Catan: Das Duell – Finstere & Goldene Zeiten
Catan: Das Duell – Finstere & Goldene Zeiten Rulebook
Table of Contents
Table of Contents
Game Contents
- 6 explorer ships
- 215 cards (the Card Index at the end of this rulebook lists all cards with explanations)
What's New in the Expansion
New Card Types
Dark & Golden Times adds new places where cards can be laid out. From CATAN – Das Duell you already know "central cards", "settlement upgrades", "city upgrades" and "landscape upgrades". Now there are also "road additions", "metropolises" as new central cards, and "counter cards". In the theme set "Era of Discovery", every player receives, in addition to their starting cards, one set of "sea cards".
Previously you could expand your principality with "units" and "buildings". Now "special places" are added to these upgrade types.
The following card types are distinguished:
Landscape Upgrades
Landscape upgrades are always placed over or under a landscape. Only 1 landscape upgrade may be placed on each landscape.
Some landscape upgrades may be placed on any landscape (for example the Gold Hideout), while others must be placed on a specific type of landscape.
The Gold Hideout can be placed on any landscape. The Border Fortress must be placed on a hill land.
Building · Landscape · Border Fortress (1x)
Placement: On a hill land with at least 1 clay. Pay this clay. For 1 ore + 1 wool you may turn the Border Fortress 1 level higher.
This expansion also contains location-bound landscape upgrades, which may only be placed on landscapes that meet a condition.
Building · Landscape · Shipyard (1x)
Placement: Over or under a landscape that borders your explorer harbor directly. 1x in your turn: You may exchange 1 resource of your choice for 1 wood or 1 wool.
The new landscape upgrades are either buildings or units. Cards that refer to buildings or units in general may also affect the corresponding landscape upgrades. However, landscapes are not part of a settlement. So if a card refers to a "building in a settlement", landscape upgrades cannot be affected by it. If a landscape changes place (for example by relocation), a landscape upgrade changes place together with the landscape, unless the landscape upgrade is location-bound. In that case the landscape may change place, but the landscape upgrade stays where it is. If, on the other hand, a landscape upgrade changes place, this has no effect on the landscape.
The Arsonist refers to a building in a settlement, so the card has no effect on a landscape upgrade.
Special Places
Special places are upgrades that are neither units nor buildings. CATAN – Das Duell already contains one special place, the Gold Hideout.
Special places are characterized by the fact that their essential elements are of natural origin, and only a few components added by people are present. They are therefore immune to attack cards and events that refer to buildings, for example the Feud and the Arsonist.
Special place · Settlement · Pilgrimage Site (1x)
If an event or action card of your opponent makes you lose hand cards, draw as many cards from any (your own) draw piles as needed until you have the permitted number of hand cards.
Special places are immune to attack cards and events that refer to buildings.
Special Places: Sea Cards
The sea cards in the "Era of Discovery" set are also classified as "special places". However, they are not upgrade cards but rather similar to central cards, since they can neither be demolished nor attacked by an opponent. Unlike central cards, the sea cards do have functions, and you can interact with them. More details on the sea cards are given in the special rules for the "Era of Discovery".
Sea cards are not upgrade cards, but a kind of central card with which you can interact.
Road Additions
Road additions can be recognized by their light blue text box and by the designation "Road" in the second tab. The function of a "supplemented" road is retained; it merely gains additional functions or properties. The theme sets contain both buildings and units that are road additions. Here too, the following applies: cards that refer to buildings or units in general may also affect the corresponding road additions. However, roads are not part of a settlement. So if a card refers to a "building in a settlement" or a "unit in a settlement", road additions cannot be affected by it.
The illustration still shows a road, because the addition is placed directly onto the road card.
Building · Road · Trading Post
Placement: On a free road of your own. 1:1 · 1x in your turn: You may exchange 1 resource 1:1 between the two adjoining landscapes.
New Central Cards: Metropolises
Although the metropolises are part of the draw piles, they are formally central cards. This means they can neither be demolished nor attacked by an opponent. A metropolis is an upgrade of a city, just as the city is an upgrade of a settlement. Apart from the property mentioned above, metropolises in many respects behave like road additions: the city beneath the metropolis retains all of its properties as well as its victory points. Since the metropolis itself is worth 2 victory points, the card shows 4 victory points in total: 2 for the metropolis, 2 for the city.
Trade Metropolis
Placement: On a "city" card. Requirement: 1 residence at the highest level or 6 trade points.
The city under the metropolis retains its properties. Therefore city upgrades can be placed on their upgrade spaces, and all cards with the requirement "city" can still be played if a player's only city becomes a metropolis.
Counter Cards
Counter cards serve to show a player's status in a particular area. Counter cards are not upgrade cards but are rather to be seen as abstract cards that are not geographically part of the principality. They are affected only by effects and consequences that refer to them directly, and cannot be influenced, destroyed or affected by any other effect.
Counter cards are placed over or under a landscape for better overview (like landscape upgrades), but they can be moved to another landscape at any time. In exceptional cases, if all landscape spaces are occupied, the counter card is placed next to the principality. A counter card never blocks the building space for a landscape upgrade: if the opponent claims a building space occupied by a counter card (for example with the Hideout of Thieves), the counter card must be moved.
Counter card · Triumph card (1x)
Placement: On any landscape. If you win a barbarian attack, you may – instead of taking 2 resources – also turn the Triumph card 1 level higher. Requirement: City.
Counter cards never block the building space for a landscape upgrade – this means that if the opponent claims a building space with a counter card (for example with the Hideout of Thieves), the counter card is moved.
New Symbols
In this expansion, some new symbols are introduced in the different sets.
Era of Prosperity
Satisfaction points, or stars: These points stand for the satisfaction of the population and are needed as building costs or to activate action cards.
Counter card · Popular Mood
Give up 1 star, and the events Unrest and Uprising have no effect on you. Give up two stars (of this card), and you receive 1 resource of your choice.
Satisfaction point
Era of the Wise
Wisdom points, or owls: These points are the "currency" of the wise and are needed for action cards or as building costs.
Unit · Wise · Landscape
First Wise (1x)
Placement: On any landscape with at least 1 resource. Pay this resource. When the number of the adjacent landscape is rolled during the production roll, turn the First Wise 1 level higher.
Wisdom point
Era of Discovery
Any resource: Wherever this symbol appears, you receive (or pay) 1 resource of your choice.
Special place · Sea · Island of the Forgotten Tribe
Discovery: Reset your ship to the explorer harbor and, if applicable, carry out a mission. Mission: Roll the die! 1: Reef – ship lost (flip the disc). 2–4: Roll the event die. 5–6: Treasure – turn the card face up.
Any resource
Cannon points: These points are needed in the fight against pirates and reflect the strength of your own fleet.
Building · Settlement · Arms Smithy
No more diplomatic misunderstandings! Our language is understood everywhere.
Cannon point
Sail points: These points are needed to determine the movement points of the explorer ships.
Building · Settlement · Sailmaker's Workshop
For times of prolonged calm we also have rum on offer.
Sail point
External Cards
External cards are cards that are not placed in your own principality, but in the principality of your opponent. In principle, the player who built the card remains the owner of an external card. Only that player may therefore demolish, use, etc. the card. Some external cards are removed automatically when certain conditions are met. Others remain in play until the end of the game, unless the owner demolishes an external card themselves, or the opponent successfully plays an Arsonist against the external card, in the case of a building in a settlement.
Special place · Landscape · Hideout of Thieves
Placement: On a free landscape of your opponent. 1x in your turn: For 1 wool, move the robbers to another landscape and demand 1 resource from that landscape. Remove: The opponent has at least 5 strength points or gives up 3 stars.
External cards can have positive effects for their owner, or negative effects for the player in whose principality they lie.
Playing with the Theme Sets
Basically, all rules known from CATAN – Das Duell remain valid. However, each individual set has some special rules. These are explained below. Unless specifically stated otherwise, the theme sets are played to 12 victory points.
Special Rules
Era of Intrigue
The two draw piles of this theme set each contain 10 cards. The open upgrade stack consists of 2 Temple of Odin cards and 2 Church cards.
Era of the Merchant Lords
The two draw piles of this theme set each contain 12 cards. The open upgrade stack consists of the two Trading Harbor cards.
Era of the Barbarians
The two draw piles of this theme set each contain 12 cards. The open upgrade stack consists of 2 each of the Castle and Triumph cards.
Religious dispute in Catan! When this event occurs, both players lose their hand cards. Churches and temples reduce the loss. With a temple and its follow-up cards you strengthen your access to your own draw piles. A church opens up the possibilities of poaching opposing heroes and generating additional gold income. And whoever has built both a church and a temple can erect the Great Thing and end the religious dispute.
At the center of this set are the trading harbor and the residences of the merchant lords. These buildings play a decisive role in the struggle for the trading advantage and improve the trading options. The trade ships gain more weight in connection with sea trade monopolies and the merchant lords Hergild and Gero. That is where the shipwright, who reduces the building costs of ships, comes in handy.
Barbarians land on Catan! Now both players must set up as many units as possible against the barbarians and fend off their attacks. Fortresses are built and border fortresses are erected. The great strategist and the caravel support the units; heroes with new and exciting properties strengthen the ranks. Whoever loses is plundered by the barbarians. Whoever wins gains resources or triumphs with victory points.
Further Rule Changes
"Era of the Barbarians" is played to 13 victory points.
How the event card stack is assembled: When the event card stack is first formed, the 3 Barbarian Attack events and the Yule Feast card are first set aside. Then the remaining event cards of the base set and the event Retreat of the Barbarians are shuffled and 3 cards are placed face down. The Yule Feast card is placed on top of them. The remaining 6 event cards and the 3 Barbarian Attack cards are shuffled together and placed face down on the remaining stack – that is, on the Yule Feast card. If a Barbarian Attack is drawn during play, the card is not placed under the event card stack as usual, but under the top 4 cards of the event card stack. Also follow the instructions on the card. If the Yule Feast card is revealed during play, the event card stack is formed anew as described above.
Counter card Triumph: The Triumph card has no building cost. When a player builds their first city, they additionally take the counter card and place it above or below any landscape. The counter card can be moved to another landscape at any time. (Only useful if the building space of the landscape is needed.)
Event
Barbarian Attack
Whoever has fewer units than the victory points of cities, metropolises and city upgrades gives up 2 resources. Whoever has more units and at least 1 city receives 2 resources. Afterwards: slide the card under the top 4 cards of the event card stack.
The Barbarian Attack card is always placed under the top 4 cards of the event card stack after it is revealed.
Counter card · Triumph card (1x)
Placement: On any landscape. If you win a barbarian attack, you may – instead of taking 2 resources – also turn the Triumph card 1 level higher. Requirement: City.
