Forge
Forge Rulebook
Table of Contents
Table of Contents
Objective
In Forge, you begin the game with a basic blacksmith's shop, full of all the tools you need to Forge simple items. Send forth your assistants and your blacksmith both in and out of the city to acquire the resources you need to develop your Forge and fulfill contracts. By completing different achievements, you will acquire victory points as the game progresses.
End Game and Final Scoring
The game ends when 1 player has accomplished 5 different achievements (see below). When this happens, finish the current round, then proceed to final scoring (page 12). The 7 possible achievements are described in detail later in this rulebook on page 11.
After final scoring, the player with the most Victory Points wins the game!
Components
- Rulebook
- Plastic Component Box Insert
- 16" x 16" Quadfold Gameboard
- 11" x 8.25" Player Forge Dual Layer Boards
- 10" x 9" Achievement Board
- 1.7" x 2.6" Game Cards
- 24x Commons Contract Cards
- 24x Military Contract Cards
- 24x Royal Contract Cards
- 21x Guild Cards
- 24x Development Cards
- 24x Training Cards
- 12x Solo "Ironclad" Cards
- Active Player Anvil Acrylic Standee
- 40x Gold coins (value 1)
- 20x Gold coins (value 5)
- 40x Brown "Wood" Cubes
- 40x Grey "Metal" Cubes
- 20x Purple "Gem" Cubes
- 20x Red "Brick" Cubes
Colored Wood components, 21 per Player (Blue, Yellow, Red and Green), consisting of each of the below:
- 1x Blacksmith Token
- 4x Assistant workers
- 8x Forge Upgrade Cylinders
- 1x Star Skill Token
- 6x Achievement Board Hammers
- 1x Anvil Scoring Token
General Setup
This section describes the setup of the main Game Board, cards, and shared components. See Player Setup for individual Player Board directions.
- Board: Place the main board on the table.
- Form the Resource Supply: Place all Resources beside the main board, including: Wood (brown), Metal (gray), Brick (red), and Gems (purple) cubes, and Gold tokens.
- Sort all Contract Cards by type, based on their color, to form 3 separate Contract decks of 24 cards each. Shuffle each deck separately and place them face down on the main board, on the left side of the matching type. There should be a stack of 24 brown Common Contracts, 24 gray Military Contracts, and 24 purple Royal Contracts.
- Shuffle the 24 Development Cards into a single face-down deck beside the game board. Discard the top card from this deck face up beside the deck to form the Development discard pile.
- Shuffle the 24 Training Cards into a single face-down deck beside the game board. Discard the top card from this deck face up beside the deck to form the Training Cards discard pile.
- Shuffle the 21 Guild Cards into a single face-down deck beside the game board. Discard the top card from this deck face up beside the deck to form the Guild Cards discard pile.
- Place the Achievement Board beside the Game Board.
- Place the Active Player Anvil near the Achievement Board.
Player Setup
Each player takes a set of colored pieces:
- 1 Player Board
- 8 Forge Upgrade markers (each representing a different piece of Equipment that can be upgraded)
- 1 Skill token (star shape)
- 4 Assistant workers
- 1 Blacksmith worker
- 6 Hammer tokens
Each player gets 1 Contract card as follows:
- Each player draws 3 Contract cards, 1 of each type from the top of their respective decks, then
- Each player chooses 1 of these 3 cards to keep, and discards the remaining 2 to their corresponding discard piles on the main board (to the right of their decks).
Each player keeps their Contract card hidden from other players, but you can look at it at any time.
Each player does the following with their components:
- Place your 8 Forge Upgrade markers on their matching spots (found near their matching symbols, at the top and bottom of your Player Board - they should cover the VP icons).
- Place 2 of your Assistants, one on each of the top 2 indicated spaces (found on the left side of the board). Place your remaining 2 Assistants above your Player Board. The 2 Workers above your player board cannot be used until acquired at the start of round 2 and 3, see page 5.
- Place your Blacksmith on the Blacksmith icon on your board (directly below the 2 Assistants).
