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Ancient Monument Bakery

Altar
Choose any number of May pay 1 VP when
Do not lose VP for
your discarded tiles and anyone selects Develop to
empty squares
place them draw a tile
Castle Gate, Scarecrow,
Building Site
Stoneworks, Logging
Discard to reduce
Camp, Statue of a Hero
building cost by 3 Stone
No special effect
Castle Concourse Direct Sales Depot
If in a completed city, If area is completed, 4 VP 1 VP for each cube on your
gain 1 VP / development for every city building tile board/warehouse at end of
tile & building on board in the city game
Forward Outpost Guild Hall
Hauling Route
Draw and place 2 Gain 2 VP per
Pay one less stone for
development tiles when consumption square in
buildings in this city
played city if area is completed
Small Market, Large Monastery
Lake Market Gain 1 VP for every
5 VP [development tile] Score +2 / 2X VPs when adjacent tile (including
consuming diagonal)
Pasture Port
Plantation, Residential
If grassland is Trade 2:1 for construction /
Area
completely enclosed, consumption; no tiles right
No special effect
score 3 VP/grassland tile or below this one
Production Base Reclaimed Land Rich Soil
If an area is completed 5 VP; discard a tile when If this field is complete it
during develop or build placing; no files may produce in addition to
it immediately produces right/below this tile selected field(s)
Supply Route
Tower Villa
If both completed, wheat
1 VP for each completed Can act as a city which
produced is consumed in
area consumes 4 Grain
city immediately

Warehouse Watch Tower Workshop


Can store up to 4 4 VP for each completed Turn 2 wood into 3 VP
resources city when consuming



ALL BUILDINGS with VP numbers: If tile has area(s), score those VP if area(s) completed at game end. If tile has no areas, automatically score those VP at game end.
(This is included in the detailed text below.)

Preparation:
For “The King of Frontier” (with More Buildings) one shuffles the building tiles, then choose an appropriate count for the number of players.
2 players: 12 tiles
3 players: 16 tiles
4 players: 20 tiles
(Use four more tiles than in the basic set.)

Altar: 2VP at the end of the game for placing. In addition, you do not lose the 2VP for empty squares in the final scoring.

Ancient monument: The player scores 2 VP at the end of the game simply for placing this tile. Once placing this tile on the board and the construction costs have been
paid, the player may immediately choose any number of tiles which were discarded by the player and may place those tiles on the board. If building tiles were in the
discarded tiles, the player can also choose the tile and place it on the board. (Building Site or discarded tile by the ability of Reclaimed Land.) If a building tile was placed
by this ability, abilities which triggered by placing is also triggered. (The Forward Outpost or Reclaimed Land &c.)

Bakery: 1VP at the end of the game for placing. When anyone selects “Develop”, if the owner pays a (single) VP chip they may draw an additional tile - which may be
placed or discarded.

Building Site: When constructing a new building, you may discard this tile from your grid and reduce the cost of the new building by three stones. This is not discarded
at the end of the game. If the city in which it is contained is complete, it is worth 1VP.

Castle: At game’s end, if city area with this tile is complete, player scores 1 VP for each Development or Building tile on their board.

Castle Gate: (no special effect) At game’s end, if the area these tiles are placed in is completed, player scores shown VPs.

Concourse: If you complete the city containing the Concourse, score 4VP for every “city building tile1” in that city, including the Concourse. (Note: The Supply Route is a
city building tile, but the Pasture is not. The Pasture is a grass field building tile.) The "city building tiles" are: Building Site, Castle, Castle Gate, Concourse, Guild Hall,
Hauling Route, Hero Statue, Large Market, Residential Area, Small Market, Supply Route, and Workshop.

Direct sales depot: Simply for placing this tile, the player scores 1 VP for each resource cubes on their board at the end of the game. (The resource cubes on The
Warehouse are also counted.)

Forward Outpost: At game’s end, player scores 2 VP for this tile. Also, after this tile is placed, the player may immediately draw and place 2 Development tiles (must
follow placement rules, & may be discarded)

Guild Hall: At game’s end, if the city area with this tile is complete, the player scores 2VP for each Consumption square in that city.

