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Glen More II: Chronicles

Glen More II: Chronicles Rulebook

Table of Contents

Table of Contents

  • The Game in a Nutshell
  • Gameplay Overview
  • Contents
  • Setup
    • 1. Basic setup
    • 2. Setting up the table
    • 3. Determining the initial player order and starting Coins
    • 4. Sorting the Tile stacks
    • 5. Setting up the Rondel
    • 6. Placing additional material
    • Advanced game setup
    • Before your first game
    • What are the Chronicles?
  • Gameplay
    • Turn Order
    • The Die
    • Player Turn
  • Anatomy of the Tiles
  • The Market
    • Buying
    • Selling
  • Acquiring Tiles from the Rondel
  • Placement Rules
    • Overbuild Tiles
  • One Time Effects
  • Activating Tiles
    • Types of Activations
  • Persons, Clan Markers and the Clan Board
  • Scoring
    • The Scoring Rounds
  • Ending the Game
  • Appendix 1 - Landmark Cards
  • Appendix 2 - Clan Fields
  • The Chronicles

The Game in a Nutshell

In contrast to many other games, there is no fixed player order in Glen More II: Chronicles. In each turn, the active player is the last one on the Rondel.

  1. Take a Tile. The active player (last in line) moves to the chosen Tile and takes it.
  2. If it is a territory Tile, add it to your territory. Place it according to the placement rules.
  3. Activate the new and all neighboring Tiles, in any order you choose, to gain resources and/or Victory Points, to move Scotsmen or to produce Whisky. Resources are placed on the Tile (up to 3).
  4. If it is a Person, place a Clan Marker on the Clan Board. Set aside the Person Tile for scoring (next to your Whisky Casks and the special Landmark Cards). Placing a Clan Marker gives you useful one-time or ongoing effects.
  5. Add Tile(s) to the Rondel.
  6. Four Scoring Rounds and a final scoring take place. When the game ends after a variable number of turns, the player with the most Victory Points wins the game.

Then it's the next player's turn - the last player on the Rondel moves next, advancing on the Rondel and picking their chosen Tile.

Gameplay Overview

  • The player in the last position on the Rondel moves forward to any chosen Tile.
  • The Tile is taken and added to the player's clan territory, activating itself and up to 8 neighboring Tiles (often placing resources onto the Tiles) or ...
  • ... the Person Tile is set aside for scoring. It allows the activation of a special effect on the Clan Board.
  • Add 1 or more Tiles from the Tile-stack to the Rondel.
  • Then the player in the last position takes his turn.
  • After finishing each Tile-stack, a Scoring Round takes place.
  • After the 4th regular scoring, an end-game scoring takes place.

The basic game can be expanded and the gameplay changed in many ways by adding one or more of the Chronicles included in the box. For your first few games we recommend playing the basic game.

Contents

  • 1 Rondel
  • 1 Clan Board
  • 40 Scotsmen (10 of each color)
  • 40 Clan Markers (10 of each color)
  • 40 Coins
  • 1 Six-sided Die (with numbers 1-1-1-2-2-3)
  • 8 Chronicles to expand the base game (including additional content)
  • 70 Victory Point Tokens in the following denominations: 20x 1VP, 15x 3VP, 15x 5VP, 15x 10VP, 5x 50VP
  • 90 Resource Tokens: 20x Barley, 20x Wood, 20x Stone, 15x Sheep, 15x Cattle
  • 11 Landmark Cards
  • 25x Whisky Casks
  • 4 Home Tiles consisting of the Starting Village (left) and the Home Castle (right). For game purposes these are treated as 2 separate Tiles.
  • 5 S-Tiles (Starting Tiles)
  • 14 A-Stack Tiles
  • 17 B-Stack Tiles
  • 17 C-Stack Tiles
  • 17 D-Stack Tiles
  • 1 David Hume Tile

A note on Chronicle content: Each Chronicle adds rules and material to the game. To maintain clarity, the base game is described first. Each Chronicle is described in detail, later in the full Rule Book.

