Orléans
122 questions players ask about Orléans, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
122 questions players ask about Orléans, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
Yes, with a fifth-player set (sold separately; the base rulebook covers 2 to 4 players). Players report no extra rules: only the number of Followers and tokens changes, as shown on the card that comes with the set.
Based on forum players reading the setup card; not an official ruling.
Use the setup card for your player count, not the removal instructions. Players report the box holds extra pieces for a fifth player, so removal steps and the card can disagree, and they recommend trusting the card. Example from a player: Craftsmen are 10 for 4 players, 8 for 3 and 6 for 2.
The rulebook's end-game scoring text explains the leftover Citizen; players confirm the setup details.
The leftover Citizen tile is the end-game reward for whoever built the most Trading Stations. You should not have a spare cube: each player gets one per left-side track (seven). If you have one over, you probably skipped a track such as the Farmers Track. The person-shaped Citizen tiles go on the Beneficial Deeds board, one per deed.
Several players compared the editions; no official statement.
As far as players can tell, yes. They found no rule or component differences beyond box logos, for the base game and the expansions.
Players relaying the publisher's statement and the new rules file agree.
The rules barely changed. The main difference is that the Hour Glass event tiles use an upgraded variant with groups of events that change over the rounds, and the Bathhouse became farmer-activated, drawing two followers and keeping one.
A single player's answer; no official ruling.
Generally yes. Most modules are designed to be used independently but can be combined if your group wants. One player advises not mixing anything with the co-op or solo modules.
Players confirmed the counts for the TMG Deluxe metal set; no official statement.
The Deluxe metal set has 51 coins for 5 players. For 1 to 4 players take out four of the 10-value coins, leaving 47.
The rulebook lets you look in your own bag; the rest is players' reading of what the rules do not say.
Goods are open information, placed face up beside your board. Followers in a bag are hidden, and the rules give no way to demand to see another player's bag. You may look in your own bag at any time, as long as you shuffle it afterward.
Straight onto your Market. Your bag starts empty, so there is nothing to draw in round 1 and the first round is effectively pre-set. Putting them in the bag and drawing them out gives the same result, which is why some groups do it when teaching, but it is not the rule.
The designer clarified this on BGG and it matches the rulebook's track-based wording.
It is the position of the markers on the Farmers Track. Every Farmer you have recruited counts, including any later lost to torture or sent to the Beneficial Deeds, not only the ones you still hold.
The rulebook says the player furthest behind pays unless tied, and players on the forum applied that to the start space.
Yes, if you are strictly furthest behind. The start space is the first space of the track, so a player who has taken no Farmer yet counts as last. If two or more players tie for last, nobody pays.
The rulebook states the 2-player Census exception, and a player confirms it.
Only the player who is ahead on the Farmers Track receives 1 coin. The player behind pays nothing.
The designer confirmed this practice, and the rulebook's Turn Order note allows resolving in turn order when needed.
Simultaneous by default. If a limited piece is contested or your choice depends on someone else's, you can wait for earlier players, and conflicts go to the player earlier in turn order. Any player may ask that placements be locked in turn order instead.
The rulebook's phase descriptions and Placed Character Tiles rule settle this.
Yes to the first, no to the second. All Followers are placed in Phase 4; the Action phase starts only when everyone has finished planning. In Phase 5 you only activate what is already placed. Tiles cannot be moved between action spaces.
This is stated directly in the Phase 5 rules.
One at a time. Starting with the Start Player and going clockwise, each player does one action or passes. Passing ends your actions for the round.
Phase 5 says players are not required to use activated actions.
Yes. Actions are never mandatory, and a completed action stays activated for later rounds. You must still take some action or pass on your turn, so leaving tiles sitting is a way to store them, not a way to skip a turn.
The rulebook says you need not place all required tiles in the same Planning Phase.
Yes. The rulebook explicitly lets you spread an action's tiles across several Planning phases. The catch is that those Followers are tied up and cannot be drawn into your Market again except by declining draws.
The rulebook says you may draw a number equal to or lower than your Knights Track marker, and no more than fits in your Market.
No. The Knights Track number is a maximum. You may draw fewer, and you may never draw more than the free spaces in your Market.
The rulebook ties the draw to both the Knights Track and the Market's free spaces; several players agree.
