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Svea Rike

Svea Rike Rulebook

Table of Contents

Table of Contents

  • Principles of the Game
  • Components
  • Setup
  • Order of Play
    • 1. Turn up a Royal card
    • Peace
    • 2. Determine the order of sequence
    • 3. Draw an event card
    • 4. Choose activity
    • Royal card texts
  • Agriculture
    • 1. Cash income from your fiefs
    • 2. Buy fief cards (optional)
    • Why choose agriculture?
  • Commerce
    • 1. Send out/move a merchant
    • 2. Income from commerce
    • 3. Payment for upkeep of troops
    • Limits to the number of merchants
    • Why engage in commerce?
  • Culture & Science
    • 1. Income from fiefs or commerce
    • 2. Payment for troop upkeep
    • 3. Acquiring history cards
    • Why buy history cards?
    • Selling and buying history cards
  • War
    • The war phase
    • Sample war
    • After the war
    • Why go to war?
    • If Sweden won the war
    • If the enemy won the war
    • War with Russia in the Age of Liberty
  • After the Game Turn
  • After an Era
  • Who Wins?
    • Status from gold
    • Status from fiefs
    • Status from troops
    • Status from history cards
    • Status from merchants
    • In case of a tie
    • Tip about counting points
    • Other cards which give status points
  • Other Rules
    • Selling fiefs
    • After the last fief
    • If a player becomes "bankrupt"
    • Borders and "parts of the country"
    • If you run out of family markers
    • Commanders
  • Example of Play
  • Family Reference Cards
    • Brahe
    • Eka
    • Grip
    • Sture
    • Three Roses
  • Fief Card Reference
  • History Card Reference
    • Cultural Personality
    • Militaria
    • Palace
    • Queen
    • Resource
    • Scientist
  • Event Card Reference

Principles of the Game

Briefly, the game works like this: Svea Rike is played in 16 game turns, one for each sovereign on the map. Your goal is to give your family as high STATUS as possible. At the end of the game, each player's assets are summed up (see the map) and exchanged for STATUS POINTS (SP), and the player with the most SP wins.

Each time it is your turn, you can elect to perform ONE of three different activities (see also the family plaques):

  • AGRICULTURE — gives income and possibility to buy fiefs. If you are short of money, or if you want many fiefs (which give safe income), go for agriculture.
  • COMMERCE — can yield vast income, but also involves risks. If you want to gamble for a large fortune, choose commerce.
  • CULTURE & SCIENCE — gives small income but a lot of status.

THE EVENT CARDS: the event cards represent unpredictable things that happen. You can play them AT ANY TIME (except if it says otherwise on the card). By using the event cards wisely, you can get advantages for yourself and put spokes in the other player's wheels.

You have now read enough to begin playing. Continue reading under Peace, below. HINT: read the Examples first; this makes it easier to understand the rules themselves. Good luck and may God and the King have mercy on you!

Components

Svea Rike contains:

  • 1 game map
  • 5 family reference cards
  • 168 cards (24 fief cards, 24 royal cards, 70 event cards, 50 history cards)
  • 45 shield-shaped family markers with plastic bases (used to show who owns fiefs and where you have merchants)
  • 5 round family markers with white reverse side (used to determine the order of sequence in each game turn)
  • 69 gold "coins" in denominations 1 gold mark (31 pcs), 5 gold marks (18 pcs), 10 gold marks (15 pcs) and 50 gold marks (5 pcs)
  • 1 war marker
  • 1 royal turn marker
  • 1 die

The top left box on the map summarizes how many status points you get for the different cards, gold, fiefs, and so on. The top right box summarizes the revenue gained from trade. The text in the country circles reads "Max number of merchants: number of players + X".

Setup

  1. Sort all the chits and family plaques. Fasten the family coats-of-arms on the plastic bases. The oldest player manages the Exchequer (the "bank"). Put all gold marks and round family markers in the Exchequer.
  2. Choose your family. In a two-player game, use Sture and Grip. With three players, add Brahe. With four players, add Eka, and if there are five players all families are used. Take your family plaque and heraldic markers.
  3. Put your family plaque in front of you. You will start the game with a fortune of 12 golds, which are given to you by the Exchequer.
  4. Take the fief cards which belong to your family; see the reverse side of the family plaque, or Family Reference Cards below. Place one coat-of-arms on each of your fiefs on the map, to signify that they belong to you.
  5. Sort all history cards in three stacks, according to the colour of the small pennant in the upper left corner. Mix each stack separately. Initially, put the red and blue stacks aside. The green stack is put face down at the side of the map. Then take the four top cards and turn them face up.
  6. Mix all the event cards and give four to each of the players. Do not show the others what event cards you have got. Remaining event cards should be in a draw pile on the map, face down.
  7. Mix all the royal cards, and put them face down on the map.
  8. Each player places one merchant (= one circular family marker) in any country circle (Denmark, Prussia, Poland or Russia) on the map.
  9. Place the Royal turn marker on the square with the picture of Gustav Vasa.
  10. The Exchequer turns the round family markers upside down, mixes them carefully, and puts them in the circles on top of the map. Turn the first one face up to see which family moves first.

Order of Play

1. Turn up a Royal card

Important: before the first game turn (when Gustav Vasa is King), no royal card shall be turned up. It is automatically PEACE. Thus you should go directly to Peace below. For all other sovereigns: continue reading here.

The first thing to do in a game turn is to turn up the top royal card, in order to see if there are any major events which affect the whole game turn, such as war, famine, good harvests or tax gathering. If the card says PEACE, nothing special happens. It is important to keep track of which ERA you are in. There are three eras. During the Vasa era, only the text on a green background on the royal cards applies. In the era of Expansion, the text on red background is used, and in the era of Liberty the text on blue background is used. (The same colour appears on the map, connecting the royal portraits in each era.)

Do not forget that players who own certain history cards, e.g. Mining, should receive gold at the beginning of each game turn — this happens NOW, before the royal card takes effect!

If this royal card is drawn during the Vasa era, there is PEACE. If it comes up during the era of Expansion, there are "Good harvests", and should it appear during the era of Liberty, a War has broken out with Russia. If you run out of royal cards, mix the discard pile and turn it into a new draw pile.

Peace

There is peace. Nothing special happens. (Note that there is always and automatically PEACE during the first game turn.)

2. Determine the order of sequence

If there is no war, the first order of business is to determine the sequence in which players will act during the game turn. The Exchequer takes the round family markers (with white backside), one for each player, mixes them face down, and puts them in a row in the circles at the top edge of the map. The leftmost marker is turned up first, and that player performs his move. After this, the next marker is turned up and that player makes his move, and so on until all have done what they want.

Example: the family markers are mixed and put in the circles. The first one is turned up. It happens to be Three Roses. The Three Roses player performs his move. The next family marker is turned up; it is Grip, and the Grip player makes his move, and so on.

3. Draw an event card

The player who is performing his move should always BEGIN by drawing an event card.

The various event cards in your hand enable you to enjoy some exceptions from the normal rules — for example, a card can enable you to send out two merchants in one move instead of one, or get above-normal income from your fiefs, etcetera.

But it is your own decision how many event cards you want to play during your move. Thus, at any time you might have more or less than four event cards in your hand, depending on how many and which ones you elect to play.

If nothing else is printed on the card, an event card may be played AT ANY TIME (even while another player is making his move), and takes effect immediately. If two cards have contradictory effects, the most recently played card is the valid one. If, despite this, a conflict arises as to whose card goes when they oppose each other, resolve it by rolling dice (highest score "wins").

Event cards which have been used are put face up in a discard pile. Whenever the draw pile is empty, the discard pile is mixed and turned into a new draw pile.

4. Choose activity

After drawing an event card, you should choose which activity your family will engage in during this reign. Three options are available:

  • AGRICULTURE — if you wish to buy fiefs or save money.
  • COMMERCE — if you want a chance to make big money.
  • CULTURE & SCIENCE — if your primary goal is to acquire high status.

