Potions of Azerland
Potions of Azerland Rulebook
Table of Contents
Table of Contents
Components
- 1 main board
- 1 Festival track, 1 action marker
- 7 Bonus of the Day tiles
- 43 Visitor cards
- 44 Market cards
- 4 Apothecary boards
- 4 cauldrons
- 30 priority tiles
- 4 priority plaquettes
- 12 study discs
- 12 indicator cubes
- 4 Hypnosis pawns
- 12 Novice Ability discs
- 4 prestige markers
- 4 +50 prestige pawns
- 30 Potion tokens: 10 intelligence, 10 charm, 10 celerity
- 75 Ingredient tokens: 25 mushrooms, 25 flowers, and 25 sap
- 25 Apprentice tokens
- 25 Gold tokens
- 5 x5 tokens
- 1 Potion die
- 12 Ingredient dice
- 8 player aids
- 12 cards for solo mode
Setup
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Set up the main board in the center of the table.
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Place the Festival track above it, as shown opposite, leaving enough room for the priority plaquettes.
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Randomly place 5 Bonus of the Day tokens, face down, on spaces 2 to 6 of the Festival track. Return the unused tokens to the box without looking at them. Place the action marker on the Harvest space.
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Shuffle the Market deck and place it to the right of the board. Reveal 2 cards per player and place them in the Market section of the board, as shown.
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On the main board, line up the Ingredient dice on the left, as shown, and create the general supplies of Apprentice, Gold, Ingredient, and Potion tokens.
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Place the Potion die near the board.
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Create the Visitor deck. a. Separate the Visitor cards into 3 piles according to the number of potions in their order (shown in the upper-left corner of each card). Remove the Infinity visitors and set them aside. b. Shuffle the 1-potion cards, then place 2 per player on the main board, face up: these visitors are in town. c. Follow the table below to build the Visitor deck according to your player count, without looking at the cards.
Order 1-2 players 3 players 4 players 2 potions 6 10 14 3 potions 2 3 4 Infinity visitor 2 2 2 d. Shuffle the deck, then reveal 1 card per player above the Visitor spaces of the Festival track: these visitors are on the road. Place the deck to the right of the row thus formed. e. Return all unused Visitor cards to the box without looking at them.
Player setup
- Give each player two player aids, an Apothecary board, the priority plaquette of the matching color, and 5 numbered priority tiles from 1 to 5. Leave all Priority 0 tiles in the box.
- Each player receives 3 Novice Ability discs (one per potion type), 3 indicator cubes, and the Hypnosis pawn in their color. Each player places the discs on the matching icons of their board's scrolls, and the cubes on the N of each Potion track.
- Each player receives 3 study discs (one per potion type) and places them on the N space of their board's study track, stacked on top of each other.
- Each player places their prestige marker on the Start space of the main board, then their +50 prestige pawn at the end of the track, as shown opposite.
- Each player receives a cauldron: with 2 players, use cauldrons 1 and 2; with 3 players, cauldrons 1, 2, and 3; with 4 players, all the cauldrons.
- Players receive starting resources according to their cauldron number, as shown below and on space 1 of the Festival track.
Starting resources
- Cauldron 1: 1 potion, 1 apprentice, 1 gold, 1 flower, 1 sap
- Cauldron 2: 1 potion, 3 gold
- Cauldron 3: 1 potion, 3 apprentices
- Cauldron 4: 2 potions
How to Play
A game is played over six rounds, each representing a day. Each day is divided into 4 phases:
- Preparation
- Priorities
- Potions
- Actions
Players earn prestige by serving the orders of visitors who come to town seeking potions. After the sixth day, the game ends and final scores are calculated. The player with the most prestige becomes Master or Mistress Apothecary and wins the game!
Phase 1 – Preparation
You begin each day by restocking the market, welcoming new visitors, and then revealing the day's objective or bonus.
Market restock
Fill the Market section of the board with 2 Market cards per player. Starting on the second day, any card remaining from the previous day must be removed before refilling the area again.
Welcoming visitors
At the start of each new day, move the Visitor cards that were on the road (above the Festival track) onto the board: they are now in town, alongside visitors remaining from previous days.
There is no limit to the number of visitors in town: no visitor leaves as long as their order has not been served.