- Place your Skill star on the "1" space of your Skill track.
- Place 5 of your Hammers below your Player Board. Place your remaining (6th) hammer near the Achievement board. 5 Hammers are used to mark Achievements that you have gained. One of them is used for the Turn-Order track.
- Each player takes 5 Gold, 1 Wood, and 1 Metal from the supply; keep your resources below your player board.
- Place your Anvil token beside the Achievement Board.
Resources are considered unlimited. Should you run out, you will have to use other resources to represent your goods. The cards and tokens can be setup however is convenient for your table. It is best to have resources available to all players.
Gameplay
Choosing Turn Order
In clockwise order, starting with the player with the Active Player Anvil, each player places 1 of their Hammers on an unoccupied space of the Turn Order track.
After each player places their hammer, they take 1 Resource from the supply as shown next to their chosen space.
Players determine their turn order based on how they placed their hammers on the Turn Order track. Will you opt for a better reward such as a gem to go later in turn order? The choice is yours to make.
Round Structure and Turn Order
The player with their Hammer in the 1st position takes the first turn, followed by the 2nd position, then the 3rd, and finally the 4th.
Once each player has taken a single turn, repeat the order from the top of the track. Play continues this way until all players have used all of their Assistants and their Blacksmith, then proceed to End of Round on page 12.
Perform an Action
On your turn, you must place 1 Assistant or Blacksmith at an Action to immediately perform that action.
Different actions have different requirements and restrictions to place there, but there are 2 general rules that you must always follow:
A. Blacksmiths can only be placed on Blacksmith icons; B. Assistants can only be placed on Assistant icons.
If you do not have any Assistants or Blacksmiths left to place, you must pass your turn.
End of Round Summary
After all players pass (all Assistants and Blacksmiths have been placed) the round ends.
The full details are on page 12, but this is here to get a quick idea or for reference! At round end, each player may Forge 1 card. All Assistants and Blacksmiths are returned to their owners, and players determine turn order for the next round by placing their hammers and gaining the Resource when placed; this is done in the current reverse turn order (last player places first). Last player this round cannot choose to be last player again in turn order next round. At the beginning of the 2nd round of play, each player gains a 3rd Assistant. At the beginning of the 3rd round of play, each player gains a 4th Assistant and 1 Skill.
Assistants
You begin the game with 2 Assistants on your Player Board. At the beginning of the 2nd round of play, each player gains a 3rd Assistant. At the beginning of the 3rd round of play, each player gains a 4th Assistant.
You gain 1 Skill when you acquire your 4th Assistant (in other words, every player automatically gains 1 Skill at the beginning of the 3rd round of the game).
If Training Cards are acquired (page 9), they are placed to the left of an Assistant icon. An Assistant adjacent to a Training Card gains the benefits or action options shown on that card. Only the single adjacent Assistant gets the benefit of that card.
Main Board Actions
The top row, outside of the city, has the Forest, Mountains, and Mines, to gain 3 types of Resources: Wood, Metal, and Gem. (You can only get Brick at the Market.)
The 2nd row, inside of the city, has the Market, Plaza, and Guilds, where you can buy and sell Resources, gain cards that reward resources and VP, and reuse your Blacksmith.
The 3rd row, inside of the city, has the Commons, Military, and Royal, where you can gain Contract cards to try and Forge.
The 4th row, considered special locations not part of the city, has Development, Upgrade, and Training, where you can get Development cards, Train your Assistants to have unique skills, and upgrade your Forge.
Gather Resources: Forest, Mountains, and Mines
If you place an Assistant or Smith at any of these actions, you gain Resources, such as Wood, Metal, and Gems!
Assistant Spots: Each Assistant spot shows a number; this tells you how many times you receive the resource of that action. For example if you place an Assistant on a "3 spot" at the Mountains, you get 3 Metal.
Smith Spots: Each Smith spot shows a +1 or 2. When you place your Smith at one of these places, the number of Resources you get is impacted by this number.
