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SEQUENCE OF PLAY 1.) Reveal topmost event card and resolve any immediate event. 2.

) Orient the event card. 3.) Receive personal income 4.) Award favor 5.) Play 1 action card (take into account any long-term events) and discard 1 action card. 1.) REVEAL THE TOPMOST EVENT CARD & RESOLVE ANY IMMEDIATE EVENT - Start player reveals topmost event card & reads the event text. If it is an Immediate event (TAN BACKGROUND), effects are carried out before card is oriented. If it gives players a choice, the active player must decide first followed by others in clockwise order. - Long-term events (BLUE BACKGROUND), remain in effect for a longer time, possibly until chapter end. 2.) ORIENT THE EVENT CARD - After revealing the event card, active player places it face-up on the city council space at top of board. Determines personal income (DIRECTION OF SEAT) and whose favor (THE NUMBER THE RED ARROW POINTS TO) the active player will receive. IF AN EVENT CARD WOULD MAKE YOUR DISCARD PILE LARGER THAN 6 CARDS, YOU ONLY DISCARD TO 6. - However you choose to orient the card determines what each player receives for personal income and how many spaces to move the favor marker. 3.) RECEIVE PERSONAL INCOME - Players receive whatever symbol is pointing toward their seat, which is why players should sit at the four directions of the compass. - You should place personal income items behind your player screen. - IF ITEM YOU WOULD RECEIVE FOR PERSONAL INCOME IS NOT IN SUPPLY, YOU RECEIVE 1 VICTORY POINT INSTEAD. 4.) AWARD FAVOR - Whatever number the RED DIRECTION ARROW points to, is how many spaces the favor markers moves along the favor track. - The active player then receives the award the arrow is pointing to. - When the favor marker reaches the end, just continue on to the Queen as the first space after the Bishop. - If the award you would receive is not available in the supply, you get NOTHING (NOT EVEN POINTS). - Any covered favor track spaces (due to event card effects) are NOT counted when moving the favor marker. - IF THE FAVOR MARKER DOES NOT MOVE BECAUSE THE RED DIRECTION ARROW WAS POINTED TOWARDS THE 0, THEN YOU GET NOTHING. YOU ONLY GET REWARD IF FAVOR MARKER MOVES! Queen: 2 victory points if you have at least 1 loyalty. Prior: 1 piety from the cathedral Guild Master: 1 victory point for each house you have built on the board Prioress: 2 victory points if you have at least 1 medical knowledge Merchants: 1 wool from the supply King: 1 victory point for each loyalty you have

Earl of Shiring: 1 grain from the field Bishop: 1 victory point for each piety you have Outlaws: pay 1 gold to the supply if you cant then you cant orient the card in this manner YOU DONT PAY PIETY, LOYALTY, OR MEDICAL KNOWLEDGE, JUST SHOW HOW MUCH YOU HAVE. 5.) PLAY 1 ACTION CARD - Starting with active player, each player plays and resolves 1 action card, then discards 1 action card. You only discard if your action pile is larger than your discard pile. - Leave the action card face-up in front of you. - Any blue event cards in play must be taken into account. Grain: 1 grain from the field Piety: 1 piety from the cathedral Resource: 1 stone from the quarry OR 1 wood from the forest Building Project: use up to 2 resources on ONE project receive 3 victory points per resource Wool & Cloth Sales: sell ANY amount of wool for 2 gold each sell NO MORE THAN ONE cloth for 4 gold Privilege: repeat the action in the current chapters previous round House Building: pay 1 gold and 1 matching resource to build a house on an open space resource type is indicated by the symbol on the space allows the collecting of rent with House Rent action House Rent: receive income from up to 2 houses you previously built if a resource is not available, then you do NOT receive it Donation: pay 1 gold and place ONE of your 2 donation seals onto a project you choose if an event card prohibits further work on a building project, you may not donate toward it Cloth Production: you may trade EITHER 1 wool for 1 cloth or 2 wool for 2 cloth Medicine: receive either 1 gold and 1 victory point OR (starting in chapter III) care for plague victims for which you receive 2 victory points per inhabitant plus an additional bonus Favor: move the favor marker ONE space and receive the award it is on END OF ROUND - Any long-term event cards are moved to event card spaces along the upper edge of the board. Once both spaces are filled, the third event will replace the one in effect the longest. - Start player token is moved to the left to become the new active player. -Begin at step 1 again. END OF A CHAPTER - Read the text on the chapter card and carry out the instructions. - Add one matching resource to each project. If a project has both resource spaces free, fill stone space first. - Remove any covering tiles due to events. If the tile covering the cloth market is still on the board at the end of Chapter I, remove it. - Remove ALL long-term events. - Pay mandatory duties. You may keep any piety, grain, or gold left over for use in next chapter.

