The Six Guilds of Feudum

By: Dennis B. B. Taylor

The Six Guilds of Feudum

Guilds are groups of players in the game Feudum who have chosen to specialize in specific areas. Each guild offers unique benefits and opportunities that can greatly enhance your gameplay experience. In this article, I will introduce you to the six guilds of Feudum and explain their individual strengths and advantages.

1. The Mercantile Guild: This guild is all about trade and commerce. As a member of the Mercantile Guild, you will have access to special trading routes, exclusive goods, and lucrative business opportunities. You will be able to buy and sell goods at better prices and establish profitable trade networks with other players. Joining the Mercantile Guild is a smart choice if you enjoy economic strategy and want to make a fortune.

2. The Military Guild: If you prefer a more aggressive playstyle, the Military Guild is perfect for you. As a member of this guild, you will gain additional combat abilities and have special access to powerful weapons and armor. You can engage in epic battles and protect your territory from rival guilds or even launch invasions to expand your influence. Joining the Military Guild will grant you the tools and skills needed to become a formidable force on the battlefield.

3. The Artisan Guild: For those who have a creative side, the Artisan Guild offers endless possibilities. As an artisan, you will have access to unique crafting recipes and materials, allowing you to create exquisite items and artifacts. These creations can be used to enhance your abilities, trade with other players, or even be displayed as works of art. Joining the Artisan Guild will let you express your creativity and leave a lasting impact on the game world.

4. The Scholarly Guild: The Scholarly Guild is all about knowledge and wisdom. As a member of this guild, you will have access to ancient texts, secret lore, and valuable information that can greatly assist you in your quests and challenges. You will gain new insights, solve puzzles, and uncover hidden secrets that others might overlook. Joining the Scholarly Guild will give you a strategic advantage by providing you with the knowledge you need to make informed decisions.

5. The Agricultural Guild: If you have a green thumb and enjoy tending to crops and livestock, the Agricultural Guild is the perfect fit. As a member of this guild, you will have access to unique farming techniques and special crops that can yield bountiful harvests. You will be able to cultivate your land, raise animals, and even develop new agricultural technologies. Joining the Agricultural Guild will allow you to create a thriving farm and contribute to the overall prosperity of the game world.

6. The Mystical Guild: The Mystical Guild is for those who are drawn to the arcane arts and the mysteries of magic. As a member of this guild, you will have access to powerful spells, enchanted items, and mystical creatures. You can harness the forces of magic to manipulate the game world, cast devastating spells, and even summon mythical beings to aid you in your adventures. Joining the Mystical Guild will enable you to unlock the full potential of magic and become a true master of the arcane.

Each guild in Feudum offers a unique and rewarding gameplay experience. Whether you prefer the thrill of trade, the excitement of battle, the joy of creation, the pursuit of knowledge, the satisfaction of farming, or the mysteries of magic, there is a guild for you. So choose your guild wisely and embark on an epic adventure in the enchanting world of Feudum!

Here’s the deal, folks. In this quirky world of Feudum, there’s something called the odd numbered shilling. Don’t let the name confuse you – it’s not your run-of-the-mill currency. No, sir! This peculiar shilling has a wild journey of its own.

Ready for the tale of the Farmer Guild?

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Meet Miss Allison

Step 1 – Trading at the Guild

If you have any goods on one of your farms that you don’t need, you can send them to the Farmer Guild. For every 2 goods you send, you’ll get 1 food or 1 shilling. Remember, the food and shillings you receive will be taken from your haversack and general supply.

Extra Goods

If you send more than 10 goods to the Farmer Guild, they will be returned to the haversack. However, if there are beads on top of the chickens, they will be counted. The number of beads determines how many goods will randomly “spill over” into the Merchant Guild and the Alchemist Guild, if there is enough space. Any remaining goods that do not fit will go back into the haversack.

2. Bringing Goods to the Guild

Imagine being a journeyman at the Farmer Guild. You walk over to the Monk Guild and take their rosary beads, one with the lowest value and one with the highest. With these two beads in your hands, you find an opponent.

