How to play Feudum Official Rules

By: Dennis B. B. Taylor

Feudum: The Rules of the Game

Welcome! I’m here to guide you through the exciting world of Feudum. This immersive game will transport you to a medieval land filled with strategy and adventure.

What makes Feudum so special?

Feudum is not just your average board game. It’s a unique blend of different genres and mechanics, meticulously designed to create a one-of-a-kind experience. When I first discovered Feudum, I was captivated by its depth and complexity.

In Feudum, you’ll delve into a rich world where you take on the role of a noble. You’ll strive to elevate your status and expand your influence in the land. But be warned, it’s not an easy task. The journey ahead is filled with challenges and obstacles that will test your strategic prowess. Are you ready?

Understanding the game mechanics

Feudum combines resource management, area control, and strategic planning to provide an immersive gameplay experience. You’ll need to make tough decisions and take calculated risks to outsmart your opponents and emerge victorious.

One aspect of Feudum that sets it apart is its unique action selection system. Each turn, you’ll have a limited number of actions to choose from. Will you focus on resource gathering, exploring new territories, or perhaps engage in a bit of diplomacy? The choice is yours, and it will shape your path to victory.

As you progress through the game, you’ll encounter various characters and creatures that inhabit the land. Interpreting their motives and intentions is crucial to success. Will you form alliances or engage in fierce battles? The outcome is yours to determine.

Strategy and planning

In Feudum, every decision matters. Careful planning and long-term strategy are key to achieving your goals. Keep an eye on your resources and manage them wisely. Invest in your infrastructure, build majestic structures, and establish a flourishing economy.

Remember, achieving victory in Feudum is not solely about military might. Diplomacy, negotiation, and clever use of your resources can be just as effective. Seek out opportunities to gain influence and outmaneuver your rivals.

The world of Feudum awaits

Now that you have a deeper insight into the world of Feudum, it’s time to grab your friends, gather around the table, and embark on an unforgettable adventure. Explore the intricate mechanics, forge alliances, and scheme your way to victory.

Feudum is a game like no other. Its rich themes, strategic depth, and immersive gameplay will keep you coming back for more. Are you ready to enter the realm of Feudum?

Holy moly! You and your pals have been unfairly kicked out and stripped of everything except a few coins and some leftovers. But fear not, off you go to an unfamiliar land to win back your honor.

In the presence of her highness, Queen Anne, you must figure out how to make a name for yourself and achieve greatness. Will you work the land, fight as brave knights, or master the art of negotiation?

No matter your destiny, one thing is crystal clear: life in the Middle Ages is no piece of cake. Good farmland is hard to find, food is running out, and mythical creatures are eyeing you up for a tasty meal!

Fortunately, not everything about feudal life is pointless. If you can take control of the local guilds, you might just become the most respected person in the entire kingdom.

Essential Items

I’m excited to tell you all about the components that make up this amazing game. Get ready for an adventure! Here’s what you’ll find inside the box:

1. Game Board – This is where all the action takes place. It’s where you’ll move your pieces and strategize your next moves.

2. Action Cards (55) – These cards are packed with special abilities and actions that will help you on your quest.

3. Royal Writ Cards (16) – These cards represent the orders from the king. Fulfilling them will earn you valuable rewards.

4. Player Discs/Reeves (20) – These discs are your playing pieces. Use them to claim territories and gain control.

5. Influence Markers (100) – These markers represent your influence in the game. Keep an eye on them to see how well you’re doing.

6. Region/Landscape Tiles (24) – These tiles form the different regions on the board. They will determine your strategy and play a crucial role in your journey.

7. Vessels (9) – These vessels are used for trading and transporting goods. Use them wisely to outsmart your opponents.

8. Location Discs (44) – These discs mark the different locations on the board. Visit them to gain resources and advantages.

9. Player Pouches (5) – Each player gets their own pouch to keep their resources and tokens organized.

10. Saltpeter Goods (30) – These goods are a valuable resource in the game. Collect them to gain an advantage over your opponents.

