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ROOT

A​ ​Game​ ​of​ ​Woodland​ ​Might​ ​and​ ​Right

Game​ ​Design​ ​by​ ​Cole​ ​Wehrle


Art​ ​by​ ​Kyle​ ​Ferrin
Development​ ​by​ ​Patrick​ ​Leder

Print​ ​and​ ​Play​ ​Edition!

December​ ​1st

Introduction
Root​ ​is​ ​a​ ​game​ ​of​ ​woodland​ ​might​ ​and​ ​right.​ ​Stalk​ ​the​ ​woods​ ​as​ ​the​ ​Vagabond,​ ​seize​ ​the
initiative​ ​with​ ​the​ ​Eyrie​ ​birds​ ​of​ ​prey,​ ​rule​ ​over​ ​your​ ​subjects​ ​as​ ​the​ ​Marquise​ ​de​ ​Cat,​ ​or
command​ ​the​ ​Woodland​ ​Alliance​ ​to​ ​create​ ​a​ ​new​ ​order.​ ​With​ ​creatures​ ​and​ ​cunning,​ ​you'll​ ​rule
a​ ​fantastic​ ​forest​ ​kingdom​ ​in​ ​the​ ​ultimate​ ​asymmetric​ ​game​ ​of​ ​adventure​ ​and​ ​war.

Using​ ​This​ ​Book


Root​ ​contains​ ​two​ ​rulebooks,​ ​this​ ​rules​ ​reference​ ​and​ ​a​ ​learn-to-play​ ​guide.​ ​The​ ​rules​ ​reference
is​ ​intended​ ​to​ ​be​ ​a​ ​concise,​ ​authoritative,​ ​and​ ​complete​ ​reference.​ ​While​ ​experienced​ ​gamers
will​ ​be​ ​able​ ​to​ ​learn​ ​the​ ​game​ ​from​ ​the​ ​rules​ ​reference,​ ​those​ ​newer​ ​to​ ​the​ ​hobby​ ​should​ ​start
with​ ​the​ ​learn-to-play​ ​guide.​ ​The​ ​learn-to-play​ ​guide​ ​is​ ​written​ ​in​ ​a​ ​more​ ​conversational​ ​tone​ ​and
features​ ​many​ ​illustrated​ ​examples.​ ​It​ ​also​ ​contains​ ​setup​ ​instructions​ ​for​ ​the​ ​game’s​ ​many
scenarios.

Note​ ​for​ ​Print-and-Players


This​ ​kit​ ​is​ ​intended​ ​for​ ​interested​ ​players​ ​eager​ ​to​ ​explore​ ​the​ ​world​ ​of​ ​Root.​ ​As​ ​we​ ​wanted​ ​to
share​ ​it​ ​with​ ​you​ ​as​ ​soon​ ​as​ ​possible,​ ​certain​ ​features​ ​of​ ​the​ ​game​ ​have​ ​been​ ​trimmed.​ ​Some
elements​ ​of​ ​the​ ​learn-to-play​ ​rulebook​ ​have​ ​been​ ​incorporated​ ​in​ ​this​ ​rulebook​ ​to​ ​make​ ​learning
the​ ​game​ ​easier.​ ​We​ ​have​ ​also​ ​produced​ ​a​ ​teaching​ ​video​ ​that​ ​can​ ​now​ ​be​ ​found​ ​on​ ​our
Kickstarter​ ​page.

We​ ​hope​ ​you​ ​enjoy​ ​this​ ​preview​ ​of​ ​Root​ ​as​ ​much​ ​as​ ​we’ve​ ​enjoyed​ ​making​ ​it!
We​ ​Don’t​ ​Need​ ​Playtesters/Editors
At​ ​the​ ​moment,​ ​Root​ ​is​ ​entering​ ​final​ ​development​ ​and​ ​balancing.​ ​We​ ​have​ ​a​ ​large​ ​pool​ ​of
playtesters​ ​and​ ​will​ ​be​ ​relying​ ​on​ ​the​ ​work​ ​of​ ​professional​ ​editors​ ​to​ ​polish​ ​these​ ​rules​ ​after​ ​final
adjustments​ ​to​ ​balance​ ​have​ ​been​ ​made.​ ​Though​ ​we​ ​appreciate​ ​your​ ​enthusiasm​ ​and
comments,​ ​we​ ​are​ ​not​ ​soliciting​ ​public​ ​feedback​ ​on​ ​this​ ​version.​ ​This​ ​is​ ​our​ ​gift​ ​to​ ​you​ ​all​ ​for
your​ ​wonderful​ ​support​ ​of​ ​the​ ​campaign​ ​so​ ​far.

Player​ ​Scaling
The​ ​following​ ​game​ ​is​ ​recommended​ ​for​ ​three​ ​to​ ​four​ ​players.

If​ ​playing​ ​with​ ​three,​ ​we​ ​recommend​ ​that​ ​you​ ​play​ ​without​ ​the​ ​Vagabond,​ ​though​ ​you​ ​may
substitute​ ​the​ ​Vagabond​ ​for​ ​the​ ​Woodland​ ​Alliance.

If​ ​you​ ​wish​ ​to​ ​explore​ ​the​ ​two-player​ ​game,​ ​we​ ​advise​ ​that​ ​you​ ​play​ ​the​ ​Marquise​ ​against​ ​the
Eyrie.​ ​Special​ ​two-player​ ​scenarios​ ​will​ ​be​ ​included​ ​in​ ​the​ ​final​ ​game,​ ​along​ ​with​ ​rules​ ​that​ ​allow
for​ ​a​ ​huge​ ​range​ ​of​ ​player​ ​configurations.

What​ ​You​ ​Need​ ​to​ ​Play


This​ ​kit​ ​includes​ ​files​ ​for​ ​all​ ​of​ ​the​ ​paper​ ​components​ ​in​ ​the​ ​game.​ ​In​ ​addition​ ​players​ ​will​ ​need:

● 25​ ​cubes​ ​in​ ​three​ ​different​ ​colors​ ​(for​ ​the​ ​Marquise,​ ​Woodland​ ​Alliance,​ ​and​ ​Eyrie)
● A​ ​Vagabond​ ​pawn​ ​and​ ​a​ ​single​ ​cube​ ​in​ ​a​ ​matching​ ​color​ ​for​ ​the​ ​Vagabond’s​ ​score​ ​cube
● 15​ ​tokens​ ​to​ ​represent​ ​wood.

Setup
1. Assign​ ​Factions:​ ​Assign​ ​one​ ​faction​ ​to​ ​each​ ​player​ ​using​ ​any​ ​method.
2. Draw​ ​Starting​ ​Hands:​ ​Remove​ ​the​ ​four​ ​special​ ​victory​ ​condition​ ​cards​ ​from​ ​the​ ​deck​ ​of
cards,​ ​and​ ​set​ ​them​ ​aside.​ ​Shuffle​ ​the​ ​deck.​ ​Each​ ​player​ ​draws​ ​3​ ​cards.
3. Prepare​ ​Deck:​ ​If​ ​playing​ ​with​ ​three​ ​or​ ​fewer​ ​players,​ ​return​ ​the​ ​Coalition​ ​Victory​ ​special
victory​ ​card​ ​and​ ​the​ ​Chaos​ ​Victory​ ​special​ ​victory​ ​card​ ​to​ ​the​ ​box.​ ​Then,​ ​shuffle​ ​the
special​ ​victory​ ​cards​ ​into​ ​the​ ​deck​ ​and​ ​place​ ​it​ ​near​ ​the​ ​map.
4. Place​ ​Ruins:​​ ​In​ ​games​ ​with​ ​the​ ​Vagabond,​ ​shuffle​ ​the​ ​ruin​ ​tokens​ ​and​ ​place​ ​one,​ ​with
the​ ​item​ ​side​ ​face​ ​down,​ ​on​ ​each​ ​red-bordered​ ​slot​ ​on​ ​the​ ​map.​ ​(The​ ​ruin​ ​tokens​ ​consist
of​ ​the​ ​following​ ​items:​ ​<bag>,​ ​<boot>,​ ​<hammer>,​ ​and​ ​<sword>.)
5. Set​ ​Up​ ​Factions:​​ ​The​ ​players​ ​set​ ​up​ ​their​ ​factions​ ​as​ ​described​ ​below​ ​in​ ​the​ ​following
order:​ ​Marquise​ ​de​ ​Cat,​ ​Eyrie​ ​Dynasties,​ ​Forest​ ​Alliance,​ ​Vagabond.
Marquise​ ​de​ ​Cat​ ​Setup
1. Place​ ​a​ ​warrior​ ​in​ ​each​ ​clearing,​ ​including​ ​the​ ​Keep.
2. Place​ y​ our​ ​Sawmills,​ ​Workshops,​ ​and​ ​Recruiters​ ​on​ ​the​ ​matching​ ​tracks​ ​of​ ​your​ ​faction
board.
3. Place​ ​the​ ​wood​ ​tokens​ ​near​ ​your​ ​faction​ ​board.
4. Place​ ​a​ ​Sawmill​ ​on​ ​the​ ​Keep,​ ​place​ ​a​ ​Recruiter​ ​on​ ​any​ ​clearing​ ​adjacent​ ​to​ ​the​ ​Keep,
and​ ​place​ ​a​ ​Workshop​ ​on​ ​any​ ​other​ ​clearing​ ​adjacent​ ​to​ ​the​ ​Keep.
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Eyrie​ ​Dynasties​ ​Setup


