The Sixth Realm
The Sixth Realm Rulebook
Table of Contents
Table of Contents
Components
- 1 Sixth Realm board (2-player board on the other side)
- 4 Player boards
- 1 Wheel of Favor tile
- 1 Starting Player token
- 4 Torch pieces (1 in each player color)
- 24 Book tiles (6 in each player color)
- 12 Challenge tokens
- 4 Relic Cabinet tiles
- 72 Envoy meeples (6 of each color)
- 1 Popularity Limit marker
- 6 Guild Council tiles
- 3 Starting Feat tiles (2 small and 1 large)
- 24 Resource tiles (8 each of three types)
- 1 Merchant Cart
- 36 Tradition tiles
- 18 Seal tokens (3 of each color)
- 2 Lock markers
- 4 Translator meeples
- 6 Setup tiles
- 18 Relic tiles
- 25 Ink tokens
- 36 Artifact tiles
- 1 Population bag and 1 Artifacts bag
- 30 Foundation tiles (12 small, 10 medium, and 8 large)
- 20 Small Feat tiles
- 10 Large Feat tiles (only used with 2 players)
- 24 Guild Rank markers (6 in each player color)
Setup
General
- Place the Sixth Realm board, choosing the face-up side according to the number of players (1-2 players or 3-4 players).
- Place all Ink in a reserve on the Sixth Realm board near the Scribes Guild banner.
- Randomly place the 6 Guild Council tiles around the Stone Council, light side face-up.
- Place the Wheel of Favor tile in the middle of the Stone Council, with its central arrow pointing to the midnight position, as shown in the setup example.
- With 2/3/4 players, take 1/2/3 Seal tokens of each of the guild colors and place them on the bottom-left corner of the Sixth Realm board. Return any remaining Seal tokens to the box.
- Place the Large Starting Feat tile in the middle of the Court. Align these tiles with the board's grid. Then place the 2 Small Feat tiles on either side of the Large Feat tile so that all three tiles form a line.
- In a 2/3 player game, return 4/2 of each type of Foundation tile to the box. Then, sort the Foundation tiles by size and place them into stacks near the Builders Guild area next to the Sixth Realm board. Then place 1 Foundation tile of each size into the indicated spaces of the Builders Guild banner.
- Place the Popularity Limit token on the "3" space of the Popularity track.
- With 2/3/4 players, place 4/6/8 of each Resource into separate stacks near the Merchants Guild area.
- Place the Merchant Cart in the center of the Merchants Guild area.
- Place the Lock tokens next to the Stone Council area.
- Place Envoy meeples into the bag based on the player count: 8/10/12 of each color in a 2/3/4 player game. Then, with 2/3/4 players, randomly take 6/9/12 Envoy meeples from the bag and place them onto the Boat near the Merchants Guild area.
- Place all Artifact tiles into the Artifacts bag. Take 4 Artifact tiles from the bag and place them face up on the Adventurers Guild banner.
- Randomly place all Tradition tiles into any number of face-down stacks to the side of the Historians area. Reveal 9 Tradition tiles from the stacks and place them face up on the empty spaces of the Library within the Historians Guild area.
- Note: When playing with 2 players, stack 2 random Relics onto each City space, without looking at the bottom one.
Player Setup
Each player completes the following steps:
- Take 1 random Setup tile.
- The player with the highest numbered Setup tile value takes the Starting Player token.
- Choose a player color and take all components of that color, and a player board.
- Place the following onto your player board:
- a. 1 Action Point tracker on the "0" space of the Action Point track.
- b. 1 Book under each of your six Guild tracks. Flip the Book matching your Setup tile's icon so that the "+1" shows on the left-hand page. Flip all other Books so that the left-hand page is blank.
- c. 1 Rank Marker at the bottom of your six Guild tracks.
- d. 1 Reputation tracker directly above each of your Rank tokens.
- e. 4 Councilors onto the slots in the Council area.
- f. 4 Houses onto the slots in the Housing area.
- g. 4 Towers onto the upper slots in the Embassy.
- h. 8 Bridges onto the lower slots in the Embassy.
- i. 1 Ink token into your Ink supply (as shown on your Setup tile).
- j. 1 Seal token matching the Seal on your Setup tile. Take it from the Seals supply near the Sixth Realm board and place it in your Seals archive.
- Place the following onto the Sixth Realm board:
- a. 1 Council Influence tracker on the first space of the Influence track.
- b. 1 Victory Point tracker on the "0" space of the Victory Point track.
- c. 1 Popularity tracker on the "0" space of the Popularity track.
- d. 1 Navigation tracker on the bottom-most space of the Navigation track.
- e. 1 Councilor into the Stone Council area according to the value on your Setup tile and the player count:
Example: Jonathan's Setup tile value is 1, Jessica's is 2, and Drake's is 4. Jonathan places his Councilor on Seat 2, Jessica places hers on Seat 4, and Drake places his on Seat 6.
Locations and General Concepts
Player Board
The player board contains the Action Points track, the Guild tracks, the Traditions area, the Historians Guild area, the Victory Points track, the Queen's Ambition track, the Arrivals area, the Plaza area, the Council area, the Housing area, the Embassy area, the Ink supply, and the Seals archive.
Sixth Realm Board
The Sixth Realm board contains the Queen's Castle area (the Victory Point track, the Queen's Ambition track, and the Court), the Stone Council area, the Guild areas (Navigators, Adventurers, Builders, Scribes, Historians, Merchants), the Harbor area, and the Feat tiles and Challenge tokens of the Court.
Gain Victory Points Effect
Whenever you perform this effect, move your Victory Point tracker forward on the track the number of times shown within this icon, or as designated by the particular end game scoring effect.
Gain Queen's Ambition Effect
Whenever you perform the Queen's Ambition effect, move your Queen's Ambition tracker once to the right on the track. If your tracker's new track space is occupied, stack your tracker on top of the other trackers. If your tracker is already in the final space of the track, then gain 1 victory point instead of moving it further. You will never change your tracker's position within a stack of trackers.
Queen's Champion
At all times, the player whose Queen's Ambition tracker is furthest to the right on the track (or at the bottom of a stack, if tied) is the Queen's Champion.
Example: Orange is the current Queen's Champion, because their tracker is the furthest to the right, and breaks the tie on that spot by being on the bottom. If Teal or Purple increase their trackers once, then they become the Queen's Champion for the rest of the year because that is the final space on the track.