11. Sulfur Goods (30) – Just like saltpeter, sulfur is another important resource that you’ll need to strategize and gather.

12. Player Colors – The game includes 11 tokens in each of the 5 player colors. Use them to mark your territories and keep track of your progress.

13. Pawns (15) – These pawns are used to mark your progress on the board. Move them strategically to gain an upper hand.

14. King’s Seals/Rosary Beads (17) – These seals and beads are symbols of your achievements. Collect them to show your success.

15. Archery Targets (12) – Use these targets to test your skills. Hit the bullseye to earn rewards.

16. Epoch Marker (1) – This marker keeps track of the game’s progress. Watch it closely to stay ahead.

17. Starting Player Marker (1) – This marker determines the starting player. Make sure to keep an eye on it.

18. Silver and Gold Shillings (50) – These coins are the currency in the game. Use them to buy resources and upgrade your abilities.

19. Reference Cards (15) – These cards provide quick information and reminders of the game’s rules and actions.

20. Progress Die (1) – This die determines the progress of the game. Roll it to see what challenges lie ahead.

21. Goods (170) – The game includes various goods that you can trade and collect. Use them wisely to gain an advantage.

22. Haversack (1) – This bag is where you’ll keep your collected goods. Keep it close to make sure you have everything you need.

23. Monsters (2) – Be prepared to face these fearsome creatures. Defeat them for glory and rewards.

24. Rulebooks (3) – These rulebooks contain all the information you need to enjoy the game. Read them carefully to master the strategy.

Now that you know what’s inside the box, it’s time to embark on an epic adventure. Get ready to strategize, trade, and conquer as you journey through this exciting world. Let the game begin!

Welcome to the marvelous world of King Daniel’s dominion! Within this enchanted land, you will find a realm divided into six distinct regions. The sea, island, forest, desert, badlands, and mountain all offer their unique wonders and challenges.

I must share with you the incredible guilds that inhabit this realm. Six marvelous medieval guilds stand strong, each with their own purpose and specialties. Allow me to introduce you to the Farmer, Merchant, Alchemist, Knight, Noble, and Monk. These guilds are the backbone of our kingdom and provide essential services to the people.

As you embark on your journey, you will come across various locations throughout the land. The game board is adorned with 22 spaces dedicated to these locations. Here, you will find outposts, farms, towns, and feudums. These spaces hold great significance and strategic value in your quest for domination.

But that’s not all! The board itself is brimming with other functional areas. These areas assist in shaping your gameplay experience and offer exciting opportunities for adventure and victory.

Welcome, brave soul, to the world of King Daniel’s dominion. Venture forth, explore the regions, engage with the guilds, and conquer the vast lands that lie before you. The kingdom awaits your grand presence!

Getting Started

You’ve stumbled upon a fascinating task: rewriting a given piece of text to make it sound fresh and engaging. The challenge lies in maintaining the core meaning while infusing it with an original and distinct voice. It’s like putting a new spin on an old tale!

The Game Plan

So, let’s break it down. You’ll be reimagining the provided content, but with a simple and accessible language suitable for a fifth-grade reader. Think of it as having a friendly chat with a curious child. We’re aiming for a conversational tone here, using contractions to keep things casual and cozy.

Unleashing Your Creativity

Now, creativity is the name of the game! Instead of retelling the story directly, you’ll put your unique touch on it. Vary sentence lengths and structures to keep things lively and engaging. You’re the conductor of this linguistic symphony!

Stay True to Yourself

Throughout this rewriting journey, remember to keep your voice front and center. Use “I” and “you” to make it personal and direct. Let your personality shine through as you embark on this linguistic adventure.

HTML Markup Matters

Ooh, don’t forget about the HTML tags! They’re like the bones that hold everything together. Make sure to preserve the tags exactly as they are given, ensuring they’re closed correctly and the code is valid. It’s like maintaining the structural integrity of a building!