They reduce your room, not your allowance. The Knights Track sets the maximum number of Followers you may bring into the Market (from the bag and from action spaces together), but you can never exceed the free Market spaces. Leftovers therefore only matter when the Market fills up.
The rulebook says unused tiles remain on the Market, and no rule moves them to the bag.
No. Unused Character Tiles simply stay on your Market and take up space. Apart from effects that say otherwise (such as the Bathhouse or Sacristy), a Follower returns to the bag only after being used for an action.
The designer quoted the Placed Character Tiles rule, and the rulebook's General Rules say the same.
Yes, but only in Phase 3 and at a price. For each Follower you decline to draw from the bag, you may move one placed tile from an action space to your Market, if the Market has room. Tiles can never go straight from one action space to another, or back into the bag.
The designer's reply was relayed by a player and several others confirm; no direct official post.
One at a time is fine. You do not have to announce how many you will draw. After each draw you can decide to pull a placed tile off an action space instead, so you can react to what you draw. Many groups play it this way.
Yes. If everything you draw is unusable, you may have nothing to place, and you can only pass. It usually corrects itself in later rounds.
The rulebook says an action that provides an unavailable tile cannot be played, and the designer confirmed that only a missing Character Tile blocks it.
No. If no tile of that type is left in the supply, you cannot take the action that would give it, even if the goods or coins it pays out remain. Tiles come back into play when events such as the Plague return them, and then the action becomes available again. A Laboratory still gives Technology Tiles regardless.
A designer ruling clarifies the rulebook's general text, so the ruling wins.
Yes. The designer ruled that goods and Technology Tiles are only bonuses, so you still take the action and gain the Character Tile and track advance, skipping just the missing bonus. This relaxes the rulebook's general sentence on limited tiles, which reads as if goods and Technology Tiles block the action too. Coins running out never block an action.
The designer and the rulebook's Actions introduction both say so.
No. Once your marker is on the last space of a track you may not take that action again. The designer confirmed this together with the rule about exhausted Character Tiles, so you cannot take an action just to collect the tile. Scholars, for example, top out after five gains on the six-space track.
The rulebook's Placed Character Tiles rule covers this, and players cite the same rule.
They stay on that action space. They cannot jump to another space or go back into the bag. In a later Phase 3 you can pull one back to your Market for each Follower you decline to draw. They also become usable again if a returned tile makes the action available.
Several players quoted both the older and the 2019 printings; the older wording is outdated.
Coins are intended to be unlimited. The 2019 rulebook says that if none are left you may use other materials as stand-ins. Earlier printings (and the text of our reference rulebook) said that players cannot receive coins that are temporarily unavailable, and that was dropped.
The Plague, Harvest and Torture rules say where each tile goes; a player agrees.
Followers lost to the Plague and goods paid for Harvest go back to the board supply and can be gained again later. Anything lost through Torture is removed from the game; only Development Points can be re-gained.
The designer answered the per-character question, and the rulebook says completing a deed earns its Citizen.
You get the reward printed on the space for every Character you move onto the Beneficial Deeds board. When your Character fills the last space of a deed you also take that deed's Citizen Tile, in addition to that space's reward, as part of the same action.
The rulebook says you must use the Characters shown, with no Monks, and players cite the base rules' wording on free spaces.
No. Move each Character to any free space that shows that exact Character, in any order. Monks cannot stand in for a depicted Character, and the Herb Garden does not let a Boatman fill another type's space.
The designer's answer was relayed by a player, and others confirm the rulebook's one-or-both wording.
Yes. You may move one or both Characters per activation, and the designer confirmed you can send one, take other actions, then activate the Town Hall again the same round to send the other. The Gunpowder Tower works the same way.
The rulebook says Deeds Characters remain for the rest of the game, and placed tiles can only be pulled back by forgoing draws.
It stays in the Town Hall. You can leave it there or, in a later Phase 3, return it to your Market in place of a bag draw. Characters placed on the Beneficial Deeds board stay there for the rest of the game and are never returned to your bag.
The rulebook's Marked Followers rule says so directly.
No. The Followers of your color always stay with you, in your bag or on your board. They cannot be sent to the Town Hall or Beneficial Deeds, lost to the Plague, or paid away in Torture.
Several players agree and the rulebook's Action phase removes tiles after use.