1. Place​ ​your​ ​Roosts​ ​on​ ​the​ ​matching​ ​track​ ​of​ ​your​ ​faction​ ​board,​ ​matching​ ​Roosts​ ​with
and​ ​without​ ​stars​ ​to​ ​the​ ​matching​ ​spaces.
2. Place​ ​a​ ​Roost​ ​and​ ​six​ ​warriors​ ​on​ ​the​ ​Eyrie​ ​Homeland​ ​(the​ ​red​ ​fox​ ​clearing​ ​in​ ​the
bottom-right​ ​corner​ ​of​ ​the​ ​map).
3. Choose​ ​one​ ​of​ ​the​ ​four​ ​Eyrie​ ​leaders​ ​and​ ​place​ ​it​ ​on​ ​your​ ​faction​ ​board.​ ​This​ ​is​ ​your
current​ ​leader​.​ ​Place​ ​the​ ​remaining​ ​leaders​ ​face​ ​up​ ​near​ ​your​ ​faction​ ​board.
4. Place​ ​your​ ​two​ ​Loyal​ ​Vizier​ ​cards​ ​on​ ​the​ ​matching​ ​Decree​ ​spaces​ ​of​ ​your​ ​faction​ ​board.
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Woodland​ ​Alliance​ ​Setup


1. Place​ ​your​ ​Strongholds​ ​and​ ​Hideouts​ ​on​ ​the​ ​matching​ ​tracks​ ​on​ ​your​ ​faction​ ​board.
2. Place​ a​ ​ ​Hideout​ ​and​ ​one​ ​warrior​ ​on​ ​any​ ​clearing​ ​with​ ​an​ ​empty​ ​slot.​ (​ Ensure​ ​that​ ​you
place​ ​the​ ​Hideout​ ​matching​ ​the​ ​chosen​ ​clearing.)
3. Place​ ​a​ ​warrior​ ​on​ ​the​ ​leftmost​ ​space​ ​of​ ​the​ ​outrage​ ​track​ ​on​ ​your​ ​faction​ ​board.​ ​(This
warrior​ ​is​ ​referred​ ​to​ ​as​ ​the​ ​outrage​ ​marker.)
4. Place​ ​a​ ​warrior​ ​in​ ​each​ ​forest​ ​nation​ ​box.​ ​(​These​ ​warriors​ ​are​ ​referred​ ​to​ ​as​ ​supporters.)
5. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.

Vagabond​ ​Setup
1. Pick​ ​a​ ​character​ ​card,​ ​then​ ​place​ ​the​ ​items​ ​listed​ ​on​ ​your​ ​character​ ​card​ ​in​ ​the​ ​Available
pool​ ​shown​ ​by​ ​your​ ​faction​ ​board.
2. Place​ ​your​ ​character​ ​pawn​ ​on​ ​any​ ​forest.
3. Take​ ​a​ ​warrior​ ​from​ ​each​ ​player​ ​and​ ​place​ ​them​ ​on​ ​the​ ​Indifferent​ ​space​ ​of​ ​the
alignment​ ​chart​ ​on​ ​your​ ​faction​ ​board.​ ​(These​ ​warriors​ ​are​ ​referred​ ​to​ ​as​ ​alignment
markers)
4. Place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​“0”​ ​space​ ​of​ ​the​ ​score​ ​track.
Golden​ ​Rules

Rules​ ​Conflicts
If​ ​text​ ​on​ ​a​ ​card​ ​or​ ​faction​ ​board​ ​conflicts​ ​with​ ​text​ ​in​ ​this​ ​rules​ ​reference,​ ​the​ ​card​ ​or​ ​faction
board​ ​takes​ ​precedence.

If​ ​text​ ​in​ ​the​ ​learn​ ​to​ ​play​ ​conflicts​ ​with​ ​text​ ​in​ ​this​ ​rules​ ​reference,​ ​this​ ​rules​ ​reference​ ​takes
precedence.

Placing​ ​and​ ​Removing​ ​Pieces


If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​warrior,​ ​take​ ​it​ ​from​ ​your​ ​supply.​ ​If​ ​your​ ​warrior​ ​is​ ​removed,​ ​return
it​ ​to​ ​your​ ​supply.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​building,​ ​take​ ​the​ ​leftmost​ ​building​ ​from​ ​its​ ​track​ ​on​ ​your​ ​faction
board.​ ​If​ ​your​ ​building​ ​is​ ​removed,​ ​return​ ​it​ ​to​ ​the​ ​rightmost​ ​empty​ ​space.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​wood,​ ​take​ ​it​ ​from​ ​the​ ​Marquise’s​ ​supply.​ ​If​ ​wood​ ​is​ ​removed,
return​ ​it​ ​to​ ​the​ ​Marquise’s​ ​supply.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​your​ ​pieces​ ​but​ ​you​ ​cannot​ ​place​ ​the​ ​total​ ​number​ ​prompted,​ ​you
must​ ​place​ ​the​ ​maximum​ ​number​ ​possible.​ ​Example:​ ​if​ ​the​ ​Marquise​ ​recruits​ ​warriors,​ ​but​ ​does
not​ ​have​ ​enough​ ​warriors​ ​in​ ​her​ ​supply​ ​to​ ​place​ ​a​ ​warrior​ ​at​ ​each​ ​recruiter,​ ​then​ ​she​ ​may​ ​place
as​ ​many​ ​as​ ​able.

If​ ​you​ ​are​ ​prompted​ ​to​ ​remove​ ​your​ ​pieces​ ​but​ ​you​ ​cannot​ ​remove​ ​the​ ​total​ ​number​ ​prompted,
you​ ​must​ ​remove​ ​the​ ​maximum​ ​number​ ​possible.

If​ ​you​ ​are​ ​prompted​ ​to​ ​place​ ​a​ ​piece​ ​at​​ ​a​ ​building,​ ​place​ ​it​ ​in​ ​the​ ​clearing​ ​with​ ​that​ ​building.

Key​ ​Terms
Like​ ​other​ ​Leder​ ​Games,​ ​each​ ​faction​ ​in​ ​Root​ ​is​ ​played​ ​differently​ ​and​ ​has​ ​different​ ​goals.
However,​ ​all​ ​factions​ ​share​ ​certain​ ​terms​ ​which​ ​are​ ​described​ ​in​ ​this​ ​section.

Hits
Many​ ​effects​ ​in​ ​Root​ ​deal​ ​hits​.
Each​ ​time​ ​you​ ​take​ ​a​ ​hit,​ ​you​ ​must​ ​remove​ ​one​ ​of​ ​your​ ​warriors​ ​from​ ​the​ ​affected​ ​clearing.​ ​If​ ​you
have​ ​no​ ​warriors,​ ​you​ ​must​ ​remove​ ​one​ ​of​ ​your​ ​other​ ​pieces​ ​of​ ​your​ ​choice​ ​from​ ​the​ ​affected
clearing.

Most​ ​often,​ ​players​ ​deal​ ​hits​ ​in​ ​battle.​ ​In​ ​battle,​ ​the​ ​affected​ ​clearing​ ​is​ ​the​ ​clearing​ ​of​ ​battle.
Improvements​ ​and​ ​conspiracies​ ​can​ ​also​ ​deal​ ​hits;​ ​these​ ​effects​ ​specify​ ​the​ ​clearing​ ​from​ ​which
pieces​ ​must​ ​be​ ​removed.

Whenever​ ​you​ ​deal​ ​a​ ​hit​ ​that​ ​removes​ ​a​ ​building,​ ​you​ ​score​ ​one​ ​victory​ ​point.

If​ ​you​ ​remove​ ​your​ ​last​ ​building​ ​from​ ​a​ ​clearing,​ ​you​ ​must​ ​also​ ​discard​ ​one​ ​improvement​ ​from
your​ ​play​ ​area,​ ​if​ ​able.

Removing​ ​Hideouts.​​ ​Whenever​ ​a​ ​Hideout​ ​is​ ​removed,​ ​the​ ​Alliance​ ​must​ ​remove​ ​any
conspiracy​ ​and​ ​half​ ​(round​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest​ ​nation​ ​box.​ ​Then,​ ​the
Alliance​ ​increases​ ​their​ ​Outrage​ ​by​ ​one.

Local
Some​ ​rules​ ​refer​ ​to​ ​a​ ​local​​ ​player​ ​or​ ​piece.

A​ ​player​ ​is​ ​local​ ​if​ ​any​ ​of​ ​their​ ​pieces​ ​are​ ​located​ ​in​ ​any​ ​clearing​ ​with​ ​any​ ​of​ ​your​ ​pieces.

A​ ​piece​ ​is​ ​local​ ​if​ ​it​ ​is​ ​located​ ​in​ ​the​ ​same​ ​clearing​ ​as​ ​any​ ​of​ ​your​ ​pieces.

Piece
A​ ​piece​​ ​of​ ​a​ ​faction​ ​is​ ​any​ ​component​ ​color-coded​ ​to​ ​it,​ ​so​ ​the​ ​Marquise’s​ ​pieces​ ​are​ ​all​ ​purple,
the​ ​Alliance​ ​green,​ ​the​ ​Eyrie​ ​brown,​ ​and​ ​the​ ​Vagabond​ ​black​ ​or​ ​white.

Most​ ​factions​ ​have​ ​two​ ​types​ ​of​ ​pieces:​ ​warriors​​ ​and​ ​buildings​.​ ​The​ ​Marquise​ ​also​ ​has​ ​wood​.

The​ ​Vagabond​ ​only​ ​has​ ​a​ ​pawn​.

Play​ ​Area

Some​ ​rules​ ​will​ ​prompt​ ​you​ ​to​ ​place​ ​a​ ​component​ ​in​ ​your​ p
​ lay​ ​area​,​ ​which​ ​is​ ​the​ ​area​ ​above
your​ ​faction​ ​board.