Hauling Route: At game’s end, if the city area with this tile is complete, the player scores 1 VP. (note: the adjacent area is not a stone quarry.) When constructing
Building tiles in a city with the Hauling Route, pay 1 less stone resource.

Lake: The Lake looks like a Building tile, but is really just a Development tile with VPs attached. (the player scores 5 VP just for placing it.)

Large Market: At game’s end, if the city area with this tile is complete, player scores 3 VPs. If the city containing this tile scores Consumption VPs, those VPs & bonus
points are doubled. For example, a player has 4 wheat cubes, 2 wood cubes, & a city with 7 Consumption spaces, a Workshop, & the Large Market; the Consuming player
would score 16 VPs (4 for wheat, 3 for wood, & 1 VP for being Lead player (all doubled)).

Logging Camp: (no special effect) At game’s end, if the area these tiles are placed in is completed, player scores shown VPs.
Monastery: At game’s end, player scores 1 VP for each adjacent tile surrounding it (both orthogonally and diagonally). Up to 8 VP can be scored in this way.

Pasture: If the grassland portion of this tile is completely enclosed by other regions, you score 3VP per tile of grassland.

Plantation: This tile has no special effects. It provides five production squares.

Port: At game’s end, player scores 3 VP for this tile. Also, during Construction & Consumption, player may spend any 2 Resource cubes to ”buy” a cube they need (a two-
for-one exchange). (this ability may be used as many times as desired during construction or consumption) Note: No tiles may be placed below, or to the right of this tile.
(often placed in a corner, & rotated.)

Production Base: 2VP at the end of the game for placing. If you complete an area when developing or building, you may produce in that area immediately. But this
doesn’t trigger a Production action (or any buildings that fire during Production.) It will trigger both production and consumption if permitted by the Supply Route,
though!

Reclaimed Land: 5 VP at the end of the game for placing. After placing this tile, you must immediately discard a tile from the board. One may not place a tile to the right
or below this tile.(Including the port, which otherwise looks like it’d work.)

Residential Area: This tile has no special effect. It provides five consumption squares.

Rich Soil: If the wheat field that contains this tile is complete at the end of the game, this tile is worth 1VP. And if the field is complete and a production action is selected,
you may produce in this field in addition to the usual selection(s).

Scarecrow: (no special effect) At game’s end, if the area these tiles are placed in is completed, player scores shown VPs.

Small Market: At game’s end, if the city area with this tile is complete, the player scores 1 VP (wheat field does not need to be completed). If city containing this tile
scores Consumption VPs, player scores 2 additional VPs.

Statue of a Hero: (has no special effect) At game’s end, if the city area with this tile is complete, player scores 5 VPs.

Stoneworks: (no special effect) At game’s end, if the area these tiles are placed in is completed, player scores shown VPs.

Supply Route: If both the city and wheat field containing the tile are complete at the end of the game, this tile is worth 1VP. And if both are complete and you produce
wheat in the adjoining field, you may immediately consume the wheat in the adjoining city. (Only the wheat from the adjoining field may be consumed. Use markets if
present, but a workshop can’t take effect.)

Tower: Simply for placing this tile, the player scores 1 VP for each completed areas on their board at the end of the game.

Villa: 2VP at the end of the game for placing. When choosing consume, one may select the Villa instead of a city: it will consume 4 grain. (Treat it the same as a city with 4
consumption squares.)

Warehouse: At game’s end, player scores 1 VP for this tile. Also, the Warehouse may be used to store up to 4 resources. (Resource cubes may be moved to the
Warehouse at any time, but once they are placed there, they cannot be moved or removed except to pay construction costs, or to use in Consumption.

Watch Tower: At game’s end, player scores 4 VP for each completed city on their board.

Workshop: At game’s end, if the city area with this tile is complete, player scores 1 VP (forest does not need to be completed). If city containing this tile scores
Consumption VPs, & the player is in possession of at least 2 Wood resources, they may exchange 2 of them for 3 additional VPs. (only 2 wood may be exchanged)

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