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Kingdom Legacy: Ridding the Woods

Expansion for Kingdom Legacy: Feudal Kingdom

Kingdom Legacy: Ridding the Woods Rulebook

Table of Contents

Table of Contents

  • Setup
  • Playing with the Expansion
  • Cards
    • Card 1
    • Card 2
    • Card 3
    • Card 4
    • Card 5
    • Card 6
    • Card 7
    • Card 8
    • Card 9
    • Card 10
    • Card 11
    • Card 12
    • Card 13
    • Card 14
    • Card 15
    • Card 16
    • Card 17
    • Card 18
    • Card 19
    • Card 20
    • Card 21
    • Card 22
    • Card 23
    • Card 24
    • Card 25
    • Card 26
    • Card 27
    • Card 28
    • Card 29
  • Gaps

Setup

Ridding the Woods is set up as printed on the welcome card (card 0):

  • Before your start, perform a purge 8 (focus 2 [wood]) and purge 2 permanent cards.
  • "Focus 2 [wood]" means that you must choose cards with [wood] production, if possible, until you have selected 2 such cards. Then the purge selection continues as normal.
  • After the purge, continue with the next step: →.

Playing with the Expansion

  • Play 5 rounds with normal rules. At the start of each round, discover 5 cards from this expansion (instead of 2).
  • When you are done, add sticker 13c to the score path on your box and fill in your new score.
  • Cards 26-28 are discoverable cards; add them to the back of your box. Card 29 is also a discoverable card (see the publisher's errata on the card 0 page).

Cards

Each card is listed by its number and printed name, followed by its card type and the medal printed on it. A two-faced card is listed with its stages. Two-stage land and building cards print two stages on each card image: one stage on the upright half and one on the half printed upside-down. The stage numbers used here follow the publisher's card pages, which place Stages 1 and 2 on the first image of a card and Stages 3 and 4 on the second.

Card 1

Stage 1: A Certain Lady (Person - Lady). Medal: 6.

  • [bolt] Mark 1 ⊗ for each enemy which is in play with this card.
  • After finishing Ridding the Woods, [red icon].

Stage 4: Rogue Lady (Enemy). Medal: -3.

  • [bolt] When played, cross out 1 [coin] production on 1 card in play. If you do, mark 1 ⊗ from left to right.

Card 2

Stage 1: Robbin' Leader (Enemy). Medal: -5.

  • ∞ You cannot gain other resources than [swords].
  • [check] Spend [swords] [swords] [swords] to defeat (mark 1 ⊗ from left to right).
  • When complete: If you have A Certain Lady, destroy her from anywhere (reshuffle the deck if she was there) and →. Otherwise, destroy this.

Stage 4: Sobbing (State). Medal: *.

  • [bolt] When advancing, you play 2 additional cards.
  • *This is worth -4 [medal] when purged.

Card 3

Stage 1: Bandit (Enemy). Medal: -2.

  • [bolt] When played, discard all cards with [wood] production.
  • [hourglass] Spend [swords] [swords] [swords] to defeat (→).
  • (May be → by a Missionary.)

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 4

Stage 1: Robber Forest (Land - Enemy).

  • [bolt] When played, play Robbin' Leader from discard pile.

Stage 2: Unsafe Forest (Land - Enemy).

  • [bolt] When you defeat an enemy, spend [coin] [coin] [coin] [coin] [swords] [swords] to →. (Reminder: you must have these resources before defeating the enemy.)

Stage 3: Calm Forest (Land). No rules text is printed on this stage.

Stage 4: Peaceful Forest (Land). Medal: 10.

  • ∞ Stays in play.

Card 5

Stage 1: Terrified Town (Land).

  • [bolt] When an enemy is played, discard 3 friendly cards.

Stage 2: Uneasy Town (Land).

  • [bolt] When an enemy is played, discard 2 friendly cards.

Stage 3: Guarded Town (Land). Medal: 3.

  • [check] Spend [green icon] [wood] [wood] [wood] [wood] to discover Outpost (29).

Stage 4: Named Land (Land). Medal: 7. The name banner is blank for the player to write in.

  • [hourglass] Discover Sheriff (27).
  • Whenever you wish, choose a name for this land and write it in the name banner. (This line is from the publisher's card database; it is not visible on the card image.)

Card 6

Stage 1: Bandit (Enemy). Medal: -2.

  • [bolt] When played, discard all cards with [wood] production.
  • [hourglass] Spend [swords] [swords] [swords] to defeat (→).
  • (May be → by a Missionary.)

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 7

Stage 1: Huge Robber (Enemy). Medal: -3.

