Clan bonuses are usually immediate () effects, but can also be ongoing effects (). When placing resources, bear in mind that the maximum number of resources (3 per Tile) still applies. The colors of the Clan Fields indicate the distance from the Starting Area.
Immediately score Victory Points (VP) for villages you own: If you have 3 Villages, score 5 VP. If you have 4 or more Villages, score 8 VP.
Immediatley activate 1 Trade Tile. Immediately gain 3 Movement Points. You may still only activate each tile once per turn.
Immediatley take 1 Barley and place it on any tile. Take 1 Scotsman and place it on any tile.
This Clan can be taken multiple times and by different players. Immediatley score 3 VP.
Immediatley score Victory Points for the number of tiles with at least 1 Scotsman on it: if you have at least 5 Scotsmen on different tiles, you score 5 VP. If you have 6 or more, you score 8 VP.
Immediately take 1 Sheep and 1 Cattle from the pool and place them on any of your Tiles.
Immediately score Victory Points for the number of Overbuild tiles in your territory. This includes Overbuild Tiles that were overbuilt. If you have at least 2 Overbuild Tiles, score 5 VP. If you have 3 or more Overbuild Tiles, score 8 Victory Points.
Immediately take 1 Stone and 1 Wood from the pool and place them on any tiles.
You may activate 1 Material Tile and 1 Whisky Tile.
If you activate a Whisky Tile, you may choose not to use the activation effect to produce a
Whisky Cask and immediately receive 3 Victory Points instead. This is an ongoing () effect. If a distillery does not have an Activation Icon to produce a Whisky Cask, this effect cannot be used.
Your Castle tiles are now treated like Scotsmen concerning tile placement. You can place new tiles next to any of your Castles without the need for a Scotsman. This is an ongoing () effect.
You can relinquish unused Movement Points for 1 Victory Point each. This is an ongoing () effect.
Immediately take 3 Coins from the pool.
Immediatley take 1 of the tiles in your territory out of the game. The layout still has to be legal. If you remove an Overbuild Tile, all tiles in that position must be removed.
If removing a Landmark Tile, you keep the Landmark Card. Any resources and Scotsmen on the Tile are moved to your Clan Castle. Neither the Village nor the Home Castle in the Home Territory can be removed in that way.
You may activate 1 Animal Tile and 1 Whisky Tile.
Immediatley take the David Hume Person Tile. It counts as 2 Persons in the Scoring Rounds.
Immediatley take 1 Scotsman and place it on any Tile. In addition, take 2 Coins from the pool.
Immediatley choose 1 tile from the discard pile and build it in your territory without paying its cost.
If you choose a Person Tile, you still have to pay any road costs.
Immediately score Victory Points for Coins you currently have: If you have at least 9 Coins, score 5 Victory Points, if you own 12 or more Coins, score 8 Victory Points.
Immediatley take 2 Scotsmen and place them on any tiles.
If you activate a Trade Tile, you can replace 1 resource needed to pay the Activation Cost by paying 1 Coin to the pool. This is an ongoing ( OO) effect. This effect can only be used once per activation and only for 1 of the resources needed.
Immediately score Victory Points for the number of River Tiles in your territory. If you have at least 4 River Tiles, score 5 VP. If you have 6 or more River Tiles, you score 8 VP.