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Fallen City of Karez

Fallen City of Karez Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Goal
  • Game Concepts
    • Village, Town and City
    • Good vs. Evil
    • Adventures and Dungeons
    • Equipment (Items and Instants)
    • Trading and Financing
  • Game Setup
  • Turn Sequence
  • 1. Actions Phase
    • 1.1 Acquiring a Building
    • 1.2 Sending to Work
    • Special Buildings
    • 1.3 Buying Equipment
    • 1.4 Sending Heroes to Explore
    • 1.5 Open/Close Private Dungeons
  • 2. Activating Phase
  • 3. Adventure Phase
    • Exploring an Adventure
    • Encounter with a Monster
    • Encounter with a Trap
    • Attacking a Private Dungeon
  • 4. State of Karez Phase
    • Threat Monitor
    • State of Karez Monitor
  • 5. Turn End and Replenishing
  • Game End
  • 2-Player Game
  • Solitaire Game
  • FAQ

Components

  • Game board
  • 5 x Guilds of Karez cards
  • 12 x Hero cards
  • 52 x Monster cards
  • 53 x Equipment cards (Item & Instant)
  • 9 x Visitor cards
  • 14 x Adventure cards (Village - Town - City)
  • 26 x Dice: 11 x red, 5 x blue, 4 x green, 1 x black, 5 x gold
  • 24 x Wooden People tokens: 17 x Citizens, 7 x Adventurers
  • 48 x Wooden Cubes: 15 x Threat (red), 16 x Valor (blue), 20 x Gold (orange), 7 x Wound (black)
  • 5 x Gold Brick tokens (1 gold brick = 5 gold)
  • 10 x Crystal tokens
  • 11 x Lava Lamp tokens: 7 x Green Town tokens, 4 x Gold City tokens
  • 35 x Guild tokens: 7 x Arcane, 7 x Builder, 7 x Heroic, 7 x Public, 7 x Trade
  • 11 x Level up tokens: 5 x Attack, 6 x HitPoints
  • 3 x Monitoring Markers

Note: the printed cube total is 48, but the listed Threat, Valor, Gold and Wound cubes add up to 58. The breakdown is transcribed as printed.

Game Goal

As a group of Lords you will try to raise the city from its ruins, from a small village gradually up to the glorious city it once was.

Each player has his own goals, driven by their Guild's desires, reflected by the different conditions for achieving Victory Points.

However, if the city does not rise by the end of the 8th turn, the King will spare your life, but the City will forever fall and everyone loses. In addition to each Guild's personal goals, there are some general feats that can earn VPs: acquiring buildings, opening Private Dungeons, winning Adventures, gaining Crystals and Valor cubes, etc.

Game Concepts

Village, Town and City

The foundation for the new Karez is merely a Village sized settlement. The Village can evolve into a Town, and later into a City as more and more Citizens migrate to it.

Each level has its own buildings to be acquired and operated, as well as new Threats and Adventures.

Good vs. Evil

The heroic side of the story is represented by the blue colored Hero cards and blue Valor cubes.

Each Hero possesses a few beneficial characteristics:

Hero Card: 1. Hero's Class, 2. No. of Attack Dice, 3. Fixed Attack Bonus, 4. Defensive Die, 5. Hit Points, 6. Equipment Limit, 7. Special Ability.

A Hero can be promoted by enhancing one of two crucial attributes: an additional Hit Point (available at the Barracks) or an extra Attack die (available at the Library). This action is called "Level up".

The evil side of the story is represented by the red colored Encounter cards and red Threat cubes.

Each Encounter card also has several characteristics:

Monster Card: 1. Monster's Class, 2. No. of Attack Dice, 3. Fixed Attack Bonus, 4. Hit Points, 5. Monster's Type, 6. Special Ability.

There are 5 types of Encounter decks: Undead, Humanoids, Beasts, Traps and Ancient Monsters.

Monsters may also serve a productive role for some Guild house masters.

As always, you will need a balance of villains and Heroes in order to promote your goals and your city.

Adventures and Dungeons

At any moment there are Adventures nearby waiting to be explored. Each Adventure generates a certain amount of threat on Karez, but a lucrative treasure awaits the brave house that sends its Heroes to fight against the lurking Monsters.

Each successful Adventure also awards a certain amount of Valor cubes (as indicated on the Adventure card).