Apart from this you may also, if you so desire, use one or more event cards during your move.

Royal card texts

  • Tax gathering — all players must immediately pay half their gold to the Exchequer (rounded in the player's favour). Continue reading under Peace.
  • Famine — all players who choose to gather income from their fiefs in this turn will receive only half the normal number of gold marks (rounded in the player's favour). Continue reading under Peace.
  • Good harvests — those players who collect income from their fiefs receive twice the normal amount of gold marks. Continue reading under Peace.
  • Demand for imported goods — each merchant placed on the map yields two extra gold marks to those owning players who choose to collect income from their commerce. Continue reading under Peace.
  • War against… — go directly to War, below.
  • Peace — there is peace. Nothing special happens. Continue reading under Peace.
  • Event cards may be played AT ANY TIME (except if the card says otherwise). This means you may play an event card even while another player is having his turn. You should draw a new event card each time it is your turn to act.

Agriculture

If you choose to engage in agriculture, you will perform one or two actions during your move:

  1. Collect income from your fiefs and palaces.
  2. Buy one available fief card (if you want to and have the money).

When you have done this, your move is over. The next family marker is turned up to see who gets to move next.

1. Cash income from your fiefs

For each crown symbol on your fiefs, you get one gold marker.

Example: you have Närke (3 crowns), Hälsingland (2 crowns) and Österbotten (1 crown), thus getting 6 gold markers from the Exchequer.

Note that income from your fiefs may be affected by both royal cards and event cards.

2. Buy fief cards (optional)

Acquiring more fiefs is easiest when you engage in agriculture. The cost of each fief appears in the lower right corner of the fief card. You pay this sum to the Exchequer. You may buy ONE fief card of your choice for each game turn you engage in agriculture.

As soon as you have acquired a new fief, the Exchequer gives you that fief card and you put it on the table in front of you. Also place one of your family markers (shield) on that fief on the map, to show that it is yours.

The fief cards show: crown symbols (yield in gold), the coat of arms, the name, troop symbols (= combat value at war), and the cost of the fief when bought from the Exchequer.

Important: at start of play some fiefs are not available. Skåne and Trøndelag belong to Denmark when play starts (a Danish flag marks this out on the map); Estonia belongs to Russia; Livonia belongs to Poland, and Pommern belongs to Prussia (all this is obvious from the flags on the map and the fief cards). Thus, you should set these fief cards aside for now.

Only after a successful war against a country does the fief or fiefs belonging to that country become available (Sweden gets them as part of the peace treaty). When this happens, move the corresponding fief card to the pile of available fiefs.

If Sweden loses a war, the fief or fiefs which bear the "enemy" flag are lost again, and their cards should be taken out of the pile of available fiefs. If a player owns one of these fiefs, it is lost.

Example: Estonia initially belongs to Russia. This means that the fief card for Estonia cannot be bought and is NOT available as a "reward" if Sweden wins a war against Denmark, Prussia or Poland. If Sweden defeats Russia in a war, Estonia becomes Swedish and is managed by the Exchequer. While it is there, it is available. If Sweden loses a new war against Russia, Estonia will automatically revert to Russia (the fief card is given to the Exchequer and put in the pile of non-available fiefs). In order for any player to acquire Estonia again, Russia must again be defeated in war!

The Finnish fiefs. The fiefs in Finland belong to Sweden from the start of the game. In order to clarify which fiefs are Finnish, they bear the arms of the grand principality of Finland. Historically, most of Finland was lost to Russia in the peace treaty of 1809. This can be depicted with an optional rule in King of Sweden (see Other Rules). Thus, Sweden automatically loses 1/3 of its territory and 1/4 of its population in the event of a lost war against Russia in the era of Liberty! (Note that this rule also encompasses Estonia.) On the other hand, the Finnish fiefs are slightly cheaper.

Colonies. The two colonies (in North America and Africa) work just like ordinary fiefs, but can NOT be bought or won as booty of war until the era of Expansion, i.e. when the royal turn marker has been moved to Gustavus Adolphus.

Why choose agriculture?

Agriculture doesn't just give you a steady income, it also brings a fair amount of status if you own many fiefs at the end of the game. The number of crown symbols on your fief cards determine the status points at the end, together with the troop symbols — the more, the better. ALSO, you need fiefs when there is a war; without a fief, you cannot participate.

To sell fiefs, you may ONLY sell a fief card if you run out of money — see Other Rules.

Commerce

If you choose to engage in commerce, you will perform two or three actions in your move:

  1. Send out or move a merchant (optional).
  2. Collect income from commerce and queens.
  3. Pay for the upkeep of troops.

After this, your move is over. The next family marker is turned up to see who moves next.

1. Send out/move a merchant

If you wish to send a merchant to Denmark, Prussia, Poland or Russia, you place ONE of your family shields in the corresponding country circle. You may only send out one merchant in your move, except if you play an event card which says otherwise. Alternately, you may move one of your merchants from one country circle to another. Note that there is also a limit on how many merchants each country circle can contain; see the map.

If you come at war with a country, all trade with it is immediately lost. You can try and establish new trade connections after peace has been restored.

2. Income from commerce

The amount of gold you earn from your trading appears in the table below and on the map. Note that having more than five merchants in the same country does not yield any more gold. It does, however, yield SP at the end of the game (see Who Wins?).

Example: you have one merchant each in Prussia, Russia and three merchants in Denmark. This means you get 2 + 2 + 10 = 14 gold in this game turn.

Number of merchants in the same country circleIncome
1 merchant2 gold marks
2 merchants6 gold marks
3 merchants10 gold marks
4 merchants15 gold marks
5 merchants21 gold marks

3. Payment for upkeep of troops

Some of your fief cards automatically give you troops. This is shown by soldier silhouettes on the cards; the number of silhouettes denotes combat value. If you have chosen to engage in commerce or Culture & Science, you must pay for the upkeep of your troops, one gold mark for each troop symbol (soldier silhouette) on your fief cards.

Example: you have Närke (one soldier) and Hälsingland (two soldiers). This gives you a total combat value of 3. If you engage in Commerce or Culture & Science, you pay three gold marks for maintenance when it is your move.

Limits to the number of merchants

The numbers in the country circles on the map determine how many merchants can be there at any given time. If there are e.g. three players, there cannot be more than four merchants in Prussia. Note that this limit may NEVER be exceeded, not even by playing event cards.

Why engage in commerce?

Commerce is primarily a way to make money — big money — with a small investment. However, it takes time to build a trading empire with many merchants, and it is risky since a war can force all your merchants away!

Culture & Science

If you choose to engage in Culture & Science, you do two or three actions during your move:

  1. Collect income from commerce OR fiefs. (Normally, you will choose whichever yields more.)
  2. Pay for UPKEEP of all troops you have.
  3. Buy any one of the face-up history cards.

After this, your move is over. The next family marker is turned up, to see who is next to move.

1. Income from fiefs or commerce

It's up to you if you want to receive income from your fief cards (see Agriculture) OR from your commerce (see Commerce). You may only choose ONE of these options. Normally, you will choose whichever gives you the most money. (You receive no extra money for queens or palaces.)

2. Payment for troop upkeep

See Payment for upkeep of troops, above.

3. Acquiring history cards

Normally, you may only buy ONE history card in your move. When one of the face-up history cards has been bought, or is removed from the row for some other reason, a new history card is immediately drawn from the pile so that there are always four face-up history cards to choose from.

Effects of history cards. The most important effect of most history cards is that they give you status. In order to win the game, you need to get more status than anyone else! Each history card shows: a green, red or blue flag telling you WHEN the card may be BOUGHT (green = Vasa era, red = Expansion, blue = Liberty); its cost; its series; its legend text; and, where applicable, a troop symbol showing that the card gives you a bonus in war.