  • ∞ You cannot advance.
  • [check] Discard 4 persons to defeat (→).

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 8

Stage 1: Large Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 2: Small Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 3: Empty Camp (Land). No rules text is printed on this stage.

Stage 4: Rich Forest (Land). Medal: 3.

  • ∞ Stays in play.

Card 9

Stage 1: Fort Grounds (Land). No rules text is printed on this stage.

Stage 2: Wall (Building). Medal: 3.

  • ∞ Stays in play.

Stage 3: Large Dungeon (Building). Medal: *.

  • ∞ Discard 1 prisoner and keep track of how many you have discarded below.
  • *This card is worth 2 [medal] for each mark.

Stage 4: Small Dungeon (Building).

  • [check] Discard any number of prisoners to mark 1 ⊗ from left to right for each.

Card 10

Tax Collector (Person). Medal: *. Production: 4 [coin].

  • [bolt] When you produce with this, mark 1 ⊗.
  • *Worth -1 [medal] for each ⊗.

Card 11

Stage 1: Robber Veteran (Enemy). Medal: -2.

  • [bolt] When played, discard all cards with [coin] production.
  • [check] Spend [swords] [swords] [swords] [swords] [swords] to defeat (→).

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 12

Stage 1: Archery Contest (Event).

  • [check] Mark 1 ⊗ from left to right to play 1 enemy from discard pile.

Stage 4: Bait and Trap (Event).

  • [check] If you have a lady in play, play 1 enemy from discard pile, then gain [swords] [swords].

Card 13

Stage 1: Lousy Guard (Person).

  • [bolt] If there is no enemy in play, discard this.

Stage 2: Impatient Guard (Person).

  • [bolt] If there is no enemy in play, discard this.

Stage 3: Guard (Person). Medal: 3. No rules text is printed on this stage.

Stage 4: Brave Knight (Person - Knight). Medal: 13.

  • [bolt] When played, play 1 enemy from discard pile.
  • A printed arrow beside the card art reads "1 enemy".

Card 14

Treasure Wagon (Wagon). Medal: *. Production: 9 [coin] (three rows of three).

  • [bolt] When played, if an enemy is in play, cross out 1 production here.
  • [bolt] When an enemy is played, cross out 1 production here.
  • *When purged, this is worth 5 [medal] for each production on it.

Card 15

Stage 1: Powerful Prince (Person). Medal: -5. Production: 18 [coin] (six rows of three).

  • ∞ Spend [coin] [coin] [coin] to cross out 1 [coin] from the upgrade cost.
  • [bolt] When played, gain any 2 resources.
  • (Reminder: resources are lost when a new card enters play.)

Stage 4: Prince (Person). Medal: -12.

  • [bolt] When played, gain any 3 resources.
  • (Reminder: resources are lost when a new card enters play.)
  • [hourglass] Discover Treasury (28).

Card 16

Stage 1: Large Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 2: Small Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 3: Empty Camp (Land). No rules text is printed on this stage.

Stage 4: Dense Forest (Land). Medal: 3. No rules text is printed on this stage.

Card 17

Stage 1: Large Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 2: Small Robber Camp (Land - Enemy).

  • ∞ You may not use [swords] except to upgrade cards.

Stage 3: Empty Camp (Land). No rules text is printed on this stage.

Stage 4: Cliffy Forest (Land). Medal: 3.

  • ∞ Stays in play.

Card 18

Stage 1: Robber Saboteur (Enemy). Medal: -2.

  • [bolt] When played, cross out any 1 production on 1 building in play.
  • [hourglass] Spend [swords] [swords] [swords] to defeat (→).

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 19

Stage 1: Rebellious Monk (Enemy). Medal: -2.

  • [bolt] When played, blocks any 3 friendly cards.
  • [hourglass] Spend [barrel] [barrel] [barrel] [barrel] to →.

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 20

Stage 1: Bard of the People (Enemy - Person).

  • [bolt] When played, play 1 enemy from discard pile.

Stage 4: Obedient Bard (Person). Medal: *.

  • [check] Mark 1 ⊗ to play 1 event from discard pile.
  • *Worth 2 [medal] per ⊗.

Card 21

Stage 1: Rescuer (Enemy). Medal: -2.

  • [bolt] When played, play 1 Prisoner from discard pile.
  • [hourglass] Spend [stone] [stone] [stone] to defeat (→).

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 22

Stage 1: Rescuer (Enemy). Medal: -2. The card text is the same as card 21 (this card is a second copy, numbered 22).

  • [bolt] When played, play 1 Prisoner from discard pile.
  • [hourglass] Spend [stone] [stone] [stone] to defeat (→).

