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Expedition to Newdale

Expedition to Newdale Rulebook

Table of Contents

Table of Contents

  • Components
    • Game boards
    • Cardboard pieces
    • Wooden pieces
    • Additionally
    • 220 cards
  • Setup
    • Game board symbols
    • Player board and action board layout
  • Course of Play
    • Phase I: Event
    • Phase II: Planning
    • Phase III: Assistants
    • Phase IV: Actions
    • Phase V: Building
    • Phase VI: Special Buildings
    • End of Round
  • The Victory Point Track
  • The Actions
    • Actions on the Action Board
      • Building Action
      • Progress Action
      • Cards Action
      • Black Market Action
      • Growth Action
    • Actions on the Player Board
      • Production Action
      • The Character Cards
  • Game End
  • Final Scoring
  • Preparing the Next Chapter
  • Appendix
    • Bonus Tile Index
    • Character Card Index
    • Special Building Index
    • Sailor Card Index (ch. VIII)
    • Setup Overview
    • Overview of Production Chains

Components

Game boards

  • 3 double-sided game boards (A to F)
  • 1 action board with victory point track
  • In player colors: 4 double-sided player boards (1 each; front side for chapters I-VII, reverse side for chapter VIII)

Cardboard pieces

  • 40 bonus tiles (2-3 each of 15 different types)
  • 4 "compensation" progress tiles (1 each)
  • 4 "range" progress tiles (1 each)
  • 12 "5 goods" chits
  • 1 winner's cup
  • 4 bridge tiles (1 each; for chapters IIIa and IVa)
  • 4 victory point markers (1 each; front: 0+, back: 50+)

Wooden pieces

  • 22 figures comprising:
    • 18 assistants (6x yellow, 5x green, 4x red, 3x blue)
    • 4 black Hooded Ones (for chapters V and VII)
  • 44 houses (11 each)
  • ca. 50 good markers
  • 16 action tokens (4 each)
  • 4 ship tokens (1 each)

Additionally

  • 1 bag
  • 1 Chronicle (12 pages) — a chapter-by-chapter storybook containing each chapter's "Previously," "Main Objective," and "Epilogue" text, plus additional rules specific to that chapter
  • 1 sticker sheet for the action and ship tokens

220 cards

  • 140 building cards comprising:
    • 4 "Coal Mine" starting buildings
    • 136 general buildings (97x without number, 39x with number)
    • 6 character cards (P01-P06; from chapter II on)
  • 17 sailor cards (for chapter VIII) comprising:
    • 4 captains
    • 13 other sailors
  • 20 chapter cards comprising:
    • 10 cards for 2-4 players
    • 10 cards for the solo game
  • 28 event cards comprising:
    • 12 events for rounds 1-3 (#100-111)
    • 14 events for rounds 4-6 (7x #10, 3x #11, 1x #12-15)
    • 2 events for round 7 (#1-2)
    • 1 "Final Scoring" overview card
  • 6 secret objectives
  • 2 side objectives (A01-A02; for chapters II and IIIa/b)

Setup

  1. Place the appropriate game board on the table. (In chapter I, use game board A.) Return the other game boards to the game box.

  2. Place the action board next to the game board.

  3. Shuffle the bonus tiles face down and count a number of them according to the table below. Return the rest to the game box.

    # of players1234
    # of bonus tiles7142128

    Reveal one bonus tile after the other and place it face up on a bonus space of the game board, starting with bonus space #1, then #2, etc. If you reveal a bonus tile that is already present on a bonus space, place it on top of the existing tile. If all bonus spaces are occupied when you reveal a new bonus tile, return the tile to the game box. Continue revealing bonus tiles until all have been placed or returned to the box.

    After all bonus tiles have been placed, any leftover unoccupied bonus spaces remain empty.

  4. Place the good markers and the "5 goods" chits in a general supply.

  5. Take the general buildings without number and shuffle them, forming a face-down draw pile next to the game board. Leave a little space for a face-up discard pile. (The numbered building cards will be introduced during the course of the campaign. Until then, leave them in the game box.)

  6. Form an event deck comprising 7 face-down event cards, placing it next to the game board:

    • Place event card #1 ("Final Round") at the bottom of the deck. Solo game: Use event card #2 instead.
    • Shuffle the event cards #10 and place three of them at random on top of the first card. Solo game: Use the three event cards #11 instead.
    • Finally, shuffle event cards #100, #101, and #102 and place them on top of the deck.

