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Prestige

Prestige Rulebook

Table of Contents

Table of Contents

  • Components
  • General Setup
    • Personal Setup (Craftsman Tableau)
    • Number of Players
  • The Game Board
  • Game Sequence
  • Overview of Actions
  • Basic Game Principle
  • Actions
    • Acquire Resources from the Resource Works
    • Estate Expansion
    • Buy, Sell, or Trade Resources on the Market, Hire Workers
    • Issue a Construction Order
    • Craftsman
    • Start Player
  • Example of a Round with 2 Players
  • Further Details
    • Workers
  • Bonus Space
  • What Can Be Built (What Gives Prestige Points)?
  • Event Cards
  • End of a Round/Season
  • End of a Year
  • End of the Game
  • Glossary
    • Bonus Tiles (examples of yellow bonus rewards)
  • What Do the Craftsmen Build?
  • Important Notes (What Is Sometimes Forgotten / Misunderstood)
  • Slightly Sharper Duel Variant

Components

Wooden game pieces, each in player color (x4):

  • 5 stewards
  • 12 workers
  • 2 prestige point markers
  • 20 personal marker discs
  • 4 resource-quantity indicators

1 game board 1 cover tile for the final round 8 tableaus (2 per player)

Resources:

  • 30 marble
  • 20 glass
  • 30 wood
  • 30 limestone

Further wooden game material:

  • 15 columns
  • 20 statues
  • 1 season marker
  • 3 black market-price marker discs

Building tiles:

  • 20x tower
  • 20x 2nd storey
  • 16x ground-floor building

Decoration tiles:

  • 30x stucco decoration
  • 30x wood paneling
  • 30x marble decoration
  • 15x wall cladding

Estate tiles:

  • 8 gold tiles
  • 4 limestone-quarry tiles
  • 4 forest tiles

Craftsman tiles (craftsman head tile + craftsman order tile; 1 of each per player):

  • Master Builder I, II, III
  • Carpenter I, II, III
  • Stucco Worker I, II, III
  • Stonemason I, III
  • Sculptor I

The craftsmen consist of 2 parts: the craftsman head tile and the craftsman order tile. The craftsman head tile lies in the general supply and shows the craftsman's availability and price. The craftsman order tiles are kept by each player, so everyone can always see what each craftsman can do. All players have exactly the same set of craftsmen.

Other components:

  • 10x bonus conditions (dark blue)
  • 10x bonus conditions (light blue)
  • 8x market-condition tiles
  • 14x wood-delivery penalty markers
  • 14x bonus tiles (yellow)
  • 1 scoring pad
  • 4 player aid boards
  • 8 event cards

General Setup

  1. The game board is placed centrally on the table, within easy reach of all players.
  2. All players receive 1 castle tableau and 1 craftsman tableau, which they lay out in front of themselves.
  3. All players receive their personal game material in their player color, consisting of:
    • 5 stewards
    • 12 workers
    • 4 resource-quantity indicators
    • 20 marker discs
    • 2 prestige point markers (interior and exterior)
  4. All players receive a set of craftsmen with the craftsman order tiles, consisting of: Master Builder I, II, III; Carpenter I, II, III; Stucco Worker I, II, III; Stonemason I, III; Sculptor. The craftsman head tiles go into the general supply under point 6.
  5. All players receive starting capital of 5 gold. Players 2-4 receive the following bonuses:
    • 2nd player: additionally 1 limestone or 1 wood (of choice)
    • 3rd player: additionally 1 limestone or 1 wood (of choice) + 1 gold
    • 4th player: additionally 1 limestone or 1 wood (of choice) + 1 gold (So players 3 and 4 start with a total of 6 gold.)
  6. Each craftsman head tile exists 4 times (once per player) with different prices. They are stacked separately for each craftsman, with one tile per player. With 3 players, one tile with a middle price is sorted out for each craftsman. With 2 players, the 2 most expensive tiles are sorted out for each craftsman.
Availability4 players (price)3 players (price)2 players (price)
Game startSculptor I: 5, 4, 4, 3Sculptor I: 5, 4, 3Sculptor I: 4, 3
Year 1Stonemason I: 3, 3, 3, 2Stonemason I: 3, 3, 2Stonemason I: 3, 2
Start of Year 2Master Builder II: 3, 3, 3, 2Master Builder II: 3, 3, 2Master Builder II: 3, 2
Carpenter II: 3, 3, 3, 2Carpenter II: 3, 3, 2Carpenter II: 3, 2
Stucco Worker II: 3, 3, 3, 2Stucco Worker II: 3, 3, 2Stucco Worker II: 3, 2
Start of Year 3Master Builder III: 5, 4, 4, 3

The tiles are placed in the general display in ascending price order (the lowest number on top).

In the first year, only the craftsmen Sculptor I and Stonemason I are available for selection. At the start of the 2nd year, Master Builder II, Carpenter II and Stucco Worker II are additionally placed in the current display and are available from then on. At the start of the 3rd year, Master Builder III, Carpenter III and Stucco Worker III, as well as Stonemason III, are additionally placed in the current display.