Queen's Challenge Effect
Whenever your Queen's Ambition tracker lands on this icon (found on space 3 of the Queen's Ambition track), immediately perform the Queen's Challenge effect. Choose 1 Feat from your hand and place it face up into the Court on an empty grid space, with at least one flat side adjacent to at least one other Feat. Choose 1 of your Challenge tokens from the supply and place it face up onto any vacant full-circle icon created by any two adjacent Feats. Immediately gain the Victory Points shown on the Challenge token you just placed.
Challenge tokens signify a conditional goal all players may complete during Final Scoring. Any player who meets or exceeds the conditions of both Feats under a Challenge token gains the Victory Points shown on that token.
Example: Teal ends the game with 4 red Seals, 5 Traditions, and 3 seated Councilors. They gain 4 Victory Points due to having at least 2 red Seals and at least 5 Traditions. If they had 1 more seated Councilor, he gains 3 additional Victory Points.
Example: In a 1 or 2 player game, Large Feat tiles are used. These each contain 2 distinct Small Feats, and are pre-printed with a "3 Victory Point" Challenge token between them (which is not scored when the tile is placed, but is able to be scored during Final Scoring like normal).
Large Feat tiles can be rotated 180 degrees to change which Feat is on the left/right, but must be placed completely within one of the six designated areas shown on the board.
Increase Influence Effect
Whenever you perform this effect, advance your Council Influence tracker one space forward on the Influence track. You may need to stack Council Influence trackers in any order when they are in the same space of the track; their order does not matter.
After each movement, perform the effect shown on your Council Influence tracker's new position.
Your Council Influence tracker never moves backwards on the track. Once you place your Council Influence tracker on the final space of the track, you cannot perform this effect again for the rest of the game.
Gain a Councilor Effect
Whenever you perform this effect, place the left-most Councilor from your Council area onto the Active Seat of a Council section with less than 3 seated Councilors. If there is a Councilor in the chosen Active Seat, move it to a Retired Seat within the same Council section, and that player gains 1 victory point. Place your Councilor into the vacated Active Seat.
Example: Orange chooses to place their Councilor into this Active Seat. Teal already has a Councilor there, so they move that Councilor onto one of the two available Retired Seats in this section and they gain 1 Victory Point.
Wheel of Favor
The Wheel of Favor tile rotates within the Stone Council and indicates which three Guilds are selectable during a round. Two outer arrows point to the Secondary Guilds and the central arrow points toward the Primary Guild for the round.
The Wheel of Favor also tracks the progress of each year. It rotates clockwise one section at the end of the first five rounds. At the end of the sixth round, it instead rotates to a section chosen by the Queen's Champion (see Champion Wheel Rotation). Each year ends after all players take a turn following the sixth movement of the wheel.
After rotating, if there is a Councilor in the Primary Guild's Active Seat, give that Councilor's player the Starting Player token.
Example: As the fourth round finished, the Wheel of Favor was rotated counter-clockwise once. Its central arrow is pointing at the fifth Council section, which makes it easy to tell that the next round is the fifth of the year. For the next round, the Merchants are the Primary Guild, while the Adventurers and Builders are the Secondary Guilds. Orange's Councilor is in the new Primary Guild's Active Seat, so they take the Starting Player token from the black player.
Using Resources
Each of the three types of Resource tiles is associated with two Guilds:
- Merchants and Builders Guilds
- Adventurers and Navigators Guilds
- Scribes and Historians Guilds
During the game, you need to Exhaust specific Resources to perform various effects. You cannot use exhausted Resources until they have been Refreshed.
Exhaust Resource Effect
Whenever you perform this effect, choose any of your Resources that does not have its "X" side facing up. Exhaust that Resource by flipping it so that its "X" side is facing up.
Refresh Resource Effects
Whenever you perform this effect, choose any of your Resources that has its "X" side facing up and matches the color of this effect.
If this effect shows a Resource icon, you must flip a matching Resource so that its "X" side is facing down.
You begin the game with one Resource of each type and can gain one more of each type (for a total of two each) by performing Merchants Guild actions, explained on the Merchants Guild page.
Gain Popularity Effect
Whenever you perform this effect, move your Popularity tracker up the track the number of spaces shown within the icon. If there is a "?" within the icon, it equals the current game year (1, 2, or 3).
Example: Teal performs a "?" Gain Popularity effect during the second year of the game, which means they gain 2 Popularity. As they gain their first Popularity, they hit the "5" space with the Popularity Limit token. So they gain 1 Envoy from the boat, place their tracker on the "0" space, and finish this effect by moving their tracker up to the "1" space.
Gain Envoys Effect
If your Popularity tracker reaches the Popularity Limit token, immediately take an Envoy from the boat and place it in the Arrivals area of your player board. Then, move your Popularity tracker to the "0" space. If you have remaining Popularity to gain, resume moving your tracker up the track.
Placed Envoys must go to an empty space within your Arrivals area. If there are no empty spaces, you cannot take a new Envoy, so try to keep a few open spaces. If the placed Envoy is the second Envoy in an Arrivals area column, perform one of these effects immediately:
- If both Envoys in the column are the same color, Refresh one exhausted Resource that matches the Envoy's color.
- If both Envoys in the column are different colors, gain 1 Queen's Ambition.
Example: Black gains a new Envoy and must place it into one of the four empty spaces in their Arrivals area. If they place it in the left space, the Envoy's color matches the other Envoy in that column and they may perform the "Refresh a Resource" effect with a Historians/Scribes Resource. If they choose the middle space, the Envoy colors won't match in that column and they may perform a "Gain Queen's Ambition" effect. Lastly, if they choose the right space it becomes their first Envoy in that Arrivals area column, and no effect is performed.
At any point, if there is exactly one Envoy on the boat, refill the boat. First, move the Popularity Limit token up one space on the track (if able). Then, take random Envoys out of the bag and place them onto the boat until the maximum number is reached, according to the player count:
- 2 players: 6 Envoys total
- 3 players: 9 Envoys total
- 4 players: 12 Envoys total
Stone Council Area
The Stone Council area contains the Influence track, Guild Council tiles, Councilor Seats, and the Wheel of Favor token.
Game Structure
The game takes place over three years, with each year split into seven rounds. In each round, players each take one turn. During your turn, you spend Action Points to improve your position on the Stone Council and perform actions with a chosen Guild. The Guild options change each round, and the order of these options changes each year. The game ends after three years, and you perform the Final Scoring to determine the winner.
