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Production Chart
Ship: 1 food + 2 wood
Submersible: 1 food + 2 iron
Flying machine: 1 food + 1 iron + 1 wood
1st barrel of krud: 2 saltpeter + 1 sulfur
2nd barrel of krud: 1 saltpeter + 1 sulfur
3rd barrel of krud: 1 wood
If you complete 1/2/3 inventions, you receive 4/5/6 vp
respectively. Note: While the first krud barrel will
always cost 3 goods, multiple barrels created are
completed with increasing ease.
Vessels & Closed Ferryboat routes
When vessels are completed, the creator stacks them on
the vessel space covering the ferryboat symbol. Note: If
the symbol is covered by one or more vessels, ferryboat
routes are CLOSED!
Krud Barrels
When barrels of krud (gunpowder) are invented, the creator
fills up the leading barrel section in every player’s row with
influence markers at the Knight Guild! Each player has a
row divided into 3 barrel sections. The first barrel holds 1
marker per player, the second holds 2 markers and the final
barrel holds 3. If at least 1 player has an entire row empty,
3 barrels can be inventedotherwise barrel creation is
limited. Note: Some players may receive fewer markers per
barrel created depending on empty or partially filled
sections in their rows.
For example, the guild master in the Alchemist Guild creates
1 barrel. He adds zero influence markers to the green player’s
row above, 3 to blue’s row, 1 to red’s row, 2 to yellow’s row,
and 1 to the empty row (purple player).
“Krud” is Old Danish for
gunpowder and was made
by mixing saltpeter, sulfur
and dry wood.
4. Knight Guild
1. Trade at Guild
Any player may pay 3 shillings
to acquire all the influence
markers in
his row.
3. Push out of Guild
The guild master at the Knight
Guild pushes 1-3 different
colored influence markers to the general supply and
exchanges them for king’s seals to place onto the scrolls in
the Noble Guild (without peeking at the values underneath).
If you complete 1/2/3 rows or columns, you receive
4/5/6 vp respectively. Note: During this function, you may
complete rows or columns, but not both, as a king’s seal
may not count twice toward your goal.
Lord Brett
2. Merchant Guild
1. Trade at Guild
Any player may purchase
a maximum of 3 goods
from the market. The shilling
cost is located under the
good itself.
2. Pull into Guild
The journeyman at the Merchant
Guild moves 3 goods (fewer if
impossible) from the Farmer Guild into the Merchant
Guild. Simply place the goods in their respective bins.
If there is no room for a particular good, you may not
transfer it. If you complete at least 1 row or column, score
3 vp and draw 2 Royal Writ cards keeping 1 of them. Return
the other card to bottom of deck.
3. Push out of Guild
The guild master at the Merchant
Guild moves 4 goods (fewer if
impossible) from the Merchant Guild to the Alchemist Guild.
Simply place the goods in their respective carts or piles. If
there is no room for a particular good, you may not transfer
it. If you complete 1/2/3 carts and/or piles, you receive
4/5/6 vp respectively.
3. Alchemist Guild
1. Trade at Guild
Any player may
purchase 1 vessel from the
Alchemist Guild for 3 shillings.
2. Pull into Guild
The journeyman at the Alchemist
Guild moves 2 goods (fewer if
impossible) from the Merchant Guild to the Alchemist Guild.
Simply place the goods on their respective squares. If there
is no room for a particular good, you may not transfer it. If
you complete at least 1 cart/pile, you score 3 vp and draw
2 Royal Writ cards keeping 1 of them. Return the other card
to bottom of deck.
3. Push out of Guild
The guild master at the Alchemist
Guild completes 1-3 inventions
(either vessels and/or barrels of krud) by removing
available goods from the carts/piles per the production
chart and returning them to the haversack.
Lord Arthur
Sir Marcus
Tame the Beast (Advanced Game)
After purchasing a row of 3 or more
influence markers, you may return
3 of them to control a single monster. (Return
2 to the general supply, and place the third
marker onto the related monster icon to
indicate ownership). Then, immediately deploy
the monster to any location containing one of
your influence markers or pawns. (Sea Serpent
must be on a port bordering the sea or river).
The sea serpent is limited to ship and
submersible routes. The behemoth is limited
to roads and flying machine routes. If either
monster is defeated, return it to the Knight Guild
for reuse and retrieve your influence marker.
Behemoth & Sea Serpent
Monsters add to your movement allowance, and
can pilfer, conquer and use weapons just like
pawns. However, there are some differences:
• Monsters pin opponent pawns unless the pawn
migrates off the board, or defeats the monster
• Monsters have only a defense of +1
• Monsters can NOT influence locations,
perform feasts or use vessels
You do not need to feed them
(they eat people)
2. Pull into Guild
The journeyman at the Noble Guild
pulls 2 different colored influence
markers from the Knight Guild into the general supply and
exchanges them for king’s seals. If you complete at least
1 row or column of scrolls with the seals, you score 3 vp
and draw 2 Royal Writ cards keeping 1 of them. Return the
other card to the bottom of the deck.
3. Push out of Guild
The guild master at the Noble
Guild pushes 2 king’s seals
(fewer if impossible) over to the Monk Guild and flips
them to reveal rosary beads. If the sum of the numbers
on the rosary beads reaches at least 5/11/17,
score 4/5/6 vp respectively.
5. Noble Guild
1. Trade at Guild
Any player may purchase 1 or
2 king’s seal for 3/6 shillings.
Queen Anne
2. Pull into Guild
The journeyman at the Knight
Guild pulls goods from the Alchemist Guild to invent
either 1 krud barrel to add influence markers, or 1 vessel
to place in the Alchemist Guild. Either way, score 3 vp
and draw 2 Royal Writ cards keeping 1 of them. Return
the other card to the bottom of the deck.
1
2
1
3
0
Markers added if 1 krud barrel created
10


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