  1. The estate tiles are sorted by type and placed in the general display. The 8 market-condition tiles are also laid out.
  2. The event cards are shuffled and 3 cards each are placed face-down on the marked spaces. The remaining event cards go back into the box unseen. Recommendation for the first game: 6 event cards are marked with a symbol. 3 of these belong to the spring/summer area, 3 others to the autumn/winter area. For the first game we recommend using these cards instead of drawing randomly from all cards. They are assigned to the corresponding stacks and shuffled as described above, then placed on the corresponding marked spaces. In all further games these symbols are ignored.
  3. The season marker is placed on the Spring space.
  4. The 3 black market-price marker discs are placed on the right 3 spaces of the Market, on the 3 gold spaces, so that they are covered.
  5. All players place their prestige point marker for interior points on 0, and the prestige point marker for exterior points on space 8 of the scoring track. Since everyone starts with a ground-floor building, all players also begin with 8 prestige points on the exterior marker. 12a) Regardless of the number of players, 5 random light-blue bonus conditions are laid out face-up in the lower row of the bonus board. (The rest go back in the box unseen.) Recommendation for the first game: There are 5 light-blue bonus conditions marked with this symbol. For the first game we recommend playing with these 5 instead of selecting randomly. 12b) Regardless of the number of players, 5 random dark-blue bonus conditions are laid out face-down in the upper row of the bonus board (the rest go back in the box unseen). 12c) Depending on the number of players, 6, 9, or 12 yellow bonus tiles (3 tiles per player) are laid out next to the game board.
  6. All players place their 4 resource-quantity indicators on the respective first spaces (all the way to the left) in the resource income area. This area serves as an estate overview and shows how many resources players can obtain with one action at the Resource Works.

Personal Setup (Craftsman Tableau)

  1. A personal marker disc is placed on the lowest space of the Master Builder's experience track.
  2. The craftsman order tiles Master Builder I, Carpenter I, and Stucco Worker I are placed in their corresponding spaces on the craftsman tableau. All players begin the game with these 3 craftsmen. Place their head tiles on top.

Number of Players

  • A) In a 2-player game, only the unmarked spaces (without any pattern), or the first two spaces of the Resource Works, are available.
  • B) In a 3-player game, the spaces with square dot patterns, or the first three spaces of the Resource Works, are additionally available.
  • C) In a 4-player game, the diagonally striped spaces (i.e., all spaces) are also available.

The Game Board

The board shows the following areas:

  1. Action bar
  2. Resource Works
  3. Resource income
  4. Market
  5. Tavern
  6. Estates
  7. Bonus space
  8. Event cards
  9. Prestige point track
  10. Season spaces
  11. Turn order

Game Sequence

The game runs over 3 years with 4 rounds each (the 4 seasons).

In every round, players place their 5 stewards and carry out actions to expand their prestigious castle. In this game, all players have 2 different prestige point markers: one for the exterior extension (e.g., ground-floor building, 2nd storey, tower) and one prestige point marker for the interior finishing (e.g., stucco decoration, wood paneling, marble decoration). The points of the two prestige point markers are added together at the end of the game, and the difference is deducted, halved.

Note: Since, as the title suggests, it is all about the most "Prestige," we call the victory points in this game prestige points.

The game ends at the end of the winter round of the 3rd year. Only then is it advisable for the two prestige point markers not to be too far apart from each other. Final scoring follows. Whoever has the most prestige points wins the game.

Overview of Actions

There are 6 different actions available:

  • Start Player
  • Craftsman
  • Estates
  • Market
  • Construction Order
  • Resource Works

Become the start player of the next round; Hire a new craftsman; Expand your estates; Buy or sell or trade resources on the market or hire workers; Place a construction order; Acquire resources from the Resource Works.

Basic Game Principle

In the first round, the start player is determined randomly and play proceeds clockwise. If you don't want to determine the start player randomly and want a rule for it, choose the person who most recently visited a castle.

Whoever is on turn places a steward on an area of the action bar and then immediately carries out the corresponding action. Depending on the action, workers or a marker disc are then also placed.

The steward must always be placed on the lowest free number of the desired action area. If no space is free there, because all spaces are already occupied (pay attention to the number of players!), this action cannot be chosen. This continues until all players together have placed a total of 5 stewards.

Then the end of the round begins, and all stewards (5 per player) are pushed together and placed on the lower bar in this order.

The season ends. The next round/season is played in the order in which the stewards are now standing. Only in the very first round is play conducted clockwise after the start player has been drawn.

This means it can and will happen that players are on turn several times in a row.

Actions

Acquire Resources from the Resource Works

Resources can be acquired at the Resource Works. Players place a steward on the lowest free space of the action bar in the Resource Works area (all the way to the right).

The 4 resource-quantity indicators in the resource income area show how many units of that resource can be acquired at the Resource Works with one action. At the start these are 3 gold, 2 limestone, 2 wood, and no marble yet. Fewer units may always be acquired instead.

Only one type of resource can be acquired per action!

For wood, limestone, and marble, one worker is then placed on the first free space (from the top) for each resource acquired.

Whoever acquires wood, limestone, or marble first has the privilege of receiving 1 more resource than the resource-quantity indicator in the resource income area shows. This privilege is voluntary. A worker must also be placed for the extra resource. (As a rule, every acquired resource must be transported by a worker!)

The corresponding resource is then moved in the selected quantity from the general supply to the player's personal supply. There is no resource limit!

