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Print 2-sided and cut along outline.

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

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