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Era: Medieval Age – Collector Set 4 thumbnail

Era: Medieval Age – Collector Set 4

Expansion for Era: Medieval Age

Era: Medieval Age – Collector Set 4 Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • New Buildings
    • Watchtowers and Barracks as Walled Buildings
  • Upkeep Disaster
    • How Upkeep Is Resolved
  • Translator's Notes

Components

  • 4 Watchtowers and 3 Barracks (7 building miniatures)
  • 2 building cards
  • 4 reference cards

Setup

  1. Add the new buildings to the game.

    a) If you are playing only with this expansion, add the two new building types to the supply before the start of the game. (Return the building cards to the box.)

    b) If you are playing with the Rivers & Roads expansion and/or Collector Sets 2–5, lay out the building cards during setup step 1 and place the building miniatures on their corresponding cards.

  2. Cut out the reference cards and place them on the table so that they are visible to all players.

New Buildings

The source rulebook gives each building's shape as a pictogram, which is not reproduced here. Its cost is shown in icons: stone, trade goods (the chest icon), and the number of victory points as a star.

BuildingShapeCostVictory pointsEffect
Watchtower3 squares, L-shaped2 stone1Ignore the bandits disaster.
Barracks4 squares, stepped3 stone, 1 trade goods2Add 3 shields to your other shields in each Raid phase.

Note: the cost icons were read from the source's page-2 table. The stone icon is the grey pentagonal shape and the trade goods icon is the chest; these names follow the base rulebook's resource names.

Note: "Raid" is the source's name for the phase in which shields are used ("в каждую фазу Набега"). The base rulebook calls this step "EXTORT"; the shield effect is read as applying in that step.

Watchtowers and Barracks as Walled Buildings

Watchtowers and barracks always count as walled buildings, surrounded by walls. They can be used to complete a wall. Because of this, they are not affected by scorching, disease, attacks, or floods.

Since they are surrounded by walls, always double the points for these buildings. If a watchtower or barracks is adjacent to a river, its points are tripled.

Upkeep Disaster

The Upkeep disaster is a new disaster that occurs in addition to the attack disaster. First the attack is resolved, then the upkeep, in player order.

CauseResultEffect
5 skulls (shown as 2 skulls, 1 skull, 2 skulls)UpkeepALL PLAYERS must pay 1 resource each, or take 1 disaster point for every 3 walled buildings in their domain (rounding up). (Example: a player with 10 walled buildings may pay 1 stone and 2 food and take 1 disaster point for upkeep.)

Note: the printed example reads "1 stone, 2 food and 1 disaster point", which is four payment units for 10 walled buildings (10 ÷ 3, rounded up).

How Upkeep Is Resolved

Each time a disaster marked ALL PLAYERS occurs, all players resolve it, not just the player it fell on. This may happen several times per round.

The starting player resolves all of their disasters first. Then, clockwise around the table, each player does the same, in accordance with the number of skulls rolled in phase "1. ROLL".

Example: Zoya (the starting player) rolled 6 skulls and lost all of her trade goods. Lisa and Andrey each rolled 5 skulls. This round, Zoya must deal with the consequences of the upkeep disaster twice (just like Lisa and Andrey), when Lisa and Andrey resolve their disasters in phase 4, "DISASTERS".

Translator's Notes

The insert's credits, manufacturer and safety notices, and the set-code labels printed on the reference cards are not transcribed. Reference cards are printed in two-sided form; the front of each card shows the building's shape, cost, victory points and effect, and the back shows the upkeep disaster. The reference-card text is the same as the rules above.