No workers need to be placed for gold. Instead, only 1 personal marker disc is placed on the first free space (left) and the corresponding amount of gold is taken from the general supply.

Resource income area: For gold there are 2 displays:

  • Base income at end of round: The upper gold row shows how much gold players receive as base income for the next round/season at the end of the round.
  • Income at the Resource Works: The lower gold row shows how much gold can currently be obtained at the Resource Works with this action. For the Resource Works action, only this lower row matters.

Special case for wood and limestone: If players have expanded an estate of this type by 2 (see Estate Expansion), they save a worker. For example, they receive 3 wood but only need to place 2 workers, or even 4 wood for 3 workers if they choose this action before other players. If players have expanded an estate of this type by 4, they even save 2 workers.

Estate Expansion

Whoever has placed their steward on the first free space in the Estate Expansion area may then acquire an estate. Four different types are available:

  • Forest: costs 3 gold and increases wood by 1
  • Limestone quarry: costs 3 gold and increases limestone by 1
  • Tax revenue: costs 3 gold and increases gold by 1
  • Marble quarry A: costs 3 gold and increases marble by 1

The lower three spaces C (wood, gold, and limestone) count as the common base holding of all players.

The first tile purchased must be placed adjacent to these three spaces. Then one of your own round marker discs is placed on this tile, and the higher availability on the resource income area is set with the corresponding resource-quantity indicator by moving it one space to the right.

You may also place your own marker disc on a tile on which another player's marker disc is already lying. The cost is the same value as if placing a new tile (3 gold), but all players who already have a marker disc on this tile receive 1 gold from it. Any remaining gold is paid to the supply. You therefore never pay more than 3 gold for an estate expansion.

Only 1 marker disc per player may lie on each tile. Further tiles must always be placed adjacent to your own marker discs.

Exception: Marble. At the start, players do not yet have access to marble. Marble can only be reached after expanding at least two estates. The large marble space above counts as a single space with two spots for marker discs. Here, players may place a total of 2 marker discs (with 2 actions) to increase their marble income to a maximum of 2. Each of these two spaces is considered individually.

Note: Glass can only be acquired at the Market!

Contact with another city (B): The outer spaces of the estates establish contact with another city and improve market conditions. Whoever places an estate on an edge space (with the white dots) may choose one of the 8 market-condition tiles and place it on one of the corresponding spaces to which the white lines lead. Additionally, another market-condition tile is chosen and removed from the game. From now on the improved market condition applies to this person when the Market action is used. Should other players place marker discs on a space adjacent to the tile, the improved market conditions also apply to them.

Buy, Sell, or Trade Resources on the Market, Hire Workers

Whoever places their steward on the first free space in the Market area on the action bar may carry out 2 different actions of choice on the Market.

No workers or marker discs are placed or required for this.

Whoever uses this action before everyone else may even carry out 3 different actions.

The following market actions are possible on the Market:

  • Buy or sell 1 marble for 3 gold
  • Buy or sell 1 glass for 2 gold
  • Buy or sell 1 wood for 1 gold
  • Buy or sell 1 limestone for 1 gold
  • Trade 1 marble or glass for 2 wood or 2 limestone (or 1 wood and 1 limestone), or vice versa!
  • Trade 1 wood for 1 limestone, or vice versa!
  • Hire 2 workers for 2 or 3 gold
  • Hire 1 worker with 1 wood for 2 or 3 gold
  • Hire 1 worker with 1 limestone for 2 or 3 gold

For the right three market spaces, the action costs 2 gold the first time this season. Afterward, the black marker disc is moved from the 3 to the 2, so that the 2 is now covered. This action then costs 3 gold for the rest of this season. In the example, 1 worker and 1 wood were already bought for 2 gold and the marker moved from the 3 to the 2. For the rest of this season, this action costs 3 gold.

Issue a Construction Order

Whoever places their steward on the first free Construction Order space on the action bar may build with a craftsman.

To do this, all resources and workers must be available when the construction order is issued and placed on the corresponding spaces. For example, to build a ground-floor building with Master Builder I, you need 3 wood, 2 limestone, and 1 glass, as well as 6 workers. (Glass can only be acquired at the Market!)

This is a construction order. The building is only completed at the end of the season. Then the resources return to the supply and the corresponding tile is placed.

Master Builder's experience level: If a construction was carried out with the Master Builder, the marker disc is moved up one experience level, enabling savings on workers and/or resources for the next construction. After every construction with the Master Builder, their experience level increases by 1. It is also allowed to choose a lower experience level. Should the experience rise beyond level 5, you receive the upper extra bonus (1 worker or 1 wood or 1 limestone).

Note: The experience level only applies to the Master Builder!

Regardless of how many workers you save (even through events), at least 1 worker is always required for a construction!

After every construction, one or more workers (as a rule) become exhausted. This is shown by the red number with the minus symbol. These workers go to the Tavern space and are not available for the time being. They can be rehired either at the Market or after each season (see: End of a Round/Season). All other used workers return to your own supply.

Important: Every craftsman can only build one construction order at a time! Exceptions: Stucco Worker II + III, as well as Carpenter II + III and Stonemason III.

