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Village: Inn

Expansion for Village
Expansions
Village: Customer Expansion 2Village: Port

Village: Inn Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game
    • Brewery
    • Inn
    • Villager Cards
      • Cards kept until final scoring
      • Cards played at any time on your own turn, on market day or during masses
      • Cards played during a specific action or in specific situations
  • Base Game with 5 Players

Components

  • 11 family members (grey), to be fitted with stickers
  • 1 farm
  • 8 markers (grey)
  • 1 sheet of stickers
  • 6 coins
  • 5 grain bags
  • 12 goods tiles (beer): 5 brown, 5 pink, 5 orange, 5 green
  • 4 customer tiles
  • 3 starting setup cards: 1 for 5 players (the base 5-player card) and 2 double-sided cards for 2, 3, 4 and 5 players, for play with the expansion
  • 30 villager cards
  • 1 brewery board
  • 1 inn board
  • 1 new chronicle board
  • 1 new unnamed graves board
  • Border pieces: use these with the new chronicle and unnamed graves boards when placing them next to the game board

Setup

  • Stick the stickers on the grey family members. Add them to the game together with the grey markers and the farm.
  • Add the extra grain bags, coins and influence cubes to the game.

Important: If you want to play the base game with 5 players (without the expansion), read on to the section "Base Game with 5 Players" and skip everything else.

To set up the game with the expansion, follow the base rules setup on page 3 from step 1 to step 13. The steps that require adjustment are listed below, with the changes needed.

  1. After placing the game board on the table, also do the following:
    • Cover the chronicle on the game board with the inn.
    • Cover the unnamed graves on the game board with the brewery.
    • Place the new chronicle in the centre at the bottom of the game board.
    • Place the new unnamed graves to the left of the chronicle, at the bottom of the game board.
    • Shuffle the 30 villager cards and form 2 decks. Place these 3 decks face up below the inn.
    • [Translator's text reads "form 2 decks" here but refers to "these 3 decks" in the same step, and the game rules throughout refer to 3 villager decks. The intended number is most likely 3 decks of villager cards. Verify against the official English rulebook.]
  2. Add the 4 new customer tiles to the common supply of customer tiles. Then form the market as usual. (The market for 5 players is formed in the same way as for 4 players.)
  3. If you are playing with fewer than 5 players, use the family members of the unused colours to reduce the number of spaces in the new chronicle and the new unnamed graves.
    • For 4 players: place an unused family member on each space and grave numbered 5.
    • For 3 players: place an unused family member on each space and grave numbered 4 and 5.
    • For 2 players: place an unused family member on each space and grave numbered 3, 4 and 5.
  4. Add 12 beer tiles to the common supply. Then give each player 1 beer tile, which they place next to their farm.
  5. Take the two-sided starting setup card that matches the number of players (marked with a beer mug) and place it next to the game board.

Game

The game is played as usual. However, the village now has 2 new buildings: the brewery and the inn.

Brewery

The brewery is a craft building. To access the brewery, take a cube from the yellow area (or do so by performing the action).

At the brewery you produce good beer. However, this action always produces 2 beer tiles at once. In addition, this action is very similar to the stables. You produce the 2 beer tiles in one of two ways:

a) by spending 3 hours (after training a family member at the brewery for 3 hours), OR

b) by returning 3 grain bags.

Inn

The inn offers a completely new type of action. To access the inn, take a cube from the turquoise area (or perform the action).

With this action you may buy 1 villager card.

This action requires a family member in the inn. If you do not yet have a family member in the inn, spend 1 hour and place a family member from your farm in the inn.

Whether you placed your relative in the inn just now or on a previous turn, you may now buy 1 villager card. To do so, perform these 3 steps in the following order:

  1. Spend 1 hour.
  2. Choose the top card of one of the 3 villager decks and place that card face up under the bottom of the same deck.
  3. Buy the villager card that is now on top of one of the 3 villager decks, and pay its cost. The cost is shown in the top right corner of each card (it may be 1 coin, 1 beer or 2 beer). Then take that card into your hand.

Example: buying a villager card

Philip takes a brown cube from the turquoise area to enter the inn. Since he has no family member in the inn yet, he places a family member from his farm there and spends 1 hour for this. Then he:

  1. spends 1 additional hour;
  2. chooses to move the Blacksmith card to the bottom of its deck;
  3. chooses to buy the Medico, paying 2 beer.

Note: You are not allowed to look through a villager deck. Only the top card of each deck may be visible.

Important: If a family member dies in the inn, place them in an unnamed grave. Unlucky tipplers are not mentioned in the chronicle!

Villager Cards

Each villager card has a unique ability, which may be used once per game.

  • Some cards must be kept until the end of the game for final scoring, and may give extra points. These cards are marked with an extinguished candle in the bottom right corner.
  • All other cards are marked with a lit candle. You may play as many of these during your turn as you like. However, some of these cards have specific requirements, or can only be played when certain actions are performed. After you play a card, it is removed from the game.

Important: The effect of any card applies only to its owner, never to other players.

