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Guide to A Column of Fire

SET-UP The action track is at the lower right. Players will move their
- Separate the goods tiles by type and place them near the game action disks around this track.
board.
- Separate the religion stones by color – Catholic, Protestant, and The VP track runs along the left and top of the board.
Neutral.
- Each player chooses a color of player pieces and takes its 4 GAMEPLAY
trading houses, victory point (VP) disk, religion card, and summary Each player has 6 dice – the black to determine how long they will
card. belong to a given religion and the remaining dice to draw a
- Each player is given one of the Loch Leven cards at random, the character card every round.
back of which specifies which religion the player will be at the
start of the game. Players then place their religion cards with the Each character permits one action that the player can execute
corresponding side face up in their play area. ONCE per round. The number of rounds that the character will
- Each player also gets 1 protection tile and 1 goods tile as shown. remain available to a player is determined by the number on the
Additionally, players place their action disk on the action track die rolled for that card. As long as a die sits on a character card, it
space with the colored ship as shown. CANNOT be used for other purposes.
- Each player then flips their Loch Leven card to the Loch Leven
side face up in their play area. When a player draws a character card, they open a trading house
- Each player places their VP disk on the 2 space of the VP track. in the corresponding country, which will allow that player to
- Each player takes their own set of 6 differently-colored dice. potentially sell goods for VP.
Four of the dice are associated with the four countries in the
game – England, France, The Netherlands, Spain. The purple die The selected character card comes with a religion stone, which is
is a wild and can be used in ANY of the four countries. As long as placed in that character’s country. If there are 4 religion stones in
these five dice are not on character cards, they are considered a country, a religious conflict will occur.
FREE DICE.
- The black die is the religion die (numbered 1-5, two 3s). Each Players will check to see which religion has the MOST stones in
player rolls their religion die and places the result on their religion the country. Each player that adheres to the major religion with a
card. The number shown on the die indicates the number of trading house in that country scores VP equal to the number of
rounds that the player will belong to that religion. their trading house site. Players belonging to the minority religion
- The character cards have colored backs associated with each of LOSE their trading house, also losing the ability to sell goods in
the countries. Separate them by their backs, shuffle separately, that country until they place another one there.
and place around the board near their respective countries,
turning the top cards over and placing them on top of their decks. Players will also influence gameplay by utilizing their character
If you flip over an EVENT card at the start of play, discard it from cards and moving around the action track. To move around the
the game WITHOUT the event occurring. Flip over the next card track, they use one of their available free dice.
from each deck until an open character card lies on top of all four
decks. COURSE OF THE GAME
- Place a corresponding religion stone on top of each character The game is played in rounds (years) and each year consists of
card. The religion stone that each character brings into the game two parts (half-years).
is shown near their name.
- Shuffle the advantage tiles and place them in two covered stacks The starting player will execute ALL of their actions for the first
on the upper left-hand side of the board. half of the year, then the other players will follow in clockwise
- Place the protection tiles in two stacks on Kingsbridge Cathedral. order.
- Place the torches near the game board.
- The player that was most recently in a church will be given the Once all players have played the first half of the year, the starting
starting player marker and will begin the game. The starting player continues by executing all of his actions for the second half
player DOES NOT change. The games ends after the last turn of of the year, with the other players again following in clockwise
the player to the right of the starting player. order.

THE GAME BOARD Once all players have completed the round, the starting player
Two specific types of goods can be sold for different VP in each begins with the first half of the next year.
country, depicted in each country’s goods box.
The game ends after the year in which a player reaches 50 or
In order to sell in a country, you MUST have a trading house on more VP, with every player completing their second half of the
one of the six sites in that country. year.

During the game, religion stones will be placed on a country’s


religion spaces until they are all covered, triggering a religious
conflict.
COURSE OF ONE GAME YEAR You CANNOT sell goods in a country where you don’t have a
First Half of the Year trading house and each player may ONLY have one trading house
per country.
Each player decreases the value of the dice on their cards by 1,
signifying the passing year. At the start of the game, this is only a If a player sets up a trading house where they already have a
player’s religion die. Players MAY execute the actions of lower-valued one, they can increase the number of their trading
character cards when they rotate dice. house, moving it to the higher number. If the new roll is the same
value or lower, nothing will be changed.
If a die indicates a 1, you do not rotate it.
 If it is the player’s religion die, the player IMMEDIATELY ONLY AFTER setting up the trading house will the character card
rerolls the die and then MUST decide to remain Catholic be taken, with the player placing the die used on top of the card.
or Protestant. If a player changes their religion, they flip
their religion card. Either way, the player places the die A die can still be selected for a character card even if the deck is
back on top of their religion card. depleted so that a trading house can be placed or improved.
 If the dies is on a character card, the card is removed
from the game and the die goes to the player’s pool of Flip a New Character Card
free dice to be available for the second half of the year. After using the character card, the player flips the top card of that
deck and places it on top face up. The religion stone depicted is
If a player is the ONLY one of a particular religion, they score 1 VP IMMEDIATELY placed on top of the card.
as shown on the religion card.
If an event card is drawn, the player reads the text and follows its
Second Half of the Year instructions. The card is then removed from the game and a new
Each player flips their summary card to the 2nd half of the year card is flipped over. If another event is drawn, it is IGNORED. No
side. more than ONE event can take place during each player’s turn.
Moving Action Disk and Executing Action
The second half of the year consists of two parts: The player then uses one of their free dice to move their action
 Players use a free die to select a character card and add disk on the action track to execute ONE action.
it to their play area, CARRYING OUT ALL ACTIONS
ASSOCIATED WITH THE CHARACTER. Unlike with character cards, the number of the die used plays no
 Players move their action disk along the action track. A role on the action track – only the COLOR matters.
player MAY then carry out the action selected. The player selects one of their free dice and moves their action
disk clockwise to the next UNOCCUPIED space of the die’s COLOR.
Rolling Dice and Choosing a Character Only ONE action disk is allowed on a single space.
The player rolls ALL of their free dice.
The player MAY IMMEDIATELY execute the action of the space
The player then selects one of those dice and takes the character their disk landed on.
card from the deck corresponding to the die color. A player MAY
choose to lose 1 VP to NOT draw a character card, but may NOT The die used for this move is not “locked up” and will remain free
voluntarily go below 0 VP. to be rolled again the following year.

