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. |
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. |