Ruler
The​ ​ruler​ ​of​ ​a​ ​clearing​ ​is​ ​the​ ​player​ ​with​ ​the​ ​most​ ​combined​ ​warriors​ ​and​ ​buildings​ ​in​ ​that
clearing.​ ​If​ ​there​ ​is​ ​a​ ​tie​ ​between​ ​two​ ​players,​ ​no​ ​one​ ​is​ ​the​ ​ruler.
Lords​ ​of​ ​the​ ​Forest.​​ ​The​ ​Eyrie​ ​is​ ​the​ ​ruler​ ​of​ ​a​ ​clearing​ ​when​ ​tied​ ​for​ ​most​ ​combined​ ​warriors
and​ ​buildings​ ​there.

Lone​ ​Wanderer.​ ​The​ ​Vagabond​ ​pawn​ ​is​ ​not​ ​a​ ​warrior,​ ​so​ ​he​ ​cannot​ ​be​ ​the​ ​ruler​ ​of​ ​a​ ​clearing​ ​or
cause​ ​another​ ​player​ ​to​ ​cease​ ​being​ ​ruler.

Key​ ​Concepts
Like​ ​in​ ​the​ ​previous​ ​section,​ ​all​ ​roles​ ​share​ ​certain​ ​concepts​ ​which​ ​are​ ​described​ ​in​ ​this​ ​section.

Clearings,​ ​Paths,​ ​and​ ​Forests


The​ ​map​ ​of​ ​the​ ​Woodland​ ​is​ ​composed​ ​of​ ​clearings​,​ ​which​ ​are​ ​connected​ ​by​ ​a​ ​network​ ​of
paths​.​ ​A​ ​clearing​ ​is​ ​adjacent​ ​to​ ​all​ ​other​ ​clearings​ ​linked​ ​to​ ​it​ ​by​ ​a​ ​path.

Almost​ ​every​ ​clearing​ ​is​ ​aligned​ ​with​ ​one​ ​forest​ ​nation​:​ ​mouse,​ ​rabbit,​ ​or​ ​fox.​ ​The​ ​Keep​ ​of
Marquise​ ​de​ ​Cat​ ​is​ ​a​ ​clearing​ ​aligned​ ​with​ ​all​ ​nations.

Areas​ ​on​ ​the​ ​map​ ​enclosed​ ​by​ ​paths​ ​and​ ​clearings​ ​are​ ​called​ f​ orests​.​ ​A​ ​forest​ ​is​ ​adjacent​ ​to​ ​all
clearings​ ​that​ ​touch​ ​it​ ​without​ ​crossing​ ​a​ ​path,​ ​and​ ​it​ ​is​ ​adjacent​ ​to​ ​all​ ​forests​ ​that​ ​are​ ​separated
by​ ​only​ ​one​ ​path.​ ​The​ ​forest​ ​surrounding​ ​the​ ​map​ ​is​ ​out​ ​of​ ​play,​ ​not​ ​part​ ​of​ ​the​ ​map.

Each​ ​clearing​ ​has​ ​a​ ​number​ ​of​ ​slots​,​ ​shown​ ​as​ ​white​ ​and​ ​red​ ​boxes.​ ​Whenever​ ​you​ b ​ uild​​ ​a
building​ ​in​ ​any​ ​way,​ ​the​ ​clearing​ ​where​ ​you​ ​build​ ​it​ ​must​ ​have​ ​an​ ​open​ ​slot.​ ​You​ ​cannot​ ​build​ ​in
a​ ​clearing​ ​with​ ​no​ ​open​ ​slots.

In​ ​games​ ​with​ ​the​ ​Vagabond,​ ​each​ ​red-bordered​ ​slot​ ​begins​ ​covered​ ​with​ ​a​ r​ uin​​ ​token.​ ​Once
the​ ​Vagabond​ ​explores​ ​a​ ​ruin​ ​and​ ​takes​ ​its​ ​token,​ ​the​ ​open​ ​slot​ ​can​ ​hold​ ​a​ ​building,​ ​as​ ​normal.
In​ ​games​ ​without​ ​the​ ​Vagabond,​ ​the​ ​red-bordered​ ​slots​ ​begin​ ​open.

Multi-use​ ​Cards
Root​ ​uses​ ​a​ ​single​ ​deck​ ​of​ ​multi-use​ ​cards.​ ​Each​ ​card​ ​has​ ​three​ ​uses:

1. A​ ​suit​​ ​matching​ ​one​ ​of​ ​the​ ​four​ ​forest​ ​nations:​ ​bird,​ ​fox,​ ​rabbit,​ ​and​ ​mouse.​ ​Each​ ​faction
can​ ​spend​ ​cards​ ​of​ ​particular​ ​suits​ ​for​ ​different​ ​effects.

2. A​ ​conspiracy,​ ​which​ ​the​ ​Alliance​ ​can​ ​complete​ ​by​ ​spending​ ​supporters​ ​to​ ​earn​ ​victory
points,​ ​resources,​ ​and​ ​infrastructure​ ​improvements.

3. An​ ​improvement,​​ ​which​ ​can​ ​be​ ​crafted.​ ​Once​ ​crafted,​ ​improvements​ ​confer​ ​various
bonuses​ ​and​ ​may​ ​put​ ​items​​ ​into​ ​play​ ​for​ ​the​ ​Vagabond​ ​to​ ​take.
Special​ ​Victory​ ​Cards.​ ​Four​ ​cards​ ​in​ ​the​ ​deck​ ​are​ ​special​ ​victory​ ​cards​.​ ​Like​ ​with​ ​the​ ​other
cards,​ ​you​ ​can​ ​spend​ ​a​ ​special​ ​victory​ ​card​ ​from​ ​your​ ​hand​ ​for​ ​its​ ​suit.​ ​For​ ​details​ ​on​ ​playing
these​ ​cards,​ ​see​ ​Goals​ ​and​ ​Play​ ​(page​ ​XX).

Birds​ ​Are​ ​Wild.​ ​The​ ​bird​ ​suit​ ​is​ ​wild—you​ ​can​ ​spend​ ​a​ ​bird​ ​card​ ​as​ ​any​ ​other​ ​suit,​ ​including​ ​if
you​ ​must​ ​spend​ ​multiple​ ​cards​ ​of​ ​matching​ ​nation.​ ​This​ ​rule​ ​does​ ​not​ ​work​ ​in​ ​reverse:​ ​if​ ​you​ ​are
prompted​ ​to​ ​spend​ ​a​ ​bird​ ​card,​ ​you​ ​cannot​ ​instead​ ​spend​ ​a​ ​card​ ​of​ ​another​ ​suit.

Cards​ ​Are​ ​Secret.​ ​You​ ​cannot​ ​reveal​ ​any​ ​cards​ ​in​ ​your​ ​hand​ ​to​ ​other​ ​players.

Crafting
Each​ ​faction​ ​can​ ​craft​ ​cards​ ​in​ ​their​ ​hand​ ​into​ ​improvements​.​ ​Improvements​ ​can​ ​score​ ​you
victory​ ​points,​ ​provide​ ​a​ ​persistent​ ​benefit,​ ​or​ ​give​ ​you​ ​a​ ​one-time​ ​ability​ ​that​ ​you​ ​can​ ​activate​ ​by
discarding​ ​the​ ​improvement.

During​ ​Daylight,​ ​you​ ​can​ ​craft​ ​any​ ​number​ ​of​ ​cards​ ​from​ ​your​ ​hand​ ​into​ ​improvements.

To​ ​craft​ ​an​ ​improvement,​ ​you​ ​must​ ​exhaust​ ​crafting​ ​buildings​ ​of​ ​the​ ​nations​ ​shown​ ​on​ ​the
improvement.​ ​The​ ​nation​ ​of​ ​a​ ​crafting​ ​building​ ​matches​ ​the​ ​nation​ ​of​ ​its​ ​clearing.

Each​ ​crafting​ ​building​ ​can​ ​be​ ​exhausted​ ​only​ ​once​ ​per​ ​turn.​ ​When​ ​you​ ​exhaust​ ​a​ ​crafting
building,​ ​you​ ​can​ ​flip​ ​it,​ ​and​ ​then​ ​flip​ ​it​ ​back​ ​over​ ​at​ ​the​ ​end​ ​of​ ​your​ ​Evening.​​ ​(If​ ​you​ ​have​ ​two
crafting​ ​buildings​ ​in​ ​a​ ​fox​ ​clearing,​ ​you​ ​may​ ​not​ ​craft​ ​two​ ​cards​ ​which​ ​require​ ​two​ ​foxes​ ​each.)

Each​ ​faction​ ​exhausts​ ​a​ ​different​ ​crafting​ ​building:

● The​ ​Marquise​ ​exhausts​ ​Workshops.


● The​ ​Eyrie​ ​exhausts​ ​starred​ ​Roosts.
● The​ ​Alliance​ ​exhausts​ ​Strongholds.
● The​ ​Vagabond​ ​exhausts​ ​<hammer>,​ ​not​ ​buildings.​ ​All​ ​of​ ​the​ ​Vagabond’s​ ​<hammer>
match​ ​the​ ​nation​ ​of​ ​his​ ​current​ ​clearing.

