This document provides rules and phase summaries for a board game. It outlines 7 phases per turn: 1) income, 2) place workers, 3) activate special buildings, 4) move provost, 5) activate buildings, 6) build the castle, and 7) end of turn. It describes paying resources to build houses in the castle and moving game pieces like the bailiff after each turn.
This document provides rules and phase summaries for a board game. It outlines 7 phases per turn: 1) income, 2) place workers, 3) activate special buildings, 4) move provost, 5) activate buildings, 6) build the castle, and 7) end of turn. It describes paying resources to build houses in the castle and moving game pieces like the bailiff after each turn.
This document provides rules and phase summaries for a board game. It outlines 7 phases per turn: 1) income, 2) place workers, 3) activate special buildings, 4) move provost, 5) activate buildings, 6) build the castle, and 7) end of turn. It describes paying resources to build houses in the castle and moving game pieces like the bailiff after each turn.
Many thanks to LWinckles and Sterling Babcock for building progression diagram. Enjoy, -Eddy Bee (version 2)
Phase 1 Income Phase 5 Activate Buildings
• All players earn 2 Deniers plus: • In building order - From bridge to building with Provost 1D for each Residence owned - Only buildings with workers are activated • Activation is optional, except for resource production buildings 1D for owning Library • Return workers to players 2D for owning Hotel Phase 6 Build the Castle • In castle scale order Phase 2 Place Workers • Can only build in current section, unless already full • In turn order, until all players have passed • Pay batches (3 different cubes, 1 must be food) to place houses • Place worker (not green or blue buildings) and pay cost • If player does not place at least 1 house, he loses -2PP • Cost = lowest open space on passing track, except - Not applicable if player has batch, but Tower section full - Cost = 1D if occupy Inn or placing on own building • Player who built the most this turn gets 1 Royal Favor • Building owner earns 1PP when opponent places worker • 1st player to pass earns 1D Phase 7 End of Turn • Move the Bailiff forward: Phase 3 Activate Special - If Provost ahead of Bailiff, move Bailiff 2 spaces - Otherwise move Bailiff 1 space • In building order • Move Provost to Bailiff's space • Return workers that aren't otherwise utilized • Scoring triggered if: by special buildings (Gate and Inn) - Bailiff reaches or passes a scoring space - Section of castle completed this turn Phase 4 Move Provost • Scoring: Based on number of houses in current castle section • In passing order - See scoring chart beneath Royal Favor table • Pass or move Provost 1-3 spaces, pay 1D per space moved - Next castle section becomes available for building
Phase 1 Income Phase 5 Activate Buildings
• All players earn 2 Deniers plus: • In building order - From bridge to building with Provost 1D for each Residence owned - Only buildings with workers are activated • Activation is optional, except for resource production buildings 1D for owning Library • Return workers to players 2D for owning Hotel Phase 6 Build the Castle • In castle scale order Phase 2 Place Workers • Can only build in current section, unless already full • In turn order, until all players have passed • Pay batches (3 different cubes, 1 must be food) to place houses • Place worker (not green or blue buildings) and pay cost • If player does not place at least 1 house, he loses -2PP • Cost = lowest open space on passing track, except - Not applicable if player has batch, but Tower section full - Cost = 1D if occupy Inn or placing on own building • Player who built the most this turn gets 1 Royal Favor • Building owner earns 1PP when opponent places worker • 1st player to pass earns 1D Phase 7 End of Turn • Move the Bailiff forward: Phase 3 Activate Special - If Provost ahead of Bailiff, move Bailiff 2 spaces - Otherwise move Bailiff 1 space • In building order • Move Provost to Bailiff's space • Return workers that aren't otherwise utilized • Scoring triggered if: by special buildings (Gate and Inn) - Bailiff reaches or passes a scoring space - Section of castle completed this turn Phase 4 Move Provost • Scoring: Based on number of houses in current castle section • In passing order - See scoring chart beneath Royal Favor table • Pass or move Provost 1-3 spaces, pay 1D per space moved - Next castle section becomes available for building Building Progression
End of Game Scoring
• 3 PP per gold cube • 1 PP for every 3 cubes (excluding gold) • 1 PP for every 4 Deniers
Building Progression
End of Game Scoring
• 3 PP per gold cube • 1 PP for every 3 cubes (excluding gold) • 1 PP for every 4 Deniers