You hand the opponent the beads and ask them to divide them between their closed fists. It’s a secret, so you don’t know which bead is in which hand.

Now it’s your turn. You carefully choose one of the opponent’s fists and take the bead inside. You place it on an empty space reserved for chickens in the Farmer Guild. The other bead goes back to the rosary.

But here’s the twist. If the total number of beads on top of the chickens is 5 or more, you get 3 victory points! And that’s not all. You also get to draw 2 Royal Writ cards and keep one of them. The other card goes back to the bottom of the deck.

Step 3: Push out of Guild

Hey there! I’m the guild master at the Farmer Guild, and I’ve got an important task for you. I need you to move 5 goods from the Farmer Guild to the Merchant Guild. If there’s not enough room, you can transfer fewer goods, but no more than that.

Now, here’s how it works. Once you transfer the goods, you need to put them in their respective bins. But here’s the catch: if a bin is already full and there’s no room for a particular good, you’re not allowed to transfer it. That wouldn’t be fair, right?

But hold on, there’s more! If you manage to complete one, two, or even three rows or columns, you’ll earn some Victory Points (VP). For each completed row, you get 4 VP, and for each completed column, you get 5 VP. And if you’re a superstar and manage to complete both a row and a column, you’ll earn a whopping 6 VP! Just remember, you can only complete rows or columns, not both, because a good can’t count twice towards your goal.

Note: While you’re transferring the goods, keep in mind that you can complete rows or columns, but not both. So make your decision wisely!

II. Merchant Guild

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Meet Lord Brett, the Merchant Guild representative

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1. Buying Goods at the Guild

You can buy up to 3 different goods from the market. Just look for the price listed underneath each item.

2. Bringing Goods to the Guild

Hey there! Let me tell you about a cool job called a journeyman at the Merchant Guild. What they do is move goods from the Farmer Guild into the Merchant Guild. It’s pretty simple – they just put the goods in the right bins.

But here’s the thing – they can only move 3 goods at a time. If there’s not enough space for a certain good, they can’t transfer it. But if they manage to complete a whole row or column, they get some cool rewards! They score 3 VP (that’s Victory Points) and get to draw 2 Royal Writ cards. They can keep 1 of them and put the other one back at the bottom of the deck.

3. Push out of Guild

Hey there! I’m the guild master at the Merchant Guild, and I’m here to tell you about an important task we have. You see, I need to move some goods from the Merchant Guild to the Alchemist Guild. It’s not always easy, though. Sometimes I can’t move as many goods as I’d like, but I do my best.

To get started, all you need to do is place the goods in their correct carts or piles. But here’s the tricky part: if there’s no space for a certain type of good, I can’t transfer it. We’ve got to work with what we’ve got, you know?

If you manage to complete 1, 2, or 3 carts and/or piles, you’ll earn yourself some victory points. And who doesn’t love victory points? If you complete 1 cart, you get 4 VP. Complete 2 carts and it’s 5 VP for you. And if you’re feeling really ambitious and fill up 3 carts, you’ll earn a whopping 6 VP!

III. Alchemist Guild

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Meet Lord Arthur

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1. Trading at the Guild

You can buy a vessel from the Alchemist Guild for just 3 shillings.

2. Joining the Guild

If you want to become part of the Alchemist Guild, there’s a simple process you need to follow. You must meet with the guild representative and express your interest. They will review your skills and determine if you’re a good fit for the guild. If you are accepted, you will become an official member and gain access to all the benefits and resources the guild has to offer. Take this opportunity to learn from experienced alchemists and expand your knowledge in this fascinating field.

Hey there! Let me tell you about the journeyman at the Alchemist Guild. You see, they have the task of moving goods from the Merchant Guild to the Alchemist Guild. It’s a pretty simple job, but sometimes it can be tricky.

So, here’s how it works. The journeyman will take 2 goods from the Merchant Guild and bring them over to the Alchemist Guild. Well, that’s the plan at least. If there isn’t enough space at the Alchemist Guild for all the goods, the journeyman will have to leave some behind. You can’t transfer what you can’t fit, right?