    Return unused event cards to the game box.

  7. Choose each a player color (brown, gray, orange, white) and take the components in that color:

    • 1 player board
    • 1 each of the "range" and "compensation" progress tiles
    • 4 action tokens
    • 1 victory point marker
    • 11 houses

    (Note: Components in your color not mentioned here are only used in later chapters.)

    Additionally, take a "Coal Mine" starting building each and return the remaining Coal Mines to the game box.

  8. Turn your player board to the front side (the reverse is only used in chapter VIII) and place it in front of you. Leave enough room around your player board for cards.

  9. Place the "range" and "compensation" progress tiles on the corresponding spaces of your player board.

  10. Place action tokens #1 and #2 next to your player board; place action tokens #3 and #4 on the designated space on the action board.

  11. Place your victory point marker, "0+" side facing up, on the "3" space of the victory point track.

  12. Place your Coal Mine above the appropriate space of your player board (top left, blue background).

  13. Place 5 good markers from the general supply on your Coal Mine.

  14. Place one of your houses on the starting town of the game board, marked with the starting-town symbol. (In chapter I, this is Longsdale.) Keep the remaining ten houses of your color in a personal supply.

  15. Put the assistants (not the Hooded Ones!) into the bag. (The Hooded Ones are only used in chapters V and VII.)

  16. Determine a starting player at random and give them the bag. (The bag will always mark the current starting player.)

  17. Shuffle the secret objectives and deal each player one at random. Keep your secret objective hidden from the other players, placing it face down to the left of your player board. (You can look at it at any time.) Return the remaining secret objectives to the game box, without looking at them.

  18. Deal each player a hand of 8 cards from the draw pile. You must then choose and discard 3 cards from your hand, placing them in the discard pile. (You start the game with 5 cards in hand.)

  19. Shuffle the available character cards (check the table on page 16 to find out which ones are available in each chapter) and place a number of them face up on the table equal to the number of players. Return the rest to the game box.

    Beginning with the player to the right of the starting player and in anti-clockwise order, each player takes a character card and places it face up in front of them. (The starting player must take the remaining card.) (Tip: We suggest you not use the character cards in chapter I.)

    Solo game: Select one from two character cards.

  20. Place chapter card I for 2-4 players (or the solo game, if applicable) and the "Final Scoring" overview card next to the event deck. (The solo game chapter card is marked with the solo symbol.)

    Finally, the starting player reads the "Previously" and "Main Objective" sections of chapter I in the Chronicle to the other players. The main objective is also printed on the chapter card; leave it face up for the entire game.

Game board symbols

The game board shows bonus spaces (numbered), production areas, action spaces, the "range" tile and "compensation" tile spaces, a phase overview, towns (some named), roads, room for special buildings, and a game board identifier (A to F). (Other geographical features, like rivers, are irrelevant for the game, mechanic-wise.)

Player board and action board layout

The player board shows spaces for action tokens, the victory point track, the card bonus track, and the final scoring reminder listing the main objective and secret objective.

Course of Play

A chapter goes over 7 rounds. Each round comprises 6 phases, which must be played in the given order.

Phases I to III are usually played simultaneously; phases IV to VI are always played in turn order, beginning with the starting player and in clockwise order. The individual phases are explained below in detail. (You can find a phase overview in the middle of your player board.)

  • Phase I: Event
  • Phase II: Planning
  • Phase III: Assistants
  • Phase IV: Actions
  • Phase V: Building
  • Phase VI: Special Buildings

After 7 rounds, there is a final scoring (see "Final Scoring" below). Then the player with the most victory points wins.

Phase I: Event

The starting player reveals the top card of the event deck and reads it aloud, afterward placing it face up next to the event deck.

Carry out the effect of the event at the given point in time (e.g., immediately—as noted by the appropriate symbol—or in the appropriate phase).

An event card shows its name, a graphical representation of when the effect happens, the effect text, flavor text (if any), and a card number.

Example: The "Journeymen" event card (#100) reads: "Phase III: Draw 6 figures from the bag instead of 4."

Phase II: Planning

Simultaneously, place your available action tokens on action spaces. (At the start, you have access to only tokens #1 and #2.)

Note: If someone insists, place your action tokens in turn order, starting with token #1.