Setup

1. Basic setup

Each player chooses 1 of the available colors and receives:

  • The Home Tile in his color (a double Tile piece consisting of the Home Castle and Village along the River)
  • All Scotsmen in his color
  • All Clan Markers in his color

Place 1 Scotsman on your Starting Village Tile.

2. Setting up the table

  • Place both the Clan Board and the Rondel in the middle of the table.
  • Place the following materials next to the board as a general pool: the Whisky Casks, the Resource Tokens (Wood, Stone, Barley, Sheep, Cattle), the Coins and all Victory Point chips.
  • Place the Landmark Cards next to the board. We recommend to place only the A Landmark Cards at the start of the game face up and add the B, C & D Landmark Cards when the respective Tile stacks come into play.

Note: Resources, Coins, Victory Points and Whisky are unlimited. If you should ever run out of any of them, please use a substitute. Scotsmen are limited.

3. Determining the initial player order and starting Coins

  • Take 1 of each player's Scotsmen as a Playing Piece and shuffle them in your closed hand.
  • Set the Playing Pieces in a random order in consecutive spaces on the Rondel, starting at any space.
  • The player in last position will be the starting player and receives 5 Coins, the next players in player order receive 6, 7 and 8 Coins.

2 Players: Place the Die in the space clockwise ahead of the first Playing Piece.

3 or 4 Players: The Die is optional for 3-player and 4-player games (it shortens play time). Place the Die in the space clockwise ahead of the first Playing Piece, if you decide to use the Die.

4. Sorting the Tile stacks

  • Assemble and shuffle the 4 Tile stacks (A to D on the back sides) and place them separately on the marked areas on the board face down.
  • Put the "The End" Tile roughly in the middle of the D-Stack.

Introductory Game Setup: For your first game, or if you prefer a shorter game, we recommend placing the "The End" Tile on top of the D-Stack (instead of placing it in the middle).

5. Setting up the Rondel

  • Take the 5 Starting Tiles (with S on the back) and randomly place them face up in front of the Playing Pieces (or the Die, if used) as shown in the illustration.
  • Fill the remaining spaces of the Rondel with Tiles from the A stack in clockwise direction.
  • The space behind the last Playing Piece stays empty as shown in the illustration.
  • The setup of the Rondel should look like this: Playing Pieces 1, 2, (3, 4) – (Die) – Tiles S - Tiles A (…) – Empty Space.

For 2 and 3 players only: Place 1 Coin from the pool on the leftmost space (marked with a 1) of each Market row.

6. Placing additional material

  • Place the David Hume Tile near the Clan Board.

Advanced game setup

  • Playing with Chronicles changes the setup. These changes can be found in the specific Chronicle Rules. Please refer to them during the setup.
  • Choose the Chronicles you want to use.
  • Add the Chronicles content to the game according to the Chronicle rules.

Before your first game

Please sort the materials of the Chronicles from the punch board sheets into the Chronicle Tuck Boxes. You can easily find the materials belonging to each Chronicle by looking for the Chronicle Icon on the punch board sheets and the components and sorting the material into the Tuck Box with the corresponding symbol. This way, sorting the material after playing the game is easily done.

What are the Chronicles?

Each Chronicle is an expansion to Glen More II: Chronicles and adds a new gameplay element to the base game. If you are new to Glen More II: Chronicles, you may want to play your first few games without any Chronicle. For the best experience we recommend adding only one Chronicle to start with and later try combinations of two or more Chronicles. Chronicles can be freely combined. Start adding the 1st Chronicle "Highland Boat Race" when you feel comfortable with the base game mechanics.

Gameplay

The game is played over 4 rounds. The first round ends when the last Tile of the A stack is placed on the Rondel, the second round ends with the last B Tile is placed on the Rondel and the third round ends when the last C is placed on the Rondel. A Scoring Round takes place immediately when the last Tile of a stack (A-C) is placed (see Scoring).

The 4th round ends when all players have moved on, or over, the The End Tile.

A final Scoring Round takes place (see Ending The Game).

