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	<updated>2026-09-17T04:34:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=19964</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=19964"/>
		<updated>2024-02-08T20:33:59Z</updated>

		<summary type="html">&lt;p&gt;Earth Angel: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders.&lt;br /&gt;
* The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
==== The game revolves around doing 3 main things====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&#039;&#039;[[#Gathering_goods|Gathering goods]]&#039;&#039;&#039;&#039;&#039; for your personal farm&lt;br /&gt;
# &#039;&#039;&#039;&#039;&#039;[[#Delivering_goods_.28Transportation_phase.29|Delivering goods]]&#039;&#039;&#039;&#039;&#039; to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# &#039;&#039;&#039;&#039;&#039;Getting abilities and improvements&#039;&#039;&#039;&#039;&#039; for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 6 rounds. The player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
== Rounds ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of four phases:&lt;br /&gt;
# Farm phase (Blue) - play cards onto your farm, gain income, produce goods &lt;br /&gt;
# Revenue phase (Green) - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries &lt;br /&gt;
# Transportation phase (Gray) - gain delivery tokens and deliver goods to market barrows or craft buildings &lt;br /&gt;
# Scoring phase - gain points and update turn order&lt;br /&gt;
&lt;br /&gt;
* In addition to the phases, there are several &#039;&#039;&#039;[[#Anytime_actions|Anytime actions]]&#039;&#039;&#039; that can be taken during or between the phases.&lt;br /&gt;
* These can set the players up so that they can do something useful in the phases. &lt;br /&gt;
* They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.&lt;br /&gt;
&lt;br /&gt;
=== Scoring points ===&lt;br /&gt;
&lt;br /&gt;
Points can be gained by:&lt;br /&gt;
* Delivering all goods to complete a &#039;&#039;&#039;[[#Market_Barrows|market barrow]]&#039;&#039;&#039; (scores points shown in the hexagon)&lt;br /&gt;
* Delivering all goods to complete a row in a &#039;&#039;&#039;[[#Craft_Buildings|craft building]]&#039;&#039;&#039; (scores various points)&lt;br /&gt;
* Removing other players tokens from the central market board (scores 1 point per token removed)&lt;br /&gt;
* Having tokens on the central market board at the end of a round (scores 1 point per token)&lt;br /&gt;
* Being on the siesta track at the end of a round&lt;br /&gt;
&lt;br /&gt;
== Gathering goods (Farm Phase) ==&lt;br /&gt;
&lt;br /&gt;
* There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points.&lt;br /&gt;
** &#039;&#039;For more information on the sets, see &#039;&#039;&#039;[[#Craft_Buildings|Craft Buildings]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Market_Barrows|Market Barrows]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. &lt;br /&gt;
&lt;br /&gt;
=== (1.1) Playing a card ===&lt;br /&gt;
&lt;br /&gt;
You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
==== Playing a card as a farm extension ====&lt;br /&gt;
&lt;br /&gt;
* Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit.&lt;br /&gt;
** &#039;&#039;For more info on using extra deliveries, see &#039;&#039;&#039;[[#Delivering_Goods|Delivering Goods]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point.&lt;br /&gt;
* The next extension costs 2 unique resources, the third costs 3, and so on.&lt;br /&gt;
* Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
==== Playing a card as a field ====&lt;br /&gt;
&lt;br /&gt;
* To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
==== Playing a card as a helper ====&lt;br /&gt;
&lt;br /&gt;
* The middle and bottom of each card shows a special ability you can use once in play.&lt;br /&gt;
* Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
* To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing.&lt;br /&gt;
* &#039;&#039;To use a helper, see &#039;&#039;&#039;[[#Anytime_Action|Anytime Action]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Playing a card as a market barrow ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Market_Barrows|Market Barrows]]&#039;&#039;&#039;&#039;&#039; are special orders you can deliver to.&lt;br /&gt;
* The order is the two to four goods in the top row at the top of the card.&lt;br /&gt;
* To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
=== (1.2) Getting Income ===&lt;br /&gt;
&lt;br /&gt;
* After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions.&lt;br /&gt;
* You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
=== (1.3) Producing on your fields ===&lt;br /&gt;
&lt;br /&gt;
* After taking any income, any fields you have will produce.&lt;br /&gt;
* Each card played as a field will fill its slot when your farm produces, but only if the slot is empty.&lt;br /&gt;
* Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
=== (1.4) Producing Pig Offspring ===&lt;br /&gt;
&lt;br /&gt;
* After your fields produce, if you have at least two pigs, you get another pig for free.&lt;br /&gt;
** &#039;&#039;Note: To receive this additional pig, a player must have the necessary space in their den(s).&#039;&#039;&lt;br /&gt;
** If they do not have the space, they do not get offspring (a player may not sell the newborn pig immediately!).&lt;br /&gt;
** &#039;&#039;To get additional room, see &#039;&#039;&#039;[[#Playing_a_card_as_a_farm_extension|Playing a card as a farm extension]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== (1.5) Buying Roof Tiles ===&lt;br /&gt;
&lt;br /&gt;
