やさしい魔物と酒場の英雄 (Friendly Monsters and Tavern Heroes)
やさしい魔物と酒場の英雄 (Friendly Monsters and Tavern Heroes) Rulebook
Table of Contents
Table of Contents
- Game Contents
- Game Setup
- Game Flow
- Game End
- Player Initial Layout Explanation
- Board Explanation
- Monster Card Related Actions
- Action Areas
- Market: divided into 2 areas, [Purchase] and [Provide Information / Donate / Sell]
- [Production / Expansion]: 8 action spaces. [Choice cost: Funds 0 to 3.] 2 kinds of actions can be performed.
- [Build]: 4 action spaces. [Choice cost: Funds 0 to 2.] Only 1 kind of action.
- [Tavern]: 8 action spaces. [Choice cost: Funds 1 to 3.] Divided into 3 actions.
- [Privilege]: 3 action spaces. [Choice cost: lose Renown 1 to 3.] Only 1 kind of action (special).
- Military: divided into 2 areas, [Scheme] and [Conscription].
- Renown Track
- Other Card Explanations
- Armament Cards: 8 kinds, 18 cards in total
- Monster Cards: 18 kinds, 18 cards in total (= 3 races, 6 cards each)
- Resource Cards: 12 kinds, 15 cards in total
- Expansion Cards: 12 kinds, 12 cards in total (3 cost types, 4 cards each)
- City Cards: 7 kinds, 3 cards each
- Talent Cards: 21 kinds, 21 cards in total
- Card Effect Explanations
- Index
Game Contents
Board 1, cards 133, cubes 60.
- Treasury cards: 4
- Power cards: 4
- Base (Outpost) cards: 4
- Game board: 1
- Lord cards: 4
- Resource cards: 15
- Expansion (Development) cards: 12 (3 price types)
- City cards: 21
- Talent cards: 21
- Armament cards: 18
- Monster cards: 18
- Policy cards: 12
- Cubes: 60 (colorless = 56; red, blue, yellow, green = 1 each)
- Rulebook: 1
- Card summary: 1 sheet
Game Setup
Central Setup
(There is no strict rule for where to place the board and the cards. In the example picture, cards that are connected to the board are placed together with it, which makes play more convenient.)
- Place the board face up in the middle.
- Place the Armament card deck face down beside the board.
- Place the Monster card deck face down (map side up) beside the board. Turn the top 3 cards face up (monster side) and place them in the spaces at the top of the board. (The 3 spaces make no difference; place them in any order.)
- Place the Resource card deck face down beside the board. Turn the top 1 card face up and place it beside the deck. This face-up card is the Resource discard pile.
- Divide the Expansion cards into 3 decks according to the different backs (brown side), and place them face down beside the board.
- Place the City card deck face down beside the board. Turn the top 4 cards face up beside the deck. (The placement order makes no difference; any order.)
- Place the Talent card deck face down beside the board. Turn the top 4 cards face up beside the deck. (The placement order makes no difference; any order.)
- Place all the colorless cubes beside the board. This is the "Common Cube Supply".
Player Area Setup
- Each player takes 1 Treasury card, 1 Power card, 1 Base card and 1 Lord card and places them in front of themselves. With fewer than 4 players, the remaining cards are not used and are returned to the box. (All lords have the same ability; only the pictures differ. Pick the picture you like.)
- Take the cube of the color matching the icon at the upper left of the Treasury card and place it on space "0" of the Renown track on the board. With fewer than 4 players, the remaining cubes are not used and are returned to the box.
- In this game, score = Renown.
- Each player takes 4 colorless cubes from the Common Cube Supply and places them on: Funds "0" on the Treasury card, and on the Power card: Information "0" (top row), Universal Resource "0" (middle row), Armament Level "0" (bottom row).
- Shuffle the Policy cards face down and deal 3 to each player (4 in a 2-player game). The remaining Policy cards are not used again and are returned to the box.
Starting Setup
- Decide the Policy for Round 1. All players look at their Policy cards, choose one to use in Round 1, and place it face down in front of themselves. (Policy cards affect action order, additional income and the acquisition of special effects.) [Note] It is recommended to increase income in the first half of the game. The Policy cards that were not chosen are shuffled into a Policy card deck and placed face down beside the board. In a 4-player game, draw 2 cards from the deck, remove them and return them to the box. These 2 cards are not used in the game. The contents of the Policy cards are on the card summary or on page 19.
- Receive starting funds and Renown. All players receive 4 Renown and 4 Funds (indicated at the upper left of the Base card). Move the Treasury card marker and the Renown track marker to "4".
- The numbers on the markers change. They increase when you receive income and decrease when you spend; move the marker to show the result after the increase or decrease.
- Incidentally, the minimum for a marker is "0"; it cannot become negative.
Game Flow
The game lasts 4 rounds.
Each round proceeds in the order [Preparation Phase] → [Income Phase] → [Action Phase].
The [Action Phase] continues until all players have passed. Then the next round begins.
After Round 4 ends, the end-game scoring is performed.
