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Set-Up: Place round markers on a city square space and on space 4 of the influence track.

Each player takes $5 (open money), all citizens of color and


takes some into personal supply [5 for 3P/4 for 4P/6 for 2P]. Randomly select 1 hidden character card [2 for 2P ]. [Use 9 character cards, from Ladies,
replacing the 6 from base]. [Variant: Reveal 1 character in addition to secret]. Take a random I,II,III activity card for each of Red, White, and Yellow and
place, face-down, in appropriate space. Randomly select hidden Red Events to form a deck [6 for 4P/5 for 3P/4 for 2P]. This is also the # of rounds in the
game. Shuffle White and Yellow events to form a deck of each. Last player to read a history book becomes the starting player (SP). [Each places a meeple
on the top gate around the city. Each gate is then a space, even if it has 2 towers. Take one random tile for each level and place it around the city gates,
random side up; clockwise around the board.]

Initial Placement: Place all citizens from personal supply, SP first, and placing in a serpentine manner, until all are placed in principal building spaces.
Fill in any unfilled spaces with Gray citizens. [2P: Before placement, put neutral citizens in the upper left and lower right corner spaces of each building.]

0: In first 3 rounds, reveal new activity cards corresponding to the round: I,II,III
I: Each player gets $10 and pays $1 for each citizen in the Bishopric, $2 in palace, and $0 in City Hall. If a player cannot pay, he pays what he can, and
loses 2VP. A player without VPs loses nothing.

II: Each player takes and rolls dice for each citizen of appropriate color, and places them in his city square. SP rolls appropriate dice for Gray, Neutral
player and places in the Neutral City Square. [Each player adds 1 purple die to his pool. This die can be used to combat black die (doubled), or perform
actions; and is subject to influence manipulation. It is impossible to buy purple dice, and can be used as any color dice. Counts for scoring procession.]

III: Draw one red event and place at end of event queue. Also draw a red or white event, as dictated on red event card and place at the end of the queue.
Events trigger from left (Marauders) to right. If a player cannot satisfy an event, he does what he can and loses 2VP. SP takes # of black die pictured on all
event cards and rolls them. SP must counter, at least, the highest value black dice by spending dice to equal the pips of the countered black dice. Red dice
count for double in combat, but players can use combinations of different colored dice. It is possible to use influence, before combat, but not buy others’
dice. Players gain 1 influence for each black dice countered. The black dice then pass clockwise and that player must counter, at least, the highest value
black die. This progresses until all black die are countered. If a player cannot combat the highest value black die, he discards the die and loses 2 VP.

IV: Players take actions, one at a time, until everyone passes, or all dice are used up. Players can spend 1-3 colored dice to carry out 1 action, per turn.
Dice coming from others’ city square, must be purchased from that player. They cannot refuse the sale. The price of the dice depends of the # of dice used
for the action and not the total # of dice purchased. 1 dice=$2, 2 dice=$4, 3 dice=$6

A) Use a group of 1-3 to use an activity card with one of your citizens on it. You may place your citizen, on the card by paying the $ cost on the left of the
card, and moving a citizen from supply, or building, or another card. Alternatively, you can recruit a citizen to supply by paying 2 influence. More citizens
can be placed, but the first 2 citizens placed get a VP bonus. You must activate the card when a citizen is placed and no player may have 2 citizens on an
activity card. If a citizen is moved off a card, the space is available but already placed citizens cannot move up. The activation cost is shown on the bottom
left. The number below the line divides the pips used and the result is the # of activations grated for that turn. Cards with an hourglass are delayed events.
Place a cube on the card for each activation. These cubes can be spent (max of 1 per action) to modify action as described on the card.

B) Use 1-3 dice to place cubes in the corresponding spots, to each dice value. Can only place in row 2 if row 1 is filled, and row 3 if both 1 and 2 are
filled.

C) Use 1-3 dice to combat event cards. Cost shown on bottom left. Total pips of dice group divided by cost # is the 3 of cubes that can be placed on that
card. Gain 1 influence for each cube placed. Once filled, the card is cleared and claimed. The player with the most cubes gets the higher VP total, If there
is a tie for 1st, players divide the sum of the high and low VP reward. Lower ranked players get nothing. Otherwise, 2 nd place gets the lower VP reward and
that can also be divided in a tie. If a player counters the whole card he gets both VP rewards. Neutral cubes factor and can deprive VPs. Also, the player
with the most cubes claims the card. If tied, the 1 st to place claims the card.

D: Use only 1 dice to place a citizen in a principal building. Hire, move, or take from supply. The color of dice corresponds to the building and the value
to the spot in the building. City Hall and Bishopric citizen is placed in matching row. Slide all citizens in row over. A citizen may be expelled from the
building. In the palace, the citizen goes directly into the corresponding space, expelling any occupying citizen. If you already have an expelled citizen, for
that building, it protects you from having more expelled, from that building. Take expelled citizens to your personal supply, at the end of the round.

E: Use 1-3 yellow dice to use agriculture and gain money. Does not require a tradesman. Gain $1 for every 2 pips on the group of dice.

F: Pass and receive $2 on your city square. You get no more actions, but add one coin for each turn you forgo.

[G: With any colored, single die, you can use your guard. The die cannot be modified by game effects, but you may boost the value by paying deniers 1/1
pip, to a limit of 6 value. The modified pips give you that many guard actions.

1) Advance your guard one space along the ramparts, clockwise only. It is not possible to move past space 20/0.

2) Place a cube on an outdoor activity that you have moved to, or beyond. Cubes are used as delayed actions, but may be used on others’ turns. It is
possible to combo cubes from any number of outdoor activities and delayed effect cards, but it is not possible to use multiple cubes from one outdoor
activity, in any 1 action. The guard is never allowed to leave the ramparts.]

5: Gain $ from city square. Returned expelled citizens to personal supply. Unused dice return to general supply. Pass SP maker clockwise.

Influence: Spend 1 Influence to reroll 1 unpurchased die. Spend 2 points to add a citizen to your general supply. Spend 4 points to turn over 1-3
unpurchased dice to the opposite face (always totals 7) Do as many of these actions, in any order, as influence allows.

End Game: At the end of the round when the last Red Event was revealed, the game ends. In addition to acquired VP chits, gain 1 VP for presence on any
un-countered event. Gains VPs for occupied Activity Card spaces. Loses 2 VPs for each level of the cathedral on which he has no cubes. After revealing
Character cards, evaluate your status against all characters’ criteria to score VPs Each character rewards all players. Most VPs wins.

Baker: Sells bread and gains $1 for every yellow die present in all districts of the City Square.
Prior: Optimizes work. Use 1 white die as if it were 2 white dice of the same value. Only 1 die for this action.
Banquet: Gain 1 VP for each red die present in the district with the most red dice. Even others’ or neutral.
Resistance: Bring in another red event from those not used in the game. This will bring in another white or yellow event. Resistance removes the last
placed cubes on all event cards.

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