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Created page with "The game takes place over 7 rounds. The aim of the game is to have the most points. Points are achieved in different ways, as summarised at the end of this guide. '''Workers:''' * White - labourers * Green - scouts * Blue - merchants * Red - fighters * Black - clerics * Purple - criminals. '''Attributes:''' * Red - Strength * Black - Faith * Blue - Influence '''Each round:''' * Start player moves clockwise. Determined at random for first round. * Reveal King Order and..."
 
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'''Taking actions:'''
'''Taking actions:'''
* Take workers from your supply, and place them on corresponding empty spaces on your own player board, or on Kings Favours. Colours must match, with the exception of the transparent spaces where any colour can be used, and the purple (criminal) workers who can be used as any colour.
* Take workers from your supply, and place them on corresponding empty spaces on your own player board, or on Kings Favours.  
* Colours must match, with the exception of the transparent spaces where any colour can be used, and the purple (criminal) workers who can be used as any colour.


'''Develop:'''
'''Develop:'''
Line 96: Line 97:
* Place the converted Outsider face-up below your board, and pay the number of silver printed on that space.  
* Place the converted Outsider face-up below your board, and pay the number of silver printed on that space.  
* Take the immediate benefit printed on the card - the lightning-bolt symbol.  
* Take the immediate benefit printed on the card - the lightning-bolt symbol.  
* The lower part of the card will give the player points at end-game dependent. Hover over each card to read the full description.  
* The lower part of the card will give the player points at end-game. Hover over each card to read the full description.


'''Kings Favours:'''
'''Kings Favours:'''

Revision as of 02:07, 7 November 2026

The game takes place over 7 rounds. The aim of the game is to have the most points. Points are achieved in different ways, as summarised at the end of this guide.

Workers:

  • White - labourers
  • Green - scouts
  • Blue - merchants
  • Red - fighters
  • Black - clerics
  • Purple - criminals.

Attributes:

  • Red - Strength
  • Black - Faith
  • Blue - Influence

Each round:

  • Start player moves clockwise. Determined at random for first round.
  • Reveal King Order and King Favour card as indicated by the green boxes on the board.
  • Reveal new tavern cards. Player count +1.
  • Each player draws top 3 Paladins from their pile. Choose 1 for this round. Then, 1 is returned to the top of the pile, and 1 to the bottom.
  • Select a tavern card. Receive the workers on it, and on your Paladin card for this round.
  • Players then take it in turns taking actions, until everyone has passed for the round. Note - players can carry a maximum of 3 un-used workers into the next round.

End of each round:

  • Townsfolk cards replenished in market. If right-most townsfolk remains, they're removed and replaced.
  • Outsider cards replenished in market. If left-most outsider remains, they're removed and replaced.
  • A new set of tavern cards is set out
  • Workers on Kings Favour cards are returned to the supply. Workers on all other spaces returned to player supplies.

Taking actions:

  • Take workers from your supply, and place them on corresponding empty spaces on your own player board, or on Kings Favours.
  • Colours must match, with the exception of the transparent spaces where any colour can be used, and the purple (criminal) workers who can be used as any colour.

Develop:

  • Place any 2 workers, and pay 4 silver.
  • Take the left-most workshop, and place it on any white-dotted worker box on your player board.
  • Gain the colour of worker that was printed below the workshop you removed.

Recruit & Discard:

  • Place 1 worker of any type in the left/transparent slot to discard any available townsfolk from the market. Receive the benefit printed in the top-right of the card.
  • Place 1 worker of any type in the left/transparent slot, and 1 blue worker (merchant) into the righthand slot to recruit an available townsfolk. Pay the cost printed on the board below the card (or take a debt for the most costly slots). Add townsfolk to your player area - they now provide ongoing bonuses.
  • You cannot use the action a second time if there is 1 worker already in a space for the action.

Hunt:

  • Place 1 worker of any type in the left/transparent slot to receive 1 provision.
  • Place 1 worker of any type in the left/transparent slot, and 1 green worker (scout) into the righthand slot to receive 3 goods.
  • You cannot use the action a second time if there is 1 worker already in a space for the action.

Trade:

  • Place 1 worker of any type in the left/transparent slot to receive 1 silver.
  • Place 1 worker of any type in the left/transparent slot, and 1 blue worker (merchant) into the righthand slot to receive 3 silver.
  • You cannot use the action a second time if there is 1 worker already in a space for the action.

Pray:

  • Place 1 cleric (black)
  • Pay 2 silver
  • Remove all workers from 1 action on your player-board.

