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.
50 Slave / Mercenary markers Grey 25mm discs.
12 Manor markers 30mmx30mm with a picture of a manor
10 Motte&Bailey/Castle markers Two sided. 30mmx30mm, with pictures
6 Harbour markers 30mmx30mm with a picture of a harbour
12 Mine markers 30mmx30mm with a picture of a mine
12 Road markers 15mmx15mm
45 Field markers Two sided: one for fields, the other for stone heads.
100 Gold tokens Value is 5 money
50 Silver tokens Value is 1 money
120 Salt tokens Stackable chips (white)
100 Preserved food tokens Stackable chips (orange)
50 Grain tokens Stackable chips (yellow)
80 Game tokens Stackable chips (red)
100 Fish tokens Stackable chips (green)
60 Arms and Armour tokens Stackable chips (purple)
3xN Action tokens/cards Separately colored set for each player.

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, fishing, hunting, forest clearing, structure building, population increase, or knighting activities.
Noble phase Move nobles Nobles may be moved unlimited amount on owned lands and/or cross one border to an unowned territory or to the border of an enemy owned territory.
Noble phase Fight Resolve battles on any areas where there are nobles with conflict.
Trade phase Buy & Sell Buy any amount of goods on the trading board. You can only either buy or sell one given resource type.

Seasonal events

Event
Resolve all action tokens in the order predermined by the players secretly before the round. Mix the top cards of player's turn order and resolve them. Repeat two times so that all cards are handled.
Clear woodland for fields.
Build roads, mines, stone heads, harbours, manors, mottes and castles.
Produce output from worked salt, gold and metal mines.
Produce nobles.
Feed nobles, resolve starvings and population increases.
Preserve any surplus food
Increase fish and game populations.
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. Refer to specific allocation actions below for details on how to allocate peasants.
Action Allocate peasants to fish Place a peasant on sea or lake area to allocate the peasant to fish on that area. Remove two markers from the fish pool of that area and place it on top of the peasant as surplus to be collected later this round. If fishing on the sea in an area with a harbour, place three markers instead of two.
Action Allocate peasants to hunt Place a peasant on a forest square to allocate the peasant to hunt on that area. Take two game markers from the forest are and place them on top of the peasant as surplus.
Action Allocate peasants to toil Place a peasant on a field square to allocate the peasant to toil that field. Place one surplus grain marker on the peasant. Each field can be only worked by one peasant.
Action Allocate peasants to mine Place a peasant on a mine and take either 2 gold tokens, 2 salt tokens or one weapons token from the mine and place them on top of the peasant. If mining in an are without connection to the sea, place instead 3 gold tokens, 3 salt tokens or two weapon tokens.
Action Move nobles Nobles may be moved any distance on owned lands and/or cross one border to unowned or enemy own territory. Any food, salt or weapons carried along the nobles cost 1 money for each area border crossed.
Action Fight Resolve battles one any area which border you placed nobles and which has enemy nobles or peasants. Add one temporay noble for an attack originating from an area with a motte. Add two for a castle. Attacking and defending side both throw one d6 for each noble. Defender starts and then the turn alternates. Each 1-3 rolled scores a hit and captures one enemy noble. The battle continues until only one side has nobles left. The number of nobles left on the winning side is the winning margin. The loser must give ransom to the winner. If the defender loses, he can substract 1 from the margin if the area has a manor, 2 if it has a motte and 3 if a castle. For each unit of margin left the ransom is 10 money, 2 salt, 1 weapon, 1 preserved food (loser chooses). One surrendered peasant counts for 2 units. The materials (except money) must be from the area of conflict. If the loser cannot pay, they must pay all they can and move their nobles away from the conflict area (note that the attacker may be thus forced to move out of the area where the attack originated). The loosing side may always opt to retreat after paying the ransom. The captured nobles are returned to the owners after the battle. Attacking nobles do not participate as defenders on the turn where they attacked.
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 of your harbour areas. The bottom row always contains goods to buy, but none are placed on it. 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 phase.
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, this fee is not paid. You can place items in your harbour areas on the trading board on the lowest slot for the good still having space. Gain the amount of gold indicated by the slot. The top row can buy unlimited number of goods, but non are placed on it.
Event Clear woodland Change one woodland into a field for each allocated worker.
Event Build roads, harbours, mines, stone heads, 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. Note that for each stone head you have to sacrifice one of your fields.
Event Produce from mines Move the tokens from top of mine working peasants to the area's store.
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. Only one noble can be made in one area in one turn.
Event Feed nobles and peasants Feed one token of food for noble. See starving below what happens if this cannot be done (player must use all available food, voluntary starving is not allowed). Fresh food from top of the food producer peasants are eaten first.
Event Population increases A peasant allocated to work on a preserved food token produces one new peasant and the food is consumed. Can be done only once per area per turn.
Event Resolve starvings. For each noble not fed, remove one peasant from the area. If there are no peasants left, remove nobles instead.
Event Produce preserved foods Turn unprocessed fresh surplus fish, meat or grain products into preserved variants. Each product token requires one salt token to preserve and turns it into a preserved food token.
Event Spoil all fresh fish, meat and grain products Remove all fresh fish, meat and grain product tokens from areas.
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 Adjust trading board Adjust food, salt and weapons columns in the trading board one token towards MID row balance position. In balance position the MID row is half full. After this, roll 1d6. Adjust the indicated resource two slots towards the indicated direction (so that the new row is half full). Place on slave from the stack next to the trading board to the slave trading track. If there are no slaves left, place a mercenary on the mercenary track instead. Note that slaves cannot be sold or bought after the slave stack runs out.