Example: RED is on turn and places a steward on the lowest free space in the Construction Order area of the action bar and wants to build a ground-floor building with Master Builder I. They place 3 wood, 2 limestone, and 1 glass on the spaces of the craftsman order tile, as well as 5 workers on the worker area (since the Master Builder has experience level 1, Red needs one fewer worker for this construction). No further construction action can be carried out with this Master Builder this season, since he can only fulfill one construction order at a time. 2 of the 5 workers will be exhausted after the construction and moved to the Tavern.

Special case in the last season of the game (3rd year – Winter): In the last round, the limit on construction orders is lifted. Every construction order beyond the limit then additionally costs 2 gold. To indicate this, the Construction Order area on the action bar is covered with the "Construction Order – Last Round" tile before the last round.

Craftsman

(For further details see the "What Do the Craftsmen Build?" section.)

Here players can hire new or better craftsmen. The craftsmen available for selection are shown by the displayed craftsman head tiles.

At the start of the game and thus for the first year, only Sculptor I and Stonemason I are available for purchase.

At the start of the 2nd year, the craftsman head tiles for Master Builder II, Carpenter II, and Stucco Worker II are additionally placed in the current display and are then also available for purchase.

At the start of the 3rd year, the craftsman head tiles for Master Builder III, Carpenter III, and Stucco Worker III, as well as Stonemason III, are additionally placed in the current display. Thus, from the start of Year 3, all craftsmen are laid out for purchase.

Note: The craftsman's number is a good guide to which year it becomes available. For example: Carpenter II in Year 2 and Carpenter III in Year 3.

A special case is the Stonemason! There are "only" two Stonemasons in this game. Stonemason I is available at the beginning of the game in the first year, and Stonemason III in Year 3. There is no Stonemason II!

The price is printed on each craftsman head tile and is tiered. The earlier a craftsman is hired, the cheaper they are.

Players place a steward on the first free Craftsman space on the action bar to hire an available craftsman. No marker discs or workers are needed for this!

Once the amount is paid, the craftsman head tile is taken from the general supply and placed face-down on your own craftsman tableau (the price paid is no longer relevant from then on). Additionally, the corresponding craftsman order tile is placed in the recess under the craftsman head tile.

A hired craftsman remains in your possession until the end of the game. Only 1 craftsman can ever be bought per turn.

Important:

  • A better craftsman replaces the worse one!
  • Only craftsmen who currently have no construction contract can be upgraded!
  • Craftsmen do not necessarily have to be hired in sequence, meaning a Master Builder I can be replaced by a Master Builder III in Year 3 without having first bought a Master Builder II. The same applies to the Stucco Worker and Carpenter.

Transferring the Master Builder's experience level: If Master Builder I is replaced by Master Builder II, or Master Builder II by Master Builder III, the experience level is transferred with a -1. This means the marker disc is moved one space down on the experience track.

Example: If you previously had Master Builder I with an experience level of 3, the experience level for Master Builder II is set to 2.

Whoever replaces Master Builder I directly with Master Builder III loses 2 experience levels!

Start Player

Here the order is reversed compared to the other actions. Whoever places a steward here first will be the first to carry out an action in the next season.

In addition, players receive either 1 wood, 1 limestone, or 1 gold, of their choice.

Example of a Round with 2 Players

  1. RED wants to acquire wood at the Resource Works on the first turn. He places his first steward on space 1 in the Resource Works area of the action bar. Then, for each wood he wants to acquire, he places 1 worker on the corresponding space in the wood area.
  2. BLUE also gets wood and places her first steward on space 2 in the Resource Works area of the action bar. Then she also places a worker on the corresponding space for each wood she wants to get.
  3. RED wants to get limestone at the Resource Works and places his second steward on the third space in the Resource Works area of the action bar. Then he also places a worker on the corresponding space for each limestone.
  4. BLUE goes to the Market and places her second steward on space 1 in the Market area of the action bar. Then she carries out up to 3 actions on the Market.
  5. RED expands his estates and places his third steward on space 1 in the Estate Expansion area and pays 3 gold for it.
  6. BLUE issues a construction order and places her third steward on space 1 in the Construction Order area of the action bar. She places all required resources on the craftsman order tile and the workers in the area below it.
  7. RED also issues a construction order and places himself with his fourth steward on space 2.
  8. BLUE goes to the Market again and places her fourth steward on space 2 in the Market area of the action bar. Then she carries out up to 2 actions on the Market.
  9. RED gets a new craftsman with his fifth steward and places his last steward on space 1 in the Craftsman area. He pays the corresponding price, takes the craftsman head tile, turns it over, and places the corresponding craftsman order tile beneath it.
  10. BLUE issues another construction order on her last turn and places her fifth steward on space 3 in the Construction Order area.

After all stewards (5 per player) have been placed, all player pieces (in this example a total of 10 with two players) are pushed together and placed on the lower bar in this order. The season ends. The next season is played in this order (see: End of a Round/Season).

In this example, RED begins, then BLUE is on turn. Third, RED is on turn again, and then BLUE is on turn three times in a row. After that, RED may play two turns in a row, then BLUE and RED each one more.

The turn order thus changes every round. As in this example, it can and will happen that players are on turn several times in a row. Only in the first round is play conducted clockwise after the start player has been drawn.

Further Details

Workers

Workers are needed exclusively to acquire resources at the Resource Works AND to carry out construction orders through the craftsmen. At the start, all players begin with 12 workers. 12 workers is also the maximum.