- If you place your Smith on the "Smithing 2 Spot" at the Mines, you always gain 2 Gems.
- If you place a Smith on a +1, you gain a number of Resource from that action equal to the highest number still showing (uncovered) on the Assistant spots at this action.
For Example: Red gains 2 Gems, Green gains 1 Metal, and Blue gains 2 Metal. If Blue places their Smith AFTER Green, then Blue would only gain 1 Metal, because the highest uncovered spot will be effectively "0" at the Mountains.
All Assistant Spots Covered? If you place a Smith at a place on a +1 where all Assistant Spots are already covered by Assistants, you assume "0" is the highest spot still showing, and you receive 1 Resource.
Contract Action: Get Contract Cards
What are Contract Cards?
There are 3 types, but they function in a similar way.
- Common Contracts are colored Brown. These Contracts tend to be heavy in Wood costs, and often require Chisels and Tongs.
- Military Contracts are colored Gray. These contracts tend to be heavy in Metal costs, and often require Tongs and Grindstones.
- Royal Contracts are colored Purple. These contracts tend to require Gems, and often require Chisels and Grindstones.
Contract card parts:
- Guild Seal: Once a card is Forged, you are considered to have any Guild Seals showing on it (some cards do not provide a seal). Collect different Seals for end-game VP, see page 9.
- Product Type: Some Development Cards and Training Cards will refer to the Product Type.
- Skill Level: Represents how complex the Contract is to Forge. Your Skill Level must be equal to or greater than this to Forge this card.
- Card Name.
- Skill Level Required to Forge this.
- Required Upgrades that you must have to forge this.
- Blacksmith's Sketch of Goods.
- The Resources you must spend to Forge this.
- Immediate Victory Points when Forged.
- Gold immediately earned when Forged.
These actions work the same, but each relates to their own deck of Contract Cards. For example, when you go to the Commons, you can only take cards from the Commons deck and/or discard pile. Keep your Contract cards in your hand until you Forge them, see the Forge Action below!
Each spot to place an Assistant or Blacksmith can only hold a single Assistant or Blacksmith (each action can have one of each at a time).
If you place an Assistant, draw 1 card from the top of the deck, or the top card of its Discard Pile into your hand. If you have built your Vise Equipment, draw 2 cards instead, but discard 1 of them.
If you place your Blacksmith here, draw 2 cards, and keep both of them in hand. If you have the Vise Equipment, draw 3 cards instead, but discard 1 of them.
When drawing multiple cards, take from the deck or discard pile in any combination. The same player may place on both spots at the same action.
Skill
Skill is important because some Contract Cards require a certain level of Skill to Forge. Getting 5 Skill also allows you to gain an Achievement!
Already have 5 Skill? If your Skill tracker is already at 5, immediately gain 5 victory points each time you gain a Skill (instead of moving the tracker).
Gain Skill by doing the following:
- Upgrade the Forge or Grindstone at the Upgrade action.
- You automatically gain +1 Skill at the beginning of the 3rd round.
- Several Development, Guild, and Training Cards provide +1 Skill.
Market Action
Buy and sell Resources. Only Assistants can be placed here. This action can contain any number of Assistants, from the same or different players.
When you place an Assistant here, you may perform up to 2 Trades. For each Trade, you can buy or sell any number of a single resource type. The value of each Resource is shown on the Game Board (Wood = 2 Gold; Metal = 3 Gold; Brick = 4 Gold; Gem = 5 Gold).
For example: You place an Assistant here, and decide to sell 3 Gems for 15 Gold as your first Trade. For your 2nd Trade, you decide to buy 2 Metal for 6 Gold.
Forge Action
Forge contract cards to gain VP, Gold, and Guild Seals.
Place your Blacksmith on the "Forge" action spot on your player board to immediately Forge a Contract card from your hand. Regardless if you use this action or not by placing your Blacksmith, you always have the opportunity to perform 1 Forge action at the end of each round as noted in the end of round section on page 12.
