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League of Six: Loyal Retinue

Expansion for League of Six

League of Six: Loyal Retinue Rulebook

Table of Contents

Table of Contents

  • Tile Set 1-2
    • Burgomaster
    • Wagoner
    • Beggar
    • King's Jester
    • Franklin
    • Burgrave
    • Burgomaster
    • Sergeant
    • Ostler
    • Trader
    • Margrave
    • Recruiter
  • Tile Set 3-4
    • Alderman
    • Innkeeper
    • Craftsman
    • Negotiator
    • Head Ostler
    • Tailor
    • Chamberlain
    • Alderman
    • Tax Collector
    • Thief
    • Vintner
    • Head Recruiter
  • Tile Set 5-6
    • Royal Huntsman
    • Queen
    • Astrologist
    • Lieutenant
    • Herald
    • Chancellor
    • Lady in Waiting
    • Abbot
    • Captain
    • Bishop
    • Guildmaster
    • Chronicler

Tile Set 1-2

Burgomaster

The Burgomaster significantly improves your influence with the civic leaders. When he joins your retinue, you get 2 cards of your choice from the gray civic leader cards (with two symbols on the back).

Wagoner

The Wagoner knows safe shortcuts between the distant towns. During Phase 2, Choosing Towns, traveling between towns costs you 1 guard less (but it always costs at least 1 guard).

Beggar

In Phase 3, Reordering, if your figure is on the 0-guards space of your chosen town's guard counter, the Beggar gains 1 influence point for you.

King's Jester

At the beginning of Phase 5, Storing Goods, if you get the tile with the fewest horses, you immediately gain 1 influence point.

Your waggon is traveling the slowest, but at least you have plenty of time for entertainment.

Franklin

During Phase 5, Storing Goods, immediately after order is determined, you can send one of your guards to work the Franklin's lands. In exchange, the Franklin gives you one goods block of your choice from the bank.

Burgrave

During Phase 5, Storing Goods, any time you gain the bonus for a completed row in the civic stores, the Burgrave gets you 1 influence point.

Burgomaster

The Burgomaster significantly improves your influence with the civic leaders. When he joins your retinue, you get 2 cards of your choice from the gray civic leader cards (with two symbols on the back).

Note: the sheet prints the Burgomaster twice in this set, as two separate tiles with the same text. Both are transcribed as printed.

Sergeant

The Sergeant makes your guards stronger. During Phase 2, Choosing Towns, any time you move into an unoccupied town, you can place your figure on the 1-guards space instead of the 0-guards space.

Ostler

The Ostler takes care of your horses. When determining order at the beginning of Phase 5, Storing Goods, it is as though you collect an extra one-half silver horse symbol. (This bonus applies even if the Ostler joined you just this round.)

Trader

During Phase 5, Storing Goods, immediately after order is determined, the Trader allows you to exchange one of your goods blocks for a block of your choice from the bank.

Margrave

During Phase 5, Storing Goods, any time you gain the bonus for a completed row in the royal stores, the Margrave gets you 1 extra influence point.

Recruiter

In Phase 6, Cleanup, you gain one guard.

Tile Set 3-4

Alderman

The Alderman improves your influence with the civic leaders. When he joins your retinue you immediately get 1 card of your choice from the gray civic leader cards (with two symbols on the back).

Innkeeper

During Phase 1, Setup, the Innkeeper gives you 1 red or green goods block.

Craftsman

During Phase 1, Setup, the Craftsman gives you 1 blue or yellow goods block.

Negotiator

The Negotiator gets you a bigger escort when you have to leave a town. During Phase 2, Choosing Towns, if your figure on the guards counter is at 3 guards or less, anyone offering you guards must offer at least 2 more guards than you. (E.g., if you are on the 1-guards space, other players must offer you at least 3 guards.)

Head Ostler

The Head Ostler takes very good care of your horses. At the beginning of Phase 5, Storing Goods, it is as though you collected an extra silver horse symbol and a half. (This bonus applies even if the Head Ostler joined you just this round.)

Tailor

The Tailor knows cloth and helps you choose the best. During Phase 5, Storing Goods, you get 1 extra influence point for each blue block you place in a row.

Chamberlain

During Phase 5, Storing Goods, whenever it is your turn to choose a row, you can give one of your goods blocks to the Chamberlain instead. You gain 4 influence points and play continues to the next player to choose a row. You may take advantage of the Chamberlain's ability even if the block you give him can't go in the royal or civic stores.

Alderman

The Alderman improves your influence with the civic leaders. When he joins your retinue you immediately get 1 card of your choice from the gray civic leader cards (with two symbols on the back).

Note: the sheet prints the Alderman twice in this set, as two separate tiles with the same text. Both are transcribed as printed.

Tax Collector

During Phase 4, Tax Collection, the Tax Collector gives you an extra tax collection arrow. You may choose to collect the items on any one side of the hexagonal tile that does not have an arrow. You may use this ability even during the phase when the Tax Collector joins your retinue.

Thief

In Phase 5, Storing Goods, immediately after order is determined, the Thief can steal 1 goods block of your choice from the bank and give it to you. If you use this ability, you lose 1 influence point.

Vintner

The Vintner helps you choose and store wine. During Phase 5, Storing Goods, you get 1 extra influence point for each red block you place in a row.

Head Recruiter

During Phase 6, Cleanup, the Head Recruiter gives you 2 extra guards.

Tile Set 5-6

Royal Huntsman

At the end of the game, before any other followers or civic leader cards are scored, you get 2 influence points for every player who has fewer influence points than you.

Queen

The support of the Queen gets you 5 influence points at the end of the game.

Astrologist

The Astrologist convinces the King that the stars favor some of your followers. At the end of the game, you get 2 influence points for each of your tax tiles with exactly 4 arrows.

Lieutenant

At the end of the game, before civic leader cards are scored, you can give up to 8 guards to the Lieutenant. You get 1 influence point for each guard you give away. Guards given away are not counted when breaking ties.

Herald

For each aristocrat symbol on your civic leader cards, you gain 1 influence point at the end of the game.

Chancellor

At the end of the game, when counting up civic leader cards, each time you have more in that category than any other player, you gain 3 extra influence points.

Lady in Waiting

The Lady in Waiting is well acquainted with the ways of the court. At the end of the game, you gain 3 influence points.

Abbot

The Abbot blesses some of your retinue. At the end of the game, you get 2 influence points for each of your tax tiles with exactly 3 arrows (including this one).

Captain

At the end of the game, before civic leader cards are scored, you can give up to 3 guards to the Captain. You get 2 influence points for each guard you give away. Guards given away are not counted when breaking ties.

Bishop

For each clergy symbol on your civic leader cards, you gain 1 influence point at the end of the game.

Guildmaster

For each burgher symbol on your civic leader cards, you gain 1 influence point at the end of the game.

Chronicler

The Chronicler likes writing about some places more than others. At the end of the game, you gain influence points equal to the number of the town in which you collected taxes in the last round.