At the Resource Works, 1 worker is required and placed on the corresponding space for each resource players acquire. No worker needs to be placed for gold. Instead, only 1 marker disc is placed on the corresponding space, regardless of the amount of gold received.

At the end of a season, you get back all workers that are at the Resource Works. When a construction project is finished, the player gets their workers back, minus the red number.

Example: A ground-floor building requires 6 workers. Upon completion, 4 workers are returned and 2 workers become exhausted and are placed in the Tavern. These can then be rehired later.

Bonus Space

Regardless of the number of players, 5 light-blue bonus conditions are laid out face-up, along with 5 dark-blue bonus conditions face-down in the row above them. The rest are removed from the game for this session. Depending on the number of players, 6, 9, or 12 yellow bonus tiles (i.e., 3 tiles per player) are laid out.

As soon as players fulfill a bonus condition, they may choose a bonus tile (yellow) and immediately receive the bonus printed on the tile. To mark that players have fulfilled this condition, they place a marker disc on the area under the light-blue bonus condition tile. The yellow tile then leaves the game, while the light-blue one remains in play, so other players can also fulfill the same bonus condition.

When a bonus condition is fulfilled for the first time, the dark-blue bonus condition tile (located directly above it) is revealed and thereby brought into play.

Example:

  1. The bonus condition is fulfilled (light-blue tile).
  2. You choose a yellow bonus tile, remove it from the game, place a marker disc, and immediately receive the bonus.
  3. Since the bonus condition was fulfilled for the first time, the dark-blue bonus tile (directly above it) is revealed and thereby brought into play.

Should all yellow bonus tiles already be out of the game and players fulfill a light-blue bonus condition, they now take this light-blue tile for themselves and turn it over. All other players can no longer fulfill this bonus condition from now on, since the tile is no longer on the game board but is now with a player. This tile is worth 3 prestige points at the end of the game.

When a dark-blue tile is fulfilled for the first time, players place one of their marker discs in the recess with 7 prestige points. The dark-blue tile remains in play, so other players can also fulfill this condition. Whoever fulfills this condition second, however, only receives 5 prestige points, and third only 3 prestige points.

When a dark-blue tile is fulfilled, no further tile comes into play. Only when a light-blue bonus condition is fulfilled for the first time is the dark-blue tile lying above it revealed (as in the example).

Important: Should 2 players fulfill the same bonus condition simultaneously, whoever is further ahead in the Construction Order area of the action bar (i.e., whoever issued a construction order first) receives the bonus first (see: End of a Round/Season).

Dark-blue bonus condition already fulfilled upon reveal: If a dark-blue bonus condition is revealed by fulfilling a light-blue bonus condition, and it has already been fulfilled by players at that time, the following rule applies:

  • A corresponding marker disc of your own is placed on the "7 prestige points" space.
  • Should two players already have fulfilled the revealed dark-blue bonus condition at this point, they share the 7 prestige points for first place. The points are divided evenly and rounded up.
  • In this case, second place with 5 prestige points is not awarded. Thus, whoever fulfills the dark-blue bonus condition at a later point receives the 3 prestige points for third place.

What Can Be Built (What Gives Prestige Points)?

All players build exclusively on their personal castle tableau.

Exterior extension — must be built from bottom to top (or to the side): first the ground-floor building, on top of which a 2nd storey can be erected, on top of which in turn a tower can be built. Several ground-floor buildings (up to 5) can be built side by side without each needing a 2nd storey or a tower. Depending on where an exterior extension is placed, it covers a bonus, which is received immediately.

  • Tower (from Master Builder II): 12 PP
  • 2nd storey (via Master Builder): 6 PP
  • Ground-floor building (via Master Builder): 8 PP
  • Wall cladding (via Sculptor): 7 PP
  • Statue (via Sculptor): 5 PP

Interior finishing — there is no required order for these, and you do not need to start with the interior finishing of the ground-floor building first.

  • Stucco decoration (via Stucco Worker) — Ground-floor building: 4 PP; 2nd storey/Tower: 5 PP
  • Wood paneling (via Carpenter) — Ground-floor building: 4 PP; 2nd storey/Tower: 5 PP
  • Marble decoration (via Stonemason) — Ground-floor building: 5 PP; 2nd storey/Tower: 6 PP
  • Column: 6 PP (via Sculptor)

Important: All players have 2 different prestige point markers: one for the exterior extension and one for the interior finishing. The overview shows which construction projects count for the exterior extension and which for the interior finishing.

Columns: If all 3 interior finishes (stucco decoration, wood paneling, and marble decoration) are completed on a building tile, a building space for a column opens up on the left side of the three finishes. Only then, starting from the next season, can a column be built there by the Sculptor. The column is then placed vertically across the 3 interior finishes. Only 1 column can ever be built on each building tile.

Wall cladding: Every ground-floor building can be extended by the Sculptor with wall cladding. For this, the wall-cladding tile is placed on this area.

Statues: Under every ground-floor building there is room on the tableau for 2 statues, which can be made individually by the Sculptor.

Event Cards

At the start of the game, 3 face-down event cards each lie on the two event card stacks. The event on the card takes effect at the start of the corresponding season and applies for the entire duration of the season.

