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Glen More II: Chronicles – Highland Games

Expansion for Glen More II: Chronicles

Glen More II: Chronicles – Highland Games Rulebook

Table of Contents

Table of Contents

  • Components (Chronicles)
  • New Rules
    • New lake symbol
    • Scoring round symbol
    • Historic site symbol
  • Chronicle 9. Feasts and Whims
    • Brief description of the chronicle
    • Chronicle components
    • Changes to setup
    • New rules
    • New clan shields
  • Chronicle 10. Logs and Stones
    • Brief description of the chronicle
    • Chronicle components
    • Changes to setup
    • New rules
      • Placing clan representative tokens
      • Training clan representatives
      • Central track
      • Receiving rewards
    • Changes in scoring rounds
    • New tokens
      • Tournament tokens
      • Spectator tokens
  • Chronicle 11. Planning and Prosperity
    • Brief description of the chronicle
    • Chronicle components
    • Changes to setup
    • New rules
      • One-time effects with a condition
    • Double historic site tokens
    • New clan shield
    • Scoring
    • Tips for high-mountain builders
    • Historic sites and the clan board
    • Appendix: symbols
  • Chronicle 12. Allenarly (Solo Mode)
    • Brief description of the chronicle
    • Chronicle components
    • Setup
    • Allenarly board
    • Difficulty levels
    • What Allenarly does not do
    • Market changes
    • Action cards
    • Allenarly's turn
    • Market and clan board during her turn
    • Resolving the choice list
    • Choosing a token
  • Chronicles 1–11 with Allenarly
    • Chronicle 1. Dragon Boat Race
    • Chronicle 2. Highlander. Only One Must Remain
    • Chronicle 3. Jamie's Single-Barrel Whisky
    • Chronicle 4. Scotsmen's Hammer
    • Chronicle 5. Ode to the Haggis
    • Chronicle 6. Ambiguous Chapters of Scottish History
    • Chronicle 7. Between the Hammer and the Anvil
    • Chronicle 8. Gruesome Gangs
    • Chronicle 9. Feasts and Whims
    • Chronicle 10. Logs and Stones
    • Chronicle 11. Planning and Prosperity
  • Expansion board and new components for the base-game chronicles
    • Clan board movement diagram
    • Additional components for chronicle 6
    • Additional components for chronicle 8

Components (Chronicles)

The components page lists the new components by chronicle number. The chronicle numbers (IX, X, XI, XII) match chronicles 9 to 12. Components marked VI and VIII are additions to chronicles 6 and 8.

Chronicle IX (9), Feasts and Whims:

  • 12 feast cards
  • 20 stake tokens
  • 12 additional clan markers (3 of each color)
  • Alternative scoring board
  • 4 clan shields

Chronicle X (10), Logs and Stones:

  • Highland Games board
  • Fame token
  • 8 clan representative tokens (4 log throwers and 4 stone putters)
  • 8 double-sided clan representative tokens
  • 20 fame tokens
  • 14 tokens for the Highland Games module: 3 tokens N, 2 tokens A, 2 tokens B, 4 tokens V, 3 tokens G
  • 8 double-sided scoring modifier tokens
  • 2 clan shields

Chronicle XI (11), Historic Sites:

  • 11 blueprint cards
  • 4 landmark cards
  • 1 personality token
  • 3 blueprint tokens
  • 3 double historic site tokens
  • 8 historic site tokens
  • 1 clan shield

Chronicle XII (12), Allenarly:

  • 9 chronicle cards
  • 2 tokens for the clan board
  • 1 starting trade token
  • Allenarly board
  • 4 priority tokens
  • 10 action cards

Shared components (all chronicles on the page):

  • 5 promo tokens "Feeding the Kraken"
  • 5 updated lake tokens
  • 40 wooden clan markers

Added to chronicles 6 and 8 respectively: 4 landmark/event cards under VI, and 3 gang member cards under VIII.

New Rules

New lake symbol

In the base game, the lakes (tokens with "Loch" in the name) have no symbol of their own, which makes them hard to refer to in the rules. So all lake tokens from the base game have been reprinted with the corresponding symbol. Replace the 5 base-game lake tokens with the updated ones. This symbol also appears on some of the new tokens.

Scoring round symbol

The two new chronicles of the Highland Games expansion change the scoring round rules. So a new scoring round symbol has been added. A scoring round begins when one of the players places the last token of the stack on the rondel, thereby revealing the symbol with an arrow pointing to the scoring table. This is what the new symbol shows. Effects with this symbol change the upcoming scoring round.

Historic site symbol

Historic sites are new tokens that you always build on top of other tokens in your holdings. Historic site tokens can be recognized by the purple type symbol and the gold name. They can be of any type, and they have special rules for cost and placement (see chronicle 11).

Although historic site tokens are somewhat similar to rebuild tokens, they are not treated as rebuild tokens, and rebuild tokens are not treated as historic site tokens.

Chronicle 9. Feasts and Whims

For 1–4 players. Games with this chronicle last 10 minutes longer. This is a complex chronicle with simple rules.

Brief description of the chronicle

It is not easy to keep expanding your holdings and building your clan's influence. But in Scotland, you can always raise your standing by throwing a splendid feast. Well-planned celebrations with the finest whisky, meetings with honored guests, lavish weddings and sumptuous spring festivals will help you win popularity and strengthen your influence over the other clans. Cheers!

Chronicle components

  • Alternative scoring board
  • 12 feast cards
  • 20 stake tokens (5 of each color, values 1–5)
  • 12 additional clan markers (3 of each color)
  • 4 clan shields: Cameron, Inns, Macdonell, MacLean

Changes to setup

Place the clan shields in the corresponding spaces of the clan board. The effects of the clan shields replace those shown on the clan board (if any). Place the alternative scoring board next to the rondel.

Shuffle all the feast cards and reveal 5 at random. Place them next to the matching numbers on the alternative scoring board. Put the remaining cards in a stack next to the rondel. Each player receives 5 stake tokens of their color.

New rules

Each player may try to use the 5 revealed feast cards to temporarily improve some of their 4 indicators during a scoring round. To do this, before each scoring round there is a stake phase, in which players secretly place stakes on feasts.

To do this, participants stack up to 3 of their stake tokens in order of feast preference: the token with the highest priority on top, and the one with the lowest priority on the bottom.

Example: Irina wants to use feast 4 first, then 1 and then 5. She stacks her tokens face down: token 4 on top, then token 1, and token 5 at the bottom. She sets aside her other 2 stake tokens, also face down.