Normally no: you activate a Place once, then its Followers return to your bag, so you would need a full new set placed. The exceptions are the Town Hall and Gunpowder Tower, where you can send Characters one at a time, and some expansion effects.
Several players agree there is no per-space limit; the rulebook only makes Monks wild.
Yes. Monks substitute for any Character Tile and nothing limits how many you can use on one Place. With the School, Scholars can likewise fill multiple spaces. Only one Technology Tile fits per Place.
The rulebook limits each town to one Trading Station, and several players confirm movement is unaffected.
Yes. You can travel to or through a town with another player's Trading Station; you just cannot build there, because a town holds only one Trading Station. In Orléans each player may build one.
The rulebook says to take a good on the way, and empty routes may be used.
No. Goods lie on the waterways and roads between towns, and each move gives at most one good from the route you use. Untaken goods stay put. Using an empty route is allowed; you just receive nothing.
Players agree; no official ruling.
The roads running off the board edge are artwork and do not connect. In 2 or 3 player games, removing goods spaces only removes goods, so the towns and roads remain open for travel.
The Expanding the City rules name the allowed stacks.
Any tile of an allowed stack. Your first Trader advance lets you take from stack I only; later advances let you choose from stack I or II. You may look through the stacks. Limiting the pool is a variant.
No. A Technology Tile goes only on an empty space, and it permanently replaces the Character Tile that space requires. Spaces are not meant to hold a tile and a Follower together. Replacing means the space no longer needs that Character from then on.
The rulebook's Technology paragraph lists these constraints.
There is no cap on how many you gain, only placement limits. The first must replace a Farmer; later ones can replace any Character except Monks. Only one per Place, never on a Place needing a single tile, and never moved afterward. This includes Place Tiles you built. Monk spaces can never be covered, wherever they appear.
The rulebook only says a Technology Tile is usable after you pass; most players agree it must be placed that round, though some dispute it.
You may only place it after you pass in the Action phase, and the tile cannot be used in the same turn you gain it. Most players, citing an earlier TMG developer answer, say you must place it that round and cannot save it for a later round; a minority read the rule as allowing a later pass.
Several players relay the designer's answer; the printed text is ambiguous.
It depends on your Craftsmen track position, not on how many tiles you hold. While your marker is on the first spaces, the tile must go on a Farmer space; once past that, it may go on any space except Monk spaces. The designer reportedly tied this to the Craftsmen track, matching Trade & Intrigue. Some read the printed Laboratory text as exempt, and the old "first tile must be a Farmer" wording was superseded.
The Development Track rules and end-game scoring say so; players agree.
They do not score directly. Your position sets your Development Status, which determines the Income event payout, the Hospital's coins, and the value of each Trading Station and Citizen Tile at game end. Passing a status space is a multiplier for those end-game scores.
The Development Track section states both rules, and players applied them.
Everyone who moves onto or past a coin space receives the coins; only the first player to reach a Citizen space takes that Citizen. The last space of any track has no occupancy limit.
The rulebook says Development Status starts at 1.
Players apply the end-of-track note by analogy; no source rules on the Pharmacy specifically.
Almost certainly no. Once your marker is on the last space of the Development Track there is nowhere to advance, and players apply the general rule that you can no longer take the action of a completed track.
The rulebook gives one version; forum players mapped the other printings.
There are several published versions. The original needs a Farmer to activate in the Action phase; the TMG printing is always on and draws extra followers in Phase 3, returning one; the later DLP errata draws two and keeps one. The rulebook text in this app has you draw 3 Character Tiles, immediately place 2 on Action Spaces (not the Bathhouse), and return the third and the Bathhouse's Follower to the bag. Choose one version and do not mix them.
The designer confirmed immediate activation; the rest follows from the rulebook text.
Yes. A Place that becomes full through the Bathhouse is activated immediately, so you can take its action later in the same round. The tiles cannot go on the Bathhouse itself, so it can't chain into itself. The Bathhouse can in theory power the same Place twice in a round, such as the Cellar for 8 coins, if the right Characters turn up.
The designer confirmed the pickup, matching the rulebook.
Yes, it works like the Wagon: move your Merchant along a road to an adjacent town and take one good if one is available. It replaces nothing; it is an extra place for a Wagon-style action.