If you have three or more cards from THE SAME SERIES (palaces, scientists, cultural personalities, military or queens; NOT resources) at the end of the game (regardless of which era the cards belong to), they will give you extra status points. The more cards from a series, the better. RESOURCE CARDS do not usually yield any status points, more often an income in gold.

Note also:

  • When you BUY a Cultural personality, you may immediately draw an extra event card.
  • When you BUY a Scientist, you may immediately buy one more History card (but only ONE, even if it is another scientist).
  • For each Queen you have, you get 2 extra gold marks income when you choose Commerce as your activity.
  • Each Military card gives +2 to your combat value in war. You never need to pay upkeep for Military cards.
  • For each palace in your possession, you receive 2 extra gold marks when you choose Agriculture as your activity.
  • Resources give extra income, or have other special effects — read about it on each card.

Why buy history cards?

Besides that most history cards give a bonus such as extra income or extra cards, the main reason to buy them is that they yield status points at the end of the game. The history cards are divided into six series: palaces, cultural personalities, scientists, military, queens and resources. The more cards you have from each series, the more SP you get:

Number of cards in seriesSP
1-2—
31
42
53
64
75

Selling and buying history cards

A history card may never be sold (but can be lost to another player through an event card). Once you have acquired a history card, it should remain in front of you to the end of the game — the history cards show what your family has achieved through the centuries.

You may buy ONE history card each time you choose Culture & Science as your activity. The cost appears on each history card, in the bottom left circle. NOTE: during the five game turns constituting the Vasa era, you can ONLY buy those history cards which have a green flag in the upper left corner; during the Age of Expansion (five turns), you may ONLY buy the history cards that bear a red flag, and in the Age of Liberty (six turns), you may ONLY buy the history cards which bear a blue flag. Thus, it is useful to sort the history cards in three piles before you begin playing.

War

If the drawn Royal card says WAR with a named country, the following occurs:

  • All trade relations with the enemy country cease immediately, and players retrieve any family markers placed there.
  • The large War marker is put on that country circle.
  • No player may do any of the "usual" activities such as receive income (all resources are used to fight the war), buy history cards or anything else. Instead, the game moves into a war phase.
  • You may however receive income from history cards which yield money, e.g. Mining.

The war phase

1. Set up the Swedish army. This is how you determine how many troops Sweden sends to war. Players gather their fief cards, hold them under the table, and count out loud "One - two - three!" and simultaneously produce ONE fief card each, or an empty hand. You choose which fief card to produce.

A fief card with NO troop symbols on it may only be used here if you have at least one military card in front of you. If you show an empty hand, you have chosen not to take part in the war.

2. Pay for troop upkeep. All players pay two gold marks for each troop symbol on their fief card. If e.g. the card has two soldier symbols, you should pay 4 gold marks. If you cannot pay, you are not allowed to participate in the war. (It is not allowed to sell a fief now.) Do NOT pay anything for military cards.

3. Set up the enemy army. The Exchequer draws, from the pile of Royal cards, one card more than the total number of players (regardless of their participation in the war). After this, remove those cards which have a dash ("—") on the yellow stripe at the top.

Example: there are four players in the game. The Exchequer then draws the top five cards from the pile of Royal cards (regardless of how many of the players participate in the war), and places them face up in a row beside the map. If any of the drawn cards do not have any soldier symbols on them, but just a dash in the upper edge, they are immediately replaced in the pile of discarded Royal cards, and are not replaced with any other cards. The remaining cards are the ENEMY ARMY.

(If there aren't enough Royal cards in the pile, the Exchequer leaves the card drawn before this game turn, mixes the others, and puts up the correct number of cards.)

4. Sweden attacks. Now the players should roll the dice once each; it doesn't matter in what order. The result is compared with the player's own combat value. If you roll EQUAL TO OR LOWER THAN your combat value, you may remove one card from the enemy army (the one with the LOWEST combat value). If you roll HIGHER than your combat value, no enemy card is removed.

5. The enemy attacks. When all players have rolled, it is the enemy's turn to attack. The enemy's moves are managed by the Exchequer.

At the upper edge of the cards in the enemy Army (= the face-up Royal cards) is his combat value (= the number of soldier symbols). This varies between 1 and 4 on the different Royal cards. (Those with no soldier symbol should not remain in play but are discarded after the full number of cards have been turned face up.)

The enemy (the Exchequer) now rolls dice in the same manner, once for each of the enemy's troop (royal) cards. If the result is EQUAL TO OR LOWER THAN the card's combat value, the Exchequer turns face-down that one of the player's participating FIEF CARDS which has the lowest combat value. If two cards have equal combat value, turn the one with the least military.

Note that military cards shall NOT be turned face-down. A player whose fief card has been turned face down by the enemy may NOT roll the dice when next it is time for Sweden to attack, regardless of any military (history) cards he may have in front of him.

6. Repeat until victory! Now repeat steps 4 and 5 until only one side has face-up cards remaining. That side has won the war! (It is not allowed to continue a war with only military history cards.)

Sample war

The Royal card shows that war has broken out with Russia. All merchants in Russia are immediately removed, and the round war marker is placed in the Russian country circle. Players now only receive income from history cards.

All players choose ONE of their fief cards, as described above. The result turns out like this:

PlayerTroops from fief cardsMilitary
StureVästgöta regiment (3)none
GripSödermanland regiment (3)Viborg castle (+1)
EkaJämtland (—)Gustaf Horn (+1), Carolines (+1), Landsknechts (+1)
Braheempty hand—

(Since there are only four players, Three Roses does not take part in the game.)

Sweden's troops: the Västgöta regiment (Sture, total combat value 3); the Södermanland regiment plus Viborg castle (Grip, total combat value 4); Jämtland plus Carolines, Gustaf Horn and German landsknechts (Eka, total combat value 3). (The card with no combat value was removed before the war started.)

Those players who committed troops now pay upkeep for these: Sture and Grip 6 gold marks each, and Eka nothing since he does not pay for military.

The Exchequer turns up five Royal cards (since there are four players in the game) from the draw pile. These cards turn out to have combat values 0, 1, 1, 2 and 4 (the number of soldier silhouettes in the top portion of the card). The card with no troops (just a dash "—") on it is immediately removed and not replaced with any other.

Eka begins rolling and gets a 4 on the dice. Since this is higher than Eka's combat value, nothing happens. Sture rolls and gets 3, which is equal to his combat value. The enemy card (royal card) which has the lowest combat value (fewest soldier symbols) is therefore removed. In this case, it will be either of the cards with one soldier symbol. Grip (combat value 4) rolls 5, so nothing more happens in the first Swedish attack.

The Exchequer now rolls the dice thrice for the enemy (since he only has three royal cards left), and compares the rolls with 1, 2 and 4 (the combat values of the remaining enemy cards). The results are 6, 5 and 2, which means that ONE of the Swedish fief cards will be turned face-down. (Only the last roll succeeded.) Jämtland has the lowest combat value of the Swedish fief cards involved in the war; thus, it is now turned face-down. Eka can no longer participate in the war.

In the next round, both Sture and Grip roll 3, meaning that the enemy loses two more cards (both rolls were lower than or equal to the respective player's combat value). The cards removed are those with the lowest combat value: the remaining 1 and the 2-soldier card.

The Exchequer now rolls again for the enemy. There is only one enemy card left (the one with combat value 4). The roll is a 3, so yet another Swedish fief card must be turned face-down. Since Sture has the lowest total combat value, this will be his card.

Grip is now the last Swedish player, and he rolls a 1 — "hit!" The enemy's last remaining card is removed, and Sweden has won the war.

After the war

As soon as either all of Sweden's or all of the enemy's cards have been turned face-down or removed in this manner, or the war has ended for some other reason (see event cards), the war phase is over.

Rewards and punishments are given out (see If Sweden Won the War and If the Enemy Won the War, below), whereafter the Royal turn marker is moved to the next King or Queen and a new Royal card is turned up. A new game turn starts.