When​ ​you​ ​craft​ ​an​ ​improvement,​​ ​resolve​ ​its​ ​text,​ ​and​ ​then​ ​do​ ​the​ ​following:

● If​ ​you​ ​crafted​ ​an​ ​improvement​ ​with​ ​a​ ​persistent​ ​or​ ​activated​​ ​effect​,​ ​turn​ ​it​ ​sideways​ ​and
put​ ​it​ ​into​ ​your​ ​play​ ​area​ ​above​ ​your​ ​faction​ ​board.
● If​ ​you​ ​crafted​ ​an​ ​improvement​ ​with​ ​an​ ​item​,​ ​take​ ​the​ ​matching​ ​item​ ​token​ ​from​ ​the
supply​ ​and​ ​put​ ​it​ ​into​ ​your​ ​play​ ​area.​ ​If​ ​the​ ​Vagabond​ ​is​ ​not​ ​playing,​ ​or​ ​if​ ​no​ ​matching
item​ ​token​ ​remains,​ ​do​ ​not​ ​put​ ​the​ ​item​ ​token​ ​into​ ​your​ ​play​ ​area.​ ​If​ ​the​ ​Vagabond​ ​crafts
an​ ​improvement​ ​with​ ​an​ ​item,​ ​he​ ​may​ ​immediately​ ​put​ ​the​ ​crafted​ ​item​ ​into​ ​his
exhausted​ ​items​ ​pool.

Cottage​ ​Industry.​ ​The​ ​Alliance​ ​score​ ​twice​ ​the​ ​victory​ ​points​ ​listed​ ​on​ ​improvements​ ​they​ ​craft.
Movement
When​ ​you​ ​take​ ​a​ ​move​,​ ​you​ ​may​ ​take​ ​any​ ​number​ ​of​ ​your​ ​warriors​​ ​(or​ ​your​ ​Vagabond​ ​pawn)
from​ ​one​ ​clearing​ ​and​ ​move​ ​them​ ​to​ ​one​ ​adjacent​ ​clearing.

If​ ​you​ ​rule​ ​the​ ​origin​ ​clearing,​ ​you​ ​may​ ​move​ ​your​ ​warriors​ ​to​ a
​ ny​​ ​adjacent​ ​clearing.

If​ ​you​ ​do​ ​not​​ ​rule​ ​the​ ​origin​ ​clearing,​ ​you​ ​may​ ​move​ ​your​ ​warriors​ ​only​ ​to​ ​an​ ​adjacent​ ​clearing
that​ ​you​ ​rule,​ ​that​ ​no​ ​one​ ​rules,​ ​or​ ​whose​ ​ruler​ ​gives​ ​you​ ​permission​ ​to​ ​enter.

A​ ​given​ ​piece​ ​is​ ​not​ ​limited​ ​in​ ​the​ ​number​ ​of​ ​times​ ​it​ ​can​ ​move​ ​during​ ​the​ ​same​ ​turn.​ ​If​ ​an​ ​effect
allows​ ​you​ ​to​ ​take​ ​multiple​ ​moves,​ ​you​ ​may​ ​move​ ​the​ ​same​ ​or​ ​separate​ ​groups​ ​of​ ​warriors.

Nimble.​​ ​The​ ​Vagabond​ ​can​ ​move​ ​into​ ​a​ ​clearing​ ​without​ ​permission,​ ​and​ ​can​ ​move​ ​into​ ​forests
with​ ​Slip​ ​or​ ​when​ ​retreating​ ​from​ ​battle.

Alliance​ ​Movement.​ ​The​ ​Alliance​ ​is​ ​uniquely​ ​restricted​ ​in​ ​its​ ​ability​ ​to​ ​move.​ ​The​ ​Alliance​ ​can
only​ ​move​ ​by​ ​executing​ ​appropriate​ ​conspiracies.

Battle
When​ ​you​ ​initiate​ ​a​ ​battle,​ ​choose​ ​a​ ​clearing​ ​where​ ​you​ ​have​ ​warriors.​ ​You​ ​are​ ​the​ a
​ ttacker​.
Choose​ ​one​ ​player​ ​in​ ​the​ ​clearing​ ​of​ ​battle​ ​to​ ​be​ ​the​ ​defender​.

If​ ​the​ ​defender​ ​has​ ​no​ ​warriors​ ​in​ ​the​ ​clearing​ ​of​ ​battle,​ ​remove​ ​all​ ​of​ ​the​ ​defender’s​ ​pieces
there.​ ​The​ ​attacker​ ​scores​ ​one​ ​victory​ ​point​ ​per​ ​building​ ​removed.​ ​The​ ​battle​ ​then​ ​ends.​ ​(If​ ​the
Vagabond​ ​is​ ​the​ ​defender​ ​and​ ​has​ ​no​ ​available​ ​<sword>,​ ​he​ ​must​ ​retreat​ ​in​ ​step​ ​1.)

A​ ​battle​ ​has​ ​four​ ​steps:

1. Defender​ ​may​ ​declare​ ​retreat.​​ ​If​ ​defender​ ​does​ ​retreat,​ ​the​ ​defender​ ​takes​ ​hits​ ​based
on​ ​the​ ​number​ ​of​ ​retreating​ ​warriors,​ ​the​ ​attacker​ ​may​ ​play​ ​one​ ​ambush​ ​card​ ​to​ ​deal​ ​a
hit,​ ​and​ ​then​ ​the​ ​battle​ ​ends.
2. Defender​ ​may​ ​play​ ​ambush​ ​cards​​ ​to​ ​deal​ ​hits​ ​to​ ​the​ ​attacker.
3. Roll​ ​dice​ ​and​ ​count​ ​hits​​ ​to​ ​both​ ​attacker​ ​and​ ​defender,​ ​who​ ​can​ ​modify​ ​hits​ ​with​ ​other
effects.
4. Deal​ ​hits​​ ​simultaneously.​​ ​Then​ ​the​ ​battle​ ​ends.

1.​ ​Defender​ ​Declares​ ​Retreat


The​ ​defender​ ​may​ ​retreat​ ​if​ ​he​ ​rules​ ​an​ ​adjacent​ ​clearing.​ ​If​ ​the​ ​defender​ ​does​ ​not​ ​retreat,
continue​ ​to​ ​step​ ​2.

If​ ​the​ ​defender​ ​chooses​ ​to​ ​retreat,​ ​he​ ​immediately​ ​takes​ ​the​ ​hits​ ​listed​ ​on​ ​the​ ​following​ ​table.
Retreating​ ​Warriors 1–2 3–4 5–6 7+
Hits 0 1 2 3

After​ ​the​ ​defender​ ​takes​ ​hits,​ ​the​ ​attacker​ ​may​ ​play​ ​one​ ​ambush​ ​card​ ​matching​ ​the​ ​clearing​ ​of
battle​ ​to​ ​immediately​ ​deal​ ​one​ ​unpreventable​ ​hit.

Finally,​ ​the​ ​defender​ ​must​ ​move​ ​all​ ​remaining​ ​warriors​ ​to​ ​one​ ​adjacent​ ​clearing​ ​he​ ​rules.​ ​End
the​ ​battle​ ​immediately.

Vagabond​ ​Retreat.​ ​The​ ​Vagabond​ ​takes​ ​hits​ ​when​ ​retreating​ ​based​ ​on​ ​his​ ​total​ ​number​ ​of
available​ ​and​ ​exhausted​ ​items,​ ​rather​ ​than​ ​number​ ​of​ ​retreating​ ​warriors.​ ​The​ ​Vagabond​ ​may
retreat​ ​into​ ​any​ ​adjacent​ ​clearing​ ​or​ ​forest.

2.​ ​Defender​ ​Declares​ ​Ambush


The​ ​defender​ ​may​ ​play​ ​ambush​ ​cards​ ​matching​ ​the​ ​clearing​ ​of​ ​battle.​ ​Each​ ​played​ ​ambush​ ​card
immediately​ ​deals​ ​two​ ​unpreventable​ ​hits.

If​ ​any​ ​attacking​ ​warriors​ ​remain​ ​after​ ​taking​ ​hits,​ ​continue​ ​to​ ​step​ ​3.​ ​Otherwise,​ ​end​ ​the​ ​battle
immediately.

3.​ ​Roll​ ​Dice​ ​and​ ​Count​ ​Hits


Roll​ ​both​ ​dice.​ ​The​ ​attacker​ ​will​ ​deal​ ​hits​ ​equal​ ​to​ ​the​ ​higher​ ​roll,​ ​and​ ​the​ ​defender​ ​will​ ​deal​ ​hits
equal​ ​to​ ​the​ ​lower​ ​roll.​ ​If​ ​the​ ​rolls​ ​are​ ​equal,​ ​attacker​ ​and​ ​defender​ ​will​ ​deal​ ​the​ ​same​ ​number​ ​of
hits.

<Print-and-Play​ ​Note:​ ​A​ ​roll​ ​of​ ​“4”​ ​is​ ​considered​ ​a​ ​“0”​ ​so​ ​the​ ​four-sided​ ​dice​ ​only​ ​produces
numbers​ ​0-3.​ ​The​ ​game​ ​will​ ​have​ ​custom​ ​d12s​ ​included​ ​with​ ​an​ ​equivalent​ ​distribution.>

The​ ​maximum​ ​number​ ​of​ ​hits​ ​you​ ​can​ ​deal​ ​from​ ​rolling​ ​equals​ ​the​ ​number​ ​of​ ​your​ ​warriors​ ​in​ ​the
clearing​ ​of​ ​battle,​ ​whether​ ​you​ ​are​ ​the​ ​attacker​ ​or​ ​defender.

After​ ​counting​ ​these​ ​hits,​ ​the​ ​attacker​ ​and​ ​defender​ ​can​ ​add​ ​hits​ ​by​ ​using​ ​special​ ​abilities​ ​or
other​ ​effects​ ​in​ ​their​ ​areas​ ​of​ ​play.​ ​Added​ ​hits​ ​are​ ​not​​ ​limited​ ​by​ ​the​ ​number​ ​of​ ​warriors​ ​in​ ​the
clearing​ ​of​ ​battle.​ ​(For​ ​example,​ ​if​ ​you​ ​have​ ​3​ ​warriors​ ​and​ ​roll​ ​3​ ​hits,​ ​then​ ​add​ ​1​ ​hit​ ​because​ ​of
a​ ​special​ ​ability,​ ​you​ ​deal​ ​4​ ​hits.)