IMPORTANT – If a player uses their wild purple die, they can For the cost of 1 VP, a player can SKIP one unoccupied space of
take a character card from ANY country. the selected die color and move to the next. A player may even
pay 2 or 3 VP to skip 2 or 3 spaces, respectively. The player
When taking a character, the player moves the religion stone on CANNOT move all the way around to end in the space where they
that character to a free religion space in that character’s country. began.

IMPORTANT – If ALL the religion spaces in a country are filled, a The purple die is NOT wild on the action track as there are
religious conflict will occur at the END of the half of the year of purple spaces.
the CURRENT PLAYER’S TURN. Place a torch next to the religion
spaces as a reminder. The End of a Year
Once the player to the right of the starting player concludes their
The player then places one of their trading houses in the 2nd half of the year, the starting player begins the next year with
character’s country on the number shown on the die. If the site is the 1st half of the year. All players flip their summary cards over
already occupied, the trading house there is bumped down one to the 1st half of the year side.
number. You do NOT lose the trading house even when the
character is discarded.
GAME END When a conflict occurs, check which religion has the MOST stones
The game ends the year after a player reaches 50 or more VP – in that country. Neutral stones do NOT count. Whichever
just continue back to the start of the track. The game can ALSO religion has the MOST STONES (even if it’s 1 and 3 neutral), wins
end early if the card deck of a particular country is depleted. In the conflict.
this case, the year is fully played out.
Each player with a trading house in the country that belongs to
All players play through the end of the 2nd half of the year, ending the winning religion scores VP based on the number where their
with the player to the right of the starting player. trading house is located.

If a loss of points lowers the triggering player below 50, the game Each player with a trading house in the country that belongs to
still ends at the end of the current year. the losing religion scores nothing and REMOVES their trading
house from the country, meaning they cannot sell goods there
Players receive additional VP for the following: until they place another trading house there.
 2 VP for each trading house
 1 VP for each unused protection tile If a player does not possess a trading house in the country, they
 1 VP for each 2 unsold goods tiles (round down) will be unaffected by the conflict.
 VP as shown on advantage tiles – these are kept private
until game end If there is NO majority of either religion (0v0, 1v1, 2v2), then the
conflict is avoided. No one scores or loses anything.
OTHER RULES
In each country, a player may sell ONLY ONE tile of each goods After the conflict is resolved or avoided, remove ALL religion
type depicted there per turn. stones and torch from the board.

Goods are primarily sold via the respective action on the action If more than one conflict is triggered on a player’s turn, that
track. If a player moves their disk to a space showing a ship (color player decides the order.
indicates the country to sell to), they may sell one goods tile for
EACH type of good that can be sold in that country – AS LONG AS If a religion stone is removed from a triggered conflict before it
THEY HAVE A TRADING HOUSE THERE. resolves, the conflict does NOT occur and the torch is removed
from the board.
The purple die is the ONLY die that allows selling on the action
track, so if you use it on a character, it will be “locked up” until it Event Cards and Protection Tiles
goes away. Negative events can be prevented with protection tiles.

On an action track space where a specific good is shown, the A player may ALSO use a protection tile when taking a character
player may choose to receive a good of this type OR sell one or card to discard the religion stone WITHOUT placing it.
two goods of this type in the cities depicted – AS LONG AS THEY
HAVE A TRADING HOUSE THERE, scoring VP for each tile sold. ALL players are affected by a drawn event, regardless of country,
unless otherwise specified.
Sales can also be made using the Captain character card as long as
the player has a trading house in the country where the chosen You cannot lose VP below 0.
good can be sold.
There is an event that makes you place a die on Loch Leven,
A player MAY voluntarily remove a die from a character card or essentially “locking it up”. This can be a free die or one from a
Loch Leven (event card locks it here) during their turn by paying 3 character card. A die on Loch Leven is rotated in the 1st half of
VP, but may NOT voluntarily go below 0. the year like all others. If you use a die from a character card,
that character comes out of the game.
Religious Conflicts
In the 1st half of the year, a conflict is resolved AFTER the current Special Rules for 2p/3p
player has rotated all of their dice and used their character cards. If a player finishes their move on the action track on a purple
In the 2nd half of the year, a conflict is resolved after the current space, they MAY place a neutral religion stone in that country in
player has resolved their action track action. addition to selling goods there. This may be done even if the
player does not sell goods.
Place a torch next to the country where the conflict is going to
occur. Special Rules for 2p
Place a cross token on the first religion space in each country at
If there are NO free religion spaces in a country, no more can be the start of the game.
placed there. Both players MUST start as different religions. If players are of
different religions, they are BOTH technically the minority
religion, so they BOTH score the 1 VP for it.

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