The Finishing Touch

And there you have it! Keep these guidelines in mind as you embark on your rewriting journey. Think fresh, engage your reader, and add your own unique spin. Now, off you go, wordsmith! Let your imagination run wild and create a truly one-of-a-kind experience for your readers!

Alright, let’s set up the game! First, we need to put the board in the middle of the table. Now, everyone pick a color and gather your supplies. You’ll need 3 pawns, 4 player discs, 11 action cards, 7 influence markers, 7 food, 7 shillings, 1 player pouch, and 1 reference card.

Next, each player should put their blank player disc on the scoring track. Now it’s time to create a general supply of resources. Here’s how:

Place the vessels near the Alchemist Guild. Put the influence markers and monsters near the Knight Guild. The king’s seals or rosary beads go near the Noble Guild. Finally, place the shillings and archery targets near the board.

Alright, here’s what we need to do:

First, I’m going to take these Royal Writ cards and shuffle them up. Then, I’ll lay them facedown, making sure they’re all mixed up.

Next, I’m going to create six stacks of region tiles. I’ll start with the highest numbered tile and work my way down, so that each stack is in descending order.

Now, I need to remove these double-sided location discs, including all 12 feudums, and put them in the general supply. Those feudums can be quite tricky, so we’ll make sure to keep them separate.

Alright, next I’m going to grab these remaining location discs and give them a good shuffle. Then, I’ll place the ones with a circle on the starting spaces that are marked in pink. The rest of the discs will go on the remaining map spaces.

Finally, it’s time to reveal all the location discs. I’ll turn them all face up so we can see what we’re working with.

Alright, now let’s move on to the goods. I’m going to start by placing the goods into the Merchant Guild. I’ll follow the diagram to make sure I put everything in the right place. Just one thing to note: I’ll leave the last space in the saltpeter and sulfur rows empty.

Now, let’s move on to the Alchemist Guild. I’ll place the goods there as well, following the diagram. This time, I’ll leave 2 spaces empty in the food cart and 2 spaces empty in the sulfur bowl.

Oh, and before I forget, we’ll also randomly draw 2 vessels and place them in the guild. Gotta get those vessels in the mix!

Hey there! Let’s get down to business. Here’s what you need to do:

First things first, put the rest of the goods into the haversack 13. Easy peasy!

Now, from the general supply, grab 2 influence markers per player and place them in the Knight Guild 14, just like in the picture. Oh, and if there aren’t enough players, don’t worry! You can add some “dummy” rows to make sure there are at least 4 different colors in play.

Alright, now it’s time to shuffle all 17 king’s seals (make sure they’re all red side up) and draw 4 of them. Place these 4 seals on the scrolls in the Noble Guild 15, just like it shows in the picture.

But wait, there’s more! Draw 4 more seals and flip them over. Uh-oh, looks like we’ve got some rosary beads! Let’s put them in the Monk Guild 16, right on the rosary.

Now, let’s draw 1 more seal and flip it over. Surprise, surprise! It’s another rosary bead. This time, though, we’ll place it on top of a chicken in the Farmer Guild 17. That’s one fancy chicken!

Finally, let’s grab 10 goods from the haversack, but this time randomly. We’ll put them in the barn in the Farmer Guild. Nice and organized!

So here’s what you gotta do. Put the epoch marker on the 18th space (the first sunray). Then grab 6 goodies from the haversack and put one in each spot next to the spot with the letter “N”. After that, pick a starting player at random and hand them the starting player marker and the progress die.

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When it’s my turn, I get to pick three different things from the haversack. It’s pretty exciting because there are lots of choices!

Now, let’s say I choose a sulfur item. Here’s where things get interesting. I have to decide whether to put it in my wine barrel or keep it in my personal stash. If it goes in the wine barrel, it helps my pawns get stronger. But if I keep it in my personal stash, I can play two actions in a row!

So, here’s what you do: Choose one of the little character icons and put it next to one of the starting spots on the board that’s circled in pink.

