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SEASON PHASES

Follow these steps every Season. 4. You may spend additional Season
Actions to Region Possible Holdings
increase the
1. Planning (pg 236) rank of the Castle Art Gallery
a. Order Resources: Decide what Good up to its Garden
Resources you want your Potential. Garrison
Gymnasium
Regions to produce this Season.
– Espionage (pg 267) Opera House
b. Order Goods: Determine what Goods you would like School of Etiquette
a. Assassinate Vassal: Requires
Villages and Cities to create. a Spymaster and Spy Shrine
c. Other Actions: Take an action listed under Step 3 Network. Sword Academy
1. Determine the Vassal’s Temple
location. Theater
2. Trouble (pg 237) University
– Pre-existing Trouble: If any of Region Trouble
2. Attempt assassination.
your Regions start this Phase 3. Spymaster makes City Garrison
with Trouble, add +1 to the Castle 1 a Cunning risk to Marketplace
value on the Trouble table City 3 determine if Vassal dies. Opera House
when rolling this Season. 4. Spymaster attempts to Port
Farm 1 escape. School of Etiquette
– Rolling for Trouble: For each
Civilized Region in your Forest 2 b. Bribe Vassal: Costs a number Shrine
Provinces, roll the number of Luxuries equal to double Stadium
Hills 1
of dice shown on the Trouble the Vassal’s rank. Sword Academy
table. If any dice show a 1, Mountain 2  Success reduces a Vassal’s Temple
there is Trouble in that Region. Plains Theater
2 Loyalty by 1. University
– Trouble: Any Region in which  Each additional Luxury
there is Trouble does not Shoreline 1 Warehouse
produce Resources or Goods Swamp 2 spent reduces the Vassal’s Farm Dam
until the Trouble is quelled. Loyalty by 1 or provides Road
Village 2
No action but Quell Trouble a bonus die in the risk. Shrine
can be taken in a Troubled Region.  If Loyalty is reduced to 0, Silo
Vassal becomes a Traitor. Forest Dam
3. Actions c. Cause Trouble: Disrupts a Game Reserve
Regions production. Road
Every Season you may take a number of Season Actions Shrine
d. Increase Security: Increase a
equal to half your Cunning (rounded up) + 1. Province’s Security by your Hills Dam
Spy Network’s rank. Mine
– Build a Holding (pg 242): A Holding requires one  Spymaster can also Road
Stone, one Lumber, and two Seasons to complete. increase Security equal to Shrine
his Cunning. Moun- Mine
– Compose an Opera (pg 249) tain Road
e. Interrogation: Automatically
know which Vassals you Shrine
– Conquer a Region (pg 245)
1. Take an Espionage action to look at the Region. name are Traitors. Plains Dam
2. Send your Personal Guard to occupy the Region.  You can name a number Road
3. When the Region’s Loyalty is reduced to 0, you of Vassals equal to a Shrine
take control of the Region. Winery
Spy Network’s rank or a
Shoreline Dam
Master Spy’s Cunning.
– Craft Goods (pg 246) f. Sabotage Holding: If Port
1. Gather appropriate Resources. Road
successful, completely
2. Make a Beauty risk. Success creates a rank 1 Good. Shrine
destroys a Holding.
Wagers determine the Potential of the Goods.  You must know a Holding Swamp Dam
3. You may spend additional Season Actions to Road
increase the rank of the Good up to its Potential. exists to sabotage it. Shrine
g. Spy on a Region: You may
learn a number of things Village Garrison
– Create Art (pg 247) about a Region equal School of Etiquette
1. Determine the type of Art being created. to your Spy Network’s Shrine
2. Gather appropriate Resources. rank (plus your Master Sword Academy
3. Make a Beauty risk. Success creates a rank 1 Spy’s Cunning, if she also Temple
Good. Your wagers determine the Potential of participates). Theater
the Goods. University

Houses of the Blooded is © & ™ 2008 by John Wick. This sheet was created by J.A. Dettman for reference purposes only.
 Holdings in the Region (complete or under b. Teach another ven a Maneuver.
construction). c. Add an Aspect. You may have no more Aspects
 Loyalty of the Region. than your character’s current Phase (Spring[2],
Summer[3], Autumn[4], Winter[5]) plus half
 Resources it is producing this Season.
your Wisdom rounded up.
 Security of the Region.
 Whether that Region contains a Secret Army. – Quell Trouble (pg 254): You may get rid of all
h. Spy on a People: You may learn one thing about Trouble in one Region.
a PC, Vassal, or NPC from another Domain.
 What Season actions the character – Region Development (pg 255): Increase the Rank
performed this Season. of a Civilized Region. This requires a number of
 One of the target’s invokes, tags, or compels. Seasons (and Season Actions) equal to the rank
 The rank of one of the target’s Virtues. the Region will become.
i. Tyrant: Can only be performed by a Master Spy.
 You force a number of Regions equal to one – Research Sorcery (pg 255): Spend one Herb (along
plus your Master Spy’s Cunning to produce with this Season Action) to learn a Ritual.
an extra Resource.
 Regions suffering Tyranny have their Loyalty – Transport Resources & Goods (pg 255): Move
Resources/Goods between or within a Province.
reduced to 1. a. Move a Resource/Good from your Domain to
another Domain.
– Explore a Region (pg 252) b. Move a Resource/Good from one of your Provinces
a. Conquering Your Own Domain: Before you can to another of your Provinces.
explore outside your own Domain, you must c. As a free action, you may move a Resource/Good
have explored all Regions within your Province. to a Contact. One Resource/Good per Contact per
 Exploring a Region converts it from wild to Season.
civilized.
 During the Harvest Phase, determine this – Train Vassal (pg 255): Increase the Rank of a Vassal.
Region’s basic type (not castle or village). This requires a number of Seasons (and Season
b. Expanding Your Domain: Once you have Actions) equal to the rank the Region will become.
explored all ten Regions in your Province, you
can begin to expand toward a second.
3a. Vassals
 Regions outside your Domain can be
 Vassal Actions: Each Season a Vassal can take a
fortified and improved but you only gain a number of Season Actions equal to his rank.
second province once you’ve explored ten  Wedding Bonus: Your character’s spouse may
additional Regions. take any actions that you can take during a
 Every Province must have a Castle. Season.
c. Exploring Ruins: Only a PC may explore Ruins,
though she may bring NPCs.
4. Harvest (pg 240)
– Hire a Vassal (pg 253): You may acquire a new rank This is where all of your planning for the Season pays
1 Vassal. off.