Triumph cards come into play when a city is built, but cost nothing themselves. They are placed on any landscape.
Era of Prosperity
The two draw piles of this theme set each contain 12 cards. The open upgrade stack consists of 2 Masons' Lodge cards and the cards Prince and Princess. Each player also receives 1 Popular Mood card and places it on any landscape. (Since Popular Mood is a counter card, it can be moved to another landscape at any time.)
Would you like to be good princes and rule wisely? In a game with this set you have the opportunity to do so. Make your Catanian subjects happy: build village schools, erect a hospital and promote the arts. All of this raises the mood of your people and inspires the growth of your principality. But if you let satisfaction sink, uprisings quickly end the golden times and your carefree princely existence.
Further Rule Changes
How the event card stack is assembled: When the event card stack is first formed, the 2 Uprising events and the Yule Feast card are first set aside. Then the remaining event cards of the base set and the Taxation events are shuffled and 3 cards are placed face down. The Yule Feast card is placed on top of them. The remaining 7 event cards and the 2 Uprising cards are shuffled together and placed face down on the remaining stack – that is, on the Yule Feast card.
The Uprising card is always placed under the top 4 cards of the event card stack after it is revealed.
City
Masons' Lodge (1x)
(1) Each time you receive the Festival event, you receive 1 star.
(2) A building that costs at least 6 resources costs you 1 resource of your choice less.
Star
Stars are received from various events or action cards. Stars are used to activate the effects listed on the counter card Popular Mood. They are also needed to build some buildings and units.
Building
City
City Palace (1x)
1x in your turn: Give up 3 stars and take 1 action card, which may not have any requirement, or 1 unit from your (own) discard pile into hand.
Stars are needed to build some buildings or units.
Stars are not resources. They cannot be obtained by exchanging resources, and they do not count for the Robber Raid event. However, you may once in your own turn give up 2 stars and take 1 resource of your choice.
Counter card · Popular Mood
Give up 1 star, and the events Unrest and Uprising have no effect on you. Give up two stars (of this card), and you receive 1 resource of your choice.
Each player with enough stars may, 1 time in their turn, give up 2 stars and choose 1 resource of their choice in return.
Era of the Wise
The two draw piles of this theme set contain 17 and 18 cards respectively. The open upgrade stack consists of 2 Manifesto of Human Trade cards.
Surely you will quickly come to appreciate playing with the wise. After all, the currency of the wise, the wisdom points, gives you the chance to influence the occurrence of events. Your ability to access the cards of the draw piles also improves, and you can nip your opponent's attacks in the bud. You should, however, also be a little wise when it comes to fending off famines.
Further Rule Changes
Counter card Manifesto of Human Trade: The Manifesto has no building cost. When a player builds their first city, they additionally take the counter card and place it above or below any landscape. The counter card can be moved to another landscape at any time. (Only useful if the building space of the landscape is needed.)
Counter card · Manifesto of Human Trade (1x)
Turn the card 1 level higher when you give up 1 wood, 2 gold and 3 owls. For 2 of the owls to be paid you may also place 1 "Attack" action card on your (own) discard pile. Requirement: City.
The Manifesto of Human Trade comes into play when a city is built, but costs nothing itself. It is placed on any landscape.
The set introduces wisdom points, or owls. To receive wisdom points, you must first place wise people in your principality. All wise people are "landscape upgrades". There are 8 wise people in the set in total, 1 for each landscape, as well as 2 wise people that can be placed on any landscape.
Unit · Wise · Landscape
First Wise (1x)
Placement: On any landscape with at least 1 resource. Pay this resource. When the number of the adjacent landscape is rolled during the production roll, turn the First Wise 1 level higher.
Wise people must either be placed on any landscape or on specific landscapes. Only then can you collect wisdom points, also called owls.
Owls are received when the number of the landscape on which the wise people are placed is rolled.
Whenever the production roll for the start of a turn rolls the number of the landscape on which a wise person is placed, that wise person gives 1 additional owl. Production multipliers (for example Grain Mill) do not give additional owls.
Owls are needed to use some building cards and action cards. Each time you want to use, for example, the Grove of Peace, you must pay 1 owl.
Special place · Settlement · Grove of Peace
If your opponent plays an attack action card, roll the die. If the result is greater than 3, the card has no effect and goes to (their) discard pile.
If this symbol is shown on a card, it "costs" 1 owl to use this card.
Most action cards in "Era of the Wise" have, in addition to any requirement they may have, play costs. If you want to play the action card Wise Balance, for example, you must pay 3 owls. Owls are also needed for the construction of some buildings and units, and to charge up the central card of the set, the Manifesto of Human Trade.
Action · Neutral
Wise Balance
Pay 3 owls: Build 1 city free of charge (without using resources). Requirement: fewer cities or victory points than your opponent.
Many action cards in this set have owls as play costs. These are listed on the card.
Owls are not resources. They cannot be obtained by exchanging resources, and they do not count for the Robber Raid event.
Era of Discovery
This theme set introduces a new level of play, the discovery of sea cards. For this reason the additional rules are somewhat more extensive.
The two draw piles of this theme set each contain 12 cards. The open upgrade stack consists of 2 Shipyard cards. Each player receives 10 sea cards in their shield color, as well as 3 explorer ships (brown wooden discs).
Catan is not only an island in the board game, but also in the card game. One of your two starting settlements lies directly on an explorer harbor, which serves as your starting point for exploring nine adjacent sea cards. Pirates, islanders and wrecks are waiting to be discovered. In competition with your opponent, you try to be the more successful explorer, which pays off in additional victory points.
Further Rule Changes
The Explorer Harbor card is placed face up next to one of the two starting settlements. The remaining 9 sea cards are shuffled and placed face down in a 3 x 3 grid next to the explorer harbor.
It does not matter whether you place your explorer harbor and the sea cards on the left or the right of your principality. However, keep in mind that you can extend your principality with new roads and settlements only on the side without sea cards. (It is also helpful for overview to place the sea cards opposite each other, but this is not necessary.)
Special place · Sea · Explorer Harbor
Building an explorer ship (flip a wooden disc) costs 1 wood and 1 wool. Only 1 discovery is allowed per turn.
The 3 explorer ships are placed on the circle markers on the explorer harbor. 1 explorer ship is already active (ship side up); 2 explorer ships must still be built (blank side up).
An explorer ship is already active at the start of the game.
There are three different types of sea cards: islands, pirates and wrecks. The two sea card sets are identical apart from the back. Sea cards must first be discovered during play. Missions can then later be carried out to discovered islands and pirates, to gain advantages in the game and to win victory points.
Explorer ships are needed to discover sea cards and to carry out missions to discovered sea cards. In each of your own turns, a player may use their explorer ships at any point in their action phase. It is allowed first to use one explorer ship, then build something or play an action card, and then sail with the next explorer ship. However, each explorer ship may be used only once per turn. In total, you therefore have a maximum of 3 explorer ship actions per turn.
Explorer ships may be used at any point in the turn. It is also allowed to trade, build or play an action card between the moves of different ships.
A player may build an explorer ship by paying 1 wood and 1 wool in their action phase. To do so, they flip an explorer ship from the blank side to the side showing the ship. Once a player has built all 3 explorer ships, they cannot build any further explorer ships. A newly built explorer ship may still be used in the same turn. During play it is possible to lose explorer ships (they must be turned back to the blank side). Lost explorer ships may be rebuilt in a later turn.
There are two kinds of explorer ship actions: "discovery" and "mission". An action counts as a "discovery" if the target of the explorer ship action is a face-down (undiscovered) sea card. An action counts as a "mission" if the target of the explorer ship action is a face-up (discovered) sea card. To carry out an explorer ship action with a particular sea card, that sea card must be "in reach".
Important: You may carry out only one action with a sea card on which no explorer ship has yet been placed. This means that normally you can carry out only 1 action with each sea card per turn.
You can carry out a discovery with your ship if the target is a sea card that is still face down.
To discover a face-down sea card, a player points at the card, turns it over, and places one of their explorer ships on it. They then read the text under "Discovery" aloud and carry out the instructions. The explorer ship remains on the sea card until the end of the turn, to show that an action has already taken place with this card. Normally, a mission to a newly discovered sea card can therefore only be carried out in a later turn. Important: as a rule, you may discover only 1 new card per turn!
Missions to islands and pirates can be carried out once they have been discovered. These cards are rotatable and have three achievable levels. To carry out a mission to an island or a pirate, a player places one of their explorer ships on the card. They then read the text under "Mission" aloud and carry out the instructions. After each successful mission, the card is turned 90°. The explorer ship again remains on the sea card until the end of the turn, to show that an action has already taken place with this card.
If a mission is carried out successfully, the card may be turned one level further as a reward. However, only the faster player can reach level 3.
Important: Only one player can reach the third mission level, and with it the victory point, for a given card. Once one player has reached the third level for a particular card, the other player may still carry out missions to their corresponding card, but may not turn that card to the third level. (If a player carries out a mission to a card on which they have already reached the second level, while their opponent has already reached the third level, the player gains nothing from this, since the reward of the newly reached level is granted only when a new level is actually reached.)
Pirates
When fighting pirates, only the cannon points on the buildings of your own principality count. Strength points are not taken into account. Each sea card set contains 3 pirates with fighting strengths of 5, 6 and 8.
To determine the outcome of the fight, roll the die and add the number of cannon points in your own principality to the result. If the result exceeds the pirate's strength, you are victorious and receive the reward shown on the card. In the event of a tie, the dice roll is repeated. If the result is lower than the pirate's strength, the explorer ship is lost. After a defeat, the explorer ship is turned to its blank side and remains on the sea card to show that an action has already taken place with this card. The same procedure applies when a mission to the Island of the Forgotten Tribe runs aground on a reef and the explorer ship is lost.
Building · Settlement · Arms Smithy
No more diplomatic misunderstandings! Our language is understood everywhere.
The Arms Smithy counts as 1 cannon point, which is added to your own fighting strength (the number achieved with the dice roll).
At the end of their turn, a player takes all of their ship discs (explorer ships and any lost ships) back from the sea fields they visited and places them, without changing their status, back on their explorer harbor.
Ship Reach
The reach of all of a player's explorer ships is determined by the number of sail points shown on the buildings and units of their principality. The sum of the sail points gives the movement points that the player has available for each of their explorer ships per turn. Starting from their explorer harbor, the player may move each of their explorer ships by 1 field in a horizontal or vertical direction for each movement point.