Continue​ ​to​ ​step​ ​4.

4.​ ​Deal​ ​Hits


Attacker​ ​and​ ​defender​ ​deal​ ​hits​ ​simultaneously.​ ​The​ ​attacker​ ​and​ ​defender​ ​can​ ​ignore​ ​hits​ ​taken
by​ ​using​ ​special​ ​abilities​ ​and​ ​other​ ​effects​ ​in​ ​their​ ​areas​ ​of​ ​play.

If​ ​you​ ​remove​ ​your​ ​last​ ​building​ ​from​ ​a​ ​clearing,​ ​you​ ​must​ ​also​ ​discard​ ​one​ ​improvement​ ​from
your​ ​play​ ​area,​ ​if​ ​able.
Whenever​ ​you​ ​deal​ ​a​ ​hit​ ​that​ ​removes​ ​a​ ​building,​ ​you​ ​score​ ​one​ ​victory​ ​point.

Hits​ ​as​ ​the​ ​Marquise


Field​ ​Hospitals.​​ ​Whenever​ ​a​ ​Marquise​ ​warrior​ ​takes​ ​a​ ​hit,​ ​the​ ​Marquise​ ​may​ ​spend​ ​any​ ​card​ ​to
move​ ​the​ ​warrior​ ​to​ ​the​ ​Keep,​ ​instead​ ​of​ ​removing​ ​it.​ ​She​ ​cannot​ ​use​ ​Field​ ​Hospitals​ ​if​ ​she​ ​does
not​ ​rule​ ​the​ ​Keep.

The​ ​Keep​ ​of​ ​Marquise​ ​de​ ​Cat.​​ ​During​ ​any​ ​battle​ ​in​ ​the​ ​Keep,​ ​the​ ​Marquise​ ​can​ ​ignore​ ​one​ ​hit
taken,​ ​even​ ​if​ ​retreating.

Hits​ ​as​ ​the​ ​Alliance

Hideout​ ​Loss.​​ ​Whenever​ ​a​ ​Hideout​ ​is​ ​removed,​ ​the​ ​Alliance​ ​must​ ​remove​ ​any​ ​conspiracy​ ​and
half​ ​(round​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest​ ​nation​ ​box.​ ​Then,​ ​the​ ​Alliance​ ​increases
their​ ​Outrage​ ​by​ ​one.

Hidden.​​ ​If​ ​defending​ ​with​ ​a​ ​single​ ​warrior,​ ​the​ ​Alliance​ ​can​ ​ignore​ ​one​ ​hit​ ​taken.

Hits​ ​as​ ​the​ ​Vagabond


For​ ​each​ ​hit​ ​the​ ​Vagabond​ ​wishes​ ​to​ ​deal,​ ​he​ ​must​ ​exhaust​ ​a​ ​<sword>.​ ​If​ ​he​ ​has​ ​no​ ​available
<sword>​ ​to​ ​exhaust,​ ​or​ ​if​ ​he​ ​chooses​ ​not​ ​to​ ​exhaust​ ​more​ ​<sword>,​ ​he​ ​cannot​ ​deal​ ​further​ ​hits.

Each​ ​time​ ​the​ ​Vagabond​ ​takes​ ​a​ ​hit,​ ​he​ ​must​ ​damage​ ​one​ ​available​ ​item.​ ​Because​ ​the​ ​attacker
and​ ​defender​ ​take​ ​hits​ ​simultaneously,​ ​the​ ​Vagabond​ ​can​ ​exhaust​ ​and​ ​then​ ​damage​ ​the​ ​same
<sword>.​ ​If​ ​no​ ​available​ ​items​ ​remain​ ​to​ ​damage,​ ​the​ ​Vagabond​ ​may​ ​damage​ ​an​ ​exhausted
item.​ ​If​ ​no​ ​undamaged​ ​items​ ​remain​ ​to​ ​damage,​ ​the​ ​Vagabond​ ​ignores​ ​any​ ​remaining​ ​hits.

Goal​ ​and​ ​Play

Victory
The​ ​first​ ​player​ ​to​ ​reach​ ​40​ ​victory​ ​points​ ​immediately​ ​wins​ ​the​ ​game.

Special​ ​Victory​ ​Conditions


During​ ​play,​ ​you​ ​may​ ​draw​ ​special​ ​victory​ ​cards.

During​ ​your​ ​Daylight,​ ​you​ ​may​ ​play​ ​a​ ​special​ ​victory​ ​card​ ​into​ ​your​ ​play​ ​area​ ​to​ ​activate​ ​it.
Remove​ ​your​ ​score​ ​marker​ ​from​ ​the​ ​score​ ​track.​ ​For​ ​the​ ​rest​ ​of​ ​the​ ​game,​ ​you​ ​can​ ​only​ ​win​ ​by
meeting​ ​the​ ​victory​ ​condition​ ​listed​ ​on​ ​your​ ​activated​ ​special​ ​victory​ ​card.
Alternatively,​ ​you​ ​may​ ​play​ ​a​ ​special​ ​victory​ ​card​ ​for​ ​its​ ​suit.​ ​If​ ​you​ ​do,​ ​do​ ​not​ ​discard​ ​the​ ​card;
instead,​ ​place​ ​the​ ​card​ ​face​ ​up​ ​near​ ​the​ ​map​ ​to​ ​show​ ​that​ ​it​ ​is​ ​available​​ ​to​ ​take.

During​ ​Daylight,​ ​the​ ​acting​ ​player​ ​can​ ​take​ ​an​ ​available​ ​special​ ​victory​ ​card​ ​into​ ​their​ ​hand​ ​by
spending​ ​a​ ​card​ ​of​ ​matching​ ​suit.

An​ ​activated​ ​special​ ​victory​ ​card​ ​does​ ​not​ ​count​ ​against​ ​your​ ​hand​ ​size,​ ​and​ ​it​ ​cannot​ ​be
removed​ ​from​ ​play.​ ​Once​ ​you​ ​have​ ​activated​ ​a​ ​special​ ​victory​ ​card,​ ​you​ ​cannot​ ​replace​ ​it​ ​by
activating​ ​a​ ​different​ ​special​ ​victory​ ​card.

● Chaos​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​every​ ​other
player​ ​has​ ​33​ ​to​ ​39​ ​victory​ ​points​ ​or​ ​has​ ​activated​ ​a​ ​special​ ​victory​ ​card.
● Coalition​ ​Victory:​ ​When​ ​you​ ​play​ ​this​ ​special​ ​victory​ ​card​ ​to​ ​change​ ​your​ ​victory
condition,​ ​place​ ​your​ ​score​ ​marker​ ​on​ ​the​ ​faction​ ​board​ ​of​ ​the​ ​player​ ​with​ ​the​ ​fewest
victory​ ​points.​ ​If​ ​that​ ​player​ ​wins​ ​the​ ​game,​ ​you​ ​also​ ​win.
● Economic​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​you​ ​have
five​ ​crafted​ ​improvements​ ​in​ ​your​ ​play​ ​area.
● Military​ ​Victory:​ ​During​ ​your​ ​Birdsong,​ ​you​ ​win​ ​the​ ​game​ ​immediately​ ​if​ ​you​ ​rule​ ​the
Keep​ ​of​ ​the​ ​Marquise​ ​de​ ​Cat.​ ​(Not​ ​playable​ ​by​ ​the​ ​Vagabond​ ​or​ ​Marquise.)

Order​ ​of​ ​Play


Play​ ​begins​ ​with​ ​the​ ​Marquise​ ​and​ ​then​ ​continues​ ​to​ ​the​ ​Eyrie,​ ​the​ ​Alliance,​ ​and​ ​the​ ​Vagabond.

Turn​ ​Structure
Each​ ​player’s​ ​turn​ ​consists​ ​of​ ​three​ ​phases:​ ​Birdsong,​ ​Daylight,​ ​and​ ​Evening.

Marquise​ ​de​ ​Cat

Victory​ ​Points
The​ ​Marquise​ ​scores​ ​victory​ ​points​ ​each​ ​time​ ​she​ ​builds​ ​a​ ​building.​ ​She​ ​also​ ​scores​ ​victory
points​ ​by​ ​crafting​ ​some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Birdsong
Place​ ​one​ ​wood​ ​at​ ​each​ ​Sawmill.
Daylight
You​ ​may​ ​take​ ​up​ ​to​ ​three​ ​actions,​ ​plus​ ​another​ ​action​ ​for​ ​each​ ​bird​ ​card​ ​you​ ​spend.​ ​You​ ​can
take​ ​actions​ ​in​ ​any​ ​order.​ ​Your​ ​possible​ ​actions​ ​are​ ​listed​ ​below:

March
Take​ ​two​ ​moves.

Battle
Initiate​ ​a​ ​battle.

Build

Choose​ ​whether​ ​you​ ​want​ ​to​ ​build​ ​a​ ​Sawmill,​ ​Workshop,​ ​or​ ​Recruiter.​ ​Find​ ​the​ ​leftmost
building​ ​of​ ​that​ ​type​ ​remaining​ ​on​ ​your​ ​faction​ ​board.​ ​Note​ ​that​ ​building’s​ ​cost,​ ​listed​ ​at
the​ ​top​ ​of​ ​its​ ​column.

