You are on page 1of 8

Marquise de Cat

You have conquered the e Keep Field Hospitals Crafted Items


forest. Now you must Only you can place Whenever a Marquise warrior is removed, you
build a kingdom worthy pieces in the clearing may spend a card matching its clearing to move Vagabond can give you cards to take these items.
of your name. with the keep token. the warrior to the clearing with the keep token.
Birdsong Buildings
0 1 2 3 3 4
Place one wood Cost
at each sawmill.
Sawmills
Daylight +1 +2 +3 +4 +5
1st Cra using workshops.

Workshops
2nd Take up to 3 actions, plus one per you spend.
+2 +2 +3 +4 +5
Battle
March
+2 +3

Recruiters
Take two moves.
Recruit +1 +3 +4
Once per turn, place one warrior at each recruiter.
Build
In a clearing you rule, place a building, spending its cost in
wood connected through any number of clearings you rule.
Overwork
Spend a card to place one wood at a sawmill in a matching
clearing.
Evening
Draw 1 card, plus 1 card per showing. Discard down to 5 cards.
Recruit Move Battle Build
…in a matching clearing …from a matching clearing. …in a matching clearing. …in a matching clearing
The Decree
with a roost. you rule without a roost.
Eyrie Dynasties
In a moment of weakness the Marquise Lords of the Forest Disdain for Trade Crafted Items
descended. Now you have rallied your You rule any clearings When cra ing
strength and are poised to recapture Vagabond can give you cards to take these items.
where you are tied in items, you score
your birthright. presence. only +1 .
Roosts
Birdsong
1st If your hand is empty, draw 1 card.
2nd Add one or two cards to the Decree. +0 +1 +2 +3 +4 +4 +5
Only one card added may be a .
3rd If you have no roosts, place a roost and 3 warriors Turmoil
in the clearing with the fewest total pieces.
Leader Card
Daylight 1st bird
Humiliate: Lose one victory point per
card (including Viziers) on Decree.
1st Cra using roosts. 2nd Purge: Discard Decree, except Viziers.
2nd taking
Resolve the Decree from le column to right,
one action per card in a matching clearing. 3rd choose
Depose: Flip leader face down and
a new one. Reassign Viziers.
Evening 4th and
Rest: Immediately end Daylight
go to Evening.
Score VP of rightmost empty space on the Roosts track.
Draw 1 card, plus 1 card per showing. Discard down to 5 cards.
Woodland Alliance
Outrage
When a player removes sympathy or moves any warriors into a
Guerrilla War
In battle as defender,
Crafted Items
sympathetic clearing, that player must add a matching card from you use the higher
Vagabond can give you cards to take these items.
their hand to your supporters. If they cannot, they show you their roll and the attacker
hand, and you draw a card and add it to your supporters. uses the lower.
Birdsong Daylight Evening
1st Revolt any number of times.
You may take these actions any number of times.
1st Military Operations up to officers.
Spend 2 supporters matching a sympathetic clearing. Cra• using sympathy.
Remove all enemy pieces there. Move Battle
Place matching base and warriors there equal to total
number of matching sympathetic clearings.
Mobilize Recruit Organize
Add a card from hand to your Supporters stack. Place warrior at base. Remove warrior, place
Place a warrior in the Officers box.
2nd Spread Sympathy
sympathy there.
Train
2nd Discard
any number of times.
Spend number of supporters listed on Sympathy track to Spend a card from hand matching a built Draw 1 card, plus 1 card per showing.
place a sympathy, adjacent to sympathetic clearing if base to place a warrior in the Officers box. down to 5 cards.
possible. Supporters must match the target clearing.
Bases Officers
Supporters
If you have no bases on the map, discard any
cards that would be added beyond 5.
Removing Bases. If a base is removed from the map, discard all matching
supporters (including birds), and remove half of officers (rounded up).
If no bases remain on the map, discard supporters down to 5.
Sympathy
1 2 3
+1 +2 +3 +4 +4
+1 +1 +2 +4 +4
Placement Limits. Each clearing Martial Law. You must spend another matching supporter +1
may only have one sympathy token. if the target clearing has at least 3 warriors of another player.
Vagabond
You wander the woods, seeking to secure a Nimble Lone Wanderer
place in the new society that is taking shape. You can move regardless of Your pawn is not a warrior and cannot be
who rules your clearing. removed from the map.
Birdsong Relationships +1 +2 +2
Allied
1st Refresh 3 items Aid a faction X times during one turn