You may stake on fewer than 3 feasts. For example, Gennady simply places one token 3 in front of himself. In this case his highest stake is on feast 3, and he places no stakes on the other feasts.

Once all players have placed their stakes, everyone reveals them step by step. In step 1, everyone reveals their top stake tokens, pays the cost shown on the corresponding feast card, and places their clan markers on the chosen feast cards. Several players may choose the same feast in the same step. Then everyone reveals their second stake tokens. Now participants may place clan markers only on feasts that nobody chose in the previous step. Following the same principle, players reveal their third stakes, placing markers only on feasts not chosen by anyone in the first two steps.

Example: Maria stacks her tokens in the order 4, 5, 1, and Irina in the order 4, 1, 5. In step 1, both Irina and Maria place their markers on feast 4, because there are no markers on it yet (this is step 1). Then Irina reveals stake 1 and Maria reveals stake 5. They can both place their clan markers on the chosen feasts, because there are no markers on them yet. In step 3, neither Irina nor Maria can place their clan markers on the chosen feasts, because there are already markers on them from the previous steps.

If you cannot use a feast, you do not pay its cost, and you do not place your clan marker on it. Everyone who has chosen a feast that they can use must do so if they have enough resources. In this phase you may not use the market to pay the cost. If a player cannot pay for a feast, they do not place their clan marker on it.

Clan markers on feast cards serve as a reminder to their owners that, in the upcoming scoring round, the rules for them will be changed in a specific way. Feast cards give bonuses during scoring to all players whose clan markers are on these cards. The same scoring category may be changed by several feast cards.

During the scoring round, use the alternative scoring board.

Example: Andrew invites an honored guest to his home. He spends 1 resource, and in this scoring round he counts 2 more personality tokens than he actually has.

After the scoring round, discard the feasts that have at least 1 clan marker on them, and reveal new feasts from the stack in their place. Feasts without clan markers stay in the game. If the feast stack runs out, shuffle the discard pile to form a new stack and continue revealing feast cards as needed.

All players take back their clan markers and stake tokens until the next stake phase, which comes before the next scoring round.

New clan shields

Cameron. You may use up to 5 stake tokens (instead of 3). So you can use up to 5 feasts, if the other players do not choose them before you.

Inns. Whenever you pay the cost of a feast, you may spend 1 coin instead of 1 resource.

Macdonell and MacLean. When you place your clan marker in this space, spend any resource (you may buy it on the market) and place it on this clan shield. Until the end of the game, you can ignore this type of resource in feast costs. But you cannot ignore the "any resource" cost in this way.

Example: Irina placed a clan marker in the MacLean space, and then spent 1 wood and placed it there. Now she may ignore wood symbols in feast costs. This does not reduce for her the "any resource" cost, which can be paid with any resource. She may use wood to pay the "any resource" cost, but she cannot choose wood to pay such a cost and then ignore it.

Chronicle 10. Logs and Stones

For 1–4 players. Games with this chronicle last 15 minutes longer. This is a chronicle of medium difficulty.

Brief description of the chronicle

In this chronicle you will follow the strongest members of your clan on their path to glory and whisky at the world-famous Highland Games. Head to the Highlands, defeat all rivals, and use the fame of your champions for the good of the clan.

Chronicle components

  • Highland Games board (one side for 2–4 players, the other side for solo play; see chronicle 12)
  • Fame token
  • 8 clan representative tokens (4 log throwers and 4 stone putters)
  • 8 double-sided clan representative tokens
  • 20 fame tokens
  • 14 tokens for the Highland Games module: 3 tokens N, 2 tokens A, 2 tokens B, 4 tokens V, 3 tokens G
  • 8 double-sided scoring modifier tokens
  • 2 clan shields: Rutven, Murray

Changes to setup

Shuffle the new tokens into the matching stacks (marked by letters on the back). With 1–3 participants, shuffle only the token "Borerey and Kayli" into stack N. With 4 players, shuffle all 3 N tokens into stack N.

Place the clan shields in the corresponding spaces of the clan board.

Place on the central track of the Highland Games board the rewards shown on it.

Place the log thrower and stone putter tokens on rating 0, below the lower markings of the corresponding rating tracks on the Highland Games board. The left track is the log thrower rating track, and the right track is the stone putter rating track.

Place the fame token to the left of the Scotsman symbol on the rondel.

Each player receives 2 clan representative tokens.

New rules

Placing clan representative tokens

Each participant has 2 clan representative tokens that can be put into play.

When a player takes their first token with a resource symbol (usually on their first turn), they place 1 of their clan representative tokens on the upper part of that resource token.

The symbol in the upper right corner of a clan representative token must match the type symbol of the token on which you place it. So a log thrower token may be placed only on a material token, and a stone putter token only on an animal token.

Clan representative tokens can never be on or move to tokens that are next to them vertically or horizontally. There must always be at least 1 token between them.

Each time a player places a token with a resource symbol, they may move 1 clan representative token onto this new token. If necessary, flip the clan representative token so that its symbol matches the type symbol of the token on which you place it.

Training clan representatives

When you place a token next to a clan representative token, or rebuild a token that has one, then in addition to the usual activations you may send your clan representative to training. If a material token with a clan representative token is activated, move the log thrower token up 1 space on the log thrower rating track. If an animal token with a clan representative token is activated, move the stone putter token up 1 space on the stone putter rating track.

Central track

When you decide to take a reward from the central track, place 1 of your clan markers on the corresponding space. It stays there until the end of the round, preventing you from taking other rewards from the central track. You may have only 1 clan marker on this track. After taking a reward from the central track, you cannot choose another one in the same round until the Highland Games board is refreshed after the scoring round.

Receiving rewards

When your clan representative token reaches rating 1, 2 or 5 (counting from the bottom), you may apply the effect of this new space once. When the token reaches rating 3 or 4, take the corresponding scoring modifier token. It will give you a bonus in the next scoring round.

You also decide whether to take the reward of the central track space you have just reached. Each time your clan representative token would move above rating 5, instead get 2 VP.

Changes in scoring rounds

At the start of each scoring round, the player whose log thrower is highest on the rating track (or all contenders in a tie) receives a fame token. Then the player whose stone putter is highest on the rating track (or all contenders in a tie) also receives a fame token.

A fifth scoring category is added to the four: each player's number of fame tokens is compared with the smallest number of fame tokens among all players. Points are awarded according to the normal scoring table (if you are playing with chronicle 9 "Feasts and Whims", use the alternative scoring board).

