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Rise to Nobility: Beyond

Expansion for Rise to Nobility

Rise to Nobility: Beyond Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
    • Glade Card Draft
    • Player Boards Extension
  • Rock Rose
    • You can use Rock Rose to
      • Rock Rose - Conversion Chart
    • Rock Rose in the Income Phase
  • New Settlers Cards
  • Updated Rules for Berk the Clerk's Office
  • The Guardians Glade
    • Glade Card Placement Rules
    • Relic Cards
    • Elder Cards
    • Dwelling Cards
  • The Timeless Temple
    • Giving an Offering
      • Offering Tiers
    • Scoring Offerings
  • Income Phase
  • Upkeep Phase
  • Card Clarifications
  • In the Pale Moonlight
    • Setup
  • Solo Mode
    • Setup
    • Reference Guide
    • Gameplay

Game Components

  • 108 Glade cards: 36 Dwelling cards, 36 Relic cards, 36 Elder cards
  • 18 New Settlers cards (Deck 3)
  • 6 Player board extensions
  • 12 Houses (2 in each color)
  • 48 Offering tokens (wooden, 8 in each color)
  • 60 Rock Rose
  • 6 Title tokens
  • 18 Meeples (3 in each color)
  • 6 double-sided Building tiles
  • 11 Beyond Solo cards (for the Solo variant)
  • Expansion game board

Setup

Set up the game normally for the desired player count and variant with these additions:

  • Add the Rock Rose gems and expansion houses and meeples to the general supply.
  • Place the expansion board to the right side of the base game board.
  • Give each player a player board extension and all the Offering tokens of their color.
  • After players draw one card from the deck 1 Settlers cards, shuffle the new deck 3 cards with decks 1 and 2 from the base game to form one Settlers deck.
  • Shuffle the Glade cards and place one card face up on each of the six card slots on the expansion game board.

Glade Card Draft

  • Deal each player five Glade cards and place the deck near the board.
  • Players choose one card from their hand and pass the remaining cards to the player on their left. Repeat until each player has chosen three cards.
  • Return the remaining cards to the bottom of the Glade deck.
  • Players place their chosen Glade cards above the matching slots on their player board extension.

Player Boards Extension

The Player Board Extension presents another piece of the land you own where you will keep your Glade cards. You will stack your cards in columns above the matching slots of the extension so that the cards' effects are always visible to all players.

Rock Rose

The Rock Rose is a precious mineral that has been used as a trade currency since the beginning of the Five Realms.

You can use Rock Rose to

  • Trade for Goods, Nobility, Reputation, Coins, and Modifier tokens according to the trade ratio shown on your player board extension. You can make as many trades as you would like during your turn.
  • Pay the required cost to use the effects on a Relic card.
  • Complete deck 3 Settlers cards.

Players may not have more than 10 Rock Rose in their possession any time.

Rock Rose - Conversion Chart

The conversion chart printed on the expansion's player board extension shows these trade ratios:

Rock Rose spentReceive
31 Good (any type)
31 Nobility (1 star)
21 Modifier token (the "+1" token)
31 Coin
2Not legible in the scan: the fifth chart slot is covered by a card image. Refer to the printed player board extension for this ratio.

Transcriber's note: the ratios come from the chart graphic, not running text. The first rate's icon is a mixed-colour Goods cube, transcribed as "1 Good (any type)". The fifth rate's icon is covered in the scan and is left unfilled rather than guessed.

Rock Rose in the Income Phase

In the Income phase of every round there are three ways to gain Rock Rose:

  • Activated Dwellings: 2 Rock Rose per activated Dwelling
  • Offerings in Timeless Temple: 1 Rock Rose for each of your Offerings
  • Sum value of your unused dice: For every 3 pips (dice value) of your unused dice, you gain 1 Rock Rose.

Example: Selina's roll: She has a reputation of 12 and plays the dice shown in the printed example during the round. She does not play the three dice shown beside it: the total value of her unplayed dice is 8. During the Income phase she gains 2 Rock Rose (8 divided by 3 is rounded down to 2).

New Settlers Cards

The new settlers coming to Caveborn are not as picky as the previous settlers.

To complete one of the deck 3 Settlers cards, follow the normal rules with the following exceptions:

  • You can spend any types of Goods.
  • You may spend more than 3 of the same type of Good.
  • You must spend Rock Rose equal to the amount of Goods you spend.