On Your Turn
During a round, beginning with the player with the Starting Player token and moving clockwise, you each take one turn. During your turn, you perform the following seven steps in order. Each step is mandatory unless otherwise indicated:
- Guild Bonus (optional)
- Free Actions (optional)
- Select Guild
- Gain Action Points
- Spend Action Points
- Free Actions (optional)
- Cleanup
1. Guild Bonus (Optional)
If you have a Guild Bonus placed on your Guild track that matches the Primary Guild this round, you may perform the effect shown on that tile.
Place Guild Bonus Effect
Whenever you perform this effect, take 1 Guild Bonus that is next to your player board and place it onto any of your Guild tracks that do not already have a Guild Bonus. Immediately perform the effect shown on the Guild Bonus.
If this effect shows a Guild Crest, or if you perform this effect with an Envoy, you must place the Guild Bonus onto the color-matching track.
2. Free Actions (Optional)
You may perform any number of Free Actions, explained under Free Actions below.
3. Choose Guild
Choose the Guild where you may perform actions during step 5 of your turn. Your chosen Guild must be a Primary or a Secondary Guild, as indicated by the Wheel of Favor.
There is no cost for choosing the Primary Guild. If you choose either Secondary Guild, you must Exhaust a Resource that matches the color of your chosen Guild.
Example: Orange decides to Exhaust their Merchants/Builders Resource so that they can choose the Secondary Guild, the Builders. If they had chosen the Primary Guild, the Merchants, then they would not have needed to Exhaust that Resource.
4. Gain Action Points
- Optionally Exhaust 1 or 2 Resources matching your chosen Guild, and increase the position of your Reputation tracker to the next Reputation value for each exhausted Resource.
- Place your Action Point tracker on the same number that your Reputation tracker is pointing to.
- If your Book under the selected Guild shows "+1", then increase your Action Point tracker by 1.
- Then, reset your Reputation tracker, lowering it to meet your Rank marker.
Current Guild Reputation and Rank
Each of the Guild tracks on your player board shows your current Reputation and Rank with that Guild.
Your Reputation tracker points to your current Reputation value: 1, 3, 5, or 8. The Rank marker shows your progress within that Guild and stops your Reputation tracker from moving below it. Rank trackers never move down on their track.
Gaining Guild Reputation Effect
Whenever you perform this effect, move any Reputation tracker up one step on its Guild track. Reputation trackers cannot move above the 8-value step.
If this effect shows a Guild Crest, move the Reputation tracker up your color-matching Guild track. If you gain this effect with an Envoy, move the Reputation tracker matching their Guild.
Gaining Guild Rank Effect
This effect is only found on the Books below each of your Guild tracks. Whenever you perform this effect, move the Rank tracker up one space on the Guild track above the Book this effect is on. If there is a Reputation tracker on the same step as the moving Rank tracker, move that Reputation up one step as well. Rank trackers cannot move above the 5-value step of a Guild track.
Finally, if your chosen Guild's Book shows "+1" on its left page, move your Action Point tracker one space to the right.
Guild Books
The Book token at the bottom of each of your Guild tracks has a left page and a right page. The left page of the Book shows its current effect, and the right page shows the effect that happens the next time you flip that Book over.
- No current effect: once flipped, the Book shows the "+1" icon.
- "+1" icon: increase your Action Points by 1 when this Guild is selected. Once flipped, perform the Gain Guild Rank effect.
Flip Book Effect
Whenever you perform this effect, flip 1 Book of your choice on your player board. If this effect shows a Guild Crest, or if you perform this effect with an Envoy, you must flip the Book under your color-matching track.
Example: Teal chose the Adventurers Guild. Their Reputation was at "3", but they decided to Exhaust their Adventurers/Navigators Resource to increase that Reputation to "5". They moved their Action Point tracker to their fifth space and then moved it one more time because their Adventurers Guild Book shows "+1" on its left page. Teal has 6 Action Points to spend. They end this step by lowering their Adventurers Guild Reputation to the "3" space because this is where their Rank token is for that Guild.
5. Spend Action Points
Perform one or more Council Influence and Guild Actions in any order you choose. Move your Action Point tracker to the left equal to the number of Action Points spent for each action.
Council Influence Action
Spend any number of Action Points and perform the Increase Influence effect an equal number of times. You may perform this action before, between, and after Guild actions.
Guild Actions
Perform actions associated with the Guild you chose in step 3 of your turn. These actions are explained in detail in the Guilds section of the rules, below.
6. Free Actions (Optional)
Once again, you may perform any number of Free Actions, as explained under Free Actions below.
7. Cleanup
Finish your turn by performing the following steps:
- Move your Action Point tracker to the 0 space of your track. Any unused Action Points are lost.
- Refill the Foundations display in the Builders Guild area, explained under the Builders Guild.
- Refill the Library in the Historians Guild area, explained under the Historians Guild.
Example: Teal's turn starts, and the Adventurers Guild is the Primary Guild this round. They have previously placed a Guild Bonus on their Adventurers Guild track and may immediately activate it to perform the "Increase Influence" effect.
End of the Round
Once all players have taken a turn, you must prepare for either a new round or a new year. If you have completed seven rounds this year, prepare for a new year. Otherwise, prepare for a new round.
New Round
If the Wheel of Favor's central arrow is pointing at the sixth Council section in the Stone Council, perform the Champion Wheel Rotation before continuing with the new round preparations. Otherwise, simply rotate it one space clockwise.
Champion Wheel Rotation
The Queen's Champion player rotates the Wheel of Favor so that its central arrow points toward any bright-side-up Guild tile they choose. That Guild becomes the Primary Guild for the following round. Then, flip the Primary Guild's tile over to its dark side. You cannot flip dark-side-up Guild tiles for the rest of the game.
Example: The sixth round is ending, and Orange is the current Queen's Champion. They must rotate the Wheel of Favor until its central arrow points to the Scribes, Historians, Adventurers, or Builders Guild (the last option, meaning they wouldn't rotate at all). They cannot point the central arrow towards the Merchants or Navigators Guilds because their Guild tiles have been flipped to their dark sides.
After selecting the position of the Wheel of Favor, if an Active Councilor is seated in the new Primary Guild's section, give that player the Starting Player token. Otherwise, the Starting Player token does not move.
Finally, move the Cart to the middle of the Merchants Guild area. You are now ready to begin the next round.
