Contents
- 1 Chapter 1: Getting to Know Viscounts of the West Kingdom
- 1.1 Chapter 2: Objectives of the Game
- 1.2 The Elements
- 1.3 Welcome to the Game!
- 1.4 Getting Started
- 1.5 Debts and Deeds: What You Need to Know
- 1.6 Virtue, Corruption & Criminals
- 1.7 Townsfolk Card Layout
- 1.8 Let’s Play!
- 1.9 Phase 1: Managing Your Cards
- 1.10 Phase 2: Movement
- 1.11 Phase 3: Primary Action
- 1.12 Now let’s move on to Phase 4: Recruit
- 1.13 Phase 5: Resolve Collision
- 1.14 Phase 6: Draw Cards
- 1.15 The Game Ends
Chapter 1: Getting to Know Viscounts of the West Kingdom
Welcome to the world of Viscounts of the West Kingdom, a thrilling board game that takes you on a medieval journey of strategy and resource management. In this game, you will step into the shoes of a viscount – a nobleman entrusted with the responsibility of overseeing a kingdom. Your task is to make the kingdom thrive by recruiting townsfolk, constructing buildings, and gaining the favor of the king. Your decisions and actions will shape the destiny of the kingdom, so choose wisely!
Chapter 2: Objectives of the Game
The primary objective of Viscounts of the West Kingdom is to earn victory points. Victory points are awarded for various accomplishments, such as constructing buildings, recruiting townsfolk, and completing objectives. The player with the most victory points at the end of the game emerges as the ultimate victor. However, be cautious – victory points can also be deducted for certain actions, so it’s important to consider the consequences of your choices.
Chapter 3: Game Setup
Before starting the game, each player will receive a player board, which represents their viscount’s domain. The player board contains several spaces that can be filled with cards representing townsfolk and buildings. Players will also receive a deck of cards containing various townsfolk and building cards. Additionally, there will be a central board displaying available building cards, a deck of event cards, a reputation track, and resources such as gold, stone, and wood.
Chapter 4: Gameplay
The game is played over a series of rounds, with each round consisting of multiple turns. On their turn, a player must choose one of the six available actions: tax, develop, fortify, quest, hire, or work. Each action has its own benefits and consequences, so it’s crucial to consider the current state of the game and plan accordingly.
Chapter 5: Resource Management
Resource management plays a vital role in Viscounts of the West Kingdom. Players must carefully manage their resources in order to carry out actions and construct buildings. The three main resources are gold, stone, and wood, each serving a specific purpose. Gold is used to recruit townsfolk and construct buildings, while stone and wood are required for fortifying buildings and completing quests.
Chapter 6: Townsfolk and Buildings
Townsfolk and buildings are essential components of the game. Townsfolk cards represent different characters that possess unique abilities and can be recruited to aid you in your endeavors. Buildings, on the other hand, provide various advantages and benefits, such as additional resources or victory points. Constructing buildings and recruiting townsfolk are integral strategies for success in the game.
Chapter 7: Winning the Game
The game concludes after a predetermined number of rounds. At the end of the game, players tally their victory points based on their accomplishments throughout the game. The player with the highest number of victory points emerges as the winner and is celebrated as the most successful viscount in the kingdom.
Chapter 8: Conclusion
Now that you have a basic understanding of Viscounts of the West Kingdom, it’s time to embark on this thrilling medieval adventure. Prepare your strategy, recruit loyal townsfolk, construct magnificent buildings, and strive to earn the favor of the king. May fortune smile upon you, and may your viscounty flourish in the Kingdom of the West!
Imagine stepping back in time to the year 980 AD, a time when our King’s rule was beginning to crumble. Instead of fighting to maintain his power, he opted for peace by offering our enemies riches and land if they would only lay down their weapons.
However, peace is a fragile thing. As poverty ravaged our land, many lost faith in the King’s leadership and desired independence from his rule. Even though we found ourselves favored in his courts, our future became uncertain.
As viscounts, we are tasked with making wise and decisive choices. While loyalty is important, it is equally vital to win the hearts of the people, especially if a sudden power shift occurs.
The Elements
- You will need 4 Corruption and 4 Virtue Markers.
- You will also need 80 Workers.
- Make sure you have 50 Silver.