In the scoring round, apply the temporary bonuses of the scoring modifier tokens you may have received by reaching ratings 3 and 4. After scoring, return these tokens to the common supply.

Then all clan representative tokens return to rating 0, clan markers on the central track return to the players' personal supplies, and rewards are placed again on the empty spaces of the central track.

New tokens

Tournament tokens

Such tokens are not added to your holdings. Instead, apply their effect and remove them from the game.

One-time effect: you may either raise the rating of both of your clan representatives by 1, or raise the rating of any one of your clan representatives by 2.

Apply the rating increases and decide whether to take the central track reward (if you have not already taken it), one at a time for each increase.

Spectator tokens

Such personality tokens do not allow you to place a clan marker on the clan board. Instead, they raise the rating of your clan representatives on the Highland Games board. They still count toward VP for personality tokens during scoring.

Fame tokens

The cost of such tokens is paid with fame tokens.

Triumphant return

One-time effect: instead of activating all adjacent tokens, activate all tokens in the row and column of this token.

Important friends

One-time effect: place a clan marker on the clan board without paying the cost of a road. You may place a clan marker in a space already occupied by another player.

You cannot take David Hume's token from another player by placing your clan marker in the Mackay space.

Hero's homeland

One-time effect: you may move 1 of your Scotsmen from any token to your clan castle.

New clan shields

Rutven. Raise the rating of your stone putter by 2. Gain 1 whisky.

Murray. Raise the rating of your log thrower by 2. Place 1 Scotsman on any of your tokens.

Chronicle 11. Planning and Prosperity

For 1–4 players. Games with this chronicle last 15 minutes longer. This is a complex chronicle.

Brief description of the chronicle

With the technological development of the Scottish Northern Highlands, it becomes possible to build complex structures. To strengthen your clan's influence, you will need to build incredible bridges and restore castles from ruins, as well as lay new trade routes, erect fortresses, and improve your villages and lochs with historically important buildings.

When slow and gradual changes are no longer enough, it is time to take radical measures (for example, turning a quiet village into a large distillery). Rebuilding your holdings will require tremendous effort and careful planning, but is that a problem for a clan as advanced as yours?

Chronicle components

  • 11 blueprint cards
  • 8 historic site tokens: 4 tokens A, 3 tokens B, 1 token V
  • 3 double historic site tokens
  • 3 blueprint tokens: 1 token A, 2 tokens B
  • 1 personality token (Michael Scot)
  • 4 landmark cards
  • 1 clan shield (Ogilvie)

Changes to setup

Place the clan shield in the corresponding space of the clan board.

Place the 11 blueprint cards and 3 double historic site tokens face up next to the rondel.

Shuffle the 8 historic site tokens and 3 blueprint tokens into their matching stacks (marked by letters on the back).

New rules

This chronicle uses a new kind of token: historic sites. These tokens are not added to your holdings right away: they require planning and long construction.

When you take such a token from the rondel, the player takes the corresponding blueprint card and places the token on it, rather than in their holdings.

At the end of each of their turns, a player may place 1 of their resources (including one bought on the market) on each of their blueprint cards.

Diagram labels: "Placed resource" (the resource on the blueprint card), "Blueprint card", "Historic site token".

When a player places a second resource on a blueprint card, they must immediately place the corresponding historic site token on top of a token in their holdings (its type must match the type shown on the blueprint card), observing the placement rules. Then the player discards this blueprint card and the 2 resources lying on it.

Important! Some historic site tokens must be built on top of tokens that do not match them in type. Historic site tokens are not treated as rebuild tokens.

A historic site token activates itself and all adjacent tokens. However, remember that you cannot activate any token more than once per turn (you may have activated some of these tokens earlier in the same turn by placing a token from the rondel under the normal rules).

One-time effects with a condition

Most one-time effects of historic site tokens can be applied only if you fulfilled certain conditions when placing them. To apply such effects, there must be tokens of a certain type adjacent to them horizontally or vertically, as shown on the blueprint card. Tokens adjacent diagonally are not counted when fulfilling such conditions. Each one-time effect may be applied only once. For example, if 3 adjacent tokens fulfill the condition of a blueprint card, you still apply the effect only once.

Example: in this case you get 3 VP by placing the token next to a village token, provided there is no trade token next to it at the same time. (Example shown with the Glenfinnan Viaduct.)

Double historic site tokens

Each double historic site token corresponds to a blueprint token, shuffled into one of the stacks. Blueprint tokens are needed because a double token cannot be shuffled into a stack of tokens (it would stick out). When you take a blueprint token from the rondel, also take the card of that blueprint and place the corresponding double token on it. Then remove the taken blueprint token from the game.

Once you pay the cost of a double historic site token (at least 2 turns), you must immediately place it in your holdings. Both the double tokens and their blueprint cards are double-sided: their front and back sides differ. You may choose either side, but you must fulfil the conditions of both halves of the chosen side of the token.

Example: To build the Caledonian Canal, you must place it on top of the castle on the river and the village on the river to the right of the castle. Or you may place it on top of two villages on the river.

The home token cannot be fully covered by the Caledonian Canal token, because the castle is to the right of the village on it. But if you place a village to the right of the home token, you can place the Caledonian Canal token on top of the clan castle and this village.

When placed, double historic site tokens activate all adjacent tokens (up to 10) and themselves. As soon as you place them in your holdings, they count as 2 separate tokens, just like your home token with the starting village and the clan castle.

New clan shield

Ogilvie. Immediately gain victory points for historic site tokens in your holdings (a double token in this case counts as 1 historic site token), including those that were rebuilt: 5 VP if you have at least 3 historic site tokens, or 8 VP if you have at least 4 historic site tokens.

Scoring

At the end of the game, lose 3 VP for each historic site token you took but did not build. Unbuilt historic sites do not count toward the size of your holdings.

Tips for high-mountain builders

Placing a double token on top of 2 tokens that were rebuilt different numbers of times can be tricky. In that case, use the blueprint tokens removed from the game to make up the difference in height.

Some historic site tokens can be built on top of your clan castle. When scoring Scotsmen in your clan castle, a token built on top of it still counts as the clan castle.

Historic sites and the clan board

How does the Munro clan interact with historic site tokens?