There are action spaces on the action board and on your player boards. The following rules apply:

  • Only you can use the action spaces on your player board.
  • You can place at most one action token in each production area of your player board. (You can use your production buildings only once per round.)
  • Action spaces on the action board can be used by all players, i.e., multiple players can place their action tokens on the same action space.
  • BUT: You can place at most one action token on each action space.
  • It is explicitly allowed to place an action token on an action space whose action you cannot carry out.

For instance, you could place token #1 on the Building action and token #2 in an empty production area in order to immediately produce in the newly built building. (See "The Actions" below for details on Building and Production.)

Phase II ends when all action tokens have been placed.

Phase III: Assistants

The starting player draws 4 figures from the bag, one after the other and without looking, placing them next to the depicted assistants on the current event card.

The assistants from the bag and the printed ones together form the labor market of the current round, i.e., the total number of assistants available that round (e.g., for production, see "Production via Assistants" below).

Example: The "Blueprints" event card (#101) reads: "Place 6 buildings face up in the display. When building, you can build a card from the display instead of your hand."

Phase IV: Actions

Beginning with the starting player and in clockwise order, remove your action token #1 from its action space and immediately carry out the action of that space. Proceed in the same fashion with action token #2 and—if available—action tokens #3 and then #4.

If an action consists of multiple parts, carry out the individual parts one after the other, from left to right and from top to bottom. Parts that you cannot or do not want to carry out are ignored. If you cannot or do not want to carry out all parts of the action, you get 1 card from the draw pile instead, adding it to your hand.

Example: This action space lets you exchange your hand and then draw additional cards. You can decline the exchanging part (declining the other makes no sense) but you may not draw first and then exchange your hand.

Phase V: Building

Beginning with the starting player and in clockwise order, you can build exactly one building. (This Building action does not require an action token. See "The Actions" below for details on Building.)

If you cannot or do not want to build, instead draw 2 cards.

Phase VI: Special Buildings

Beginning with the starting player and in clockwise order, carry out the effects of all the special buildings you built, in any order and only once per building. If you have multiple special buildings with the same name, you can use each of them once.

Note: Only some special buildings have an effect that can be used in phase VI. These buildings say "VI" next to the effect. For a detailed explanation of all special building effects, see the Special Building Index below.

Example: The Writing Room provides an additional card in phase VI of each round.

End of Round

The round ends after all six phases have been played. Check whether the current event card has instructions for the end of the round and carry them out, if needed.

Then remove the current event card from play and return all assistants in the labor market to the bag, passing it to the next player in clockwise order, who becomes the new starting player.

If this was round 7, the game ends now. Otherwise proceed with phase I of the next round.

The Victory Point Track

Keep track of your victory points by moving your victory point marker on the victory point track accordingly. You can gain victory points during the course of the game and during the final scoring.

The track distinguishes victory points gained immediately from victory points gained during the final scoring.

Whenever you pass a certain threshold (after 5, 10, 15, and 20 victory points) during the course of the game, you immediately get 2 cards from the draw pile into your hand.

Once you have more than 50 victory points, turn your victory point marker to the other side (showing "50+") and place it at the start of the victory point track accordingly. (You do not get any cards for passing the thresholds with the "50+" side up.)

Example: Bernadette has 54 victory points and is about to gain two more. Even though she passes a threshold, she will not get any bonus cards.

The Actions

Actions on the Action Board

Building Action

Building is a central action in this game: You need buildings to get access to valuable goods and special effects and to expand on the game board; a large part of your final score will be from buildings.

Building Card Features

There are two types of building cards: production buildings and special buildings.

Production buildings produce goods when activated with an action token. Special buildings do not require an action token to use their effect.

A production building card shows the produced good, the building cost, the discount symbol, the resource for production chains, the required assistants, the coin value of the good, the production chain, the card's name, victory points at game end, and its card number (if any).

Example: The Sawmill produces planks.

A special building card shows its name, an immediate effect, and, for some, military strength (fists). Having more military strength than your opponents is worth bonus points at the end of the game. In later chapters, military strength may prevent negative points.

Example: The Small Watchtower has no ongoing production, but grants an immediate effect and increases military strength.

Each round, there are two times at which you can build a building:

  • If you place an action token on the appropriate action space in phase II, you can build a building in phase IV.
  • Each player can build a building in phase V—without the need for an action token.