Why go to war?

It costs money (2 gold marks per troop symbol on your fief card) to make war, and you risk losing a fief card if Sweden loses the war. So why take part in it at all?

If Sweden wins the war, those who took part will get BOOTY:

  • One randomly chosen available fief card; or
  • One face-up history card of your choice; or
  • "Three dice gold" (roll three dice and take that many gold marks).

Thus, it can be very profitable to make war, PROVIDED THAT SWEDEN WINS! On the other hand, there are situations when it can be best to stay away from the war, in order to hurt those players who DO participate. By staying away, you increase their risk of losing one fief each, while non-participants only have a 50% risk of losing a fief if Sweden loses the war.

Note: when the war is over, your fiefs become "normal" again. Whether or not a fief card was turned face down has no effect when checking for booty or paying for damages. (In the sample war above, the enemy has a combat value of 4. The enemy succeeds with one attack — a Swedish card is turned face down — if he rolls four or less on the die.)

If Sweden won the war

If all the enemy troop cards were removed, Sweden won the war. Those players who participated in the war AND ONLY THEY receive a reward from a grateful monarch. The player chooses which:

  • One randomly chosen available fief card, OR
  • One history card (choose one of the four that are lying face up), OR
  • God's grace: roll the dice thrice, add the results and receive that number of gold marks.

Notes:

  • The player who had the highest total combat value (fiefs + military) chooses his reward first, then the second strongest, and so on. In case of a tie, determine by die roll.
  • History cards which normally give an advantage when they are BOUGHT do NOT give any such advantages when they are received as a reward. For example, you may NOT draw an extra event card if you choose to be rewarded with a cultural personality.

If the enemy won the war

If all the Swedish troop cards have been turned face down, the war is over and the following happens:

  • All fiefs which "belong to the enemy" are automatically lost (see Buy fief cards). This loss can NOT be prevented by using the event card "High Treason!".
  • ALSO, all players who participated in the war lose one fief card each of their choice. These are returned to the Exchequer. This loss CAN be prevented by using the event card "High Treason!".
  • Those players who did NOT take part in the war shall instead roll the dice ONCE EACH:
    • 1, 2 or 3 — the Crown is so angry at these cowards that they lose one fief card (of their choice) each.
    • 4, 5 or 6 — you get away with not participating, without losing your honor — after all, you did not contribute to the defeat!

It is possible to lose your last fief card in this manner; see After the Last Fief.

War with Russia in the Age of Liberty

During the Age of Liberty, Russia should not draw ONE more royal card than the number of players, but TWO. This reflects the growing power of Moscow at that time.

If Russia wins a war against Sweden in the Age of Liberty (blue line on the map), ALL the six fiefs in Finland, and Estonia, are LOST. Players who own any of these fiefs must immediately discard the corresponding fief card and remove their family marker from the map. They receive no compensation for this. (The card "High Treason!" can NOT be used to avoid loss of the Finnish fiefs in such a case!)

Note that these fiefs are PERMANENTLY removed from the game — they do not return and are not available again even if Sweden wins a new war against Russia.

After the Game Turn

As soon as all players have completed their moves according to the sequence shown by the family markers, or as soon as a war is over, the game turn is at an end.

The next game turn begins. The Royal turn marker is moved to the next King or Queen, and the next royal card in the pile is turned face-up to determine whether any major historical event happens during the coming reign. If no war breaks out, the Exchequer mixes the family markers as usual. He then turns the one on the left face-up to see who begins the new game turn.

After an Era

At two points in the game, after the reigns of Charles IX and Charles XII, eras in Sweden's history come to an end. The game moves from the Vasa era to the Age of Expansion, and from that to the Age of Liberty. The only special thing that happens is that the pile of history cards is replaced.

As soon as the Age of Expansion begins, all remaining "green" history cards should be put away and the "red" ones are used instead. Mix them thoroughly and turn the top four face-up, placing them in a row at the side of the map. When the Age of Liberty begins, remaining "red" history cards are similarly replaced by the "blue" ones.

Note, however, that the history cards which you already have acquired shall remain on the table in front of you! (Three of the military cards — C.G. Armfeldt, Gustaf Horn and Lennart Torstensson — cease to have any effect at the end of the Age of Expansion, but they should still remain in front of the owning players since they give SP at the end of the game.)

Who Wins?

As soon as the Royal turn marker has arrived on Charles XIII and his reign (game turn) is over, the game ends. The winner is then the player with the HIGHEST TOTAL STATUS (number of Status Points, SP).

Status from gold

You get one SP for every 20 gold marks you own when the game is over.

Example: the Brahe player has forty-six gold marks when the game ends. He receives two SP for his gold (the extra six gives nothing).

Status from fiefs

You get one SP for every third crown symbol on your fief cards.

Example: the Brahe player finishes the game with Västergötland (3 crowns), Småland (2) and Jämtland (1), a total of 7 crown symbols. This gives him 2 SP for his fiefs. (The extra crown gives no points.)

Status from troops

You get one SP for every two troop symbols on your fief cards. Military cards are not counted.

Example: the Brahe player finishes the game with Västergötland (3 troop symbols), Småland (1), and Norrbotten (1), a total of 5 troop symbols. This gives him 2 SP for troops.

Status from history cards

You get one SP for every three history cards OF THE SAME SERIES. Four cards give 2 SP; five give 3 SP, and so on.

Example: during the game, the Brahe player has acquired four cultural personalities, three scientists, one palace and one queen. This gives him three SP (two for the cultural personalities and one for the scientists; the palace and the queen give none since he has fewer than three in these series).

Status from merchants

You get one SP for every third merchant you have in play at the moment when the game ends.

Example: the Brahe player finishes the game with two family markers in Denmark and two in Prussia, a total of 4. This gives him 1 SP for merchants. (The extra merchant gives no points.)

In case of a tie

If two or more players have an equal number of SP, the one with the most crown symbols on his fief cards wins. If this is also a tie, the player with the most history cards in front of him at the time wins (regardless of which history cards these are). If this is also a tie, the player with the most gold wins.

Tip about counting points

Start by counting SP from GOLD for each player. When this is done, you can use the gold coins to keep track of how many SP each player has.

Other cards which give status points

Except for what is said above, there are also a few event cards and history cards which give extra SP at the end of the game, in some cases under given circumstances. The legends on the cards will tell you how it works.

The number of SP you have as winner of the game determines how "good" your victory was:

  • 15 or more SP — the Parliament and the entire nobility beseech you to let yourself be made Protector of the Realm, and you found a dynasty which will remain on Sweden's throne until modern times. Rule wisely, and may God save you! Jean Baptiste Bernadotte vanishes into the mists of history as an obscure prince of Ponte Corvo.
  • 12-15 SP — a unanimous Parliament elects you Regent since there is no heir to the throne, and while you never become King yourself, your offspring is married into various royal houses of Europe. Within a hundred years, you have three crowned heads in your family.
  • 10-11 SP — you are one of the most esteemed nobles in Sweden outside the royal family. You leave a great fortune to your heirs, which they use to promote the growth of several of Sweden's major industries during the 19th century.
  • 8-9 SP — even though your peers speak well of you, you are far from being a rising star on Sweden's political sky. Unfortunately, your offspring will squander most of the family fortune during the 20th century. Your family retains its noble name but little else.
  • 4-7 SP — your family's glory has passed its zenith. Your sons and daughters vanish in daring travels to the New World and are never heard from again. Through failed investments you lose your palaces and other assets. After a long time of illness you pass away, and your family dies out with you.
  • 0-3 SP — in the political turbulence from France, a revolution takes place in Sweden also. You and your peers face a cruel death at the hands of a mob on the streets of Stockholm.

The event card EMERGENCY COINAGE (Heavy Loans) may not be played after the end of the game. A player who owes money because of this card loses one SP per gold mark that he cannot pay back.