Now, if the journeyman manages to complete at least 1 cart or pile of goods, they get a pretty sweet bonus. They score 3 VP (Victory Points), which is a nice little reward. And that’s not all! They also get to draw 2 Royal Writ cards. These are special cards that can come in handy. But, they can only keep 1 of them. The other card goes back to the bottom of the deck. It’s all about the luck of the draw, my friend.

3. Push out of Guild

Hey there! As the guild master at the Alchemist Guild, I get to work on some really cool stuff. I spend my time completing 1-3 inventions by taking goods from the carts and piles according to the production chart and putting them into my trusty haversack.

Production Chart

  • A ship requires 1 food and 2 wood
  • A submersible needs 1 food and 2 iron
  • A flying machine requires 1 food, 1 iron, and 1 wood
  • The first barrel of krud needs 2 saltpeter and 1 sulfur
  • The second barrel of krud needs 1 saltpeter and 1 sulfur
  • The third barrel of krud needs 1 wood

If I manage to complete 1, 2, or 3 inventions, I earn 4, 5, or 6 VP, respectively. Pretty sweet, right?

Note: The first barrel of krud always costs 3 goods. But after that, making more barrels gets easier and easier.

Vessels & Closed Ferryboat Routes

When we finish making a vessel, we stack it on top of the ferryboat symbol in the vessel space. Remember, if the symbol is already covered by another vessel, the ferryboat routes are CLOSED!

Krud Barrels

When we invent barrels of krud (gunpowder), we fill up the leading section of each player’s row with influence markers at the Knight Guild!

Each player has a row that is divided into 3 sections for the barrels. The first section holds 1 marker per player, the second section holds 2 markers, and the last section holds 3 markers. If there’s at least one player who has an entire row empty, then we can create 3 barrels. Otherwise, the creation of barrels is limited.

Note: Some players may receive fewer markers for each barrel created, depending on whether their rows are empty or partially filled.

IV. Knight Guild

Guilds: The Heart of Feudum

Guilds play a vital role in the world of Feudum. Each guild specializes in a particular trade, offering unique benefits and opportunities to those who join. As an aspiring guild member, I am excited to explore the different guilds and discover which one best suits my interests and goals.

1. Trade At Guild

When it comes to choosing a guild, it’s important to consider the trade and services they offer. Each guild has its own specialties and expertise, ranging from farming and fishing to alchemy and blacksmithing. By joining a guild that aligns with my interests, I can learn from experienced guild members and gain valuable skills in my chosen trade. Not only will this enhance my abilities, but it will also provide opportunities for networking and collaboration with like-minded individuals.

2. Connections and Networking

Joining a guild opens doors to a vast network of connections. Within the guild, I can interact with fellow members who share a common passion for the trade. By building relationships and establishing connections, I can tap into a wealth of knowledge and expertise. I can learn from experienced guild members, collaborate on projects, and even find potential customers or clients. These connections can prove invaluable in expanding my trade and reaching new heights.

3. Access to Resources

One of the key benefits of being part of a guild is gaining access to valuable resources. Guilds often have their own dedicated spaces, tools, and materials that members can utilize. This can save me time and money, allowing me to focus on honing my skills and producing high-quality work. Additionally, guilds may have exclusive access to trade secrets or techniques passed down through generations. By being part of a guild, I can learn and inherit these valuable resources and traditions.

4. Business Opportunities

Guilds are not only a place for learning and networking but also a platform for business opportunities. By becoming a member of a guild, I can showcase my skills and products to a targeted audience. Guilds often organize events, exhibitions, and fairs where members can display and sell their creations. This exposure can help me attract customers, build a reputation, and potentially secure lucrative contracts or partnerships. Being part of a guild can give my business the boost it needs to thrive in the competitive world of Feudum.