Building comprises the following steps:

Selecting a Building Card

Normally, you build cards from your hand. Some events put building cards into a common display that all players have access to. Instead of building a card from hand, you can build one from the common display.

Paying the Building Cost

The building cost is printed at the top left of the building card. Depending on the town on the game board in which you build the building (see "Placing a House" below), some buildings may offer a discount on the building cost. If available, the discount is printed below the building cost.

Pay the—potentially discounted—building cost by returning good markers from your buildings to the general supply. It is allowed to use different goods to pay a cost. Each good marker on a building card represents the depicted good and has the indicated coin value.

Example #1: The 5 good markers on your Coal Mine that you received during setup each represent 1 coal with a coin value of 1. In other words, you start with 5 coins.

Example #2: This Cooper's Workshop holds 2 barrels with a coin value of 3 for a total of 6 coins.

Important! You do not get any change if the total value of goods spent exceeds the cost! (In particular, you are not allowed to exchange high-value goods for low-value ones—or vice versa.)

These payment rules do not only apply to Building but whenever you have to pay a cost.

Placing the Building Card

Place production buildings in an unoccupied production area of your player board (as you did with the Coal Mine during setup). Each production area can have at most one building. If you have no unoccupied production areas left, you cannot build any more production buildings.

Place special buildings to the right of your player board. You can have any number of special buildings there.

Placing a House

Whenever you build a building, you must also place a house from your personal supply on the game board, in a town in which you do not have a house yet. This town may be at most 2 steps away from a town in which you already have a house. (All players start with a house in the starting town.) The distance between neighboring connected towns is 1 step.

Note: You can increase your initial range of 2 steps to a maximum of 3 steps by removing the "Range" progress tile from your player board with the appropriate action (see "Progress Action" below).

Each town can hold multiple players' houses but only one house per player.

Important! The number of houses in your personal supply is limited. Once you have placed all of your houses, you cannot take the Building action any longer.

Placing a house in a particular town can be accompanied by a range of bonuses: a discount, an opening bonus, as well as a bonus tile.

Discount: If the town and building card feature the same discount symbol, you get a discount of 3 coins on the building cost.

Example: Placing a house in the depicted town (which suits certain buildings better than others) reduces the building cost of this building to 6-3=3 coins.

Opening bonus: Some towns provide a victory point bonus for the first player to place a house there. Immediately mark these victory points on the victory point track (see "The Victory Point Track" above).

Tip: Place the house on the depicted bonus space to indicate it has been taken.

Bonus tile: If you use only 1 step when placing a house, you may get a bonus tile from exactly one adjacent bonus space, if available. A bonus space is considered adjacent to a town if the town is part of the smallest "ring" of towns and roads surrounding the bonus space. If more than one bonus space qualifies, you must choose one. If all adjacent bonus spaces are empty, you do not get a bonus tile.

Example: For this house, you can choose a bonus tile from bonus spaces 7 and 8 (if available; the illustration does not show any bonus tiles).

If your maximum range is 3 steps, you also get a bonus tile when using (1 or) 2 steps. Only if you use 3 steps will you not get a bonus tile.

Place the bonus tiles you gain face up in front of you until you use them. You may use each bonus tile once per game if it is your turn, including immediately after you get them. You can use multiple bonus tiles at the same time. Once used, remove the bonus tile from play. (For an explanation of all bonus tile effects, see the Bonus Tile Index below.)

Note: When playing simultaneously, it is every player's turn. If necessary, you should use your bonus tiles in turn order (clockwise, beginning with the starting player).

Bonus tiles cannot be used during the final scoring.

Secret Objective

Your secret objective card shows two objective symbols: the first one (e.g., a star) is different from what other players have; the second one (Mystical Place) is the same for all players.

During the final scoring, you get 2 victory points for each house in a town with the respective objective symbol.

Example secret objective texts: "You can find some interesting places if you just take another road." / "A treasure is hidden where their shadow lines cross."

Progress Action

Pay 4 coins and remove either the "range" or "compensation" progress tile on your player board from play. Additionally, gain 2 victory points that you must mark on the victory point track immediately (see "The Victory Point Track" above).

Range: Removing this progress tile increases your building range from 2 to 3 steps (see "Placing a House" above).

Compensation: Removing this progress tile reduces the number of cards you need to discard for missing assistants from 3 to 2 cards (see "Production via Assistants" below).