- Prepare 4 Viscounts.
- Set up 12 Trading Posts, 12 Workshops, and 12 Guildhalls.
- Gather 72 Resources.
- Don’t forget the 1 Castle.
- Keep the 1 Start Player Marker handy.
- Get 35 Manuscripts.
- Make use of 4 Player Boards.
- Set up 5 Main Board Segments.
- Make sure you have 110 Townsfolk Cards.
- Don’t forget the 4 Cleric Bonus Cards.
- Grab the 1 Castle Leader Card.
- Check the 1 Poverty and Prosperity Card.
- Keep the 10 Player Cards ready.
- Consult the AI Reference Card.
- Get a hold of 8 Starting Scheme Cards.
- Prepare 8 Future Scheme Cards.
- Don’t forget the 4 Multiplier Cards.
- Keep the 30 Debt and Deed Cards ready.
- Finally, read the Instructions carefully.
Welcome to the Game!
The goal of Viscounts of the West Kingdom is for you to have the most victory points (VP) when the game is over. You can earn points by building structures, writing manuscripts, working in the castle, and acquiring deeds for new land.
At the start, you have a few townsfolk, but it’s important to find more talented individuals to help you succeed. Each turn, you’ll be traveling around the kingdom, trying to increase your influence in different areas of society.
The game ends when the Kingdom becomes poor or prosperous – or maybe even both!
Getting Started
Follow these steps to set up Viscounts of the West Kingdom:
In the thrilling game I’m going to talk about, the first step is to flip over the 5 main board segments. Each segment has numbers on the inside edge to help us determine the correct side based on the number of players. But for now, let’s ignore the red numbers and just mix up the segments and arrange them in a circle.
Next, we need to place the castle in the center of the main board. When it clicks into place, it locks all the segments together. The cool thing is, the castle’s orientation is totally random, adding an element of surprise!
Now, it’s time to shuffle the neutral townsfolk cards. We’ll separate them into 5 piles that are roughly equal in size. Each pile will be placed faceup on the spots indicated on the main board. These cards are crucial for the game, so make sure they’re well-shuffled!
- Mix up all the black-backed Manuscripts and place 6 facedown on top of each pile. There should now be 7 in each pile. Place 1 pile faceup onto each of the indicated spaces of the Main Board. Remember, only the grey-backed Manuscripts should be visible on top.
Note: It’s important to keep the Townsfolk Cards and Manuscripts facedown; don’t look through them. If some players have problems with this, they can place the piles facedown and have only the top card or tile faced up. This will require more work during the game.
- Now, each player will place their Viscount on the Main Board. The space they choose should match the number on their chosen Player Card.
- They should also gather all the resources, including Silver, Debts, and Deeds, as listed on their Player Card.
- Finally, they should follow any additional instructions at the bottom of their Player Card, such as flipping Deeds or gaining Virtue.
When I play the game, I start by flipping over my Player Card and placing it next to the top left side of my Player Board as a reference.
Next, I shuffle my Hero Townsfolk Card with my 8 Starting Townsfolk Cards, as well as any other Neutral Townsfolk Cards I gained during Setup, to create a facedown Draw Pile to the left of my Player Board.
Keep in mind: Player Cards 3, 5, and 6 have effects that can be used on any Segment. Player Card 8 must be used on the same space as my Viscount. Player Card 9 allows me to Destroy any of my cards before shuffling.
Keep in mind that the number of Debts and Deeds may not always be the same, depending on the number of players.
Debts and Deeds: What You Need to Know
Before we jump into the gameplay, let’s take a moment to understand Debts and Deeds. As I mentioned earlier, Debts are stacked both above and below the Poverty Card, while Deeds are stacked above and below the Prosperity Card.
Throughout the game, you’ll be collecting Debts and Deeds. These cards always come from the top of their respective piles.
The game will come to an end when either the Poverty Card or the Prosperity Card is revealed. When that happens, turn them over and place them next to the Debts and Deeds piles.
This allows us to keep drawing cards from these piles if we need to. Don’t worry, you have an endless supply of Debts and Deeds. But in the unlikely event that we run out, we’ll use the Multiplier Cards to make sure everyone has enough.
As I dive into the game, I get the opportunity to mix things up by flipping both Debts and Deeds. It adds another layer of excitement and strategy to the gameplay.