Then,​ ​choose​ ​any​ ​clearing​ ​you​ ​rule​ ​with​ ​an​ ​empty​ ​slot.​ ​Remove​ ​wood​ ​equal​ ​to​ ​the
building’s​ ​cost​ ​from​ ​any​ ​clearings​ ​you​ ​rule​ ​that​ ​are​ ​adjacent​ ​to​ ​the​ ​chosen​ ​clearing​ ​or
connected​ ​to​ ​the​ ​chosen​ ​clearing​ ​by​ ​any​ ​number​ ​of​ ​other​ ​clearings​ ​you​ ​rule.

Finally,​ ​place​ ​the​ ​chosen​ ​building​ ​on​ ​the​ ​chosen​ ​clearing,​ ​and​ ​score​ ​the​ ​victory​ ​points
listed​ ​on​ ​the​ ​space​ ​under​ ​the​ ​building​ ​removed​ ​from​ ​your​ ​faction​ ​board.

You​ ​do​ ​not​ ​lose​ ​victory​ ​points​ ​for​ ​returning​ ​a​ ​building​ ​to​ ​your​ ​faction​ ​board,​ ​and​ ​you​ ​still
score​ ​victory​ ​points​ ​when​ ​you​ ​build​ ​a​ ​building​ ​that​ ​was​ ​previously​ ​returned​ ​to​ ​your
faction​ ​board.

Recruit
Place​ ​one​ ​warrior​ ​at​ ​each​ ​Recruiter.​ ​Then,​ ​the​ ​Alliance​ ​increases​ ​its​ ​Outrage​ ​by​ ​one.

Incite​ ​Mob
Spend​ ​three​ ​cards​ ​of​ ​matching​ ​nation.​ ​In​ ​each​ ​clearing​ ​of​ ​matching​ ​nation​ ​that​ ​you​ ​rule,
remove​ ​all​ ​buildings​ ​of​ ​other​ ​players,​ ​and​ ​score​ ​2​ ​victory​ ​points​ ​per​ ​building​ ​removed
(instead​ ​of​ ​1​ ​victory​ ​point,​ ​as​ ​normal).​ ​Each​ ​player​ ​who​ ​removed​ ​any​ ​buildings​ ​draws
cards​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​their​ ​own​ ​buildings​ ​removed.

You​ ​may​ ​Craft​ ​without​ ​spending​ ​an​ ​action.


Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Workshops.

Evening
Each​ ​player​ ​draws​ ​cards​ ​equal​ ​to​ ​their​ ​own​ ​<coin>.

Then,​ ​you​ ​discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​five​ ​cards.

The​ ​Eyrie​ ​Dynasties

Victory​ ​Points
The​ ​Eyrie​ ​scores​ ​victory​ ​points​ ​during​ ​its​ ​Evening​ ​based​ ​on​ ​the​ ​number​ ​of​ ​Roosts​ ​on​ ​the​ ​map,
by​ ​crafting​ ​some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

The​ ​Decree
On​ ​your​ ​turn,​ ​you​ ​will​ ​take​ ​actions​ ​using​ ​a​ ​growing​ ​set​ ​of​ ​instructions​ ​called​ ​the​ D
​ ecree​.​ ​The
Decree​ ​has​ ​four​ ​columns,​ ​each​ ​matching​ ​one​ ​of​ ​four​ ​actions.​ ​Over​ ​time,​ ​you​ ​will​ ​add​ ​cards​ ​to
your​ ​Decree.​ ​Add​ ​new​ ​cards​ ​on​ ​top​ ​of​ ​cards​ ​already​ ​in​ ​a​ ​column.​ ​Fan​ ​the​ ​cards​ ​in​ ​a​ ​column
down,​ ​so​ ​all​ ​of​ ​the​ ​card​ ​suits​ ​are​ ​visible.

You​ ​will​ ​end​ ​Daylight​ ​by​ ​running​ ​the​ ​Decree,​ ​performing​ ​the​ ​actions​ ​shown​ ​by​ ​its​ ​four​ ​columns.
In​ ​each​ ​column,​ ​you​ ​take​ ​one​ ​action​ ​per​ ​card​ ​in​ ​the​ ​column,​ ​and​ ​you​ ​must​ ​take​ ​that​ ​action​ ​in​ ​the
clearing​ ​nation​ ​matching​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​take​ ​an​ ​action,​ ​you​ ​immediately​ ​fall​ ​into
Turmoil.

Birdsong
You​ ​must​ ​play​ ​one​ ​bird​ ​card​ ​or​ ​one​ ​or​ ​two​ ​non-bird​ ​cards​ ​to​ ​the​ ​Decree.​ ​You​ ​may​ ​play​ ​each
card​ ​to​ ​the​ ​end​ ​of​ ​any​ ​of​ ​the​ ​four​ ​columns.

Daylight
First,​ ​you​ ​may​ ​Reform​ ​and​ ​Craft​ ​any​ ​number​ ​of​ ​times.
Reform
Spend​ ​any​ ​card​ ​in​ ​order​ ​to​ ​move​ ​a​ ​card​ ​of​ ​matching​ ​suit​ ​from​ ​one​ ​column​ ​of​ ​the​ ​Decree
to​ ​the​ ​end​ ​of​ ​another​ ​column.

Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Roost​ ​with​ ​stars.

Then,​ ​resolve​ ​the​ ​Decree.​ ​Start​ ​with​ ​the​ ​leftmost​ ​column​ ​and​ ​move​ ​right.​ ​In​ ​each​ ​column,​ ​start
with​ ​the​ ​top​ ​card​ ​and​ ​move​ ​down.

Recruit
Place​ ​a​ ​warrior​ ​in​ ​any​ ​clearing​ ​with​ ​a​ ​Roost​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you
cannot​ ​place​ ​a​ ​warrior,​ ​you​ ​fall​ ​into​ ​turmoil.

Move
Move​ ​from​ ​any​ ​clearing​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​move​ ​at​ ​least
one​ ​warrior,​ ​you​ ​fall​ ​into​ ​turmoil.

Battle
Initiate​ ​a​ ​battle​ ​in​ ​any​ ​clearing​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot​ ​initiate
a​ ​battle,​ ​you​ ​fall​ ​into​ ​turmoil.

Build
Build​ ​a​ ​Roost​ ​in​ ​any​ ​clearing​ ​you​ ​rule​ ​whose​ ​nation​ ​matches​ ​the​ ​card​ ​suit.​ ​If​ ​you​ ​cannot
build​ ​a​ ​Roost,​ ​you​ ​fall​ ​into​ ​turmoil.

Jealous​ ​Fiefs.​​ ​You​ ​can​ ​only​ ​have​ ​one​ ​Roost​ ​per​ ​clearing.

Evening
Score​ ​the​ ​victory​ ​points​ ​shown​ ​below​ ​the​ ​rightmost​ ​empty​ ​space​ ​on​ ​your​ ​roost​ ​track.

Discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​four​ ​cards.

Turmoil
If​ ​you​ ​fall​ ​into​ ​turmoil,​ ​discard​ ​all​ ​of​ ​the​ ​cards​ ​in​ ​the​ ​Decree​ ​except​ ​any​ ​Loyal​ ​Viziers.
Then,​ ​flip​ ​your​ ​current​ ​leader​ ​face​ ​down​ ​and​ ​set​ ​it​ ​aside,​ ​choose​ ​a​ ​new​ ​leader​ ​from​ ​those​ ​that
remain​ ​face​ ​up​ ​and​ ​place​ ​it​ ​near​ ​your​ ​faction​ ​board.​ ​Place​ ​your​ ​Loyal​ ​Viziers​ ​on​ ​the​ ​Decree
spaces​ ​shown​ ​on​ ​your​ ​new​ ​leader.

If​ ​you​ ​ever​ ​have​ ​no​ ​face-up​ ​leaders​ ​remaining,​ ​turn​ ​all​ ​of​ ​your​ ​facedown​ ​leaders​ ​face​ ​up.

If​ ​you​ ​have​ ​no​ ​Roosts​ ​on​ ​the​ ​map,​ ​build​ ​one​ ​in​ ​any​ ​clearing.

Finally,​ ​end​ ​your​ ​turn.​ ​Do​ ​not​ ​perform​ ​any​ ​more​ ​Decree​ ​actions,​ ​and​ ​skip​ ​Evening.

Leaders
The​ ​Eyrie​ ​has​ ​four​ ​leader​ ​cards,​ ​which​ ​are​ ​described​ ​below.

Builder
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Recruit​ ​and​ ​Build.

Whenever​ ​an​ ​improvement​ ​scores​ ​you​ ​victory​ ​points,​ ​you​ ​score​ ​double​ ​the​ ​victory
points.

Charismatic
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Recruit​ ​and​ ​Move.

For​ ​each​ ​Recruit​ ​action​ ​on​ ​the​ ​Decree,​ ​you​ ​must​ ​place​ ​two​ ​warriors​ ​instead​ ​of​ ​one.

Commander
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Move​ ​and​ ​Battle.

During​ ​any​ ​battle​ ​as​ ​the​ ​attacker,​ ​you​ ​inflicts​ ​an​ ​extra​ ​hit.

Despot
Your​ ​Loyal​ ​Viziers​ ​begin​ ​on​ ​Move​ ​and​ ​Build.

Whenever​ ​you​ ​remove​ ​an​ ​opponent’s​ ​building,​ ​you​ ​score​ ​another​ ​victory​ ​point.
Woodland​ ​Alliance

Victory​ ​Points
The​ ​Woodland​ ​Alliance​ ​scores​ ​victory​ ​points​ ​by​ ​revealing​ ​some​ ​conspiracies,​ ​by​ ​crafting​ ​some
improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Hideout​ ​Card​ ​Slots


Each​ ​built​ ​Hideout​ ​provides​ ​one​ ​card​ ​slot,​ ​which​ ​you​ ​can​ ​use​ ​with​ ​the​ ​Keep​ ​Secrets​ ​and
Conspire​ ​actions.