- Round I: [Preparation Phase] → [Income Phase] → [Action Phase]
- Round II: [Preparation Phase] → [Income Phase] → [Action Phase]
- Round III: [Preparation Phase] → [Income Phase] → [Action Phase]
- Round IV: [Preparation Phase] → [Income Phase] → [Action Phase]
- [End-game Scoring] → [Game End]: the winner is determined.
Note: every player who meets the conditions can take part in the end-game scoring. Exception: the player ranked last with Policy "7".
Preparation Phase
Adjust the cubes on the board and activate the player areas (talents). Proceed in the following order.
- (Not done in Round I.) From each area of the board, remove (number of players − 1) colorless cubes. Example: in a 4-player game, remove 3 from each. Removed cubes are returned to the Common Cube Supply. Because some cubes are removed, actions with larger costs can be used in the new round. [3-player game example] In a 3-player game, remove 2 cubes from each area and return them to the Common Cube Supply. Note: in each area, cubes are removed starting from the right side.
- In Rounds I-III, turn over 2 cards from the Policy deck and place them beside the deck. Each round has a specific number of cards: Round I: 2 cards, Round II: 4 cards, Round III: 6 cards. (Diagram: Round I: deck 4 / field 2; Round II: deck 2 / field 4; Round III: deck 0 / field 6.) In Round IV, the 6 face-up cards are returned to the deck (no need to shuffle), forming 1 deck.
- (Not done in Round I.) Remove all cubes on the Lord cards and Talent cards in the player areas and return them to the Common Cube Supply.
- Turn all Policy cards and Talent cards in the player area face up. Through steps 3 and 4, the abilities of the Lord card and Talent cards can be used again in the new round. (Activation) [Player area activation example] Before activation: some cards have cubes on them, and some are face down. After activation: the cubes are removed and all cards are face up.
Income Phase
All players receive the income shown on their own Lord card, Base card, and built City cards. The Policy card chosen at the start also adds income. Having more income makes the game progress more favourably.
(Except for the [Special Income] of Policies "4" and "12".) The income of each card is shown at the upper right of the card.
The order of receiving income is unrestricted. All income and additional income due must be taken.
- Types of income: Cubes, Funds, Information, Universal Resource, Renown, Special Income
- Basic income: Lord card: 4 cubes; Base card: 4 Funds (all players receive this from the start of the game).
- Special Income: Policy "4": 1 Resource card; Policy "12": Armament +1 and replenish the Armament cards by 1.
Action Phase
Use the actions on the game board or in the player area to gather materials, expand territory, and get Renown from cities and talents.
You must use a cube when performing an action. Cube = worker (action power).
Cubes are used to select an action (placed on the action space you want to perform). If a cost must be paid, pay it immediately. If you cannot pay the cost, the action cannot be performed.
As the game progresses, some Talent or Armament actions do not consume a cube.
1. Action Order
It is determined by the chosen Policy cards. Play proceeds in order of the number at the upper left of the Policy card, from lowest to highest.
For example, if the 4 players chose Policies "2", "5", "12" and "7", the starting player is the lowest number, "2". Next "5" → "7" → "12" → back around "2" → "5" → "7"... and so on in a cycle.
The Action Phase continues until all players have ended their actions. (Ending actions: see page 8.)
After all players have ended their actions, the next round begins. When Round IV ends, the end-game scoring is performed.
2. Actions (a brief overview follows)
Choose one of ① to ④ below to perform.
① A cube-consuming action. Take 1 cube and use it. (You may do A or B.)
A. Perform an action on the game board. (Effects can be chosen.) Choose one action you want to perform, place a cube, and obtain the effect. Place cubes starting from the leftmost empty space.
If a cost is required, pay it. Both the cost on the action space and the cost of the chosen effect must be paid.
One action space may offer several effects to choose from; choose one of them, pay its cost and obtain the effect.
[Example] To perform the Tavern's [Information Gathering], place the cube in the leftmost empty space of the Tavern action space. The cost on the action space is 1 Funds, and the cost of the [Information Gathering] effect is 1 Funds, so a total of 2 Funds is paid and 2 Information is gained.
Note: at the "Market", [Purchase] and [Provide Information / Donate / Sell] are 2 separate action spaces; at "Military", [Scheme] and [Conscription] are also 2 separate action spaces.
B. Use an effect of the Lord card, a Talent card you hold, or Policy "5" (Vested Interests). (More powerful effects.) Choose one effect you want to perform, place a cube on it, and obtain the effect.
If a cost is required, pay it. Only the cost required on the card needs to be paid.
If a card has 2 kinds of actions, you may choose one of them or use both actions at the same time.
- You cannot use the effect of a face-down card.
- If a card has no empty space left, its effect cannot be performed.
② Subjugate a monster. (Increases territory and earns high scores.) Choose 1 Monster card on the board, pay the subjugation cost and obtain the Monster card.
The subjugation cost is made up of 3 kinds of combat marks, shown on the left side of the Monster card: the value of Combat (melee), the presence of Attack Magic, and the presence of Holy (holy magic).
The subjugation cost is made up of the following 3 items, which may be combined freely as long as the requirements are met. Any amount exceeding the subjugation cost is not refunded. Subjugation cost = combat power (consumption of military strength and magic).