Next, take one of your influence markers and put it on the 5 VP hexagon in the guild that matches the icon on your pawn. If that hexagon is already used up, don’t worry – just put your marker on the 3 VP hexagon instead. And that’s it! You’re all set to start playing the basic or advanced game.

Playing the Game

In Feudum, my ultimate goal is to become the most respected figure in the entire realm. But let me break it down. The main objective is to earn the most veneration points (VP) over the course of five epochs, which usually spans around 7 to 10 rounds. Now, in each round, I have the power to play action cards and use them to maneuver my pawns, make my mark on various locations, engage with guilds, and so much more.

As the game progresses, I’ll have the opportunity to join different guilds by strategically placing my pawns and feudums on the board. It’s a race to gain control over locations because doing so solidifies my status within a guild and unlocks even more actions that I can take. Don’t fret if you’re a latecomer; there’s still hope! Even if I’m not able to establish my dominance over a location, I can still benefit from being a serf.

Here’s the exciting part: if I’m quick in improving locations within each region, I will not only receive immediate VP but also gain valuable region tiles! These rewards will definitely boost my chances of achieving veneration and securing my spot as the most revered figure in Feudum.

Did you know that tiles in this game can be used in two different ways? First, you can trade them for any kind of good you want. Or, you can let your serfs use them to take care of different landscapes. When you use tiles, you trigger the start of a new era, and you earn victory points based on your standing in the guilds, the landscapes you’ve taken care of, and the regions where you’ve been active.

Now, if you’re feeling ambitious, you can go a step further and get yourself a feudum. This will make you a vassal, and your status in the guilds will increase dramatically. But beware, because once you become a vassal, you have to pay homage to the king by conquering opponents throughout the game. If you don’t, you’ll end up losing victory points for disloyalty.

Everyone has the opportunity to trade with the guilds to get the resources they need. But here’s the catch: only guild members have the privilege of moving goods from one guild to another. And when they do, they earn immediate victory points!

As you embark on this adventure, beware! Your plans may be disrupted if a fellow player decides to throw a “feast” and utilize their guild powers while you are unable to act.

Remember, the game will come to a close when one of the region tile stacks is depleted, and then final victory points, like the Royal Writs, will be tallied.

There are numerous paths to triumph! Would you prefer to dominate specific locations or tend to your landscapes with care? Will you dutifully serve as a vassal or find ways to avoid royal duties? The choice is yours: fortify your feudums or expand your kingdom!

Rest assured, your foresight and skill will lead to success. Unless, of course, you find yourself unexpectedly overwhelmed by a formidable opponent. Long live the king!

Now, let’s dive into the mechanics of the game. Each epoch is comprised of one or more rounds, with each round consisting of five steps. Let me give you a brief overview:

1. Take Actions:

– Image: [insert image here]

Next, we have the Nourish Pawns step…

#image.jpgTo play the game, you and the other players need to make sure you have pawns on the board. These pawns can be sustained by providing them with food and/or wine. So, how do you go about doing that? Let’s find out!

Roll the Progress Die

First things first, you need to roll the Progress Die. This dice will determine the actions you can take on your turn. But what do these actions entail? Let’s explore further.

Let’s roll the progress die to find out which region tile we need to remove.

Advance the Epoch Marker & Score the Epoch

(If Triggered) If a new era happens, I go ahead and note it down, gain points for respect, and refresh the game board with supplies as instructed. If not, I move on to Step 5.

Concluding the Round or the Game and Final Evaluation

I. Taking Actions

We all secretly pick 4 action cards from our decks to make a hand for this round. Any cards we don’t use are set aside. When we’re all set, the first player reveals one card and carries out the action written on it.

The game goes on in a clockwise direction, with each player revealing and acting out one card at a time, until everyone has played all of their selected cards.

When you have a certain item or a specific playing piece, you can choose to use its special power, which is shown at the bottom of the card. These special powers make your actions even better or change them completely. Take a look at this card that shows the move action and the special ability of the monk piece.