Adventure Card: 1. Adventure's Title, 2. Threat cubes generated by Adventure, 3. Monsters Encounter Order, 4. Valor cubes reward and max Heroes cap, 5. No. of Treasure Dice.

Any Guild house can erect its own Private Dungeon. A Private Dungeon can be sought out just like any Adventure.

In addition, it may attract conceited Adventurers to find their doom between its walls, leaving behind their belongings and raising the threat level.

Equipment (Items and Instants)

The Heroes will need all the help they can get to successfully fight off Monsters (both in Adventures and Private Dungeons). You can aid them by acquiring some magical Items (equipment), either in the form of potions and scrolls (Instants) which have an instant, immediate effect in combat, or powerful weapons (Items) which will last them the entire quest for glory.

Item Card: 1. Item's Name, 2. Cost, 3. General Bonus, 4. Equipment type, 5. Specific Bonus.

Instant Card: 1. Instant's Name, 2. Cost, 3. General Bonus, 4. Equipment type, 5. Specific Bonus.

Trading and Financing

Players can trade each other with any tradable asset they possess (Gold, Crystals, Valor, Heroes, Encounters, equipment and even buildings).

Threat cubes, Citizens and Adventurers are not possessed by anyone, so you cannot trade with them.

Game Setup

  1. Shuffle all Encounter decks (Traps, Humanoids, Undead, Beasts and Ancient Monsters), the Items and Instants decks, the Visitors deck and the Heroes deck (each one separately) and place them face down beside the main game board.
  2. Deal (or pick) each player a Guild house card.
  3. Each player takes the corresponding tokens, gold and correct number of Heroes and Encounter cards (from the eligible decks: Undead, Humanoid or Beasts), as stated on his Guild house card.
  4. Each player places one of his Guild tokens on the turn order section on the main board, according to the initial turn order (as indicated on the Guild cards).
  5. Shuffle the 3 Adventure decks (one for each Karez state: Village, Town and City) and place them on the corresponding places on the main board, face down. Then transfer the top card from the Town deck to the bottom of the Village deck.
  6. Form a "bank" beside the game board consisting of all resources.
  7. Place one of the Monitoring markers on the 1st turn spot on the Turn Counter and the other Monitoring markers on the Village state mark and on the '0' spot in the Threat monitor.
  8. Place the starting workforce of Karez (4/5/6 Citizens and 1/2/3 Adventurers for a 3/4/5 player game) on the City Center section.
  9. Draw and place the first Visitor card on the corresponding spot.
  10. Finally, draw the first Village Adventure and place it face up on the first Adventure spot.

Hero cards must be placed face-up near the player's area. All other cards may be held face-down.

(The setup illustration in the rulebook shows a 4 player game.)

Turn Sequence

Each turn goes according to the following turn sequence:

  1. Actions phase
  2. Activating phase
  3. Adventures phase
  4. State of Karez phase
  5. Turn end and Replenishing

Each phase is conducted by all players before moving to the next phase.

1. Actions Phase

This phase encompasses all activities that can occur inside the walls of Karez. Each player, according to the turn order, can take an action or pass. The phase continues until all players have passed their turn or there are no actions left to perform.

Each player can choose from the following actions:

1.1 Acquiring a Building

An operational building is a building that has a Lava Lamp token on it. If there are available buildings to acquire (an operational building with no Guild token on it) you may choose to buy one of them, pay the cost indicated on the building and place your Guild token on it.

1.2 Sending to Work

A player can attract workers for his cause from the Karez City Center. You can choose between taking 2 Citizens or 1 Adventurer and place them on any vacant action on any operational building.

Note: At this phase the workers are only placed on their jobs, the actual operation will only occur in the next phase.

Some buildings have a unique action that only the owner of the building can perform (marked on the building tile as a symbol) and a general action that any player may perform (marked on the building tile as a symbol).

You may perform a general action on any operational building: a neutral building (that is not owned by any player), your own building, or a rival Guild's building.

To mark a general action you wish to perform on a building not owned by yourself, place one of your Guild tokens on it.

If you don't have any tokens left, you cannot perform any more actions on other Guilds' or neutral buildings.

You do not need to place a token to perform the owner or general action on your own buildings.

Special Buildings

Level up buildings. The Barracks and Library buildings can train and improve targeted Heroes.