The rulebook describes the Tower; players confirm the draw count is unchanged.
It adds two Market spaces, but your draw count is still set by the Knights Track. Followers drawn there can go onto action spaces in Planning or to the Beneficial Deeds in the Action phase. You can place Followers there straight from your bag.
Probably not. They are two separate Places, each activated on its own turn. Players read it that way, but no designer ruling covers this exact case, and one player remains unsure about moving four Characters in a round.
Several players quote the base rulebook and DLP site; our reference rulebook does not cover it.
When you use extra Place Tiles from expansions or promos, draw 13 at random from each of stack I and stack II (or all of them if fewer than 13 exist). It is the base rulebook's Additional Place Tiles rule and the DLP official variant.
Several players cite the tile text; no official ruling for the Office and event.
Activating the Road builds a Trading Station on the Road tile only. You don't need the Guildhall, and it holds at most four stations. Those stations count for the end-game most-stations majority, and BGA also counts them for the Office and the Trading Day event. They aren't built on the main map.
Several players agree on the tile text; no official post.
You pay 2 coins to the owner and use an opponent's Place that currently has its Characters on it. A tile already used and emptied can't be copied. Afterward your Monk leaves the Church.
Most posters agree on the literal reading; one disagrees.
Onto the opponent's Road tile, using one of its four slots, according to the literal text of both tiles. A minority reads it as the Church taking the form of the Road, so the stations go on your own Church instead.
Two players agree; the Windmill's coin and point are separate bonuses.
Yes, for the 2 coins only. You can't gain the Development Point once you are at the track's end.
A single player's reading of the rulebook text; no official ruling.
No, per one player's reading. The protection is optional: the Monk returns to your bag only when you choose to use it in place of suffering the event.
Two players agree; the Laboratory rule involves no track or Follower.
Yes. The Laboratory only gives a Technology Tile, with no track movement or Follower needed, so it still works when the Craftsmen run out or the track is finished.
The rulebook requires exact Characters at the Town Hall.
No. Their substitutions work only on your own board and tiles. The Beneficial Deeds board needs the exact Character shown, with no Monks, Scholars or Boatmen in their place.
A single player quoted the tile text; no official ruling.
With the Drawbridge, a Wagon move may use a waterway and a Ship move may use a road. It affects only those two actions.
The Hour Glass and Event phases state the reveal and resolve timing; players confirm the rest.
In the older printings every game uses the same set (three copies of each event) with only the order random. You see only the current round's event, revealed at the start of the round and resolved at its end (Pilgrimage works earlier, since it affects the Action phase). Knowing the counts, you can work out what remains. Showing the next two events is a variant.
Newer printings (the 2019 revised edition and Capstone, and Board Game Arena) sort the events into A, B and C stacks that vary payouts and penalties, instead of one deck of three copies of each event. The DLP replacement set with harsher events was treated as an optional variant for the older edition.
Several players explain the design intent; no official post.
Pilgrimage is a deliberately harmless opener. It only stops Monk recruiting that round, so round 1 effectively has no event, and the designers avoided a random penalizing event coming up first. The Trade & Intrigue New Events module replaces it with the Silentium tile.
The rulebook says only that Monks may not be recruited.
Yes. Pilgrimage only stops you from recruiting new Monks at the Monastery this round. Monks already in your bag, Market or on your board can be used as normal.
The rulebook gives 1 coin per 3 goods; players, including one relaying the designer, agree it means complete sets.
You pay 1 coin per complete set of 3 goods and round down: 0-2 goods cost nothing, 3-5 cost 1 coin, 6-8 cost 2 coins. With no goods you owe nothing and are not tortured.
The base rulebook states the payment order, though other texts word it as a choice.
By the base rulebook, no: you pay 1 food item (grain, cheese or wine) if you have one, and only otherwise 5 coins, and failing that undergo torture. Note that the Plague expansion words Harvest as "may return 1 food item or pay 5 penalty coins", and one forum poster says you may choose coins.
The rulebook says torture applies when you cannot pay.
No. Torture applies only to what you cannot pay. Spend the coins you have first, then replace each missing coin with a torture item.
The designer confirmed that paying one at a time is allowed.
No. Resolve one item at a time. For example, followers you draw can guide your next choice. You may mix items.