Doing More or Doing Things in Order

During card selection, you can play either a saltpeter or a sulfur card to gain a bonus for this round. Just place the chosen card on top of your player pouch to show which bonus you want to use.

If you play a saltpeter card, you get an extra action. This means you can add a fifth action card to your hand and do even more on your turn.

On the other hand, if you play a sulfur card, you get a sequential action. This allows you to play two action cards in a row on the same turn. But remember, you can’t use the sulfur stored in your barrel for sequential actions.

Once you’ve carried out the extra or sequential action, remove the card from your player pouch and discard it into the haversack. You can only play either an extra or sequential action once per round, not both.

And here’s an important note: You have to play at least one selected action card each turn, but you can choose to forfeit the action if you want.

That’s all there is to it! Have fun playing and may the king live long!

Hey there! If you want, you can wait and see if anyone else has added saltpeter or sulfur to their player pouch before you make your final card choices. When you’re ready, just say, “Long live the king!” and you won’t be able to change your selections after that.

Symbols on the Cards

Here’s what the symbols on some action cards mean:

Have you ever come across a card in a game that you really liked and wished you could play it again? Well, I have good news for you! This card allows you to do just that! Once you play it, you can use the repeat action card later in the same round to play it again. How cool is that?

If you play this card, you can’t play it again in the same round, even if you play the repeat action card.

Did you know that this card might not be the final card you reveal this round? It may seem surprising, but it’s true! There’s always a chance that you’ll uncover another card after this one.

Are you ready to make a decision? Do you go for the regular action or take advantage of the special ability? It’s a tough choice, but I’ve got some important factors to consider that will help you make the best decision.

First, let’s talk about the regular action. This is your standard move, the one you’re used to making. It’s reliable and predictable. You know exactly what to expect and how it will impact the situation. But, on the other hand, it might not be enough. Sometimes you need that extra boost, that special ability that can change the game.

Now let’s look at the special ability. This is the unique move that sets you apart. It’s something only you can do, and it can have a powerful effect on the outcome. It’s exciting and can give you an advantage that no one else has. But, there’s a catch. It’s not always easy to pull off. It takes skill and precision, and if you’re not careful, it can backfire.

So, what should you do? It all comes down to understanding your situation and weighing the pros and cons. If you’re in a tough spot and need a game-changer, the special ability might be your best bet. But if you’re in a stable position and just need to make progress, the regular action is a safe and reliable choice. There’s no right or wrong answer, it all depends on what you’re looking to achieve.

Remember, you can always try something new next time. Don’t be afraid to experiment and see what works best for you. By mixing things up and keeping your opponents guessing, you’ll become a formidable force to be reckoned with.

So, go ahead and make your move. Whether you choose the regular action or the special ability, I have no doubt that you’ll come out on top. Good luck!

Welcome to the game! Today, I want to talk to you about an important aspect of the game: Guild Membership. It’s crucial for your success, so let’s dive in.

Eleven Action Cards

First, let’s take a look at the Eleven Action Cards. These cards are essential for scoring veneration points (vp). They allow you to perform various actions that will help you in the game. Each action card has a unique ability, so make sure to use them strategically to gain an advantage.

Guild Membership

Now, let’s talk about Guild Membership. Being a member of a guild is a key part of the game. It not only allows you to perform push and pull functions for immediate veneration points, but it also earns you recurring VP at the start of each epoch. Sounds cool, right?

So, how do you become a member of a guild? Well, it’s simple. You earn status stars related to the guild. The more status stars you earn, the higher your guild membership level becomes. And with each level, you gain more benefits and rewards.

Remember, Guild Membership is a double-edged sword. While it brings you benefits, it also comes with responsibilities. You need to carefully manage your actions and make wise decisions to maximize your veneration points. So, it’s important to think strategically and plan your moves.