Turn Order

Please note that, contrary to many other games, there is no fixed player turn order!

The player whose Playing Piece is at the rear of the Rondel (next to the empty space) takes his turn; he may advance his Playing Piece as far on the Rondel as he likes. A player may take several turns in succession if he stays in last position.

This also means that players may have taken an uneven number of turns when the game ends.

The Die

The Die acts as a dummy player that takes out Tiles in a random fashion and shortens play time. This section only applies if the Die is used.

If the Die is in the last position, it is rolled and moved forward the number of Tiles shown on the Die (not the number of spaces - it ignores Playing Pieces). If the Die lands on a Tile with a Chronicle Icon (see Anatomy of the Tiles) the Die advances to the next Tile that has no such Icon. Where the Die lands, that Tile is moved to the Discard Pile, and the Die occupies that now-empty space. The Die does not remove the The End Tile.

After the Die has moved, and has most likely removed a Tile, the next Player on the Rondel is determined.

Example: The Die advances 2 Tiles, because a 2 is rolled. The second Tile has a Chronicle Icon on it. The Die ignores this Tile and advances to the next tile. Loch Lochy is placed on the Discard Pile.

Player Turn

A player's turn proceeds like this:

  • Advance your Playing Piece to any space on the Rondel with a Tile on it. (Exception: the The End Tile as described in Ending the Game.)
  • Take that Tile, pay costs if required, and place your Playing Piece in its position.
  • Place the Tile according to the placement rules (see Placement Rules).
  • Activate the placed Tile and all (up to 8) neighboring Tiles (see Activating Tiles).
  • Add 1 or more Tiles from the current Tile stack to the Rondel to fill up the board, until only 1 empty space is left, right behind the last Playing Piece.

If you place the last Tile from a stack, scoring ensues before the next player acts. The D-Stack is handled differently and scoring ensues when all players moved on or over the The End Tile.

Note: If all players moved their Playing Pieces over a Tile without taking it, the Tile is placed in the Discard Pile. This happens immediately when the last player moves his Playing Piece over that Tile. This means that more than 1 Tile will be added from the Tile stack at the end of a player's turn.

Anatomy of the Tiles

Each Tile has one or more symbols on it:

  • Tile name. This identifies the tile, but it has no effect on gameplay.
  • Tile type. This indicates the type of Tile. This can be referenced by Tiles and effects during the game.
  • The cost (if any); either Resources, Coins, Whisky, or Scotsman; to acquire the tile.
  • The River icon indicates a River flowing on the Tile.
  • Chronicle icon. This identifies Chronicle material. Each Chronicle features a different Chronicle icon. Any Chronicle icon indicates Protection against the Die.
  • One-time effect (lower left corner). A one-time effect is given (if any) when the tile is initially placed in your Territory.
  • Activation benefit (bottom right). This shows the benefit each time the Tile is activated.
  • Protected Icon. The Player cannot move onto this Tile. It is only possible to move over the Tile.

Limited resources per Tile: Each Tile can only hold up to 3 resources.

The Market

At any time during his turn, a player may buy or sell resources at the Market. The Market is located in the middle of the Rondel. It shows a row of numbered fields (1, 2, 3) for each of the 5 resources.

Buying

If players want to buy a resource, they place Coins on the leftmost empty field for that resource - either 1, 2 or 3 Coins as indicated. If there are no empty fields, he can't buy that resource.

Players may buy as many resources as they want, if they use them immediately to pay any cost (e.g. paying for Tiles, or using resources using a Trade Tile, exchanging Barley for Whisky etc.). You don't need to spend your existing resources first to use the market.

It is not possible to buy resources to keep as a supply.

Selling

If players want to sell resources, they put them back into the pool and take the rightmost stack of Coins on that resource's row. Players may sell resources as long as there are Coins for the resource on the Market. If the Market row is empty, the resource cannot be sold. Players can sell any number of resources during their turn.

Selling can take place at any time during a player's turn, including before activation, e.g. to make room for newly produced resources.

Note: Whisky Casks and Scotsmen may not be bought or sold! They are not resources.