A player posted the designer's emailed answer; the rulebook lists Place Tiles and Technology Tiles as torture items.
Yes. You lose the Place Tile and the Technology Tile on it; any Followers on it return to your bag. An earlier forum guess that this wasn't allowed was overturned by a designer reply relayed in the thread.
The torture rules list both items and the coin-space restriction.
A Trading Station may be one already built or one from your supply. A Development Point means moving your marker one space left, which is not allowed if the move lands on or passes a coin space; pick another option then.
The end-game scoring rules state this directly.
The player who built the most Trading Stations on the map takes it before scoring. If the top count is tied, nobody receives it. Some boards or editions print a spot for it; others set it on the table during setup.
The rulebook scores Citizen Tiles at game end; where to keep them is one player's practical advice.
Keep them beside your player board. They are not Followers, never go in your bag, and are only counted at game end, worth your Development Status each.
Several players agree and cite the expansion rulebook; no official post in the threads.
It is not standalone, so you need base Orléans (it fits the Deluxe edition too). Its new Place Tiles, listed on page 22 of the Invasion rulebook, can be mixed into the base game; one player would keep the Well for the co-op scenario only. Only the Invasion events, cards and boards are reserved for the scenarios. Each scenario's own setup says which tiles it uses.
Several players apply the base rule, citing the rulebook; no direct official post.
No. The base rule that your four starting Followers can never be lost or discarded still applies in every scenario. They cannot be sent to another player via the Hostel, cannot reach the castle or City board through the Town Hall or Gunpowder Tower, and should not be used to man Prosperity structures. A few groups house-rule otherwise.
Players cite the base rule and long-standing practice.
No. Those spaces need the exact Character Tile depicted, with no Monk, Scholar or other substitute, as with the base Beneficial Deeds board.
Based on a designer reply relayed by a player and a few other forum answers.
Monks may go on the Carpenter board, since no rule forbids it (Scholars too, with a School). A designer reply relayed by a player says so. You still take the Carpenter action and remove a Follower even if the Carpenter doesn't need to move. On the structures themselves, a Monk fits only on spaces that show a Monk. You hold one Structure Card at a time, but may have several unfinished structures.
Several players agree, including replies relaying publisher staff answers.
It becomes unavailable for the rest of the game, like a foundation: it can't be picked up and no structure goes on an empty slot. Goods stay face down until a Merchant takes them, and when a route holds two face-down tiles you take one without peeking first.
Players quote a publisher employee's answer from another thread; several agree.
The Followers flee back to their owner's bag, not to the board (a publisher employee's answer). Players also believe the Sacristy, activated with a Monk, protects against Firestorm because it is resolved in Phase 6, but that is a reading, not a ruling.
No. Both drawn Followers go back into the bag. The first draw only decides which track you advance and which new Follower you gain; the Hour Glass is resolved in Phase 1, before the Phase 3 draw.
A player quoted the Duel rulebook's tie-break and the designer's relayed answer; others agree.
The first player to complete all four objectives wins, and the Duel lasts at most 16 rounds. If neither completes them, both lose. If both complete them in the same round, compare Victory Points from goods alone, then coins, and a still-equal result is a shared win. Players also resolve that round's event, since objectives can be completed during it.
A player quoted the rulebook and others agree.
At any time, in any order, as soon as the requirements are met, including during an event. Goods deliveries to a city can be made whenever your Merchant is already there. Returning to Orléans during the final Journey Home can complete Clothe Your Lady.
One player quoted the Duel rule; no other source.
You lose the game immediately. The base Torture rule does not apply in the Duel.
The rule text and most replies favor 1 coin, but the board's icon says 2 and nothing official settles it.
The rule text says 1 coin each, and most players treat the 2-coin icon on the scenario board as a mistake. Some play 2 as a harder option.
You win at the end of the round in which you collect it, per the newer printed wording, so torture or events in the same round can still matter. Older text said you win as soon as you collect it. A relayed publisher reply said the old wording made little sense and suggested finishing the round as a variant. Citizens: 13 are in play; six go on the named towns, seven on open spots.
Several players cite the Invasion rulebook.
No Census: Phase 2 is skipped in the solo and co-op modules, so nobody gains or loses a coin from the Farmers Track. Co-op otherwise plays like the base game, with actions in turn order, and has no final score: you either accomplish everything by the last turn or you don't.