- Use cubes. (You may use multiple cubes.) 1 cube is exchanged for "Combat 1"; 2 cubes are exchanged for "Attack Magic" or "Holy". Cubes used are discarded to the Common Cube Supply. (The conversion is shown at the upper right of the board.)
- Use Armament cards. (You may use multiple cards.) Pay the subjugation cost with the combat power written on the Armament card. It must be used openly. Used Armament cards are set aside and stacked as a discard pile.
- Use Talent card abilities. (You may use multiple Talent cards.) Pay the subjugation cost with the Combat / Attack Magic / Holy at the upper left of the Talent card. You cannot use a Talent card that has a cube placed on it. After use, turn the card face down. Note: when a Talent card is turned face down, its [Constant] effect on the card disappears.
As soon as you obtain a Monster card, add the Renown shown at the upper left of the card to the Renown track, place the Monster card face down beside your Base card as a territory. Refill the empty Monster card space by turning over 1 card from the Monster card deck.
- For how a player's territory is arranged and the points it gives, see "Territory Points" on page 10.
[Example] To subjugate the Monster card "Lich" (リッチ): the subjugation cost is Combat 3, Attack Magic, Holy. Consume 1 cube = "Combat 1", plus Armament card "Combat 2", plus Armament card "Attack Magic", plus Talent card Paladin's (聖騎士) "Holy". Use the above cost to subjugate the monster. (The Talent card "Paladin" can use either "Combat 2" or "Holy", but this time the Armament cards have no "Holy" available, so the Paladin's "Holy" is used.)
③ Trade with a monster, or explore a monster's lair. (Obtain a higher effect at a lower cost.) Choose 1 Monster card on the board and perform a trade or an exploration.
At the lower left of the Monster card there is a Trade mark or an Explore mark; proceed according to the mark.
To perform a monster trade / exploration you need a Talent card with a Trade or Explore ability (marked at the upper left of the Talent card). After performing the action, the Talent card used must be turned face down; pay the cost on the Monster card and take the reward.
Trade or exploration actions often require magic stones and Information as costs.
Note: a Talent card that already has a cube placed on it cannot be used to perform a trade / exploration action.
Armament card support effect (Trade +1 to +2, Explore +1 to +2) Armament cards can be used to support a trade or exploration (marked at the bottom of the card). Using it increases the reward gained from the trade or exploration action. Used Armament cards are set aside and stacked as a discard pile.
[Example 1] Perform a trade action on the Monster card "Dragon" (ドラゴン). The player uses the ability of Talent card "Strategist" (策士): Combat 1 / Trade. "Strategist" is turned face down, the player pays 1 blue magic stone and gains 8 Renown.
[Example 2] Perform an explore action on the Monster card "Skeleton" (スケルトン). The player uses the ability of Talent card "Jester" (道化師): Trade / Explore. Choosing to use the Explore ability, "Jester" is turned face down, the player pays 1 Information, adds the Armament card's support effect "Explore +2", and gains Universal Resource 3 + 2 = 5.
As long as a Monster on the board is not subjugated, it is not replaced. It can be used any number of times.
④ End your turn (pass). (A player who chooses to end the round is skipped for the rest of this round.) If you cannot perform the actions ① to ③ above, you can only perform action ④, and you choose the Policy for the next round.
Even if you want to keep your resources and not do anything, you may choose to end the round.
Deciding the Policy for the next round. (Round IV = end-game scoring.) From the face-up Policy cards on the field (in Round IV, from the Policy deck), choose 1 to be the Policy for the next round (in Round IV, it is used for end-game scoring) and exchange it with this round's Policy card. [Special rule: in a 2-player game, in Round IV's end-game scoring, choose 1 Policy card and score it together with your current Policy card.] Place the next round's (scoring) Policy card face down in front of you.
The Policy card used this round is laid face up in the place of the chosen card (in Round IV it is exchanged with the Policy deck and placed face down beside the field).
Game End
The game ends after the last player in the fourth round chooses to end. Perform the end-game scoring.
End-Game Scoring
All players turn over the Policy card they chose last and check them one by one. All players who meet the scoring conditions of a Policy card score points.
Note: the scoring of Policy "7" is handled last. This card gives +5 Renown to the player with the lowest Renown.
[Example] 3-player end-game scoring. The Policy cards chosen last are "Vested Interests" (既得権益), "Territory Expansion" (領土拡大) and "Divine Blessing" (神の祝福).
- The end-game scoring of "Vested Interests": players holding 1 or more magic stone. (Resource cards and Armament cards both count.)
- The end-game scoring of "Territory Expansion": players with 4 or more Territory cards. (Cities not yet built are also OK.)
- The end-game scoring of "Divine Blessing": the player with the lowest Renown. (This scoring is handled last.)
Player A: Renown 65 + "Vested Interests" achieved 10 = 75. Player B: Renown 62 + "Territory Expansion" achieved 10 = 72. Player C: Renown 58 + "Vested Interests" and "Territory Expansion" achieved 20 = 78. Finally, "Divine Blessing" gives +5 to Player B, who has the lowest Renown, for a total of 77. As a result, Player C with 78 wins.
Determining the Winner
After scoring, the player with the highest Renown is the winner. If Renown is tied, the player who built the most cities wins. If still tied, the player whose last-chosen Policy has the smaller number wins.
