RulesPal
Chat
Rulebook
An Age Contrived: Folklore & Pilgrimage thumbnail

An Age Contrived: Folklore & Pilgrimage

Expansion for An Age Contrived

An Age Contrived: Folklore & Pilgrimage Rulebook

Table of Contents

Table of Contents

  • Expansion Structure
  • Base Game Revisions
    • Monument Patron Tokens
    • Placing Energy
    • Setup
  • Components
    • Global Components
    • Character Components
    • Folklore Module Components
    • Pilgrimage Module Components
  • Character Abilities
    • Chronari, The Entropic
    • Valimod, The Channeler
    • Ignotas, The Keeper
  • Folklore Module
    • Setup
    • Artifacts & Folklore Cards
    • Final Scoring
    • Expert Setup Variant
    • Folklore Card Text Clarifications
    • Other Clarifications
    • Solo Play: Folklore Module
  • Pilgrimage Module
    • Setup
    • Pilgrim Board
      • Placing and Activating Energy
      • Running Out of Energy
    • Shrine Completion
    • Tiers
    • Pilgrimage Movement
    • Monument Patron Tokens
    • Game End & Final Scoring
    • Example: Shrine Completion
  • Benefits
    • Move on the Folklore Track
    • Move Up the Pilgrim Board
    • Place a Doubler Token
    • Gain a Scoring Card
  • Scoring Cards
  • Doubler Tokens
    • During the Game
    • Final Scoring
  • Solo Play: Pilgrimage Module
    • Placing Energy (Bot)
    • Shrine Completion (Bot)
    • Pilgrimage Movement (Bot)

Expansion Structure

There are three parts to this expansion, which can be added to the base game in any combination.

  1. New Characters: Chronari focuses on time manipulation. Valimod focuses on the Tile Pool.
  2. Folklore Module: This module introduces encounters that each god has with the mortals of Eldranir. It is intended for players who are looking for more thematic integration, player interaction, and meaningful movement. It works well even for inexperienced players.
  3. Pilgrimage Module: This module introduces mortal pilgrims dedicated to each god. It is intended for players who are looking for new strategies, combos, and twists on the competitive experience. It works best for players who are familiar with the base game.

We recommend introducing the Folklore Module and Pilgrimage Module in separate games, rather than at the same time.

When playing with Chronari and Valimod, shuffle their quick-start cards in with those from the base game to randomize between all 7 available characters.

Base Game Revisions

After releasing An Age Contrived in 2024, we observed that two rules were being commonly misinterpreted, either of which leads to a play experience that is less than ideal. Those rules are clarified below and in the player aids included in this expansion. Regardless of whether you are playing with any part of this expansion, we recommend playing with these revised player aids.

In addition to those clarifications, we have rebalanced a setup rule and Monument Patron Tokens. Once you have a Monument Patron Token, you must exhaust all bottom-row energy from your Device to use it. An updated set of 6 Monument Patron Tokens is included in this expansion.

Transcriber's note: the six updated Monument Patron Tokens are depicted in the printed rulebook (page 3) as images; they are not described in text here.

Monument Patron Tokens

Page 19 of the core rulebook.

Clarification: Once you have a Monument Patron Token, you may use it to complete a Monument section at the end of every ADVANCE turn by exhausting all energy in the bottom row of your Device. No player binds energy to the Monument, and only players with energy present in the Monument section gain any benefits from it. It is essentially a regular Monument section completion with no completing player.

Commentary: The purpose of Monument Patron Tokens is to maintain each player's agency over the end of the game, especially in the later stages when the energy needed to complete Monument sections may be running low. We observed that some players interpreted that these tokens allow you to bind energy to Monuments, which would be quite overpowered. Even playing with them as intended, many players have found them frustrating. We have added a significant cost to using these tokens in order to prevent them from being exploited by skilled players, while maintaining the player agency that necessitates them in the first place.

Placing Energy

Page 16 of the core rulebook.

Clarification: When you place energy into a Monument section (e.g. with a Deploy or Reposition action), you may place it into the topmost section of any Monument on the board. You must place it into any empty space of the matching type.

Commentary: We observed that some players interpreted that you can only place energy into Monument sections in regions in which your character or Bridge Tokens are present. Playing under such a restriction would result in a slow and solitary experience in which you can only place energy into a single Monument at the start of the game. That regional restriction exists only for the Monument Track and Pillar Track, from which you are binding energy directly.