With the Munro clan's effect, you may take a historic site token from the discard pile. In that case, take the corresponding blueprint card and place the historic site token on it. Then place 1 resource of your choice from the common supply on it. At the end of this or any later turn, you may spend a second resource to build the historic site token (if there are suitable tokens in your holdings). Check the conditions of the one-time effect as usual.

How do the MacMillan clan and other effects that remove tokens interact with double historic site tokens?

A double historic site token cannot be removed with the effect of the MacMillan clan or similar effects, unless you are allowed to remove 2 tokens at the same time (for example, the Loch Morar token). In that case, you may choose and remove from the game both halves of 1 double historic site token.

Appendix: symbols

Caledonian Canal. When either half of this double token is activated, it gives 1 VP and 1 movement point. You get the VP even if you do not spend a movement point.

New Fort George. During scoring rounds, the Scotsmen on both halves of this double token count as Scotsmen in your clan castle.

Melrose Abbey. If Melrose Abbey is placed next to a loch token, you receive Michael Scot's token. It acts as a normal personality token taken from the rondel (it allows you to place a clan marker on the clan board and counts as 1 personality token in scoring rounds).

Stirling Castle. Each time you activate Stirling Castle, you may spend 2 coins to receive 2 resources of your choice from the common supply and place them on this token. You cannot spend only 1 coin to get 1 resource. Remember that a token may hold no more than 3 resources. Use or sell any excess resources before activating this token.

Chronicle 12. Allenarly (Solo Mode)

Chronicle 12 is the solo mode for Glen More II: Chronicles and Highland Games. The printed page for chronicle 11 ends with the remark "This is chronicle 12. What recursion! ;)".

Brief description of the chronicle

This chapter describes the mechanics for adding an artificial player, Her Ladyship Allenarly. She takes the place of the second player, so with her you can play Glen More II: Chronicles alone.

To make your life easier, Allenarly plays by her own simplified rules. All rules not described here remain the same as in a normal game. You play by the rules for several participants.

Designer's note: Allenarly is a representative of the Automa type, artificial opponents built on similar mechanics. The word "automa" comes from the Italian word automaton, because the events of the first game with an Automa, "Viticulture", take place in Italy.

Allenarly allows play with almost all chronicles included in Glen More II: Chronicles and this expansion. You may skip rules in green boxes marked with the solo-mode symbol if you are playing without other chronicles.

Chronicle components

  • Allenarly board
  • 10 action cards
  • 4 priority tokens
  • 1 starting trade token (double-sided)
  • 2 tokens for the clan board (blue and purple)
  • 9 chronicle cards (one each for chronicles 1, 2, 3, 5, 6, 7, 9, 10 and 11)

Note: Allenarly allows play with chronicle 8 and promo chronicle A "What Lies Below", but there are no cards for them.

Allenarly does not allow play with chronicle 4, because it requires at least 3 participants.

Setup

Prepare for a normal two-player game (including the die). Instead of a clan holding, Allenarly has her own board, to make it easier to lay out the components she will use during the game. Roll the die to determine the first player: if it shows 1, Allenarly goes first. Otherwise, you go first.

Allenarly does not receive starting coins.

Allenarly board

The upper part of the board has a row of spaces where Allenarly places the trade tokens that give her victory points. In the upper left corner is the space for stones, which Allenarly receives to exchange later for victory points. The center of the board shows the 4 categories compared in scoring rounds (from left to right: Scotsmen, landmarks, barrels of whisky and personality tokens). The lower part has spaces for the priority tokens.

Choose a difficulty level (see p. 17) and place the corresponding starting trade token in the leftmost space of the upper part of the board.

Place 1 Scotsman in the space of the corresponding scoring category.

Shuffle the 4 priority tokens and place them face up in random order on the spaces provided for them in the lower part of the board.

Shuffle the action cards and place them face down next to Allenarly's board. This is her action deck. Discard the top 2 cards from the deck face down; this is the discard pile.

Place the blue clan-board token in the MacDonell space, and the purple one in the Sinclair space.

Do not use the promo clan tokens from set 2 (2019) when playing with Allenarly.

If you are playing with chronicles that have special chronicle cards, take them and lay them out in ascending order: 1, 2, 3, 5, 6, 7, 9, 10, 11. Additional setup rules for chronicles are described in the corresponding sections.

Difficulty levels

Allenarly's difficulty level determines the starting trade token placed on her board during setup, and the scoring rounds in which she receives victory points for items on her board.

Ablakh (very easy)

  • Starting trade token: Pittenuim
  • Scoring rounds that give VP for items: 1st and 2nd
  • Additional rule: when Allenarly takes a trade token, she does not receive 1 stone
  • Additional rule: when Allenarly takes a personality token, she does not receive 2 VP

Dus (easy)

  • Starting trade token: Pittenuim
  • Scoring rounds that give VP for items: 1st to 3rd
  • Additional rule: when Allenarly takes a trade token, she does not receive 1 stone

Reglar (normal)

  • Starting trade token: Tap O'Not
  • Scoring rounds that give VP for items: 1st to 3rd

Skelp (hard)

  • Starting trade token: Tap O'Not
  • Scoring rounds that give VP for items: 1st to 4th

Bodakh (very hard)

  • Starting trade token: Tap O'Not
  • Scoring rounds that give VP for items: 1st to 4th
  • Additional rule: when Allenarly takes a material or animal token, she receives 3 stones

What Allenarly does not do

  • She never pays the cost of the tokens she takes.
  • She receives only what is described in the rules of this chronicle.
  • She does not build in her clan holdings.

Market changes

Allenarly does not buy or sell on the market. Instead, two new rules apply:

  • Refilling spaces for 1 coin. At the start of Allenarly's turn, place 1 coin from the common supply on each empty market space marked for 1 coin. This way, on your next turn you are sure to be able to sell at least 1 resource of each type.
  • You may buy a resource even if its 3-coin space is full. In that case, you pay 2 coins to the common supply and 1 coin to Allenarly. You may buy any number of resources this way. At the end of the game, Allenarly receives 1 VP for each of her coins.

Action cards

Action cards consist of several parts:

  1. Movement of tokens on the clan board.
  2. Search range: the number of tokens in front of Allenarly's token that she checks for the symbols she needs.
  3. Choice list: a row of preferred symbols for choosing a token.
  4. Chronicle choice list: used only with certain chronicles.

Allenarly's turn

Allenarly's Scotsman on the rondel is used to determine turn order in the same way as a human player's token.

If Allenarly's action deck is empty at the start of her turn, shuffle all action cards to form a new deck, and discard the top 2 cards face down. Then draw the top card of the action deck.