New Year
At the end of the seventh round in years one and two, prepare for a new year. Skip the new year preparations once three years are complete, and instead perform the Final Scoring.
First, rotate the Wheel of Favor so that its central arrow points towards the first Guild section of the Stone Council. Then, perform the Queen's Ambition and Adventurers Guild preparation steps.
Queen's Ambition Preparation
Players now have the opportunity to modify the order of Guild tiles within the Stone Council. Beginning with the player furthest to the right on the Queen's Ambition track, excluding the Queen's Champion, and continuing left, complete one or both of the following, in either order:
- Swap Guild Tiles: Choose two Guild tiles and swap their positions. Guild tiles under Lock tokens cannot be swapped.
- Lock a Guild: Take a Lock from the reserve and place it onto any Guild tile that does not already have a Lock, including a Guild tile that has been swapped this year.
Once all players, except for the Queen's Champion, have had the opportunity to swap and/or lock Guild tiles, place the Lock token(s) back into the reserve.
Example: Orange is the current Queen's Champion, which means they are skipped. The other players may modify the Guild tiles in this order: Purple, Teal, then Black. Purple decides to swap the Adventurers and Historians Guild tiles and then place the Lock token on the Historians Guild in Council section 2. Teal is next, followed by Black.
Then, place all Queen's Ambition trackers on the left-most space of the Queen's Ambition track. Stack the trackers in the previous Queen's Ambition track order, with the Queen's Champion on the bottom, then moving left along the track.
Example: Using the previous example, the players' Queen's Ambition trackers are returned to the initial space in this order. Orange continues to be the Queen's Champion.
Finally, reset the Adventurers Guild area as explained under the Adventurers Guild.
Free Actions
You may perform any number of Free Actions during each of your Free Action steps.
Writing a Scroll Action
Take one Ink from the Ink supply on your player board, place it onto an empty Scroll, and resolve all effects shown on that Scroll. If you have no Ink in your Ink supply or no empty Scrolls available to you, you cannot perform this Free Action.
Each player board has the same two Scrolls available at the start of the game. More Scrolls may become available through gaining Traditions and exploring the Dungeon.
The effect of this Scroll gains you Popularity equal to the number of different colored Seals on your Traditions and/or in your Seals Archive.
Example: Purple performs a Writing a Scroll action. They moved an Ink from their Ink supply onto one of their empty Scrolls and then performed its effect, refreshing their Merchants/Builders Resource tile. They cannot perform the effect on this Scroll again until the Ink is removed.
Assigning an Envoy Action
Take 1 Envoy from your Arrivals area, place it onto an empty Envoy space on your player board, and resolve all effects associated with that Assignment area. If you have no Envoys in your Arrivals area or you have no available Envoy spaces, you cannot perform this Free Action.
After resolving all effects, if the taken Envoy was in the same Arrivals area column as another Envoy, you must immediately assign the other Envoy as a Free Action. You may place both Envoys in the same or different Assignment areas.
Assignment Areas
Each player board has the same four Assignment areas: Plaza, Council, Housing, and Embassy. The Plaza begins the game with 12 empty Envoy spaces, while the other three areas begin with none. Removing pieces from your Assignment areas creates additional empty Envoy spaces.
Envoy spaces can also be added to your player board with Traditions.
Note: Removed Bridges do not create Envoy spaces.
Assignment area effects use the color of the assigned Envoy when resolved. Only resolve a Plaza effect when you Assign an Envoy directly below another Envoy of the same color. Resolve the yellow Plaza effect only during Final Scoring, not when you Assign Envoys to this area.
Example: Orange decides to Assign their green Envoy to their Embassy area. They have built two Towers, leaving two empty Envoy spaces, and they place it onto one of them. This lets them perform a "Gain a Seal" effect, and because they placed a green Envoy, the only Seal they can take is a Merchants Seal. After assigning this Envoy, they must immediately assign their brown Envoy because it was in the same Arrivals area column as their assigned green Envoy. They decide to assign this brown Envoy to their Housing area, letting them flip their Scribes Guild Book.
Guild Actions
Each Guild area has unique actions you may perform only if you choose that Guild during step 3 of your turn.
Merchants Guild
Based out of Merchants Cove, this Guild is responsible for exporting raw materials, and for importing goods needed by the Guilds.
You may perform the following action options multiple times and in any order:
Moving the Cart
All Cart movements are mandatory.
- If the Cart is in the middle of the Merchants Guild area, move it to any Guild Crest within that area. This happens once per round when the first Merchants Guild action is performed.
- If the Cart is on a Guild Crest, you must move it one space clockwise or counter-clockwise to the next Guild Crest.
- Each time the Cart moves onto a Guild Crest, you must perform one of the three available actions. If you perform multiple Merchants Guild actions during the same turn, you must move the Cart in the same direction.
Refresh Resource Action
Spend 1 Action Point, move the Cart, and then you may perform a Refresh Resource effect that matches the Cart's location.
Flip Book Action
Spend 2 Action Points, move the Cart, and then you may perform a Flip Book effect that matches the Cart's location.
Gain Resource Action
Spend 3 Action Points, move the Cart, and then you may perform a Gain Resource effect that matches the Cart's location.
Note: You may never have more than 2 of each Resource tile type.
Example: Purple is the first player to perform a Merchants Guild action this round. They begin by spending 2 Action Points, move the Cart to the Navigators Crest, and then flip the Book under their Navigators Guild track. Then, they spend 1 Action Point, move counter-clockwise once, and then refresh their Historians/Scribes Resource. Next, they spend 1 Action Point, move the Cart counter-clockwise, and then skip the action at the Merchants Crest. Finally, they spend 3 Action Points, move the Cart counter-clockwise once, and take an Adventurers/Navigators Resource from the reserve.
Builders Guild
The Builders are responsible for laying foundations and raising buildings that the Envoys, explorers, and recent arrivals need to live and work in.
You can perform each Foundation action once, and the Build House action as many times as you are able.
Small Foundation Action
Spend 2 Action Points, place a size 1 Foundation, perform the effect covered by the tile, and then optionally perform the Build a House effect.
Medium Foundation Action
Spend 3 Action Points, place a size 2 Foundation, perform all effects covered by the tile, and then optionally perform the Build a House effect.
Large Foundation Action
Spend 4 Action Points, place a size 3 Foundation, perform all effects covered by the tile, and then optionally perform the Build a House effect.