Setup

Page 7 of the core rulebook.

For a player count of 3, the right-side spaces of Pillars of Civilization are available in the 2 regions without a Monument in use this game. Block off the right-side spaces of only the 4 other regions.

Components

Global Components

  • 5 player aids (these replace the player aids in the base game)
  • 8 Scoring Cards (use when playing with either module)
  • 16 Doubler Tokens (use when playing with either module)

Character Components

  • 2 Transmutation Devices
  • 2 Character Boards
  • 2 Character Miniatures (1 per character)
  • 14 Transmuter Tiles (7 per character)
  • 2 Channel Markers (1 per character)
  • 42 Energy Tokens (21 per character)
  • 6 Bridge Tokens (3 per character)
  • 10 Action Tokens (5 per character)
  • 2 quick-start cards (1 per character)
  • 2 solo character cards (1 per character; use with the solo mode)

Folklore Module Components

  • 7 Character Board Extensions (1 per character)
  • 42 Folklore Cards (6 per character)
  • 21 Artifact Miniatures (3 per character; referred to as your Artifacts)
  • 7 tracking cubes (small) (1 per character)

Pilgrimage Module Components

  • 1 Pilgrim Board
  • 8 Shrines and 8 Shrine frames
  • 4 Blockade Tokens
  • 2 neutral Bridge Tokens
  • 1 Bot Pilgrim Token
  • 7 Pilgrim Miniatures (1 per character; referred to as your Pilgrimage)
  • 7 tracking cubes (large) (1 per character)

Character Abilities

After extended missions across time and space, Chronari and Valimod have returned to present-day Eldranir. They will assist the pantheon in its plan to engineer a stable mortal civilization built upon reliance on the gods. However, each of them has their own aspirations to lead the new age with their own vision and ideals.

Chronari, The Entropic

Responsible for managing the entropic balance of Eldranir, they seek out areas of cosmic disturbance, reversing or accelerating entropy where needed.

I. When 1 of your Wild energy is activated, load it and any 1 energy from your Exhausted Pool into any empty slots in 1 of your active Transmuter Tiles.

  • If you do not have an exhausted energy, you may instead take an energy from a location as described on page 12 of the core rulebook: Running Out of Energy.

II. At the beginning of a turn on which you ADVANCE, you may exhaust 1 energy from your Device to slide your Transmuter Tile(s) into position 5 instead of position 1 this turn. Push your active Transmuter Tiles to the left and exhaust any energy present in Transmuter Tiles that exit from position 1.

Strategy Tip: You can use this ability to re-trigger Conduit Tokens that have recently been triggered.

III. At the end of a turn on which your character has entered a region, you may construct or deconstruct a Monument section in that region. If you do, then you must do the opposite in any other region with a Monument in use this game.

  • Construct the topmost available section, as if you were using a Monument Patron Token (see page 19 of the core rulebook).
  • Deconstruct any constructed section and place it at the bottom of its Monument's stack.
  • Since you construct one Monument section and deconstruct another, the overall game length is unaffected (roughly speaking).
  • If another Monument section completion (or Shrine completion) is triggered as a result of this ability, then resolve it and any resulting effects before the next player's turn. For example, this could happen when a Compass energy is present in the Monument section you construct, as it activates and is placed into another Monument section.

Tier-III Bridge Scoring:

  • Score 3 VP for each of your bound wild energy in the 2 adjacent regions (max 9 VP).
  • If you have bound energy of at least 3 different types in a single region of either adjacent region, then score 10 VP.

Valimod, The Channeler

Explorative and whimsical, he maintains Eldranir's connection to aethereal currents, jumping between realms and contributing harmonies to the song of the universe.

Passive: Your character counts as 2 energy and cannot move while in the Tile Pool. When you exhaust this energy during a Claim action, teleport your character to any non-Bridge map space and choose your facing.

  • You may exceed the cost of the selected Transmuter Tile(s) with the energy value of your character.
  • If there are no Transmuter Tiles remaining in the Tile Pool, you may take a Claim action to teleport your character without claiming tiles. No opponent may add energy to the Tile Pool.
  • Your character will earn 2 VP from the Tile Pool if there at the end of the game.