Several players agree; no official post.
When you gain a Citizen, you choose then whether to keep it for a personal goal or add it to the City board, with no action needed. Co-op does not use the base Beneficial Deeds board.
Different players read the Palatinate text differently; no official ruling.
Hostel: you send a Follower from your Market to another player, who can place it at once and keeps it. The rules let them put it straight into the Town Hall even if they already used the Town Hall this round. Palatinate: you use an action another player has activated, and that player returns the Followers on it to their bag as if they had used it. Players read the Palatinate's own activation cost as any two Followers and disagree on further details.
Several players agree; the Robbery card wording is disputed.
Yes, your Merchant must be in that town, as for a normal Guildhall build. A Fortified Tower is a Trading Station on a special town, so for example the Vineyard pays out for it, by players' reading. The Robbery event says "a Fortified Tower", which one player reads as a single tower rather than one per player.
Players agree on the 4 total and one destination; one reads denominations strictly.
Up to 4 total value in one action, to a single destination, with any denominations. A 10-coin space therefore takes several actions. Some players read the 4 as single-value coins only. The rules' "Guild House" means the Craft Guild on the additional board.
Several players read the scenario setup lists the same way.
Not in the scenarios as written. Each scenario's setup lists the buildings and Invasion components it uses, and solo and two-player modes use fixed buildings. The Sacristy, for example, is removed from the Dignitary setup. Players do mix the tiles into normal games.
One player compared the translations; no official note.
Stack them on the C tile, as the English rules say; the Dutch text saying to set them aside is a translation difference and would shorten the game. For the siege scenario, the Guild Hall action of your player board builds the towers, not the support board.
In Phase 6, like other events without the quarter-circle symbol. Each player blindly draws 2 Followers from their bag into their Market then, so they count from the next round. You can't look in the bag and pick.
Players agree on Silentium; Vacation follows the expansion's wording.
Silentium means no event that round; the round is otherwise normal, and the two Silentium tiles are bookends marking the first and last round. The Peasant Uprising variant can replace the last one. Vacation is discarded and immediately replaced by the next tile, so the game lasts 17 rounds instead of 18.
The expansion text says the activated action is used on a later turn; other details are players' readings with no official post.
Not within one turn. The expansion rules let an action you activate this way be used later in the same round, so each step takes its own turn, and you cannot take several Town Hall actions in one turn. A Follower drawn this way can't be added to an occupied space. Whether a drawn Follower may go on the Town Hall is disputed, and some groups forbid it. No designer ruling.
Several players cite the Phase 5 rule and a relayed designer confirmation.
No. The newly gained Monk must be placed before the Followers on the action spot are removed, so it can't be reused on that spot. The designer reportedly confirmed this through the publisher.
A player quoted the Orders rule and several others agree.
After one of your actions leaves your Merchant in the required town, you may immediately afterward fulfill an Order, even in the same turn as the move, if you hold the goods. Fulfilling must be your last action of the round, so you pass afterward, and events still resolve after all turns. When the goods were acquired doesn't matter.
The designer reportedly confirmed the tie reading by email, and several players agree.
You score 4 points per good type for which you hold strictly more than every other player. Ties score nothing. Leftover goods on your Brasserie count as yours. Bread converted from grain is probably not a separate good for it, by one player's reading.
Several players agree on how it works; no official post.
The Brasserie receives its cheese and wine once, when you buy it, and is not refillable. Its goods are ordinary goods: spend them any time, including on Orders or Retraining. In Phase 6 you may discard one of its goods to prevent the current event's effect on you.
The rule text is quoted by the players; the zero-advance case rests on the wording "otherwise the action is forfeit".
Yes. Town Charter gives a Place Tile by Trader track position and Navigation a Technology Tile by Craftsmen track position, as set out on page 5 of the expansion rules. With one space advanced you get a category I Place Tile or a Farmer-space Technology Tile; with two or more, any. If your marker hasn't advanced at all, the action is forfeit and you get nothing, though one player argued for Farmer spaces only.
Use only one of the base board, the new T&I board, or the Intrigue board. Combining them runs short of Citizens and is not advised. The Monk is not wild on the Beneficial Deeds board; it fits Monk spaces only.
A player quoted the designer's reply and others confirm the order.