When the game ends, if I have any unpaid Debts, I’ll lose 2 VP. However, if I flip a Debt from unpaid to paid, I immediately gain 1 resource. On the other hand, if I acquire Deeds and manage to flip them from acquired to approved, I’ll gain 3 VP.
There’s an interesting twist with the Poverty and Prosperity Cards. If they are revealed, the players who flip the most cards of the indicated type will earn additional points. This creates a back-and-forth effect. As the Debt pile diminishes, I realize that the players with the most flipped Deeds will score more points from the Poverty Card.
So, I might want to focus on acquiring more Deeds. This will bring the game closer to revealing the Prosperity Card.
Virtue, Corruption & Criminals
An important thing to understand is how Virtue and Corruption affect the game. You’ll gain both of these through different actions and effects. Gaining Virtue and Corruption is also the main way to progress towards obtaining Debts and Deeds.
Whenever you gain Corruption , you need to move your Corruption Marker one space to the right on your Player Board. Similarly, when you gain Virtue
, you must move your Virtue Marker one space to the left on your Player Board.
If I can’t move either token because I’ve already reached the opposite end, I just ignore any extra movements. But if I ever have both Corruption and Virtue at the same time, I have to deal with the Corruption movement first.
Once Corruption and Virtue Makers collide, they get stuck together and keep moving as one.
So, let me explain to you how Corruption and Virtue are resolved. Don’t worry, it will all become clear! This page will help you make sense of everything when you’re reading for the first time.
Whoa, criminals are a wild bunch! I know that might sound confusing at first, but let me break it down for you.
So, when it comes to taking primary actions, each Criminal Icon can be treated as any other single Icon. Pretty cool, huh? But here’s the thing – they don’t count as other Icons for anything else. They’re kind of like renegades in that way.
Townsfolk Card Layout
When I play Viscounts of the West Kingdom, I see these symbols on the cards. They show something on the left and something else on the right. It could be a cost, an action, a requirement, or an event on the left side. And on the right side, it could be a reward or some other effect.
Let me give you an example. There’s a card called Traveller. If you have it, you can treat each pair of Merchant Icons as a Cleric Icon on your Player Board. Isn’t that cool?
Let’s Play!
Viscounts of the West Kingdom is a game that we play in rounds. We don’t know how many rounds we’ll play, so it’s a surprise every time. During each round, every player will take one turn, starting with the player who has the Start Player Marker. Then it goes clockwise around the table.
On your turn, you’ll go through different phases. The main goal is to move your Viscount clockwise around the Main Board. This will let you take one of four primary actions and maybe even hire new Townsfolk. Remember, all the Victory Points are calculated at the end of the game.
When you play a board game, you follow a specific sequence of steps each turn. These steps are clearly defined on your Player Board and go from left to right:
Phase 1: Managing Your Cards
If you’re like me, you’ve probably collected a fair number of cards over the years. Whether they’re trading cards, credit cards, or gift cards, it can be overwhelming to keep track of them all. But fear not! I’m here to help you manage and organize your cards like a pro.
First, let’s talk about the different types of cards you may have. There are trading cards, like baseball cards or Pokémon cards, which are fun to collect and trade with friends. Then, there are credit cards and debit cards, which you use for making purchases. And finally, there are gift cards, which are like prepaid cards that you can use at specific stores or restaurants.
Now that you know the different types of cards, let’s discuss how to manage them effectively. The first step is to gather all of your cards in one place. This will help you see exactly what you have and prevent any from getting lost or misplaced.
Once you have all your cards together, it’s time to organize them. One way to do this is by using a card holder. You can find card holders in various shapes and sizes, including wallets or binders specifically designed for cards. Choose one that suits your needs and personal style.
Next, you’ll want to categorize your cards. You can do this in a few different ways. For trading cards, you might want to organize them by sport or franchise. For credit and debit cards, you can separate them by bank or type of card, such as rewards cards or travel cards. And for gift cards, you can organize them by store or expiration date.
Once you’ve organized your cards, it’s important to keep them safe and secure. If you have valuable trading cards, you might consider using protective sleeves or cases to prevent them from getting damaged. For credit and debit cards, make sure to keep them in a safe place and only carry the ones you need with you. And for gift cards, keep them in a secure location and use them before they expire.