5. Continued Growth and Learning

Joining a guild is not just about gaining immediate benefits; it’s also about long-term growth and learning. Guilds offer a supportive and nurturing environment where I can continuously improve my skills and acquire new knowledge. Through mentorship programs, workshops, and training sessions, I can stay updated on the latest trends, techniques, and advancements in my trade. This ongoing education ensures that I remain competitive and adaptable in a rapidly evolving world.

Overall, guilds are the backbone of Feudum, providing a place for individuals to pursue their passions, connect with like-minded people, access valuable resources, seize business opportunities, and continue their personal and professional growth. By joining a guild, I embark on a journey filled with excitement, challenges, and endless possibilities.

In the advanced version of the game called “Tame the Beast,” there is an interesting rule that allows any player to buy all the influence markers in their row by paying 3 shillings.

Mastering the Advanced Game

If you’re craving a bigger challenge, “Tame the Beast” offers an advanced version that takes the game to new heights. In this version, the strategy becomes even more intense. One rule, in particular, stands out – it gives players the ability to obtain all the influence markers in their row by paying a modest fee of 3 shillings.

Imagine the advantage this would provide. With just a small payment, you can instantly seize all the markers in your row, giving you a significant boost in power and control. It’s a simple yet game-changing move that can completely alter the course of play.

This rule is a double-edged sword, though. On one hand, it offers a fantastic opportunity for players who can afford the cost. It gives them an immediate advantage, allowing them to consolidate their power and dominate the game. On the other hand, it poses a risk. If a player chooses to spend their shillings on this move, they may find themselves short on funds for other strategic actions.

So, how do you decide if paying 3 shillings to acquire all the influence markers in your row is the right move for you? It all comes down to strategic calculation and weighing the pros and cons. Consider your resources, assess the potential benefits, and evaluate the opportunity cost. Will this move propel you forward, or will it hinder your progress?

The advanced version of “Tame the Beast” adds an intriguing layer of complexity. By introducing the option to acquire all the influence markers in your row for a nominal fee, the game becomes more dynamic and strategic. Players must carefully analyze their options, deciding when it’s worth the price and when it’s better to save their shillings for other critical moves.

In the end, it’s up to you to determine what strategy will lead you to victory. Will you take the risk and pay 3 shillings to seize all the influence markers in your row, or will you choose a different path? Only time will tell.

When you buy a row of three or more influence markers, you can give up three of them to gain control of a single monster.

Take two markers and put them back in the general supply, and place the third marker on the monster icon to show that you own it.

Then, you can immediately place the monster in any location where you have one of your influence markers or pawns. The Sea Serpent can only be placed on a port bordering the sea or a river.

The Sea Serpent can only move along ship and submersible routes, while the Behemoth can only move along roads and flying machine routes. If either monster is defeated, return it to the Knight Guild to use again and get your influence marker back.

Behemoth & Sea Serpent

Monsters increase your movement ability and can do everything that pawns can, like steal, conquer, and use weapons. But there are a few differences:

    Let’s talk about monsters. They are fascinating creatures, don’t you think? They have the power to pin opponent pawns on the game board, unless those pawns manage to escape or defeat the monster. It’s quite a challenge! But monsters themselves are not invincible. Their defense is only +1, so they can be defeated too.

    Monsters are special because they can’t influence locations, perform feasts, or use vessels like other characters can. They have a unique role in the game, focused solely on battling and capturing pawns. And the best part is, you don’t need to worry about feeding them. They feed themselves by devouring people. Quite gruesome, isn’t it?

    Now, let’s move on to another aspect of the game: Pulling Into Guild. This action allows you to bring a new pawn into your guild, expanding your team and strengthening your position. It’s like recruiting a new member to join your cause. Just imagine the possibilities!

    So, as you can see, monsters and Pulling Into Guild are two exciting elements that add depth and strategy to the game. By understanding their unique abilities and leveraging them effectively, you can make great strides towards victory. Keep these factors in mind as you navigate through the game, and you’ll be on your way to glory.