The Barracks will gain the Hero an extra Hit Point (you may choose from the available Defensive Level up tokens). The Library will improve the Attack Value of the Hero (+1 red Attack die roll). Place the Level up token on the Hero's card.

Cemetery. A unique building that offers a place for buying your dead Heroes. When this building becomes operational (a Town state) all dead Heroes will be placed face-down near their player's area (and not discarded).

In addition, once one of your Heroes has died, you must place one of your Guild tokens on a vacant spot in the cemetery to mark your Guild's burial ground.

The owner can gain gold by sending a worker to maintain the graves. He will gain 1 gold for each Guild token placed on the Cemetery (active burial ground).

Production and selling. The Market Place, Blacksmith and Tower buildings are production buildings to which anyone may send workers to produce equipment (Items or Instants).

After production, the equipment is left for sale and any player can acquire the equipment by paying the owner its cost.

The Trade Guild player decides to take the 2 remaining Citizens from the City Center and put them on his Market Place, to allow him to produce 2 new Instants in the next phase so he may sell them in future phases.

Note: You can cover any equipment that has not been sold with a newly produced Item or Instant. As soon as the top equipment is sold, the bottom one is once again available.

Private Dungeons. If you own an operational Private Dungeon, you may perform its action, just as a regular building. (The action is shown by icons only: an Encounter symbol, which the printed artwork shows as a grey dungeon-card icon, gives 1 Gold and 1 Threat cube.)

Visitors. This is a one-time action that is opened at the beginning of each turn and may be performed by one of the players.

This counts as a general action, and requires putting a Guild token on it.

Black Market. This is a fixed building that is not owned by any Guild, and enables taking loans in case of need.

Note: Your Guild token must remain on the building until you repay the loan.

(The exchange rates are shown by icons only: a Crystal for 2 Gold, and 3 Gold for a multicoloured shield-shaped icon that the text does not name.)

City Watch. This is a fixed building that is not owned by any Guild.

(Its action is shown by icons only.)

Healer's Tent. A player may choose to rest one or more of his Heroes during a turn to allow them to heal from wounds suffered in the Adventure phase.

To do so, place a Guild token on a vacant space in the Healer's Tent and turn 90-degrees sideways the Hero cards that are sent to rest.

These Heroes are considered exhausted and may not be used for exploring during this turn.

More special actions:

  • Resurrection (Temple and Visitor): You may resurrect a dead Hero by turning it back face up.
  • Tax collector (City Council): Take 1 gold from each player.

1.3 Buying Equipment

A player may buy an Item or Instant from one of the buildings that market them: the Blacksmith, the Market Place and the Tower.

The player must pay the amount of gold indicated on the card to the owner (to the bank if it's a neutral building) and then take the card.

Note: The owner of these buildings can also buy the Items and Instants his building has produced by placing the required number of gold cubes on the chosen card. Only at the end of the activation phase he may take back his gold (as he is the owner!) and the newly acquired card.

1.4 Sending Heroes to Explore

A player may send his Heroes to explore an Adventure or try to destroy a rival's Private Dungeon by placing his Guild token on the Adventure card or Private Dungeon. If more than one player places their tokens on an Adventure/Dungeon, the player who placed it first will explore first, and only if he is not successful the second player will get a chance to explore it.

Note: An Adventure cannot attract more Heroes than the number of awarded Valor cubes.

The outcome of the explorations will be concluded in the "Adventure phase".

1.5 Open/Close Private Dungeons

A player may open his meticulously designed Private Dungeons to external explorations by placing his Guild token on a vacant space on the Karez main board.

You may also choose to close your Private Dungeon in order to accumulate more Monsters. When closing a Private Dungeon any Threat cubes it gained will be removed from the board.

Note: You may not open and close the same Private Dungeon on the same turn.

2. Activating Phase

Each player, in turn order, can activate one of his building actions (any owner or general action).

After activation, the Citizens/Adventurers are returned to the City Center, unless they were killed or transformed into something else, in which case they are not returned to the workforce but discarded back to the "bank".

(Illustration caption: The Arcane Guild player, who decided (in the Actions phase) to use the Cemetery action to "create" a new Undead Monster for his dreadful Private Dungeon, now takes back his token, draws an Undead Monster card to his hand and "kills" the poor Citizen (by placing him back in the reserve pile). The paid gold cube goes to the owner of the Cemetery.)