Managing your cards doesn’t stop at organization and security, though. It’s also important to keep track of any rewards or benefits that come with your cards. For example, some credit cards offer cash back or airline miles for every purchase you make. By keeping track of these rewards, you can make the most of your cards and maximize your benefits.
In conclusion, managing your cards is an important task that can help you stay organized and make the most of your card collection. By gathering all your cards, organizing them, and keeping them safe, you can ensure that you always have the right card at the right time. So, take some time to manage your cards today and enjoy the benefits they bring!
As we dive into this phase, we’ll be in charge of juggling a line of Townsfolk Cards on our own Player Boards. These handy cards will grant us Icons that we can use to perform the 4 primary actions.
When we first add a card to our line, it also determines how we move for that turn. Each card has an immediate , an ongoing
effect, or a drop-off
effect.
Now, in order to navigate this phase smoothly, we need to follow these steps:
I’ll move all the Townsfolk Cards that are on my Player Board one space to the right. If any card ends up falling off the right side of my Player Board, I’ll place it faceup into my discard pile on the right. And if that card has a special effect when it drops off, I have to activate it right away. For example, this Journeyman gives me a Free Hire and 1 Virtue when it drops off my Player Board.
First, I choose a Townsfolk Card from my hand and place it in the left-most space on my Player Board. If the card I played is a Criminal
, I immediately get 1 Corruption for each Criminal icon on my Player Board. If the card I played has an immediate effect, I resolve that effect right away. For example, if I played an Antagonist card, I would gain 2 Corruption plus 1 more for each other Criminal Icon on my Player Board. That’s not all! Playing this card also means I gain 1 Debt Card right away.
Hey there! Did you know that players can only have 3 cards? Yep, that’s right. They gotta have at least 3. So, if a player starts their turn with 3 cards, the oldest card will drop off and then get “shuffled” to create a new Draw Pile. After that, it’s placed on the left side of the Player Board.
But what happens if they start their turn with no cards? Well, they gotta take a blind shot and play the top card from their Draw Pile onto their Player Board. That’s the rule!
Phase 2: Movement
When I’m playing this game, I have to move my Viscount around the Main Board. It’s like a big circle, and I have to go around it in a clockwise direction. To figure out how many spaces I can move, I look at the Silver value on the top-left of the Townsfolk Card that I just played.
The Silver value tells me the minimum number of spaces I have to move. I can’t move any less than that. But if I want to move further, I have the option to pay Silver. It costs 1 Silver for each additional space I want to move.
If I’m a Viscount and I end up on the same space as another Viscount, that other player can change the order of their Townsfolk Cards on their Player Board right away. Just a little reminder, this is mentioned on the Player Cards.
When I move, I have to follow the arrows that go out from my current space. I can’t go backwards though. But you know what? I can actually go around the whole Main Board and end up in the same spot where I started. It’ll cost me a bunch of Silver, though.
Phase 3: Primary Action
In this phase, you will have the opportunity to take one of four primary actions. Each action requires you to use certain Icons on your Player Board to help fund your chosen action, but you cannot use discarded piles, spend resources, or icons on dismissed Townsfolk.
Let me introduce you to the four primary actions:
When I play the game, I have the option to dismiss a faceup Townsfolk Card next to my Viscount in order to get more Icons. Here’s the catch: I can only do this if the Townsfolk Card has Icons that match the action I want to take. If the Townsfolk Card has a Criminal Icon, it can be used as a wild card.
If I decide to dismiss a Townsfolk Card, I have to pay the Silver value shown at the top-left of the card. But I can only dismiss one Townsfolk Card per turn. Once I pay the Silver cost, I have to remove the card from the game completely.
However, here’s the perk! When I dismiss a Townsfolk Card, I temporarily gain all the Icons displayed on the left side of that card. Not only that, but I also get to enjoy any immediate effects printed on the top-right of the card. But I should keep in mind that any abilities at the bottom of dismissed Townsfolk Cards won’t have any effect.
Let’s say you have a Woodcutter. If you want to get rid of it, you can do so by paying 2 Silver. But before you say goodbye, the Woodcutter will give you 1 Virtue, right then and there. And as a little bonus, you’ll also get 1 extra Builder Icon for your main action.