Conspire:

  • Place any worker
  • Receive 1 criminal (purple) worker.
  • Gain 1 suspicion card (and any tax as printed on the card)

Commission:

  • Place workers to fill all empty spaces
  • Take left-most monk from track. Pay the number of provisions printed above the monk you picked up.
  • Place monk on empty spot on main board, up to the level of your Faith track (black), and take the associated action.
  • Gain 1 Influence (blue).

Fortify:

  • Place workers to fill all empty spaces
  • Ensure you have the Influence level (blue) and number of provisions needed for the wall you're completing, as printed on your board.
  • Pay number of provisions as printed on the empty wall section you're completing.
  • Receive 1 strength, and any other rewards as printed on the new wall card. Points are counted at the end of the game.

Garrison:

  • Place workers to fill all empty spaces
  • Take left-most outpost from track. Pay the number of provisions printed above the outpost you picked up.
  • Place outpost on empty spot on main board, up to the level of your Strength track (red), and take the associated action.
  • Gain 1 Faith (blue).

Absolve:

  • Place workers to fill all empty spaces
  • Take left-most jar and cover any un-used action spot in the adjacent area.
  • You can only take jars with a number equal-to or lower than your Influence level (blue).
  • Gain 1 strength (black)

Attack:

  • Place workers to fill all empty spaces
  • Attack an Outsider card, as below the main board. Receive the benefit printed in the top-right of the card.
  • If the strength-level of the Outsider is higher than your Strength track (red), then pay 1 silver for each 2 strength levels you are missing.
  • Put the defeated Outsider card face-down next to your area.

Convert:

  • Place workers to fill all empty spaces
  • Convert an available Outsider from the main board. You can only convert up to the level of your Faith attribute (blue).
  • Place the converted Outsider face-up below your board, and pay the number of silver printed on that space.
  • Take the immediate benefit printed on the card - the lightning-bolt symbol.
  • The lower part of the card will give the player points at end-game. Hover over each card to read the full description.

Kings Favours:

  • Each is different. Hover over each card to read full description. Place relevant worker to receive the benefit.
  • The worker used is returned to the central supply at the end of the round - you will not receive the worker back to your own supply.

Main action-space types:

  • Workers - receive the colour of worker printed on the space to your supply.
  • Recruit a townsfolk for free. You don't need to pay the additional costs as printed on the board.
  • Pay a debt. Flip an unpaid debt card you own to the other side. It then changes from negative-points to positive-points.
  • Take a pray action. Works the same as the pray action on your own player board, except it costs no silver.
  • Coins - take 2 coins.
  • Provisions - take 2 provisions.
  • Discard 1 suspicion - return a suspicion card you hold back to the central supply.

Other notes:

  • Some spaces on main board only available at higher player counts. Printed below each space.
  • If an action requires coins/provisions to be paid to complete it, then you can't use the action if you don't have the relevant resources.
  • Tax: coins marked red on cards/action spaces. Take tax from the supply above the board.
  • Suspicion: gain a suspicion card each time you take a criminal (purple) worker. Gain the number of tax coins as printed on the card. Take coin from supply if you deplete tax supply mid-turn.
  • Inquisition: When last tax coin is taken from the supply, this occurs. Player with most suspicion cards takes 1 debt card. Tax supply is re-stocked.
  • Debts: unpaid debts accrue negative points; paid debts gain points; destroyed debts are returned to the supply.
  • Paladins: each Paladin will also have a rule-amending power printed on it, which applies just to the round you select them for.
  • Townsfolk: these will often also have rule-amending powers printed on them. They tend to trigger at different points - ie. when you take certain actions, or when an inquisition begins.
  • Kings Orders - these allow you to receive additional points if you fulfil the order.
  • Kings Favours - allow additional action spaces that any player can use if vacant, but worker placed is returned to the supply at the end of the round.
  • Solo mode - please see link to rulebook for rule-changes for this mode. Not covered here.

End-game / scoring:

  • Completed King’s Orders
  • Commissions (if 5 or more completed)
  • Attribute Tracks (strength, faith, influence markers)
  • Fortifies (if 5 or more completed, plus VPs on specific Walls)
  • Develops (if 6 or more completed)
  • Garrisons (if 5 or more completed)
  • Debts (paid and unpaid)
  • Absolves (if 5 or more completed)
  • Silver / Provisions (1 VP for every set of 3)
  • Converts

The player with the highest total score is declared the winner. In the case of a tie, the tied player who scored the most Victory Points from the King’s Orders is the winner. If still tied, the tied player with the least Suspicion is the winner. If still tied, all tied players share the victory.


Summarised from the rulebook by mrdoctor, November 2026.