During this phase, anyone who wishes may use their turn to buy new Items or Instants, in this last chance to get equipped towards Adventure.

After all activations are performed, this phase is over.

3. Adventure Phase

In this phase, all explorations of Adventures and Private Dungeons are resolved, starting from the left Adventure and proceeding to the right.

Exploring an Adventure

The exploring player must setup his party by placing the Heroes he is sending to the Adventure, along with their attached equipment (Items and Instants), in front of everyone. Each piece of equipment must be attached to a certain Hero. Once placed, the party cannot be changed.

Pic. 1: The Heroic Guild player uses his turn to explore the Labyrinth Adventure (which he marked in the Actions phase). He assembles an exploration party with the maximum number of Heroes this Adventure can attract (3). He sends his Knight, Wizard and Rogue. All Heroes are equipped with the best matching Instants and/or Items.

After the exploring party is assembled, it's time to reveal the first threat that they will Encounter: draw a card from the deck stated as the first Encounter on the Adventure card (from left to right).

Encounter with a Monster

Each time a Monster Encounter card is drawn, the attacking player has 2 options: Flee or Fight.

Flee. A fleeing party must drop an Item or Instant as a penalty for their lack of valor. If a fleeing party has no belongings remaining, then their master will lose one Valor cube instead. The remaining fleeing party returns to their master's hand.

Fight. This is the main mechanic of this phase and has 2 main sub-components:

Rounds of Initiative. Determine the attacking order by dividing the fighting figures into 3 rounds of initiative: first all cards (Monsters or Heroes) who possess the special ability of "Attack First", then all cards who do not have any attacking order specified, and then all cards who possess the special ability of "Attack Last".

Pic. 3: Attack First (first to attack), no attacking order (the rest), Attack Last (last to attack).

If a given card has both abilities (for example by adding a piece of equipment that gives the opposite ability than the original card), they cancel each other out and the card has no attacking order.

The "Attack First/Last" ability cannot be doubled.

Roll your fate. Rolling is performed separately for each of the 3 rounds specified above. In each round, roll all Attack dice (blue and red) and Defensive dice (green) for that group. Then perform any attack bonuses for any card that has one.

Pic. 4: In the first round of Attack the player rolls for his Rogue Hero the red (Attack) die and two green (Defensive) dice, as the card specifies. He rolls the dice shown ([die icons]) and adds his Item's bonus Attack die ([die icon]).

You can activate any special Item or Instant action to alter your roll results.

Item and Instant special actions, as well as fixed attack bonuses, can be used only once in an Encounter.

After using an Item's special ability, turn it 90-degrees sideways to indicate that it is exhausted.

After using an Instant, discard it to the corresponding discard deck.

Pic. 5: The player seeks to kill the Monster before it can attack back in the next rolling round, so he decides to use his Throwing Axe Item to alter the rolled [die icon] to a [die icon] to land a hit!

Defensive dice can "absorb" a matching Attack die instead of receiving a hit, for anyone in the player's party. Place any Defensive dice next to the corresponding Hero card before hits are inflicted.

Note: In case of a match, a rolled Defensive die may be placed on the corresponding Hit Point on the Hero card and kept there for the remainder of the Encounter. Once it absorbs a hit, it must be re-rolled in the next round.

Now inflict hits by placing any matching dice on a corresponding Hit Point on a target card (red dice on Monsters and blue dice on Heroes).

Pic. 6: In this example, the altered red die and the fixed bonus attack of a red die match both of the Troll's Hit Points, thus the Troll is slain by the Rogue before it even has a chance to attack.

Now proceed to the next round of fighting (the next group of cards in the initiative order). Keep on performing the rounds of fighting (in a cyclic manner) until either the Monster is slain or all of the Heroes in the attacking party are dead. A Monster is slain and a Hero dies if no vacant Hit Points are left on its card.

A slain Monster is placed face down on the corresponding discard pile. Dead Heroes are placed on a Hero discard pile, unless the Cemetery building is operational, in which case you must place one of your Guild tokens on the Cemetery building.

You must keep your Hero card face-down next to your hand for future resurrection.

Pic. 7: While exploring an Adventure, the Arcane Guild player's Hero got killed. As the Cemetery building is operational, he must place one of his tokens on the Cemetery and he can keep the Hero card face down next to him (instead of discarding it). If in the future the Hero is resurrected, he may turn his Hero card (along with any Level up tokens) back upwards and retrieve his precious Guild token.