Transcriber's note: the printed line above reads "if there at the end of the game", apparently missing a word; it is transcribed as printed.

I. When 1 of your Wild energy is activated, exhaust it and optionally teleport your character into the Tile Pool.

II. During step 2 of a Claim action, count the icons on your claimed Transmuter Tile(s). For each icon counted, you may generate 2x movement of the matching type.

  • Generate each type of movement in the order of your choice.

Strategy Tip: When taking a Claim action, you can teleport out of the Tile Pool, claim a Transmuter Tile with a Boot icon, and immediately move Valimod on the map.

III. At the end of a turn on which your character has entered a region, you may replenish the top row of 2 Transmuter Tiles that have at least one icon (see page 21 of the core rulebook).

Tier-III Bridge Scoring:

  • Score 2 VP for each of your bound energy of a different type in the 2 adjacent regions (max 8 VP).
  • If you have at least 4 energy present in the Tile Pool, then score 10 VP. The energy value of your character counts.

Ignotas, The Keeper

Charged with governing the edicts and energy of the pantheon, he stoically maintains stability while otherwise leaving his fellow gods to their business.

When playing with either the Folklore Module or the Pilgrimage Module, the tier-I ability of Ignotas now has a limit of once per turn.

I. When you load 1 of your Wild energy into position 2 in your Device, you may recharge your Channel Marker. Limit of once per turn.

Folklore Module

The Folklore Module introduces encounters with mortals that build the folklore status of your god. As you journey through the mortal realm, you may perform epic deeds among mortals and leave behind an artifact as a permanent reminder of what transpired there. However, your artifacts must first be primed to fashion them for the mortal realm.

Setup

  1. After completing base game setup as normal, each player takes their character's matching Character Board Extension, Folklore Cards, 3 Artifacts, and 1 tracking cube (small).
  2. Place your Artifacts into the row of 3 circular slots and your tracking cube into the lowermost square slot of your Character Board Extension.
  3. Shuffle your Folklore Cards and randomly deal 3 face-down in front of you to form your hand. Return the remaining Folklore Cards to the box without revealing them.
  4. Place the Doubler Tokens and Scoring Cards near the board to form the supply.

Artifacts & Folklore Cards

When you Recharge your Channel Marker, you may instead prime an Artifact by moving it into the topmost circular slot of your Character Board Extension. You may not have more than one primed Artifact at a time.

When moving your character, if you end your movement on a non-Bridge space, you may place a primed Artifact onto that space. If you do, forfeit any remaining character movement that you may have generated and play a Folklore Card from your hand.

  • If the space does not already contain an Artifact, select and perform one option from your Folklore Card.
  • If the space already contains an opponent's Artifact, select and perform two different options from your Folklore Card, in the order of your choice. Then, the opponent who owns that Artifact may select and perform one option from any of their previously played Folklore Cards. Lastly, move the two Artifacts on that space into the Monument bound energy area in that region.
  • You may select and perform one additional option from the first Folklore Card that you play.

After playing a Folklore Card, leave it face-up in front of you for the rest of the game. After resolving Folklore Cards, continue with your turn as normal.

Transcriber's note: the individual Folklore Cards are printed on the cards themselves; their card text is not reproduced in this rulebook.

  • You may place a primed Artifact after using all of your character movement – it is not required to have movement remaining to forfeit. There is also no minimum distance that you must move your character before placing a primed Artifact – you may choose to forfeit all of your character movement. However, you must have generated character movement in order to place an Artifact. You may not do so simply by priming an Artifact without generating any character movement.
  • You may not place a primed Artifact after teleporting.

When placing a primed Artifact, you must follow the restrictions below:

  • You may not place your first Artifact in your starting region.
  • You may not place an Artifact in a region in which you already have one.
  • You may place a maximum of one Artifact per turn.

Artifacts in a Monument bound energy area keep track of the regions in which each player has an Artifact, but they do not affect scoring for Monuments.

Final Scoring

At the end of the game, score VP according to the position of your tracking cube on the Folklore Track of your Character Board Extension:

PositionVP
00
13
27
312
418

Expert Setup Variant

Instead of dealing Folklore Cards randomly, you may select any 3 of your Folklore Cards to form your hand. Return the remaining Folklore Cards to the box without revealing them.