You gain Victory Points equal to the amount of Goods you spend (3 to 10) and receive the reward shown on the upper right corner of the Settlers card.

Updated Rules for Berk the Clerk's Office

When you visit Berk the Clerk's Office, you may choose to refresh the components in 2 of these 3 locations:

  • Cavern Tavern: discard face-up Settlers cards and replace with new cards from the deck.
  • Guild Hall: discard Buildings and replace with new ones from the bag (following the same rules as the base game).
  • Guardians Glade: discard face-up Glade cards and replace with new cards from the deck.

The Guardians Glade

In the Guardians Glade, the Elders protect the Relics that tell the tale of this magical kingdom.

When you visit the Guardians Glade, you can gain 2 face-up Glade cards by following these dice placement rules:

  • The die slot must be empty.
  • The die you place must have the value indicated on the slot.

All 3 die slots are available for every player count.

  • Spend 2 Coins to take 2 cards.
  • Spend 1 Coin to take 2 cards.
  • Take 2 cards for free.

After you take both cards, immediately refill the empty slots with new cards from the top of the Glade cards deck.

Glade Card Placement Rules

  • You must place Glade cards above the matching slot in your player board extension.
  • You can have up to 6 cards of the same type. If you reach the limit of a certain type, you must discard a card before you take another one of that type.
  • You can't have more than 1 card with the same effect.

There are 3 types of Glade cards:

  1. Relic cards
  2. Elder cards
  3. Dwelling cards

Each Elder and Relic card in the Glade deck has a special symbol. At the end of the game certain Dwellings will score you points for having a matching pair of cards. In addition, these symbols will be used in the 'In the Pale Moonlight' variant of Beyond.

Transcriber's note: the manual shows the six symbols only as icons. They are identified by colour (brown, blue, green, red, gold, silver/white) where the text refers to them.

Relic Cards

The Queen's court favors those who safeguard Relics.

Relic cards will grant you benefits each time you activate them. To activate Relic cards you own:

  • place a die with any value on the Relics die slot on your player board extension.
  • pay the costs indicated on the Relic cards. You can activate multiple Relic cards with one die placement.
  • Immediately receive the benefits shown on the activated cards.

When you place a die on the Relics die slot, the die fills the slot and stays there for the remainder of the round. You retrieve the die in the Upkeep phase along with your other played dice. You cannot place a die on a filled Relics die slot.

Elder Cards

Helping the Elders will win you their endorsement, a beneficial step in your path to become a Noble citizen of the Five Realms.

Activated Elder cards will give you benefits throughout the game. To activate an Elder card you own, assign one Worker from your Workers Lot to the card during your turn. This is considered a free action. The card remains activated for the rest of the game and the assigned Worker stays on the card. On your turn, you can use the benefits of each of your activated Elder cards an unlimited number of times.

In the Income phase, you earn 2 Coins for each of your activated Elder cards.

Dwelling Cards

The Elders will retire to only the most impressive dwellings. If you build those dwellings on your land, you will be handsomely rewarded.

Activated Dwelling cards can grant you Victory Points at the end of the game. To activate a Dwelling card you own, assign one House from your Construction Platform to the card during your turn. This is considered a free action. The card remains activated for the rest of the game and the assigned House stays on the card. Each activated Dwelling card you own will grant you bonus Victory Points at the end of the game if you have successfully met the condition written on the card.

Goods assigned to these cards don't count towards the goods left on your player board for end-game scoring.

In the Income phase, you earn 2 Rock Rose for each of your activated Dwelling cards.

Transcriber's note: the victory-point conditions and values of individual Dwelling, Relic and Elder cards are printed on the cards themselves and are not part of the manual's text, so they are not transcribed here.

The Timeless Temple

The Timeless Temple, or the Temple of Wizards Past as some may call it, is as ancient as written history. Caveborn's officials revere this enormous monument and will reward those who bring offerings to honor the spirits of the great wizards of the past.

Giving an offering in the Timeless Temple will grant you benefits as well as potential Victory Points at the end of the game.

In order to give an offering, you need to follow these dice placement rules:

  • Dice are placed on the slots in order from left to right.
  • The number of available die slots is equal to the number of players.
  • The die placed in the first slot can be any value.
  • Other dice must have a value equal to the first placed die.

Transcriber's note: the Timeless Temple diagram prints the labels I/II, III, IV, V and VI beneath its die slots and offering tiers. The text does not explain them, so they are not transcribed.