After welcoming the new visitors into town, refill the on the road visitor spaces by revealing as many cards as there are players.
At the start of the sixth and final day, the Visitor deck must be exhausted: once visitors have been welcomed into town, no new visitor is set on the road.
Uprighting visitors
Some of the visitors whose orders you serve grant you a benefit that can be triggered once per day (see Types of Benefits, p. 12). Their card must be turned to horizontal when you activate it, to signal that this benefit is no longer available today. The following day, at the start of phase 1, turn each of these cards back to vertical to signal that the benefit can be triggered again.
Bonus of the Day
Reveal the Bonus of the Day token: it grants each player an immediate bonus, or presents an objective to accomplish during the day in order to earn extra prestige. On the first day, all players receive starting ingredients according to their cauldron, starting with cauldron 1.
The Bonus of the Day tokens include the following:
- Every time a player concocts a potion, they immediately gain 1 prestige point.
- Every time a player buys a Market card, they immediately gain 1 prestige point.
- Every time a player serves a visitor's order, they immediately gain 1 prestige point.
- Every time a player drinks a potion, they immediately gain 1 prestige point.
- All players immediately gain 1 gold.
- All players immediately gain 1 apprentice.
- All players immediately gain 1 ingredient of their choice.
Phase 2 – Priorities
Plaquettes and priority tiles
Simultaneously, all players arrange their 5 tiles on their plaquette to indicate which actions they want to give priority to (by assigning them the lowest numbers) and which they care less about (by assigning them the highest numbers). Actions are always activated left to right, and players who assigned the lowest numbers to an action are advantaged in various ways (see p. 9, Effect of Priorities on Actions).
Working in Town
If a player does not want to carry out one of the actions, they may insert their priority tile the other way round, so that the gold shown in their plaquette's window is visible (like tile 3 in the example opposite). The player thereby gives up the action and replaces it with a Working in Town action, which grants them the gold shown, at the start of phase 4.
Once all their tiles are inserted, players place their plaquette in the center of the table, face down, between the main board and the Festival track.
Actions
The actions available in phase 4 are the following.
Harvest — This action lets you obtain the raw ingredients (mushrooms, sap, flowers) needed to concoct your potions.
Study — By becoming more skilled at concocting certain potions, this action lets you increase the prestige granted to you by visitors, and unlock new effects when you drink your potions.
Trade — This action lets you buy Market cards with your gold. But be careful: first come, first served!
Concoct — This action lets you turn your raw ingredients into potions. Each concoction requires a precise combination of ingredients.
Serve orders — Give visitors the potions they request in order to earn prestige! Here too: first come, first served!
Work in Town — A player can earn gold by showing the Gold side of their priority tile. If you choose this option, you give up the associated action entirely.
Phase 3 – Potions
During this phase, players may drink their own potions to benefit from their effects. One after another, in ascending order of cauldron number, each player may drink as many of their potions as they wish. Consumed potions return to the general supply.
Each potion lets the player who drinks it use one of its effects, but only if that effect is at or below their current study level for that potion type (see p. 10, Study action). For example, if a player is Expert in charm potions, drinking one lets them choose between its Novice effect, its Intermediate effect, and its Expert effect (they do not benefit from all three at once). Abilities and ingredients obtained by a player from drinking a potion can be used immediately.
For more on potion effects, see p. 14.
Example: The purple player drinks an intelligence potion and chooses to benefit from its intermediate effect, equal to their study level for that potion type. They therefore gain 6 study points and move their blue marker 6 spaces on the track: they reach Expert level in intelligence potions.
They then drink a second one to trigger the expert effect this time, which lets them roll the Potion die once: they get 2 prestige points and a charm potion.
The player immediately drinks their new charm potion, whose Novice effect grants them the Persuasion ability and 2 Apprentice tokens.
Phase 4 – Actions
Players turn their priority plaquette over to reveal the priorities set during phase 2 (be careful not to let the tiles slide off the plaquette as you turn it!). Anyone who chose to Work in Town with at least one of their Priority tiles receives the full amount of gold shown in the windows of their plaquette.
Players then activate each action in order, from left to right, starting with the Harvest action. Everyone carries out the action according to the advantages granted by the priority tile they assigned to it, after comparing it with those of the other players. To help track which action has been resolved, use the action marker.