To Forge, do the following in order:
- Ensure that your Skill Level and Forge Upgrades meet the requirements shown on the card in your hand.
- Pay the required Resources.
- Gain the Gold and VP shown.
- Place the card beside your player board (to the right of the "Forged Contracts" label).
Plaza Action
The Plaza allows you to immediately use your Blacksmith to take an action!
1 Assistant per player limit in effect here! To place an Assistant here you must pay 2 Gold per Assistant at this action - including the one you are placing.
After paying, take your already-placed Blacksmith at any action, and move it to any other action (including the Forge Action on your player board) to immediately perform that action.
The action you move it to must have an unoccupied Blacksmith space to place it as needed during a normal placement. You cannot move the Blacksmith back to its original action.
Training Action
Give your Assistants unique abilities for the rest of the game.
- If you place your Assistant on the left spot, you must draw 2 cards from the top of the Training Deck, choose 1 to keep and play immediately, and place the other on the bottom of the Training Deck.
- If you place your Assistant on the right spot, you must draw the top card of the Training Discard pile and play it immediately.
- If you place on either of the middle spots, choose to perform either the left or right option.
Playing a Training Card. When you gain a Training card, you play it immediately and gain any VP that might be showing on it, then you must assign it to the specific Assistant that was used to perform the Training action; to be more exact, you must place it next to the spot on your Player Board where you took that Assistant from. They only gain that ability starting the next time you place them (it is not retroactive).
If you used your Blacksmith to gain a Training card, assign the Training card to any Assistant spot on your Player Board that does not already have a Training Card. The Assistant may be already placed this round; if they are still on your player board, the Training card will take effect this round when you next place that Assistant.
Each Assistant can only ever have 1 card assigned to them. You cannot discard Training cards to make room for new ones. You cannot place an Assistant that already has a Training card to gain another Training card. If the Training Discard pile is ever emptied, flip the top card of the Deck to form a new Discard pile.
Guild Action
Get a Guild Card for immediate bonuses and a Guild Seal.
When you place your Blacksmith here, either:
A) Take the top card from the Guild discard pile; or
B) Draw 2 Guild Cards from the top of the Guild deck, choose 1 to take, and place the other on the top or bottom of the deck.
Immediately gain the bonus showing at the top of the card you take, then tuck the card under your player board leaving the Guild Seal still visible.
If the Guild Discard pile is ever emptied, flip the top card of the deck to form a new discard pile. Only Blacksmiths can be placed here.
Guild Seals and VP
Guild Seals are not only gained from Guild Cards; but they may also be on Training Cards, Development Cards, and Contract Cards.
There are 7 different Guild Seal colors. For each set of unique colored Guild Seals you collect, gain VP at the end of the game.
Each card can only be used in a single set, but you can have multiple sets. For example, if you have 4 different seals, you gain 8 VP.
| Unique Seals in set | VP |
|---|---|
| 1 | 1 VP |
| 2 | 3 VP |
| 3 | 5 VP |
| 4 | 8 VP |
| 5 | 11 VP |
| 6 | 15 VP |
| 7 | 20 VP |
Upgrade Action
Activate the printed upgrades on your Player Board from enhancing the Equipment in your Forge, gaining VP and new powers!
- If you place your Assistant on the left spot, you must choose any icon on the bottom half of your Player Board, pay the shown resource cost, and move the marker onto its matching icon directly above it.
- If you place your Assistant on the right spot, you must choose any icon in the top half of your Player Board, pay the shown resource cost, and place the marker onto its matching icon directly below it.
- If you place on either of the middle spots, choose to perform either the left or right option.
In all cases, you immediately gain the VP that are revealed when moving the marker, and you gain the benefits of the upgrade text for the remainder of the game.
For example: If you want to upgrade your Anvil, you must pay the shown 2 Metal and 6 Gold, then you slide the Anvil marker down onto the Anvil ability to show it is now active. Now you gain 2 Gold each time you Forge a Contract! When you move the marker, it reveals some VP, and you immediately get them when they are uncovered. As seen with the Forge, you gained 7 VP when the Forge was upgraded.
