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Rosary Beads
Rosary beads increase your total harvest yield
from +2 to +5 additional goods for as long as you
possess the bead(s). However, if you take the allotted
favors (a rather unholy act), your bead(s) are immediately
flipped over and become king’s seals (you give up future
harvest bonuses, but gain king’s seals).
7. Tax Action
If you rule a town, you may
play the Tax Action to
collect 2 shillings.
Add +1 shilling for each additional
town and/or feudum ruled.
For example, the blue player attacks green’s feudum which
has a defense value of +3 (+2 for the feudum and +1 for a
defending subject). Blue’s attack value is +2 (+1 for each
pawn). Because his knight is leading the attack, blue plays
2 saltpeter to bring his attack to +4. Since green did not
play a defend action, the feudum is destroyed and is
replaced with an outpost. Blue scores 4 vp and places a
player disc onto the military service track.
Saltpeter & Weapons
Turn in 1 saltpeter to the haversack to increase your attack
by +1. Important: Typically, you may only use 1 saltpeter.
However, if your knight is involved in the attack, you may
use as many as needed! Additionally, any of your pawns may
use weapons to increase your attack by +1 or +2. Saltpeter
and/or weapons may be added even after your opponent
flips over a defend action card.
8. Conquer Action
If 1 or more of your pawns occupies
the same location as an opponent’s
pawn or feudum, you may attempt to
conquer and remove it from play.
Important: The Conquer Action may
not be your last action in a round.
Also, outposts, farms and towns may
NEVER be targeted.
A successful Conquer Action scores
you 2/4 vp and lets you move 1 of your player discs onto
the military service track (see Feudums, Vassals & Military
Service on page 10).
Players may attack or defend with multiple pawns; however,
only 1 pawn or feudum may be targeted. Pawns or serfs
belonging to a third player do NOT factor into the battle. To
win, your attack value must be greater than your opponent’s
defense value. A tie is a failed action.
Conquering a Pawn
When attacking a pawn, players add up the attack and
defense values of:
Character pawn(s): + 1 attack, + 2 defense
Monster pawn(s): + 1 attack, + 1 defense
If the attack is successful, score 2 vp, return the conquered
pawn to the opponent, adjust guild status and, if desired,
move 1 of your player discs (blank side up) onto the
military service track. If the pawn was atop a vessel, the
vessel remains on the board.
Conquering a Feudum
When attacking a feudum, players add up the attack or
defense values of the following:
Character and/or Monster pawns
Ruled feudum: +2 defense
Defending subject: +1 defense
Rebelling serf (of attacker): +1 attack
If the attack is successful, score 4 vp, replace the feudum
with an outpost, adjust guild status and, if desired, move
a player disc onto the military service track. Return all
influence markers to their respective owners unless you had
a rebelling serf there. If so, place the serf atop the outpost to
rule it. Any goods or landscape tiles remain.
“Inspect the Harvest” (Advanced Game)
If you have a Farmer pawn in play, you
may visibly choose your favors after
randomly drawing the total harvest.
”Reinforcements” (Advanced Game)
If you have a Knight pawn on the board,
you may also collect 1 influence marker
from the general supply, or from the Knight
Guild if the general supply is depleted. If you
have multiple knights, you still only receive
1 influence marker.
Total Harvest 5 6 7 8 9 10
Partial Harvest 4 5 5 5 6 6
Favor(s) 1 1 2 3 3 4
+4 attack
(with 2
saltpeter)
+3 defense
“Starve the People” (Advanced Game)
If you have a Noble pawn beside
a location with an opponent’s
subject or serf, you may conquer
1 of them and return it to its owner. Important:
Play this instead of the regular Conquer Action.
You do not earn veneration points (as this act is
quite ignoble), but you may move one of your
player discs onto the military service track.
Important: After a successful “starve
the people” action, remove ALL alms
(rosary bead discs) atop the chickens
and return them to the general supply.
6. Harvest Action
If you rule a farm, you may play the
Harvest Action to randomly draw
5 goods from the haversack to
place beside 1 of your farms,
and score 1 vp.
Add +1 good for each additional
farm and/or feudum ruled, and +2
to +5 goods for each rosary bead in
your possession.
Note: The maximum harvest permitted on a single action
is 10 goods—even if your yield calculation
is higher.
Note: If a farm has 10 or more goods,
you may not harvest there again until the
farm drops below 10 goods.
On a future turn, you may play the Guild Action (trade) to
move all goods from a ruled farm to the Farmer Guild to
acquire 1 food or 1 shilling for every 2 goods traded (see
Guild Action on page 15).
Favors
In lieu of placing the total harvest onto 1 of your ruled
farms, you may choose to randomly draw and place a
partial harvest there, and then randomly draw and place
the remaining goods (favors or “kickbacks”) into your
personal supply. Consult the harvest chart to see how a
total harvest breaks down into a partial harvest plus favors.
7


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