Effect of priorities on actions
Trade, Serve orders — First come, first served: regardless of the number of participants, the player with the best priority performs the action first, as many times as they wish (and are able to). Once they are done, it is the turn of the player with the second-best priority, and so on.
Harvest, Study, Concoct — Players can perform these actions a certain number of times depending on the priority they assigned to each:
- with 2 players, the player with the best priority can perform the action 3 times, and the second player, 2 times;
- with 3 players, the player with the best priority can perform the action 4 times, the second player 3 times, and the third, 2 times;
- with 4 players, the player with the best priority can perform the action 4 times, the second and third players 3 times, and the fourth player, 2 times.
Apprentice tokens
These tokens let you benefit from additional Harvest, Study, or Concoct actions. To do this, the player discards as many Apprentice tokens as they wish before performing their action: they can then repeat it as many times as the number of tokens discarded. Apprentice tokens are earned in various ways during the game: through certain potions, Market cards, or visitor rewards.
NOTE: Apprentices may only be used during phase 4, before performing the action for the first time. They do not let you repeat bonus actions gained as a result of triggering an effect (for example, when you may Harvest thanks to your progress on the study track).
Priority ties
If two or more players assigned the same priority to the same action, the one holding the lowest-numbered cauldron gets the best priority: they perform their action before or more times than the next player.
After all tied players have finished their action, they must exchange their cauldrons:
- if there are two of them, they simply swap cauldrons;
- if there are three, only the first and the last exchange;
- if there are four, the exchange happens between the first and the last, as well as between the second and third.
A reminder of this rule appears on the back of every cauldron.
Example: all the players chose priority 1 for the Harvest action. The purple player holds cauldron 1 and therefore performs the action first, followed by the orange, green, then white players.
The purple player exchanges their cauldron with the white player, while the orange player exchanges theirs with the green player.
Harvest action
To Harvest ingredients, each player rolls the number of dice determined by their priority (see p. 9 or the Festival track): a better priority gives more dice, and therefore more ingredients. Once their dice are rolled, the player gains the ingredients shown on the faces obtained.
Turn order: the Harvest action can be resolved simultaneously by all players.
Before performing the Harvest action, discard one or more Apprentice tokens to add that many dice to your roll. Used Apprentice tokens are put back in the general supply.
Example: based on their priority, the purple player should roll 3 dice for the Harvest action. They decide to discard 2 Apprentice tokens to roll 2 additional dice (5 in total).
Study action
The Study action lets players advance a number of spaces on their study track, determined by their priority. Each player can choose to improve their mastery of a single potion, or split their progress between several potion types, as they see fit. When a disc reaches or passes a Harvest space on the study track, the player immediately rolls an Ingredient die and gains the corresponding result.
Turn order: the Study action can be resolved simultaneously by all players.
Advantages: every time one of a player's discs reaches or passes the Intermediate or Expert level space for a potion type, they gain two advantages:
- a prestige bonus every time they serve a potion of that type (1 point for Intermediate level, 2 for Expert level);
- access to additional effects when they drink potions of that type during phase 3.
To keep track of these new advantages, the player moves the indicator cube to the correct section of the matching scroll (on their Apothecary board).
Before performing the Study action, discard one or more Apprentice tokens to advance that many additional spaces. Used Apprentice tokens are put back in the general supply.
Example: the purple player assigned the best priority (1) to the Study action and can therefore advance 4 spaces on the study track. They advance their Charm and Celerity discs by 2 spaces each and trigger the Harvest space effect twice. The green player only advances 3 spaces: their Celerity disc passes the Harvest space, which they trigger once.
Trade action
The Trade action lets players buy Market cards by paying the amount of gold shown on their lower portion, in order to gain the benefits shown on their upper portion.
Turn order: the player with the best priority starts by buying any number of cards, followed by the player with the second-best priority, and so on. Each player can therefore, strategically, prevent the following players from getting certain cards.
After buying a Market card and collecting its benefits, discard it without replacing it. The market restocks the following day, during phase 1.
Exchanges: during the Trade action, all players may exchange ingredients with the supply, at a rate of 2 for 1, as many times as they wish until the end of the action. Exchanged ingredients do not need to be identical (for example, you can exchange 1 sap and 1 flower for 1 mushroom). Players do not need to buy a Market card to exchange ingredients, but they must be performing the Trade action.
