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Kingdom Builder: Queenie 4 – The Emperor's Choice thumbnail

Kingdom Builder: Queenie 4 – The Emperor's Choice

Expansion for Kingdom Builder

Kingdom Builder: Queenie 4 – The Emperor's Choice Rulebook

Table of Contents

Table of Contents

  • New Components
  • Changes During Set-Up
  • Changes During Sequence of Play
  • The Decree Cards
    • Capitol, Caves, Island
    • Plateaus
    • Spy Network
    • Native Soil
    • Ferry
    • Volcano

New Components

  • 8 Decree cards
  • 1 Ferry tile
  • 1 Volcano tile

Assemble both tiles before your first game.

Changes During Set-Up

Shuffle the decree cards face down before putting the Kingdom Builder cards on display, then draw one card and place it face up next to the game board. If the card contains any instruction related to the start of the game (Start of the game), follow this instruction now. The remaining decree cards are not used in this game session, put them back into the game box.

Proceed with the usual set-up.

Changes During Sequence of Play

Each decree card establishes an additional rule that all players must oblige to during the complete game. In case the rule of a decree card contradicts a basic rule this new rule overrides the basic rule.

The Decree Cards

Capitol, Caves, Island

If one of these decree cards is in play, the session is played with the appropriate Queenie. The rules of that Queenie take effect as explained in the matching rulebook.

Plateaus

Every time a player builds (not moves) a new settlement the player may decide immediately to move that settlement to an adjacent empty mountain hex. It does not matter if the settlement is built by a mandatory action or any other kind of action.

Example: Patty would like to get settlements adjacent to water hexes. So she builds her first two settlements from the mandatory action adjacent to her own settlements, but moves her second directly onto the mountain hex (2). After that she builds her third settlement on the now again empty hex (3). Then she builds another settlement, with her extra action tower, on an adjacent hex at the edge of the game board and moves that onto the mountain hex (4).

Spy Network

During their turn each player may use one of the location tiles of their right-hand neighbor regardless if that player had used this tile during their own turn or not. This includes location tiles that were acquired during the current round.

After performing this extra action the chosen tile remains with its owner, who may use it again during their next turn.

Example: Beate (yellow) may use her own location tiles and one of Patty's (her right-hand neighbor). So Beate may use the harbor or the tavern again (three times on her turn, because of her own 2 collected tavern location tiles).

Clarification concerning other expansions: With the Spy Network you can copy extra actions of location tiles only, not nomads' tiles (expansion 1) or bonus action tiles (expansion 3).

Native Soil

Start of the game: Sort out the Native Soil cards.

At the start of their turn each player has to decide if they want to use the Native Soil card or their own terrain card during this turn. The chosen card applies to the mandatory action and to all extra actions referring to the played terrain card. Regardless for which card the player decides they have to put their own terrain card on the discard pile at the end of their turn. The Native Soil card remains next to the game board.

Example: Ani (purple) drew flower fields but would rather use grass from the Native Soil card. She then builds 4 settlements in total on grass; 3 from her mandatory action and 1 from her extra action oracle. She then gets another tower location tile.

Ferry

Start of the game: At the start of the game all players decide collectively on which water hex they want to place the ferry tile. It remains on that hex until the end of the game and it is considered occupied.

When moving a settlement from next to that body of water it must be done to an empty hex that is adjacent to that same body of water, it doesn't have to be adjacent to one your own settlements. Empty means the hex must be eligible to build on and it must not be occupied by any settlement.

Example: Patty (red) wants to move one of her own settlements by the Ferry. There are 8 empty hexes for her to choose from. She decides to move the settlement next to the castle.

Volcano

Start of the game: At the start of the game all players decide collectively on which mountain hex they want to place the volcano tile. It remains on that hex until the end of the game and it is considered occupied.

Before final scoring takes place all players must remove from the game a third (rounded up) of their settlements from the quadrant containing the volcano tile. Each player decides on their own which of their settlements they want to remove.

Key to the example:

  • 1x (purple) = 1 settlement will be removed
  • 2x (red) = 1 settlement will be removed
  • 8x (blue) = 3 settlements will be removed
  • 3x (green) = 1 settlement will be removed

Clarification concerning expansion 2: The city hall tiles count as 7 settlements, but cannot be removed by the Volcano.