 Victory Point, while the other players gain no
Victory Points.

2. Artifacts: Each Artifact shows one or two conditions.


Score each condition where you have the most, or
tied for the most, of that condition compared to all
opponents.
Example: Teal spends 4 Action Points and performs the “Take Tradition”
• One Condition Artifacts - You gain 2 Victory
effect, placing it in one of their “4” slots of their Tradition area. When Example: Teal ends the game with 3 red Seals, 5 Traditions, and 3 Rank
choosing a tile, only five of them were next to at least one Translator Points when scored. token raises. Then gain 4 Victory Points for having at least 2 red Seals
(checkmarks). After placing the Tradition on their board, they may • Two Conditions Artifacts - Check each condition and 5 Traditions. If they had 1 more Rank token raise, they would have
perform “Gain Ink” and “Remove Ink” effects because those icons were separately. If you score for both conditions, then scored an additional 3 Victory Points.
covered by the tile.
gain 3 Victory Points. If you score for one of the
conditions, then gain 1 Victory Point. 5. Gain 1 Victory Point for each different color Envoy in
the Plaza area of your player board.
Gain Seal Effect
Whenever you perform this effect, gain 1 Seal
from the bottom-left corner of the Sixth Realm
board. If you perform this effect with an Envoy,
you must gain a color-matching Seal. Example: Orange ends the game with these three Artifacts. They
have more red Envoys than any opponent which means the right-hand
Artifact gains them 2 Victory Points. Teal has more purple Envoys than
Orange does, which means they only have one majority out of two for Example: Orange gains 3 Victory Points because they have 3 different
the center Artifact and gain 1 Victory Point. They have the same number color Envoys in their Plaza area.
of white Seals as the Black player so the left-hand Artifact scores them
2 Victory Points.
The player with the most Victory Points wins the game!
3. Relics: Before scoring Relics, find the highest banner If there is a tie, the tied player furthest to the right on the
section with your tracker on the Navigation track. Queen’s Ambition track wins.
That banner shows the Navigation value for that track

22 23
Gain Resource (pg.18) - Gain 1 Resource from the
GENERAL ICONS reserve. You may never have more than 2 of the same
Resource.
? (page XX) - The ? inside effects equals the current year of
the game (1, 2, or 3). Gain Popularity (pg.13) - Move your Popularity tracker
up the indicated number of spaces on its track.
Guild Crest - Each Crest is associated with one Guild:
Navigators, Builders, Historians, Adventurers, Merchants, Gain Envoys (pg.13) - Gain 1 Envoy from the boat and
and Scribes. place it in an empty space within your Arrivals area.

Represents the number of different type of Seals you have, Place Guild Bonus (pg.14) - Place 1 Guild Bonus onto
either on tokens in your Archive or on Tradition tiles. a Guild track that does not have one and immediately
perform its effect. If the performed effect shows a
Guild Crest, or if you perform this effect with an Envoy,
Score if you have the most Envoys anywhere on your player
you must place the Guild Bonus onto the color-matching
board.
track.

Score if you have the most Seals in your Archive and on


Gaining Guild Reputation (pg.15) - Move any Reputation
Traditions.
tracker up once. If there is a Guild Icon, or if you perform
this effect with an Envoy, you must move the color-
matching Guild Reputation tracker.
EFFECTS
Gaining Guild Rank - Move the Rank tracker up once for
the Guild associated with the Book with this effect.
Perform one or two actions available to you that require
spending 2 or fewer Action Points total.
Flip Book (pg.15) - Flip any Book and perform any
indicated effect. If there is a Guild Crest, or if you
Gain Victory Points (pg.11/pg.23) - Gain the indicated perform this effect with an Envoy, you must flip the
amount of Victory Points. color-matching Book.

Gain Queen’s Ambition (pg.11) - Move your Queen’s Ambition Build House (pg.19) - Place 1 House onto the Foundation
tracker to the right by the number indicated (1 if no number). that you just placed.

Queen’s Challenge (pg.11) - Place 1 of your Feаt tiles to form Gain Visible Artifact (pg.19) - Take 1 Artifact from the
a Challenge. Then place a Challenge token onto any 2 Feats Adventurers Guild banner and place it in your Artifacts
and gain the Victory Points shown on that Challenge token. Archive.

Gain Ink (pg.22) - Gain 1 Ink from the reserve and place it Gain Hidden Artifact (pg.19) - Draw 3 random Artifacts
into your Ink supply. from the bag, place 1 into your Artifacts Archive, and
put the rest back into the bag.
Remove Ink (pg.22) - Remove 1 Ink from one of your Scrolls
and return it to the reserve. Increase Navigation (pg.21) - Move your Navigation
tracker up once.
Increase Influence (pg.12) - Move your Influence tracker 1
space counter-clockwise on its track and activate the effect Move Translator (pg.21) - Move 1 Translator to any other
on the new space. space within its aisle. Perform the effect shown where
the Translator ended its move.
Place a Councilor (pg.12) - Place your left-most Councilor
from your Council area onto any Active Seat. Take Tradition (pg.22) - Take 1 Tradition that is adjacent
to at least 1 Translator. Place it on any empty space on
Exhaust Resource (pg.13) - Flip 1 Resource from its icon your board without spending any action points. Perform
side to its “X” side. all effects covered by the placed Tradition and refill the
empty slot with a new Tradition.

Refresh Resource (pg.13) - Flip 1 Resource Gain Seal (pg.22) - Take 1 Seal from the bottom-left
from its “X” side to its icon side. If an icon corner of the Sixth Realm board if one is available. If
is indicated, only that Resource may be you perform this effect with an Envoy, you must take the
Refreshed. color-matching Seal.

24

You might also like