If you have only 1 sail point, you can reach only the sea field directly in front of the explorer harbor. With 2 sail points you can additionally reach the three fields marked "2", and so on. (Unused movement points of an explorer ship expire as soon as the ship has reached its target sea field.) At the start of the game you have no buildings with sail points, so your ships have 0 movement points and cannot carry out explorer ship actions.
Building · Settlement · Sailmaker's Workshop
For times of prolonged calm we also have rum on offer.
The Sailmaker's Workshop has 1 sail point, which counts as a movement point for the explorer ships.
Once pirates or islands have been discovered, missions to these cards can be carried out later in the game.
The Duel of the Princes
Apart from the composition of the event card stack, the Duel of the Princes is played unchanged according to the known rules.
Each player selects 1 theme set from the available theme sets (the starting player chooses first). The third theme set is drawn at random: take 1 event card from each of the theme sets not yet selected, shuffle these face down and draw one card at random. The drawn card determines the third set with which the duel is played. Alternatively, you can leave the decision entirely to chance: take 1 card from each available theme set, shuffle them, and draw 3 cards at random – you play with the 3 sets to which these cards belong. Either way, return the unused theme sets to the box until the next game.
If you play the duel with the "Era of Discovery", each player lays out a reduced sea field with a total of 6 sea cards and the explorer harbor (the cards without a half-moon).
If you play with the "Era of Prosperity", each player places a Popular Mood card on any one of their landscapes, as in the theme game.
Use only cards for the Duel of the Princes that do not show a half-moon.
Building · City · Vogtei (1x)
1x in your turn: You may draw the top card from one (own) draw pile.
Composition of the Event Card Stack
The event card stack is composed only of cards from the theme sets with which you are playing. Always in the event card stack are the cards without a half-moon from the base set: Yule Feast, Invention, Bountiful Year and Traveling Merchant.
From each of the 3 selected sets, the following cards without a half-moon are added:
- "Era of Gold": none
- "Era of Turmoil": 1 Unrest
- "Era of Progress": 1 Plague
- "Era of Intrigue": 1 Good Neighborliness, 1 Religious Dispute
- "Era of the Merchant Lords": 1 Lucky Trade Voyage, 1 Capricious Sea
- "Era of the Barbarians": 2 Barbarian Attack
- "Era of Discovery": 1 Most Successful Explorer, 1 Friendship of the Peoples
- "Era of the Wise": 1 Famine, 1 Council of the Wise
- "Era of Prosperity": 1 Uprising, 1 Taxation
Depending on which sets you have selected, you now have an event card set of 6 to 10 cards. Shuffle the remaining event cards of the base set and of the selected sets, and fill the event card set up to a total of 12 cards. The remaining cards go back into the box. You should not look at the event cards that are added at random (or the ones put back). Then form the event card stack according to the normal rules. If you play with the "Era of the Barbarians" and/or the "Era of Prosperity", the event cards Barbarian Attack and Uprising are shuffled into the stack normally at the start of the game.
Goal of the Game
The Duel of the Princes is always played to 13 victory points.
The Tournament Game
The Tournament Game is the most demanding variant of CATAN – Das Duell. To play the Tournament Game, each player needs a copy of CATAN – Das Duell and the expansion. In the Tournament Game each player assembles their own "playing deck" from their cards. During play each player has access only to their own card stacks. Each player therefore decides for themselves which cards they want to build or play during the game.
The rules for the Tournament Game are available as a PDF at https://www.catan.de/service/spielregeln
Please note: most of the differences in the card texts between the theme game or the Duel of the Princes and the Tournament Game arise because, in the theme game and the Duel of the Princes, both players draw from shared draw piles and have a shared discard pile. In the Tournament Game each player has their own draw piles and discard piles. To show which discard or draw pile a player should access, a note is given in brackets on the card, for example on the Princess: "You may, for 1 gold, take 1 artwork from your (own) discard pile." For the theme game and the Duel of the Princes, the texts in brackets have no meaning.
A tournament can also be played with the previous edition of Die Fürsten von CATAN, as well as with the previous editions of the expansions Finstere Zeiten and Goldene Zeiten.
Card Index
Card names are translated; the German name follows after a slash. The number in parentheses after each name is reproduced as the source index prints it; the source does not explain it. The printed card text is given in italics, followed by the index explanation. The source's group totals (for example "insg. 28 Karten") and the flavour quotations printed on some cards are not reproduced. Where the source index does not print a card's text, this is noted in place.
Era of Intrigue
Action Cards
Bishop / Bischof (2): Card text (Action – Attack): Demand 1 gold from your opponent. In addition, you receive as much gold as you can store on one of your gold rivers or in the Gold Hideout. Requirement: Church or Bishop's Seat.
If you have neither a Church nor a Bishop's Seat, you cannot play the Bishop. Your opponent decides from which gold river (or from the Gold Hideout) they take the gold. If your opponent has no gold, you cannot play the Bishop.
Missionary / Missionar (1): Card text (Action – Attack): Your opponent must remove 1 of their own placed heroes of their choice. Place the hero in your principality or on your (own) discard pile. Requirement: Church or Bishop's Seat.
If you have neither a Church nor a Bishop's Seat, you cannot play the Missionary. If your opponent has no hero, you cannot play the Missionary. If you have no room in your principality to place the chosen hero, you must put the hero on the discard pile. (The addition "(own)" refers to the Tournament Game.) If you do have room in your principality to place the chosen hero, you may nevertheless put the hero on your (or the) discard pile.
Norn Priestess / Nornenpriesterin (2): Card text (Action – Neutral): Choose 1 draw pile and take up to 2 cards from it. Requirement: Spring of Odin or Temple of Odin.
If you have neither the Spring of Odin nor the Temple of Odin, you cannot play the Norn Priestess. In the Tournament Game you must take the cards from one of your own draw piles. Cards received may still be played in the same turn.
Priest of Odin / Priester Odins (2): Card text (Action – Attack): Your opponent must show you their hand cards and slide all action cards and units under the matching (own) draw piles. Requirement: Temple of Odin.
If you do not have a Temple of Odin, you cannot play the Priest of Odin. If your opponent has no hand cards, you cannot play the Priest of Odin. Your opponent draws replacement cards for the lost cards only at the end of their next turn, unless they use the effect of a card that allows immediate drawing (for example the Pilgrimage Site). If your opponent has neither action cards nor units in hand, the Priest of Odin still goes to the discard pile. Your opponent does not have to show you which cards they put under which piles, or in what order they put the cards down. (The addition "(own)" refers to the Tournament Game.)
Michael the Master Builder / Michael, der Baumeister (1): Card text (Action – Neutral): Play this card when you build a building. Replace 1, 2 or 3 resources of the building cost with 1 gold each.
You may use Michael only to build exactly 1 building.
Road Additions and Buildings
Tavern "Red Lantern" / Wirtshaus zur Roten Laterne (1): Card text (Road addition · Building): Placement: On a free road of your opponent. In the adjoining settlements, each unit with strength points has only 1 strength point; all other properties remain unchanged. Remove: Your opponent has at least 3 female heroes.
The Tavern is an external card that is built in your opponent's principality. If your opponent has no free road (without a road addition), you cannot build the Tavern. If your opponent has 3 female heroes (Inga, Siglind, Judith; in the Tournament Game possibly also Irmgard and Marie), the Tavern is removed immediately and placed on the discard pile. (Tournament Game: on your own discard pile.) If your opponent already has 3 female heroes, you cannot build the Tavern.
Landscape Upgrades
Monastery Brewery / Klosterbrauerei (1): Card text (Building · Landscape): Placement: On a field. If you give up 2 grain of the adjoining field, you may turn the Monastery Brewery to either side. Requirement: City.
The Monastery Brewery is placed over or under a field. If you have no city, or no free field, you cannot play the Monastery Brewery. You may also turn the Monastery Brewery several times in your turn – if the resources make this possible and it seems sensible to you – including immediately after placing it.
Reiner the Miller / Reiner, der Müller (1): Card text (Unit · Hero · Landscape): Placement: On a field. You may exchange the grain of this field 2:1 for resources of other types; with a grain mill adjoining this field you may also exchange 1 x 1:1 in your turns.
Reiner is placed over or under a field. If you have no free field, you cannot play Reiner. Over Reiner you may also exchange grain several times, but only once per turn at 1:1, if you have a grain mill adjoining the field on which Reiner is placed.
Settlement Upgrades and Special Places
Great Thing / Großes Thing (1): Card text (Special place · Settlement): Both players may no longer play attack action cards. The negative effects of the event Religious Dispute no longer affect either player. Requirement: Church and Temple of Odin.
If you do not have both a Church and a Temple of Odin, you cannot play the Great Thing. The Great Thing is a special place and therefore not a building. Cards that refer to buildings cannot affect the Great Thing. The Great Thing only prevents the playing of attack action cards. Other cards that trigger hostile actions (for example the Privateer, Gottfried the Schemer, etc.) may still be played or used.
Spring of Odin / Quelle Odins (1x): Card text (Special place · Settlement): At the end of your turn you may exchange 2 cards instead of 1. For each selection you choose, the corresponding costs apply.
You may have only 1 Spring of Odin in your principality. The Spring of Odin is a special place and therefore not a building. Cards that refer to buildings cannot affect the Spring of Odin. When you exchange cards, you may first exchange 1 card and then decide whether and how to exchange 1 further card.
Pilgrimage Site / Wallfahrtsort (1x): Card text (Special place · Settlement): If you lose hand cards through an event or an action card of your opponent, draw as many cards from any (own) draw piles as needed until you have the permitted number of hand cards.
You may have only 1 Pilgrimage Site in your principality. The Pilgrimage Site is a special place and therefore not a building. Cards that refer to buildings cannot affect the Pilgrimage Site. If you are forced for any reason to give up hand cards, you immediately draw up to your permitted hand card number. You may not voluntarily draw fewer cards. If your opponent also has to discard hand cards, you wait with drawing until your opponent has discarded their cards. (The addition "(own)" refers to the Tournament Game.) The Pilgrimage Site is activated only by events, and by action cards and effects of your opponent. If you lose or discard hand cards through your own action cards or activities, the Pilgrimage Site is not activated.
City Upgrades
Church (1x): Card text (Building · City): After building the Church, you immediately receive up to 2 gold.
You may build only 1 Church in your principality. The Church is a condition building for other upgrades and action cards. If you remove the Church from your principality, all buildings with the condition "Church" remain in your principality. If you have no room for the gold, you may still build the Church.
Sacrificial Site / Opferstätte (1): Card text (Building · City): You may exchange wool 2:1 for resources of another type. Wool on pasture adjoining a Sacrificial Site is not counted in a robber raid and is not lost. Requirement: Spring or Temple of Odin.