When a Hero dies, all of his attached equipment is lost (discarded). However Level up tokens may be saved along with the Hero card for future resurrection.

Some Instant cards have the ability to cure wounds. You may use the Instant to remove any wound token on any Hero and then immediately discard the Instant card.

You can use a healing Instant card even when your Hero has suffered his last wound, to save him from dying.

After slaying a Monster or surviving a Trap, ready any used Item (by turning back to the upright position), draw the next Encounter card and resolve it in the same manner until all Encounters have been overcome (or all Heroes die).

Pic. 8: The player's party now Encounters the next Humanoid Monster, a Minotaur! The Rogue, who attacks first, manages to hit the Minotaur with his Item's fixed attack bonus. The player decides to save his recently rolled Defensive die to block the Minotaur's fixed Attack ([icon]), which would have caused a hit to the Wizard. He will need to reroll the green Defensive die in any future round of rolling in which the Rogue participates.

Encounter with a Trap

When a Trap is drawn, you must deal with its harsh result, you cannot flee from it.

There are no rolling rounds, simply roll all of the party's Defensive dice and all blue dice stated on the Trap card, add any fixed bonus dice, and inflict hits on the Heroes as in a regular round of fighting.

Note: Some equipment can alter a Trap's rolling results.

Pic. 9: The third Encounter in the Labyrinth exploration is a Trap door! (A) The player rolls 3 Defensive dice (2 from the Rogue Hero and 1 from the Steel Shield Item) and gets [die icons] against the rolled [die icons] and fixed [icon]. The [icon] blocks the [icon]. (B) The player decides to use the Steel Shield ability to re-roll the [blue die icon] (to save the Rogue from dying). (C) He gets another [blue die icon], so he inflicts 2 wounds on the Knight card.

The victorious player will take and place the Adventure card in his playing area. A failed Adventure remains on the board and receives an increase of 1 Threat cube.

A victorious journey ends with the Heroes filling their master's pockets with gold and riches by rolling Treasure dice (as many as indicated on the Adventure card) and retrieving the roll results, as well as awarding their master with Valor cubes (also marked on the Adventure card) for their glorified service to Karez.

Note: At this point you can use the Treasure map Instant to roll an extra Treasure die.

Attacking a Private Dungeon

When attacking a Private Dungeon, the above phases are performed similarly, but with a few minor changes:

First, the owner "composes" his Dungeon by placing his Encounter cards in a deck, face down. When composing the Dungeon, you may not put 2 cards of the same type directly one after the other.

Then the attacker constructs his attacking party (with no limitations) and performs his Encounters by drawing cards from the deck, one by one.

If the attacking party decides to flee, the dropped Item or Instant goes to the Dungeon owner.

The attacker will gain 1 Valor cube and one Treasure die roll for every 2 slain Monsters (not Traps!).

Note: Each slain Monster will be removed to the discard pile. The Traps will remain in their owner's hand even if they were passed successfully.

A successful attack (all Monsters are dead and at least one Hero survived) will cause the Dungeon to shut down and remove any associated Threat cubes from the board. All Encounter cards are discarded (including Traps!) when a Dungeon is shut down.

If an attack is unsuccessful (the party fled or all members perished in the act), then the attacker must pay a compensation to the Dungeon owner in the form of 1 gold for each fallen Hero. In addition, the Dungeon owner gains 1 of the attacking party's possessions (as with a fleeing Hero), and the Dungeon remains open.

4. State of Karez Phase

This phase reflects all deeds of the Guilds of Karez in the current turn.

Threat Monitor

Place a marker on the correct place on the Threat-Valor monitor, reflecting the current balance between the total Threat cubes (on the board) and Valor cubes (possessed by players).

Pic. 10: In this turn, all 5 players together have 5 Valor cubes against 4 Threat cubes in the city. The result is +1 on the Threat monitor.

Then add Citizens/Adventurers from the City Center section according to the indication on the monitor.

In this example, the players should add 1 Adventurer and 2 Citizens as new immigrants to the Karez City Center.

Note: The per-position Citizen and Adventurer counts on the Threat-Valor monitor are printed only as icons on the monitor graphic and are not spelled out in the text. They are not reproduced here; refer to the printed monitor.