Introductory Game Setup: When learning or teaching the game, you may want to place 1 of each resource onto any empty market field. If players buy a resource, they take it from the Market Field and replace it with the corresponding number of Coins. If players sell to the market, they take the Coins from the Market Field and place the sold resource in their place. That way it is easy to see which resources are available - at the cost of a bit more handling. (Thanks to Rahdo for this great suggestion!)

Acquiring Tiles from the Rondel

  • Move your Playing Piece onto a Tile of your choice.
  • If there is a cost to buy the Tile, it must be paid before taking it. You can do this by spending the corresponding resources (from any Tile you have resources on) or Coins from your pool. Alternatively, the Market may be used to buy needed resources (see The Market). If you need to pay a Scotsman, it needs to be taken from a Tile within your Home Territory.
  • If you cannot pay the cost, you are not allowed to choose that Tile.
  • In the rare case that a player cannot legally take any of the available Tiles, he can discard a Tile by moving onto it. The player then takes 1 Coin from the pool OR receives 1 Movement Point (see Types of Activations).

If you take a Person, see Persons, Clan Markers and the Clan Board. If you take any other Tile, see Placement Rules below.

Placement Rules

All placement rules must be fulfilled to place a Tile.

  • Each Tile must be placed so that at least 1 of its sides touches the edge of an already placed Tile. It is not enough when there is just a corner touching the Tile.
  • A Tile must be placed neighboring orthogonal or diagonal to one of your Scotsmen.

Important: If there is no Scotsman next to where you want to place the new Tile, you cannot place the Tile there.

A River runs through your Home Tile:

  • All Tiles with a river must be placed so the river is extended (on either side).
  • No Tile without a river can be placed left or right of a Tile with a river.
  • There can only be 1 river in each player's territory.

Note: Your Home Territory consists of your Home Tile and all connected tiles.

Overbuild Tiles

Some Tiles are designated for overbuilding other Tiles of the same type (indicated by the matching golden type icon). Overbuild Tiles show an overbuild icon in addition to its type icon.

Overbuild Tiles can only be placed on another Tile, never on their own. To overbuild a Tile:

  • The type of the Overbuild Tile needs to match the type of the Tile it overbuilds.
  • The river must match as well (not adding the river nor removing the river).
  • The Overbuild Tile is placed on top of the Tile that was overbuilt.
  • The Overbuild Tile must be placed neighboring to one of your Scotsmen. It is sufficient to have a Scotsman on the Tile that is being overbuilt.
  • Only the topmost Tile is used for the remainder of the game.
  • The tiles of the home tile can also be overbuilt if the other requirements are met.

One-time effects of a Tile that was overbuilt are retained (See One Time Effects). For example, you do not have to return a Landmark Card to the supply if you overbuild your Landmark. Resources and Scotsmen on the overbuilt Tile are placed on the newly placed Tile.

Overbuild Tiles activate themselves and all adjacent Tiles – just like normal Tiles.

You can overbuild existing Overbuild Tiles. A stack of Tiles counts as 1 Tile for scoring purposes or when removing Tiles.

One Time Effects

Once a Tile is legally placed, you receive the one-time effect in the lower left corner of the newly placed Tile.

Types of one-time effects:

  • Landmark Card: Take the corresponding Landmark Card, use its effect (see Landmarks in Appendix 1) and place it in a separate area next to your territory. Some Landmark Cards feature one-time effects, some feature ongoing-effects and some feature end-of-game effects. Use the Landmark Card one-time effects before activating the newly taken tile.
  • Scotsman: Place 1 of your Scotsmen from your supply on the newly placed Tile.
  • Joker Resource: Take 1 resource of your choice (Cattle, Sheep, Wood, Stone or Barley). Whisky Casks are not a resource and cannot be chosen.
  • Clan Marker: Take 1 of your Clan Markers and place it on the Clan Board, following the placement rules for Clan Markers outlined in Persons, Clan Markers and the Clan Board.
  • Whisky: Take a Whisky Cask from the pool and place it in a separate area next to your Clan Territory (where you keep your Person Tiles, Landmark Cards and the Whisky Casks). The Whisky supply is unlimited.
  • Coin: Take a Coin from the pool.
  • Victory Points (VP): Take the number of VP indicated.