To​ ​place​ ​a​ ​card​ ​in​ ​a​ ​Hideout​ ​card​ ​slot,​ ​its​ ​matching​ ​Hideout​ ​must​ ​be​ ​on​ ​the​ ​map,​ ​and​ ​the​ ​slot
must​ ​not​ ​have​ ​a​ ​card​ ​in​ ​it.

If​ ​a​ ​Hideout​ ​is​ ​removed,​ ​discard​ ​any​ ​card​ ​in​ ​the​ ​matching​ ​Hideout​ ​card​ ​slot.

Supporters
Your​ ​faction​ ​board​ ​has​ ​three​ ​forest​ ​nation​ ​boxes:​ ​rabbit,​ ​fox,​ ​and​ ​mouse.​ ​Any​ ​warriors​ ​in​ ​your
forest​ ​nation​ ​boxes​ ​are​ ​called​ ​supporters​.

If​ ​a​ ​Hideout​ ​is​ ​removed,​ ​also​ ​remove​ ​half​​ ​(rounded​ ​up)​ ​of​ ​the​ ​supporters​ ​in​ ​the​ ​matching​ ​forest
nation​ ​box.

Birdsong
Return​ ​all​ ​conspiracies​ ​on​ ​Hideout​ ​card​ ​slots​ ​to​ ​your​ ​hand​ (​ both​ ​face-up​ ​and​ ​facedown​ ​cards)​.

Then,​ ​draw​ ​cards​ ​as​ ​indicated​ ​by​ ​your​ ​Outrage.​ ​(Draw​ ​these​ ​cards​ ​in​ ​addition​ ​to​ ​your​ ​draw​ ​on
the​ ​Marquise’s​ ​turn.)

Daylight
You​ ​can​ ​take​ ​actions​ ​by​ ​spending​ ​supporters​ ​from​ ​a​ ​forest​ ​nation​ ​box,​ ​returning​ ​spent
supporters​ ​to​ ​your​ ​supply.​ ​Each​ ​action​ ​lists​ ​its​ ​cost​ ​in​ ​supporters,​ ​which​ ​must​ ​come​ ​from​ ​the
same​ ​forest​ ​nation​ ​box.​ ​Any​ ​supporters​ ​left​ ​in​ ​forest​ ​nation​ ​boxes​ ​at​ ​the​ ​end​ ​of​ ​Daylight​ ​remain
for​ ​future​ ​turns.
Spy

Spend​ ​one​ ​supporter​ ​and​ ​one​ ​card​ ​to​ ​draw​ ​one​ ​card.

Battle

Spend​ ​one​ ​supporter​ ​to​ ​initiate​ ​a​ ​battle​ ​in​ ​a​ ​clearing​ ​of​ ​matching​ ​nation.

Craft

Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​using​ ​Strongholds.​ ​This​ ​action​ ​does​ ​not​ ​cost
supporters.

Educate
Spend​ ​a​ ​fox,​ ​rabbit,​ ​or​ ​mouse​ ​card​ ​to​ ​place​ ​a​ ​supporter​ ​in​ ​the​ ​matching​ ​forest​ ​nation
box.​ ​(Bird​ ​cards​ ​are​ ​wild,​ ​so​ ​you​ ​can​ ​spend​ ​one​ ​to​ ​place​ ​a​ ​supporter​ ​in​ ​any​ ​forest​ ​nation
box.)

Train
Spend​ ​a​ ​bird​ ​card​ ​and​ ​one​ ​supporter​ ​to​ ​place​ ​a​ ​warrior​ ​in​ ​any​ ​clearing​ ​whose​ ​nation
matches​ ​the​ ​spent​ ​supporter.
Keep​ ​Secrets
Play​ ​a​ ​card​ ​face​ ​down​ ​to​ ​an​ ​empty​ ​Hideout​ ​card​ ​slot.​ ​This​ ​action​ ​does​ ​not​ ​cost
supporters.

Conspire
Spend​ ​supporters​ ​equal​ ​to​ ​the​ ​cost​ ​of​ ​the​ ​conspiracy​ ​to​ ​play​ ​the​ ​card​ ​face​ ​up​ ​in​ ​the
empty​ ​Hideout​ ​card​ ​slot​ ​matching​ ​the​ ​nation​ ​of​ ​the​ ​spent​ ​supporters.​ ​Resolve​ ​the
conspiracy.

Effect​ ​resolution.​ ​You​ ​can​ ​resolve​ ​the​ ​effects​ ​of​ ​the​ ​conspiracy​ ​in​ ​any​ ​order,​ ​unless
otherwise​ ​noted,​ ​and​ ​you​ ​can​ ​choose​ ​which​ ​effects​ ​to​ ​resolve.

Effect​ ​location.​ ​In​ ​general,​ ​the​ ​Hideout​ ​slot​ ​of​ ​your​ ​conspiracy​ ​does​ ​not​ ​limit​ ​where​ ​you
can​ ​resolve​ ​an​ ​effect.​​ ​The​ ​conspiracy​ ​will​ ​state​ ​whether​ ​you​ ​must​ ​resolve​ ​its​ ​effect​ ​at​ ​the
matching​ ​Hideout​ ​or​ ​not.

Supporter​ ​nation.​ ​The​ ​supporters​ ​you​ ​spend​ ​do​ ​not​ ​need​ ​to​ ​match​ ​the​ ​card​ ​suit​ ​of​ ​the
conspiracy​ ​played.

Build​ ​Hideout
Spend​ ​two​ ​supporters​ ​to​ ​build​ ​a​ ​Hideout​ ​and​ ​place​ ​a​ ​warrior​ ​in​ ​a​ ​clearing​ ​of​ ​matching
nation.

Build​ ​Stronghold
Spend​ ​three​ ​supporters​ ​to​ ​build​ ​a​ ​Stronghold​ ​in​ ​a​ ​clearing​ ​you​ ​rule​ ​of​ ​matching​ ​nation.

Evening
Place​ ​one​ ​supporter​ ​in​ ​each​ ​forest​ ​nation​ ​box.

Then,​ ​discard​ ​down​ ​to​ ​your​ ​hand​ ​limit​ ​of​ ​two​ ​cards.

The​ ​Outrage​ ​Track


The​ ​Alliance​ ​gains​ ​bonus​ ​card​ ​draws​ ​during​ ​Birdsong​ ​according​ ​to​ ​their​ ​current​ ​Outrage.
Outrage​ ​increases​ ​whenever​ ​the​ ​Marquise​ ​takes​ ​the​ ​Recruit​ ​action​ ​or​ ​whenever​ ​a​ ​Hideout​ ​is
removed.
Vagabond

Victory​ ​Points
The​ ​Vagabond​ ​scores​ ​victory​ ​points​ ​by​ ​completing​ ​tasks​ ​that​ ​affect​ ​the​ ​other​ ​players,​ ​by​ ​crafting
some​ ​improvements,​ ​and​ ​by​ ​removing​ ​buildings​ ​owned​ ​by​ ​the​ ​other​ ​players.

Vagabond​ ​Card
Roger​ ​the​ ​Raccoon:​ ​When​ ​you​ ​use​ ​the​ ​Steal​ ​action,​ ​you​ ​are​ ​considered​ ​to​ ​have​ ​one
more​ ​available​ ​<sword>.

The​ ​Crafting​ ​Beaver:​ ​You​ ​can​ ​spend​ ​a​ ​<torch>​ ​to​ ​build​ ​a​ ​building​ ​of​ ​your​ ​current
clearing’s​ ​ruler.​ ​You​ ​must​ ​follow​ ​that​ ​faction’s​ ​rules​ ​for​ ​building​ ​a​ ​building,​ ​but​ ​you​ ​do​ ​not
have​ ​to​ ​spend​ ​wood​ ​to​ ​build​ ​a​ ​Marquise​ ​building.​ ​That​ ​building’s​ ​owner​ ​cannot​ ​stop​ ​you
from​ ​building.

Item​ ​Tokens
<Torch>:​ ​Can​ ​exhaust​ ​to​ ​Battle,​ ​Repair,​ ​Steal,​ ​Aid,​ ​or​ ​Explore.

<Boot>:​ ​Can​ ​exhaust​ ​to​ ​Move.

<Hammer>:​ ​Can​ ​exhaust​ ​as​ ​part​ ​of​ ​Craft.

<Crossbow>:​ ​Can​ ​exhaust​ ​to​ ​inflict​ ​a​ ​hit​ ​when​ ​you​ ​or​ ​your​ ​enemy​ ​retreats.

<Bag>:​ ​If​ ​available​ ​during​ ​your​ ​Evening,​ ​your​ ​hand​ ​size​ ​is​ ​two​ ​cards​ ​higher.

<Coin>:​ ​If​ ​available​ ​during​ ​the​ ​Marquise’s​ ​Birdsong,​ ​you​ ​draw​ ​another​ ​card.

Alignment
Your​ ​faction​ ​board​ ​shows​ ​an​ ​alignment​ ​chart​ ​composed​ ​of​ ​many​ ​alignment​ ​boxes
connected​ ​by​ ​black​ ​arrows.​ ​At​ ​any​ ​given​ ​time,​ ​this​ ​chart​ ​will​ ​hold​ ​an​ ​alignment​ ​marker
from​ ​each​ ​faction​ ​in​ ​play.