Player Board Upgrades
- Wagon: Pay 6 Gold and 2 Wood to upgrade. Permanent Ability: Gain 1 additional resource each time you perform the Forest or Mountain action.
- Upgraded Anvil: Pay 6 Gold and 2 Metal to upgrade. Gain 2 additional Gold each time you Forge a Contract Card.
- Upgraded Forge: Pay 8 Gold, 2 Brick, 1 Metal to Upgrade. Immediate one-time effect: Gain 1 Skill. Permanent Ability: Each time you place your Blacksmith on the Forge action of the main board, you may Forge 1 additional Contract Card. You can still only Forge up to once at the end of the round.
- Grindstone: Pay 5 Gold, 1 Wood, and 1 Brick to Upgrade. Immediate one-time effect: Gain 1 Skill. Permanent Ability: You now have this icon as required to Forge some specific Contract Cards.
- Upgraded Chisels: Pay 1 Gold, 1 Metal to Upgrade. Permanent Ability: You now have this icon as required to Forge some specific Contract Cards.
- Upgraded Tongs: Pay 2 Gold, 1 Metal to Upgrade. Permanent Ability: You now have this icon as required to Forge some specific Contract Cards.
- Upgraded Hammers: Pay 3 Gold, 1 Metal, and 1 Wood to Upgrade. Permanent Ability: Reduce the cost of Forging Weapon and Armor Contracts by 1 Metal.
- Vise: Pay 4 Gold and 2 Metal to Upgrade. You may draw 1 extra Contract Card when performing the Tavern, Castle, or Barracks action, but then you must discard 1 of your drawn cards.
Development Action
Get Development cards that provide various rewards immediately, such as Gold, Resources, or even Skill Points!
- If you place your Assistant on the left spot, you must draw 2 cards from the top of the Development Deck, choose 1 to keep and play immediately, then place the other on the bottom of the Development Deck.
- If you place your Assistant on the right spot, you must take the top card of the Development Discard pile and play it immediately.
- If you place on either of the middle spots, choose to perform either the left or right option.
When you get a Development card, immediately gain any rewards it provides (VP, Resources, etc.), then place it face up beside your player board (to the right of the "Development Card" label). If it has an ongoing effect, start applying it now until the end of the game!
You have a limit of 4 Development Cards. Once you have 4, you cannot perform any actions that give you more Development cards.
If the Development Discard pile is ever emptied, flip the top card of the deck to form a new Discard pile.
Achievement Board and Triggering the End of the Game
The Achievement Board tracks the progress of each player's growth and development in the game.
Whenever you meet the criteria of an Achievement, place one of your Hammers in the appropriate column, on the topmost unfilled Hammer slot. Immediately gain VP when you place a hammer according to the row you put it in as shown.
Each row of icons is worth Victory Points. This means that the first player to earn an achievement will earn the most Victory Points for it (5 VP). Each player may only place one Hammer token on each Achievement column.
Once any player has placed their 5th Hammer token onto the Achievement Board, the end of the game is triggered. The current round continues until all players place all of their remaining Assistants and Blacksmiths, then the game is over. Everyone can still Forge 1 card as normal at the end of this round, then proceed to End Game Scoring to determine a winner.
One of your 5 hammers MUST be on the Achievement "Have 3 Forged cards (completed Contracts)." This means that if you could place your 5th Achievement Hammer, but you have not yet Forged 3 Contracts, you cannot place that Hammer (even if you have met the criteria for the other Achievement). The color band of blue reminds you this is a special Achievement that is mandatory.
Achievements
- Have 3 Forged cards (mandatory, see above).
- Collect 4 different Guild Seals (among all cards you have played).
- Upgrade all 4 Upgrades of the bottom half of your board.
- Upgrade all 4 Upgrades of the top half of your board.
- Have 4 played Training cards.
- Have 4 played Development cards.