After one-time effects are executed, Tiles are activated.

Activating Tiles

After a Tile is legally placed and one-time effects are executed, the Tile itself and all surrounding Tiles may be activated.

You may then activate this Tile and all adjacent Tiles, in any order you wish. Adjacent Tiles are all Tiles orthogonally and diagonally neighboring the newly placed Tile.

All Tiles can receive their activation benefit only once per turn, unless a rule says otherwise. The icon in the bottom right indicates what a Tile does during an activation.

All activations are optional. You can choose the order of the activations, but an activation has to be completed, before the next is started.

Types of Activations

Gaining Resources

  • Take the shown resource from the pool and place it on the activated Tile.
  • Take any 1 resource from the pool (Wood, Stone, Barley, Cattle or Sheep) and place it on the activated Tile.
  • Take the 2 shown resources from the pool and place them on the activated Tile.

Important: There is a limit of 3 resources per Tile. Any additional produced resource is lost.

Exchanging Resources

You may exchange resources for Victory Points, Whisky Casks or for placing Clan Markers. Exchanged resources are always returned to the pool.

  • Exchange 2 or 4 different resources of your choice for 4 or 8 Victory Points.
  • Exchange any combination of animals for the specified Victory Points. For example, return 1 Sheep and 2 Cattle to the pool to receive 8 Victory Points.
  • Exchange any combination of 3 resources for 7 Victory Points. For example, return 1 Sheep and 2 Stone to the pool to receive 7 Victory Points.
  • Exchange exactly the shown resources for the specified victory points.
  • Return any single resource to the pool and place 1 of your Clan Markers on the Clan Board, according to the rules listed in Persons, Clan Markers and the Clan Board.
  • Exchange 1 Barley for 1 Whisky Cask.

Movement Points

You gain 1 Movement Point for each activated tile bearing the Movement Icon in its bottom right. Each Movement Point enables 1 Scotsman to move from the tile he is on to a neighboring tile, orthogonally or diagonally, in your territory. If you obtained multiple Movement Points you may use them to move multiple Scotsmen or to move some of them more than once. You may use none, some or all of the Movement Points obtained.

Victory Points

When activated, immediately gain the number of Victory Points shown.

Overbuild Tiles

When Overbuild Tiles are placed, the Overbuild Tile and all adjacent Tiles are activated according to its activation effect. The Tile that was overbuilt is now below the Overbuild Tile and does not activate anymore and does not count for scoring purposes.

Persons, Clan Markers and the Clan Board

If a player takes a Person, the Tile is not added to the Clan Territory, but placed in a separate supply (next to the player's Whisky Casks and Landmark Cards). Therefore taking a Person does not activate any tiles in your territory and they do not count towards the territory size in the end game scoring.

However, Persons feature a one-time effect. The player gains the favor of another Clan:

  • The player places 1 of his Clan Markers on 1 of the empty Clan Fields on the Clan Board.
  • A player needs to pay the cost indicated on the roads connecting the chosen Clan Field with either the green Start Field or any Clan Field with an already placed Clan Marker (regardless of the player color of the Clan Marker).
  • The player pays the Coin cost indicated on the roads to the pool. If a player cannot pay the road cost, he may not choose this Clan Field.
  • Then the player receives the bonus from the Clan.
  • Please refer to Appendix 2 for a list of Clan Fields.
  • Each Clan Field can only be claimed once per game.

Please note: The empty Clan Fields on the Clan Board are for use with future Chronicles or Promos.

Road costs are calculated from the Start region if there is no Clan Marker placed on the Clan Board yet. Later in the game, the cost can be calculated from the nearest occupied Clan Field. It does not matter which player wants to place the Clan Marker; the cost can be calculated from the nearest occupied Clan Field.