Market and clan board during her turn

Market. Place 1 coin from the common supply on each empty market space marked for 1 coin.

Clan board. For each movement symbol at the top of the action card, move the corresponding token to the next empty space of its clan. The 2 tokens placed on the clan board during setup follow a circular path and determine the clan space in which Allenarly places clan markers when she takes a personality token. The tokens move as follows:

The blue and purple tokens each follow their own path through all spaces of their color, from top to bottom. From the bottom space the token moves again to the top, where it was at the start of the game. These paths ignore the dashed lines on the clan board; the tokens move from one space of their color to the next in a straight line (see "Clan board movement diagram" on p. 34).

While moving, a token jumps over spaces occupied by clan markers. If a token is in the last empty space of its color, it does not move.

Resolving the choice list

Allenarly continues her turn with the following 2 steps, in this order:

  1. She chooses a token using the symbols in the choice list and the rules in "Choosing a token" (see p. 19).
  2. She places the token on its designated place on her board, or next to it, and receives bonuses depending on its type.

Note: each Allenarly turn she chooses exactly 1 token.

Choosing a token

Look at the search range value in the section of the action card being used. This is the number of tokens in front of Allenarly's Scotsman from which she will choose the one she wants. These are called available tokens.

Each row in the choice list on the action card consists of one or more symbols, a set of 4 priority-token silhouettes with an arrow, or a number in a frame. When Allenarly draws an action card, use the rows of the choice list from top to bottom until she takes 1 token.

The symbols on the cards correspond to the 8 type symbols shown in the upper right corners of tokens: castle, village, trade, material, animal, whisky, personality, and lake. When choosing a token, Allenarly ignores the rebuild rules, rivers, and all other requirements not mentioned in this section.

If a row shows a chronicle symbol, check the rules of the chronicles you are playing to determine what the symbol corresponds to. If you play without chronicles, ignore the symbols shown in the figure below (the numbers 1, 2, 3, 4, and the star).

  • A row of one or more symbols. Check them one at a time, from the leftmost. Look at each available token, starting from Allenarly's Scotsman, until you find a token with the needed symbol. Allenarly takes that token, places it, and her turn ends immediately. If no available token has the needed symbol, look at the next symbol in the row.
  • 4 priority-token silhouettes with an arrow. If the current row of the choice list shows priority-token silhouettes, use the symbols on the top of the priority tokens in the same way as a row of one or more symbols (see above).
  • A number in a frame. If Allenarly has not been able to choose a token by all the previous rows, check the number in the frame in the last row and take the 1st, 2nd, or 3rd token nearest to her Scotsman on the rondel, respectively.

Allenarly and the end-of-the-world token

When Allenarly's Scotsman approaches the end-of-the-world token, her search range is shortened to the token located directly before the end-of-the-world token. If she does not choose any of the available tokens, she starts the search from the beginning, but now her search range extends to the first empty space beyond the end-of-the-world token.

Placing tokens

Unlike you, Allenarly does not build clan holdings. She simply places tokens in designated spaces on her board to score VP. If no specific place is given for a token in the rules, place it in a stack next to her board.

Allenarly may receive additional items depending on the symbols on a token. If a token shows one or more of the following symbols, do the following:

  • Scotsman. Take 1 Scotsman from Allenarly's supply and place it in the corresponding area on the board.
  • Landmark. Take the landmark card corresponding to the token and place it in the designated space on the board. Allenarly does not apply the card's effects.
  • Whisky token. Take 2 whisky barrels from the common supply and place them in the designated spaces on the board.
  • Personality token. Place the token in its designated space on the board. Move each of Allenarly's tokens on the clan board that is standing in a space with a clan marker to the next empty space. Then place a clan marker in both spaces that hold tokens. Allenarly does not apply clan effects. Allenarly has only 10 clan markers in total. If every space of one of the token colors has a clan marker, or if Allenarly has placed all 10 markers, remove that token from the clan board. Allenarly receives 2 VP.
  • Material or animal token. Take 2 stones from the supply and place them in the designated place next to the board.
  • Trade token. Allenarly immediately receives the smallest possible number of VP for the exchange on this token. She does not need the resources required for the exchange, and she returns nothing to the common supply. Place this token above her board. Place new trade tokens to the right of the previous ones in a row (so that they lie in the order you took them). Allenarly may have any number of trade tokens. Take 1 stone from the common supply and place it in the designated place next to the board.

Example: Allenarly takes the Glengorm token and places it above her board, to the right of the trade tokens she has already taken. Then she receives 5 VP (the least valuable exchange on the token) and 1 stone. All examples in this chronicle show Allenarly at normal difficulty.

Victory point exchange

After each scoring round (including the final one), Allenarly exchanges resources for victory points using all of her trade tokens.

Starting with the rightmost trade token, compare the number of resources required for the exchange with the number of stones Allenarly has. The type of resource does not matter; only the quantity counts.

If a token lists several exchange options, check each of them, starting with the one that gives more VP.

If Allenarly has at least as many stones as the resources required, she discards 1 stone (only 1, not the number shown on the token) and receives the VP shown. Repeat these steps until you have checked all of her trade tokens.

Example: Allenarly has 4 stones. She checks her trade tokens, starting from the rightmost. The Highland Market requires 3 resources for the exchange, so she discards 1 stone and receives 7 VP. She then checks the Glengorm token: its larger exchange option requires 3 resources, so she discards 1 more stone and receives 8 more VP. Allenarly has 2 stones left, so she discards 1 more stone and receives 5 VP for Glengorm's second exchange option. The Tominntoul fair requires 3 resources, and Allenarly has only 1 stone left, so she receives nothing for this token. Finally, she discards her last stone to receive 2 VP for Tap O'Not. In total she received 22 VP.

Allenarly receives VP for items on her board

Allenarly receives 1 VP for each Scotsman, landmark card, whisky barrel, and personality token on her board.

Note: at some difficulty levels, Allenarly receives VP only in certain scoring rounds (see "Difficulty levels", p. 17).

Scoring round

Priority order. Score the points by the normal rules, but in the order shown by the priority tokens (from left to right). In the first 3 scoring rounds, the priority tokens change their order depending on how many VP you or Allenarly scored in each category. After scoring each category:

  • If you or Allenarly scored 3, 5 or 8 VP, move that category's priority token to the left of the others.
  • If you or Allenarly scored 1 or 2 VP, the token stays in place.
  • If neither of you scored any VP, move that token to the right of the others.