- Have 5 or more Skill.
End of Round
When all players have placed all of their available Assistants and Blacksmiths, the round ends.
- Forge 1 card: Starting with the first player on the Turn Order track, each player may Forge 1 card (page 8).
- Return all Assistants and Blacksmiths: Put them on their starting positions on their owners' Player Boards.
- Determine Turn Order for the next round: Slide the hammers on the Turn Order track slightly to the side (so the current turn order is still obvious). Starting with the player in last position, and proceeding in reverse turn order, each player places their hammer to choose turn order for the next round. Each player gains 1 Resource as shown at their chosen position. (The player who took their turn first this round should be placing their hammer last.)
The player placing the first Hammer (the player currently last in turn order) cannot choose the 4th turn position again (you cannot be last and gain a Gem 2 rounds in a row).
Also, make sure to do this at the beginning of the 2nd and 3rd rounds (in other words, the end of round 1 and 2): At the beginning of the 2nd round of play, each player gains a 3rd Assistant. At the beginning of the 3rd round of play, each player gains a 4th Assistant and 1 Skill.
End Game Scoring
When the final round is completed, determine the winner by adding up all applicable Victory Points (VPs).
- Gold: Gain 1 VP per 5 Gold you have.
- Gems: Gain 1 VP per Gem you have. Other resources are not worth any VP.
- Card Victory Points: Some cards award VP for having certain types of Contracts Forged at the end of the game; score these now!
- Guild VP: Gain VP for each set of unique colored Guild Seals you collect. Each card can only be used in a single set, but you can have multiple sets. For example, if you have 4 different seals, you gain 8 VP.
| Unique Seals in set | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| VP | 1 | 3 | 5 | 8 | 11 | 15 | 20 |
In this example, a player has a set of 5 unique Guild Seals, a set of 2 unique Guild Seals, and 1 extra Seal. They would earn 11 VP for the first set, 3 VP for the second set, and 1 VP for the last card, for a total of 15 VP for their Guild Seals.
The player with the most VP wins!
Tiebreakers
- In the case of a tie, the player who has Forged the most Contract Cards is the winner.
- If this still results in a tie, the player with the most VPs on their Player Board is the winner.
- If this still results in a tie, the player with the most Guild Cards is the winner.
- If still a tie... you all win!
Solo Game
Want to play the game against a specialized opponent that you control? "Ironclad" is an automated system that allows you to do just that!
Solo Setup
Setup the game for a 2 player game as normal; but in addition:
- Take 6 hammers of an unused color and put them by the Achievement board.
- Put 1 of these hammers on the 1st player spot of the turn order track. This is a reminder that Ironclad always goes first each round.
- Take the 12 "Ironclad Action" cards, shuffle them and place them face down near Ironclad's Forge board.
"Ironclad" does not track Resources or Skill.
Gameplay
You take your turn as normal; on Ironclad's turn, do the following:
- Draw 1 Ironclad Action card; place it face up on the table.
- Activate all actions on the drawn card; resolve the rows in top-down order; each row is resolved in left-to-right order. Every card has a Location and an Income action. If there is no icon present, there is no action of that type for Ironclad's turn.
If Ironclad does not have an Assistant or Blacksmith to place, they pass their turn. Once you pass as well, the round is over: proceed to End of Round.
Start of each Round
- Ironclad plays first each round.
- Move your Turn Sequence Hammer Token to any empty spot and gain the resource as normal.
- As normal, if you received a Gem last round, you cannot choose to be 'last' again and receive a Gem in a consecutive round.
End of Round (Solo)
- You may Forge once as normal (Ironclad does nothing).
- Return all Assistants and Blacksmiths to their owners' boards.
- Shuffle all 12 Ironclad Action cards together, place them face down next to Ironclad's Forge Board.
- Place a Hammer of the unused color onto the bottom of any Achievement on the Achievement Board. You place these Hammers just to keep track of the round. It doesn't matter where you put them. If all 6 Hammers have been placed, you know 6 rounds have been completed. The game is 7 rounds, so the next Round is the final round of the game.
