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. |