If you have neither the Temple nor the Spring of Odin, you cannot build the Sacrificial Site. Wool on pasture adjoining a Sacrificial Site is not taken during a robber raid, even if you have more than 7 resources on your unprotected landscapes.
Temple of Odin / Tempel Odins (1x): Card text (Building · City): After building the Temple, you immediately draw 1 card from any (own) draw pile.
You may build only 1 Temple of Odin in your principality. Cards received may still be played in the same turn. (The addition "(own)" refers to the Tournament Game.) The Temple of Odin is a condition building for other upgrades and action cards. If you remove the Temple of Odin from your principality, all buildings with the condition "Temple of Odin" remain in your principality.
Bishop's Seat / Bischofssitz (2): Card text (Building · City): Build the Bishop's Seat, then choose 3 units of your opponent. 1 of these must be removed by them and placed on their (own) discard pile. Requirement: Church, Monastery or Chapel.
If you have neither a Church nor a Monastery nor a Chapel, you cannot build the Bishop's Seat. If your opponent has fewer than 3 units, you choose correspondingly fewer units. (The addition "(own)" refers to the Tournament Game.) If your opponent has no unit placed in their principality, you may still build the Bishop's Seat.
Units
Bran, Champion of the Temple / Bran, Streiter des Tempels (1): Card text (Unit · Hero · City): Placement: On your Temple. Draw 2 cards immediately from the (own) draw piles. Your Temple is protected from all action cards, effects of upgrade cards and events.
Bran is a hero with a special ability that he has in addition to his strength and victory points. If you have no Temple of Odin, you cannot play Bran. Bran is placed on the Temple. The Temple is protected from all effects named on the card – Bran himself is not protected and can be affected by effects that refer to heroes/units. Cards received may still be played in the same turn. Together with the Temple, Bran counts for 2 victory points. All functions of the Temple remain intact.
Judith, Guardian of the Church / Judith, Hüterin der Kirche (1): Card text (Unit · Hero · City): Placement: On your Church. Your Church is protected from all action cards, effects of upgrade cards and events. 1 x in your turn: Give up 1 resource (not gold); you receive up to 2 gold.
Judith is a heroine with a special ability that she has in addition to her skill and victory points. If you have no Church, you cannot play Judith. Judith is placed on the Church. The Church is protected from all effects named on the card – Judith herself is not protected and can be affected by all effects that refer to heroes/units. Together with the Church beneath her, Judith counts for 2 victory points. All functions of the Church remain intact.
Gottfried the Schemer / Gottfried, der Intrigant (1): Card text (Unit · Hero · Settlement): If you have built Gottfried, you may in each of your following turns, for 1 gold each, look at your opponent's hand cards and take 1 unit or action card. When you take 1 card, Gottfried goes to your (own) discard pile.
Gottfried is a hero with a special ability that he has in addition to his strength point. In each of your turns you may again pay 1 gold and look at your opponent's hand cards. Only when you decide to take one of the cards does Gottfried go to the (own) discard pile.
Master of the Brotherhood / Meister der Bruderschaft (1x): Card text (Unit · Settlement): If your opponent wants to play an action card that could cause the loss of 1 card from your hand or placed cards, they must first pay 2 gold for each victory point they have more than you. You receive up to 1 gold. Requirement: Have no Monastery or build none.
If you have a Monastery, you cannot play the Master of the Brotherhood. If you have the Master, you cannot build a Monastery. You may build only 1 Master of the Brotherhood in your principality. The Master is a unit with a special ability that it has in addition to its progress and skill points. No matter how much gold your opponent pays to play an action card, you receive only 1 gold in any case, provided you can store it. You receive the gold regardless of the outcome of the action. For the Invention event you receive no resource for the Master, since the Master is not a building.
Era of Intrigue: Events
Religious Dispute / Glaubensstreit (4 cards): Card text (Event): Players with at least 1 city place all hand cards under the matching (own) draw piles. Church and Temple each reduce the loss by 2 cards. Whoever has a Sacrificial Site receives up to 3 wool. Whoever has a Bishop's Seat receives up to 3 gold.
Players who have both a Church and a Temple of Odin may keep up to 4 hand cards. (The addition "(own)" refers to the Tournament Game.) Wool and gold that you cannot store are lost.
Good Neighborliness / Gute Nachbarschaft (2): Card text (Event): The top cards of all draw piles are revealed. Whoever has the Pilgrimage Site receives 1 resource of their choice. Whoever has the Spring of Odin takes 1 card from 1 (own) draw pile into hand.
If a draw pile already has a revealed card lying on it, that card stays there and no further card is revealed from that pile. Only once all cards have been revealed does the respective owner of the Spring of Odin or of the Pilgrimage Site decide whether and which card they take into hand, or which resource they take. (The addition "(own)" refers to the Tournament Game.) Tournament Game: If both players have a Spring of Odin or a Pilgrimage Site, the player whose turn it is first decides whether and which card they take, or which resource.
Era of the Merchant Lords
Action Cards
Trade Monopoly / Handelsmonopol (1): Card text (Action – Attack): Demand 1, 2 or 3 resources of the same type from your opponent and in return give them back 1 resource of your choice. Requirement: Trading Harbor.
If you have no Trading Harbor, you cannot play the Trade Monopoly. When you play the Trade Monopoly, you determine 1–3 resources of one type that your opponent must give you. Your opponent decides from which landscape(s) they take these resource(s). If your opponent has no resource, you cannot play the Trade Monopoly. You may also return one of the resources you received.
Sea Trade Monopoly / Seehandelsmonopol (2): Card text (Action – Attack): For each trade ship you have more, demand 1 resource from your opponent – but at most 2. Requirement: More trade ships than your opponent.
If you do not have at least 1 trade ship more than your opponent, you cannot play the Sea Trade Monopoly. When you play the Sea Trade Monopoly, you determine 1 (or 2) resource(s) that your opponent must give you. Your opponent decides from which landscape(s) they take these resource(s). If your opponent has no resource, you cannot play the Sea Trade Monopoly.
Tactical Retreat / Taktischer Rückzug (1): Card text (Action – Attack): When you demolish one of your buildings built in your opponent's principality, you receive 2 resources of your choice. Your opponent must give you 1 of these.
If you have built no buildings in your opponent's principality, you cannot play the Tactical Retreat. When you play the Tactical Retreat, you determine 1 resource that your opponent must give you. Your opponent decides from which landscape they take this resource. If your opponent has no resource, you cannot play the Tactical Retreat.
Mendicant Friars / Bettelmönche (1): Card text (Action – Attack): If your opponent has the trade advantage, demand 1 resource from them. If they also have more victory points than you, demand up to 2 resources from them.
If your opponent does not have the trade advantage, you cannot play the Mendicant Friars. When you play the Mendicant Friars, you determine 1 (or 2) resource(s) that your opponent must give you. Your opponent decides from which landscape(s) they take these resource(s). If your opponent has no resource, you cannot play the Mendicant Friars.
Trade Lord Hergild / Handelsherrin Hergild (1): Card text (Action – Neutral): In the turn in which you play Hergild, you may exchange a resource type for which you own 1 trade ship as often as you like, at 1:1. Requirement: Trading Harbor or at least 2 trade ships.
If you have neither a Trading Harbor nor 2 trade ships, you cannot play Hergild. If you have a Trading Harbor but not at least 1 common trade ship (ore, grain, wood, clay, wool or gold trade ship), you cannot play Hergild either.
Trade Lord Gero / Handelsherr Gero (1): Card text (Action – Neutral): Take 1 or 2 resources of your choice. Requirement: At least 2 trade ships.
If you do not have at least 2 trade ships, you cannot play Gero.
Guild Master / Zunftmeister (1): Card text (Action – Neutral): Take up to 2 resources of your choice. Requirement: Craftsmen's Guild.
If you have no Craftsmen's Guild, you cannot play the Guild Master.
Central Cards: Metropolises
Trade Metropolis / Handelsmetropole (1): Card text (Central card · Metropolis): Placement: On a "City" card. Requirement: 1 residence at the highest level or 6 trade points.
If you have no city, you cannot build the Trade Metropolis. If you have neither a residence at level 3 nor 6 trade points, you cannot build the Trade Metropolis. The Trade Metropolis counts a total of 4 victory points, including the upgraded city. All game effects and consequences that refer to cities also refer to the Trade Metropolis. Like settlements, roads and cities, the Trade Metropolis cannot be demolished or affected by other effects, except those that refer directly to cities.
Road Additions
Trading Post / Handelsposten (2): Card text (Road addition): Placement: On a free, own road. 1 x in your turn: You may exchange 1 resource 1:1 between the two adjoining landscapes.
If you have no free road (without a road addition), you cannot build the Trading Post. If the Trading Post lies, for example, between a pasture and a field, you may once per turn convert 1 grain from this field into 1 wool on this pasture (or vice versa). You may have both Trading Posts in your principality, on different roads. Each Trading Post may be used exactly once per turn.
Robbers' Camp / Räuberlager (1): Card text (External card · Road · Building): Placement: On a free road of your opponent. Your opponent's trade points are reduced by 1. When your opponent stores 1 resource via their market, you receive 1 gold.
The Robbers' Camp is an external card built in your opponent's principality. If your opponent has no free road (without a road addition), you cannot build the Robbers' Camp. You receive 1 gold each time your opponent receives 1 resource via their market and stores it. If your opponent would receive a resource that they cannot store, you also receive no gold. If you have no room for the gold, it is lost. Your opponent's trade points cannot fall below 0.
Units
Privateer / Kaperschiff (1): See CATAN – Das Duell: Era of Gold.
Olaf the Merchant Sailor / Olaf, der Kauffahrer (1): Card text (Unit · Hero · Settlement): In one of your following turns you may demand 1 or 2 resources from your opponent and give them back 1 resource of your choice. Then Olaf goes to your (own) discard pile.
Olaf is a hero with a special ability that he has in addition to his trade and skill points. When you use Olaf's ability, you determine 1 or 2 resources that your opponent must give you. Your opponent decides from which landscape(s) they take these resources. You must then give them back 1 resource of your choice. This may also be a resource you have just received from them. If your opponent has no resource, you cannot use Olaf's special ability. (The addition "(own)" refers to the Tournament Game.)
Shipwright / Schiffsbauer (1x): Card text (Unit · Settlement): Each ship you build in your principality costs you either 1 wood or 1 wool less. For 1 gold you may take 1 trade ship from your (own) discard pile.
You may build only 1 Shipwright in your principality. The Shipwright is a unit with special abilities, which it has in addition to its skill point. You may use the ability for each ship you build, even several times per turn. In addition, for each 1 gold you may take 1 trade ship from your (own) discard pile. Trade ships you take back go into your hand. You may take back several trade ships from the discard pile in one turn, but you must pay 1 gold for each ship. (The addition "(own)" refers to the Tournament Game.)