Placing Foundations
Place your chosen Foundation onto the Capital grid, following these restrictions:
- You must place Foundations adjacent to any edge of the Capital grid or another Foundation tile. Foundation tiles must share an edge, not just a corner, to be adjacent.
- You must align Foundations with the Capital grid.
- Foundations must fully cover Capital grid spaces, as defined by the green borders within the grid.
- Foundations cannot overlap other Foundations.
- No part of a Foundation can be outside the edge of the Capital grid.
Building House Effect
Immediately after taking a Foundation action, you may build a House if you have at least one House in the Housing area of your player board. Take your left-most House and place it onto the just-placed Foundation. You must align this House with a single row and column within the Capital grid.
Then, you must spend Action Points to perform row and/or column effects. These effects are found along the top and right edges of the Capital grid, and only the effects aligned with the built House can be performed.
- Spend 1 Action Point to perform the row or column effect.
- Spend 2 Action Points to perform the row and column effects.
Note: During Final Scoring, each House may be worth additional Victory Points.
Example: Orange spent 4 Action Points to place a Large Foundation. As part of this action, they spend 1 Action Point to perform the "Build House" effect and place a House onto one of the three valid locations on the placed Large Foundation. They decide on this placement, and because they spent 1 instead of 2 Action Points, they only gain the benefit of the row or column. They pick the column and then perform an "Increase Reputation" effect on their Navigators Guild track.
End of Turn Builders Guild Cleanup
At the end of your turn, refresh the Foundation display by placing new Foundations into it so that there are exactly 1 of each size. Leave display spots empty once all Foundations of that size have been taken from the reserve.
Adventurers Guild
Brave adventurers arrive each day from Merchants Cove to dive into the uncovered Dungeon and recover precious artifacts.
There is only one action option for the Adventurers Guild, and you may perform it multiple times during your turn to delve deeper into the Dungeon.
Move Torch Action
Perform this action by spending 1 Action Point, moving your Torch one space forward within the Dungeon, and performing the effects of your Torch's new room.
The Dungeon is made up of many rooms, each with a numerical value in its top-left corner. When you move your Torch, it must enter a room with a value exactly one higher than its previous room. You must move your Torch through an open doorway between its current room and the room it moves to. Each room can have any number of Torches within it, and other Torches do not affect movement in any way.
Once you move your Torch to the Dungeon's final room, you cannot perform any more Adventurers Guild actions for the rest of the year.
Dungeon Effects
There are many effects within the Dungeon's rooms that are found in multiple areas of the board, explained in the Glossary. The following two effects are only found within the Dungeon:
Artifacts
You may gain Artifacts from the Dungeon, and each may give you Victory Points during Final Scoring. Each time you gain an Artifact, place it into an empty slot in your Artifacts Archive to the right of your player board. Once placed in the Archive, Artifacts remain there until the end of the game; they cannot be replaced or removed. There are no differences between the slots in the Archive.
Gain Artifacts from each of the following effects:
- Gain Visible Artifact Effect: Gain one Artifact from the Adventurers Guild banner. Then, draw one random Artifact from the bag and place it in the empty space on the banner, facing up.
- Gain Hidden Artifact Effect: Draw three random Artifacts from the bag, gain one of these, and put the other two back into the bag.
Each Artifact shows one or two conditions. During Final Scoring, you may gain additional Victory Points depending on how well you meet those conditions.
Torch Scroll Effect
You only perform Scrolls in the Dungeon once your Torch moves onto them. To perform a Torch Scroll, take an Ink from your Ink Supply and place it in an empty Ink space within the Dungeon Scroll in the center of the Dungeon. Then, perform the effect of the Torch Scroll in the room with your Torch, using one of the two Guild Crests next to the Ink you just placed.
Note: You cannot use Free Actions to perform Scrolls within the Dungeon, and you cannot use Ink removal effects to remove Ink from the Dungeon Scroll.
Example: Black begins in room #6. They spend 1 Action Point, move to the right-hand room #7, and then perform a "Gain Ink" effect. After this, they spend another Action Point, and now must move to the right-hand room #8 because there is no path to the left-hand room #8. Once they arrive, they perform a "Torch Scroll" effect by placing an Ink from their Ink supply onto the center option of the Dungeon Scroll. Finally, they perform an "Increase Reputation" effect on either their Merchants or Builders Guild track. No one can place an Ink on that spot on the Dungeon Scroll for the rest of the year.
End of Year Adventurers Guild Cleanup
The Dungeon is reset at the end of each year. First, place all Ink from the Dungeon Scroll back into the reserve. Then, perform the following steps for each Torch:
- The room with your Torch has a reset value in the bottom right corner. Move your Torch to the Dungeon room that matches that value.
- Perform the effect shown in your Torch's new room.
- Perform all effects in rooms with lower values.
Example: Black's reset value is "3", so they move their Torch to room #3. Then, they may perform the "Gain or Remove Ink" effect from that room, then the "Remove Ink" effect from room #2, and the "Gain Ink" effect from room #1. After this, Purple moves their Torch to room #2 and performs the "Remove Ink" effect there, as well as the "Gain Ink" effect from room #1.
Navigators Guild
The brave navigators guild has been tasked with mapping ancient cities and making the roads between them safe to travel.
You may perform the following action options multiple times and in any order.
Build a Bridge Action
You may build a Bridge as long as you have at least one Bridge in the Embassy area of your player board. Spend 1, 2, or 3 Action Points when building your 1st, 2nd, or 3rd Bridge within the same turn. You cannot build more than three Bridges during a turn.
After spending Action Points, remove the left-most Bridge from your board and place it onto an empty Bridge space on the Navigator's Map. The chosen space must be adjacent to another Bridge or City.
Perform all effects from the space the placed Bridge covered.
Example: Teal has built one Bridge this turn already. Next, they spend 2 Action Points to build their second Bridge and may place it on any of the checkmarks. The "X" is not a legal build location because it is not adjacent to another Bridge or a City.
Build a Tower Action
You may build a Tower as long as you have at least one Tower in the Embassy area of your player board. Spend 2 Action Points to build a Tower. You may build multiple Towers during the same turn.
After spending Action Points, remove the left-most Tower from your board and place it in a City space on the Navigator's Map following these conditions:
- The City space cannot already have a Tower in it.
- The City space must be adjacent to a completed route of Bridges. A route is completed when every Bridge space between two City spaces has a Bridge built on it.
- One of the Bridges on the required completed route must be yours.
Example: Orange can only build a Tower on the two checkmark cities.