Player Initial Layout Explanation
Treasury Cards: 4 kinds, 4 cards in total
They manage Funds and show the player's color.
- Player color: [Family crest] "Red", "Blue", "Yellow", "Green". The color of the family crest at the upper left of the Treasury card is the player's color. Use the cube of the same color on the Renown track.
- Funds management: Place a cube to show how many Funds the player has. Funds range from minimum "0" to maximum "15". When income / Funds are gained, move the cube to the right; when you spend / pay a cost, move the cube to the left. Funds cannot exceed "15"; any excess is lost.
- Actions such as [Choice cost] and "Resource Purchase" consume Funds.
Power Cards: 4 cards
They manage the player's Information, Universal Resource and Armament Level.
- Information (top row of the Power card): Place a cube to show how much Information the player has. Range: minimum "0" to maximum "5". When Information is gained, move the cube to the right; when spent / paid, move it to the left. Information cannot exceed "5"; any excess is lost.
- Actions such as "Expansion" and "Explore" consume Information.
- Universal Resource (middle row of the Power card): Place a cube to show how much Universal Resource the player has. Range: minimum "0" to maximum "5". When Universal Resource is gained, move the cube to the right; when spent / paid, move it to the left. Universal Resource cannot exceed "5"; any excess is lost.
- Universal Resource can be converted into other resources when building cities. The "Conscription" action consumes Universal Resource.
- 1 Universal Resource can be converted into 《Wood》 or 《Stone》; 2 Universal Resource can be converted into 《Iron Ore》.
- Armament Level (bottom row of the Power card): Place a cube to show how much Armament the player has. Range: minimum "0" to maximum "3". "Conscription" and building a "Military City" can raise the Armament Level. When raised, move the cube to the right. The Armament Level cannot exceed "3". (Once the Armament Level has risen it never goes down.)
- Armament Level = the upper limit on the number of Armament cards you can hold. Any excess must be discarded. For example, when the Armament Level is "2", you can hold at most 2 Armament cards.
- Armament cards are replenished by actions such as "Conscription" or "Scheme". Armament cards are hidden information, so keep them face down (you may check their contents at any time).
- For each player's setup example, see page 3.
- About the Resource Storehouse (the mark at the lower right of the Power card): To the right of the Power card, up to 2 Resource cards (face up) can be placed. Resource cards beyond that are discarded to the discard pile.
Base Cards: 4 cards
This is the player's base. It gives Funds income and has Territory card bonuses.
- Starting Renown and Funds at the start of the game (upper left of the Base card): At the start of the game you gain 4 Renown and 4 Funds. Note: you only get this at the start of the game.
- Funds income (upper right of the card): During the [Income Phase] you gain 4 Funds. ("Funds" and "Funds income" have different icon shapes, but both mean money; they are only used to distinguish the Income Phase.)
- City construction condition (center left of the card): When building a city, the City card is placed on top of a Territory card. If there is no empty Territory card, a City card cannot be placed.
- Territory card bonus (bottom of the card): When you obtain a Territory card (including Territory cards obtained by subjugating monsters), line it up in a row to the right of the Base card. You can have at most 5 Territory cards. Note: when you already have 5 Territory cards, you cannot perform the "Expansion" and monster "Subjugate" actions. The Renown points of the Territory card bonus are obtained at the moment you obtain the Territory card. The 1st card gives 5 points, the 2nd gives 4 points, the 3rd gives 3 points, the 4th gives 2 points, the 5th gives 1 point. (Territory cards, including those obtained by subjugating monsters, are lined up in a row to the right of the Base card. At most 5 Territory cards.)
Lord Cards: 4 cards
(The 4 cards have different illustrations front and back, but the same abilities.) The player plays the lord in the game. Cubes are gained in the Income Phase. There is a Talent card bonus.
- Cube income (upper right of the card): During the [Income Phase] you gain 4 cubes. (Place the gained cubes beside the player area.)
- For the player area setup example, see page 3.
- Special effect [Taxation] (center of the card): During the [Action Phase], place a cube on it to perform the action. Lose 2 Renown and gain 5 Funds.
- Talent card bonus (bottom of the card): When you obtain a Talent card, line it up in a row to the right of the Lord card. You can have at most 5 Talent cards. Note: when you already have 5 Talent cards, you cannot perform the "Recruit Talent" action in the Tavern area. The Renown points of the Talent card bonus are obtained at the moment you obtain the Talent card. The 1st card gives 1 point, the 2nd gives 2 points, the 3rd gives 3 points, the 4th gives 4 points, the 5th gives 5 points. (Talent cards are lined up face up in a row beside the Lord card. At most 5 Talent cards.)
Policy Cards: 12 kinds, 12 cards in total
They decide the player's action order, the additional income and special effects of the Income Phase. The Policy card chosen at the end of Round IV is used in the end-game scoring. Choose Policy cards according to your plan and goals.
- Action order (the number at the upper left of the card): The player with the lower Policy card number acts first. See "Action Order" on page 6.