<Print-and-Play​ ​Note:​ ​Use​ ​a​ ​warrior​ ​cube​ ​from​ ​each​ ​other​ ​player​ ​as​ ​an​ ​alignment
marker>
Adjusting​ ​Alignment
Whenever​ ​you​ ​fulfill​ ​the​ ​task​ ​listed​ ​on​ ​a​ ​black​ ​arrow​ ​connecting​ ​your​ ​current​ ​alignment
space​ ​to​ ​another​ ​alignment​ ​space,​ ​you​ ​score​ ​the​ ​listed​ ​victory​ ​points​ ​and​ ​move​ ​your
alignment​ ​marker​ ​to​ ​the​ ​connected​ ​space.

Your​ ​alignment​ ​shifts​ ​for​ ​removing​ ​warriors​ ​in​ ​battle​ ​regardless​ ​of​ ​whether​ ​you​ ​are​ ​the
attacker​ ​or​ ​defender.

Positive​ ​Tasks​ ​(right​ ​side)

● Gift​ ​one​ ​card​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​ ​Score​ ​1​ ​victory​ ​point.
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​ ​Score​ ​2​ ​victory​ ​points.
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player​ ​in​ ​one​ ​turn:​​ ​Score​ ​3​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​an
Ally.

Negative​ ​Tasks​ ​(left​ ​side)

● Steal​ ​one​ ​card:​ ​Score​ ​1​ ​victory​ ​point.


● Remove​ ​one​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​a
Nemesis.
● Remove​ ​two​ ​warriors​ ​in​ ​one​ ​battle:​​ ​Score​ ​3​ ​victory​ ​points.​ ​You​ ​remain​ ​a
Nemesis.

Cross-chart​ ​Shifts

● Remove​ ​1​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​You​ ​are​ ​now​ ​a
Nemesis.​ ​(From​ ​any​ ​non-negative​ ​alignment.)
● Gift​ ​two​ ​cards​ ​to​ ​a​ ​player:​ ​Score​ ​2​ ​victory​ ​points,​ ​and​ ​move​ ​to​ ​second​ ​positive
alignment.​ ​(From​ ​the​ ​first​ ​negative​ ​alignment.)

End-of-Side​ ​Tasks

● Gift​ ​one​ ​card:​ ​Score​ ​2​ ​victory​ ​points.​ ​(From​ ​end​ ​of​ ​positive​ ​side.)
● Remove​ ​one​ ​warrior​ ​in​ ​one​ ​battle:​ ​Score​ ​2​ ​victory​ ​points.​ ​(From​ ​end​ ​of
negative​ ​side.)

Ally​ ​Benefits​ ​and​ ​Penalties


While​ ​a​ ​faction’s​ ​alignment​ ​marker​ ​is​ ​on​ ​the​ ​final​ ​friendly​ ​space​ ​of​ ​the​ ​alignment​ ​chart,
that​ ​faction​ ​is​ ​an​ ​Ally​.

When​ ​moving​ ​from​ ​one​ ​clearing​ ​to​ ​another​ ​by​ ​exhausting​ ​<boot>,​ ​you​ ​may​ ​move​ ​any
number​ ​of​ ​Ally​ ​warriors​ ​along​ ​with​ ​you,​ ​even​ ​warriors​ ​from​ ​multiple​ ​Ally​ ​factions.​ ​If​ ​you
move​ ​any​ ​Ally​ ​warriors​ ​with​ ​you,​ ​you​ ​do​ ​not​ ​gain​ ​the​ ​benefit​ ​of​ ​your​ ​Nimble​ ​special
ability.
In​ ​any​ ​battle​ ​against​ ​a​ ​non-Ally​ ​defender,​ ​you​ ​may​ ​treat​ ​Ally​ ​warriors​ ​in​ ​the​ ​clearing​ ​of
battle​ ​as​ ​your​ ​own,​ ​even​ ​warriors​ ​from​ ​multiple​ ​Ally​ ​factions.​ ​The​ ​maximum​ ​hits​ ​you​ ​can
deal​ ​by​ ​rolling​ ​equals​ ​the​ ​number​ ​of​ ​Ally​ ​warriors​ ​there,​ ​but​ ​you​ ​can​ ​increase​ ​your
maximum​ ​hits​ ​by​ ​exhausting​ ​<sword>.

When​ ​you​ ​take​ ​hits,​ ​you​ ​must​ ​first​ ​remove​ ​Ally​ ​warriors​ ​in​ ​the​ ​clearing​ ​of​ ​battle.​ ​If​ ​no​ ​Ally
warriors​ ​remain,​ ​you​ ​take​ ​further​ ​hits.

You​ ​cannot​ ​use​ ​Steal​ ​on​ ​an​ ​Ally!

Nemesis​ ​Penalties
While​ ​a​ ​faction’s​ ​alignment​ ​marker​ ​is​ ​on​ ​the​ ​final​ ​two​ ​negative​ ​spaces​ ​of​ ​the​ ​alignment
chart,​ ​that​ ​faction​ ​is​ ​a​ ​Nemesis​.​ ​<PNP​ ​Note:​ ​This​ ​still​ ​might​ ​be​ ​named​ ​“Hostile”​ ​on​ ​the
faction​ ​board.>

You​ ​must​ ​spend​ ​another​ ​<boot>​ ​to​ ​move​ ​into​ ​a​ ​clearing​ ​with​ ​any​ ​pieces​ ​owned​ ​by​ ​a
Nemesis​ ​faction.​ ​These​ ​penalties​ ​stack,​ ​so​ ​moving​ ​into​ ​a​ ​clearing​ ​with​ ​two​ ​Nemesis
factions​ ​will​ ​cost​ ​a​ ​total​ ​of​ ​three​ ​<boot>.

Birdsong
Move​ ​all​ ​of​ ​your​ ​exhausted​ ​items​ ​to​ ​your​ ​available​ ​items.

Then,​ ​take​ ​one​ ​move​ ​without​ ​exhausting​ ​<boot>,​ ​even​ ​if​ ​you​ ​move​ ​into​ ​a​ ​space​ ​with​ ​Nemesis
players.​ ​For​ ​this​ ​move​ ​only,​ ​you​ ​may​ ​move​ ​into​ ​a​ ​forest.

Daylight
You​ ​can​ ​take​ ​actions​ ​in​ ​any​ ​order,​ ​as​ ​described​ ​below.

Craft
Craft​ ​an​ ​improvement​ ​from​ ​your​ ​hand,​ ​by​ ​exhausting​ ​<hammer>.​ ​The​ ​nation​ ​of​ ​all
<hammer>​ ​matches​ ​your​ ​current​ ​clearing.

Move
You​ ​can​ ​exhaust​ ​a​ ​<boot>​ ​to​ ​move​ ​to​ ​an​ ​adjacent​ ​clearing.​ ​For​ ​every​ ​Nemesis​ ​faction​ ​in
the​ ​destination​ ​clearing,​ ​you​ ​must​ ​exhaust​ ​another​ ​<boot>​ ​in​ ​order​ ​to​ ​move.
Gift
Give​ ​any​ ​number​ ​of​ ​cards​ ​matching​ ​your​ ​current​ ​clearing​ ​to​ ​a​ ​local​ ​player.​ (​ Bird​ ​cards
are​ ​wild,​ ​so​ ​you​ ​can​ ​always​ ​gift​ ​bird​ ​cards.)​ ​Then,​ ​for​ ​each​ ​card​ ​you​ ​give,​ ​you​ ​may​ ​take
one​ ​item​ ​from​ ​above​ ​their​ ​faction​ ​board.

You​ ​can​ ​exhaust​ ​a​ ​<torch>​ ​to​ ​take​ ​an​ ​action​ ​from​ ​those​ ​listed​ ​below.

Battle

Initiate​ ​a​ ​local​ ​battle.

Repair
Move​ ​one​ ​damaged​ ​item​ ​to​ ​your​ ​exhausted​ ​items​ ​pool.

Steal
Target​ ​a​ ​local​ ​player.​ ​If​ ​you​ ​have​ ​more​ ​available​ ​<sword>​ ​than​ ​that​ ​player’s​ ​local
warriors,​ ​take​ ​a​ ​random​ ​card​ ​from​ ​that​ ​player.​ ​Then,​ ​that​ ​player​ ​scores​ ​1​ ​victory​ ​point.

Aid
The​ ​Alliance​ ​places​ ​one​ ​supporter​ ​in​ ​the​ ​forest​ ​nation​ ​box​ ​matching​ ​your​ ​current
clearing.​ ​Then,​ ​you​ ​score​ ​1​ ​victory​ ​point.

You​ ​can​ ​only​ ​use​ ​this​ ​action​ ​while​ ​you​ ​are​ ​in​ ​a​ ​clearing​ ​with​ ​a​ ​Hideout.

Explore
Take​ ​one​ ​local​ ​ruin​ ​token,​ ​reveal​ ​it,​ ​and​ ​place​ ​it​ ​in​ ​your​ ​exhausted​ ​items​ ​pool.​ ​Then,​ ​you
score​ ​1​ ​victory​ ​point.

Evening
Discard​ ​down​ ​to​ ​your​ ​hand​ ​limit,​ ​equal​ ​to​ ​your​ ​<bag>.

If​ ​you​ ​are​ ​in​ ​a​ ​forest,​ ​move​ ​all​ ​of​ ​your​ ​damaged​ ​items​ ​to​ ​your​ ​exhausted​ ​items​ ​pool.
Improvement​ ​Clarifications
Cobbler:​ ​For​ ​the​ ​Vagabond,​ ​this​ ​improvement​ ​gives​ ​a​ ​free​ ​<boot>​ ​whenever​ ​he​ ​exhausts​ ​a
<boot>.

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