After scoring each of the 4 categories once, place the priority tokens on their designated spaces in the new order.

End of the game

As with a human player, Allenarly can lose VP because of the size of her holdings. Determine the size of Allenarly's clan holdings:

  • Count all tokens she has received in any way during the game, including trade tokens, but not personality tokens.
  • Rebuild tokens count as ordinary tokens; they do not reduce the size of her holdings.

Final steps. Allenarly receives VP for the stones remaining at the end of the game at the rate shown on the Tap O'Not token (2 VP per stone) or the Pittenuim token (1 VP per 2 stones, rounded down), depending on the difficulty level.

Allenarly receives 1 VP for each coin in her personal supply.

In case of a tie, you win.

General chronicle rules

Some action cards show special symbols that are used with chronicles and activate the effects described in the chronicle rules: the numbers 1, 2, 3, 4, and a star-shaped symbol.

Chronicle rules may also refer to symbols linked to the symbols on action cards. For example, a chronicle rule with the symbol "≤4" is activated when the current action card shows a symbol with the number 4 or less.

Symbols with numbers are always in the upper part of the choice list on the action card.

The star symbol may also appear among the ordinary symbols in the choice list. If, while searching for a token, Allenarly reaches this symbol, check whether the card of the chronicle you are playing has a rule linked to it.

If Allenarly chooses a token by a chronicle rule, she takes it and stops the search. If she cannot choose a token by the chronicle rules, she continues the search by the ordinary rules.

Several chronicles. If you play with several chronicles, use their choice rules in ascending order: 1, 2, 3, 5, 6, 10, 11. Note: chronicles 7, 8, 9 and A are not mentioned here, because they do not use this token-choice algorithm.

Example 1: chronicle 1 has two choice rules, "≤4" with symbol A and "star" with symbol B (see the printed example). Allenarly draws the action card shown, which has the symbol 4. The first rule of chronicle 1 is activated because of the upper symbol on the chronicle 1 card. Allenarly looks for a token with the first symbol, but there is none among the available tokens. She moves to the next symbol on the action card. There is also no token with the second symbol among the available tokens, so Allenarly uses the next symbol on the card (the star) and looks for a token with the matching symbol. She finds the needed token among the available tokens and stops the search. When the token choice is complete, other chronicle rules may activate.

Example 2: chronicles 1 and 5 have the following rules. Allenarly draws the card from Example 1. First she looks for a token with the symbol of chronicle 1's first rule, but there is none among the available tokens. She does not consider the symbol of chronicle 5's rule, because it is activated only by a symbol with the number 1, and the action card shows the number 4. Then she checks whether there is a token with the next symbol, but does not find one either. The next symbol is the star. Allenarly finds a token with the matching symbol among the available tokens, takes it, and stops the search.

Chronicles 1–11 with Allenarly

The following sections give Allenarly's rules for the base-game chronicles, as printed in this expansion's solo-mode section. The base chronicles' own rules for human players are in the Glen More II: Chronicles rulebook and are not repeated here. Pictogram-only values below were read from the page images.

Chronicle 1. Dragon Boat Race

During setup, give Allenarly a home token and arrange the neutral rivers and boat tokens as shown in the diagram (treat Allenarly as sitting to your right, on the same side of the table).

  • Allenarly does not count the race-start token when choosing a token.
  • When she takes a river-type token, place it to the left (clockwise) of her river, unless it is a trade token. Trade tokens go above her board as usual.

During the race, when choosing a token she applies the following rules:

  • She receives 2 VP for each [figure-with-arrow symbol] on the tokens she has taken.
  • Her home token counts toward the size of her holdings.

Moving Allenarly's boat. During the race, Allenarly moves her boat token as follows:

  • At the end of each of her turns, she moves her boat token 2 tokens to the left (clockwise).
  • If the current action card shows a chronicle symbol with a number, she moves the boat 1 more token, and if that number is 1, she moves it 1 more token.
  • Each time her boat reaches the castle, Allenarly discards 1 random reward token from it and receives nothing.

Chronicle 2. Highlander. Only One Must Remain

Allenarly applies the following rules when choosing a token:

  • The choice rule "≤4" with the symbol [1+ items on the mountain : Allenarly moves onto the mountain] means that if there is at least 1 item on the mountain and no Scotsman of yours, she stops on the mountain.
  • The choice rule "1" with the symbol [mountain with an arrow] means that she takes the token immediately before the mountain, if there is one there.

Also she always applies the following rule:

  • At any moment when both your token and the die are behind the mountain (clockwise between the mountain and the empty space of the rondel), and Allenarly's token must move past the mountain, it moves onto the mountain instead.

Allenarly ignores the mountain when she searches for a token within a given range of her token on the rondel.

Items on the mountain

  • Each time Allenarly's token moves past the mountain, place 2 VP from the common supply on it. These VP are taken by any player leaving the mountain.
  • Each time Allenarly's token leaves the mountain, she receives all VP lying there, and also 2 VP for each resource or coin there. Return all resources and coins from the mountain to the common supply.

Chronicle 3. Jamie's Single-Barrel Whisky

During setup, Allenarly does not receive the cellar card.

When choosing a token, she ignores the single-barrel whisky sales token if your token is on it, or if it counts as filled in a two-player game.

When choosing a token she applies the following rules:

  • The "≤4" rule with [single-barrel whisky sales token with a question mark] means an unfilled single-barrel whisky sales token (in a two-player game).
  • If Allenarly takes a token with the [whisky-barrel symbol], she receives 2 VP.
  • If she moves onto a single-barrel whisky sales token, she places on it as many whisky barrels as are allowed in a two-player game.
  • If her token moves past a single-barrel whisky sales token on which she could place whisky, and the current action card shows a chronicle symbol with a number, Allenarly places 1 whisky barrel on that token.

When placing whisky on a single-barrel whisky sales token, Allenarly takes barrels from her board where possible and receives 8 VP for each. If she does not have enough barrels on her board, she places the missing barrels from the common supply and receives 4 VP for each.

Chronicle 4. Scotsmen's Hammer

This chronicle cannot be used with Allenarly, because it requires at least 3 players.

Chronicle 5. Ode to the Haggis

During setup, Allenarly does not receive a haggis table.

When choosing a token she applies the following rules: rule "1" with the [haggis symbol], and rule "star" with the [sheep symbol].