Other Rules

Selling fiefs

If you would arrive at a situation where you don't have enough gold marks to pay an expense, and only in this situation, you may immediately sell any of your fiefs. You can sell it to another player (at the price you agree on) or to the Exchequer. What you get for it from the Exchequer is equal to the added results of rolling the die the same number of times as the number of crown symbols on the card.

Example: you are forced to sell one of your fiefs, and choose Gotland which has two crown symbols. You roll twice and get a 3 and then a 5. You receive 8 gold from the Exchequer.

After the last fief

If a player loses his last fief, either through a defeat in war or because he is forced to sell it to pay a debt, this does not put him or her out of the game. Through Commerce it is still possible to make enough money to come back and even win!

If a player becomes "bankrupt"

A player who has lost his last fief AND all his money does not vanish from the game. Any additional debts which occur (e.g. because of event cards) are automatically void as long as the player is "broke". BUT a broke player loses a randomly chosen history card instead of any fief card if he or she rolls 1, 2 or 3 when Sweden loses a war (see If the Enemy Won the War).

Borders and "parts of the country"

Some event cards refer to "adjacent fiefs". By this, we mean fiefs which have a common land border on the map. Anything marked as water on the map separates fiefs. Thus, for example, Södermanland and Västergötland are NOT adjacent to each other; Gotland and the two colonies are not adjacent to ANY other fief.

When a player is prompted to choose a fief which according to an event card is stricken by something terrible (e.g. witch hunts, peasant revolt or riots), it is fully permissible to choose a fief which is not owned by any player.

If you run out of family markers

If a player runs out of family markers, you can use something else to mark out that player's fiefs and merchants, e.g. family markers for a family which does not participate in this game, or mundane objects of some sort.

Commanders

Certain (five) militaria cards represent commanders, which can be removed from play by use of the event cards "Plague!" and "Untimely Death". This is the only difference between commanders and other militaria cards (three of the commanders can also not participate in wars after the Age of Expansion).

Example of Play

Four players take part, so the Three Roses family is not used. When all players have received their family markers, 12 gold marks each, four event cards each, and their fief cards (as noted on the reverse side of the family reference cards), they are allowed to place one merchant each. Brahe and Sture place one each in Denmark, Grip puts one in Poland, and Eka places his in Russia. The history cards are sorted in three piles according to the colour of their flags, and four of the green cards are turned face up. The Royal turn marker is placed on Gustav Vasa.

Play begins. Since this is the first game turn, no royal card is drawn, but play starts with the four family markers being turned face down, mixed and placed in the circles above the map. The first marker is turned up — Brahe, so she begins.

Brahe's move. Brahe draws an event card, "Murder at the Opera" — a card which, when played, immediately terminates the current game turn. She takes this to her hand. She may play it at any time, but chooses to hang on to it for a while. She chooses agriculture as her activity.

Brahe collects a total of five gold marks; three for Närke and two for Västergötland. Brahe now has 17 gold marks, and chooses to buy Savolaks from the Exchequer. This ends her move, BUT…

…she now elects to play her event card "Murder at the Opera", and the entire game turn ends without any of the other players having had a chance to make their moves.

New game turn. The royal turn marker is moved to Erik XIV, the family markers are remixed, and this time a royal card is drawn. It says "FAMINE" in the green area.

The first family marker is turned up, and it is Sture who gets to move first. He draws an event card ("Low Demand for Imported Goods"; any one country gives no income from commerce).

Sture chooses commerce as his activity and starts by placing another merchant in Denmark, where he already has one from the setup. He also plays the event card "Trade Privileges" which allows him to immediately place a third merchant there.

Three merchants give (according to the table on the map) 10 gold marks income, but Sture also has to pay 3 gold marks for troop upkeep for the Västgöta Regiment, so he only gets 7. Sture's move is over.

Grip's move. The next family marker is turned up and is Grip, who begins by drawing an event card ("Demand for Imported Goods"; gives 5 extra gold marks when collecting money from commerce). Grip chooses to engage in Culture & Science and since there is a FAMINE, Grip elects to collect income from his merchant in Prussia, plays the "Demand for Imported Goods" card and should receive 7 gold marks income, BUT…

…Sture nastily plays his "Low Demand for Imported Goods" card and orders that it applies to Prussia, so Grip gets no money at all in this turn!

Grip must pay upkeep for his troops (three gold marks) and for his remaining nine gold, he buys "Mining" (one of the four face-up history cards). Grip's move ends, a new history card replaces the sold one and a new family marker is turned up.

Brahe's move. Brahe gets to move again, and continues with agriculture as her activity. She collects a total of only three gold marks (half of six because of the famine), and with five of her 12 remaining gold marks she buys Karelia from the Exchequer.

Eka's move. Finally, Eka can move for the first time. She draws an event card and chooses Commerce as her activity. She places an extra merchant in Russia, collects six gold marks for the merchants, and is forced to pay three gold marks for troop upkeep. Her move is then over.

New royal card and new game turn. The two first game turns have been played; Brahe has acquired two fiefs, Sture has a strong "merchant fleet", and Grip has one of the most valuable history cards in the game.

Family Reference Cards

Each family reference card repeats the turn summary below, plus the family's history and its starting fiefs for each player count.

Your move:

  • Agriculture — 1. Draw event card. 2. Choose activity. Collect income from agriculture and palaces. Buy available fief card (if you want). Pay troop upkeep.
  • Commerce — 1. Draw event card. 2. Choose activity. Send out or move a merchant (if you want). Collect income from commerce and queens. Pay troop upkeep.
  • Culture & Science — 1. Draw event card. 2. Choose activity. Collect income from commerce or agriculture. Buy a history card (if you want). Pay troop upkeep.

Brahe

Noble family from Halland, known since the 14th century. Several family members were members of the King's council from the 16th century on. Per Brahe in the 17th century was general governor of Finland.

Brahe begins play with:

  • 2 players — not used
  • 3 players — Närke, Hälsingland, Norrbotten
  • 4 players — Närke, Hälsingland
  • 5 players — Närke, Savolaks

Eka

Noble family from Uppland, known since the 14th century. Among famous members are Karl Magnusson Eka, 15th century Privy Council, and Magnus Karlsson Eka, maternal grandfather of Gustav Eriksson Vasa.

Eka begins play with:

  • 2 players — not used
  • 3 players — not used
  • 4 players — Uppland, Dalekarlia
  • 5 players — Uppland, Norrbotten

Grip

Noble family from Södermanland, known since the 14th century. The foremost Grip is Bo Jonsson Grip, Seneschal of Sweden in the 14th century and Sweden's richest private citizen ever. This gave him an unparalleled power position. He had Gripsholm castle built.

Grip begins play with:

  • 2 players — Södermanland, Dalekarlia, Åbo, Lapponia, Karelia
  • 3 players — Södermanland, Dalekarlia, Lapponia
  • 4 players — Södermanland, Åbo
  • 5 players — Södermanland, Lapponia

Sture

Noble family from Västergötland, known from the 14th century. Several Sture family members were members of the King's Council, from Anund Sture in the 14th century and on. Both Sten Sture Sr and Jr were also regents. Algot Magnusson Sture's sister was the maternal grandmother of Gustav Eriksson Vasa.

Sture begins play with:

  • 2 players — Västergötland, Småland, Gotland, Savolaks, Tavastehus
  • 3 players — Västergötland, Småland, Tavastehus
  • 4 players — Västergötland, Gotland
  • 5 players — Västergötland, Tavastehus

Three Roses

Noble family known from the 14th century. Erik Knutsson Three Roses was executed at the Stockholm blood bath in 1520, while Johan Turesson Three Roses became the confidant of Gustav Vasa, and was entrusted by him with several important military missions. Several Three Roses were members of the King's Council from the 15th century and on.