Landscape Upgrades
Residence of the Paper Merchant Lord / Residenz des Papier-Handelsherrn (1): Card text (Building · Landscape): Placement: On a forest. For 2 wood of the adjoining forest you may turn the residence 1 level higher. Requirement: City.
The Residence of the Paper Merchant Lord is placed over or under a forest. If you have no city or no free forest, you cannot build the Residence of the Paper Merchant Lord. In the turn in which you build it, you may also turn it immediately – provided you have at least 2 wood in the adjoining forest. If you refill your forest with wood through exchange actions or action cards, you may turn the residence several times in your turn.
Residence of the Cloth Merchant Lord / Residenz des Tuch-Handelsherrn (1): Card text (Building · Landscape): Placement: On a pasture. For 2 wool of the adjoining pasture you may turn the residence 1 level higher. Requirement: City.
The Residence of the Cloth Merchant Lord is placed over or under a pasture. If you have no city or no free pasture, you cannot build the Residence of the Cloth Merchant Lord. In the turn in which you build it, you may also turn it immediately – provided you have at least 2 wool in the adjoining pasture. If you refill your pasture with wool through exchange actions or action cards, you may turn the residence several times in your turn.
City Upgrades and Buildings
Wagner (1): Card text (City upgrade): 1 x in your turn: You may move resources between two identical landscapes, or exchange 3 resources of your choice for 1 of another type.
You may move resources only between identical landscapes, for example not between a gold river and the Gold Hideout. A newly built Wagner may be used immediately. You may use only one of the two alternative functions within a turn.
Alliance of the Merchant Lords / Bund der Handelsherren (1): Card text (Building · City): Each time your opponent exchanges 2 or 3 identical resources for 1 other resource within their own principality, you receive 1 resource of the type they gave up.
The Alliance of the Merchant Lords allows you to profit from your opponent's exchange transactions. If you receive a resource that you cannot store, it is lost.
Trading Harbor / Handelshafen (1x): Card text (Building · City): 1 x in your turn: Reduce 1 of your residences by 1 level and take 2 resources of your choice.
You may build only 1 Trading Harbor in your principality. Even if you have several residences, you may reduce only 1 of them by 1 level per turn. You may also reduce a residence that you have just turned higher, provided this is the first reduction in this turn. The Trading Harbor is a condition building for other upgrades and action cards. If you remove the Trading Harbor from your principality, all buildings with the condition "Trading Harbor" remain in your principality.
Craftsmen's Guild / Handwerkerzunft (1x): Card text (Building · City): After building: Turn each of your residences 1 level higher. If you have no residence that you can turn higher, you receive 2 resources of your choice instead.
You may build only 1 Craftsmen's Guild in your principality. You must turn all your residences higher. If you have no residence, or only residences at the 3rd level, you take 2 resources of your choice. In this case too, you must first pay the full cost of the Craftsmen's Guild; only then do you receive the 2 resources.
Lighthouse / Leuchtturm (2): Card text (Building · City): 1 x in your turn: You may exchange 1 resource 1:1 with a trade ship built directly next to the Lighthouse. During the event Capricious Sea you do not lose any trade ship. Requirement: Trading Harbor or at least 2 trade ships.
If you have neither a Trading Harbor nor 2 trade ships, you cannot build the Lighthouse. The Lighthouse also affects the Great Trade Ship. In that case you may, once in your turn, exchange 1 resource of the landscape to the right or left of the Great Trade Ship 1:1.
Branch Office / Niederlassung (1): Card text (External card · Building · City): Placement: On a city building site of your opponent. 1 x in your turn: For 1 gold you may buy 1 resource of your choice from your opponent. Requirement: Trading Harbor.
The Branch Office is an external card built in your opponent's principality. If you have no Trading Harbor, you cannot build the Branch Office. If your opponent has no free building site in a city, you cannot build the Branch Office.
Events
Lucky Trade Voyage / Glückliche Handelsfahrt (2): Card text (Event): Each player receives, for 1 of their trade ships, up to 2 resources of the type that the ship trades in. Great Trade Ship: 2 resources of the left or right landscape.
Resources that you cannot store are lost. You receive up to 2 resources for exactly 1 trade ship, even if you have the Great Trade Ship and further trade ships. The note on the Great Trade Ship only explains which resources you receive if you designate the Great Trade Ship as the affected trade ship.
Capricious Sea / Launische See (1): Card text (Event): Calm sea (1, 2, 3, 4): Each player receives 1 resource of their choice for each of their own trade ships. Storm (5, 6): Each player slides one of their own placed trade ships under a matching (own) draw pile.
The number shown by the production die applies, so the die is not rolled again. Resources that you cannot store are lost. (The addition "(own)" refers to the Tournament Game.)
Hour of the Merchant Lords / Stunde der Handelsherren (1): Card text (Event): Each residence is turned 1 level higher. If one or more residences are already at the 3rd level, each landscape adjoining those residence(s) receives 1 resource instead.
If you have several residences, turn each of them 1 level higher. For each residence that is already at the highest level, you receive 1 resource in the associated landscape.
Era of the Barbarians
Action Cards
Alliance Against the Barbarians / Bündnis gegen die Barbaren (2): Card text (Action – Neutral): Each player who has at least 1 unit takes 1 resource of their choice. Whoever has the most units takes up to 1 additional resource. Requirement: At least 1 victory point on the Triumph card and at least 1 unit.
If you do not have at least 1 unit and at least 1 victory point on the Triumph card, you cannot play the Alliance. If neither you nor your opponent can place any resource, you cannot play the Alliance.
Burgrave / Burggraf (2): Card text (Action – Neutral): The 2 landscapes adjoining your castle each receive 1 resource, if there is room. Requirement: Castle.
If you have no castle, you cannot play the Burgrave. If you cannot place any resource in the adjoining landscapes at all, you cannot play the Burgrave either.
Siegfried, Conqueror of the Barbarians / Siegfried, Bezwinger der Barbaren (1): Card text (Action – Neutral): Take 1 or 2 resources of your choice, or turn your Triumph card 1 level higher. Requirement: Castle and at least 2 heroes.
If you do not have a castle and at the same time at least 2 heroes, you cannot play Siegfried.
Relocation / Umzug (1): See CATAN – Das Duell: Basic Cards.
Hero Contest / Wettstreit der Helden (2): Card text (Action – Attack): You choose 1 of your own heroes and 1 of your opponent's heroes (if present). Both players roll the die and add their strength points. Tie: roll again. The winner receives 1 resource; they may demand 1 more from the loser.
If you or your opponent has no room for at least 1 resource, you cannot play the Hero Contest. If you have no hero, you cannot play the Hero Contest either. If your opponent has no hero, you may play the Hero Contest; for your opponent only the die roll counts.
Central Cards
Triumph Card / Triumphkarte (2): Card text (Counter card): Placement: On any landscape. If you win a barbarian attack, you may – instead of taking 2 resources – turn the Triumph card 1 level higher. Requirement: City.
In the theme game, the Triumph card comes into play automatically when a player builds their first city. (In the Tournament Game and the Duel, you must have the Triumph card in hand and actively place it once you have built a city.) Place the Triumph card over or under any landscape. If you later need the building space on that landscape, you can move the Triumph card to any other landscape at any time.
External Cards
Barbarian Outpost / Barbarenstützpunkt (1): The source index gives no printed card text for this card.
The Barbarian Outpost is an external card built in your opponent's principality. If your opponent has neither a free road (without a road addition) nor a city next to such a road, you cannot build the Barbarian Outpost. If your opponent has 3 victory points on the Triumph card, the Barbarian Outpost is removed immediately and placed on the discard pile. (Tournament Game: on the discard pile of the owner of the Barbarian Outpost.) If your opponent already has 3 victory points on the Triumph card, you cannot build the Barbarian Outpost.
Landscape Upgrades
Border Fortress / Grenzfestung (1x): Card text (Building · Landscape): Placement: On a hill land with at least 1 clay. Pay this clay. For 1 ore + 1 wool you may turn the Border Fortress 1 level higher.
You may build only 1 Border Fortress in your principality. The Border Fortress is placed over or under a hill land. If you have no free hill land with at least 1 clay, you cannot build the Border Fortress. In the turn in which you build it, you may turn it immediately if you have the required resources. If you wish, and your resources allow, you may do this several times.
Settlement Upgrades
Inn "The White Raven" / Wirtshaus zum weißen Raben (1): Card text (Building · Settlement): 1 x in your turn: Pay 1 gold and roll the die! With "1, 2" you receive no resources; with "3, 4, 5" you receive 1 resource; with "6" you receive 2 resources.
Good luck at gambling! If you win resources, you may also take gold, if that seems sensible to you.
City Upgrades
Castle / Burg (1x): Card text (Building · City): Each strength point of your Border Fortress counts as 1 additional unit in a barbarian attack.
You may build only 1 Castle in your principality. The strength points of the Border Fortress count, for calculating your own strength in a barbarian attack, only as units. The Castle is a condition building for some action cards and affects other upgrade cards.
Secret Brotherhood / Geheime Bruderschaft (1x): Card text (Building · City): (1) If you lose against the barbarians, it costs you only 1 resource. (2) 1 x in your turn: Discard an unplayed unit or action card, and receive 1 resource of your choice.
You may build only 1 Secret Brotherhood in your principality. You may use the second function of the Secret Brotherhood only once per turn, to discard cards. Selling a card is not "playing". You may therefore also sell action cards or units that you could not play because you do not meet their conditions.
Arsenal / Zeughaus (2): Card text (Building · City): The resources of the landscapes adjoining the Arsenal are not counted and not robbed in a robber raid.
No matter which landscapes are adjoining an Arsenal, your resources are not robbed in a robber raid, even if you have more than 7 resources on your unprotected landscapes.
Bailiwick / Vogtei (2): Card text (Building · City): 1 x in your turn: You may draw the top card from one (own) draw pile.
You may build only 1 Bailiwick in your principality. You may play the card you drew immediately, provided this is possible under the rules. If, after drawing, you have more hand cards than permitted because of the Bailiwick, you must discard the excess only at the end of your turn – if you still have too many hand cards then. (The addition "(own)" refers to the Tournament Game.)
Units
Arnd, the Strategist / Arnd, der Stratege (1): Card text (Unit · Hero · Settlement): Each hero in the settlement where Arnd is placed, except Arnd himself, counts double in a barbarian attack.
Arnd is a hero with a special ability that he has in addition to his strength and skill points. Each further hero in the same settlement as Arnd counts as 2 units – but only for calculating your own strength in a barbarian attack.