Indifferent
May move and
to shi­ its relationship marker right.
plus 2 per tea. battle with Allied
warriors.
2nd Slip. May move to a clearing or forest at no cost. Hostile 1 2 3
Daylight Must exhaust extra boot to enter Hostile clearings.
Score +1 per Hostile piece removed in battle.
Score +2
Move Battle per Aid.
not into forest max hits equals undamaged swords
Explore
Take item from ruin in your clearing. Score +1 .
Any Aid
Give a card matching your clearing to a player
there. You may take an item from them.
Quest
Satchel
Req.
Character Card
Claim a quest and replace it.
Strike
Remove a piece in your clearing, warriors first.
Repair or Cra­ Gained and repaired items go face up.
when craing, all hammers match your clearing
Evening
1st An Evening’s Rest. If in forest, repair all items.
2nd plus
Draw 1 card
1 per coin stack.
Damaged
3rd Discard down to 5 cards. Cannot be used until repaired.
4th Remove items
in Satchel down to 6
plus 2 per bag.
Vagabond
You wander the woods, seeking to secure a Nimble Lone Wanderer
place in the new society that is taking shape. You can move regardless of Your pawn is not a warrior and
who rules your clearing. cannot be removed from the map.
Birdsong Relationships +1 +2 +2
Allied
1st Refresh 3 items Aid a faction X times during one turn