Game End (Solo)
- Solo games always last exactly 7 rounds. You still place hammers as normal for Achievements, but the game does not automatically end when 5 are placed.
- Both you and Ironclad score end-game VP as normal.
- If you score more VP than Ironclad, you win!
Ironclad Card: Place Worker
The 12 box grid represents the Action location on the Game Board where Ironclad attempts to place a worker (either an Assistant or a Blacksmith). For example, if the card shows a silhouette in box "A", that means Ironclad attempts to place a worker at action "A", as labeled in the grid image.
Check these priorities in order. Once Ironclad resolves an option, skip the remaining priorities. Ironclad only places one worker per card.
- Place an Assistant on an available Assistant spot.
- Place a Blacksmith on an available Blacksmith spot.
- Place a Blacksmith on an available Assistant spot.
By this point, if Ironclad has no workers to place, they pass, then you continue taking your turn until you pass as well.
Where to place a worker at the Action
- When Ironclad places a worker in any top row action, prioritize the leftmost (highest-value) spot of available spaces for the piece you are attempting to place.
- When Ironclad places a worker in the center row, you (the player) are blocked from using that Action in the center row for the remainder of the round. It doesn't matter if there is another spot to place your worker there at an action.
- When Ironclad places a worker in the bottom row, always place it on the left Assistant location first if it is open.
Ironclad does not gain any benefit from placing at a location; the purpose is to reduce your possible options (to block you).
Ironclad Card: Achievement
Ironclad places 1 hammer on the topmost open Hammer spot of the pictured Achievement (and immediately gains the VP for the row as normal).
- Ironclad can only place 1 hammer a round. If Ironclad has already placed an Achievement Hammer in this Round of play, ignore this action.
- Ironclad can only have 1 hammer at each Achievement as normal. If they already have one at the shown Achievement, ignore this action.
- Ironclad is allowed to place all 6 of their Hammer Tokens via this action over the course of the game. This is the only way they place hammers. (Multiplayer rules only allow for the placement of 5 Hammers). If they place their 6th, take their hammer off of the turn-order track to use. Just leave your turn order hammer where it is and remember that you cannot be first or choose first for turn order.
Ironclad Card: Income
Give Ironclad this much Gold from the supply. Ironclad uses Gold for other actions and endgame VP (5:1 as normal).
Ironclad Card: Gain a Card
Give Ironclad the card of the shown type from the top of the deck. Ironclad immediately gains any VP showing on cards it acquires. Keep Ironclad's cards in their designated locations beside their player board.
Ironclad has a card limit of 4 for each card type (Training, Development, Guild).
If Ironclad is about to get a 5th card of a type: instead of giving it to them, immediately discard the card they would have gotten and give Ironclad 1 VP.
Ironclad Card: Forge Upgrade
Ironclad attempts to Upgrade the shown Upgrade. Ironclad must pay Gold equal to the value shown beside the icon. If they can make the payment, move their Upgrade marker as normal, and Ironclad immediately gains the revealed VP shown on their player board.
Ironclad gains no other benefits from Upgrading. If they cannot pay, or the shown upgrade is already upgraded, skip this action.
Ironclad Card: Contracts
Draw the top card from the deck of the Contract type shown. Look at the Gold value of the card: if Ironclad has enough Gold to pay for the Contract, they discard that much Gold and place the card in their Forged Contracts section beside their player board. They immediately gain any VP showing on cards they gain.
If Ironclad does not have enough Gold to pay for the Contract, discard it instead.
Card Clarifications
Development Cards
- Coin Press: Reduce all Gold costs by 1 (does not apply to Trading Post location).
- Wood Lathe: Reduce all Wood costs by 1. Your Furniture Contracts are worth 1 additional VP. The additional VP is only gained as you forge new contracts.
- Tunnels: Exhaust this Assistant to draw the top card of any 2 Contract decks or Contract discard piles. This is done in any combination.