Three Roses begins play with:

  • 2 players — not used
  • 3 players — not used
  • 4 players — not used
  • 5 players — Dalekarlia, Hälsingland

Fief Card Reference

Each fief card shows crown symbols (yield in gold), a coat of arms, a name, troop symbols (combat value at war, shown here as the regiment name where the card carries one), and its cost when bought from the Exchequer.

FiefRegiment / notesCost
Colony: AfricaCannot be bought during the Vasa era (green period on the game map).8
Colony: AmericaCannot be bought in the Vasa era (green line on the map).8
Dalekarlia ("Dalarna")The Dalekarlian Regiment.15
Estonia ("Estland")Belongs to Russia at the beginning of the game. Automatically reverts to the Exchequer if Sweden loses a war against Russia.15
Gotland—15
HälsinglandThe Hälsinge Regiment.15
Jämtland—8
Karelia ("Karelen")The Karelian Regiment.5
Lapponia ("Lappland")—8
Livonia ("Livland")Belongs to Poland at the beginning of the game. Automatically reverts to the Exchequer if Sweden loses a war against Poland.15
NorrbottenThe Norrbotten Regiment.8
NylandThe Nyland Regiment.15
NärkeNärke's Regiment.21
PommernBelongs to Prussia at the beginning of the game. Reverts automatically to the Exchequer if Sweden loses a war against Prussia.21
SavolaksThe Savolaks Regiment.5
SkåneBelongs to Denmark at the beginning of the game. The Skåne Regiment. Automatically reverts to the Exchequer if Sweden loses a war against Denmark.21
SmålandThe Småland Regiment.15
SödermanlandThe Södermanland Regiment.21
Tavastehus—5
TrøndelagBelongs to Denmark at the beginning of the game. Automatically reverts to the Exchequer if Sweden loses a war against Denmark.15
UpplandThe Uppland Regiment.21
VästergötlandThe Västgöta Regiment.21
Åbo

History Card Reference

Each history card lists its series, its legend text, its game effect, its cost (bottom left circle) and the era (Vasa/green, Expansion/red, or Liberty/blue) in which it may be bought.

Cultural Personality

  • Carl Michael Bellman (Liberty, cost 5) — Poet, musician, actor. The primary figure in modern troubadourism. Much admired by Gustav III. You may immediately draw an extra event card.
  • Conrad von Pyhy (Vasa, cost 2) — German-descended chancellor under Gustav Vasa. Active in foreign policy, laid the foundations for the modern administration. You may immediately draw one extra event card.
  • Emmanuel Swedenborg (Liberty, cost 5) — Natural scientist and mystic. Had dreams and visions, and created his own religious philosophy at the middle of the 18th century. You may immediately draw an extra event card.
  • Georg Stiernhielm (Expansion, cost 4) — Lawyer, poet and philosopher. Wrote "Hercules at the crossroad", the foremost literary piece from Sweden's age of Expansion. You may immediately draw one extra event card.
  • Johan Henric Kellgren (Liberty, cost 5) — Poet and publisher. Wrote operas with Gustav III. Humanist who propagated reason, clarity and tolerance. You may immediately draw an extra event card.
  • Nicodemus Tessin the Younger (Expansion, cost 4) — Count and architect, mostly known for the royal palace in Stockholm. Also chancellor of Lund University. You may immediately draw one extra event card.
  • Olaus Petri (Vasa, cost 2) — The foremost reformer of the Church of Sweden. Fell from king Gustav Vasa's grace and was condemned to death, but was pardoned. You may immediately draw one extra event card.

Militaria

  • Baltic Fleet (Liberty, cost 5) — Ships, including both great warships with 24-pound guns and ships intended for troop transport. Increases the combat value of your fief card with +1 in war. You never need to pay for upkeep of this card.
  • Carolines (Expansion, cost 5) — The soldiers of Charles XII's armies, participated in the many campaigns against Russia, Saxony and Norway. Increases the combat value of your fief card with +1 in war. You never need to pay for upkeep of this card.
  • Commander: Axel von Fersen (Liberty, cost 3) — Count and Earl Marshal. Colonel for the French regiment Royal Suédois. Is assumed to have been the lover of Marie Antoinette. Increases the combat value of your fief card by +1 at war. You never have to pay upkeep for this card.
  • Commander: Carl Gustaf Armfeldt (Expansion, cost 3) — Baron and supreme commander in Finland. Led the return of the army from Trondheim in 1718, when 3000 out of 5000 men froze to death. Increases the combat value of your fief card with +1 in war (only during the Age of Expansion). You never need to pay for upkeep of this card.
  • Commander: Georg Carl von Döbeln (Liberty, cost 3) — Lieutenant general, fought for France in India and against Russia in Finland. Made immortal in the book "Fänrik Ståls sägner".
  • Commander: Gustaf Horn (Expansion, cost 3) — Count, field marshal and Earl marshal of Sweden. King Gustavus Adolphus's second in command in the 30-years war. Increases the combat value of your fief card with +1 in war (only during the Age of Expansion). You never need to pay for upkeep of this card.
  • Commander: Lennart Torstensson (Expansion, cost 3) — Count. Developed the Swedish artillery during the 17th century. Ended his life as governor of western Sweden. Increases the combat value of your fief card with +1 in war (only during the Age of Expansion). You never need to pay for upkeep of this card.
  • Finnish Cavalry (Liberty, cost 5) — Skilled and tenacious warriors, feared not least by their ancient enemies the Muscovites.
  • German Landsknechts (Vasa, cost 5) — In most European wars during the 16th and 17th centuries, mercenaries were used by the warring parties. Increase your fief card's combat value by +1 in war. You never have to pay upkeep for this card.
  • Visborg Castle (Vasa, cost 5) — Built in the 15th century; long Sweden's principal border fortification in the east. Besieged by the Russians many times. Increases the combat value of your fief card with +1 in war. You never need to pay for upkeep of this card.

Palace

  • Drottningholm (Expansion, cost 5) — Royal palace, built in the late 17th century. The interior decorations are in rich baroque. Gives you 2 extra gold marks when you choose to engage in agriculture.
  • Glimminge House (Vasa, cost 5) — Erected at the beginning of the 16th century. The best preserved medieval castle in Scandinavia. Contains e.g. several sculptures. Gives you 2 extra gold marks when you choose Agriculture as your activity.
  • Gripsholm (Vasa, cost 5) — Originally a 14th century castle, now one of our greatest national monuments. Contains the State Portrait Collection. Gives you 2 extra gold marks when you choose to engage in agriculture.
  • Haga (Liberty, cost 5) — Erected in the 18th century. Royal palace with park in the English style, one of the finest in the world. Gives you 2 extra gold marks when you choose to engage in agriculture.
  • Royal Palace, Stockholm (Liberty, cost 5) — Erected 1692-1754 with Nicodemus Tessin the Younger as architect. Sweden's foremost official building. Gives you 2 extra gold marks when you choose to engage in agriculture.
  • Skokloster (Expansion, cost 5) — Built 1654-68. Has a magnificent baroque interior and exceptional collections of art, crafts and weapons. Gives you 2 extra gold marks when you choose to engage in agriculture.
  • Vadstena (Vasa, cost 5) — Built at the middle of the 16th century. Formerly a royal palace and one of Sweden's finest renaissance palaces. Gives 2 extra gold marks when you choose Agriculture as your activity.
  • Örbyhus (Expansion, cost 5) — Built as a tower castle in the 15th century by Gustav Vasa's grandfather Johan Kristersson Vasa, later expanded to a baroque palace. Gives you 2 extra gold marks when you choose to engage in agriculture.