  • If she takes a token with the [sheep symbol], she receives the VP shown on the pictogram of this rule (the pictogram value is not printed as text on the page; check the value against the printed page).
  • If she takes a token with any number of [haggis symbols], she takes 2 haggis tokens lying face up (value up).
  • If she takes a token with the [whisky-barrel symbol] and the [haggis symbol], she does not receive whisky.

Allenarly does not take part in the usual haggis scoring. Instead, she receives the VP shown on the pictogram for each of her haggis tokens, and returns them to the supply face down.

Allenarly may receive points for more than 3 haggis tokens.

Chronicle 6. Ambiguous Chapters of Scottish History

When choosing a token, Allenarly applies the following rules: rule "1" with the [landmark/event card symbol], and rule "star" with the [shield-and-card symbol].

  • If she takes a token with the [landmark/event card symbol], she receives the VP shown on the pictogram.
  • Immediately after she receives a landmark/event card, she flips it over and receives the VP shown on the second pictogram (when scoring landmarks she still receives the VP shown on the pictogram for each event card).

New effect of Donan Castle. Because Allenarly has no holdings, Donan Castle works differently for her. When you apply the event effect of Donan Castle, you may activate any token on the rondel that could be placed in your holdings.

Chronicle 7. Between the Hammer and the Anvil

During setup you receive only 2 "No" voting tokens. The other voting tokens are not used in the game.

Do not take a scoring card when a personality token is placed. Instead, take 1 random scoring card at the end of the 1st, 2nd and 3rd scoring rounds. You will use them in the final scoring at the end of the game. When you take a scoring card, you may discard 1 "No" token (if you have one) to discard this card and take another one instead.

When scoring the cards in the final scoring round, Allenarly is considered to have the values listed below.

Note: some values are fractions, to avoid tie situations.

  • Animals: 4 animals.
  • Wood and stones: 4 resources.
  • Castles with Scotsmen: 4.
  • Smallest clan holdings: the number of her holding tokens minus 2.
  • Distance to the clan castle: 4.
  • Square: 3.5 × 3.5 or 4 × 4, if you are playing with a chronicle or expansion whose tokens can be added to clan holdings (chronicles 1, 3, 5, 6, 10 and 11).
  • Sets: the number of her sets plus 1.5.
  • Whisky tokens: the number of her whisky tokens plus 1, and plus 1 more if you are playing with chronicle 3.
  • Adjacent animal tokens: the number of her animal tokens.
  • Most discarded tokens: the number of tokens she has discarded.

Chronicle 8. Gruesome Gangs

Note that if you play without other chronicles that add gang members, and do not use the variant described below, the game will involve only 3 gang members.

  1. Remove the following gang members from the game: Bruce Mac-Podat, Derek Anderson, Peggy Mac-Arendator, Fraser Mac-Godd (chronicle 5), and Meirid Mac-Otritsanie (chronicle 9).
  2. Place the starting gang members in a column in random order.
  3. When setting up, Allenarly receives pennies according to the normal rules.
  4. When adding new gang members during the game, place them in random order on top of the column.

At the end of each of Allenarly's turns, do the following:

  • Starting from her 4th turn: a) Add the numbers on the chronicle symbols of the last 4 action cards. b) If there is at least 1 gang member in the jail with more pennies on it than the value obtained, she takes it (or, if several suitable gang members qualify, the one with the most pennies). c) If several gang members have the same highest number of pennies, she takes the one higher in the column. d) After taking a gang member, she also takes the pennies on it.
  • If all gang members have fewer pennies than the required number, or if it is the 1st, 2nd or 3rd turn: a) Allenarly places 1 of her pennies on the gang member with the fewest pennies. b) If there are several such gang members, she chooses the one higher in the column.

When shuffling the discard pile of action cards, use VP tokens from the common supply to mark the numbers on each of the last 3 action cards.

Allenarly receives VP for pennies by the normal rules, but does not lose VP for her gang members and does not apply their effects.

Example: given these 4 cards, Allenarly will take a gang member with at least 6 pennies on it.

Variant: "All gang members". Instead of removing the 5 gang members listed above, use their new effects:

  • Bruce Mac-Podat. Each time Allenarly takes a [symbol] or [symbol] token, you may pay her 1 coin to take 1 of the resources corresponding to those tokens. If the token gives different resources, you choose which one to take.
  • Derek Anderson. You must place the stolen token in your clan holdings. If you steal a rebuild token, you do not receive the tokens under it, and you place it by the rebuild rules (it still does not activate).
  • Peggy Mac-Arendator. Allenarly does not count, in her search range, tokens with the Peggy Mac-Arendator token that cost more than the number on the chronicle symbol of the current action card. If Allenarly takes a token with the Peggy Mac-Arendator token, you receive the token's cost in coins from the common supply, and she loses the same number of VP (but no more than she has).
  • Fraser Mac-Godd. Allenarly gives you 1 of her random haggis tokens.
  • Meirid Mac-Otritsanie. Before Allenarly forms her stake stack, you may steal 1 of her stake tokens. Thus she does not place a stake on that feast in the current round.

Chronicle 9. Feasts and Whims

During setup, lay out in a row 5 feast cards in random order, face up. Place above these cards 1 Allenarly stake token each, from left to right in increasing order (1 to 5).

Stake phase. First lay out your stake stack as usual. Then do the following steps to create Allenarly's stake stack:

  1. For each feast card, from right to left: a) Take an action card (shuffle the action deck if needed). b) If it has a chronicle symbol with a number, compare this number with the cost of the feast card in resources. If the number on the symbol is greater than or equal to the cost of the feast, move the stake token lying above this feast to the left of all of Allenarly's other tokens. Otherwise the token stays in place. c) If the action card has no chronicle symbol with a number, the stake token stays in place. d) Discard the action card.
  2. In scoring rounds 1, 2, 3 and 4, take from left to right 1, 2, 3 or 4 stake tokens respectively, and stack them so that the leftmost token is on top, the second from the left is second from the top, and so on.
  3. Discard all stake tokens that were not placed in the stake stack.

Resolve the stakes as usual. Allenarly spends 1 VP for each resource in the cost of the feast card on which she places a clan marker. In scoring rounds 1, 2, 3 and 4, her "budget" is limited to 3, 4, 5 and 6 VP respectively (and to the VP she has).

Example: in the stake phase of the 3rd scoring round, 5 feast cards are shown with stake tokens above them. Allenarly takes 1 action card for each feast card, from right to left.