When it comes to trading, it’s important to remember that I can only do it on the outside path of the Main Board. To fund this action, I may count the Merchant Icons and Criminal Icons
on my Player Board, spend Silver (1 per extra Merchant Icon), or spend Silver to dismiss the Townsfolk Card adjacent to my Viscount.
What I gain in return is dependent on the location of my Viscount. Each space along the outside path has an exchange associated with it. I can use this exchange as many times as I wish, as long as I can afford it. Here are the possible exchanges:
When you see a Merchant Icon, you’ll earn 1 Silver. But remember, if you spend Silver to do this, you won’t gain any extra rewards.
Although, sometimes it can still be worth spending Silver to dismiss Townsfolk. By doing this, you can get more Merchant Icons or take advantage of their dismiss abilities found on the top-right of each Townsfolk Card.
When you have 2 Merchant Icons, you have a choice. You can gain 1 Ink Well, 1 Gold, or 1 Stone. But remember, having just 1 Merchant Icon won’t get you anything.
Whenever you have three Merchant Icons, you can destroy 1 Townsfolk Card. Destroying cards is beneficial because it allows you to improve your deck. When you destroy cards, they are completely removed from the game.
When you destroy cards, you also receive Silver from the supply. The amount of Silver you receive is equal to the value printed on the cards that you destroy.
You have the option to destroy cards from your hand or from the top of your Draw Pile. Remember, destroying cards is always a choice and not something you have to do.
You have the power to change your fate: flip one debt or one deed for every four merchant icons you have. And the best part? You can flip the cards in any order you want. It’s that simple!
Building a structure is limited to the exterior pathway of the Main Board. To carry out this action, I can use my Builder Icons and Criminal Icons
on my Player Board. Alternatively, I can spend Stone (1 per additional Builder Icon) or Silver to remove the Townsfolk Card next to my Viscount.
When I’m building a structure, I need to find a spot where it can go. This spot has to be empty first, though. I have to look for the place where my character, the Viscount, is located on the game board. Keep in mind that each part of the board has a river that divides the spots where I can build.
The spots on the left side of the river are the ones I can access if I’m on the left side of the board. If I’m on the right side, then only the spots on the right side of the river are available to me.
If there is an empty spot where I can build, I can choose from 9 different buildings. These options are displayed on my player board, along the top. Each building has a cost associated with it. But once I’ve built all of my structures, I can no longer take this action.
To participate in workshops, it’s essential to have at least 3 Builder Icons. These icons serve as your ticket to gaining access to the diverse range of activities and learning opportunities available. Without them, you’ll unfortunately miss out on the chance to engage in these valuable experiences.
Trading Posts, also known as marketplaces, are essential structures in the world of commerce. They serve as central hubs where goods and services are exchanged between individuals and communities. But what exactly makes these posts so important? Let’s break it down.
First and foremost, the function of a Trading Post is to facilitate trade. It acts as a catalyst, bringing together buyers and sellers, allowing them to interact and negotiate. By providing a physical space for transactions to take place, Trading Posts create opportunities for economic growth and development.
But the significance of these structures goes beyond simple commerce. Trading Posts also play a crucial role in the social fabric of a community. They foster a sense of connection and collaboration, serving as meeting points where people can exchange not only goods but also ideas, stories, and experiences. In this way, they help to build bridges between different individuals and cultures, promoting diversity and understanding.
Furthermore, Trading Posts can have a positive impact on the environment. By supporting local trade and reducing the need for long-distance transportation, they help to minimize the carbon footprint associated with global supply chains. This, in turn, contributes to the preservation of natural resources and the reduction of pollution.
Lastly, Trading Posts can also act as educational centers. They provide opportunities for individuals to learn about different products, techniques, and traditions. This knowledge-sharing fosters creativity and innovation, allowing communities to thrive and adapt to new challenges.
So, to sum it up, Trading Posts are much more than just buildings. They are vibrant hubs of activity, where people come together to exchange goods, ideas, and experiences. They promote economic growth, social cohesion, environmental sustainability, and cultural exchange. Thus, it’s safe to say that Trading Posts are essential pillars of our society, enriching our lives in countless ways.