Cards Action

This action comprises two parts. If you want to carry out both parts, you must do so in the following order:

Exchanging cards: Keep exactly one card in hand and discard the rest. Draw a number of cards from the draw pile equal to the number of discarded cards. If you have at most one card in hand, you cannot use this part of the action.

Drawing cards: Regardless of whether or not you exchanged cards, draw 3 (additional) cards and add them to your hand. (There is no hand size limit.)

Example: Amy has 7 cards in hand. She can either discard 6 of them and draw 6+3=9 cards, or keep her hand and simply draw 3 new cards.

If the draw pile runs out, shuffle the discard pile to form a new draw pile. (In the extremely unlikely case that both draw and discard piles are empty, all players must discard half of their hand, rounded down.)

Black Market Action

Discard 2 cards from hand and take 5 good markers from the general supply. Place 4 of them on your Coal Mine and the fifth one on a production building of your choice (including the Coal Mine).

Note: Some special buildings produce goods (Corn Farm, Vineyard). You can place the fifth good on one of those.

Growth Action

Pay either 7 or 13 coins and take action token #3 and #4, respectively, which you can use from the next round on until the end of the game. If you paid 13 coins, you also gain 3 victory points that you must mark on the victory point track immediately (see "The Victory Point Track" above).

Note: You can buy action token #4 before #3. In phase IV, your #4 will only move after all other #3s.

Actions on the Player Board

There are eight production areas on your player board, of which one is occupied with your Coal Mine producing coal. To get access to other goods, you need to build additional production buildings in the remaining production areas.

Production Action

In order to produce goods, place an action token below/above the appropriate production building in phase II. (Keep in mind that you can place at most one action token in each production area!)

Goods can be produced in two ways: via assistants and via chaining. When removing an action token from a production area in phase IV, you may produce goods in the former or latter way, or both.

Production via Assistants

This way of producing goods requires assistants of certain colors be present in the labor market. The required assistants are printed on the building card. Whether or not the building will successfully produce goods also depends on which action space in the production area of this building you occupied.

  • When producing goods sloppily, the printed requirement is decreased by 1 or 2 assistants. (It is possible to reduce the required number of assistants of one color to 0.)
  • When producing goods orderly, the labor market must comprise at least the printed number of assistants.
  • When producing goods extraordinarily, the printed requirement is increased by 1 or 2 assistants of matching color.

The higher the production quality the more goods will be produced. Conversely, you run a higher risk of failing. (Note that you must plan your production before you know the exact quantities of assistants in the labor market.)

Example: Sloppy production in the Flour Mill requires at least 2 yellow and 1 red or, alternatively, 1 yellow and 2 red assistants to produce 1 good. Extraordinary production requires 4 yellow and 2 red, 3 yellow and 3 red, or 2 yellow and 4 red assistants to produce 3 goods.

If successful, i.e., the labor market comprises at least the required assistants, the building produces the number of goods depicted on the action space you occupied. To indicate the produced goods, take an equal number of good markers from the general supply and place them on the building.

Otherwise your production attempt fails and the building produces no goods, unless you decide to compensate the missing assistants with cards.

Compensation: You can save a failed production attempt by discarding 3 cards from hand for each missing assistant (see "Compensation" progress tile). If you removed the corresponding progress tile, you need to pay only 2 cards per missing assistant (see "Progress Action" above).

Tip: The "Post Office" special building expands the labor market for you, which is another way to compensate missing assistants (see the Special Building Index below).

IMPORTANT! The labor market does not "deplete" over the course of a round. All players have access to the full range of assistants in the labor market during each action they take. Cards discarded to compensate for missing assistants, however, only count for that one building.

Producing via Chaining

Regardless of whether or not you successfully produced goods via assistants, you can also (or alternatively) use the production chain of the building (provided you placed an action token in its production area).

There are three types of production chains:

  • Resource: Discard one or more cards from hand showing the depicted resource and place an equal number of good markers from the general supply on the building. Example: The Spinning Mill produces yarn from cotton.
  • Single good: Move one or more good markers of the depicted type from the appropriate production building onto this one. Example: The Butchery produces meat from cattle.
  • Set of goods: Move one or more good markers of the depicted types by placing one on this building and returning the other to the general supply. You must move an equal number of both goods. Example: The Weaving Mill produces fabrics from yarn and coal.