- Additional income and special effects ① Additional income (upper right of the card / Special Income: Policy "4" (Resource Utilization) and Policy "12" (Armament Strengthening) have it written in the center of the card): You gain the income in the [Income Phase]. See [Income Phase] on page 5; for an overview of Policy card effects see page 19. ② Special effects (written in the center. There are [Constant] effects when performing specific actions.) Policy "5" (Vested Interests) can be used as a normal action. [Constant]: when performing certain actions, there is a permanent strengthening effect.
- End-game scoring (bottom of the card): The conditions and points of the end-game scoring. See "End-Game Scoring" on page 8.
(Also, the Policy cards can show the current round number: the number of Policy cards face up on the field is specific to each round. See page 5.)
Board Explanation
All players may perform the actions on the board. The outer ring is the Renown track.
Monster Card Related Actions
You can "trade" with monsters outside your territory, or "explore" monster lairs. If your armament is excellent, you can also go and "subjugate" monsters. See subjugating monsters, and trading with monsters / exploring monster lairs, on page 7.
Action Areas
The fortress city on the board is divided into 8 areas. A cube can be placed in any area to perform an action. Only one of the actions can be performed at a time. You cannot perform an action that no longer has an empty space (some Talent cards have special effects that let you perform an action even without an empty space).
Market: divided into 2 areas, [Purchase] and [Provide Information / Donate / Sell]
[Purchase]: 8 action spaces. [Choice cost: Funds 0 to 2.] 3 kinds of actions can be performed.
- "Information Gathering" Gather information. Gain 1 Information and 1 Renown. (Why does Renown increase? ... Listening sincerely raises the citizens' goodwill.)
- "Universal Resource Purchase" Buy Universal Resource. Pay 1 Funds to gain 1 Universal Resource; or pay 3 Funds to gain 2 Universal Resource. (The latter is more expensive but saves actions.)
- "Resource Purchase"
Buy 1 Resource card. You may buy the top card of the Resource deck, or the top card of the Resource discard pile.
The purchase price is the 《value − 2》 (Funds) at the lower left of the Resource card (if it is 3, the price is 1 yen).
Place the purchased Resource card face up to the right of the Power card. You can have at most 2 Resource cards. See Resource Storehouse, page 9.
- If you buy a Resource card and there is no Resource discard pile (except when you need to discard because you would have more than 2 Resource cards), turn over 1 card from the top of the Resource deck to form the discard pile.
- When the Resource deck is used up, keep the top 1 card of the Resource discard pile and shuffle the rest to form a new deck.
[Provide Information / Donate / Sell]: 4 action spaces. [Choice cost: none.] 3 kinds of actions can be performed.
- "Provide Information" Provide information in exchange for supplies. Pay 2 Information to exchange for 1 Universal Resource and 3 Renown. (The citizens are hungry for news and stories from outside. This motivates them greatly.)
- "Donate" This is a donation. For every Universal Resource you donate you gain that many Renown. (In this world, donating Universal Resource is a great help to the construction of poor people's homes. It cannot be compared to giving money directly.)
- "Sell Resource"
Sell Resource cards in your hand. You may sell 1 card or 2 cards. The selling price equals the 《value of Funds》 at the lower left of the Resource card. If you sell 2 cards, you gain the total Funds of both cards' prices.
- Sold Resource cards are discarded to the discard pile, placed on top of it. When selling 2 Resource cards, you may decide which one goes on top. (The top card may become the target of the next "Resource Purchase" action.)
[Production / Expansion]: 8 action spaces. [Choice cost: Funds 0 to 3.] 2 kinds of actions can be performed.
- "Production"
Produce resources and gain 1 Resource card. The card gained is the 1st card on the top of the deck.
Place the Resource card face up to the right of the Power card. You can have at most 2 Resource cards. See Resource Storehouse, page 9.
Armament card support effect: with an Armament card's support effect (Production +1), gain 1 additional Resource card. Used Armament cards are set aside and stacked as a discard pile.
- When the Resource deck is used up, keep the top 1 card of the Resource discard pile and shuffle the rest to form a new deck.
- "Expansion"
Open up wasteland and gain 1 Territory card. Choose 1 card from the top of the 3 Expansion card decks (Note: you cannot choose an already empty deck).
The expansion cost is at the upper left of the Expansion card. After paying it, you gain the Renown at the upper left of the Expansion card, turn the Expansion card over, and place it as the player's Territory card in a row to the right of the Base card.
- For the player's Territory cards and how they are placed, see the Territory card bonus on page 10.
Benefits of Expansion An Expansion card placed as a territory has a "resource production ability" (upper right of the card) to supply the needs of city construction. You can use the "Build" action without consuming Resource cards, as long as the territory's "resource production ability" is enough to pay the construction requirement. However, once a Territory card is covered by a built City card, that territory's "resource production ability" disappears.
[Example] The player has 2 Territory cards, with a total "resource production ability" of Wood 2 and Ore 1. (A territory of "Wood 1 and Ore 1" and a territory of "Wood 1".) Building a "Resource City" requires Wood 2 and Ore 1, so the Build action is performed without using Resource cards. The city is built on the "Wood 1" territory, and the production ability of "Wood 1" disappears. (After building, the territory's resource production ability is "Wood 1 and Ore 1".)
[Build]: 4 action spaces. [Choice cost: Funds 0 to 2.] Only 1 kind of action.