MANDATORY DUTIES - Pay 2 piety. If you have only 1, pay 1. For each piety you are short, lose 3 victory points and must perform penance at the start of next chapter. - Pay 2 grain. If you have only 1, pay 1. For each grain you are short, lose 2 victory points and must go begging at the start of next chapter. - Roll tax die and pay gold that is rolled. If you cant pay in full, pay what you can. For each gold you are short, lose 1 victory point and must go before royal court at the start of next chapter. PENALTIES - Penance: another player chooses one of your action cards at random to be discarded at the start of next chapter you do not discard after first action of that chapter - Begging: lose your personal income in the first round of next chapter - Royal Court: you play your normal first action and discard, but do NOT get to carry out action Exception: If King Edward III leads a war against Franceevent card gets drawn at start of Chapter II, you do not discard additional cards. IF YOU ARE SHORT GRAIN, PIETY, OR GOLD AT THE END OF CHAPTER IV, YOU DO NOT PAY PENANCE, GO BEGGING, OR GO BEFORE ROYAL COURT, BUT VICTORY POINT LOSSES ARE DOUBLED. - Protection against penalties: If you pay 1 loyalty, you can avoid ONE penalty at the end of each chapter, regardless of how large. YOU STILL LOSE POINTS. You can protect against multiple penalties as long as you pay 1 loyalty each. YOU CAN USE LOYALTY TO PROTECT AGAINST THE DOUBLE VICTORY POINT PENALTIES AFTER THE FINAL CHAPTER, BUT YOU STILL LOSE THE BASE VICTORY POINTS FOR SHORTAGE. BUILDING PROJECTS - When using the Building Project action card, place 1 or 2 of your OWN resources onto any free grey or brown building spaces on the building projects. - Receive 3 victory points for each space you fill. - You may fill the spaces in any order you like. - Special rules apply to blue space on tower. DONATIONS - When you play the Donation action card, pay 1 gold and place ONE of your donation seals on the project. - When the project is completed, EACH player that made a donation receives the bonus indicated on the board and gets their donation seal back. IF THERE ARE NOT ENOUGH RESOURCES OF A TYPE FOR EVERYONE, ALL DONATING PLAYERS RECEIVE NOTHING

- Multiple players may donate toward the same project, but only ONE donation per player. - ALL players donating towards the HOSPITAL may immediately care for a plague-infected inhabitant (in turn), as long as they have enough medical knowledge. PLAGUE - At the start of Chapter III, shuffle the 11 plague markers and place them number-side down on the 11 numbered locations. - The number on event card determines house affected. Turn this plague marker face-up. - The number on the plague marker shows how much medical knowledge is required to care for them. - To care for inhabitants, play your Medicine action card and you must have sufficient medical knowledge. Show your medical knowledge and choose house to care for. - For each location cared for, you receive 2 victory points as well as a benefit specified on house. - You receive NO added benefit other than the points for caring for the outlaws space 11. - Remove the plague marker from the location cared for from the game. Return your medical knowledge behind your player screen you do NOT pay it. - You can care for multiple locations, but you have to have enough medical knowledge. Sum up the total among all of the houses you want to care for. - No house can be re-infected that is already plagued or cured. THE TOWER - As soon as its 8 regular building spaces are filled, the player with the most loyalty, receives the blue metal resource and places it at the top of the Tower and receives 3 victory points. If multiple players are tied with the most loyalty, then they each receive 1 victory point. - Due to a certain event card, the Tower may be completed immediately. If this happens, fill the remaining spaces on the Tower with stone from the quarry and wood from the forest and then check for which player has the most loyalty and award points as normal. - If the Tower does not get completed by the end of the game, then no one gets the metal resource. END OF THE GAME -The game ends after Chapter IV. After paying mandatory duties, count up remaining resources: Stone and wood 1 victory point each Gold victory point each Tie-breakers: Most piety, if still tied Most loyalty, if still tied Most medical knowledge.

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