Take the Relic from your chosen City space and place it in an empty space within your Relic Cabinet. Then, perform the effect that was covered by the Relic.
Note: In 2-player games there are two Relics on each City space. When building a Tower, remove both Relics from the space. Place one of these Relics in your Relic Cabinet and remove the other Relic from the game.
Each Relic in your Relic Cabinet potentially gives you Victory Points during Final Scoring, depending on your actions and position on the Navigation track.
Navigation Track
Whenever you perform this effect, move your Navigation tracker up once on the Navigation track. Your tracker may share a spot with other trackers by stacking them on top of each other. Once you move your tracker to the top-most space, you ignore this effect for the rest of the game.
Example: Teal gained a Relic and placed it into the space of their Trophy Cabinet that shows the "Increase Navigation" effect. They perform this to increase their Navigation tracker once, stacking on top of the Orange tracker. Because they crossed a banner line, they have a better conversion ratio for Relic Victory Points during Final Scoring.
Historians Guild
The Sixth Realm is the greatest archaeological find in history, and the historians are working round the clock to decipher and translate the language of their ancestors.
You may perform the following action options multiple times and in any order.
Move Translator Action
Spend 1 Action Point to move one Translator to a different space within its aisle (row or column) of the Library. Perform the effect shown on that Translator's new space.
Example: Black spends 1 Action Point and then moves the right-hand column Translator to the top space. They may perform the "Increase Popularity" effect with a value of 2 because it is currently the second year of the game.
Take Tradition Action
Choose one Tradition within the Library that is adjacent to at least one Translator. Take that Tradition and place it onto any empty slot within the Tradition area of your player board. Spend the Action Points shown above your placed Tradition (2, 3, or 4 Action Points). If you do not have enough Action Points, then you cannot choose that slot.
Perform the effect that the placed Tradition covered. Once placed, Traditions remain there until the end of the game. They cannot be replaced, moved onto another slot, or removed.
Example: Teal spends 4 Action Points and performs the "Take Tradition" effect, placing it in one of their "4" slots of their Tradition area. When choosing a tile, only five of them were next to at least one Translator (checkmarks). After placing the Tradition on their board, they may perform "Gain Ink" and "Remove Ink" effects because those icons were covered by the tile.
Note: The printed rulebook refers to "Refill the Library in the Historians Guild area, explained on pg.22" in the Cleanup step. Page 22 contains no separate Library refill procedure; the only refill instruction given is Setup step 14 (Reveal 9 Tradition tiles onto the Library). This is transcribed as printed.
Traditions
Each Tradition on your board gives you a new Scroll or Envoy space that you may perform with Free Actions.
Each Tradition has a printed Seal in its top left corner. Their function is the same as the Seal tokens when used for various in-game effects or during Final Scoring.
Gain Seal Effect
Whenever you perform this effect, gain 1 Seal from the bottom-left corner of the Sixth Realm board. If you perform this effect with an Envoy, you must gain a color-matching Seal.
Scribes Guild
The scribes are the bureaucratic guild in charge of recording the day-to-day happenings in this new land so news can reach the inhabitants of the Five Realms.
You may perform the following action options multiple times and in any order.
Gain or Remove an Ink Action
Spend 1 Action Point to either:
- Gain 1 Ink, taking it from the reserve and placing it into your Ink supply.
- Return 1 Ink to the reserve. It must come from a Scroll on your player board or one of your Traditions.
Remove All Ink Action
Spend 3 Action Points to return all Ink from the Scrolls on your player board and Traditions to the reserve.
Game End and Final Scoring
The game ends once the seventh round of the third year has finished.
You now gain additional Victory Points for each of the following:
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Houses: Gain points for your Houses in the Builders Guild area. Each House is worth 1 Victory Point for each completed row and/or column aligned with it (maximum of 2 Victory Points per House). A row or column completes when Foundations cover all Capital grid spaces along it.
Example: During Final Scoring, there are three completed rows and/or columns in the Capital grid (green lines). Orange gains 4 Victory Points, Purple gains 1 Victory Point, while the other players gain no Victory Points.
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Artifacts: Each Artifact shows one or two conditions. Score each condition where you have the most, or tied for the most, of that condition compared to all opponents.
- One Condition Artifacts: You gain 2 Victory Points when scored.
- Two Conditions Artifacts: Check each condition separately. If you score for both conditions, then gain 3 Victory Points. If you score for one of the conditions, then gain 1 Victory Point.
Example: Orange ends the game with these three Artifacts. They have more red Envoys than any opponent, which means the right-hand Artifact gains them 2 Victory Points. Teal has more purple Envoys than Orange does, which means they only have one majority out of two for the center Artifact and gain 1 Victory Point. They have the same number of white Seals as the Black player, so the left-hand Artifact scores them 2 Victory Points.
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Relics: Before scoring Relics, find the highest banner section with your tracker on the Navigation track. That banner shows the Navigation value for that track section. For each of your Relics, count how many times you met the condition. Do this for each Relic, then total the results. Divide this final number by your Navigation value (rounded down), and gain that many Victory Points.
Example: Purple ends the game with two Relics. The next banner above their Navigation tracker shows that they gain 1 Victory Point for every 2 of the condition they have for each Relic. They have 3 Traditions and 4 Councilors seated at the Stone Council, which makes it 7 conditions met total. For this they will score 3 Victory Points. If they gained 1 more Navigation icon, they would gain 7 VP instead.
The player with the most Victory Points wins the game. If there is a tie, the tied player furthest to the right on the Queen's Ambition track wins.
Glossary
The printed glossary lists icons and their effects without titles. The bold labels below are the transcriber's, added for lookup; the wording is as printed.
General Icons
- ?: The "?" inside effects equals the current year of the game (1, 2, or 3).
- Guild Crest: Each Crest is associated with one Guild: Navigators, Builders, Historians, Adventurers, Merchants, and Scribes.
- Seal icon: Represents the number of different types of Seals you have, either on tokens in your Archive or on Tradition tiles.
- Envoy Majority icon (Envoys): Score if you have the most Envoys anywhere on your player board.
- Seal Majority icon (Seals): Score if you have the most Seals in your Archive and on Traditions.
Effects
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Perform Actions: Perform one or two actions available to you that require spending 2 or fewer Action Points total.
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Gain Victory Points: Gain the indicated amount of Victory Points (see Gain Victory Points Effect).
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Gain Queen's Ambition: Move your Queen's Ambition tracker to the right by the number indicated (1 if no number).