  1. The rightmost action card has no chronicle symbol with a number, so its token stays in place.
  2. On the second action card from the right there is a symbol with a number equal to the resource cost of the feast card below it. The stake token 4 moves to the left.
  3. The next stake token stays in place, because the action card has no chronicle symbol with a number.
  4. Stake token 2 moves to the left of the others, because the action card shows a chronicle symbol with the number 3, and the feast costs 2 resources.
  5. Stake token 1 stays in place, because the number on the chronicle symbol is 1 and the feast costs 2 resources.

This is the 3rd scoring round, so Allenarly assembles her stake stack from the 3 leftmost tokens, as shown in the printed example.

Designer's hint: this mechanic assumes that the further left a feast card is, and the lower its resource cost, the greater the chance that Allenarly stakes on it.

Scoring round. Allenarly receives the bonuses of the feast cards on which she has placed clan markers. These bonuses count only when scoring each category. Do not count these bonuses when moving priority tokens. Likewise, do not count them when calculating the additional VP for items on her board.

Chronicle 10. Logs and Stones

Setup

  1. Use the side of the Highland Games board intended for solo play.
  2. Allenarly receives only 1 clan representative token.
  3. Roll the die to choose Allenarly's starting preferred track. If the roll is 1, she prefers the log thrower track; otherwise she prefers the stone putter track. Place her clan representative token under the chosen track, with the matching side face up.
  4. Place her tokens (log thrower and stone putter) on rating 0 of the corresponding tracks on the Highland Games board.

Instead of the usual rewards, Allenarly receives the rewards shown in the leftmost and rightmost columns of the Highland Games board. In addition, she cannot receive the first 2 rewards of the central track. Apart from these changes, she receives rewards by the normal rules.

Choosing a token. The symbol shown on the page denotes any chronicle 10 token. As usual, Allenarly does not pay the cost to take tokens with a cost. When Allenarly takes a token that allows her to raise her rating on the Highland Games board, she does the following:

  1. Raises the rating of both of her clan representatives by 1.
  2. If possible, receives the reward of the central track space on which her representative on the preferred track stands.
  3. Changes her preferred track, by flipping her token and placing it under the other track.
  4. If the token taken is a tournament token, removes it from the game.

When Allenarly places any token in the stack next to her board, she raises the rating of her clan representative on the preferred track by 1.

Scoring round. At the start of each scoring round, if Allenarly has not received a central track reward, she tries to receive one now, starting with her representative that is higher.

Use the bonuses of the scoring modifier tokens only when scoring each category. Do not count them when moving priority tokens, or when calculating the additional VP for items on Allenarly's board.

Scoring fame tokens does not affect the priority tokens. Place the fame tokens Allenarly receives on her board and count them when scoring items on her board.

Spectator tokens. Place them in the personality-token area on her board. They do not give her VP and do not allow her to place clan markers on the clan board.

Sculpture on the town square. When Allenarly makes an exchange in scoring rounds, she receives the VP shown on this token without spending stones (even if she has none).

Chronicle 11. Planning and Prosperity

When choosing a token, Allenarly applies the following rule: the symbol shown on the page denotes any historic site or blueprint token of chronicle 11.

As usual, Allenarly does not pay the cost of the tokens and does not receive the bonuses printed on them. She receives the bonuses for the type(s) of the token(s) as usual. In addition, she receives the VP shown on the pictogram.

When she takes a double token, she receives the bonuses for the types of both halves of the token (the bonuses are identical on both sides).

After taking a token of this chronicle and receiving its bonus, Allenarly removes it from the game and does not count it toward the size of her clan holdings. Exception: the tokens bearing the two symbols pictured on the page (the symbols are not reproduced in this text).

Chronicle A. What Lies Below

Nessie does not affect the movement of Allenarly's Scotsman token. Each time her Scotsman token moves past Nessie, roll the die twice: instead of a card, Allenarly (not Nessie!) receives as many VP as the total of both rolls.

One of the cards allows you to exchange resources. Ignore that part of the card; the other effects of the card apply as usual.

Expansion board and new components for the base-game chronicles

Clan board movement diagram

The diagram on the page shows two versions of the clan board: the board with only the printed clans, and the board with clan shields in use.

Chronicles 9 to 11 add new clans, whose shields are placed in the corresponding spaces of the clan board. The right-hand figure shows the path used when all the additional spaces are present. If a space has no clan shield, skip it and move the token to the next space.

Additional components for chronicle 6

New Fort George. Event effect: immediately return any number of sheep to the common supply and receive 3 VP for each.

Printed background text about the fort is omitted from this transcription.

Stirling Castle. Event effect: if you have a Robert the Bruce or Mary Stuart token, receive 4 VP. If you have both of these tokens, receive 8 VP.

Printed background text about the castle is omitted from this transcription.

Glamis Castle. Event effect: immediately return 1 of your Scotsmen to your personal supply to receive 5 VP.

Printed background text about the castle is omitted from this transcription.

Forth Bridge. Event effect: activate all your river tokens.

Note: each token may be activated only once per turn.

Printed background text about the bridge is omitted from this transcription.

Additional components for chronicle 8

Meirid Mac-Otritsanie (B). You may activate Meirid Mac-Otritsanie once per game, before the start of the stake phase. She steals 1 stake token of your choice from each other player. You name a number, take from each opponent the stake token with that number, and set it aside. Players can still place up to 3 tokens, but they no longer have access to 1 of them. After the stake phase, return the stolen tokens to their owners.

Irving Mac-Slava (N). You may activate Irving Mac-Slava once per game, during your turn. In that turn, when you raise your rating on the Highland Games board, you may receive a central track reward even if you have already received one in this round. This way you can place a second clan marker and take a second central track reward. As usual, you may take only the reward for the rating you have just reached, and you cannot take a reward already taken by someone else.

Tamlain Mac-Peremeny (B). You may activate Tamlain Mac-Peremeny once per game, during your turn. When you do, you may move 1 of your single tokens to any position allowed by the rules in your holdings. This move does not activate any tokens. The new position must not break the rules, but it may have no Scotsman next to it. When moving a rebuild or historic-site token, also move all tokens beneath it. A double token cannot be moved this way, even if it has been rebuilt.

  • Fame tokens
  • Triumphant return
  • Important friends
  • Hero's homeland
  • New clan shields
  • Allenarly and the end-of-the-world token
  • Placing tokens
  • Victory point exchange
  • Allenarly receives VP for items on her board
  • Scoring round
  • End of the game
  • General chronicle rules
  • Chronicle A. What Lies Below