* After taking income, producing in fields, and pig offspring, each player may buy a roof tile. &lt;br /&gt;
* The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. &lt;br /&gt;
** &#039;&#039;Note: buying a roof tile is optional.&#039;&#039;&lt;br /&gt;
* The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. &lt;br /&gt;
* &#039;&#039;Roof tiles also give various one-time abilities, see &#039;&#039;&#039;[[#Use_a_roof_tile|Use a Roof Tile]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gathering Goods (Revenue Phase) ==&lt;br /&gt;
&lt;br /&gt;
* After production and roof tiles, players can draft additional goods and benefits. &lt;br /&gt;
* Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. &lt;br /&gt;
* Then go around in turn order twice, each picking a die and doing its effect. &lt;br /&gt;
* Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
=== Revenue 1 effect ===&lt;br /&gt;
&lt;br /&gt;
* Gain a pig.&lt;br /&gt;
** &#039;&#039;Note: if you don&#039;t have room, you will need to sell it immediately.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Revenue 2 effect ===&lt;br /&gt;
&lt;br /&gt;
* Play a card, draw a card, get an olive, get a wheat, or get a grapes.&lt;br /&gt;
* These are kept from round to round.&lt;br /&gt;
* &#039;&#039;For more info on playing a card, see &#039;&#039;&#039;[[#.281.1.29_Playing_a_card|Playing a card as __]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Revenue 3 effect ===&lt;br /&gt;
&lt;br /&gt;
* Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
=== Revenue 4 effect ===&lt;br /&gt;
&lt;br /&gt;
* Get 4 coins&lt;br /&gt;
&lt;br /&gt;
=== Revenue 5 effect ===&lt;br /&gt;
&lt;br /&gt;
* Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
* A siesta (hat) helps improve turn order, and moves you up the hat track.&lt;br /&gt;
** &#039;&#039;See &#039;&#039;&#039;[[#Recalculating_turn_order|Recalculating turn order]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Revenue 6 effect ===&lt;br /&gt;
&lt;br /&gt;
* Take a delivery (donkey) or 2 coins.&lt;br /&gt;
* &#039;&#039;For more info, see &#039;&#039;&#039;[[#Delivering_goods|Delivering goods]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Delivering goods (Transportation phase) ==&lt;br /&gt;
&lt;br /&gt;
* In order to turn your goods into points, you need to deliver them one by one.&lt;br /&gt;
* Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a delivery token ===&lt;br /&gt;
&lt;br /&gt;
* Each player has 4 delivery tokens, featuring some mix of donkeys and hats.&lt;br /&gt;
* Each player will pick one of the tiles secretly, and reveal once everyone has picked.&lt;br /&gt;
* Then players will do their deliveries in turn order.&lt;br /&gt;
* &#039;&#039;Note: players must chose a different token in each round for rounds 1, 2, and 3.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Recalculating turn order ===&lt;br /&gt;
&lt;br /&gt;
* In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on.&lt;br /&gt;
* Then redistribute the turn order markers, with tokens on top going earlier than tokens below.&lt;br /&gt;
* Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
=== Carrying out deliveries ===&lt;br /&gt;
&lt;br /&gt;
* For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm.&lt;br /&gt;
** &#039;&#039;For more info, see &#039;&#039;&#039;[[#Craft_Buildings|Craft Buildings]]&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;[[#Market_Barrows|Market Barrows]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
=== Extra deliveries ===&lt;br /&gt;
&lt;br /&gt;
* After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want.&lt;br /&gt;
** For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
* A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
=== Craft Buildings ===&lt;br /&gt;
&lt;br /&gt;
* The rows on the main board represent sets called Craft Buildings.&lt;br /&gt;
* There are 6 different sections, each with identical rows.&lt;br /&gt;
* When a player delivers to a craft building, they mark the good they delivered with their colour -- each colour should be on a separate row.&lt;br /&gt;
* When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit.&lt;br /&gt;
** &#039;&#039;Note: Each player can only complete each section once.&#039;&#039;&lt;br /&gt;
* When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed.&lt;br /&gt;
* They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-spacing: 10px; max-width: 65rem;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| 3 boxes&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| 2 olives, 2 wheat, 2 grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| 3 pigs&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| 6 coins&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Market Barrows ===&lt;br /&gt;
&lt;br /&gt;
* A market barrow is a custom order that a player played to their farm, typically contain two to four goods.&lt;br /&gt;
* When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
* In addition, they place a token on a space with the same number on the central market board.&lt;br /&gt;
* Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
* They also can exchange the box for one of several benefits.&lt;br /&gt;