Cards kept until final scoring

Keep the following cards until the end of the game. Play them during final scoring:

  • Artist: In the chronicle, instead of the normal points for the number of your family members in the chronicle, you receive points according to the table on this card.
  • Mayor: You receive extra points for the green influence cubes you left on your farm: 1 cube = 2 points, 2 cubes = 4 points, 3 cubes = 6 points. If you have more than 3 green cubes, you get nothing. Coins may not be used as wild cards here!
  • Count: On the travel map: each castle in a town where you have one of your markers gives you 2 extra points. Only 3 towns have castles: two towns with a 1-coin bonus and the town in the top right corner. So you can score a maximum of 6 extra points with this card.
  • Cutpurse: Play this card after final scoring and after all other cards have been played. If you are the least advanced player on the score track (no player has fewer points than you), you get 6 extra points. If any player has fewer points than you, you get only 3 extra points.
  • Guild Master: You receive extra points for the orange influence cubes you left on your farm: 1 cube = 2 points, 2 cubes = 4 points, 3 cubes = 6 points. If you have more than 3 orange cubes, you get nothing. Coins may not be used as wild cards here!
  • Manciple: For each type of goods you left next to your farm, you receive 2 extra points. So you can score a maximum of 12 extra points with this card (as there are 6 types of goods).
  • Medico: You receive 1 extra point for each living family member, i.e. each family member who may be on the farm, in the black bag, or in any area of the game board (except the chronicle and the unnamed graves, of course).
  • Nun: You receive extra points for the brown influence cubes you left on your farm: 1 cube = 2 points, 2 cubes = 4 points, 3 cubes = 6 points. If you have more than 3 brown cubes, you get nothing. Coins may not be used as wild cards here!

Cards played at any time on your own turn, on market day or during masses

Play these cards at any time during your own turn, on market day or during masses:

  • Abbot: To play this card, you must have at least 1 family member in the church. Immediately move 1 of your family members in the church to the far left window. (You do not pay any grain bags for this.)
  • Blacksmith: Immediately take 2 ploughs and place them next to your farm.
  • Cattle Breeder: Immediately take 1 horse OR 1 ox and place it next to your farm.
  • Councilman: To play this card, you must have at least 1 family member in the town council. You immediately receive 2 privileges according to level 1 of your family member in the council. This means you may choose any privilege of that family member of the same or a lower level. You may choose 2 different privileges, or one privilege twice. If the first player token has already been taken, you may not choose that privilege.
    • Example: Peter has a blue family member on the 3rd step of the council. He plays the Councilman and receives 1 horse and 1 beer as his 2 privileges.
  • Farmhand: Immediately gain 2 points on the score track. Also fill the empty spaces on the farm with grain bags. As usual, you may not own more than 5 grain bags at a time.
  • Herb Woman: Immediately gain 2 points on the score track. You may also move the marker on your life track clockwise to the space left of the bridge, OR counter-clockwise to the space right of the bridge (thereby making the next death earlier or later).
  • Lost Son: Immediately gain 3 points on the score track. You may also perform 1 family action: place a new family member on your farm, or return a living family member from the game board to your farm. This family action is an extra action, not part of your normal turn (so you do not pay 3 identical influence cubes and do not take a cube from the family zone).

Cards played during a specific action or in specific situations

Play these cards during a specific action or in specific situations:

  • Bard: Play this card when one of your family members dies. Add that family member to the chronicle regardless of where they died. This family member does not take up any space in the chronicle and is simply placed there in addition.
  • Barker: Play this card at the start of market day. During this day you may serve not only customers in front of the stalls but also customers in the queue. All other rules still apply.
  • Juggler: Play this card immediately after completing a normal action on your turn. You immediately gain 2 points on the score track and perform 1 extra action (taking a cube from the action area, or paying 3 identical influence cubes). If your marker crossed the bridge during your normal action, a family member dies before you perform the extra action.
  • Miller: Play this card when you perform the action of gaining coins at the mill. Once, you receive 5 coins (instead of 2) by spending 2 hours and returning 2 grain bags.
  • Old Man: Play this card on your turn to choose an action. Immediately gain 3 points on the score track and perform the action of your choice, without spending 3 identical influence cubes and without taking a cube from the action area.
  • Priest: Play this card at the start of a mass. During this mass no player may take family members out of the black bag. Instead, you choose which 4 figures (family members and/or monks) will be drawn from the black bag.
  • Scrap Dealer: Play this card at the end of market day, but just before the empty spaces at the front of the stalls are filled with customers from the queue. You may take 1 customer tile for free from those left at the front of the stalls, and place it face down in front of you. (This cannot be combined with the Barker card.)
  • Toll Keeper: Play this card when you make a journey. As always, you move a family member to an adjacent town, but you do not pay the travel costs (2 or 3 influence cubes, 2 hours, 1 cart).

Base Game with 5 Players

The starting setup for the base game with 5 players is almost the same as for 4 players, with the following exceptions:

  • Place the new chronicle on the chronicle on the game board.
  • Place the new unnamed graves on the unnamed graves on the game board.
  • When filling the action areas with cubes, use the 5-player starting setup card (the one not marked with a beer mug).
  • Note: the market is formed in the same way as in the 4-player game.

The rest of the game play and the end of the game are identical to the base game.

  • Peasant Woman: You receive 1 extra point for each grain bag on your farm. So you can score a maximum of 5 extra points with this card.
  • Scholar: You receive extra points for the pink influence cubes you left on your farm: 1 cube = 2 points, 2 cubes = 4 points, 3 cubes = 6 points. If you have more than 3 pink cubes, you get nothing. Coins may not be used as wild cards here!
  • Traveller: On the travel map: instead of the normal points for the number of towns your family members have already visited (i.e. the number of markers of your colour), you receive points according to the table on this card.
  • Messenger: Immediately place 1 of your markers on any town on the travel map that does not yet have a marker of your colour. Also receive that town's bonus. (Do not move any family members to that town.)
  • Noblewoman: Immediately gain 2 points on the score track. Also choose 1 of the 3 villager decks and choose 1 card from it. Then return the deck to its place (without changing the order of the cards) and take the chosen card into your hand (or play it).
  • Scribe: Immediately receive 2 scrolls and place them next to your farm.
  • Wagon Maker: Immediately receive 1 cart and place it next to your farm.