Stage 4: Prisoner (State). Medal: 2.

  • [bolt] If there are 2 enemies in play, →.
  • ∞ After selecting cards for a purge, add up to 2 Prisoners to that purge.

Card 23

Stage 1: Old Oak Tree (Land).

  • [bolt] When played, play 1 enemy from discard pile.
  • [check] Spend [stone] [stone] to mark 1 ⊗ from left to right.

Stage 4: Stump (Land).

  • [check] Mark 1 ⊗.

Card 24

Stage 1: Druid Camp (Land - Enemy).

  • [bolt] When played, discard all cards that stay in play.

Stage 2: Druid Sanctuary (Land - Enemy).

  • [bolt] When played, discard all cards that stay in play.
  • [bolt] When upgraded, add sticker 6 to 2 friendly cards in play.

Stage 3: Secluded Forest (Land).

  • [bolt] When played, discard 1 card that stays in play.

Stage 4: Singing Forest (Land). Medal: 5. No rules text is printed on this stage.

Card 25

Stage 1: Hilltop (Land). No rules text is printed on this stage.

Stage 2: Hill Monument (Land). Medal: 4. No rules text is printed on this stage.

Stage 3: Hill Megalith (Land). Medal: 10.

  • [hourglass] Spend [barrel] [barrel] [barrel] [barrel] to discover the Keeper of Secrets (26).

Stage 4: Ceremony (Event). Medal: 10.

  • [check] Discard 5 friendly cards from play. Add sticker 10 to 1 of them. Then ↓.

Card 26

Stage 1: Keeper of Secrets (Enemy).

  • [bolt] When played, discard all other cards in play, then ↓.

Stage 2: The Chase (Event). The track has three red marked boxes, then a printed arrow, then three green marked boxes.

  • [check] Discard 6 friendly cards to mark 1 green ⊗ from left to right.
  • [bolt] End of Turn: Mark 1 red ⊗.

Second face: Ether Connector (Artifact - Permanent). Medal: 10.

  • This card cannot be destroyed.
  • The effect of this magical artifact is yet to be discovered.

Card 27

Stage 1: Sheriff (Person). Production: 12 [barrel] (four rows of three).

  • ∞ Spend [barrel] [barrel] [barrel] to cross out 1 [barrel] from the upgrade cost.
  • [check] Discard 1 land to gain any 2 resources.

Stage 4: Feared Sheriff (Person). Medal: -12.

  • ∞ Discard 1 land to gain any 2 resources.
  • (Reminder: ∞ effects can be used repeatedly without discarding the card.)

Card 28

Treasury (Permanent). Card 28 is a discoverable card.

  • This card is permanent.
  • [hourglass] Spend the [coin] below to fill up your treasury: mark 1 ⊗ from left to right. This card is worth the highest marked [medal].

Treasury track (each box shows the number of [coin] to spend and the [medal] value printed in it):

Box123456789101112
[coin] to spend123456789101112
[medal] value12357

Famed Treasury (Permanent) - the continuation of the Treasury track.

  • This card is permanent.
  • [hourglass] Spend the [coin] below to fill up your treasury: mark 1 ⊗ from left to right. This card is worth 50 [medal] + the highest marked [medal].

Famed Treasury track:

Box13141516171819202530
[coin] to spend13141516171819202530
[medal] value1020304050607080100

The large medal at the left of the card is printed as "50+".

Card 29

Stage 1: Outpost Construction (Land). Production: 4 [wood] (two rows of two). No rules text is printed on this stage.

Stage 2: Palisades (Land).

  • [bolt] End of Turn: Discard to make 2 lands stay in play.

Stage 3: Forest Outpost (Land). Medal: 3.

  • [bolt] End of Turn: Discard to make 3 lands stay in play.

Stage 4: Walled Outpost (Land - Building - Wall). Medal: 5 (printed "5*").

  • [bolt] End of Turn: Discard to make all lands stay in play.
  • *Worth +2 [medal] for each other card purged together with this.

Gaps

  • Card faces are the only source: there is no separate rulebook for this expansion. The printed arrow (→), the red icon at the end of card 1, and the [hourglass] and [check] icons have no printed explanation on the faces, so they are transcribed as icons.
  • Production values on most land, building and person faces are shown as icon boxes on the card art and are not transcribed here, except where stated above. Check the physical cards for them.
  • The stage order of two-stage cards is inferred from the publisher's card-page image mapping and the printed art, not from a printed stage number.
  • Card 26's second face (Ether Connector) is placed after The Chase by the order of the card images; the card faces do not print a stage number for it.
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