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Queen's Challenge: Place 1 of your Feat tiles to form a Challenge. Then place a Challenge token onto any 2 Feats and gain the Victory Points shown on that Challenge token.
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Gain Ink: Gain 1 Ink from the reserve and place it into your Ink supply.
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Remove Ink: Remove 1 Ink from one of your Scrolls and return it to the reserve.
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Increase Influence: Move your Council Influence tracker 1 space counter-clockwise on its track and activate the effect on the new space.
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Place a Councilor: Place your left-most Councilor from your Council area onto any Active Seat.
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Exhaust Resource: Flip 1 Resource from its icon side to its "X" side.
Solo Mode
This section is transcribed from the official Sixth Realm Solo Rulebook (Final Frontier Games), 5 pages. The Solo Rulebook's own page 1 is cover art and is omitted. Its Quick Reference page is summarised below in words in place of its icons.
Solo Setup
Select a player color, and set up the game and your player board as normal for yourself, and set up the main board with all 2-player alterations (see the 2-player setup in the main rulebook). All 2-player specific rules are reiterated here:
a. Use the 2-player side of the Sixth Realm board. b. Use the Large Feat tiles in this game; return the Small Feat tiles to the box. c. Remove 4 of each color of Envoy meeple (24 total) from the Population bag, and return them to the box. d. Remove the following Foundation tiles and return them to the box: 6 Size 1, 5 Size 2, and 4 Size 3. e. Place 1 of each Seal next to the Sixth Realm board; return unused Seals to the box. f. Place 1 face-down Relic token in each City space on the Navigation Map, then place a face-up Relic onto each face-down Relic, so that each City contains 2 Relics, 1 face-up and 1 face-down. g. Place your starting Councilor onto the Active space of the Guild in the "5" position, and take the Starting Player token.
Setup for the Solo Opponent (the Cardborg)
The solo opponent is the Cardborg, a golem of parchment. Its Solo Rulebook calls it "shortened from CARDBoard ORGanism."
- Place the Solo board nearby.
- Rotate the hexagonal Action Wheel so that the Guild showing in the Midnight position of the Solo board matches the Guild in the "1" position on the Stone Council.
- Select an unused player color, and place the following components near the Solo board:
- 8 Bridges
- 5 Councilors: 1 placed onto the Active Councilor space of the Guild in the "2" position
- 5 Trackers (discs)
- 4 Towers
- Place 1 Tracker into the following places:
- A. The Queen's Ambition track, on top of the player's piece.
- B. The Score track in the "0" space.
- C. The Popularity track in the "0" space.
- D. The Influence track in the "0" space.
- E. The remaining Tracker is placed onto the "Directional Input" section of the Solo board, in the "up" position.
- Give the solo opponent 4 random Feats. Rotate them randomly, and place them face-down into a small diamond-shaped layout that clearly creates an "up / right / down / left" distinction among them.
Solo Components and Controls
The Solo board has two controls used to resolve the Cardborg's choices:
- Action Wheel: a hexagonal wheel with a Target Section and six Guild-coloured sections. Its labelled icons are Place Councilors, Take an Envoy, Select the 7th Guild, and Swap 2 Guild Tiles.
- Directional Input: a token with four cardinal directions (up, right, down, left).
Gameplay Changes
As it relates to you, the player, there are no changes from how a 2-player game operates in terms of gameplay or scoring. You will still check your Artifacts against the Envoy and Seal icons collected by the Cardborg during final scoring.
The Action Wheel and Directional Input
Any time the Cardborg is prompted to do something, they will resolve the effect based on the current positioning of their Action Wheel and/or Directional Input. The Target Section is used when resolving the Guilds.
When resolving Place Councilors, Take an Envoy, Select the 7th Guild, or Swap 2 Guild Tiles, they will resolve the effect based on the Action Wheel section aligned with their respective icons.
If the Cardborg ever gets to a situation where the thing they are targeting with either their Action Wheel or Directional Input is invalid, the relevant components move 1 space clockwise, and the Cardborg once again tries to resolve their effect. You may need to move a component multiple times to target something fully, or to break multiple ties.
- Action Wheel: Rotate 60 degrees clockwise (turning it to the next consecutive area of the wheel) after each failed attempt to resolve an effect reliant on the Action Wheel.
- Directional Input: Slide the tracker to the next cardinal direction clockwise from its current position after each failed attempt to resolve an effect reliant on the Directional Input, or if the usage of the Directional Input requires a second or third direction to break ties, such as when placing a Feat tile or Challenge token.
Gaining Rewards
The Cardborg will often take actions that would give a player some kind of reward; but they DO NOT gain these rewards unless specifically indicated.
Final Scoring (Solo)
The difficulty of the Cardborg is related to how they participate in Final Scoring. The player scores the game normally.
- Player's Artifacts: You will check your Envoy and Seal majorities against those collected by the Cardborg.
- Challenges:
- Normal: The Cardborg scores all Challenge tokens you did not score.
- Hard: The Cardborg scores all Challenge tokens you did not score, as well as all 2 Victory Point Challenges that you did score.
- Very Hard: The Cardborg scores all Challenge tokens you did not score, as well as all 2 and 3 Victory Point Challenges that you did score.
Disclaimer (as printed): The solo mode is in active development. We are still tuning their balance, as well as better implementing scaling difficulties. We are going to explore slight rule changes in addition to/instead of scoring changes for the different difficulty levels.
Cardborg Turn Structure
When it is time for the Cardborg to take their turn each round, they always perform the following actions in this order:
1A. If the AI acts before the player:
- The Cardborg gains 1 Queen's Ambition.
- This may cause the Cardborg to gain the Queen's Challenge effect (when hitting the 2nd space of the track), or to gain Victory Points (when already in the last space of the track).
- The Cardborg uses their Directional Input to determine which Feat tile to place.
- After determining which Feat tile to place, they will use their Directional Input to determine where to place the tile.
- After determining where to place the Feat tile, they will use their Directional Input to determine where to place their Challenge token.
- It may require multiple Directional Inputs to break the ties for where to place the Feat tile and the Challenge token.
- The Cardborg places their 4 VP token first, then 3, then 2.
- The Cardborg scores VP when placing them, as a player would.
1B. If the AI acts after the player:
- The Cardborg gains 1 Councilor track advancement.
- The AI does not gain Queen's Ambition or Popularity from this.
