Resource Hog Rules

Markers

Number Type Notes
50xN Peasant/Noble markers Own color for each player. Two sided: the side with a dot is a noble. 25mm discs.
20 Manor/Harbour markers Two sided. 30mmx30mm
20 Motte&Bailey/Castle markers Two sided. 30mmx30mm
40 Mine/Road markers 30mmx30mm
50 Cattle tokens Cattle figures
100 Field markers Two sided: one for a forest, the other for fields.
200 Gold tokens Poker chips
200 Salt tokens Stackable chips (white)
200 Grain tokens Stackable chips (yellow)
200 Fuel tokens Stackable chips (black)
200 Meat tokens Stackable chips (red)
200 Fish tokens Stackable chips (green)
200 Dairy produc tokens Stackable chips (orange)
50 Metal tokens Stackable chips (blue)
50 Arms and Armour tokens Stackable chips (purple)
3xN Action tokens Separate set for each player, see below. 25mm discs with action name.

Actions

Name Subaction Notes
Peasant phase Move peasants Peasants can move any distance on own land. Moved peasants may not be allocated for any activity on the same phase.
Peasant phase Allocate peasants Allocate any unmoved peasants to work on the fields, mines, cattle, fishing, hunting, forest clearing, structure building, food processing or knighting activities.
Noble phase Move nobles Nobles may be moved unlimited amount on owned lands and/or cross one border to unowned or enemy own territory.
Noble phase Fight Resolve battles on any areas where there are nobles of players of which at least one whishes to fight.
Trade phase Buy Buy any amount of goods on the trading board.
Trade phase Sell Sell any amout of goods to the trading board.

Seasonal events

Event
Increase fish and game populations.
Resolve all action tokens in random order.
Clear woodland for fuel tokens and fields.
Build roads, mines, stone heads, harbours, manors, motte's and castles.
Produce output from worked salt, coal and metal mines.
Produce arms and armor from worked metal
Produce fish from fishers. Produce meat (or cattle) from hunting.
Place grain tokens on each worked field.
Harvest fields
Produce dairy products from worked cattle.
Produce nobles.
Slaughter cattle for meat.
Produce preserved foods from meat, fish and dairy products.
Feed nobles and peasants.
Resolve starvings.
Spoil all fresh fish, meat and dairy products.
Increase cattle populations.
Resolve population increase.
Adjust trading board.