Concoct action
The Concoct action lets each player produce any number of potions (or none), within the limit granted by their priority. To do so, they must spend the required ingredients, returning them to the general supply, then add the prepared potion to their personal supply. The recipe for each potion type is shown on the Apothecary boards, at the top of the matching scroll.
Turn order: the Concoct action can be resolved simultaneously by all players, or in priority order if one of them requests it.
Before performing the Concoct action, discard one or more Apprentice tokens to prepare that many additional potions. Used Apprentice tokens are put back in the general supply.
IMPORTANT — None of the game's resources (ingredients, potions, gold, apprentices) is limited in quantity. If you run out of one of them, use the substitute of your choice.
Serve orders action
This action lets players supply the potions requested by visitors who have arrived in town. To serve an order, a player must gather all of the potions shown on a Visitor card and return them to the supply. If a visitor's order includes a joker potion, it may be replaced by any type of concoction. Once the order is served, the player earns the prestige points shown in the upper-left corner of the card (not forgetting any prestige bonus they may have). Finally, they gain the benefits listed in the box at the bottom of the card and place it to the left of their Apothecary board, to form a display of satisfied visitors.
Study-level prestige bonus
- If an order includes several potions, the player who serves it only gains the prestige bonus for the type in which their study level is lowest.
- If the order includes a joker potion AND a potion of a specific type, the player who serves it only gains the prestige bonus for the latter.
- If the order includes only joker potions, the player who serves it gains no prestige bonus.
Turn order: the player with the best priority starts by serving any number of orders, followed by the player with the second-best priority, and so on. Each player can therefore, strategically, prevent the following players from reaching certain visitors. Visitor cards whose order has been served are not replaced immediately. Visitors currently on the road will be welcomed into town the following day, during phase 1. There is no limit to the number of visitors in town: none of them leave as long as they are not served.
Types of Visitor card benefits
The box at the bottom of each Visitor card carries an icon showing when and how to trigger the benefits.
Immediate — The holder of this card triggers its benefit immediately after having served the order.
Once per day — The holder of this card gains the reward shown to the right of the arrow once per day, if it meets the conditions specified on the left.
End of game — At the end of the game, the holder of this card gains the reward shown to the left of the diamond icons, once for each time they meet the condition specified on the right.
Infinity — This card never joins a display of satisfied visitors: its order can be served multiple times by each player in the same day. It stays in town until the end of the day during which its order is served at least once (at the end of that day, put the card back in the box). Every time a player serves its order, they immediately trigger its benefit.
Example: the purple player is the last to perform the Serve orders action. They use their two intelligence potions to serve the order of the last visitor in town, which grants them 6 prestige points. Their Expert level for that potion type adds a prestige bonus of 2 points. At the end of the game, this visitor will grant them 1 prestige point per visitor to whom they delivered at least 1 intelligence potion (this card included).
Once phase 4 is finished, begin a new day by repeating each phase in order. Don't forget the Bonus of the Day: it can earn you extra prestige points!
At the end of the sixth day, the game ends: you can proceed to the final count.
End of Game Scoring
The game ends when all players have completed their Serve orders action at the end of the sixth day. Players can now count the following end-of-game benefits:
- benefits from the cards in their display of satisfied visitors;
- 1 prestige point per pair of Gold tokens;
- 1 prestige point per pair of Apprentice tokens;
- 2 prestige points per remaining potion.
Remaining ingredients are worth nothing, so make sure you spend them well!
The player with the most prestige points wins the title of Master or Mistress Apothecary and wins the game! In case of a tie, share the victory, or award it to whoever holds the cauldron closest to 1!
Potion Effects
Celerity Effects
Novice — Gain 2 gold. The first time you drink a celerity potion by choosing its Novice effect, you unlock your Black Market disc and benefit from its ability for the rest of the game: move it onto the matching description space, to the right of your board.
Black Market ability: draw the first 2 cards of the Market deck and place them near the slots on your board. Only you may buy them by trading. Renew these cards at every market restock (phase 1).
The Intermediate and Expert effects of a celerity potion do not let you gain this ability: it can only be unlocked by triggering the Novice effect. Once the disc is moved, the Novice effect of a celerity potion only grants 2 gold.