If you want to build a Guildhall, you’ll need 7 Builder Icons. It seems like a straightforward requirement, but Guildhall construction is anything but straightforward. Let me break it down for you.
When I play this game, I get victory points (VPs) for building different types of buildings. The more buildings I construct of a certain type, the more points I earn.
First, I have to decide which building I want to construct. But before I can do that, I need to make sure I have enough funds for the action. Once I have the necessary funds, I can place the building from my player board onto the chosen building spot.
Here’s the cool part: when I place the building, I immediately get to use its special effect. But that’s not all! If the building I placed is connected to another building that I’ve already constructed, both players on either end of that connection get to benefit from the printed effect along that line. However, if I have buildings on both ends of the connection, I only get to use the effect once.
When you place a Building onto the Main Board, something special happens. It unlocks a unique ability that you can use throughout the game. Each Building has its own special spot on the board, depending on which phase it affects.
Let me tell you about the first Trading Post. It gives you the power to move your Viscount one extra space for free. It’s a handy ability if you want to get around the board faster.
Now, let’s move on to the second Trading Post. This one lets you dismiss Townsfolk for only 1 Silver. It’s a great way to save some money while managing your workforce.
The third Trading Post and all three Guildhalls offer you something special too. They give you permanent Icons on your Player Board. These Icons can give you extra advantages during the game.
Next up is the first Workshop. Whenever you hire a Townsfolk, you get to discard a card. It’s a way to keep your hand tidy and get rid of cards you don’t need anymore.
The second Workshop is really interesting. If you have no Criminals on your Player Board, you earn 1 Virtue whenever there’s a collision. It’s a nice reward for keeping your board clean.
Lastly, the third Workshop is all about helping you hold more cards. It increases your hand limit by 1, allowing you to have more options and make better decisions.
When it comes to assigning workers in the game, you can only do it on the inside path of the Main Board. To pay for this action, you have a few options. You can use Noble Icons or Criminal Icons
that you have on your Player Board. Alternatively, you can spend Gold, with each extra Noble Icon costing 1 Gold. If you don’t have any Noble or Criminal Icons, you can also spend Silver to dismiss the Townsfolk Card that is next to your Viscount.
When you place Workers, you have the flexibility to use different amounts of Noble Icons. You can use 1, 3, 5, or even 8 Noble Icons to place 1, 2, 3, or 4 Workers. You can find a reminder of this rule in the top-left area of your Player Board.
So, when I’m about to place my Workers as my main move, I always put them in the first tier of the Castle, right next to where I am.
Once I’ve put my Workers in the Castle, I have to check if I now have 3 or more of my own Workers in the same tier where I placed them. And if I do, something special happens:
- When you’re in the Castle, you can choose to move one of your Workers from the outer layer to the inner layer.
- Once you’ve made that move, you have to immediately take the action listed on the inner layer of the Castle.
- After that, you can move one Worker clockwise and one Worker counterclockwise to the next section of the outer layer.
In the example above, the transparent Red Workers show where the 3 Workers were originally placed. The opaque Red Workers show where they would move to. By following these steps, the current player would have gotten either a Free Hire or Destroy effect right away.
So, here’s how it works: I get to move my workers around the different sections of the Castle. After I’ve made all the necessary moves, I need to check if I have 3 or more workers in another one of the first-tier sections. You see, as my workers move around, they might end up gathering in one section. If that happens, I need to deal with that section just like the previous one – resolving any actions or effects associated with it.
Now, if I have more than one section with 3 or more workers, I can handle them in any order I want. But here’s the catch: I must take care of the consequences of moving workers inward immediately. No time to waste!
Once I’ve resolved all the movements in the first tier, I move on to the second tier. If I have 3 or more workers in a section there, I have to move one worker inward, to the third tier. And you know what? I get to immediately gain a resource, as printed on the Castle. Cool, right?
But here’s the catch: Workers on the second tier have a different set of rules. They don’t move around like the ones on the first tier. Instead, they stay put in one section of the second tier. This means you can strategically station 2 Workers in a specific area to create a shortcut to the third tier.
Once you’ve finished moving all your Castle pieces, it’s time to check if any section of the first or second tier has more than 3 Workers, regardless of their color. If there are too many, you’ll have to bump off some Workers until only 3 remain in that section. The good news is, you get to decide which Workers will be bumped off. You can even choose your own.