By following these tips and understanding the importance of Guild Membership, you’ll be well-prepared to excel in the game. Good luck on your journey to victory!

  • For each related pawn in play: +1?
  • For each related feudum ruled: +3?
  • For each related location ruled: +1?

Before the guild’s related location (outpost, farm, or town) counts towards your standing in that guild, you must have at least 1 of the guild’s primary criteria (pawn or feudum) in play. (Check the location icons printed in each guild).

Guild Track

If you have earned 1 or more status stars in a guild, you MUST immediately place an influence marker from your personal supply onto the related guild track. As soon as you get one, place an influence marker in the guild if you have none left in your personal supply. You cannot remove influence markers from guilds on your own.

Guild Status

When it comes to the guild track, the player who has earned the most status stars is the one who becomes the guild master. That player puts their marker on the rightmost space on the track. It’s a pretty prestigious position to be in!

Now, if you have the second or third highest number of status stars, you become a journeyman or an apprentice, respectively. This is a big deal too, but not quite as big as being the guild master. The journeyman and apprentice get to place their markers on the left side of the track, in descending order from the guild master.

At the start of each epoch, the guild master, journeyman, and apprentice earn victory points based on their positions. The guild master gets 5 VP, the journeyman gets 3 VP, and the apprentice gets 1 VP. It’s a nice little bonus for their hard work.

Just a quick note: if you’re playing with less than 4 players, you won’t use the apprentice space on the guild track. But no matter how many players there are, the apprentice’s payment always goes to the opposite side of the board from the church coffer or farmer’s purse. It’s always good to keep things fair and balanced!

When you want to move ahead on a guild track, you have to do more than just tie with another player in status stars – you have to surpass them. If you manage to do this, their marker gets replaced with yours, and their marker is bumped one square to the left (or returned if there’s no space left).

Reeves (Advanced Game)

When you perform a journeyman’s pull or a guild master’s push, you can choose to add a maximum of 1 Reeve disc to the guild. Placing a Reeve disc on the top left or right of the guild will immediately score a bonus of +1 VP.

If you already have one of your Reeve discs in that guild, you will earn +1 VP for that Reeve. And if your second Reeve is also in play at another guild, you will earn another +1 VP!

Remember: Players who throw feasts do NOT score for their opponent’s reeves.

If you switch from being a journeyman to a guild master, or vice versa, you must move your Reeve to the corresponding side of the guild. However, if you are demoted to an apprentice (in a 4 to 5-player game), or you get removed from the guild, you must return the Reeve to your personal supply.

Note: Keep in mind that using your reeves may limit your ability to enter the Epic Voyage and Military Service Tracks!

The Six Guilds

When I play a Guild Action, I get to pick one of three guild functions. There are six guilds in total, and each has its own function. You can find a summary of these functions on the back of your reference card.

But be aware! There are limited resources in the game. If we run out of something, it could weaken or even prevent a guild action from happening.

Now, let’s talk about the second function: Nourish Pawns. After we play the last action card in a round, we need to make sure our pawns are well-fed. We can use food and/or wine to nourish them. Using a wild tile is optional, though.

If any of our pawns are not nourished, we have to put them back into our personal supply. And if losing a pawn means we no longer have any influence in a guild, we need to take our influence marker from that guild.

To nourish a pawn with food, we just need to turn in one food to the haversack. It’s important to note that player-controlled monsters don’t need to be fed.

And speaking of wine, let’s move on to the next function!

To keep a pawn nourished, you can use wine. First, take out a sulfur piece from the wine barrel and place it on top of the pawn. This will sustain the pawn for 2 full rounds. At the end of the next round, remove the sulfur from the pawn to fulfill its nourishment requirement (the pawn will be sober).

Using wine is an efficient way to nourish pawns, but it comes with a risk!

Remember: During the first round when the pawn has the sulfur, its defense and attack capabilities are reduced to 0.

In medieval times, people preserved wine by placing sulfur in the wine barrels.