Baroc, the Barbarian / Baroc, der Barbar (1): Card text (Unit · Hero · Settlement): After a robber raid you receive 1 ore. You receive 2 ore if your opponent has a Barbarian Outpost placed.
Baroc is a hero with a special ability that he has in addition to his strength point. Ore that you cannot store is lost.
Caravel / Karavelle (1): Card text (Unit · Ship · Settlement): Each ship in the settlement where the Caravel is placed, except the Caravel itself, counts double in a barbarian attack. Requirement: City.
If you have no city, you cannot build the Caravel. If you do have a city, you may also build the Caravel in a settlement. Each further ship in the same settlement as the Caravel counts as 2 units – but only for calculating your own strength in a barbarian attack.
Marie, the Shield Maiden / Marie, die Schildmaid (1): Card text (Unit · Hero · Settlement): In one of your following turns you may demand that your opponent choose 2 of their heroes that can be placed in Marie's place. You place 1 of them in Marie's place. Marie goes to your (own) discard pile.
If your opponent has only 1 hero, you take over this hero. Tournament Game and Duel: your opponent may not choose heroes that cannot be placed in Marie's building space (for example Judith, Bran or Reiner). If your opponent has no heroes that can be placed in Marie's place, you cannot use Marie's function. (The addition "(eigene)" refers to the Tournament Game.) Irmgard has no effect when Marie is used, because the use is not an action.
Siward, the Scout / Siward, der Späher (1): Card text (Unit · Hero · Settlement): 1 x in your turn: You may, free of charge, look at the top 3 cards of the event stack or of any (own) draw pile, or, for 1 gold, look at your opponent's hand cards.
Siward is a hero with a special ability that he has in addition to his strength point. When you look at the top cards of a stack, you may not change the order of the cards. In your turn you may use only 1 of the 3 options, and only exactly once. You may use Siward only in your action phase, not when drawing or exchanging cards. (The addition "(eigenen)" refers to the Tournament Game.)
Wolfgang, the Juggler / Wolfgang, der Gaukler (1): Card text (Unit · Hero · City): Feast: You may take 1 resource each from the landscapes adjoining Wolfgang. If you take something, your opponent may place Wolfgang in their principality if they pay 2 gold for taking over.
Wolfgang is a hero with a special ability that he has in addition to his skill point. At a Feast you may decide whether to take 1 or 2 resources. If you take no resource, your opponent may not take over Wolfgang. If you take 1 or 2 resources, your opponent may pay 2 gold and place Wolfgang in their principality. A training ground already present affects the building of Wolfgang, but not his takeover after a Feast. Irmgard does not take effect when Wolfgang is taken over, because Wolfgang leaves the principality not because of the Feast event, but because of the decision of the owner to use Wolfgang's ability.
Events
Barbarian Attack / Barbarenüberfall (3): Card text (Event): Whoever has fewer units than the victory points from cities, metropolises and city upgrades gives up 2 resources. Whoever has more units and at least 1 city receives 2 resources. Afterwards: slide the card under the top 4 cards of the event card stack.
As long as you have only settlements, the barbarians can do nothing to you – but you also cannot win anything. Each player counts only their own victory points from cities, city upgrades and metropolises. Only direct victory points that are on these cards count. Indirect victory points, for example a trade advantage that you obtained through trade points on city upgrades, do not count. Observe the special rule for assembling the event card stack in the theme game at the start of the game.
Retreat of the Barbarians / Rückzug der Barbaren (1): Card text (Event): Whoever has at least 1 unit selects 1 card from 1 (own) draw pile. Whoever has at least 1 unit and the strength advantage selects up to 2 cards from 1 (own) draw pile.
In the theme game and the Duel, the player whose turn it is first decides which pile they choose. The opponent must choose a different pile. (The addition "(eigenen)" refers to the Tournament Game.)
Era of Discovery (card index)
Action Cards
Lars, the Sea Hero / Lars, der Seeheld (2): Card text (Action – Neutral): When you fight against a pirate, the rolling of the die is omitted and the pirate is defeated. Requirement: At least 1 cannon point.
You may play Lars only when you are fighting against a pirate. If you do not have at least 1 cannon point, you cannot play Lars. You may play Lars even if you would win the fight for certain. However, you may not play Lars afterwards if you have lost a fight. If you have a Cannon Foundry, you may play Lars instead of repeating the die roll.
Navigator / Navigator (2): Card text (Action – Neutral): Return one of your ships with which you have carried out an action to your explorer harbor. You may carry out an action with this ship again. Requirement: At least 2 sail points.
If you do not have 2 sail points, you cannot play the Navigator. If you cannot (or do not wish to) carry out a further action, you cannot play the Navigator. You may only take back explorer ships. If an explorer ship has been sunk in a fight (turned to its blank side), you cannot take that disc back with the Navigator. Note: the Navigator does not allow a second discovery in one turn. The second action of an explorer ship may be a discovery, but only if no new sea field has yet been discovered in this turn! (You may, however, carry out a second mission to a card.) Exception: in combination with the Astronomer, the explorer ship taken back by the Navigator may also carry out a second discovery.
Ambassador / Botschafter (2): Card text (Action – Attack): You receive the advantage of discovering the Island of the Bards, Scholars or Merchants a further time. Requirement: The corresponding card turned at least to level 1.
If you have not turned at least one of the three named islands to level 1, you cannot play the Ambassador. If you cannot use at least one of the available discovery advantages, you cannot play the Ambassador either. If you have turned several of these islands to level 1 or higher, you must choose one of the advantages.
Cartographer / Kartograph (2): Card text (Action – Neutral): View up to 2 of your face-down sea cards and/or swap the positions of 2 sea cards of your choice in your principality. Requirement: At least 1 sail point.
If you have no sail point, you cannot play the Cartographer. You may also play the Cartographer if you have no face-down sea cards, but then you must swap 2 sea cards. If you have looked at a face-down sea card, you do not have to swap any sea cards afterwards.
Full Broadside / Volle Breitseite (2): Card text (Action – Attack): Your opponent must, at your choice, either turn 1 island card down by 1 level or turn 1 explorer ship to its blank side. Requirement: At least 2 cannon points.
If you do not have at least 2 cannon points, you cannot play Full Broadside. If your opponent has neither an explorer ship nor an island at level 1 or higher, you cannot play Full Broadside. You may turn down only islands, not your opponent's pirate cards.
Central Cards: Metropolises
Explorer Metropolis / Entdeckermetropole (1x): Card text (Central card · Metropolis): Placement: On the city beside the explorer harbor. Requirement: At least 6 discovered sea cards or at least 2 islands at level 3.
If you have no city beside your explorer harbor, you cannot build the Explorer Metropolis. If you have neither 6 discovered sea cards nor 2 or more islands at level 3, you cannot build the Explorer Metropolis. The Explorer Metropolis counts a total of 4 victory points, including the upgraded city. All game effects and consequences that refer to cities also refer to the Explorer Metropolis. Like settlements, roads and cities, the Explorer Metropolis cannot be demolished or affected by other effects, except those that refer directly to cities.
Landscape Upgrades
Landing Stage / Anlegestelle (1x): Card text (Building · Landscape): Placement: Over or under a landscape that directly adjoins your explorer harbor. 1 x in your turn: For a mission to the Islands of the Bards, Scholars or Merchants, you may replace 1 resource to be given up with 1 gold.
You may build only 1 Landing Stage in your principality. If you have no free landscape that directly adjoins your explorer harbor, you cannot build the Landing Stage. If the adjoining landscape is exchanged by means of a relocation, the Landing Stage stays where it is.
Shipyard / Werft (1x): Card text (Building · Landscape): Placement: Over or under a landscape that directly adjoins your explorer harbor. 1 x in your turn: You may exchange 1 resource of your choice for 1 wood or 1 wool.
You may build only 1 Shipyard in your principality. If you have no free landscape that directly adjoins your explorer harbor, you cannot build the Shipyard. If the adjoining landscape is exchanged by means of a relocation, the Shipyard stays where it is.
Special Places: Explorer Harbor and Sea Cards
Explorer Harbor / Entdeckerhafen (2 x1): Card text (Special place · Sea): Building an explorer ship (flip a wooden disc) costs 1 wood and 1 wool. Only 1 discovery is allowed per turn.
The explorer harbor is always laid out instead of a road on the right or left side of the principality. At the start of the game there is 1 explorer ship (wooden disc with the ship side up) and 2 wooden discs with the blank side up. Building an explorer ship costs 1 wood and 1 wool. A Shipwright (Era of the Merchant Lords) does not make building an explorer ship cheaper. Explorer ships are not units and are not affected by cards that refer to units. Nor do they count as units with regard to the barbarian attack (Era of the Barbarians).
Cimmarone (2 x1): Card text (Pirate · Sea · Special place): Strength 6. Discovery/Mission: Pay 1 gold or fight.
Haidao Chang (2 x1): Card text (Pirate · Sea · Special place): Strength 5. Discovery/Mission: Pay 1 gold or fight.
Jean (2 x1): Card text (Pirate · Sea · Special place): Strength 8. Discovery/Mission: Pay 2 resources or fight.
The pirates differ in fighting strength and in the resources demanded, but are otherwise treated the same: all pirates demand gold or resources on discovery. If you have no gold or resources, or do not want to give up your gold or resources, you must fight. To do so, add together all the cannon points on your cards Cannon Foundry, Arms Smithy and Shipyard, and roll the die. Add the result of the die roll to the number of your cannons. If the total is higher than the number of cannons of the pirate, you win and turn the pirate card 1 level higher. In the event of a tie, you must roll again. If the total is lower, you must turn the ship disc. After a defeat you cannot subsequently decide to meet the demand for resources or gold.
Island of the Bards / Insel der Barden (2 x1): Card text (Special place · Sea): Discovery: Your opponent shows you their hand cards. From these you may take 1 action card or unit into your hand. Mission: For 2 grain, turn the card 1 level higher.
If your opponent has no (matching) hand cards, the advantage lapses. The grain that you give to the bards may come from different fields.
Island of the Scholars / Insel der Gelehrten (2 x1): Card text (Special place · Sea): Discovery: You may choose up to 2 cards from any (own) draw pile and take them into hand. Mission: For 2 wood, turn the card 1 level higher.
If you choose a pile that contains only 1 card, you receive only that card. The wood that you give to the scholars may come from different forests.
Island of the Merchants / Insel der Händler (2 x1): Card text (Special place · Sea): Discovery: You may immediately exchange 1 resource of your choice for 2 other resources of your choice. Mission: For 2 wool, turn the card 1 level higher.
If you have no resource, you cannot use the advantage. If you have room for only 1 resource, the second resource is lost. The wool that you give to the merchants may come from different pastures.