Giving an Offering

With each die placement, you can give 1 Offering. The Offering slots are located in 6 tiers. To give an Offering you must:

  1. Take 1 Offering token of your color from the supply and place it on any empty Offering slot.
  2. Pay the corresponding cost indicated on the left side of the chosen Offering tier.
  3. Gain or lose reputation if indicated on the chosen Offering slot.
  4. Immediately receive the benefit indicated next to the cost you paid.

Offering Tiers

  • Tier 6 – Pay 4 Coins and 3 Goods: Gain 8 Victory Points
  • Tier 5 – Pay 3 Goods: Build a workshop from the Guild Hall without placing a die or paying the cost shown in the Guild Hall. (You must have an Apprentice in the associated Guild Hall to place as a Guild Master.)
  • Tier 4 – Pay 3 Goods: Gain 1 House (place on your Construction Platform)
  • Tier 3 – Pay 3 Coins and 3 Goods: Gain 1 Worker (place in your Workers Lot)
  • Tier 2 – Pay 3 Coins: Immediately fulfill a Stone Council tile of your choice without having to meet the Nobility and race requirements. You must still spend the Goods and Coins listed on the tile.
  • Tier 1 – Pay 3 Coins: Gain 3 Rock Rose

Once you give an Offering, the token fills the Offering slot and remains there until the end of the game.

In the income phase you will gain 1 Rock Rose per Offering you have in the Timeless Temple.

Scoring Offerings

At the end of the game you score the offerings in the following way:

  1. The player with the most Offering tokens in the Timeless Temple gains Victory Points equal to the total number of Offerings in the temple (including other players' tokens).
  2. The player with the second-most Offering tokens gains half the amount of VP as the first player, rounded up.
  3. The player with the third-most Offering tokens gains half the amount of VP as the second player, rounded up.

Ties are friendly. All tied players gain full Victory Points for their offering level.

Income Phase

In addition to gaining income from Apprentices and Guild Masters:

  • Gain 2 Coins for each of your activated Elder cards.
  • Gain 2 Rock Rose for each of your activated Dwelling cards.
  • Gain 1 Rock Rose for each of your Offerings in the Timeless Temple.
  • Gain 1 Rock Rose for every 3 pips (dice value) of your unused dice for the round.

Players may not have more than 10 Rock Rose in their possession any time.

Upkeep Phase

Refresh the Guardians Glade by discarding all cards and replacing them with new Glade cards.

Card Clarifications

  • Dwelling 1, 2, 3: Goods assigned to these cards don't count toward the Goods left on your player board for regular end-game scoring.
  • Dwelling 11–16: You can assign either one Relic/Elder or one pair of Relic and Elder to the card. You cannot score both point values.

In the Pale Moonlight

When playing the In the Pale Moonlight variant with the Beyond expansion, add the Title tokens to the game.

Setup

  • Place the Title tokens near the game board.

Each Title token shows one of the six symbols depicted on the Glade cards.

During the Income phase of Round 1:

  • Give each Title token to the player who has the most Glade cards matching the Title token's symbol. If there is a tie or if no player has a certain symbol, leave the Title token by the board.
  • When you receive a Title token, place it near your player board, visible to the other players.

In each of the following rounds during the Income phase:

  • Determine ownership of the Title tokens. A Title token remains with its owner unless another player has more Glade cards with the matching symbol.
  • After ownership of each Title token has been determined, players score 1 VP per Title token they own.

Example: During the Income phase of Round 3, Will has 3 Glade cards with the red symbol. Sara also has 3 Glade cards with the red symbol. Will keeps ownership of the Title because no one has more red Glade cards than he does. Larry has 2 Glade cards with the blue symbol and loses the Title to Melissa who has 3 Glade cards with the blue symbol.

Solo Mode

When playing Solo mode with the Beyond expansion, make these additions:

Setup

  • Take one extra Red die, to be used as an additional Automa die.
  • Draw a Solo Objective card from the Beyond Solo Deck or base game Solo Deck.

Reference Guide

Available die slots in Timeless Temple: 2

Gameplay

When you roll the Automa die:

  • Use both Red dice for the Guilds.
  • Place the Blue die in the first slot in the Timeless Temple.
    • Place a blue (Automa) Offering marker on the first available slot in the tier (1-6) matching the value of the blue die.

Transcriber's note: the Setup step says to take a Red die as the Automa die, while the Gameplay step places the Blue die. Both are transcribed as printed; the printed colours are inconsistent.