Whenever your workers are bumped off the Castle, you get them back and receive a bonus. If they’re bumped off the first tier, you gain 2 Silver.
If they’re bumped off the second tier, you gain 1 Virtue and choose any 1 resource. But, remember, workers can’t be bumped from the third tier. Your Player Card will always keep you informed about this. It also tells you how workers score at the end of the game. Each worker in the Castle earns victory points equal to the tier they’re on.
The Castle Leader Card is a special card that gets given to the first person who moves one of their Workers into the third level of the Castle. You have to keep this card next to your Player Board if you have it.
But here’s the thing: If someone else has more Workers on the third level than you, they become the new leader and take the Castle Leader Card from you. They put it next to their Player Board instead.
Here’s why you want to be the leader. First, at the end of the game, whoever has the Castle Leader Card gets an extra 5 VP. Second, when you draw cards during phase 6 of each turn, you can hold 1 extra card if you have the Castle Leader Card.
If you lose the Castle Leader Card, you don’t have to immediately throw away cards to match your new hand limit. You just have to keep that new hand limit in mind the next time you need to draw cards.
Hey there! Let me tell you something interesting. Did you know that it’s possible for players to have 3 of their Workers on a section of the Castle even when it’s not their turn? Yep, that’s right! This can happen through a Building Link or some other immediate effect. Pretty cool, huh?
So, let me break it down for you. If this situation occurs, the current player gets to move their Workers first, and then it’s the opposing player’s turn. After the movement is fully resolved, the current player gets to continue their turn. It’s like they get a little bonus action thrown in there! How awesome is that?
When working on Transcribing Manuscripts in the game, I can only do it on the inside path of the Main Board. To make sure I have enough funding for this task, I can count the number of Cleric Icons and Criminal Icons
on my Player Board. I also have the option to spend Ink Wells (1 per extra Cleric Icon) or Silver to dismiss the Townsfolk Card next to my Viscount.
When it comes to transcribing a Manuscript, you’ll need a certain number of Cleric Icons, shown on the Manuscript next to your Viscount. Once you’ve met this requirement (using Icons, Ink Wells, or a dismissed Townsfolk Card), you’ll place the Manuscript on your Player Board. If it has an immediate effect, you’ll resolve it right away. Remember, you can only transcribe 1 Manuscript per turn.
If you’re the first player to transcribe 3 Manuscripts of the same ribbon color, you’ll immediately receive the corresponding Cleric Bonus Card, and you’ll add it to your Player Board. These cards are worth 3 VP each at the end of the game.
When you play the game, you earn victory points (VPs) based on the Manuscripts you have and the ribbons you collect. It’s all about getting the right combination of both.
Let me explain. Manuscripts have VPs printed on them, and you also score points for sets of different-colored ribbons. The more ribbons you have, the more points you earn. But here’s the thing, you can have multiple sets of ribbons, so you have the potential to score even more points.
For instance, if you have a set of Manuscripts with 3 different ribbons, you would earn a total of 9 VP. It’s all about finding the right balance and combination of Manuscripts and ribbons to maximize your score.
Now, what happens if there are no more Manuscripts left in the pile on the Main Board? Well, don’t worry. You don’t need to refill it. Instead, there are pre-printed Manuscripts on the Main Board that you can’t collect. However, you can still transcribe them to use their immediate effects. So even if there are no new Manuscripts to acquire, you still have options to enhance your strategy and gameplay.
Now let’s move on to Phase 4: Recruit
Once I finish my primary action, I can hire the Townsfolk Card that’s face-up next to my Viscount on the Main Board. To hire a Townsfolk Card, I pay the amount of Silver shown at the top-left of the card.
I can only hire one Townsfolk Card during this phase. When I hire a Townsfolk, I pay the required Silver and put the card in my discard pile. I also have to immediately carry out the effects shown on the top-right of the card.
If there are no more Townsfolk Cards left in the pile on the Main Board, it won’t be refilled. There are some pre-printed cards on the Main Board that can’t be hired, but I can still use their immediate effects if I dismiss them.