At the start of the first round (in Spring), the first event card (right stack, between Spring and Summer) is revealed and the Spring event takes effect immediately. It now becomes apparent which event will take effect in Summer. The Autumn and Winter events on this card do not take effect in this game, since this card lies on the event card stack for the Spring and Summer events. So it always depends on which stack the card lies on, whether the upper two events or the lower ones take effect.

When Summer is over and Autumn begins, the event card is cleared away and put in the box, and a new event card is revealed on the left stack (between Autumn and Winter). The Autumn event takes effect immediately.

An event thus always takes effect immediately, while you can prepare for the other one for a whole season. At the same time, however, you can already see which two events (from that card) are out of the game.

Some events, however, occur more than once. All events are explained in detail in the Glossary.

Since the event cards are cleared away (after the seasons), they simultaneously serve as a year counter. When only one revealed card remains on the event card stack for the Spring and Summer events, the game must be in its third and final year.

End of a Round/Season

As soon as the last steward has been placed and thus the last action carried out, the season ends. All construction projects are now completed and the following is carried out:

  1. The stewards on the action bar that are in the Resource Works area are placed on the lower bar in this order and form the end of this row (the steward standing on space 1 in the Resource Works becomes last!).

2a) The construction orders are processed one by one in order (starting with the first). As each construction order is processed, the corresponding stewards are placed individually on the lower bar in front of the stewards already brought down from the Resource Works area. Should players have issued several construction orders in one season, they may (when their steward is on turn) choose the order in which construction happens! A construction order is thus not tied to a specific steward! This can be strategically very important when it comes to fulfilling bonuses.

2b) The corresponding resources lying on the craftsman order tile are given up and returned to the general supply.

2c) The corresponding tile is placed. Whoever built with the Master Builder now gains a further experience level.

2d) Some of the workers must be given up (marked with a red "–") and placed in the Tavern. The other workers return to your own supply and are available again next round.

2e) Then the corresponding prestige points are set (see table).

2f) Any bonuses are awarded (see Bonus Space). Note: Points 2a to 2f are handled individually for each steward/construction order!

  1. The remaining stewards on the action bar are now also pushed together and placed on the lower bar in front of the stewards from the construction orders. The new round (season) is played in the order in which the stewards now stand.

  2. The 3 marker discs on the Market (on the right 3 spaces) are set back to 3 gold, so that the market action costs only 2 gold again the first time.

5a) All players now receive as much gold as their current base income at the end of the round shows on the estate overview (3–5 gold).

5b) Then all players (and only now) have the opportunity to buy back one of their exhausted workers from the Tavern for 1 gold.

  1. The season marker is moved to the next season. A new season begins and the corresponding new event is handled.

Special case in Winter of the 3rd year (last round): In the last round, the limit on construction orders is lifted. Every construction order beyond the limit then additionally costs 2 gold. To indicate this, the Construction Order area on the action bar is covered with the "Construction Order – Last Round" tile before the last round.

End of a Year

After the Winter round (after round 4, 8, 12), the year ends. The end of round (steps 1-6) is handled normally.

  1. In winter it is famously cold, so for every 3 building tiles (ground-floor building, 2nd storey, tower) 1 wood (as firewood) must be given up. That means:

    • 1-3 building tiles (the starting building counts too!) = give up 1 wood
    • 4-6 building tiles = give up 2 wood
    • 7-9 building tiles = give up 3 wood, and so on…

    Should players not be able to do this, or only partially, prestige points are deducted. 3 prestige points are deducted for each missing wood. For this, the player takes a wood-delivery penalty marker for each wood not delivered. (Use the wood-delivery penalty marker to keep track of the negative points during the game.)

  2. The new craftsmen are laid out, who can now be hired. After Year 1: Master Builder II, Carpenter II and Stucco Worker II are additionally added to the display. After Year 2: Master Builder III, Carpenter III, Stucco Worker III, and Stonemason III.

End of the Game

After 3 years (12 rounds) have been played, the game ends. At the end of this round, however, not all points are handled anymore, only points 2 and 7. That means there is no more base income!

The prestige points of the exterior-extension marker and the interior-finishing marker are now added together, and the difference between the two markers is deducted, halved (rounded down).

The following points are also awarded:

  • 3 prestige points for each acquired light-blue bonus tile.
  • 7, 5, or 3 prestige points for each fulfilled dark-blue bonus condition.
  • The remaining resources are converted into gold using the standard market values (improved market conditions do not count here): marble for 3 gold, glass for 2 gold, and wood & limestone for 1 gold.

For every 4 gold, you receive 1 prestige point. This is the final score.

Whoever has the most prestige points wins the game. In case of a tie, whoever has the smallest gap between their two prestige point markers wins. If still tied, the highest intermediate score wins. Should the tie persist, whoever stands furthest ahead on the action bar wins.

Example: YELLOW (Marc) has 52 prestige points with his exterior-extension marker and 59 prestige points with his interior-finishing marker. Both values are added: 52 + 59 = 111. The difference between the two markers is 7, which halved and rounded down is 3. These 3 points are deducted from the 111, giving 108. This is the intermediate score. Added to this are the bonus prestige points: Yellow has 7 + 5 + 5 = 17 points. Yellow also has no minus points from missing wood, and resources worth 5 gold remaining. Final result: 108 + 17 + 5 = 130.