** &#039;&#039;See &#039;&#039;&#039;[[#Use_a_box_.28commodity.29|Use a box (commodity)]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Scoring phase ==&lt;br /&gt;
&lt;br /&gt;
* At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. &lt;br /&gt;
* Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. &lt;br /&gt;
* A new round begins, or after 6 rounds the game is over.&lt;br /&gt;
* End of game turn all markers on your Farm into money according to prices then score 1 VP per 5 Silver.&lt;br /&gt;
* The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
== Anytime actions ==&lt;br /&gt;
&lt;br /&gt;
* Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action.&lt;br /&gt;
* Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Sell a good ===&lt;br /&gt;
&lt;br /&gt;
* Sell a good at the listed price in coins:&lt;br /&gt;
*: Olive: 1&lt;br /&gt;
*: Wheat: 1&lt;br /&gt;
*: Grapes: 2&lt;br /&gt;
*: Pig: 3&lt;br /&gt;
&lt;br /&gt;
=== Buy a good ===&lt;br /&gt;
&lt;br /&gt;
* Buy a good at the listed price in coins:&lt;br /&gt;
*: Olive: 3&lt;br /&gt;
*: Wheat: 3&lt;br /&gt;
*: Grapes: 4&lt;br /&gt;
*: Pig: 5&lt;br /&gt;
&lt;br /&gt;
=== Upgrade a good ===&lt;br /&gt;
&lt;br /&gt;
* Upgrade a good at the listed price in coins:&lt;br /&gt;
*: Olive to Food: 2&lt;br /&gt;
*: Wheat to Food: 2&lt;br /&gt;
*: Grapes to Wine: 3&lt;br /&gt;
*: Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
=== Use a roof tile ===&lt;br /&gt;
&lt;br /&gt;
* A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over.&lt;br /&gt;
** &#039;&#039;Note: roof tiles can only be used in the farm phase or revenue phase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Use a box (commodity) ===&lt;br /&gt;
&lt;br /&gt;
* A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Use a helper ===&lt;br /&gt;
&lt;br /&gt;
* Most helpers need to be activated to trigger.&lt;br /&gt;
* If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Earth Angel</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=18936</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=18936"/>
		<updated>2023-11-19T20:08:15Z</updated>

		<summary type="html">&lt;p&gt;Earth Angel: /* Setup and Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup and Goals Each player has 6 workers, who may (for one denier) be placed on action spots to acquire resources or perform actions. Victory points are earned via constructing new buildings or parts of the castle, by other players making use of your buildings, and by other methods such as earning the King&#039;s favour. ==&lt;br /&gt;
== Rounds ==&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: Income ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: Place Workers ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: Activate Places Before the Bridge ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: The Bridge ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. Activate Buildings ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action. If you build over a pink (neutral) building, it is permanently removed from the game; if you build over one of your own buildings, it returns to the stock of available buildings and may be reconstructed further down the road.&lt;br /&gt;
&lt;br /&gt;
== 6. Build the Castle == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
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Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
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Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road by the Bailiff, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
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The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
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== 7. The Bailiff Advances ==&lt;br /&gt;
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If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
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== 8. Stages of the Castle ==&lt;br /&gt;
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To build a stage of the castle, spend  3 different resources, one of which must be food. If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
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&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
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&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
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&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
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If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1). (NOTE: In a 2-player game, first player switches automatically between players on the turn order track.)&lt;br /&gt;
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== Final Scoring ==&lt;br /&gt;
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In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
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== Royal Favours ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only &#039;&#039;after&#039;&#039; Phase 8 scoring.)&lt;br /&gt;
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If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
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The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Earth Angel</name></author>
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