Scoring

The Scoring Rounds

There are 4 Scoring Rounds in the game. The first 3 Scoring Rounds take place when the last Tile of each Tile stack (A, B and C) is placed on the Rondel. The 4th Scoring Round is explained below (Ending the game).

Each of the Scoring Rounds work identically:

  • The game is suspended for a Scoring Round.
  • In each Scoring Round, players compare their achievements in 4 areas to the player with the least in each category:
    • Number of Scotsmen on the Home Castle Tile (not in any other castle)
    • Number of Landmark Cards
    • Number of Whisky Casks
    • Number of Person Tiles
  • A player earns points for his lead over the player who has the LEAST of each item.
Difference to player with lowest number12345
Victory Points awarded12358

Example: Players compare the number of Landmark Cards. Matthias has 5 Landmark Cards, Andreas has 3 and Steffen has 1: Matthias has 4 more than the player with the least Landmark Cards (Steffen) and scores 5 Victory Points. Andreas has 2 Landmark Cards more than Steffen and receives 2 Victory Points. Steffen has the fewest Landmarks and does not receive any Victory Points.

Note that players keep their Scotsmen, Landmark Cards, Whisky Casks and Person Tiles after the Scoring Round. They are not returned to the pool after the Scoring.

Ending the Game

The game ends and the 4th Scoring Round takes place when the last player has moved his Playing Piece on or over the The End Tile.

Generally players will move over the The End Tile, pick their last Tile to take from the Rondel and use it accordingly. If a player prefers not to take another Tile from beyond the The End Tile, he can finish the game for himself immediately by moving onto the The End Tile. More than 1 player can move onto the The End Tile.

If playing with the Die, the Die is removed from the game when it reaches the The End Tile.

The final scoring works as follows:

  • A normal scoring takes place, as indicated above (Scoring).
  • Then the size of each Player Territory is compared to the smallest Player Territory (with the least Tiles). Each player loses 3 Victory Points for each Tile he has placed more, compared to the player with the fewest Tiles! (Persons do not count towards the territory size).
  • Each player receives 1 Victory Point for each Coin he has.
  • Some Landmark Cards award additional Victory Points at the end of the game.

Example: If Andreas has 15 Tiles, Matthias 13, and Steffen 16, then Andreas loses 6 points (2 Tiles more than Matthias, who has fewest, for -3 Victory Points each) and Steffen loses 9 points (3 Tiles more than Matthias, who has fewest, for -3 Victory Points each).

The player with the most Victory Points wins the game. If there is a tie, the player with the highest number of resources held wins. If there is still a tie, players share the victory.

Appendix 1 - Landmark Cards

These are the 11 Landmark Cards in the base game. Some Chronicles will add further Landmark Cards. If a Landmark Card features a one-time effect it takes place before activation.

  • Armadale Castle: In the Final Scoring, for the first 8 Coins you own, you receive 2 Victory Points instead of the usual 1 Victory Point per Coin.
  • Castle of Mey: Instead of activating tiles in your territory by placing Castle of Mey next to them, you immediately activate all the Tiles in your territory. Each Tile can still only be activated once per turn.
  • Castle Stalker: Immediately take 3 Coins from the pool.
  • Castle Moil: In all Scoring Rounds, the Scotsmen in your Home Castle count double when calculating Victory Points. So, if you have 3 Scotsmen in your home castle, they count as 6 Scotsmen for scoring purposes.
  • Donan Castle: Immediately place 1 of your Clan Markers on the Clan Board. You need to pay the road cost, if applicable (see Persons, Clan Markers and the Clan Board).
  • Duart Castle: Immediately place 1 of your Clan Markers on the Clan Board. You receive 1 Coin. You need to pay the road cost, if applicable.
  • Inverness: Immediately take 1 Barley and place it on the Inverness Tile. Also take 1 Whisky Cask and add it to your Whisky supply (next to your play area with your Landmark Cards and Persons, if available).
  • Loch Lochy: Immediately take any 2 resources (Wood, Stone, Barley, Sheep or Cattle) and place them on the Loch Lochy Tile.
  • Loch Morar: You may remove up to 2 of the Tiles from your clan territory. Take them out of the game. However, the layout must still be legal. Loch Morar can be removed by its own landmark effect. If you remove an Overbuild Tile, all Tiles in that position must be removed as well. If removing a Landmark Tile, you keep the Landmark Card. Any resources and Scotsmen on the removed Tile are moved to your Clan Castle. If Loch Morar removes itself, activation of surrounding Tiles still takes place.
  • Loch Ness: In each of your turns, you can activate any 1 additional Tile in your territory with an Activation symbol on it. This Tile does not need to be adjacent to Loch Ness or any other Tile you activate. However, each Tile can still only be activated once per turn. When placing Loch Ness, you need to first pay the Scotsman (cost of the Tile) and then place the Tile. The Scotsman needs to be taken from within your home territory. You cannot place Loch Ness adjacent to the Scotsman you used to pay for the cost for Loch Ness.
  • Loch Shiel: Immediately place 1 Scotsman on the Loch Shiel Tile and take 1 Whisky Cask and add it to your Whisky supply.