Fill the Beneficial Deeds board's required goods first, then seed the map, then randomly remove goods for the player count. One player believes the setup Follower counts assume the fifth-player components, so they would be off without them.
You may pay 2 coins to advance on a track of your choice, not just the one shown, including the Knights Track (you get the bonus but no Follower). The Development Track is not allowed.
Several players apply the rulebook's torture definition.
Torture applies when you must pay coins and cannot, so each unpaid coin of a mandatory fee such as Retraining means one torture. It does not apply to optional payments, or to Malfunction, which just makes you discard a Technology Tile: with none, you're unaffected.
It takes up to 2 coins from each other player: nothing from a player with none, 1 from a player with 1, and 2 from a player with 2 or more. The completion reward is 2 coins in the rulebook text but 3 on the board. At least one player says everyone uses the board's 3, but nothing official settles it.
Orders are stated in the expansion rules; the rest is a player's convention with no confirmation.
The Orders rule says delivered goods are removed from the game, not returned. For other cases (Retraining, Dues, the Brasserie, Sheep Farm) the card wording is inconsistent and there is no official word. One player's convention is: goods spent for a gain are removed, goods paid to an event return to the supply, and torture always removes them.
Yes. The expansion only adds boards, cards and buildings, and the DLP and TMG versions work together. The new buildings can also be mixed into the base game.
The publisher answered this directly on BGG.
The Plague Doctor is not drawn from the bag. It can be placed on action spaces for free, and you can remove and reposition it for free, so it is never locked in place.
Players quote the expansion rulebook; no official post.
Right when you actively meet the condition, whether on your turn or while resolving an event, and then you return the corpse tokens. If you already met it before, the card can no longer be played. Donation-type cards can be fulfilled on any turn by paying the goods. For the Collect 2 Monks card, you reveal as soon as you have exactly 2 Monks in your Market and may still use them.
Based on the later analysis in the thread; an earlier reply disagreed.
Indulgence removes corpse tokens from your Market only, so tokens gained from an event at the end of Phase 6 go to your bag. Goods and tiles you donate appear to return to the supply rather than leave the game, since the text says "donate" and other modules say when to remove.
Several players agree and flagged the diagram error; no official post.
Yes. Before Phase 3 you may return corpses beyond five to your bag, leaving five on the Market, but you can draw only up to your free Market spaces. After the Phase 6 event you return all or none of your Market corpses. The Big Box rule diagram that differs from this is an error.
Two players give the same reading of the rules; no official post.
Alchemy I can be used at any player count, but completing it awards nothing to the player who places the last tile. Alchemy II cannot be used at 2-3 players. If Alchemy I fills up, nothing further can be sent to Alchemy for the rest of the game. At 4-5 players filling Alchemy I opens Alchemy II.
Remove the Sacristy and Gunpowder Tower (and the Brasserie if you own it), then lay out up to 10 tiles per category, or 12 in a 5-player game, drawn at random when more are available. It is an upper limit, not a fixed count.
One player's answer; no official post.
Yes, but only for a Corpse token. The Cemetery is one extra Market space that holds a corpse, which helps when you draw corpses in Phase 3. Followers already in the Market stay there.
One player quoted the expansion rulebook; no other source.
You may not move your Merchant Token that round, including via special actions such as the Messenger Service. The rulebook's word "Trader" means the Merchant Token.
One player's reading of the tile's arrows; no official post.
Either connection type is allowed for each of the two moves: two roads, two waterways, or one of each.
One player quoted the rule; no other source.
They go back to the general supply.
A player who tried it listed what mixes; no official post.
Only partly. You can add extra Place Tiles and the Trade & Intrigue Orders cards. The Plague's events and Beneficial Deeds board replace the earlier ones, Invasion's solo scenarios don't fit, and third-party worker discs won't match the corpse tokens, which go in the bag.
One player's answer; no official post.
Yes. Each turn you activate it and pay 2 coins with 1 to 3 wheat in hand, and you can keep adding wheat. Bread counts for tax payments.
Probably as in the base game: revealed at the start of the round and applied in step 6. One player also paid the final round's event cost after reaching Tours, since the goal is checked at the end of the round.
Two players agree from play of the scenario; no official post.
A Knight placed on its spot and 3 coins. The Knight returns to your bag when the action is played.