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Sixth Realm-Rulebook
Sixth Realm-Rulebook
Sixth Realm-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.
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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)
1 Population bag & 1 Artifacts bag 18 Relic tiles 25 Ink tokens 36 Artifact tiles
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
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
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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
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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
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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.
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.
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