- However, they will gain any Place Councilor effects they land on.
- When resolving this effect, they will attempt to place a Councilor into the space designated by their Action Wheel.
- The player and the Cardborg will receive Victory Points like normal any time their Councilor is bumped into a Retired Councilor space.
- The Cardborg gains Popularity and Victory Points.
- First, they will gain Popularity based on how many Envoy meeples they currently have that match the current Primary Guild. The amount gained is shown on the Reference page.
- This may cause the Cardborg to activate the Gain an Envoy effect.
- The selected Envoy is designated by their Action Wheel.
- Then, the Cardborg gains 1 Victory Point for each Envoy meeple they have that matches the color of the current Primary Guild.
- The Cardborg performs an action, depending on the current Primary Guild (detailed below).
- Unless specifically indicated, the Cardborg does NOT gain the reward of any benefits they cover.
- If the Cardborg cannot perform an effect due to the current position of their Action Wheel or Directional Input, adjust 1 space clockwise and try again. You may need to do this multiple times to fully resolve an effect.
Example: The Cardborg takes their left-most Feat tile. Because there are two available spaces where to place it, they need to move the Direction Input token clockwise one space to break the tie. Now the direction has changed to up, so they place the Feat tile on the upper space. Next, because there are no available slots where they can place their Challenge token, they need to move the Direction Input token once again one space clockwise to decide. Now the direction has changed to right and they will place their Challenge token in the available spot to the right.
Example: The current Primary Guild is the Builders. The Cardborg has 2 Gray Envoys, so they will gain 2 Popularity. This will cause them to take an Envoy, which will be Green, based on their designated Merchant Guild on their Action Wheel.
Cardborg Guild Actions
The Cardborg's action depends on the current Primary Guild.
Historians: The Cardborg immediately takes two Traditions one by one based on the current Seal icon shown in the Target Section of their Action Wheel. After taking each one, rotate their Action Wheel.
- If there are multiple possible targets, break the tie with the Directional Input token.
- They are not limited by the position of the Translators.
After taking their Traditions, check the Target Section of their Action Wheel.
- All Translators adjacent to a Tradition with a matching Seal move 1 space.
- Use the Directional Input to determine which direction they should move.
Example: The Cardborg places the Tower onto a space containing a Guild Bonus Relic as shown on their Central icon. Then they choose the bottom and left available spaces to build their Bridges.
Example: The Cardborg places Ink on the Dungeon Scroll space that is adjacent to the Merchants Guild. Then they choose the bottom one out of the two matching-color Artifacts because their Directional Input shows down as the current tie-breaker direction.
Merchants: The Cardborg moves the Wagon token to the Guild crest indicated by the Target Section of their Action Wheel.
Example: The Cardborg moves the Wagon to the matching Merchants Guild crest.
Builders: Based on the Reference and current Year, the Cardborg will build one or more Foundation tiles:
- The Cardborg must place them according to the same rules as a human player.
- The Cardborg prefers to cover as many spaces as possible in the column matching the Guild currently in the Target Section of their Action Wheel.
- If there are multiple "tied" positions where the Foundation tile can be placed, break the tie using the Directional Input.
- If they need to build multiple tiles, they will build the larger tile first.
Example: The Cardborg places the Foundation tile in the Merchants Guild column. They choose the bottom one out of the two available Capital grid spaces because their Directional Input shows down as the current tie-breaker direction.
Adventurers:
- Place an Ink on the Dungeon Scroll in the position matching the Target Section of their Action Wheel.
- Then, remove an Artifact tile from the Adventurers Guild banner based on the Target Section of their Action Wheel.
- If there are multiple possible Artifacts, use the Directional Input to break the tie.
Navigators: The Cardborg will always place one Tower, then place 2 Bridges.
- When placing the Tower, use the Target Section of their Action Wheel.
- They prefer to place their Tower onto a City space containing a Relic with a matching Central icon.
- If that Relic is not available, they will attempt to place it on a matching Envoy Relic.
- If neither the Central icon Relic nor the Envoy Relic shown in the Target Section is available, they will attempt to claim the matching Seal Relic in the Target Section.
- After building a Tower, they will build 2 Bridges in empty adjacent spaces.
- If there is a tie for spaces, they will use their Directional Input token to break the tie.
- If there is no available space, they will build into the Bridge spaces that are closest to where they built their Tower.
Scribes: The Cardborg immediately gains a Seal token matching the Target Section of their Action Wheel. The Target Section indicates the Merchants Guild.
Example: The Cardborg gains a matching Merchants Guild Seal.
Example (Guild actions in sequence): The Cardborg first takes the Tradition with a Merchants Guild Seal (1). Then they rotate the Action Wheel one space clockwise. Now the Target Section indicates the Historian Guild, so they take the Tradition with Historian Seal icon (2), and rotate their Action Wheel clockwise. Next they need to move a Translator (3). This Translator is adjacent to a Historian Seal icon, so the Cardborg then moves this Translator down one space as indicated on their Directional Input.
Solo Quick Reference: Turn Flow
- If first, gain 1 Queen's Ambition. If second, move 1 space on the Influence track.
- Gain Popularity based on the number of Envoys they have matching the current Primary Guild. The quick reference table is pictorial: with 0 matching Envoys, gain "?" Popularity plus 1 Popularity; with 1 matching Envoy, gain "?" Popularity; with 2 or more, gain 1 Popularity for each matching Envoy.
- Gain Victory Points: 1 Victory Point for each Envoy matching the current Primary Guild.
- Resolve an Action of the current Primary Guild, as shown below:
Action table (by Primary Guild), as printed:
- Merchants: Move wagon to the Target Section's Guild crest.
- Builders: Place indicated Foundation(s) covering as many spaces in the Target Section's column as possible. The Foundations to place by Year (1, 2, 3) are drawn as pictures on the card and are not transcribed here.
- Adventurers: Place Ink adjacent to the Target Section's Guild crest, then remove an Artifact from the display.
- Historians: Take 2 Traditions, then move Translators adjacent to the Target Section by one space.
- Navigators: Place a Tower based on the Target Section, then place Bridges adjacent.
- Scribes: Gain a Seal based on the Target Section.
Transcriber's note: the Quick Reference page is a pictorial table. Where a quantity or icon is drawn rather than printed as text (the Popularity amounts by Envoy count, and the Foundation sizes per Year), it is marked above and not reconstructed. The Reference Page in the source is the only place these values are given; check the printed card before relying on them.