Building cities increases income. (The Grand Garden and Military City have no income, but give an immediate effect and more Renown.)
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"Build" Build a city. You must have a Territory card in your player area to build a city. Only 1 city can be built on 1 Territory card. Choose 1 of the 4 City cards face up on the game field and pay its construction cost. The construction cost is written on the left side of the card. The required Wood, Stone and Iron Ore can be paid from 3 sources. The ratio between the different sources can be adjusted freely. Any excess is not refunded.
- Use Resource cards. (You may use multiple cards.) Pay the resource type and quantity written on the card. Used Resource cards are discarded to the top of the Resource discard pile. Note: some Resource cards have magic stones on them; be careful, as they are wasted when used for construction.
- Use Universal Resource. (You may use multiple.) 1 Universal Resource is exchanged for 《Wood》 or 《Stone》; 2 Universal Resource are exchanged for 《Iron Ore》. [Shown below the Resource card.]
- Use the Territory card's 《resource production ability》. (It is not consumed.)
After building the city, you gain the Renown at the upper left of the card, and the City card is placed over a Territory card. If you have several Territory cards, you may choose any one to cover. (Recommended: choose the territory with less 《resource production ability》.) Fill the empty City card space on the field by drawing 1 card from the City card deck.
When building a "Military City": immediately raise the Armament Level by 1 step. Also replenish a number of Armament cards equal to the raised "Armament Level". When building, if the Armament Level has already reached the maximum 3, just replenish the Armament cards.
- For the upper limit of Armament cards held and how they are placed when obtained, see Armament Level management, page 9.
[Tavern]: 8 action spaces. [Choice cost: Funds 1 to 3.] Divided into 3 actions.
The tavern always has a [choice cost]. (But you will not drink alcohol!)
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"Information Gathering" Go and gather information. Pay 1 Funds to gain 2 Information. (Compared with the Market's Information Gathering, you can gather more information.)
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"Feast" Hold a banquet. Pay 3 Funds to gain 2 cubes. (A banquet raises the morale of your subordinates.)
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"Recruit Talent" Hire a talent who can do the job from the tavern. Choose 1 of the 4 Talent cards face up on the game field and pay its recruitment cost. The recruitment cost is written at the center left of the Talent card. Note: if the player already has 5 Talent cards, the Tavern's "Recruit Talent" action cannot be performed.
[Renown] in the recruitment cost: The recruitment cost is what you pay out; when marked with [Renown], it means the player's Renown must be greater than this number to be recruited. The Renown is not paid. [Example] When recruiting "Samurai" (侍): place a cube on a Tavern action space and pay the [choice cost]. Then the recruitment cost is Renown 16+ (the player's Renown must be greater than 16) and 1 Universal Resource. At this time the player's Renown is 18, which meets the Renown requirement. After paying 1 Universal Resource as well, you can recruit (obtain) this Talent card.
The Talent card gained is placed in a row to the right of the Lord card. At most 5. Fill the empty Talent card space on the field by drawing 1 card from the Talent card deck.
- For how Talent cards are placed in the player area and the Talent card bonus, see Talent card bonus, page 10.
[Privilege]: 3 action spaces. [Choice cost: lose Renown 1 to 3.] Only 1 kind of action (special).
Abusing the lord's position to forcibly perform an action is called a Privilege.
- "Privilege" Perform one action chosen from "Market", "Production", "Expansion", "Build" and "Tavern". (To distinguish Privilege actions, they are marked by color on the board.)
Military: divided into 2 areas, [Scheme] and [Conscription].
[Scheme]: 3 action spaces. [Choice cost: none.] Only 1 kind of action.
- "Scheme"
Research plans and plot to strengthen armament. Pay 1 Information and 1 Universal Resource, and replenish a number of Armament cards equal to your "Armament Level".
- For the upper limit of Armament cards held and how they are placed when obtained, see Armament Level management, page 9.
[Conscription]: 3 action spaces. [Choice cost: lose Renown 3.] Only 1 kind of action.
- "Conscription" Conscript citizens as soldiers and strengthen armament. It cannot be performed when the "Armament Level" is 3. Pay 1 Universal Resource, "Armament Level" + 1. Replenish a number of Armament cards equal to the "Armament Level" (after the increase).
Renown Track
The outer ring of the board is the Renown track. The position of the Renown marker (the cube in the player's color) shows the player's current Renown. When Renown is gained, move it up; when Renown is lost, move it down.
One lap of the Renown track is "0" to "49" points. When Renown exceeds "50", use the 《Renown marker》 at the upper left of the board. Take 1 cube from the Common Cube Supply and place it on the space in the "50" row that has the player's 《family crest icon》. The Renown marker then starts again from "0" and goes onward. (In reality it is 50, 51, 52...) When exceeding "100", do the same in the "100" row.
If Renown exceeded "50" and is then reduced to below "50", move the 《Renown marker》 to the correct position and return the cube to the 《Common Cube Supply》. (The same is done for "100".) After that, when it exceeds "50" ("100") again, place the cube back on it.