Folklore Card Text Clarifications

  • If multiple players get to act from a Folklore Card, they act in clockwise order, starting with the first player to the left of the card's owner.
  • When you load energy on an ACTIONS turn, that energy is available for use immediately.
  • Teleport and fly have the same meaning. After teleporting or flying, choose your facing.
  • When you rearrange Transmuter Tiles on an ADVANCE turn, then you must forfeit any movement on the Monument Track or Pillar Track for the rest of your turn.

Other Clarifications

  • When you get to bind, load, return, or place energy from your Exhausted Pool but have none available, you may instead take energy as described in your player aid and on page 12 of the core rulebook: Running Out of Energy.
    • This does not apply to energy that you get to activate in or swap from your Exhausted Pool.
  • Multanec 6: If it is impossible for you to place a non-Wild energy into a Monument section without completing it, then exhaust the energy instead.
  • Multanec 4 and Rusnė 6: After swapping Action Tokens, any upgraded Action Tokens that you subsequently gain are placed into the swapped positions, not the original positions.

Solo Play: Folklore Module

When the bot Recharges and its Channel Marker is already charged, prime one of its Artifacts.

The bot places primed Artifacts and plays Folklore Cards as normal.

  • While moving its character, if the bot encounters one of your Artifacts and can place a primed Artifact onto that space, it ends its movement and does so to play a Folklore Card.
  • After moving its character, if the bot can place a primed Artifact onto its current non-Bridge space, it does so to play a Folklore Card.

When the bot plays a Folklore Card, select one randomly from its hand. Instead of selecting and performing an option, the bot always moves 1x space up the Folklore Track. If the bot can select two options from its Folklore Card, it moves 2x spaces up the Folklore Track.

If the bot would move up the Folklore Track but can't, then for each space that it can't, it places a Doubler Token instead. Take a Doubler Token from the supply and place it onto one of the bot's bound energy on the board. Select a bound energy such as to maximize the increase in the bot's score, considering scoring for Monuments, Pillars of Civilization, and Achievements. Do not consider the bot's Tier-III Bridge Token.

  • If the bot has a choice between multiple Monuments, select the lowermost Monument.

Pilgrimage Module

The Pilgrimage Module introduces Mount Eldranir: a board with a new area into which you can place your energy, a new type of Monument (called a Shrine), and a Pilgrimage for each god. As your Pilgrimage ventures up the mountain, they will secure benefits and belief for their god as they visit Shrines and attain new heights. However, their journey becomes more difficult the further they get.

Setup

  1. After completing base game setup as normal, insert the 8 metal Shrine frames below the Pilgrim Board, and place the Pilgrim Board beside the game board.
  2. Place the 8 Shrines in a stack into their assigned space on the Pilgrim Board. The order of Shrines in the stack does not matter.
  3. Place the 4 Blockade Tokens into their matching numbered spaces on the Pilgrim Board.
  4. Place each player's Pilgrimage on the starting space of the Pilgrim Board.
  5. Place each player's tracking cube (large) into the middle slot of the Pilgrim Board.
  6. Replace 2 neutral Bridge Tokens from the base game with the 2 neutral Bridge Tokens for the Pilgrimage Module as depicted below.

Transcriber's note: the replacement pairs (old token, new token) are depicted as images on page 10 of the printed rulebook and are not described in text here.

  • For a player count of fewer than 3, you may choose to place an energy token of an unused character into the bottom-right Compass space on the Pilgrim Board, to block off that space (see page 11).

Pilgrim Board

When you Recharge your Channel Marker, you may instead increase your Pilgrimage speed by moving your tracking cube one space to the right on the Pilgrim Board. Your Pilgrimage has a maximum speed of 2.

Placing and Activating Energy

The energy spaces on the Pilgrim Board are eligible spaces for you to place your energy. They are similar to spaces in Monument sections. When you place an energy onto the Pilgrim Board, you must place it into any empty space of the matching type.

  • When you Deploy, you may place energy into available spaces on the Pilgrim Board.
  • When you Reposition, you may place energy from or into available spaces on the Pilgrim Board.
  • When you activate a Compass energy, you may place it into an available space on the Pilgrim Board. You cannot place it from the Pilgrim Board back onto the Pilgrim Board.
  • When your Wild energy is placed onto the Pilgrim Board, it may be placed into any empty space, regardless of type.
  • The bottom-right Compass space on the Pilgrim Board is only available with a player count of 3 or more.