– Make a New Contact (pg 254): You may turn a 4a. Collect Resources: Add the Resources that you
character you met during one of your Stories into ordered at the beginning of the Season to your Castle
a Contact. Vassals cannot be Contacts. stores. Remember: Regions that have Trouble do not
Ë Advantage: You gain one free Season Action in a produce Resources.
Contact’s Domain and may use it as if the Domain
was your own. You may only use this once per 4b. Improvement: All improvements
Contact per Season. happen now (Personal Training,
Ë Advantage: Protecting a Contact give you two Region Development, Vassal
bonus dice for risks. This costs a Style Point. Training, etc).
Ë Advantage: You may spend Style Points to refresh a
Contact’s Aspects. 4c. Espionage: Resolve all Espionage
actions.
– Personal Training (pg 254): You may add elements
to your character sheet.
a. Learn an Advanced Maneuver.
Houses of the Blooded is © & ™ 2008 by John Wick. This sheet was created by J.A. Dettman for reference purposes only.
Region Notes Holding Benefit Vassal Benefit
Castle Urban. Art Gallery +1 rank to Art you Apothecary Creates medicines
No Production. create. and treats poisons
Building a Castle costs
Dam Region produces +1 Caravan Move resources
three Lumber, three
Stone and one Season Food. between Regions
Action. Game Region produces +1 Artisan Creates Art
City Urban. Reserve Food. Court Deals with sorcery
Larger version of a Can hold Hunts. Scholar and supernatural
Village. Garden +2 dice to a Beauty threats
Produces Goods. risk. Herald Delivers information
Farm Rural. Garrison +1 Security. to your people and
Produces either Food Roll one less die neighbors
or Industry. for Trouble in this Maid/Valet Assists with
Forest Rural. Region. mundane tasks
Produces either Food
Gymnasium +2 dice to a Strength Personal Increase security and
or Lumber.
risk. Guard prevent assassination
Hills Rural.
Produces either Marketplace Allows Trade. Roadmen Wander the
Metals or Lumber. Mine Region can produce countryside quelling
Mountain Rural. +1 Metal or Stone trouble.
Produces either Opera You may sponsor Spy Increase security
Metals or Stone. House Operas. Network and investigate other
Plains Rural. Port One free Season domains
Produces either Wine Action to trade with Staff Servants that make
or Spices (two kinds another Noble. your Castle run
of Luxury).
Road Roll one less die smoothly
Ruins Provides special
for Trouble in this Spouse Automatic if
bonus.
Region. married. Can’t be
Shoreline Rural. purchased.
Produces Trade. School of +2 dice to a
Etiquette Cunning risk.
Swamp Rural.
Produces either Herbs Shrine When calling on
Master Benefit
or Poisons. the Suaven of this
Vassals
Shrine, you do not
Village Urban. General Leads Secret Armies
have to spend Style.
Produces Goods.
Silo Store up to 3 Master of Explore Regions.
Resources. the Road Quell Trouble
Stadium +1 Loyalty Master Spy Espionage.
Resource Used For
Swordsman +2 dice to a Prowess Mayor Store 2 Resources per
Food Feed Vassals Academy risk. rank.
Herbs Sorcery Quell Trouble.
Temple +1 Devotion.
Industry Make Goods +2 Loyalty Secret Shennanigans.
Lumber Build Castle, Holdings Army
Theater Sponsor Plays
& Improvements Seneschal Improve Regions.
University +2 dice to a Wisdom
Luxuries Increase Loyalty Train Vassals.
risk.
Quell Trouble.
Metals Create Weapons & Warehouse Store up to 5
some Goods Sheriff Quell Trouble.
Resources.
Poison Antidotes & Murder Swords- Assist Personal
Winery +2 dice to a Courage
man Guard.
Stone Build Castle, Holdings risk.
Fight Duels.
& Improvements Increase Security.
Trade Exchange one Teach Maneuvers.
Resource for another.

Houses of the Blooded is © & ™ 2008 by John Wick. This sheet was created by J.A. Dettman for reference purposes only.

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