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Bonus Actions
In addition to your Card and Movement Action, you may perform each of the 3 available Bonus Actions 1x at any
time during your turn. You must be able to pay the costs to do so.
Bonus Action: Increase your noble rank
Nobility Cards are a good source of Citizen Points. The cards correspond to 5 noble ranks
that each player can acquire once during the game in the following order: Baron, Count,
Prince, Marquess, Duke. You may not skip a rank.
To increase your noble rank, discard the indicated number of Gold Coins and Signet
Rings of the next rank and take the topmost card of its stack.
Receive Citizen Points as indicated on the Nobility Card and place it underneath your
Player Board (see image to the right).
Bonus Action: Hire a Craftsman
Craftsmen increase your income om a Countryside
Location.
To Hire a Craftsman, rst choose an empty hut on
your Councilors current Countryside Location. Pay
the resource cost indicated on the hut to place the
leftmost Craftsmen om your Player Board on it.
Immediately receive Citizen Points as indicated
underneath the Craftsman on your Player Board.
Note: You may place up to 3 Craftsmen on the same Location.
Bonus Action: Recruit an Advisor
To Recruit an Advisor, rst choose an Advisor on your Councilors current Town
Location.
Then, pay the resources indicated on the top of the Advisor Card to place it to the
left of your portrait on your Player Board (see image to the right).
As long as possible, rell the empty space on the Town Location by placing the topmost Advisor om the
prepared stack of Advisor B Cards.
Immediately receive Citizen Points as indicated on the bottom left of the Advisor Card. Some Advisors
give you an additional, immediate bonus; others grant special abilities for the rest of the game.
All Advisors are explained in detail on page 8
9, “Advisors”.
End of the Game
The game ends after 6 rounds, when each player has played all their Action Cards twice.
Then continue with the end game scoring:
Receive 2 points for each Signet Ring you own. Receive 1 point for each Gold Coin, Favor Token, Book, Bread, and
for every 2 resources you have left. You may use these points as Citizen or Building Points or any combination
thereof. Move Citizen and Building, accordingly.
Determine your nal score by comparing your Building and Citizen Points. The lower of the two is your nal
score.
The player with the highest nal score wins.
In case of a tie, apply the following rules to determine
who of those players is in the lead:
1. who scored more points with the second marker
(Citizen or Building),
2. who has the highest noble rank,
3. who scored more Citizen Points om their Nobility
Card of their highest rank.
If there is still a tie, all of those players share the position.
time during your turn. You must be able to pay the costs to do so.
MARQUESS
NEXT RANK:
DUKE
NEXT RANK:NEXT RANK:
DUKEDUKE
SCHOOLMARM
Example: Emma has
66 Citizen Points and
68 Building Points,
her nal score is 66
points, as the smallest
value is used.
Jacob scored 60 points (69 Citizen and 60 Building
Points), Hugo scored 65 (71 Citizen and 65 Building
Points). Emma wins ahead of Hugo and Jacob.
Note: Yellow wants to Hire a
Craftsman. The hut showing
2 Wood is already occupied, so
they choose the hut showing
1 Wood and 1 Cloth, pay the
cost and place the Craftsman.
They receive 1 Citizen Point, as
it was their rst Craftsman.
MARQUESS
NEXT RANK:
DUKE
NEXT RANK:NEXT RANK:
DUKEDUKE
7


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