Island of the Forgotten Tribe / Insel des vergessenen Stammes (2 x1): Card text (Special place · Sea): Discovery: Reset your ship to the explorer harbor and, if applicable, carry out a mission. Mission: Roll the die! 1: Reef – ship lost (flip the disc). 2–4: Roll the event die. 5–6: Treasure – turn the card face up.
After the discovery you may carry out a mission immediately. You may again choose the Island of the Forgotten Tribe as the target of the mission. On a result of 2–4, the event rolled applies to both players.
Wreck / Wrack (2 x 2): Card text (Special place · Sea): Discovery: You receive 1 resource of your choice. Missions to the wreck are not possible.
Once you have discovered a wreck, you may not carry out any further action with this card for the rest of the game.
Settlement Upgrades
Sailmaker's Workshop / Segelmacherei (3): Card text (Building · Settlement): For times of prolonged calm we also have rum on offer.
Arms Smithy / Waffenschmiede (3): Card text (Building · Settlement): No more diplomatic misunderstandings! Our language is understood everywhere.
City Upgrades
Cannon Foundry / Geschützgießerei (1x): Card text (Building · City): 1 x in your turn: If you lose against a pirate, you may repeat the die roll once.
You may build only 1 Cannon Foundry in your principality.
Units
Astronomer / Astronom (1x): Card text (Unit · City): 1 x in your turn: If you have discovered fewer sea fields than your opponent, you may, for 1 gold, carry out a second discovery trip.
You may build only 1 Astronomer in your principality. The Astronomer is the only way to discover more than 1 sea field in one turn – provided you have at least 2 explorer ships (or additionally use the Navigator).
Events
Most Successful Explorer / Erfolgreichster Entdecker (2): Card text (Event): Whoever has discovered the most sea fields in their principality (but at least 1) may draw up to 2 cards from any (own) draw pile. Tie: Each player may draw 1 card. The player whose turn it is begins.
In case of a tie, both players may also draw from the same pile. The player whose turn it is decides first from which pile they draw; only then must the opponent decide.
Friendship of the Peoples / Freundschaft der Völker (2): Card text (Event): Each player receives 1 resource of their choice for each island that they have turned up by at least 1 level.
If you receive more resources than you can store, the surplus resources are lost.
Era of the Wise (card index)
General Rules for Wise People
All wise people have 0 owls when they come into play. Wise people count as units and as landscape upgrades, and can be affected by all effects that refer to either category. Wise people are not heroes and cannot be affected by effects that refer to heroes.
Action Cards
Wise Defense / Weise Abwehr (2): Card text (Action – Attack): Pay 1 owl. Your opponent must show you their hand cards. If among them there is an attack action card, your opponent must slide all their hand cards under any suitable (own) draw piles.
It costs 1 owl to play Wise Defense; if you have no owl, you cannot play it. If your opponent has no hand cards, you cannot play Wise Defense. If your opponent has at least 1 attack action card in hand, they must slide all their hand cards under suitable draw piles. Your opponent decides under which draw pile(s) they slide the cards. (The addition "(own)" refers to the Tournament Game.)
Wise Balance / Weiser Ausgleich (2): Card text (Action – Neutral): Pay 3 owls: Build 1 city free of charge (without using resources). Requirement: fewer cities or victory points than your opponent.
It costs 3 owls to play Wise Balance; if you do not have 3 owls, you cannot play it. If you have as many or more cities than your opponent, you may play Wise Balance only if you have fewer victory points. If you have as many or more victory points as your opponent, you may play it only if you have fewer cities. If you have no settlement that you can upgrade to a city, you cannot play Wise Balance.
Wise Foresight / Weise Voraussicht (2): Card text (Action – Neutral): Pay 1 owl. Look at the event card stack and remove, without changing the order, 1 event (but not the Yule Feast).
It costs 1 owl to play Wise Foresight; if you have no owl, you cannot play it. You do not have to show your opponent the removed card (best returned face down to the box).
Power of the Groves / Kraft der Haine (2): Card text (Action – Neutral): You receive 1 owl for each grove in your principality. You may distribute the owls freely among your wise people. Requirement: at least 2 wise people.
If you have no grove, you cannot play Power of the Groves. If you do not have at least 2 wise people, you cannot play it. If you do not have room for at least 1 owl on your wise people, you cannot play it.
Golden Times / Goldene Zeiten (2): Card text (Action – Neutral): Pay 1 owl. For each victory point on the Manifesto of Human Trade card, you receive 1 resource of your choice.
It costs 1 owl to play Golden Times; if you have no owl, you cannot play it. If you have not reached at least level 1 on your Manifesto of Human Trade, you cannot play Golden Times.
Dispute of the Wise / Disput der Weisen (2): Card text (Action – Neutral): Pay 1 owl: You and your opponent each roll the die and add the owls of your wise people. The winner receives 2 resources of their choice. Tie: Both players receive 1 resource. Requirement: each player has at least 1 wise person.
It costs 1 owl to play the Dispute of the Wise; if you have no owl, you cannot play it. If you have no wise person, you cannot play it. If your opponent has no wise person, you cannot play it either.
Counter Cards
Manifesto of Human Trade / Manifest des humanen Handelns (2): Card text (Counter card): Turn the card 1 level higher when you give up 1 wood, 2 gold and 3 owls. For 2 of the owls to be paid you may also place 1 "Attack" action card on your (own) discard pile. Requirement: City.
After building your first city, you may take the Manifesto from the open upgrade stack and place it in your principality. Duel of the Princes and Tournament Game: here you must have the Manifesto in hand and place it after building a city. Place the Manifesto over or under any landscape. If you later need the building space on that landscape, you may move the Manifesto to any other landscape at any time (see also "Counter Cards" above).
Units and Wise People
First Wise / Erste Weise (1x): Card text (Unit · Wise · Landscape): Placement: On any landscape with at least 1 resource. Pay this resource. When the number of the adjoining landscape is rolled during the production roll, turn the First Wise 1 level higher.
You may build only 1 First Wise in your principality. The First Wise differs from the specialized wise only in that it can be placed on any landscape. If you have no free landscape, you cannot place the First Wise.
Barbara, Wise Woman of the Field / Barbara, Weise des Ackerlandes: Card text (Unit · Wise · Landscape): Placement: On a field with at least 1 grain. Pay this grain. When the number of the adjoining field is rolled during the production roll, turn Barbara 1 level higher.
The source index gives the printed text of Barbara only. The other specialized wise are listed by name below and follow the same pattern.
Specialized Wise / Spezialisierte Weise (6): Barbara, Wise Woman of the Field (Ackerland); Frederich, Wise Man of the Hills (Hügelland); Michaela, Wise Woman of the Pasture (Weideland); Peter, Wise Man of the Forest (Wald); Piet, Wise Man of the Mountains (Gebirge); Walther, Wise Man of the Gold River (Goldfluss).
The specialized wise differ only in the type of landscape to which they can be placed. Each wise can only be placed on "its" landscape. If you have no free landscape of the corresponding type, you cannot place that wise.
Settlement Upgrades and Special Places
Groves in general / Haine allgemein: All groves are special places and therefore not buildings. Cards that refer to buildings cannot affect the groves.
Grove of Brotherhood / Hain der Brüderlichkeit (1): Card text (Special place · Settlement): 1 x in your turn: You may draw 3 cards from any (own) draw piles. Then your opponent may draw 1 card from any of their (own) draw piles.
Drawn cards may, if possible, be used immediately. Surplus cards must, if necessary, be slid under matching piles only at the end of your turn. Afterwards you may, as usual, still exchange 1 card. Your opponent must slide surplus hand cards under matching piles only at the end of their next turn. (The addition "(Ihrer)" or "(seiner)" refers to the Tournament Game.)
Grove of Freedom / Hain der Freiheit (1): Card text (Special place · Settlement): 1 x in your turn: Choose 1 card from one (own) draw pile.
When choosing, you may not change the order of the cards in the pile. The drawn card may, if possible, be used immediately. A surplus card must be slid under a matching pile only at the end of your turn. Afterwards you may, as usual, still exchange 1 card. (The addition "(eigenen)" refers to the Tournament Game.)
Grove of Peace / Hain des Friedens (1): Card text (Special place · Settlement): If your opponent plays an attack action card, roll the die. If the result is greater than 3, the card has no effect and goes to (their) discard pile.
If your opponent's attack action card has play costs (for example Wise Defense), your opponent must pay them before you decide to use the Grove of Peace. If Robert, Herald of the Wise, is also placed in your principality, the played attack action card is already defended on a roll of 3. (The addition "(seine)" refers to the Tournament Game.)
Grove of Justice / Hain der Gerechtigkeit (1): Card text (Special place · Settlement): Use this card before your die roll and determine the result of the event die.
You may also use the Grove of Justice in combination with Brigitta, the Wise Woman (base set); in this case no die is rolled at all.
Grove of Vigilance / Hain der Wachsamkeit (1): Card text (Special place · Settlement): If Trade, Feast or Robber Raid is rolled, you may declare the event invalid. Instead, the event "draw an event card" applies.
When you use the Grove of Vigilance, you declare the rolled event void. Instead, the event "draw an event card" applies. Turn the event die to a side showing "?". If you use the Grove at the Robber Raid event, both players first receive their resources; only afterwards do you draw the event card.
Grove of Wise Foresight / Hain der weisen Voraussicht (1): Card text (Special place · Settlement): 1 x in your turn: You may look at the top 3 event cards. Except for the Yule Feast card, you may slide any number of these event cards under the stack.
You may decide in which order you slide the cards under the stack. However, you may not change the order of the cards you leave on top of the stack.
Grove of Courage / Hain des Mutes (1): Card text (Special place · Settlement): If you would lose hand cards or buildings through a Feud or Fraternal Discord in your own turn or in your opponent's turn, these events have no effect.
You may also use the Grove of Courage in your opponent's turn.
Academy of the Wise / Akademie der Weisen (2): Card text (Building · City): 1 x in your turn: Pay 1 resource of your choice and turn the card of any wise person 1 level higher.
If you have built both academies, you may use both to give 1 or 2 wise people a total of 2 owls in one turn.
Court / Gericht (1x): Card text (Building · City): If you lose resources in a Trade event, you decide which resources you give to your opponent.
You may build only 1 Court in your principality.
Granary / Kornspeicher (1x): Card text (Building · City): 1 x in your turn: If a field of your opponent contains no grain, you may give them 1 grain, which they must place on this field. Then demand 1 resource of another type of your choice from them.
You may build only 1 Granary in your principality. If your opponent has no resource other than grain, you cannot use the Granary's function.