Running Out of Energy

When you would get to take energy from your Exhausted Pool but have none available, energy on the Pilgrim Board is an eligible location from which you may take energy after running out (see page 12 of the core rulebook: Running Out of Energy).

Shrine Completion

Shrine completions work comparably to regular Monument section completions, but have a few key differences:

  • Not all energy spaces need to be filled to trigger a Shrine completion.
  • Players do not bind their energy as part of a Shrine completion.
  • Multiple Shrines are often constructed during one Shrine completion. Each player who participates will construct a Shrine and move their Pilgrimage.
  • Contributing players are not forced to remove their energy during a Shrine completion. They may leave their energy on the Pilgrim Board to participate in future Shrine completions.

At the end of your turn, if any player has 2 or more energy present on the Pilgrim Board, resolve a Shrine completion by performing the steps below in order. Each player with 2 or more energy present on the Pilgrim Board is a completing player. Each player with only one energy present is a contributing player.

  1. Starting with the first opponent in clockwise order from you, each completing player and contributing player (and lastly you) performs the steps below in order:
    • A. Select any Shrine from the supply (if available) and construct it by placing it into any available frame on the Pilgrim Board.
    • B. Move your Pilgrimage forward on the Pilgrim Board by a number of spaces up to your speed plus the number of energy you have on the Pilgrim Board.
    • C. Contributing player: You may activate or exhaust your energy present on the Pilgrim Board. If you choose not to, your energy remains on the Pilgrim Board. Completing player: You must activate or exhaust all your energy present on the Pilgrim Board.
  2. If there are one or more additional Monument sections completed, note which player will be next in turn order once all section completions are resolved, then resolve the next section completion.
  • For ease of selecting the Shrine you want to construct, each Shrine's benefit is printed on its folding sides that you can leaf through without removing all magnetized Shrines from the stack.

Shrine completions are considered a type of Monument section completion (see page 18 of the core rulebook) and are performed at the same time. Just as the player whose turn it is decides in which order to resolve Monument section completions, they also decide where to place a Shrine completion into that order (first, last, or somewhere in the middle). It can happen that multiple Shrine completions are triggered on the same turn (usually by Compass energy activation), in which case the player whose turn it is still decides the order in which to resolve all remaining completions.

You may continue to trigger Shrine completions even when all Shrines have been constructed. This simply moves your Pilgrimage forward.

Tiers

If you are the first player to cross into a new tier on the Pilgrim Board, you must remove its Blockade Token by reducing your Pilgrimage speed. Move your tracking cube 1 or 2 spaces to the left (according to the Blockade Token) and place the Blockade Token in front of you. It will be worth 2 VP at the end of the game.

  • If you cannot reduce your speed by the required amount, then you must stop at the Blockade Token and forfeit any remaining Pilgrimage movement that you have generated.
  • Pilgrimage movement that you have already generated is not affected by speed reductions. When removing a Blockade Token, do not reduce the movement you have already generated by the speed reduction. This is illustrated by the Freyith (purple) player in the example on page 13.

When moving into tier IV, place your Pilgrimage into the highest-value available space. It will remain there for the rest of the game.

Pilgrimage Movement

Moving your Pilgrimage works similarly to moving your character. Your Pilgrimage may only move forward on the Pilgrim Board (depicted by arrows) and may choose in which direction to move when it encounters a forking path.

Your Pilgrimage may not move onto a Shrine space that does not have a constructed Shrine. Each Shrine counts as a space. If your Pilgrimage moves onto a Shrine, it stops there and forfeits any remaining Pilgrimage movement that you have generated. When your Pilgrimage moves onto a Shrine, you may immediately gain its depicted benefit.

Except for the starting space and Shrine spaces, each space of the Pilgrim Board can accommodate only one Pilgrimage at a time. If your Pilgrimage would move onto a space occupied by another player's Pilgrimage, you must skip over that space instead, extending your movement by 1 space.

Transcriber's note: the printed page 12 shows a diagram of this skipping rule with an accompanying caption; the caption is transcribed below.

In order to gain a Scoring Card from a Shrine (see page 15), you must reduce your Pilgrimage speed by moving your tracking cube 1 space to the left.

