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9. Defend Action
If an opponent attacks 1 of your
pawns or feudums, and you
preselected the Defend Action, you
may flip it over out of turn and
add +1 to your defense and score
1 vp. If no one attacks you during
the round, you still collect 1 vp.
10. Repeat Action
The Repeat Action lets you execute
any action card you have already
played during that round again,
provided it features the (x2) symbol
at the top.
11. Guild Action
A Guild Action lets players interact
with 1 of the 6 guilds that flank the
game board. An overview of the
guild action is presented here. An
in-depth look is presented later
(see The Six Guilds on page 17).
Guild Functions
A Guild Action lets you perform 1
of 3 guild functions: trade, push or
pull. Any player may trade for goods depicted at the base of
each guild. The player with the highest status in a guild is
the guild master and may perform the push function. The
player ranked second in status is the journeyman and may
perform the pull function. Note: In a game with 4+ players,
the third ranked player is the apprentice (see Guild
Membership on page 16).
Repeating Guild Action
If a player plays the Repeat Action to perform the Guild
Action again, he must interact with a different guild.
1. Trade (Any Player)
You may trade for resources at a guild
(even if you are not a member).
Farmer Guild: 1 food (from haversack) or shilling for every
2 goods sent to Farmer Guild
Merchant Guild: 1-3 goods for stated shilling price
Alchemist Guild: 1 vessel for 3 shillings
Knight Guild: 1 row of Influence markers for 3 shillings
Noble Guild: 1 or 2 King’s Seals for 3/6 shillings
Monk Guild: 1 rosary bead for 3 shillings
Trading Procedure
When you trade shillings for resources, you must pay guild
members in rank order. For example, if the total cost is 3s
(3 shillings), you would pay:
• 1 shilling to the guild master
• 1 shilling to the journeyman
• 1 shilling to opposite side of board into the farmer’s purse
or church coffer. (The apprentice’s share ALWAYS goes
to charity!)
If guild members are absent, return their shillings to the
general supply (except for the apprentice’s share). If the cost
of resources is higher than 3 shillings, simply repeat the
sequence until the cost has been satisfied. Important: Even
though guild members who trade with their own guilds will
pay themselves, they still MUST have the total shillings
required to complete each purchase.
For example, the purple player (journeyman) buys 5
shillings worth of goods. He pays the 1st shilling to the
blue player (guild master), the 2nd to himself, the 3rd to the
church coffer, the 4th to blue again and finally the last to
himself. Even though he got back 2 shillings, he had to
possess 5 shillings to perform the transaction.
2. Pull (Journeyman)
The journeyman pulls resources into his guild
(from the guild on the left) to score 3 vp and to
draw 2 Royal Writ cards, keeping 1 of them. Return the
other card to the bottom of deck. Note: The Monk Guild is
to the left of the Farmer Guild, and the Alchemist Guild is
to the left of the Knight Guild.
3. Push (Guild Master)
The guild master pushes resources out of his guild
(to the guild on his right) to score 4, 5, or 6 vp
based on outcome (see The Six Guilds on page 17 ).
For example, the blue player decides to conquer red’s
merchant with a noble, a monk and a saltpeter. (Blue’s
attack value is +3 compared to red’s +2 in defense).
However, in anticipation of blue’s action, red played a
defend action and turns over the card (out of turn) to
thwart the conquer attempt.
“Royal Immunity” (Advanced Game)
If you turn in a Food to the
haversack, you may play this
action out of turn to nullify a
noble’s Starve the People
action against you. Additionally, place a king’s
seal from the general supply beneath your
subject or serf to denote royal immunity from
further Starve the People attacks! You may
remove and use the king’s seal at any time;
however, your subject or serf will
revert back to its unprotected status.
”Feast” (Advanced Game)
If you turn in a Sulfur
from your wine barrel to
the haversack, you may
throw a feast for any pawn or feudum owner
your pawn is beside. Perform his push/pull
function to score his regular points +3 vp. If
a push function triggers the distribution of
the church coffer or farmer’s purse, take his
share of the shillings (see The Six Guilds
on page 17).
“Déjà vu” (Advanced Game)
If you turn in a Saltpeter to the
haversack, you may execute a
card that does not feature the (x2) symbol a
second time in the round. For example, the
Migrate Action could be played a second time
in the same round to enter a second pawn
onto the board. Note: The Conquer and
Defend Actions may never be played
twice in one round as indicated by
the (x2)
symbol.
+3 attack
(with saltpeter)
+3 defense
3rd 1st2nd
4th5th
8


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