Other Card Explanations
Armament Cards: 8 kinds, 18 cards in total
They represent armament strength. The higher the "Armament Level", the higher the upper limit of Armament cards you may hold. Held Armament cards are placed face down in the player area (you may check the contents of your held Armament cards at any time). They are revealed when used.
- For the upper limit of held Armament cards and how they are placed when obtained, see Armament Level, page 9.
"Conscription" and "Scheme" are limited by the "Armament Level" = the number of Armament cards you can replenish.
Note: armament strength is subject to the randomness of the cards. This can be interpreted as training that must be arranged according to the characteristics of the citizens, and it is also affected by tactical proficiency. Supplement it with Talent cards of the combat type.
When the Armament deck is used up, the discard pile is shuffled to become a new deck.
An Armament card records the combat power used when subjugating monsters (center of the card) and its support effect (bottom of the card).
- Subjugating monsters: Armament card use. See page 7.
- Trading with monsters or exploring monster lairs: Armament card support effect. See page 7.
- When performing a trade or exploration action, you may use the Armament card's support effect to increase the gain.
- "Production": Armament card support effect. See page 12.
- The support effect can also be used to pay for a 《magic stone》. (← as part of the troops' supplies.)
Monster Cards: 18 kinds, 18 cards in total (= 3 races, 6 cards each)
The monsters of this world are different from others; they are very friendly. Monsters that can speak can trade, and you can also explore the monsters' lairs; in any situation you will absolutely never be attacked.
For profit you may also end this friendly relationship, subjugate the monster and seize its dwelling.
A card shows the monster's name (top), the subjugation cost (left), the Renown gained from subjugation (upper left), and the conditions and effect of trade / exploration (bottom). When you subjugate and obtain a Monster card, place it face down (territory side up) beside your Base card.
After a monster is subjugated, fill the empty Monster card space by drawing 1 card from the Monster card deck. When the deck is used up, no more are added.
- Subjugating monsters; trading with monsters and exploring monster lairs: see page 7.
Monster races. Monsters are divided into 3 races. The race is indicated at the upper left of the Monster card.
- "Demi-human" (亜人) They can converse with humans without difficulty and can also trade normally. Using the "Trade" action you can obtain quite a few useful resources, so use it well. If you subjugate one, you gain a lot of Renown and increase your territory.
- "Undead" (死霊) Basically they cannot speak, so they cannot trade either. However, their lairs often hold a great deal of treasure, and if you have enough Information and perform the "Explore" action you can obtain large gains. Subjugating the undead requires Holy magic.
- "Beast" (魔獣) They can communicate directly by mental power. They can "Trade". In addition, they can be "Explored". To subjugate a beast you need Attack Magic and also strong combat power.
Resource Cards: 12 kinds, 15 cards in total
A Resource card shows the resources or magic stones obtained from production. City construction requires resources as materials, and some Talents use magic stones as the catalyst for their 《magic》.
A Resource card carries the 《type and quantity of resources》, 《magic stones》, the purchase reference price (lower left), and the Universal Resource exchange table (bottom).
- "Production": obtaining Resource cards. See page 12.
- "Build": using Resource cards. See page 13.
Note: the resources and magic stones on a Resource card can only be used one or the other. A used Resource card is discarded face up on top of the discard pile. When used as a magic stone, the remaining resources cannot be used either... please be careful.
Expansion Cards: 12 kinds, 12 cards in total (3 cost types, 4 cards each)
Gather information to find the land best suited to building cities, and go and develop it as a new territory. You can also gain the production ability of specific resources (territories with higher production, or territories that produce 2 resources at the same time).
The back of an Expansion card has the expansion cost (left) and the Renown gained from expansion (upper left). The front of an Expansion card (the side placed as a territory) has the 《resource production ability》 (upper right: 1 to 2 kinds).
The expansion cost is divided into 3 types: the type that lacks information but hires a guide, the type that has no guide but has accurate information, and the type in between. When you have accurate information, the land you open up is better (higher Renown gained) and produces more resources.
- "Expansion": obtaining Expansion cards. See page 12.
- Benefits of Expansion (resource production ability): see page 13.
Note: limit on expanding land. The Expansion cards on the field are divided into 3 decks, and when a deck is used up, it is gone.
City Cards: 7 kinds, 3 cards each
Building them gives Renown and increases income. (The Grand Garden and Military City have no income, but give an immediate effect and more Renown.)
A City card shows the city name (top), the construction cost (left), the Renown gained from building (upper left), the income (upper right), and, for the "Military City", the immediate effect gained when built (bottom).
- "Build": see page 13.
After a city is built, fill the empty City card space by drawing 1 card from the top of the City card deck. When the deck is used up, it is gone.
Note: the 4 face-up City cards on the field are random. Plan your building according to them.
Talent Cards: 21 kinds, 21 cards in total
(Historically, heroes defeated the demon dragon and laid the foundation of the empire. For the truth, confirm it with your own eyes...)
The tavern is a famous gathering place for warriors and sages. Use your fame (Renown), knowledge (Information) and gold to recruit them to your camp, and have them work hard as your confidants.
A Talent card shows the talent's name (top), the recruitment cost (left), the abilities (upper left), and the special effect "Skill" (bottom: 1 to 2 kinds).
- Tavern: "Recruit Talent". See page 14.