Monument Patron Tokens

When using a Monument Patron Token, instead of constructing the topmost available section of any Monument, you may construct a Shrine on the Pilgrim Board. Select any Shrine from the supply and construct it by placing it into any available frame on the Pilgrim Board. No player moves their Pilgrimage, activates their energy, or exhausts their energy.

Game End & Final Scoring

When playing with the Pilgrimage Module, the game end is modified. The game ends only when all Monuments are fully constructed and all Shrines are constructed. As normal, each player takes one final turn (if necessary) until all players have had an equal number of turns.

At the end of the game, score 2 VP for each Blockade Token that you removed and score VP according to your Pilgrimage's position on the Pilgrim Board:

TierVP
I4
II9
III15
IV20-25

Players do not score any VP for energy left on the Pilgrim Board at the end of the game.

Example: Shrine Completion

On your turn as the Freyith (purple) player, you place 2 energy onto the Pilgrim Board. When resolving the Shrine completion at the end of your turn, first the Ignotas (orange) player constructs a Shrine and immediately moves their Pilgrimage onto it. They could move up to 3 spaces (2 speed + 1 energy), but after skipping over Chronari's (red) Pilgrimage, it takes only 2 spaces to reach the Shrine. They reduce their speed by 1 to gain a Scoring Card and forfeit their remaining 1 space of movement. They choose not to activate their Rose energy, leaving it on the Pilgrim Board to use again later.

Next, you construct a Shrine and move your Pilgrimage 3 spaces. You reduce your speed by 1 to remove the Blockade Token, which does not reduce your 3 spaces of movement. You are required to activate (or exhaust) both your Wild energy and Magnet energy.

Transcriber's note: the letters A through I in the printed example refer to markers on the printed figures, which are not reproduced here.

Benefits

Move on the Folklore Track

Move your tracking cube 1x space up or down the Folklore Track of your Character Board Extension, according to the depicted benefit.

  • When a benefit depicts movement down the Folklore Track, this is a cost you must pay in order to gain the rest of the benefit.

Move Up the Pilgrim Board

Move up to 1x or 2x spaces on the Pilgrim Board (see page 12), according to the depicted benefit.

Place a Doubler Token

Take a Doubler Token from the supply and place it onto one of your bound energy in any Monument's bound energy area or any Pillar of Civilization.

  • Doubler Tokens may not be placed onto energy in an Achievement.
  • Each energy may have at most one Doubler Token placed onto it.
  • If you cannot place a Doubler Token according to the restrictions above, then this benefit has no effect.

Gain a Scoring Card

Look through the Scoring Cards in the supply. Select one and place it face-down in front of you, then return the rest to the supply.

  • Each player may gain at most 2 Scoring Cards.

Scoring Cards

Scoring Cards modify how you score for a certain category at the end of the game. They can be gained either from Folklore Cards or from the Pilgrim Board. During final scoring, for each Scoring Card that you have, score the corresponding category according to the values listed on that Scoring Card rather than the standard values of that category. Other players score using the standard values as normal.

  • The 2 Scoring Cards that affect Achievements each modify the scoring of only a single Achievement.

Transcriber's note: the values printed on each of the 8 Scoring Cards are on the cards themselves and are not reproduced in this rulebook.

Doubler Tokens

Doubler Tokens are placed onto bound energy and double the effects of the energy to which they are attached. For all intents and purposes, an energy with a Doubler Token counts as 2 energy of its type and in its location. Doubler Tokens can be gained either from the Pilgrim Board or from Folklore Cards.

During the Game

  • Monuments: An energy with a Doubler Token counts as 2 energy bound to a Monument for the purpose of gaining a Monument Patron Token (see page 19 of the core rulebook).
  • Achievements: An energy with a Doubler Token counts as 2 energy of its type and in its location for the purpose of qualifying for an Achievement (see page 22 of the core rulebook).
  • If you take a bound energy with a Doubler Token such that the energy is no longer bound (see page 12 of the core rulebook: Running Out of Energy), return the Doubler Token to the supply.
  • If Freyith moves a bound energy with a Doubler Token using her tier-III character ability or a Folklore Card, the Doubler Token remains on the moved energy.