Glossary

Worker offer: All players may acquire 2 additional workers for 2 gold (observe the maximum of 12). You may also acquire just 1 worker for 1 gold, should you currently have 11 workers and thus only be able to acquire 1 worker.

Rich and poor: Whoever has more than 5 gold loses 2 gold; whoever has less than 5 gold receives 2 gold. Should you have exactly 5 gold, nothing happens.

Wood required: All players must give up 1 wood. Should you not be able to, you must give up 2 gold. If you have no wood and only 1 gold, you must give that up. If you have neither wood nor gold, nothing happens.

Coveted stucco: Every stucco decoration built this round brings 1 more point. Instead of 4 prestige points, every stucco decoration brings 5 prestige points this round (6 instead of 5 in the tower).

Coveted paneling: Every wood paneling built this round brings 1 more point. Instead of 4 prestige points, every wood paneling brings 5 prestige points this round (6 instead of 5 in the tower).

Restricted market: Only one action may be carried out on the Market. Whoever carries out this action first may carry out 2 actions (instead of 3).

Further education: The Master Builder receives 1 experience level. All players move their marker disc on the Master Builder's experience track one space up. Should a disc already be at the very top, nothing happens.

Cheap estate: Acquiring an estate costs 1 gold less this round. Estates thus cost 2 gold (instead of 3) this season.

Wood trade: At the start of the round, everyone, in the order of the stewards, may once sell as much wood as they like for 2 gold each.

Gift (2x): All players receive 1 resource of their choice. This can be 1 wood/limestone/glass/marble.

Gold boycott: This round the Resource Works delivers no gold. No gold can be acquired at the Resource Works this season.

Gold levy: All players must give up 1 gold. Whoever has more than 5 gold must give up 2 gold. Should players have no gold, nothing happens. With 1-5 gold, 1 gold must be given up to the supply. With 6 or more gold, 2 gold must be given up to the supply.

Gold gift: All players receive 1 gold from the supply.

Good cooperation: All construction orders need 1 fewer worker. All players save one worker per construction order.

Good weather: All construction orders for exterior extensions need 1 fewer worker this round. All players save one worker per construction order for exterior extensions.

No labor market: No workers may be acquired at the Market. The right three spaces on the Market are not available this season.

Free training: All players may upgrade one of their own craftsmen for free. A craftsman may only be upgraded if you already own a craftsman of that type. Additionally, the upgraded craftsman must currently have no construction order. Special case: should this event occur in the first year, Carpenter II or Stucco Worker II may already be acquired (even though not actually yet available).

Illness (2x): All players may only play with 4 stewards this round. Each player's respective last piece on the action bar remains standing. The unavailable stewards are placed in the small hospital. The order of these stewards is retained and is appended to the action bar at the end of the season.

Estate loss: All players lose an estate of their choice. In the order of the stewards, everyone must remove a marker disc from an estate at the start of this season. Should an estate then be without a marker disc, the estate tile returns to the general supply. Ownership of the spaces must still be contiguous for all players and must always originate from the base holding. The resource income area is adjusted accordingly.

Poor workmanship: The Master Builder loses 1 experience level. All players move their marker disc on the Master Builder's experience track one space down. Should the disc be at the very bottom, nothing happens.

Bad weather: All construction orders for exterior extensions need 1 more worker this round. All players must use one more worker per construction order for exterior extensions.

Support: All players receive 2 workers (observe the maximum of 12). All players may take back 2 workers from the Tavern. Should only 1 worker be in the Tavern, only that one can be retrieved.

Hot summer: All construction orders for interior finishes need 1 more worker this round. All players must use one more worker per construction order for interior finishes.

Bonus Tiles (examples of yellow bonus rewards)

  • 2 towers
  • 4 second storeys
  • 3 wood panelings
  • 6 wood panelings
  • 1 marker disc on the marble space of the estate
  • All 3 decorations on any building tile (stucco decoration, wood paneling, marble decoration)
  • All 3 decorations on 3 different building tiles (stucco decoration, wood paneling, marble decoration)
  • 1 statue
  • 3 wall claddings
  • 1 tower
  • 4 marble decorations
  • 3 stucco decorations
  • 8 marker discs on estates
  • 2 second storeys
  • 3 ground-floor buildings
  • 4 statues
  • 4 marker discs on estates
  • 2 columns
  • 6 stucco decorations
  • 1 wall cladding

What Do the Craftsmen Build?

Master Builder I

  • Ground-floor building (8 prestige points for EXTERIOR): 3 wood, 2 limestone, 1 glass
  • 2nd storey (6 prestige points for EXTERIOR): 2 wood, 1 limestone, 1 glass

Master Builder II

  • Ground-floor building (8 prestige points for EXTERIOR): 3 wood, 1 limestone, 1 glass
  • 2nd storey (6 prestige points for EXTERIOR): 2 wood, 1 limestone, 1 glass
  • Tower (12 prestige points for EXTERIOR): 2 wood, 2 limestone, 1 glass, 1 marble

Master Builder III

  • Ground-floor building (8 prestige points for EXTERIOR): 2 wood, 1 limestone, 1 glass
  • 2nd storey (6 prestige points for EXTERIOR): 1 wood, 1 limestone, 1 glass
  • Tower (12 prestige points for EXTERIOR): 1 wood, 1 limestone, 1 glass, 1 marble, 1 wood or limestone