Trading board

- Food Salt Arms and Armour Slaves (peasants) Mercenaries (nobles)
Spaces 2 2 2 1 1
Over MAX 5 2 5 5 0
MAX Row 6 3 6 10 22
- 7 4 7 15 29
- 8 4 8 20 36
- 9 5 9 25 43
MID 10 5 10 30 50
- 11 5 11 33 54
- 12 6 12 36 58
- 13 6 13 39 62
- 14 7 14 42 66
- 15 8 15 45 70
LOW row 15 8 15 45 70

Building summary

Building Workers required to build Resources required to build Building benefit
Road 1 None If both sending and receiving areas have roads when transporting goods, the transfer does not cost money.
Mine 1 None Peasants of the area may be placed to work in the mine to gain resources from the mountain.
Harbour 2 5 money Area may trade directly with the trading board. Sea fishing produces one extra surplus fish for each fisher.
Manor 1 8 money May be used to turn one peasant into a noble each round (requires arms and armour). Reduces defender's margin of loss by one after a battle.
Motte and bailey 3 15 money Requires a manor to upgrade from. May be used to turn one peasant into a noble each round (requires arms and armour). Reduces defender's margin of loss by two after a battle. Adds one temporary noble for an attacker attacking from the area (once per turn per area).
Castle 4 30 money Requires a motte to upgrade from. May be used to turn one peasant into a noble each round (requires arms and armour). Reduces defender's margin of loss by three after a battle. Adds two temporarys noble for an attacker attacking from the area (once per turn per area).
Stone Head 3 15 money Requires a field to upgrade from. The field can no longer be used for grain production after stone head has been built on it. Serves no purpose, but see game scoring below.

Startup setup

Place 6 slave and 6 mercenary tokens next to the trading board. Fill in all mines, fishing areas and game areas. For three person game, only fill 30 fish in the sea. Each player in randomly selected order allocates one area for themselves and places the following resources on that area:
NumberResource
1Manor
1Noble
4Peasants
4Preserved foods
2Salt
1Weapon
1Harbour
1Mine
5Money

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 best. The game ends when the last mercenary is removed from the slave stack next to the trading board.
Element
Stone Heads
Castles
Motte and baileys
Manors
Nobles
Peasants
Number of controlled areas
Money