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Game Round Sequence and Actions Guide

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0% found this document useful (0 votes)
34 views2 pages

Game Round Sequence and Actions Guide

Uploaded by

nada ningunos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ROUND SEQUENCE

START OF YEAR WINTER [WINTER]


(Skip this Phase in the first Round of the game). 1. Resolve The Great Road - Any players who placed a
card at The Great Road simultaneously Reveal them and
1. Simultaneously, draw up to Hand Size. resolve their Journeys.

2. Determine Turn Order - The player with the highest RESOLVING JOURNEYS
i goes in position one, placing their Order Marker there,
then the player with the next highest i in position 2 etc. 1. Planning Step - Any Planning Keywords that might
affect the Journey are first resolved (Reinforce,
Retreat etc).

SPRING [SPRING] 2. Expedition Step: Each player tallies the Strength


of their cards and any other sources of Strength
In Order, Place Heralds AND play any SPRING Actions, (Kingdom Cards, Tactics, Collaborator Abilities etc)
such as placing Supporters to Regions.

SUMMER [SUMMER] 2. Claim Rewards from The Great Road - Beginning with
the player who had the most successful Journey, either:
1. Place Cards - Simultaneously, players must place a
card facedown to each Region. A.) Take a new Kingdom Card from The Great Road
and Occupy it.
2. In Order, play any SUMMER Actions, such as placing a
B.) Consolidate an existing Kingdom Card.
card facedown at The Great Road.
C.) Steal a Kingdom Card and Occupy it.
AUTUMN [AUTUMN]
3. In Order, play any WINTER Actions (Deploying cards,
1. Place Resolution Tokens - The player who is last on Retiring cards etc).
the Order Track places the Resolution Tokens against
each Region. END OF THE YEAR
2. Reveal a Region - Choose the Region with lowest Simultaneously:
numbered Resolution Marker. If there are any Deployed
cards, declare whether they will be revealed before 1. Remove Heralds.
simultaneously flipping over the cards at the Region and
resolving the Clash. 2. Remove played Supporters to Reserve.

3. Resolve the Clash in the revealed Region. 3. Discard any remaining Engaged cards. Cards with
Loyal may return to Hand.
RESOLVING CLASHES
4. Check for a Winner - If no winner is declared, begin a
1. Planning Step - Any Planning Keywords that might new round.
affect a Clash are first resolved (Reinforce, Retreat etc).

2. Conflict Step - Each player resolves any Conflict


Keywords (Eliminate, Invulnerable etc) before tallying To win the game a player must have the goal amount of i
their Strength in the Clash. Add the Faction card Strength, in their Supply, upon reaching the END OF THE YEAR.
any Supporters and any additional sources of Strength
(Kingdom Cards, Tactics, Engaged cards with Bolster in
adjacent Regions etc.). 2 PLAYER GAME 3 - 4 PLAYER GAME

20i 15i
3. Claim Rewards from Clash - The winning player
chooses a Location in the Region of the Clash. If the
player has a Herald on their chosen Location, gain 1i.
Gain the reward listed on the Location if the Location is
Available.

4. Repeat steps 2 & 3 of Autumn for the remaining


unrevealed Locations.
KEYWORD REFERENCE

PRESTIGE KEYWORDS CONFLICT KEYWORDS


These Keywords allow cards to enter certain areas and to move These Keywords may be triggered on Engaged cards during the
more freely. Conflict Step of Clashes. They are triggered in order and then all
resolve simultaneously.
AUTHORITY
BOLSTER
Can enter The Court, including via The Castle Location.
Gains i when in The Court. You may trigger any of your cards in adjacent Regions which
have Bolster. Add Strength equal to their Bolster value to the
first Clash in the current Region.
DEPLOY
As a WINTER [WINTER] Action, a player may place cards with Deploy,
from their Hand next to a Region.
ELIMINATE
In AUTUMN [AUTUMN], before cards are revealed in a Clash, a player When triggered a player may choose one Faction card from
with a deployed card may declare they are going to activate it; each opponent in the Clash. When resolved, any chosen cards
if they do so, it becomes Engaged and adds its Strength to are removed to the Lost Pile.
the Clash. ELIMINATE, FOLLOWED BY TRAIT/S: When triggered a player
may choose one Faction card from each opponent in the Clash
with the listed Trait/s. When resolved, any chosen cards are
LOYAL removed to the Lost Pile.

At the END OF THE YEAR, any Engaged cards with Loyal can be
returned to their owners’ Hands instead of being discarded. INVULNERABLE
Is not affected by Eliminate or any other effects that say this
PATHFINDER card would be eliminated.

After activating a Site of Power, if a card with Pathfinder was


used to pay for [QCBLANK] it may be moved to its owner’s Hand or the
bottom of their Draw pile, instead of the Lost Pile.
RESILIENT
When a card with Resilient is eliminated, it may instead be
moved to its owner’s Discard Pile.
QUEST
Can enter their player’s Site of Power. Cards with Quest at the
site may be spent to pay for any [QCBLANK].
Cards spent this way are moved to the Lost Pile. CONTROL KEYWORDS
These Keywords allow cards to be placed on Available Locations
on the map. They have no effect during Clashes or Journeys.

PLACING CARDS WITH CONTROL KEYWORDS AFTER A CLASH


PLANNING KEYWORDS - After a player has won a Clash and after they have resolved any
Location Rewards, that player may place one of their Engaged
These Keywords may be triggered on Engaged cards during the cards with a Control Keyword, in that Region, on an Available
Planning Step of Clashes and Journeys. They are triggered in order. Location, also in that Region.

REINFORCE FORTIFY
A player who has triggered Reinforce adds an additional FORTIFYING - A card with Fortify on a Location is Fortifying it.
facedown card from their Hand to the Clash or Journey. A Fortifying card prevents all players, except the owner of the
END OF THE PLANNING STEP - Players simultaneously reveal Fortifting card, from resolving Location Rewards at
any of their facedown reinforcing cards. that Location.

RETREAT PILLAGE
A player who has triggered Retreat removes the retreating card PILLAGING - A card with Pillage on a Location is Pillaging it.
and any number of their Engaged cards in the Region, A Pillaging card prevents all players from resolving Location
to their Hand. Rewards at that Location.
Additionally, a player who triggered Retreat may move their SPRING [SPRING] - A player with a Pillaging card on a Location gains
Herald and/or any Supporters in the Region to their 1i and must move the card to a different Available Location,
Player Board. in a different Region.

TRAIT LIST
The following list of cards constitutes a Faction Deck:

• Follower (f) x3 • Heir (r) x1 • Ruse (j) x1


• Cavalry (m) x2 • Champion (x) x1 • Scout’s Report ([SCOUT]) x1
• War Machine (w) x1 • Agent (a) x1 • Decree (d) x1
• Captain (c) x4 • Myth (l) x? (Faction dependent)

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