Final Scoring

  • Monuments: An energy with a Doubler Token counts as 2 energy bound to its Monument.
  • Pillars of Civilization: An energy with a Doubler Token counts as 2 energy bound to Pillars of Civilization. You cannot score for more than 6 energy bound to Pillars of Civilization.
  • Tier-III Bridge Tokens: Your tier-III Bridge Token counts each energy with a Doubler Token as 2 energy of its type and in its location. This may increase the maximum scoring listed in the core rulebook.
  • Achievements: An energy with a Doubler Token counts as 2 energy of its type. This may allow you to score 2 VP for more than 6 energy of this type.

Example: As the Freyith (purple) player, you score 10 VP for the depicted Achievement, counting 5 bound Magnet energy. You score 12 VP for the depicted Monument, counting 3 bound energy. You score 22 VP for the depicted Pillars of Civilization, counting 4 bound energy.

Solo Play: Pilgrimage Module

When the bot Recharges and its Channel Marker is already charged, increase its Pilgrimage speed by one.

Placing Energy (Bot)

Each time the bot selects a Monument option in the Deploy Sequence (either from a Deploy action, Reposition action, or Compass energy activation), then as long as the bot's Pilgrimage is not already at the top of the Pilgrim Board, flip the Bot Pilgrim Token and place energy accordingly. Continue with the Deploy Sequence as normal.

The Bot Pilgrim Token shows one of two symbols. The upper symbol and lower symbol below follow the order printed on page 14:

  • Upper symbol: Continue with the Deploy Sequence as normal.
  • Lower symbol: Replace the selected option in the Deploy Sequence by placing 1x energy onto the Pilgrim Board. Select energy of the lowermost type possible, and a Wild energy only if no other type is possible. If a Compass energy is being activated, select that particular energy.

Shrine Completion (Bot)

When constructing a Shrine, the bot selects a Shrine in the following ranked order and places it into the frame that is the fewest number of spaces forward for the bot's Pilgrimage.

The ranked order is printed on page 14 as a flowchart of eight benefit symbols, read left to right across the top row, then right to left across the middle row, then left to right across the bottom row:

  1. A white card with an arrow onto a green tile.
  2. A tile grid with a gold sack symbol.
  3. A card stack with an arrow onto a dark banner with a cog symbol.
  4. A card stack with an arrow onto a dark diamond tile.
  5. An orange token on a card with an arrow onto an energy symbol (Doubler Token placement).
  6. An orange token on a card with an arrow onto an energy symbol (Doubler Token placement).
  7. A footprint with a left arrow, and a card stack with an arrow onto a blue-medallion Scoring Card.
  8. A footprint with a left arrow, and a card stack with an arrow onto a blue-medallion Scoring Card.

Transcriber's note: the flowchart is an image on page 14; the descriptions above identify each symbol as far as it can be read from the printed image, and the ranking is preserved in order.

As a contributing player, the bot does not activate or exhaust its energy on the Pilgrim Board. It always leaves its energy to participate in future Shrine completions.

  • If there are one or more Monument sections to complete on the bot's turn in addition to a Shrine completion, resolve the Shrine completion last.
  • If all Shrines ahead of the bot's Pilgrimage have been constructed, then it places its selected Shrine into the frame that is the fewest number of spaces backward.

Pilgrimage Movement (Bot)

The bot's Pilgrimage always moves the maximum distance possible. When the bot's Pilgrimage is about to move from a space with a forking path (including skipping over that space), flip the Bot Pilgrim Token and move accordingly:

  • Upper symbol: The bot's Pilgrimage continues directly up the Pilgrim Board.

  • Lower symbol: The bot's Pilgrimage moves onto the adjacent Shrine, as long as one has been constructed. It stops there and forfeits any remaining Pilgrimage movement that it may have generated.

  • When the bot's Pilgrimage lands on a Shrine, instead of gaining its depicted benefit, the bot places a Doubler Token. Take a Doubler Token from the supply and place it onto one of the bot's bound energy in any Monument or Pillar of Civilization. Select a bound energy such as to maximize the increase in the bot's score, considering scoring for Monuments, Pillars of Civilization, and Achievements. Do not consider the bot's Tier-III Bridge Token.

  • If the bot has a choice between multiple Monuments, select the lowermost Monument.

  • If all of the bot's bound energy have Doubler Tokens already, then landing on the Shrine has no effect.