Appendix 2 - Clan Fields

Clan bonuses are usually immediate effects, but can also be ongoing effects. Resources from Clan Fields can be placed on any Tile. When placing resources, bear in mind that the maximum number of resources (3 per Tile) still applies.

  • Brodie: Immediately score Victory Points (VP) for villages you own: If you have 3 Villages, score 5 VP. If you have 4 or more Villages, score 8 VP.
  • Cameron: Immediately activate 1 Trade Tile. Immediately gain 3 Movement Points. You may still only activate each tile once per turn.
  • Chisholm: Immediately take 1 Barley and place it on any tile. Take 1 Scotsman and place it on any tile.
  • Douglas: This Clan can be taken multiple times and by different players. Immediately score 3 VP.
  • Grant: Immediately score Victory Points for the number of tiles with at least 1 Scotsman on it: if you have at least 5 Scotsmen on different tiles, you score 5 VP. If you have 6 or more, you score 8 VP.
  • Gunn: Immediately take 1 Sheep and 1 Cattle from the pool and place them on any of your Tiles.
  • MacDonald: Immediately take 1 Stone and 1 Wood from the pool and place them on any tiles.
  • MacDonell: You may activate 1 Material Tile and 1 Whisky Tile. Do not activate surrounding Tiles.
  • MacGregor: If you activate a Whisky Tile, you may choose not to use the activation effect to produce a Whisky Cask and immediately receive 3 Victory Points instead. This is an ongoing effect. If a distillery does not have an Activation Icon to produce a Whisky Cask, this effect cannot be used. You do not have to pay the activation's normal cost to use this effect.
  • Mackintosh: Your Castle tiles are now treated like Scotsmen concerning tile placement. You can place new tiles next to any of your Castles without the need for a Scotsman. This is an ongoing effect.
  • MacLachlan: You can relinquish unused Movement Points for 1 Victory Point each. This is an ongoing effect.
  • MacLeod: Immediately take 3 Coins from the pool.
  • MacMillan: Immediately take 1 of the tiles in your territory out of the game. The layout still has to be legal. If you remove an Overbuild Tile, all tiles in that position must be removed. If removing a Landmark Tile, you keep the Landmark Card. Any resources and Scotsmen on the Tile are moved to your Clan Castle. Neither the Village nor the Home Castle in the Home Territory can be removed in that way.
  • MacPherson: Immediately score Victory Points for the number of Overbuild tiles in your territory. This includes Overbuild Tiles that were overbuilt. If you have at least 2 Overbuild Tiles, score 5 VP. If you have 3 or more Overbuild Tiles, score 8 Victory Points.
  • MacLean: You may activate 1 Animal Tile and 1 Whisky Tile. Do not activate surrounding Tiles.
  • McKay: Immediately take the David Hume Person Tile. It counts as 2 Persons in the Scoring Rounds.
  • McKenzie: Immediately take 1 Barley and place it on any Tile. In addition, take 1 Whisky from the pool.
  • McKinnon: Immediately take 1 Scotsman and place it on any Tile. In addition, take 2 Coins from the pool.
  • Munro: Immediately choose 1 tile from the discard pile and build it in your territory without paying its cost. If you choose a Person Tile, you still have to pay any road costs (see Persons, Clan Markers and the Clan Board).
  • Oliphant: Immediately score Victory Points for Coins you currently have: If you have at least 9 Coins, score 5 Victory Points, if you own 12 or more Coins, score 8 Victory Points.
  • Ross: Immediately take 2 Scotsmen and place them on any tiles.
  • Sinclair: If you activate a Trade Tile, you can replace 1 resource needed to pay the Activation Cost by paying 1 Coin to the pool. This is an ongoing effect. This effect can only be used once per activation and only for 1 of the resources needed.
  • Sutherland: Immediately score Victory Points for the number of River Tiles in your territory. If you have at least 4 River Tiles, score 5 VP. If you have 6 or more River Tiles, you score 8 VP.

