You are on page 1of 4

The Sultan

ACTIONS
INFLUENCE BRIBE MERCENARIES
Chose a hex where you have presence or that is adjacent (FIVE-PLAYER ONLY)
to one where you have presence. You cannot chose a Choose a hex and agree on one or two mercenary units
hex where you have an influence token. If no other and any number of coins with the Nomad. Pay them
player has presence in the chosen hex and there is no the agreed number of coins.
Murshid influence adjacent, place an influence token.
Otherwise, place the challenge token and resolve an Replace the agreed number of Nomad mercenary units
influence contest. in the hex with mercenary units from your supply.
If there are still Nomad pieces with combat strength
there, resolve a combat.
BUILD 3 If there was no combat, you may take a move 1 or
Build up to three strongholds or settlements (each in a assault action with those units.
different hex):

Building Location Cost MOVE 2


A hex where all of the following Move any number of units to an adjacent hex where
apply: no other player has control. You may do this up to
Fort (a) You have presence
(b) No other player has control two times.
(c) Does not contain a fort or castle

Any hex with one of your forts


ASSAULT
Castle
Replace the fort with a castle
Choose one:
• Move any number of units to an adjacent hex
where another player has control. This starts a
Town Any hex without a town or city combat.
• Move any number of units to an adjacent hex
where (a) no other player has control and (b)
City
Any hex with a town there is a town or city, and sack that settlement.
Replace the town with a city

Building in a mountain or quarry hex costs + .


BUY POWER CARDS
Building in a desert hex costs + . Choose any number of the following options. Resolve
each chosen option once.
• Buy one card from the near market for two
HIRE MERCENARIES coins.
Five-player: Agree on one or two mercenary units and • Buy one card from the middle market for four
any number of coins with the Nomad. Pay them the coins.
agreed number of coins. Remove the agreed number of • Buy one card from the far market for six coins.
units from the Nomad’s reserves card. • Take a card from the Sultan’s market at no cost.
When you buy cards, pay the player who is aligned
Four-player: Pay two coins to the general supply for one
with the card.
mercenary unit or six coins for two mercenary units.
Then replenish the market.
Place the number of mercenary units you paid for from
your supply in one or more hexes where (a) you have
presence and (b) no other player has control. PLAY POWER CARD
Play a power card with the action keyword.
CONSPIRE
Look at the top ten cards of the deck. Select one card
to fill each empty slot in the Sultan’s market.
Shuffle the remaining cards and place them at the
bottom of the deck.
Counsel from an Old Advisor
e for newer players.
s on how to approach the gam
This section gives suggestion ourage you to be
t Moon is different. We enc
However, every game of Crescen tee of wisdom.
abo ut how you pla y, and we remind you that age is no guaran
creative
and rich from
tan is the loc al rul er, who has grown powerful
The Sul
tes. Your strengths
and taxing busy tra ding rou
adminis ter ing vibrant cities erate it.
rk of towns and cities that gen
are your wealth and the netwo
units. Ins tea d, you
id, cannot recruit your own
You, along with the Mursh are able to
on hir ing mer cen ari es and building strongholds. If you
must rely ts, you can earn
ish you rself in hex es far away from other players’ uni
establ towns you build
and points from the cities and
an enormous amount of money es from players
ly to be able to defend these hex
there. However, you are unlike
efinitely.
with more military power ind
yer gets an income
less ris ky app roa ch is to rely on diplomacy. Every pla
A y control. If you
ns, and influence in hexes the
boost from your cities, tow units, they can do
es where another player has
place towns and cities in hex to build towns and
ces for you. To that end, look
the work of defending your pie end.
already controls and can def
cities in hexes that one player
a strong military
ely to be the Warlord, who has
Your most dangerous foe is lik ht make a useful
towns and cities; the Caliph mig
and scores points for sacking
ally.
e for you in games
as a valuable source of incom
The Sultan’s market can serve they lack money,
ere oth er players are flu sh with money. In games where
wh t can be a strong
d price on a card in the marke
offering another player a goo
bargaining chip.
ll earn more points
e from cities in hexes. You wi
Most of your points will com
influence those hexes.
if you control those cities and

e house”
“Choose the neighbour before th
UNIQUE ATTRIBUTES
PRESTIGE WEALTH
You count as having presence in any hex that contains a When you buy power cards, you can take one card from
town or a city. the Sultan’s market for free.

You are the only player who can build towns and cities. When other players buy power cards, they can only buy a
card from the Sultan’s market if they agree a price with you.
If there are multiple cards in the Sultan’s market, they must
PROSPERITY
also agree with you which card they are buying. You can set
During the income step, you will earn bonus income for the price to be zero, if you like.
each of your towns, cities, and influence tokens on the
board. Any coins spent on cards in the Sultan’s market go to you,
regardless of the player the card is aligned with.
This means you will earn some income from your towns,
cities, and influence tokens in hexes that other players The Sultan’s market is not replenished automatically. You
control, and you will earn additional income from those must use the conspire action to refill it.
pieces in hexes you do control.
BUILDER
CLOUT
You can build three times in an action. Most other players
All players earn money for controlling hexes with a Sultan can only build twice.
influence. Your influence is valuable.

OBJECTIVES
PRIMARY OBJECTIVES
For every city on the map: • 1 victory point
• 1 additional victory point if no other player controls
the hex
• 1 additional victory point if no other player has an
influence token in the hex

SECONDARY OBJECTIVES
Have at least four influence tokens on the map 1 victory point per influence token

Control the hex with the holy site 4 victory points

Control at least three hexes 1 victory point per hex you control

YEAR ONE OBJECTIVE You can only score this objective in the first year
Have at least five of your settlements or strongholds 4 victory points
on the map in any combination
INCOME
Income Bonus Income
Source HEXES YOU CONTROL ALL HEXES

Town

City

Fertile land -

Quarry -

Sultan influence

PIECES
Piece Presence Type Combat strength Sacking Income

Influence token Owner - - -

Ordinary unit Owner Unit 1 -

Mercenary unit Owner Unit 1 -

Fort Owner Stronghold 1

Castle Owner Stronghold 2

Stronghold &
Palace Caliph 2
Settlement

Town Sultan Settlement -

City Sultan Settlement -

You might also like