    When I work at the Knight Guild, I grab items from the Alchemist Guild. I use these items to make either a krud barrel that adds influence markers or a vessel that I put in the Alchemist Guild. No matter what I make, I score 3 Victory Points (VP) and get to draw 2 Royal Writ cards. I can keep 1 of the cards and put the other card back at the bottom of the deck.

    3. Leaving the Guild

    As the guild master at the Knight Guild, I have the important task of pushing 1-3 differently colored influence markers back into the general supply. In return, I receive king’s seals that I can place onto the scrolls in the Noble Guild. And let me tell you, it’s always a little thrilling because I never get to see the values underneath those scrolls!

    Now here’s the trick – if I manage to complete 1, 2, or 3 rows or columns, I’ll earn myself 4, 5, or 6 victory points! But here’s the catch: I can only complete either rows or columns, not both. You see, a king’s seal can’t be used twice to reach my goal. So I have to choose wisely!

    V. Noble Guild

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    Queen Anne

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    1. Joining the Guild to Trade

    You can buy 1 or 2 king’s seals at the Guild for 3/6 shillings.

    2. Bringing Items to the Guild

    I’m a skilled worker at the Noble Guild, and I’ve got a neat trick up my sleeve. I grab two influence markers, each one a different color, from the Knight Guild and add them to the general supply. Then, I trade those markers for some king’s seals. Talk about a fancy deal!

    Here’s the deal: If you manage to complete a row or column of scrolls using those seals, you earn 3 VP (Victory Points) and get to draw two Royal Writ cards. Keep one for yourself and put the other one back at the bottom of the deck. It’s like finding a secret treasure!

    But that’s not all. There’s another move I can make – it’s called the Push out of Guild. It’s all about leaving one guild and joining another for better opportunities. Pretty cool, right?

    When I walk into the Noble Guild, I see the guild master pushing over 2 king’s seals to the Monk Guild. I watch as they flip the seals, revealing a set of rosary beads. I wonder what they could mean.

    The Monk Guild: Unveiling the Secrets

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    Behold, Brother Justinius

    1. Trading at the Monk Guild

    If you want a shot at getting a helpful rosary bead, you can pay 3 shillings. Then, you get to take two beads from the rosary – one with the lowest value and one with the highest value. But wait, there’s a twist! You have to give those beads to an opponent and they have to keep them hidden in a closed fist. Sneaky, right?

    Now the fun part – you get to choose which closed fist you want to take a bead from. Once you’ve made your choice, you can keep that bead for yourself and put the other one back into the rosary. These rosary beads are special because they can help you get a bigger harvest when it’s time to collect your crops.

    2. Pull Into Guild

    So here’s what happens: I, the skilled worker at the Monk Guild, take a precious king’s seal, which is like a land grant, and move it from the castle to a rosary. Then, I flip it over to reveal a beautiful rosary bead.

    Now, pay close attention because this is where it gets interesting. If the total number of beads on the rosary adds up to 11 or more, something amazing happens! I get to score 3 victory points, which is pretty awesome, right? But that’s not all – I also get to draw 2 Royal Writ cards. I’ll get to keep one of them, but the other card goes back to the bottom of the deck.

    3. Here’s the Real Fun Part!

    When you visit the Monk Guild, the guild master does something intriguing. They take two beads from the rosary – one with the lowest value and one with the highest value. Then, they give these beads to an opponent. This opponent keeps the beads hidden, each one inside a closed fist.

    Now, it’s your turn. You get to choose one of the closed fists and place your chosen bead, also known as “alms,” onto a space designated for chickens in the Farmer Guild. The other bead goes back to its place in the rosary.

    Here’s the magic part. If the total number of beads on the chicken spaces adds up to at least 3, 6, or 9, you earn 4, 5, or 6 Victory Points respectively.

    But wait, there’s more!

    When I, as the guild master at the Monk Guild, push the button, I divide the shillings in the church piggy bank with the journeyman. I keep the odd-numbered shilling for myself.

    If there isn’t a journeyman, that part stays in the church piggy bank for the next time we distribute the shillings.

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