Intermediate — Reveal cards from the Market deck ONE AT A TIME, and stop whenever you wish. After stopping, gain 1 ingredient per card revealed.
You MUST stop at 6 cards, or after revealing 3 cards bearing the Hand-in-bag icon.
If you revealed 3 cards with that icon, you gain the ingredients, but lose 2 prestige points. If you cannot lose them, you do not gain the ingredients.
If the Market deck runs out while you have not finished, shuffle all the discard cards to form a new deck.
Expert — Immediately replace any tile on your priority plaquette with a 0 tile from the box. You can insert it either way round, regardless of the orientation of the replaced tile (put the latter back in the box).
This 0 tile is yours to keep for the rest of the game. You can accumulate as many 0 tiles as you wish (by triggering the Expert effect of that many celerity potions).
Charm Effects
Novice — Gain 2 apprentices. The first time you drink a charm potion by choosing its Novice effect, you unlock your Persuasion disc and benefit from its ability for the rest of the game: move it onto the matching description space, to the right of your board.
Persuasion ability: every time you Work in Town, you may replace all or part of the Gold tokens you must gain with Apprentice tokens.
The Intermediate and Expert effects of a charm potion do not let you gain this ability: it can only be unlocked by triggering the Novice effect. Once the disc is moved, the Novice effect of a charm potion only grants 2 apprentices.
Intermediate — Each of the other players must give you 1 gold. If a player cannot do so, take 1 gold from the general supply instead of theirs.
With fewer than 4 players, you also gain gold from the general supply (you must gain 3 gold in total via this effect).
Expert — Immediately take your Hypnosis pawn and place it on any visitor in town (except Infinity visitors). Only you may now Serve that visitor's order with ANY potions (respecting the quantity indicated).
The hypnosis lasts for as many days as needed. Once you have served the order, place this pawn back on your board: you can use it again on following days.
You can change your hypnotized visitor by drinking a new Expert-level charm potion.
Serving the order of a hypnotized visitor also adds 4 prestige points to the amount shown on their card, replacing your Intermediate- or Expert-level prestige bonus.
Intelligence Effects
Novice — Gain 2 ingredients. The first time you drink an intelligence potion by choosing its Novice effect, you unlock your Efficiency disc and benefit from its ability for the rest of the game: move it onto the matching description space, to the right of your board.
Efficiency ability: every time you harvest ingredients (by performing the Harvest action or by advancing on the study track), roll 2 additional dice. Before applying the results, discard 2 dice of your choice.
The Intermediate and Expert effects of an intelligence potion do not let you gain this ability: it can only be unlocked by triggering the Novice effect. Once the disc is moved, the Novice effect of an intelligence potion only grants 2 ingredients.
Intermediate — Advance 6 spaces on the study track.
As usual, you can split your progress between several potion types.
If this progress grants you a new study level, you can immediately trigger the corresponding effect when you drink potions of that type.
Expert — Roll the Potion die. Gain the potions and prestige shown on the face obtained.
If you gain an intelligence potion, you may drink it to trigger this effect again.
Solo Mode
Setup
Follow the setup for a 2-player game, with the following changes.
- The second player is the AI: do not give it an Apothecary board, a priority plaquette, or any of the player-related tokens.
- Choose an AI sheet at random, or according to the desired difficulty (1 for easy, 2 for medium, 3 for hard).
- Cover the AI sheet with another one, face down, so that only the top section (the action icons) is visible.
- Give the AI the cauldron shown in the upper-left corner of its sheet, and take the other cauldron (1 or 2).
Playing a solo game
The game follows the same structure as a 2-player game. However, it is the chosen AI sheet that determines the number of potions it drinks in phase 3 and the priority of the actions it performs in phase 4. Compare your priority plaquette to the AI's, shown on the sheet. Also, the AI never gains any benefit from its own actions.
Each day, reveal the sheet's 2 rows one after another to uncover the AI's choices.
- During phase 3, uncover the potion(s) drunk by the AI. The effects of interactive potions (such as the Intermediate charm potion) affect you as usual.
- During phase 4, uncover the actions chosen by the AI by revealing its priority plaquette. In case of priority ties, exchange your cauldrons, as usual.