The Chronicles

The base game box includes 8 Chronicles, each a mini-expansion that adds rules and material to the game. Chronicles can be freely combined. For your first few games, play the basic game without any Chronicle; then add one Chronicle at a time. Each Chronicle is protected against the Die (a Tile with any Chronicle Icon is never removed by the Die).

  1. The Dragon Boat Races (2-4 players, easy) — Adds Player Boats, a Race Start Tile and Ship Builder Tiles. Players use Movement Points to row their Boat clockwise along the river through every player's Home Territory and back to their Home Castle. The first to return earns the Winner Card (15 VP and a Whisky Cask), then Second (10 VP) and Third (5 VP); players who do not finish receive a Last Card and score nothing for their Coins in final scoring. Passing a Castle lets a player take a Reward Token.
  2. Highlander - There Can Be Only One (2-4 players, easy) — Adds a double-Tile Mountain placed before the empty space. Players moving over the Mountain leave a Coin or resource on it; a player who moves onto the empty Mountain may later collect everything on it.
  3. Ol' Jamey's Single Cask Reserve (2-4 players, medium) — Adds Single Cask Whisky that ages through First/Second/Third Cellar Cards, replacement and new distillery Tiles, and Selling Single Cask Tiles. Whisky ages by moving casks rightward through the Cellars for more Victory Points, and can be sold on Selling Single Cask Tiles.
  4. Hammer of the Scots (3-4 players, hard) — Adds the Englishman as an extra Playing Piece, an England Market row and token, plus 4 new Tiles/Landmark Cards. The player controlling the England token can use the Englishman for an extra move by paying Coins to the England Market row.
  5. Address to a Haggis (2-4 players, easy) — Adds Haggis Tokens (values 1-3), Haggis Serving Tables and new Inn Tiles. Players collect and risk face-down Haggis Tokens, revealed by Die rolls in 3 Haggis Scoring Rounds; the score is the number of face-up tokens multiplied by their combined value.
  6. The Dubious Tome of Scottish History (2-4 players, tricky) — Replaces Landmark Cards with double-sided Landmark-Event cards and adds new Tiles. Activating an event icon lets a player trigger the card's right-side event and flip it to its Event side; each face-up Event side scores 1 extra point in Landmark scorings.
  7. Between a Rock and a Hard Place (2-4 players, medium) — Adds 10 Great Glen Scoring Cards and AYE/NAY Voting Markers. When a player takes a Person Tile, a Clan Assembly is called to vote whether a chosen Scoring Card will be scored in the Final Scoring Round.
  8. The Penny Mobs (2-4 players, hard) — Adds Penny Mobsters, Pennies (-1/+1 VP) and various tokens. Players jail Mobsters with Pennies (flipping them to +1 VP) or recruit a Mobster for its special ability. At game end, each Mobster costs VP and each Penny scores or costs based on its side.

(For the full detailed rules of each Chronicle, refer to the printed rulebook. For your first few games, play the basic game without Chronicles.)