Units (Heroes)
Cole, Paladin of the Wise / Cole, Paladin der Weisen (1): Card text (Unit · Hero · City): 1 x in your turn: You may use the function of a grove of your opponent if you pay the owls shown on that grove.
Duel of the Princes and Tournament Game: If you have built a Training Ground ("Era of Turmoil"), you may pay 1 ore or 1 grain less when building Cole, but not 1 owl. Owls are not resources and must always be paid in full.
Robert, Herald of the Wise / Robert, Herold der Weisen (1): Card text (Unit · Hero · City): In every dice test where you must beat a value shown on a card or your opponent's roll, you win even on a tie.
Duel of the Princes and Tournament Game: If you have built a Training Ground ("Era of Turmoil"), you may pay 1 ore or 1 grain less when building Robert, but not 1 owl. Owls are not resources and must always be paid in full.
Events
Famine / Hungersnot (2): Card text (Event): Each player who has no Granary must give up 1 grain. If they have no grain, they must give up 2 resources of their choice.
If you have grain, you must give it up, even if you would rather give up 2 other resources.
Council of the Wise / Rat der Weisen (2): Card text (Event): Each player may either distribute up to 2 owls freely among their wise people, or distribute up to 2 resources freely among landscapes adjoining a wise person.
You receive either (up to) 2 owls or (up to) 2 resources on landscapes adjoining wise people. You cannot receive 1 owl and 1 resource. If you choose resources and have room for only 1 resource, the other is lost. If you choose owls and have room for only 1 owl, the other is lost.
Era of Prosperity (card index)
Counter Cards
Popular Mood / Volksstimmung (2): Card text (Counter card): Give up 1 star, and the events Unrest and Uprising have no effect on you. Give up two stars (of this card), and you receive 1 resource of your choice.
In the theme game and the Duel, each player receives 1 Popular Mood card at the start of the game. (Tournament Game: here you must hold Popular Mood in hand and place it when it is your turn. In the Tournament Game you may also place both Popular Mood cards. For building a Prince's Monument or the City Palace and using it, the stars may be taken from both cards.) Place Popular Mood over or under any landscape. If you later need the building space on that landscape, you may move Popular Mood to any other landscape at any time. However, Popular Mood can never be demolished!
Action Cards
Soup Kitchen / Armenspeisung (2): Card text (Action – Neutral): Pay 1 grain. You receive up to 2 stars for this.
If you cannot give up grain, you cannot play the Soup Kitchen. If you have room for only 1 star on Popular Mood, the second star is lost. (Tournament Game: received stars may also be distributed across both Popular Moods if you have both placed.)
Bera, the Agitator / Bera, die Aufrührerin (1): Card text (Action – Attack): Choose: Demand up to 2 stars from your opponent, or demand 1 resource of your choice for each victory point they have more than you – but at most 3. Requirement: Popular Mood.
If your opponent has neither stars nor resources, you cannot play Bera. If you have equal or more victory points than your opponent, you may play Bera only if your opponent has at least 1 star. If you have no Popular Mood counter card placed in your principality, you cannot play Bera. (This condition is especially relevant in the Tournament Game, but also applies, for example, because of the function of the City Palace.)
Court Astrologer / Hof-Astrologe (1): Card text (Action – Neutral): Give up 1 star. Determine another event of the event die. Requirement: Prince or Princess.
If you have neither the Prince nor the Princess placed in your principality, you cannot play the Court Astrologer. The chosen event applies to both players.
Works of Art / Kunstwerke (4): Epic (1), Relief (1), Sculpture (1), Water Feature (1): The source index prints the card text of the Epic only: Card text (Action – Neutral): You receive 1 star. With a Theater you receive 1 further star. Requirement: Prince or Princess. The printed texts of the Relief, Sculpture and Water Feature are not in the source index text and are not reproduced here.
If you have neither the Prince nor the Princess placed in your principality, you cannot play any of the works of art. If you have no room on Popular Mood for at least 1 star, you cannot play any of the works of art. If you have room for only 1 star on Popular Mood, the second star is lost, if applicable. (Tournament Game: received stars may also be distributed across both Popular Moods if you have both placed.) When you take an artwork from the discard pile with the Princess or the Prince, the order of the cards in the discard pile stays unchanged, and the card taken must be shown to your opponent.
Prosperity / Wohlstand (1): Card text (Action – Neutral): The cost of building a city for you is only 2 ore and 1 grain. Requirement: Water Supply.
If you have no Water Supply, you cannot play Prosperity. If you have no settlement that you can upgrade to a city, you cannot play Prosperity.
Special Places and Landscape External Cards
Hideout of Thieves / Diebesversteck (1): Card text (Special place · Landscape · External card): Placement: On a free landscape of your opponent. 1 x in your turn: For 1 wool, move the robbers to another landscape and demand 1 resource from that landscape. Remove: Your opponent has at least 5 strength points or gives up 3 stars.
The Hideout of Thieves is a special place and therefore not a building. Cards that refer to buildings cannot affect it. It is an external card built in your opponent's principality. If your opponent has no free landscape, you cannot build it. If your opponent has no other free landscape with at least 1 resource later in the game, you cannot move the Hideout of Thieves. If you want to build or move the Hideout of Thieves to a landscape on which a counter card lies, your opponent must move the counter card to another landscape. If your opponent has 5 or more strength points, the Hideout of Thieves is removed immediately and placed on the discard pile. (Tournament Game: on the discard pile of the owner of the Hideout of Thieves.) If your opponent already has 5 or more strength points, you cannot build the Hideout of Thieves.
Units
Mercenaries / Landsknechte (1): Card text (Unit · Road): Placement: On a free, own road. During the Robber Raid event you may keep 1 gold and 1 wool; if you give up 1 star, you keep all your resources.
If you have no free road (without a road addition), you cannot build the Landsknechte.
Prince / Fürst (1x): Card text (Unit · City): 1 x in your turn: For 1 gold you may take 1 artwork from your (own) discard pile. The Prince never moves to the principality or to the hand cards of your opponent. Requirement: No Princess.
You may build only 1 Prince in your principality. If you have built the Princess, you cannot play the Prince. The Prince can never be taken over or poached directly by your opponent. The Prince is a condition unit for some action cards. When you take an artwork from the discard pile with the Prince, the order of the cards in the discard pile stays unchanged. The card taken must be shown to your opponent. (The addition "(eigenen)" refers to the Tournament Game.)
Princess / Fürstin (1x): Card text (Unit · City): 1 x in your turn: For 1 gold you may take 1 artwork from your (own) discard pile. The Princess never moves to the principality or to the hand cards of your opponent. Requirement: No Prince.
You may build only 1 Princess in your principality. If you have built the Prince, you cannot play the Princess. The Princess can never be taken over or poached directly by your opponent. The Princess is a condition unit for some action cards. When you take an artwork from the discard pile with the Princess, the order of the cards in the discard pile stays unchanged. The card taken must be shown to your opponent. (The addition "(eigenen)" refers to the Tournament Game.)
Buildings
Masons' Lodge / Bauhütte (1x): Card text (Building · City): (1) For each Event of Festival, you receive 1 star. (2) A building that costs at least 6 resources costs you 1 resource of your choice less.
You may build only 1 Masons' Lodge in your principality. Stars (and owls) are not resources and are therefore not counted in the costs relevant for the Masons' Lodge. The Masons' Lodge reduces only the cost of buildings; other cards with similarly high building costs are not reduced. It is possible to combine the Masons' Lodge with the Crane ("Era of Progress"). The corresponding city buildings are then reduced by 2 resources.
Prince's Monument / Fürstenmonument (1x): Card text (Building · City): After building the Monument, your opponent must choose 2 of their placed units. Choose 1 of them and take it into your hand.
You may also build the Prince's Monument if your opponent has no units. If your opponent has only 1 unit, you receive it. You may not select units that you cannot take into hand (for example Prince and Princess). If your opponent has only such units, you receive no unit.
Hospital (1x): Card text (Building · City): 1 x in your turn: You receive 1 star, or you give up 1 star and receive 1 resource of your choice. Requirement: Water Supply.
You may build only 1 Hospital in your principality. If you do not have a Water Supply, you cannot build the Hospital.
Theater (1): Card text (Building · City): After building the Theater, you immediately receive 1 star.
If you have no room for the star on Popular Mood when building the Theater, the star is lost.
Water Supply / Wasserversorgung (1x): Card text (Building · City): If the number of a field or pasture adjoining the city with the Water Supply is rolled, you receive 1 additional resource there.
You may build only 1 Water Supply in your principality. The Water Supply affects all 4 landscapes adjoining the city. The Water Supply is a condition building for other upgrades and action cards.
City Palace / Stadtschloss (1x): Card text (Building · City): 1 x in your turn: Give up 3 stars and take 1 action card, which may not have any requirement, or 1 unit from your (own) discard pile into hand.
You may build only 1 City Palace in your principality. You may select a unit with a requirement. Duel of the Princes and Tournament Game: the cards Medicus ("Era of Progress"), Seehandelsmonopol ("Era of Discovery") and Gudrun, Terror of the Seas ("Era of Gold") now have requirements and cannot be selected with the City Palace. (The addition "(eigenen)" refers to the Tournament Game.) The source index gives the Seehandelsmonopol as belonging to "Era of Discovery"; it is reproduced as printed.
Market Square / Marktfleck (1): Card text (Building · Road): Placement: On a free, own road. 1 x in your turn: If one of your landscapes has 3 resources, you may exchange 1 of these resources for 1 other resource of your choice.
If you have no free road (without a road addition), you cannot build the Market Square.
Traveling Stage / Wanderbühne (1): Card text (Building · Road): Placement: On a free, own road. You receive 1 star. In your following turns: Move the Wanderbühne 1 x in your turn to a free, own road. Exchange 1 resource of an adjoining landscape for 1 star.
Placed on a free road; if you have no free road (without a road addition), you cannot build the Wanderbühne. You may not move the Wanderbühne in the turn in which you play it. If you have no other free road with at least 1 resource on an adjoining landscape later in the game, you cannot move the Wanderbühne. If you have no room for the star on Popular Mood when building the Wanderbühne, the star is lost.
Events
Uprising / Aufstand (2): Card text (Event): Each player must demolish 1 of their own buildings that costs at least 2 resources and slide it under a matching (own) draw pile. Afterwards: slide the Uprising card under the top 4 cards of the event card stack.
Observe the special rule for assembling the event card stack in the theme game at the start of the game, and when returning the card to the event card stack. (The addition "(eigenen)" refers to the Tournament Game.)
Taxation / Besteuerung (2): Card text (Event): Each player receives 1 resource of their choice and 1 gold if they give up 1 star.
If a player has room for only 1 gold or 1 resource, they receive only that.