- If the AI performs the Trade action, it buys all the cards bearing the Ø icon. If one or more of them are missing, it forgoes buying them.
- If the AI performs the Serve orders action, it serves the orders of the visitors whose number is shown next to its priority digit. If one of the indicated visitors is not in town, the AI serves the order of the visitor with the closest number (whether lower or higher). In case of a tie, you choose which one receives its order!
At the end of the 6th day, if you have scored 65 prestige points or more, you win the game!
Example: on day 3, during the Potions phase, the AI drinks an Expert-level intelligence potion. During the following phase, it performs a Harvest action of priority 1, a Study action of priority 3, a Trade action of priority 5, and a Concoct action of priority 4. It also gains 2 gold instead of performing a Serve orders action.
Visitors
This appendix lists the numbered benefit text printed on the Visitor cards (1–43), for reference.
1–6 Once per day: if you drink at least 1 potion during phase 3, gain the reward shown to the right of the arrow. This benefit is not retroactive and only triggers during phase 3, if this card is already in your display of satisfied visitors. By drinking 1 potion, you fulfill the conditions of all cards of this type at once and gain the benefits shown by each of them.
7 Once per day: if you serve the orders of at least 2 visitors, gain 1 prestige point. This effect can trigger during the round in which this visitor is served.
8 Once per day: if you did NOT work in town, gain 1 prestige point. This effect can trigger during the round in which this visitor is served.
9 Once per day: if you buy at least 2 Market cards, gain 1 prestige point. This benefit is not retroactive and only triggers if this card is already in your display of satisfied visitors. Market cards obtained via a visitor effect (such as visitor 18) do NOT trigger this benefit.
10 Immediate: gain 3 gold.
11 Immediate: gain 3 apprentices.
12 Immediate: advance 3 spaces on the study track. If this progress grants you a new study level, you gain the matching prestige bonus for this order and all following ones.
13 Immediate: unlock 1 Novice ability you do not yet have, and move its disc onto the matching description, to the right of your Apothecary board. You only gain the ability, not the bonus linked to the drunk potion. If you already have all 3, you gain nothing. If you chose Black Market, immediately place the 2 Market cards near your board.
14 Immediate: gain 1 flower and advance 2 spaces on the study track. If this progress grants you a new study level, you gain the matching prestige bonus for this order and all following ones.
15 Immediate: gain 2 gold and 1 sap.
16 Immediate: gain 2 apprentices and 1 mushroom.
17 Immediate: concoct up to 2 potions. Each can be prepared with 1 fewer ingredient. You may immediately use these potions to continue Serving orders.
18 Immediate: reveal 3 cards from the Market deck and choose 1 whose rewards you gain, without paying its gold cost. Then discard the 3 cards. If you advance on the study track and reach a new study level, you gain the matching prestige bonus for this order and all following ones.
19 Immediate: trigger the benefit of an Immediate-icon card in your display again.
20 Immediate: gain 1 potion of your choice per set of 1, 2, or 3 visitors whose combined orders include at least 1 potion of each type. Each visitor only counts for 1 set, but can contribute to several potion types. Joker potions do not count.
See p. 19 for a set-counting example.
21 Immediate: gain 1 gold per visitor in your display, this one included.
22 Immediate: advance 1 space on the study track per visitor in your display, this one included. If this progress grants you a new study level, you gain the matching prestige bonus for this order and all following ones.
23 Immediate: gain 1 apprentice per visitor in your display, this one included.
24 Immediate: gain 1 prestige point per visitor in your display, this one included.
25 Immediate: gain 1 prestige point per Gold token you have.
26 Immediate: gain 1 prestige point per pair of ingredients you have (of any type).
27 End of game: gain 1 prestige point per visitor in your display whose order includes at least 1 celerity potion, this one included.
28 End of game: gain 1 prestige point per visitor in your display whose order includes at least 1 charm potion, this one included.
29 End of game: gain 1 prestige point per visitor in your display whose order includes at least 1 intelligence potion, this one included.
30 End of game: gain 3 prestige points per set of 1 or 2 visitors whose combined orders include at least 1 celerity potion and 1 charm potion. Each visitor only counts for 1 set, but can contribute to several potion types. Joker potions do not count. See p. 19 for a set-counting example.