Phase 5: Resolve Collision
If, and only if, my Virtue and Corruption Markers are on the same space of my Player Board, I have to deal with the consequences. There are a few effects, and I need to resolve them in a specific order:
- If I have built my second Workshop and there are no Criminals on my Player Board, I gain 1 Virtue.
- I have to resolve the effects of all the Townsfolk Cards on my Player Board that have effects during collisions.
- I gain the items that are printed directly above where my Virtue and Corruption Markers are.
- If applicable, all other players gain the items that are printed directly below where my markers are.
After dealing with all those effects, it’s time for me to reset my Corruption and Virtue Markers and get ready for the next round. I slide them all the way to the edges of my Player Board and prepare for the next phase.
Phase 6: Draw Cards
During this phase, I’ll be grabbing some cards from my Draw Pile until I have enough cards in my hand. There’s a limit to how many cards I can hold in my hand, which starts at 3, but can go up later in the game.
Sometimes, I might already have the maximum number of cards in my hand or even more than that. If that’s the case, I don’t get to draw any more cards. It’s important to keep track of how many cards I have so I don’t go over the limit!
If you ever need to draw cards in the game and your Draw Pile is empty, you have to shuffle your discards to create a new Draw Pile.
Next, you need to check your Player Board for Criminals. If you have one or more Criminal Icons, you’ll get 1 Corruption. If you have no Criminal Icons, you’ll gain 1 Virtue.
Don’t forget that this information is also stated on your Player Cards. It’s possible for Corruption and Virtue Markers to mix up when shuffling, but remember that you won’t deal with this until you reach phase 5 on your turn (if you’re already in phase 6 when shuffling, it’ll be on your next turn).
Once I finish drawing cards to replenish my hand, the next player gets ready to take their turn. We go clockwise, starting with phase 1 and progressing through to phase 6. Then it’s the next player’s turn, and so on.
The Game Ends
The game comes to an end when either the Poverty Card or the Prosperity Card is revealed.
When that happens, the current Round is completed, and then there is one final Round to ensure that all players have had the same number of turns. In simpler terms, the player to the right of the person with the Start Player Marker always gets the last turn.
It’s worth noting that it is possible for both the Poverty and Prosperity Cards to be revealed. This is known as the Divided Kingdom, and it means that both cards will be active during the final scoring.
Note: Hey there! Just a quick heads up, all the Townsfolk Cards on Player Boards with ongoing effects don’t have any effect during final scoring. So don’t worry about them at this point.
Now, let’s talk about how to calculate your score once the game is over. It’s pretty simple, I promise!
Constructed Buildings: This one is easy. Just add up the points as printed across the tops of your Player Boards. Simple, right?
Workers in the Castle: Now, here’s where your hardworking castle labor pays off. For each Worker you have, you get Victory Points equal to the tier in the Castle. So the higher the tier, the more points you earn. It’s like a little reward for your castle staff!
Transcribed Manuscripts: This one is a bit different. You earn Victory Points for sets of different ribbon colors and specific Manuscripts. So try to gather as many sets as you can and watch those points roll in!
Castle Leader Card and Cleric Bonus Cards
Each card has a specific number of Victory Points (VPs) printed on it. These VPs contribute to your overall score.Unpaid Debts
Each unpaid debt deducts 2 VP from your score. Be careful not to accumulate too many debts!Acquired Deeds
Each acquired deed earns you 1 VP. Keep track of the deeds you obtain throughout the game.Approved Deeds
Each approved deed rewards you with 3 VP. Aim to have your deeds approved for a higher score.
The Poverty Card: If the Poverty Card is revealed, the top three players with the most, second-most, and third-most flipped Deeds will receive 12, 8, and 4 victory points (VP) respectively. It’s important to note that in order to qualify, players must have at least 1 flipped Deed. In case of a tie, the VPs are divided as equally as possible between the tied players on each level.
The Prosperity Card: The Prosperity Card functions similarly to the Poverty Card, but instead of flipped Deeds, it considers flipped Debts. The players with the most, second-most, and third-most flipped Debts will receive 12, 8, and 4 VP respectively. Just like with the Poverty Card, players need to have at least 1 flipped Debt to be eligible. In case of a tie, the VPs are split equally between the tied players on each level.
In games with less than 3 players, the middle reward of 8 VP is disregarded for both the Poverty and Prosperity Cards.