Action and Event details

Type Name Summary
Action Move peasants Peasants can move any distance on own land. Moved peasants may not be allocated for any activity on the same phase. Peasants may move up to 2 resources for each moved peasant when moving.
Action Allocate peasants Allocate peasants to work on something by placing them on the item.
Action Move nobles Nobles may be moved any distance on owned lands and/or cross one border to unowned or enemy own territory.
Action Fight Resolve battles one any area where you and some other player have nobles and one of you wishes to fight. Attacking and defending side both throw one d6 for each noble. Each 1-3 rolled scores a hit and kills one enemy noble. If the other side has more than one player, the scoring player chooses the removed token. If the defender is in an area with a manor, a motte or a castle, the building gives the player a number of extra hits the enemy must make before actually killing the first noble. If there is a manor, the first hit of the enemy is ignored in the battle. For motte, two hits are ignored and three are ignored for a castle. Note that these ignored hits are for the whole battle, not for a single round of dice rolling. The defender also rolls one die for each peasant. Each 1 rolled kills one noble from the attacker. Note that peasant are not killed in a battle.
Action Buy Take any number of any good from the trading board. Pay the amout of gold indicated by the slot from which the good is taken. Place the goods in any harbour (owned by anyone). Move the bought goods as in Sell below. NOTE: It is not allowed for a player to both buy and sell the same good during the same trade action.
Action Sell Move any number of good tokens from any of your areas to any area. Pay one gold for each area border crossed. If both areas have a road token, one gold can move two goods. Pay one gold to the target area owner (if he wishes) for each two goods. If the good end at a harbour (owned by anyone), if you wish, place it on the trading board on the lowest slot for the good still having space. Gain the amount of gold indicated by the slot.
Event Increase fish populations. For each fish area with at least one fish token, increase fish by one (up to the area max). If there are at least five tokens, increase by two. If there are at least nine tokens, increase by three.
Event Increase game populations. For each game area with at least one game token, increase game by one (up to the area max). If there are at least five tokens, increase by two. If there are at least nine tokens, increase by three.
Event Increase cattle populations. Each are with at least one cattle increases its cattle by one. If there are at least five cattle, the cattle increases by two.
Event Fish Each worker allocated into a fish area removes one fish marker from the area. For each removed marker, produce four fish tokens (five if the fishers operate from a harbour and fish at the sea). In case of running out of fish, first come first served.
Event Hunt Each worker allocated into a game area removes one game marker from the area. For each removed marker, produce four meat tokens (five if the area has at least 10 game left before the hunt event). In case of running out of game, first come first served.
Event Slaughter cattle Remove any number of cattle tokens. Produce one meat token from each.
Event Produce dairy products Each cattle worker can work on four cattle. Each worked cattle produces one milk. One field is required for each four cattle during the whole year. Remove non-worked cattle before dairy product production (exception: Freshly hunted cattle is not removed on the same round as it is added).
Event Produce preserved foods Turn unprocessed fish, meat and/or dairy products into preserved variants. Each two products (or a fraction of) requires one salt token.
Event Place grain tokens Place two grain tokens on each worked field. Maximum tokens on one field is 4 (5 if at least 1/3 of the fields in one area lay fallow).
Event Harvest fields Collect grain equalling to the amount on the fields which are worked. Do not remove grain tokens from fields. Remove grain token from non-worked fields.
Event Clear woodland Remove one woodland token for each allocated worker. Produce five fuel tokens for each.
Event Produce from mines Each worked mine produces. Remove one good marker from the mine for each worker. Each worker produces five salt tokens, five coal tokens or two metal tokens in a mine.
Event Produce arms and armour Each allocated peasant can produce one arms and armour token from one metal and two fuel tokens.
Event Build roads, harbours, mines, manors, mottes and castles Build ready any worked roads, manors, mottes and castles. Buildings must be done in order, that is motte is built by extending a manor and castle by extending a motte. For costs, refer to the table below.
Event Feed nobles and peasants Feed two tokens of food for each peasant and one for each noble. The tokens should be of different type for each peasant. See starving below what happens if this is not done. Note that if grain or unprocessed fish, meat or dairy is eaten, one fuel token (wood or coal) is required for each set of 5 food tokens (or a fraction of).
Event Resolve starvings. Each noble not fed is removed from the board. Each peasant not fed moves into the nearest neighboring area not owned by the player. If there are multiple choices, the area is decided by the next player in turn order from the area owner. Each peasant fed only one food, rolls 1d6 and is removed if 1 or 2 is rolled. Each peasant not fed two types of food rolls 1d6 and is removed if 1 is rolled.
Event Population increase. In areas not starving at all, add one sub-marker for each peasant to represent a fractional (1/4) peasant (max 8 markers). Change each four markers into a peasant.
Event Spoil all fresh fish, meat and dairy products Remove all fresh fish, meat and dairy product tokens from areas.
Event Produce nobles Each peasant allocated into a manor, motte or castle for work (max one per area) produces one noble. Requires 1 arms and armour token.
Event Adjust trading board For goods in the MID row no adjustment is made if there is space for at least one more sell and buy, if not adjust with one marker. For goods above the MID row, remove enough goods to drop into the previous lower row so that the lower row is one token short of being full. For goods below the MID row, add enough goods to raise into the next higher row so that the new row has one token.

Trade board

- Grain Meat Fish Cheese Salt Fuel Metal Arms and Armour
Spaces 6 4 4 3 4 3 2 1
Over MAX 2 4 4 4 1 1 7 30
MAX Row 3 5 5 5 2 2 8 32
- 4 6 6 6 3 3 9 35
MID 5 7 7 7 4 4 10 38
- 6 8 8 8 5 5 11 42
LOW row 7 9 9 9 6 6 12 45

Building summary

Building Workers required to build Resources required to build Building benefit
Road 1 5 gold If both sending and receiving areas have roads when transporting goods, halve the cost of the transfer.
Mine 2 None Peasants of the area may be placed to work in the mine to gain resources from the mountain.
Harbour 2 2 Fuel Area may trade directly with the trading board. Sea fishing produces one extra fish for each fisher.
Manor 1 15 gold May be used to turn one peasant into a noble each round (requires arms and armour). Gives the defender a bonus "hit point" in a battle.
Motte and bailey 3 50 gold Requires a manor to upgrade from. May be used to turn one peasant into a noble each round (requires arms and armour). Gives the defender two bonus "hit points" in a battle.
Castle 5 80 gold Requires a motte to upgrade from. May be used to turn one peasant into a noble each round (requires arms and armour). Gives the defender three bonus "hit points" in a battle.
Stone Head 3 30 gold Requires a field to upgrade from. The field can no longer support cattle or be used for grain production after stone head has been built on it. Serves no purpose, but see game scoring below.

Startup setup

Each player in randomly selected order allocates one area for themselves and places the following resources on that area:
NumberResource
1Manor
1Noble
4Peasants
4Grain
4Dairy products
4Fish
4Meat
4Fuel
1Harbour (Mine if the area cannot have a harbour)
Additionally, each player receives 10 gold.

Game scoring

The table below lists the game elements deciding the winner of the game in order of priority. In case there are equal number of items on the row, move to the row below to determine which player scored better.
Element
Stone Heads
Castles
Motte and baileys
Manors
Nobles
Peasants
Number of controlled areas
Gold