- How Talents are placed in the player area and the Talent card bonus: see page 10.
After a Talent card on the field is recruited, fill the empty space by drawing 1 card from the Talent card deck. When the deck is used up, it is gone.
Note: the 4 face-up Talent cards on the field are random. Which talents appear in the tavern really is random.
Abilities. Talents have abilities that can be used without using a cube. Using these well can increase the efficiency of your actions. Each Talent has 1 to 2 abilities available. For a Talent with 2 abilities, you may choose either one to use.
- The combat marks (Combat, Attack Magic, Holy) are used in the "Subjugate" action.
- The cart mark is used in the "Trade" action; the chest mark is used in the "Explore" action.
- Subjugating monsters; trading with monsters and exploring monster lairs: see page 7.
Special effect "Skill". Every Talent card has 1 to 2 special effects "Skill". "Skills" are of 2 types: place a cube on it to perform an action, or a [Constant] effect that gives a permanent effect. Used correctly, they give powerful effects. ([Constant] effects can be used whether or not a cube is placed on the Talent card.)
- Placing a cube to perform an action: see page 6 B.
- Skill list: see the card summary.
Card Effect Explanations
Talent Cards: Special Effect "Skill"
[Constant] effects are permanent. Note: however, if you use the "Ability" at the upper left of the card and turn the card face down, you lose the [Constant] effect. Example: when using a Merchant to do a "Trade" action, the [Business Sense] effect cannot be activated.
- [Yellow Magic] Pay 1 yellow magic stone, gain 3 cubes. (Take them from the 《Common Cube Supply》.)
- [Strong Soldiers] Pay 2 Universal Resource, "Armament Level" +1. The number of cards replenished = the raised "Armament Level". When the "Armament Level" is 3, only replenish Armament cards.
- [Black Magic] Pay 1 magic stone of any kind, gain 2 Funds, and perform the "Privilege" action once.
- [Recovery] No cost. When you use the "Ability", flip the other 2 face-down Talent cards back face up. The "Ability" and "Skill" on the Talent cards flipped face up can be used again.
- [Espionage] [Constant] When the player gains Information from an action, the Information gained +1.
- [Scheme] Pay 1 Information, replenish a number of Armament cards equal to the "Armament Level".
- [Command] [Constant] When the player gains cubes from an action, the cubes gained +1.
- [Blue Magic] Pay 1 blue magic stone; after performing it you gain a [Constant] effect: when placing a cube, you do not need to pay the Funds-type choice cost (Funds only). (The Funds of the choice cost become 0.)
- [Red Magic] Pay 1 red magic stone, gain 5 Renown.
- [Dance] No cost. Gain 4 Funds.
- [Performance] No cost. Gain 2 Renown and 1 Funds.
Policy Cards: [Income] / [Special Effect] and 《End Bonus》 (End-Game Scoring)
- [Intelligence Activities] [Income] Information +2. 《End Bonus》 All players with Information of 3 or more gain 10 Renown.
- [Fund Injection] [Income] Funds +3. 《End Bonus》 All players with Funds of 5 or more gain 10 Renown.
- [Material Mobilization] [Income] Universal Resource +2. 《End Bonus》 All players with Universal Resource of 2 or more gain 10 Renown.
- [Resource Utilization] [(Special) Income] Gain 1 Resource card. 《End Bonus》 All players with 1 or more Resource cards gain 10 Renown.
- [Vested Interests] [Special Effect] The player may place a cube on this card to perform a Privilege action. (No choice cost needs to be paid.) 《End Bonus》 All players with 1 or more magic stones of any kind gain 10 Renown. (When the player ends the round, the cube on the card is removed and returned to the 《Common Cube Supply》.)
- [Command and Control] [Income] Cubes +1. 《End Bonus》 All players with 2 or more unused cubes gain 10 Renown.
- [Divine Blessing] [Income] Renown +5. 《End Bonus》 After all other end-game scoring is performed, the player with the lowest Renown gains Renown +5.
- [Recruit Talent] [Special Effect] [Constant] When performing a Recruit Talent action, Renown +4. 《End Bonus》 All players with 4 or more Talent cards gain 10 Renown.
- [City Development] [Special Effect] [Constant] When performing a Build action, Renown +5. 《End Bonus》 All players with 3 or more City cards gain 10 Renown.
- [Territory Expansion] [Special Effect] [Constant] When performing an Expansion action, Renown +4. 《End Bonus》 All players with 4 or more Territory cards gain 10 Renown.
Index
- Game contents: page 1
- Game setup: pages 2-3 (central setup, player area setup, starting setup)
- Game flow: pages 4-8 (game flow, Preparation Phase, Income Phase, Action Phase (action order, passing))
- Game end: page 8
- Player area initial layout explanation: pages 9-11 (Treasury, Power, Base, Lord, Policy cards)
- Board explanation: pages 11-15 (action areas (Market, Production, Expansion, Build, Tavern, Privilege, Military), scoring)
- Other card explanations: pages 15-18 (Armament, Monster, Resource, Expansion, City, Talent cards)
- Card effect explanations: pages 18-20 (Talent card special effect "Skill", Policy card income / special effects and end-game scoring)