Carpenter I / Stucco Worker I

  • Wood paneling / stucco decoration in the ground-floor building: (4 prestige points for INTERIOR)
  • Wood paneling / stucco decoration in the 2nd storey: (4 prestige points for INTERIOR)

Stonemason I

  • Marble decoration in the ground-floor building (5 prestige points for INTERIOR)
  • Marble decoration in the 2nd storey (5 prestige points for INTERIOR)
  • Marble decoration in the tower (6 prestige points for INTERIOR)

Carpenter II / Stucco Worker II

  • Wood paneling / stucco decoration in the ground-floor building: (4 prestige points for INTERIOR)
  • Wood paneling / stucco decoration in the 2nd storey: (4 prestige points for INTERIOR)
  • Wood paneling / stucco decoration in the tower: (5 prestige points for INTERIOR)

Special feature: Can complete 2 construction orders simultaneously, each requiring its own construction order.

With these craftsmen, 2 construction orders (on different levels) can be built in one season. Each construction order requires 1 steward.

Carpenter III / Stucco Worker III / Stonemason III

  • Wood paneling / stucco decoration / marble decoration in the ground-floor building (4 prestige points for INTERIOR, marble decoration 5 prestige points)
  • Wood paneling / stucco decoration / marble decoration in the 2nd storey (4 prestige points for INTERIOR, marble decoration 5 prestige points)
  • Wood paneling / stucco decoration / marble decoration in the tower (5 prestige points for INTERIOR, marble decoration 6 prestige points)

Special feature: Can complete 2 construction orders simultaneously with just one construction order.

With these craftsmen, 2 construction orders (on different levels) can be built in one season. Both construction orders can be placed simultaneously together with just one action (1 steward). In all cases, the same resource is needed a total of 4 times.

Worker savings: If decorated in the ground-floor building and the 2nd storey, only 3 (instead of 4) workers are needed. If decorated in the ground-floor building and the tower, OR in the 2nd storey and the tower, only 4 (instead of 5) workers are needed.

Sculptor I

  • Wall cladding (7 prestige points for EXTERIOR): 2 marble, 1 wood
  • Column (6 prestige points for INTERIOR): 1 marble, 1 wood
  • Statue (5 prestige points for EXTERIOR): 1 marble, 1 limestone

Special feature: With the Sculptor, no workers become exhausted.

Important Notes (What Is Sometimes Forgotten / Misunderstood)

The resources are not limited. If something is not sufficient, please help yourself.

  • When a construction order is placed to build something, all resources must be available and placed on the craftsman order tile, as well as all workers.
  • The experience level only applies to the Master Builder! Regardless of how many workers you save (even through events), at least 1 worker is always needed for a construction!
  • The experience level is backward-compatible! A lower level may also be chosen (e.g., level 3 instead of 4).
  • An interior finish of a building may only be commissioned once the previous extension, or the building, is completely finished! Example: Stucco decoration for a tower may only begin once the tower is completely built, not while the tower is still under construction! (That is: After completion of the tower, its interior can only be finished starting the next season.)
  • There is no required order for interior finishes.
  • A craftsman can only be upgraded if they currently have no construction order!
  • A craftsman can only ever have and carry out one construction order at a time. Exceptions: Stucco Worker II + III, as well as Carpenter II + III and Stonemason III.
  • The craftsman's number is a good guide to which year it becomes available. For example: Carpenter II in Year 2 and Carpenter III in Year 3. A special case is the Stonemason! There are "only" two Stonemasons in this game. Stonemason I is available at the start of the game in Year 1, and Stonemason III in Year 3. There is no Stonemason II!
  • If players have placed several construction orders in one season, they may (when their steward is on turn) choose the order in which construction happens! A construction order is thus not tied to a specific steward! This can be strategically very important when it comes to fulfilling bonuses.
  • Each bonus condition can only be fulfilled once by all players.
  • There are 2 ways to get your workers back: at the Market or at the end of the round (5b).

Slightly Sharper Duel Variant

Prestige already plays excellently for two with the standard rules. However, whoever prefers a slightly sharper duel variant can make the following adjustments:

In general setup, under point 6, the following craftsman head tiles are laid out:

Availability2 players (price)
Game start (Year 1)Sculptor I: 5, 3
Stonemason I: 3, 2
Start of Year 2Master Builder II: 3, 2
Carpenter II: 3, 2
Stucco Worker II: 3, 2
Start of Year 3Master Builder III: 5, 3
Carpenter III: 5, 3
Stucco Worker III: 5, 3
Stonemason III: 5, 3

With an unused player color, the 5-prestige-point spaces of the upper bonus track are covered. Thus, whoever fulfills a dark-blue bonus condition first receives 7 prestige points as usual, but second place receives only 3 prestige points.

Master Builder III: 5, 4, 3
Master Builder III: 4, 3
Carpenter III: 5, 4, 4, 3Carpenter III: 5, 4, 3Carpenter III: 4, 3
Stucco Worker III: 5, 4, 4, 3Stucco Worker III: 5, 4, 3Stucco Worker III: 4, 3
Stonemason III: 5, 4, 4, 3Stonemason III: 5, 4, 3Stonemason III: 4, 3