31 End of game: gain 3 prestige points per set of 1 or 2 visitors whose combined orders include at least 1 celerity potion and 1 intelligence potion. Each visitor only counts for 1 set, but can contribute to several potion types. Joker potions do not count. See p. 19 for a set-counting example.
32 End of game: gain 3 prestige points per set of 1 or 2 visitors whose combined orders include at least 1 charm potion and 1 intelligence potion. Each visitor only counts for 1 set, but can contribute to several potion types. Joker potions do not count. See p. 19 for a set-counting example.
33 Infinity: immediately gain 1 gold and 1 apprentice. Do not remove this visitor from town before the end of the day. You (and the other players) can serve its order and get its rewards as many times as you wish or are able to.
34 Infinity: immediately gain 2 apprentices. Do not remove this visitor from town before the end of the day. You (and the other players) can serve its order and get its rewards as many times as you wish or are able to.
35 Infinity: immediately gain 2 gold. Do not remove this visitor from town before the end of the day. You (and the other players) can serve its order and get its rewards as many times as you wish or are able to.
36 Immediate: gain 2 gold. End of game: gain 1 prestige point per Gold token you have, instead of 1 point per pair of 2.
37 Immediate: gain 2 apprentices. End of game: gain 1 prestige point per Apprentice token you have, instead of 1 point per pair of 2.
38 Immediate: gain 2 ingredients of your choice. End of game: gain 1 prestige point per pair of 2 ingredients you have (regardless of type).
39 Immediate: gain the benefits of all Once-per-day visitors in your display, even if they are already tilted because you gained their benefits this turn, then tilt them. End of game: gain 1 prestige point per Once-per-day visitor in your display.
40 Immediate: gain the prestige linked to an End-of-game benefit of a visitor in your display (you may choose this card's own effect). End of game: gain 1 prestige point per End-of-game visitor in your display, this one included.
41 Immediate: reveal as many Market cards as there are Visitor cards in your display, this one included. Choose 2 of the revealed Market cards and gain their rewards without paying the gold cost. If this is the only visitor in your display, only reveal and benefit from 1 Market card. If you advance on the study track and reach a new study level, you gain the matching prestige bonus for this order and all following ones. End of game: gain 1 prestige point per visitor in your display, this one included.
42 Immediate: choose an action you performed today and reactivate it with the same priority parameters. Your opponents do not benefit from the action. You may use Apprentice tokens. You cannot choose an action for which you Worked in Town this round. Example: you decide to reactivate the Harvest action, for which you had the second-best priority (among three players). You therefore roll 3 dice for this action, as you did earlier today. End of game: gain 1 prestige point per visitor in your display whose order includes at least 1 joker potion, this one included.
43 Immediate: gain 1 potion of your choice. You can use it right away to keep serving orders.
Special conditions
Bonus of the Day tokens that reward you for concocting potions or buying Market cards also reward you when you do so via Visitor card effects.
When you trigger the end-of-game benefits of a visitor, take into account all applicable Visitor cards, even if they have already been counted toward other benefits.
Set-counting example
The purple player served the order of visitor number 30 during the game. Their display of satisfied visitors consists of cards 10, 23, 1, 43, and 15. This forms a first set meeting the conditions with cards 10 and 23, then a second with cards 1 and 43. Card 43 meets the conditions on its own, but is only counted once. The purple player has therefore assembled 2 sets under card 30's benefit: they gain 2×3 prestige points, for 6 in total.
Credits
Warped Reality Games 1102 E Rosebud Dr. San Tan Valley, AZ 85143-6328, USA.
French edition by Lucky Duck Games ul. Zielińskiego 11, 30-320 Kraków, Poland.
- Translation: Mathieu Rivero
- Layout: Good Heidi (Sandra Fournel)
- Proofreader and editorial lead: Elric Rozet
- Distribution: Davy Spychala
- Marketing & events: Guillaume Poueys, Théo Vitte
A huge thank you to all our testers, without whom this game would never have seen the light of day.
Zackary "Winni" Freeman, Clara Baker, Derek Chambers, Bryce Christiansen, Bailie Sorensen, Bryant Toole, John O'Bryan, Gabriel Viveros-Goldammer, Cameron Hee, Brant Baker, Jason "JJ" Jennings, and many others...