State of Karez Monitor

Place a marker on the correct place on the Citizens monitor, reflecting the current number of Citizens in Karez. The location of the marker indicates the new state (Village, Town or City).

The City Center monitor reads: 6 or fewer Citizens = Village (blue); 7-11 Citizens = Town (green); 12 or more Citizens = City (gold).

Pic. 11: After adding the new migrators to Karez, there are 12 Citizens. According to the State of Karez monitor, Karez is finally a City once more.

Note: The state can also decrease. If this happens, any buildings that do not match the current state are not operational and thus you must remove the Lava Lamp tokens from them (yet they remain owned, awaiting more prosperous times).

5. Turn End and Replenishing

After all monitoring and migration acts are performed, the turn comes to an end and you need to prepare for the next turn:

  • Open new Adventures (the number of open Adventures depends on the current state of Karez).
  • If the state has changed, place Lava Lamp tokens on any new buildings that will become operational in the next turn.
  • Remove wound tokens from Hero cards that have been resting (and are now healed) and ready them (turn them back to the upright position).
  • Draw a new Visitor card for the next turn and remove the old one to the discard pile.
  • Declare a new turn order according to the number of Valor cubes each player owns (the Guild house with the most goes first and so on). In case of a tie, the tie breaker is the starting order marked on the Guild card.
  • Move the turn marker to the next spot on the Turn Counter and start a new turn.

Pic. 12: Karez is now a City, so at the turn end, a new Adventure level becomes available to explore and causes the Threat level to increase.

Pic. 13: In pic. 10, the Heroic Guild maintains their 1st position (2 Valor cubes), the Arcane Guild moves to 5th place (no Valor cubes at all!). The Builder Guild, Trade Guild and Public Guild move to places 2nd-3rd-4th (they all have 1 Valor cube).

Game End

The game ends at the end of the 8th turn.

If Karez is not a City by then, all players lose. If it is a City, VPs are awarded according to the following list:

  • 1 VP for every 2 Crystals owned.
  • 1 VP for each building owned (2 VP for the Builder Guild).
  • 1 VP for every 3 Valor cubes owned (every 2 cubes for the Heroic Guild).
  • 1 VP for the master of the best Hero (with the most Level up tokens). In case of a tie, it goes to the player with the most Adventure cards.
  • 1 VP to each open Dungeon owner.

In addition, each player adds up any additional VP according to his Guild's VP condition.

The best Guild master, with the most VP, becomes the new Ruler of Karez.

2-Player Game

In the 2 player game, you can play two scenarios: the Trade Guild vs. the Builder Guild (power struggle) or the Arcane Guild vs. the Heroic Guild (eternal struggle).

The setup for the game is exactly as the 3 player game.

Solitaire Game

In the solitaire game you will take the tough role of the Heroic Guild and strive to raise the city as in a normal game.

You start with the same setup as a 3-player game, and each time Karez advances to the next state (Town and City), draw an extra Adventure and place it on a vacant Private Dungeon spot.

FAQ

Q: Does a player have to put all Monsters he owns in a Private Dungeon or can he choose?

A: He may choose which and how many to use. It is a purely strategic decision.

Q: Can a player close his Dungeon when another has already placed his token as an attack action?

A: No. The conflict must be resolved at the Adventure phase normally.

Q: What happens when you attack an empty Private Dungeon?

A: The Private Dungeon owner will pay 1 gold and 1 Valor cube to the attacking player.

Q: What happens when a Private Dungeon survives an attack? Are wounded Monster and Traps removed from play?

A: The wounded Monster will remain in their owner's hand and the wounds will be removed. All Traps will be returned to their owner to set them up again. If a Dungeon is defeated, all cards will be discarded.

Q: Can I target to attack 2 Adventures/Private Dungeons?

A: Yes you can. You may use surviving Heroes to aid you in the 2nd attack.

Q: Can I split the two Citizens I pick up and place them on 2 different buildings?

A: Yes. However you may only place your Guild token and reserve an action once you have completed the targeted action's requirements. If you put 1 Citizen on an action that requires 2, this Citizen will remain on the spot but you may not mark it as your action and any other player may fulfill the requirement and place their Guild token on it.

Q: What happens when there are not available cards to draw from a targeted deck?

A: Re-shuffle the discard pile and draw the desired card.