Queen

  • Hedvig Eleonora (Expansion, cost 4) — Daughter to a Duke of Holstein-Gottorp, married to Charles X Gustaf. Had Drottningholm Palace built. Gives you two extra gold marks when you choose Commerce as your activity.
  • Karin Månsdotter (Vasa, cost 3) — Daughter of a common soldier, chambermaid at the royal palace. Married to Erik XIV. Buried in Åbo cathedral. Gives you two extra gold marks when you choose Commerce as your activity.
  • Katarina Jagellonica (Vasa, cost 3) — Polish princess. Wife of Duke Johan (later Johan III). Was imprisoned by Erik XIV for 4 years. Gives you two extra gold marks when you choose Commerce as your activity.
  • Lovisa Ulrika (Liberty, cost 5) — Married to Adolf Fredrik and mother of Gustav III. Beautiful, talented and interested in both culture and politics. Gives you 2 extra gold marks when you choose Commerce as your activity.
  • Maria Eleonora (Expansion, cost 4) — Spouse of Gustavus Adolphus. After his death, she kept his heart in a box. Fled to Denmark in 1640. Gives you two extra gold marks when you choose Commerce as your activity.
  • Sofia Magdalena (Liberty, cost 5) — Danish princess who for political reasons was betrothed to crown prince Gustav (III) at the age of 5. Gives you 2 extra gold marks when you choose Commerce as your activity.

Resource

  • Factories (Liberty, cost 20) — The developing manufacture industry in the 18th century was provided with special laws, outside the guild system. At the end of the game, before you start counting SP, roll one die and multiply the result by ten. You immediately get that many gold marks from the Exchequer.
  • Iron works in Uppland (Expansion, cost 4) — The Iron works in Uppland delivered the best iron in Europe. Gives you 2 extra gold marks per game turn, in war as well as in peace. Collect this BEFORE anyone makes a move.
  • Land reform (Expansion, cost 3) — During the age of Expansion, several land reforms were carried out in order to increase production and simplify inheritances. Gives you 1 extra gold mark per fief each time you collect income from your fiefs.
  • Mining (Vasa, cost 6) — Mostly mining for iron, copper and coal. A capital-demanding business, important for Sweden since the middle ages.
  • President of the Chancery (Liberty, cost 3) — You may at any time remove this card from play and instead either buy one fief card or history card, OR place one merchant.
  • Relations with the Hansa (Vasa, cost 4) — From the 12th until the 17th century, the Hansa was a powerful mercantile and political alliance around the Baltic sea. Gives 1 extra gold per merchant every time you collect income from Commerce.
  • Seneschal (Vasa, cost 2) — You may remove this card from play at any time and immediately buy another fief card or history card, OR place one merchant.
  • Seneschal (Expansion, cost 2) — You may remove this card from play at any time and immediately buy another fief card or history card, OR place one merchant.
  • Share in Falun Copper mine (Vasa, cost 4) — This mine was a prerequisite for Sweden's political power in the 17th century, producing 2/3 of the world's copper.
  • Share in Sala silver mine (Vasa, cost 4) — "The foremost prize of the Realm" according to Charles IX. Sweden's most important export income during the whole 16th century. Gives 2 extra gold marks income per game turn when there is no war. Collect this BEFORE anyone makes a move.
  • Share in the East Indian Company (Liberty, cost 5) — Sweden's most profitable business in the 18th century. All together, 132 trading expeditions were sent to India and China. Roll one die at the end of the game (but before you start counting SP) — if the result is 5 or 6, you get an extra status point.
  • Support for the Hat party (Liberty, cost 2) — Political party ca 1730-1772, representing mostly mercantile interests through among others C.G. Tessin. You may draw two event cards instead of one each time you draw event cards at the beginning of your move.

Scientist

  • Anders Celsius (Liberty, cost 6) — Pharmacist and chemist. His discoveries and research contributed importantly to the scientific development at the end of the 18th century. You may immediately buy one more history card.
  • Carl von Linné (Liberty, cost 6) — Professor at the University of Uppsala. Revolutionized botany during the 18th century. One of the most famous Swedes in history. You may immediately buy one more history card.
  • Christopher Polhem (Expansion, cost 6) — Sweden's first great inventor. His work in the 18th century improved e.g. the iron refining process. You may immediately buy ONE more history card.
  • Johannes Bureus (Expansion, cost 6) — Royal Archivist and protector of antiquities under Gustavus Adolphus. Learnt to read runes and documented many runestones. You may immediately buy ONE more history card.
  • Jöns Jacob Berzelius (Liberty, cost 6) — Chemist who made revolutionary discoveries. One of Sweden's most famed scientists ever. You may immediately buy one more history card.
  • Olaus Magnus (Vasa, cost 4) — Archbishop, diplomat and writer. Wrote e.g. "History of the Nordic Peoples" in 1555, illustrated with 476 woodcuts. You may immediately buy ONE more history card.
  • Tycho Brahe (Vasa, cost 4) — Astronomer and actually Danish. On the island of Ven he erected the largest and best observatory of the time. You may immediately buy ONE more history card.

Event Card Reference

The 70 event cards represent unpredictable things that happen; unless a card says otherwise, it may be played AT ANY TIME. The original Swedish title is given in parentheses.