Chaining bonus: Whenever you produce at least one good via chaining, you get exactly one additional good on the production building after you complete chaining in it. (It does not matter how many goods you produced; you will only ever get 1 bonus good per action from chaining.)

IMPORTANT! You are not required to use all eligible resources and goods for chaining.

Unlike the other components, good markers are not supposed to be limited. Use the provided "5 goods" chits, if need be, to indicate 5 units of a given good. If you run out of both good markers and "5 goods" chits, please use something else as replacement.

Production failure and no chaining: If you did not produce any goods, neither via assistants nor via chaining, the action is considered not taken and you can draw the usual 1 card.

The Character Cards

The character card chosen during setup provides a one-time benefit in the game. It is governed by the same rules as the bonus tiles. Your character card is not considered in your hand (because it is literally not in your hand).

Game End

The game ends after 7 rounds. At the end of round 7, immediately before scoring, you get the opportunity to use all production chains of all of your production buildings. During this final production, you may use your buildings in any order but you do not get any chaining bonus. (The event card of the final round reminds you of the final production.)

This is your last chance to use your bonus tiles and cards. They are worth nothing after this.

Final Scoring

After final production, proceed with the final scoring in the following order:

  1. Military strength comparison: Determine your military strength (i.e., the total of fists on the special buildings you built) and award victory points among all players with at least one fist as follows:

    • The player with the greatest strength gains 4 victory points.
    • The player with the second greatest strength gains 2 victory points.
    • The player with the third greatest strength gains 1 victory point.
    • In case of a tie, all tied players gain the higher value and the lower one is not awarded.

    Example: Amy and Bernadette each have 2 fists; Penny has no fists. Consequently, Amy and Bernadette each get 4 victory points and the second place is not awarded. If Penny had at least one fist, she would have gained 1 victory point for third place.

  2. Main Objective: As shown on the chapter card, you get victory points for having certain goods. There are two options of which you must choose only one. Discard good markers of one or more of the depicted types with a total coin value of at least the required amount and return them to the general supply.

  3. Remaining goods: Total the coin value of your remaining goods and gain 1 victory point for every 5 coins you have left.

  4. Secret objective: Score your secret objective. Gain 2 victory points for each town with the appropriate objective symbol in which you have a house.

  5. Building cards: Finally, score the buildings you built. (Leftover bonus tiles, character cards, and cards in hand are worthless.)

The player with the most points wins. In case of a tie, the tied player who sits furthest away from the final starting player wins. (Notice that the starting player changes even at the end of round 7!)

The winner shall celebrate their victory by taking the winner's cup and putting it away with the rest of their playing pieces for the next chapter. The winner of the previous chapter is last in turn order at the start of the next chapter. (Consequently, in the next chapter, that player will pick a character card first.)

If you like, let the winner name an unnamed town on the current game board (e.g., with a sharpie). They have made a lasting impression in that town.

Preparing the Next Chapter

After completing a chapter, read the "Epilogue" section of the current chapter in the Chronicle; it tells you what happens next.

Reset the entire game state and set up the next chapter with respect to any changes required by it, as described in the Chronicle and the "Setup Overview" table below. (Apart from the winner's cup, you take nothing with you into the next chapter.)

Shuffle any new buildings that have been introduced by events into the draw pile. Newly introduced character cards remain in the pool of available characters.

Appendix

Bonus Tile Index

Each bonus tile can be used once per game, on your turn, then removed from play. There are 15 different bonus tile types:

