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4. Improve Action
Turn in the required resource to
improve a location you rule
as follows:
• outpost to farm (wood)
• farm to town (iron)
• town to feudum (king’s seal)
Replace the location disc with the
NEW one from the general supply
and place your ruling influence marker on top. If you
improve a town to a feudum, choose one with an icon
related to the guild in which you wish to gain status (see
Guild Membership on page 16).
Feudums, Vassals & Military Service
The moment you rule a feudum, you become a
vassal, earning you powerful status in the related
guild. However, you must now pay tribute to the
king in the form of military service. If you do not perform
several conquer actions by the end of the game, you could
lose veneration points for disloyalty. Tip: Even one conquer
action will help a vassal immensely.
Details on how to conquer are presented later (see page
13), but the military service track works as follows: When
you conquer an opponent, you may place 1 of your player
discs (blank side up) on the FIRST catapult projectile space
on the military service track. After each subsequent conquer
action, place another one of your discs on the SECOND
space and so on.
If you fail to perform conquers by the dawn of the
epochs designated with catapult icons, you must
subtract the vp noted in the epoch’s related catapult space,
as well the negative value in the uncovered space(s) before
it. In this way, penalties for disloyalty are cumulative. You
may satisfy your military service earlier (or later) than the
designated epoch.
For example, epoch 4 was just triggered. The yellow player
has a feudum but is not on the military service track. At the
dawn of epoch 2, he lost 3 vp. Now, he will lose 4 vp, plus
another 3 vp for still not covering the first catapult space.
So far, yellow has lost 10 vp. If he fails to get a player disc
onto the track before the end of the game, he will lose
another 12 vp, for a total of 22 vp lost over the course of
the game.
Non-Vassals
If you do not rule (or no longer rule) any feudums, you are
not subject to point deductions. Even without a feudum, a
player may still put player discs onto the military track for
each successful conquer action in anticipation of becoming
a vassal later.
5. Explore Action
If you rule an outpost, you may
play the explore action. Draw 2
Royal Writ cards, +1 card for each
additional outpost and/or feudum
ruled, and keep 1 of them. Return
the other card to the bottom of the
deck.
Royal Writs
Royal Writ cards come in 2
varieties: Mandates and Charters.
Mandates grant you resources (from
the general supply) or attack
strength, and may require you to
either turn in a good (outlined by
a square) or achieve guild status in
order to realize the award. Charters
grant you end game veneration
points based on completed
objectives. Mandates are already
sealed by the king and can be played
and discarded at any time; however, in order for charters to
become valid, you must obtain a king’s seal and place it on
the card at the END of the game. You may not have more
than 3 Royal Writ cards at a time, but may discard unused
cards to the bottom of the deck at any time (see Royal
Writs on page 24).
Outpost Farm Town Feudum
“Tend Landscape” (Advanced Game)
If you turn in Wood to the
haversack, you may place 1 of
your collected landscapes beside
any location where you are the serf and score
2 vp. Only 1 landscape is allowed per location.
Landscapes may not be replaced. Important: Play
this instead of the regular improve action.
Immediately upon placing a landscape, AND
at the dawn of each subsequent epoch (after
scoring), take 3 designated resources and add
them to the tile. Each time, you may choose to
collect all of the resources that have accumulated,
or let the resources continue to grow. When you
decide to collect the resources, you must pay 1
resource to the location’s ruler. The landscapes
and their resources are:
Orchard: food
Silver Mine: shillings
Archery Butt: targets
Sulfur Mine: sulfur
The “butts” were fields
used for archery training
during the Middle Ages.
”Shovels & Swords” (Advanced Game)
If you turn in an Iron to the haversack,
draw 2 additional cards and pick
another one to keep! Note: This is done
AFTER the normal explore action is taken.
epochs II, IV, V
epochs IV, V
epoch V
Note: If you improve from a farm to a town, discard all
goods that were on the farm into the haversack.
Region Tiles & Veneration Points
As a reward for improvement, draw the top region
tile from the stack that matches the region where
the improvement occurred. The tile must be from the
current or a former epoch, or it is prohibited. The region
icons at the base of each stack correlate to the map regions
(see The Board on page 3).
Consult the region tile chart and score
veneration points based on the tile’s
epoch number and the new location.
For example, if you improved a farm
to a TOWN and the tile drawn had the
Roman numeral I on it, you earn 3 vp
as printed on the chart.
If the tile is prohibited, draw a former epoch tile from
a different region tile stack. You score NO points for
collecting this tile. If there are no former epoch tiles
available, do not draw a tile.
Wild Tiles
Collected region tiles are considered “wild,” and
may be substituted for any good (food, wood,
iron, sulfur or saltpeter) at any time. Alternatively,
they may be used as a landscape (see Tend Landscape on
page 11). Note: Removing region tiles may trigger the next
epoch (see page 21).
Note: Targets are traded in for influence markers
from the general supply when you collect the
resources.
At the dawn of each epoch (before adding
resources), score veneration points for each
landscape tended by your serf(s). Score 2 vp per
empty landscape and 4 vp per landscape
containing 1 or more resources. In order to score
the higher value, players may forego immediate
collection of resources. Of course, be aware
that other players may pilfer resources!
Note: Tended landscapes count towards
active regions during epoch scoring.
6

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