Top quality exact replica watches with free shipping worldwide and world class customer service.

Farmer's Purse

When the guild master at the Farmer Guild performs the push function, he splits any

shillings in the farmer's purse with the journeyman, keeping

the odd numbered shilling. If there is no journeyman, that portion remains in the purse for the next distribution.


I. Farmer Guild


Miss Allison

1. Trade At Guild

Any player may send all goods from one of his ruled farms to the Farmer Guild to receive 1 food or 1 shilling for every 2 goods sent. Note: Acquired food and/or shillings are taken from the haversack and/or general supply.


Surplus

Any goods sent to the Farmer Guild above its limit of 10 go back into the haversack, unless there are beads atop the chickens. T

he sum of the beads here is the number of goods that randomly "spill over" into first the Merchant Guild and then the Alchemist Guild if space permits. Whatever is left, or does not fit, goes back into the haversack.


2. Pull Into Guild

The journeyman at the Farmer Guild pulls 2 rosary beads from the Monk Guild with the lowest and highest values and gives them to an opponent who secretly divides the beads into two closed fists.

The journeyman selects a fist and places the chosen bead (alms) onto an empty chicken space in the Farmer Guild, returning the other to the rosary.

If the new sum of beads atop the chickens is 5 or more, 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 Farmer Guild moves 5 goods (fewer if impossible) from the Farmer Guild to the Merchant Guild.

Place the goods in their respective bins. If there is no room for a particular good, you may not transfer it. If you complete 1/2/3 rows or columns, you receive 4/5/6 VP respectively. (You may complete rows/columns that were partially filled).

Note: During this function, you may complete rows or columns, but not both, as a good may not count twice toward your goal.


II. Merchant Guild


Lord Brett

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.



III. Alchemist Guild


Lord Arthur

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.


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 invented-otherwise barrel creation is limited.

Note: Some players may receive fewer markers per barrel created depending on empty or partially filled sections in their rows.


IV. Knight Guild


Sir Marcus

1. Trade At Guild

Any player may pay 3 shillings to acquire all the influence markers in his row.


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 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.


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.



V. Noble Guild


Queen Anne

1. Trade At Guild

Any player may purchase 1 or 2 king's seal for 3/6 shillings.


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 5/11/1 7, score 4/5/6 VP respectively.


VI. 6. Monk Guild


Brother Justinius

1. Trade At Guild

Any player may pay 3 shillings for the chance to collect a favorable rosary bead. Take 2 beads from the rosary with the lowest and highest values and give them to an opponent who secretly places each bead into a closed fist.

Select a fist and place the bead into your personal supply, returning the other to the rosary. Rosary beads increase your harvest yield during the harvest action.


2. Pull Into Guild

The journeyman at the Monk Guild moves 1 king's seal (land grant) from the castle over to the rosary and flips it to reveal a rosary bead.

If the sum of the rosary now totals 11 or more, 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 Monk Guild takes 2 beads from the rosary with the lowest and highest values and gives them to an opponent who secretly places each bead into a closed fist.

Select a fist and place the chosen bead (alms) onto a chicken space in the Farmer Guild, returning the other to the rosary.

If the new sum of beads atop the chickens is at least 3/6/9, score 4/5/6 VP respectively.


Church Coffer

When the guild master at the Monk Guild performs the push function, he splits any shillings in the church coffer with the journeyman, keeping the odd numbered shilling.

If there is no journeyman, that portion remains in the church coffer for the next distribution.


Continue Reading