League of Six: Loyal Retinue
League of Six: Loyal Retinue Rulebook
Table of Contents
Table of Contents
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.