Indifferent
May move and
to shi­ its relationship marker right.
plus 2 per tea. battle with Allied
warriors.
2nd Slip. May move to a clearing or forest at no cost. Hostile 1 2 3
Daylight Must exhaust extra boot to enter Hostile clearings.
Score +1 per Hostile piece removed in battle.
Score +2
Move Battle per Aid.
not into forest max hits equals undamaged swords
Explore
Take item from ruin in your clearing. Score +1 .
Any Aid
Give a card matching your clearing to a player
there. You may take an item from them.
Quest
Satchel
Req.
Character Card
Claim a quest and replace it.
Strike
Remove a piece in your clearing, warriors first.
Repair or Cra­ Gained and repaired items go face up.
when craing, all hammers match your clearing
Evening
1st An Evening’s Rest. If in forest, repair all items.
2nd plus
Draw 1 card
1 per coin stack.
Damaged
3rd Discard down to 5 cards. Cannot be used until repaired.
4th Remove items
in Satchel down to 6
plus 2 per bag.
Riverfolk Company
e Riverfolk Company is always on For Sale Swimmers Crafted Items
the hunt for new markets. Aer all, You have a You treat rivers as paths, and
Vagabond can give you cards to take these items.
where there’s muck, there’s clams! public hand. may move along rivers
regardless of ruler.
Payments Services
Birdsong At start of their Birdsong, other players may purchase 1 service
plus 1 per clearing with trade post and any of their pieces.
1st Protectionism
If Payments box is empty, place two warriors in it.
Warriors are placed in this box
to pay for services.
Hand Card 1 2 3 4
2nd Score Dividends
If any trade posts are on the map, score +1 per two funds.
Riverboats 1 2 3 4
3rd Gather Funds
Move all warriors on faction board to the Funds box.
Funds
Daylight
Mercenaries
1 2 3 4
Mercenaries: For battle and rule in Daylight and Evening,
buyer treats Riverfolk warriors as own. In battle, they must
Move Battle split hits between their own pieces and Riverfolk warriors.
Commit a fund to move. Commit a fund to battle.
Cra
Commit funds to empty spaces on Trade Posts tracks to cra. Trade Posts
Rather than gaining the listed effect of craing the card, you may Whenever a trade post is removed from
discard the card to place a warrior in the Payments box. the map, remove it from the game, and
remove half of your funds (rounded up).
Draw
Commit a fund to draw a card.
Recruit +2 +2 +2
Spend a fund to place a warrior in any clearing with a river.
Establish Trade Post with Garrison
Spend 2 funds of a clearing’s ruler to place a matching trade post
and a warrior there. e clearing cannot already have a trade post.
Commitments
+2 +2 +2
Evening
1st Discard down to 5 cards. +2 +2 +2
2nd Set Service Costs.
The Lizard Cult
Revenge Hatred of Birds
Crafted Items
Pilgrims
Your removed defending Bird cards are not You rule any clearings where Vagabond can give you cards to take these items.
warriors become acolytes. wild for your rituals. you have any gardens.
Birdsong Conspiracies
Convert
Spend 2 acolytes to remove
The Outcast
In Birdsong, most common suit of Lost
1st Adjust the Outcast.
an enemy warrior in an
Souls, ignoring birds, becomes Outcast.
Crusade Outcast clearing and place a
If already Outcast, flip to Hated Outcast.
2nd Discard Lost Souls. Spend 2 acolytes to battle in warrior there.
any Outcast clearing or may Sanctify If Outcast suit is Hated, all
3rd Perform Conspiracies in Outcast clearings.
move from any Outcast Spend 3 acolytes to remove conspiracies cost one less acolyte.
clearing and then may battle an enemy building in an
Daylight
in the destination clearing. Outcast clearing and place
a garden there.
Reveal any number of cards from your
Acolytes
hand, and perform one ritual for each.
Build
Place a garden in a matching
clearing you rule.
Recruit Lost Souls
Place a warrior in a matching
clearing. Gardens All spent and discarded cards go here.
When a garden is removed from the map, discard a random card from your hand.
Score once per suit per turn +0 +2 +3 +4
Discard an unrevealed card to score
VP of rightmost empty, matching
Gardens space.
Sacrifice
Move one of your warriors from
the map to the Acolytes box.
Evening
1st Return revealed cards to hand.
2nd Cra using gardens matching Outcast suit.
3rd Discard
Draw 1 card, plus 1 card per
down to 5 cards.
showing.
Mechancial Marquise
Poor Manual Dexerity Hates Surprises
Že Mechanical Marquise has no hand of cards. It cannot discard cards. If a player is Ambush cards cannot be played against the
prompted to take a card from the Mechanical Marquise, they draw a card instead. If Mechanical Marquise.
prompted to give it a card, discard the card, and it scores +1 .
Clearing Priority
Birdsong Take moves from lowest to highest number.
Items for Sale
Score +2 per clearing you rule with at least 3 of your warriors.
1 5
Daylight 10 2
Reveal the next order card. 9
1st Battle in clearings matching the order card. 11 6
Defender is the player with the most pieces there, then 12
most victory points, then highest setup priority.
2nd Move all but 3 of your warriors from clearings matching
the order card, following clearing priority. 4 7
Destination is the adjacent clearing with the most enemy
pieces, then with highest clearing priority.
8 3
3rd Recruit based on the cra ing cost of the order card.
to
Place 1 to 3 warriors (cost) in each
clearing you rule of this suit.
Cooperative Mode
Objective
Place 1 warrior in each clearing you rule. Every player must score 30 points
before the Marquise does.
? ? ? ? Place 4 warriors in the clearing with
the keep token. Rule Additions
If the order card has no cra ing cost, 1. In Birdsong, the Marquise also
restart the process. scores +1 per player.
Continue until you reveal an order card with a 2. In Daylight, the Marquise does
craing cost or you run out of order cards. not need to rule in order to recruit.
Evening
Campaign Games
1. For each victory, the Marquise
starts with three more points.
2. For each victory, each player may
Draw cards to fill the Schedule of Orders to 5 cards. start the game with a cra ed card
from their final play area.

You might also like