Here’s an image of medieval wine preservation:

[image of wine barrels with sulfur]

Wine Barrels & Sulfur

When you acquire sulfur, you have a choice to make. Do you keep it for yourself or put it in your wine barrel?

Your wine barrel can hold up to 3 sulfur goods.

III. Roll Progress Die

Once I’ve taken care of my pawns, I roll the progress die to determine which region tile I need to remove. The dice roll corresponds to a specific region, and I can only remove a tile from the current or previous epochs.

If the region tile that comes up on the dice roll is not from the current or previous epochs, I have to keep rolling until I get one that fits the criteria. However, if there are no tiles from the current or previous epochs left, I don’t have to roll the progress die at all.

Step 4: Advancing the Epoch Marker and Scoring the Epoch

(if Triggered)

After I’ve rolled the progress die and figured out which region tile to remove, I refer to the region tile chart to determine if a new epoch has been triggered. The chart provides specific criteria for advancing to a new epoch.

Criteria for Advancing to a New Epoch

It’s pretty complicated to understand how the scoring works in Tzolk’in: The Mayan Calendar. But don’t worry, I’ll break it down for you! The game is divided into five epochs, and each epoch has a different number of tiles that need to be showing.

In Epoch II, you need to have four epoch II tiles showing. In Epoch III, you need three epoch III tiles. In Epoch IV, it’s two epoch IV tiles. And in Epoch V, you just need one epoch V space showing.

It might seem confusing at first, but once you get the hang of it, you’ll see how the scoring works. Remember, the number of tiles showing is different for each epoch. So make sure you keep track of which epoch you’re in and how many tiles you need to have showing.

By understanding the scoring system, you’ll be able to plan your moves strategically and earn more points. So take your time, study the board, and make the most of each turn. Good luck!

When a new era is ushered in, we move the marker to the next ray of sunlight and take the following steps:

Rate the Era (the beginning of all eras)
  • Guild Status: I can have 1, 3, or 5 Victory Points.
  • Landscapes: I can score 2 VP for an empty landscape or 4 VP for a landscape with at least 1 resource.
  • Active Regions: Each region occupied by either a ruler or a landscape-tending serf is worth 1, 3, 5, 7, 9, or 11 VP.
  • Subtract for Disloyalty (only in epochs 2, 4 & 5)
    Replenish Landscapes (at the dawn of all epochs)
    Replenish Map (only in epochs 2, 3 & 4)

    Let’s start by randomly picking items from the haversack and putting one in the southern, eastern, or westernmost spot in each region, based on the direction indicated by the sunray symbol. Keep an eye out for spots marked with the letters S, E, or W. At the beginning of the game, goods are placed in the northern spots. When goods are placed on farms, they become part of that farm’s harvest.

    At the start of Epoch 3, replenish the Guilds.

    Step 5: Finishing the Round/Game and Final Scoring

    As the round comes to an end, we’ll pass the starting player marker clockwise, collect all our action cards, and get ready for a fresh round of play.

    But hold on! If epoch 5 gets triggered during this round, that means the game is almost over. We’ll still complete all the remaining actions and score the epoch as we normally would.

    Once that’s done, it’s time for the final scoring. Here’s what we need to do:

    Awesome Journey: 3/5, 7/9, 11/13, 17 VP
    The Big Empires
    • Each outpost, farm, or town you rule is worth 1 VP
    • Each feudum you rule is worth 3 VP
    • If you rule 3 identical locations, that’s worth 3 VP (Remember, a feudum can count as a match for itself or any other location type)
    3 Shillings: 1 VP
    Royal Writ with King’s Seal: ? VP

    The End of the Game

    When looking at the results, I stand triumphant, celebrated as the “most venerated in all the land!” However, if there happens to be more than one winner, the person with the most sulfur remaining in their barrel becomes the esteemed champion (apparently, being sober is seen as more honorable).

    But what if there is still a deadlock? Well, in that case, all the victors share in the glory, recognizing their collective achievement.

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