  • (3x) Only once, when taking the "Growth" action, you can pay (up to) 4 coins less. (The cost cannot drop below 0 coins.)
  • (3x) Only once, when building a building, you can pay (up to) 4 coins less. (The cost cannot drop below 0 coins.)
  • (3x) Only once, when producing goods, this will compensate one missing assistant. (Applies to exactly one production building.)
  • (3x) Only once, place 1 good marker from the general supply on a building of your choice, capable of producing goods.
  • (3x) Only once, draw a number of cards equal to the number of yellow assistants in the labor market.
  • (3x) Only once, place a number of good markers from the general supply on your Coal Mine equal to the number of green assistants in the labor market. Additionally, immediately gain 1 victory point.
  • (3x) Only once, discard 2 cards from hand showing wood and place 6 good markers from the general supply on your Coal Mine.
  • (3x) Only once, discard any 2 cards from hand and immediately gain a number of victory points equal to the number of yellow assistants in the labor market.
  • (2x) Only once, discard 4 ore and immediately gain a number of victory points equal to the number of green assistants in the labor market plus 2 additional victory points.
  • (2x) Only once, discard 3 coal and immediately gain a number of victory points equal to the number of red assistants in the labor market plus 1 additional victory point.
  • (3x) Only once, discard 2 yarn and immediately gain a number of victory points equal to the number of red assistants in the labor market plus 1 additional victory point.
  • (3x) Only once, discard 2 cards from hand showing cotton and immediately gain a number of victory points equal to the number of red assistants in the labor market plus 1 victory point.
  • (2x) Only once, discard 3 planks and immediately gain a number of victory points equal to the number of blue assistants in the labor market plus 2 additional victory points.
  • (2x) Only once, discard 3 clay and immediately gain a number of victory points equal to the number of blue assistants in the labor market plus 2 additional victory points.
  • (2x) Only once, discard 3 cattle and immediately gain a number of victory points equal to the number of blue assistants in the labor market plus 2 additional victory points.

Reminder: Assistants from Post Offices, Deck-Hands, and character cards count towards the labor market.

Character Card Index

  • P01 Nate Welton — In turn order, each player draws 3 cards into their hand. Your opponents must each discard 2 of those cards. (You may keep all of them.) Afterward, remove Nate from play.
  • P02 Rabbit — Draw 2 figures from the bag and place them on Rabbit. Until the end of this round, these figures count towards the labor market for you only. Afterward, return them to the bag and remove Rabbit from play. Hooded Ones (in ch. V and VII) do nothing for you. You can, however, imprison them (in ch. VII).
  • P03 Enoch Brubak — Place 2 good markers from the general supply on your Coal Mine. Afterward, remove Enoch from play.
  • P04 Onyx — Look into the bag and draw an assistant of your choice, placing it on Onyx. Until the end of this round, the assistant counts towards the labor market for you only. Afterward, return it to the bag and remove Onyx from play.
  • P05 Gunda (from ch. IVa/b on) — When building a building, you can pay (up to) 3 coins less. (The building cost cannot drop below 0 coins.) Afterward, remove Gunda from play.
  • P06 Aaron Reitzke (from ch. VII on) — Take a Vineyard from the common display into your hand. If there is none, reveal one card from the draw pile after the other until you find one. (If you do not find one, you get nothing.) Discard the other cards and remove Aaron from play. You can build this Vineyard immediately (by paying its cost!).

Special Building Index

  • Barracks (3x; ch. II-VIII) — Your military strength increases by 1 fist permanently. In each phase VI, each player with fewer total fists than you loses 1 victory point. If a player passes a card bonus while losing points, they do not lose any cards (nor do they get any). When they pass that card bonus while gaining points, they once again get 2 cards. Solo game: Lacking opponents, no one loses points.
  • Prison (3x; ch. VII) — Your military strength increases by 1 fist permanently. In each phase VI, you can take a figure from the labor market: Assistant: Place it on the Prison. At any time, you can add it to the labor market for all players. Hooded One: Remove it from play and immediately gain 1 victory point. Draw a random assistant from the bag (redraw Hooded Ones) and place it on the Prison. At any time, you can add it to the labor market for all players.
  • Coal Storage (3x; ch. I-VIII) — In each phase VI, you get 2 coal from the Coal Storage. In other words, place 2 good markers from the general supply on your Coal Mine.
  • Small Watchtower (6x; I-VII) — After you build the Small Watchtower, immediately and only once draw 2 cards into your hand. Your military strength increases by 1 fist permanently.
  • Coal Trade (3x; I-VIII) — In each phase VI, you can discard 3 coal to immediately gain 2 victory points.
  • Vineyard (4x; IIIa/b-VIII) — In each phase VI, the Vineyard produces 1 grape. In other words, place 1 good marker from the general supply on the Vineyard. Each grape is worth a number of coins equal to the number of assistants in the labor market of the depicted color. (Its coin value can be 0 coins temporarily. Additional assistants from Post Offices, Deck-Hands, and character cards also count towards the labor market.)
  • Corn Farm (4x; I-VIII) — In each phase VI, the Corn Farm produces 1 corn. In other words, place 1 good marker from the general supply on the Corn Farm. Each corn is worth 2 coins.
  • Fortress (4x; ch. I-VIII) — Your military strength increases by 2 fists permanently.
  • Post Office (12x; ch. I-VII) — Each Post Office adds the depicted assistant to the labor market permanently and for you only. (There are three Post Offices for each assistant color.)
  • Writing Room (3x; ch. I-VIII) — In each phase VI, draw 1 card into your hand.