  • A Time of Changes ("En tid av omvälvningar") — Remove any two of the face-up history cards, put them at the bottom of the pile, and draw two new ones to place face-up.
  • Abdication! ("Abdikation") — As soon as you play this card, the game turn ends and those players who haven't moved yet lose their opportunity to do it. (Applies only during PEACE.)
  • Bad Harvest ("Dålig skörd!") — Play this card as another player is about to collect income from his fiefs; the other player receives NO income from fiefs with 3 crown symbols.
  • Blockade Runner ("Blockadbrytare") — Play in case of war. Your own merchants in the enemy country are not sent home because of the war.
  • Conflict of Interest — Play this card when another player is buying a fief or a history card. The player must immediately return the card. He or she gets back the gold and may buy a different card if so desired.
  • Connections at Court ("Förbindelser med hovet") — Play this card when another player plays an event card; the other event card has no effect at all and is discarded immediately. This card can NOT be cancelled by use of another "Connections at Court" card.
  • Demand for Imported Goods ("Efterfrågan på importvaror") — Play this card when you collect income from commerce, and receive 5 extra gold marks.
  • Diplomatic Pressure ("Diplomatiska påtryckningar") — Remove any one merchant belonging to another player from a country circle and give it back to the player.
  • Extra Booty ("Extra krigsbyte") — Play this card when you have been rewarded after a victory in war. You receive two rewards instead of one (two of the same kind or two different).
  • Extra Church Tax ("Extra skatt till kyrkan") — An ecclesiastical decree about extra taxes for the church strikes one part of the country. Choose a fief on the map; it and all adjacent fiefs are affected. All affected players must immediately pay one gold mark per crown symbol on the affected fief cards, to the Exchequer.
  • Extra Tax on Peasants ("Extra skatt på dina bönder") — Play when you collect income from your fiefs. You force your peasants to pay extra taxes; however, this could backfire. Roll one die for each fief card you have — instead of the normal income, you get the die result in gold marks (if "Good Harvests" apply, double the amount).
  • Extra War Taxes ("Extra krigsskatt") — All players must immediately pay for troop upkeep one extra time. One gold per troop symbol (but not for military history cards).
  • Fall of the Monarchy ("Envåldets fall") — Play immediately before a Sovereign card is drawn. Sweden becomes Europe's first parliament-ruled state. Instead of randomly drawing a Sovereign card in this game turn, you get to leaf through all the 24 Sovereign cards and choose the one which will apply for this game turn.
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10
Österbotten—5
  • Famine ("Missväxt") — Play just as another player is about to collect income from his fiefs. A terrible famine strikes one part of the country. Choose a fief on the map; it and all adjacent fiefs are affected. Affected fiefs yield no income from agriculture during the rest of this game turn. Topple the family markers to denote this.
  • Feud with Neighbours ("Grannfejd") — Choose one of your fiefs which starts an economic feud against a neighboring fief (see map). Roll one die and add the number of troop symbols on your fief card; the opponent (or the Exchequer if nobody owns the fief) does the same for the other fief. If your result is GREATER THAN the opponent's, the fief becomes yours.
  • Good Administration ("God administration") — Play immediately after you have finished your move. You may immediately perform a whole new move, but you may not engage in the same activity as the previous time.
  • Heavy Loans ("Nödmynt") — You may immediately borrow any number of gold marks from the Exchequer, but you MUST pay back twice the amount after your next move in peacetime.
  • Hidden Reserves ("Dolda resurser") — Play if you have at least one palace card in front of you. You use a secret gold cache and immediately collect 5 gold marks.
  • Hidden Cache ("Gömda reserver") — You may buy TWO history cards in your move, not just one. (If one of the cards is a scientist, you may buy three cards, but you can never buy four!)
  • High Treason! ("High Treason") — Play when Sweden has lost a war. You do not have to rescind any fief because of the war defeat. However, fiefs which are automatically lost can not be saved by this card.
  • Inflation! ("Penningvärdet faller!") — All players except you pay 2 gold marks to the Exchequer.
  • Influential Office ("Inflytelserikt ämbete") — As soon as someone else uses an event card and has put it in the discard pile, play this card and pick up the discarded card to your hand, for future use.
  • Inspiring Speech ("Utökade adelsprivilegier") — Play this card and draw 3 new event cards instead.
  • Intrigues ("Ränksmideri") — Play before another player's move. You get to decide which activity the other player shall engage in during this game turn.
  • Local War Tax ("Lokal krigsskatt") — A royal decree about extra taxes for the army affects a part of the country. Choose one fief on the map; it and all adjacent fiefs are affected. Affected players must immediately pay one gold per troop symbol on the affected fief cards.
  • Lost Opportunity ("Förlorad möjlighet") — When you play this card, you draw a random event card from another player's hand and discard it.
  • Low Demand for Imported Goods ("Låg efterfrågan på importvaror") — Imported goods from any one country circle are not in demand. No player receives any income from commerce with this country during the rest of this game turn. (Topple the family markers to denote this.)
  • Murder at the Opera ("Maskeradmordet") — As soon as you play this card, the game turn ends and those players who have not yet moved lose their opportunity to do so. Valid only in PEACE.
  • Noble Marriage ("Förnämt äktenskap") — Play this card when you buy a fief. You get it 2 gold marks cheaper per crown symbol.
  • Fall from Grace ("Fallen i onåd") — The King demands that you take over another player's fief (your choice). Pay the full cost of the fief. If you cannot pay, nothing happens and this card is discarded.
  • Out of the Fire ("Ur hetluften") — Play at any time. You may immediately move any (your own or someone else's) merchant to a different country circle.
  • Palace Fire! ("Slottsbrand!") — An enormous fire consumes one of Sweden's historic landmarks. You may remove any one palace from the game.
  • Peasant Revolt! ("Bondeuppror") — A violent revolt hits one part of the country. Choose a fief anywhere on the map; it and all adjacent fiefs are affected. Roll one die: 1-3 nothing happens; 4 all affected fiefs with 1 crown symbol are lost; 5 all affected fiefs with 1 or 2 crown symbols are lost; 6 all affected fiefs are lost. Lost fiefs are returned to the Exchequer.
  • Plague! ("Pesten härjar") — The plague strikes one part of the country. Choose a fief on the map; it and all adjacent fiefs are affected. Affected players must immediately remove ONE scientist, commander, queen or cultural personality which they have.
  • Political Influence ("Politiskt inflytande") — This card should be played just before the order of sequence is determined at the start of a game turn. You automatically get to be first in this game turn.
  • Powerful Neighbour ("Mäktig granne") — Choose one of your fiefs which starts an economic feud against a neighboring fief (see map). Roll one die and add the number of crown symbols on your fief card; the opponent (or the Exchequer if nobody owns the fief) does the same for the other fief. If your result is GREATER THAN the opponent's, the fief becomes yours.
  • Untimely Death ("Förtida död") — A well-known personality dies an early death without achieving anything of lasting value. You may immediately remove any one cultural personality, queen or scientist from the game.
  • Protector Government ("Förmyndarregering") — Play after the last player has made his move, before a new sovereign card is drawn. Let the Sovereign marker remain where it is and play a whole new game turn. All effects of the last sovereign card apply, whether in war or peace! (This card can also be played after the last game turn.)
  • Reduction ("Räfst och reduktion") — When you play this card, all players (including you) must immediately pay half their gold to the Exchequer! (Round it down, i.e. in the player's favor.)
  • Reductions from the Church ("Indragningar från kyrkan") — All players receive 2 gold marks from the Exchequer, except you who receive 5!
  • Riots in Towns ("Kravaller bland borgerskapet") — One part of the country is stricken by violent riots. Choose a fief on the map; it and all adjacent fiefs are affected. Roll one die: 1-3 nothing happens; 4 all affected fiefs with no or 1 troop symbols are lost; 5 all affected fiefs with no, 1 or 2 troop symbols are lost; 6 all affected fiefs are lost. Lost fiefs are returned to the Exchequer.
  • Royal Wrath ("Kunglig vrede") — Play at any player. The King is so displeased with how this noble is treating his subjects, that he peremptorily withdraws one of his fiefs. The player must immediately return any fief card to the Exchequer. (However, a player may not lose his last fief in this manner.)
  • Smart Negotiator ("Slipad förhandlare") — You may take one history card from another player (your choice), pay twice the card's normal cost, and put it in front of yourself.
  • Superior Tactician ("Överlägsen taktiker") — Play during war. When it is your move, you may roll the die twice instead of once, during the rest of the war. (If you score two "hits", two enemy cards are removed.)
  • Supply Train ("Förrådståg") — You do not need to pay for upkeep of your troops in this game turn, regardless of whether it's war or peace.
  • Swedish Steel Bites ("Svenska stålet biter") — Play this card during a war, even if you are not participating. Roll the die once. If the result is 1-4, you may immediately remove the enemy troop card with the lowest combat value.
  • Tax Refund ("Skatteåterbäring") — All players including you get 5 gold marks from the Exchequer.
  • The Battle of Breitenfeldt ("Slaget vid Breitenfeldt") — Play this card when Sweden is at war with Prussia. You may immediately remove the two enemy troop cards with the lowest combat value. If Sweden wins the war, save this card until the end of the game — it will then give you an extra status point.
  • The Battle of Kliszow ("Slaget vid Kliszow") — Play this card when Sweden is at war with Poland. You may immediately remove the two enemy troop cards with the lowest combat value. If Sweden wins the war, save this card until the end of the game — it will then give you an extra status point.
  • The Battle of Narva ("Slaget vid Narva") — Play this card when Sweden is at war with Russia. You may immediately remove those two of the enemy's cards that have the lowest combat value. If Sweden wins this war, you should save this card to the end of the game, when it will give you an extra status point.
  • The Battle of Poltava ("Slaget vid Poltava") — Play this card when Sweden is at war. Sweden suffers one of its most devastating military defeats ever. Immediately draw two more enemy troop cards and turn any one of the Swedish fief cards face down.
  • The March over the Great Belt ("Tåget över Stora Bält") — Play this card when Sweden is at war with Denmark. You may immediately remove the two enemy troop cards with the lowest combat value. If Sweden wins the war, save this card until the end of the game — it will then give you an extra status point.
  • Trade Privileges ("Handelsprivilegier") — You may immediately place one extra merchant in any country circle on the map.
  • Treason! ("Förräderi") — Play when another player has received war booty. That player loses all booty from this battle. (Any cards remain in play.)
  • Winds of War ("Krigets vindar") — Pay 7 gold marks and play at the end of your move. You immediately provoke war with a country of your choice. A full war phase is played, after which this game turn ends and players who haven't moved yet lose their opportunity to do so.
  • Witch Hunt ("Häxprocesser") — One end of the country is affected by a witch scare. Choose a fief on the map; it and all adjacent fiefs are affected. Affected players must immediately discard one random event card from their hand for each affected fief they own. The discarded event cards have no effect.