Sailor Card Index (ch. VIII)

  • Captain (4x; starting card) — During setup, place the Captain at the designated production area of your player board. You can activate it like a production building to move your ship 1-3 spaces.
  • Deck-Hand (4x) — After you hire the Deck-Hand, you can immediately and only once move your ship 1 space. Otherwise the Deck-Hand functions exactly like a Post Office (see above).
  • Ship's Cook (3x) — After you hire the Ship's Cook, you can immediately and only once move your ship 1 space. Place the Ship's Cook at the designated production area of your player board. You can activate it like a production building to cook (produce) 1 fish soup. You can hire at most one Ship's Cook.
  • Navigator (3x) — After you hire the Navigator, you can immediately and only once move your ship up to 2 spaces. In each phase VI, you can discard 1 fish to immediately gain 1 victory point. (You need a Fishing Lodge to produce fish. Smoked fish does not work.)
  • Watch Officer (3x) — After you hire the Watch Officer, you can immediately and only once move your ship 1 space. Your military strength increases by 1 fist permanently.

Setup Overview

Set up the game as described in "Setup" above and apply the following changes, if necessary.

  • Chapter: Make sure you use the correct chapter card.
  • Game board: Use the indicated game board.
  • Starting town: Place your starting house in the indicated town.
  • Events: Set up the face-down event card deck with the indicated cards, placing the card for round 7 at the bottom, the shuffled cards for rounds 4-6 on top, and finally the shuffled cards for rounds 1-3 on top of that. (In the solo game, instead use the cards in parentheses.)
  • Buildings in the pile: Aside from the building cards without number, shuffle the indicated cards into the draw pile. (These are the buildings that have been introduced in the previous chapters.)
  • Buildings in the display: If applicable, place the indicated buildings face up in the display.
  • Character cards: This is the pool of available character cards.
  • Additional components: If applicable, keep these ready at hand. Check the Chronicle for details.
ChapterIIIIIIaIIIbIVaIVbVVIVIIVIII
Game boardAABCBCDDEF
Starting townLongsdaleLongsdaleLongsdaleLongsdaleLongsdaleLongsdaleCreekside or Thickthorn*Canyon BrookLarkhillCanyon Brook
Events in Rounds 1-3100, 101, 102101, 103, 104100, 105, 106100, 105, 106100, 101, 107100, 101, 107100, 101, 108100, 101, 109100, 101, 110100, 101, 111
Events in Rounds 4-610 (11), 10 (11), 10 (11)10 (11), 10 (11), 1210 (11), 10 (11), 1310 (11), 10 (11), 1310 (11), 10 (11), 10 (11)10 (11), 10 (11), 10 (11)10 (11), 10 (11), 10 (11)10 (11), 10 (11), 10 (11)10 (11), 10 (11), 1410 (11), 10 (11), 15
Event in Round 71 (2)1 (2)1 (2)1 (2)1 (2)1 (2)1 (2)1 (2)1 (2)1 (2)
Buildings in the pile—200200 to 202200 to 202200 to 204200 to 204200 to 205200 to 205200 to 206200 to 206**
Buildings in the display——Sawmill (# players)Sawmill (two)—————208
Character cards—P01 to P04P01 to P04P01 to P04P01 to P05P01 to P05P01 to P05P01 to P05P01 to P06P01 to P06
Additional components——Bridge tiles—Bridge tiles—Hooded Ones—Ships, Hooded OnesShips (2 ships), Sailor cards***

* Depending on whether you played chapter IVa or IVb, you start in Creekside and Thickthorn, respectively. Outside of the campaign, agree on one of these towns to start in. (All players start in the same town.)

** Before setting up the draw pile, remove all Small Watchtowers, Post Offices, and Prisons from play.

*** Turn your player boards to the reverse side and place a Captain and Coal Mine in the appropriate production areas.

Overview of Production Chains

The rulebook closes with a diagram summarizing every production chain in the game (which good is produced from which, across all buildings) — a visual reference rather than additional rules text.