Round House
Round House Rulebook
Table of Contents
Table of Contents
Components
- 1 Game board
- 8 Action tiles (3 Large and 5 Small)
- 1 Traveling Merchant tile
- 10 Pirate tokens
- 4 Temple tiles
- 1 Ancestral Hall stand
- 18 Amulet tokens
- 20 Order cards
- 24 Expert cards
- 5 Player boards (1 of each player color)
- 10 Family leader pawns (2 of each player color)
- 75 Assistant tokens (15 of each player color)
- 150 Assistant stickers (30 of each player color)
- 50 Coins (30 of value 1, 20 of value 3)
- 45 Basic resources (15 each of Tea, Fruit, and Celadon)
- 10 Gold resources
- 1 Round marker
For your first game, place the Assistant stickers on the Assistant markers of their respective colors. There are two sides on each marker, a younger Assistant side and a senior Assistant side (the side with an infinity symbol). Assemble the Ancestral Hall stand as shown in the rulebook.
Game Setup
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Place the game board in the middle of the table.
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Shuffle the three large room action tiles and randomly place them face up on each of the corresponding spots on the game board. Shuffle the five small room action tiles and randomly place three face up on each of the corresponding locations on the game board. Return any remaining tiles to the box.
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For your first game, place the Ancestral Hall stand on the board, covering the stairs as indicated by the diagram on the game board. Once players are familiar with the game, the last player in turn order may place the Ancestral Hall stand at the end of setup. It should be placed in the same manner, within a red arc symbol marked outside of the Round House walls.
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Place the Traveling Merchant tile on the game board in the bottom-right town, as indicated by the diagram on the game board.
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Shuffle the Amulet tokens and form a face-down stack next to the game board. Take 7 Amulet tokens and place them face up on the game board. Place 6 of them on the reward spaces of the worship table and the 7th one on the round track. The location of the Amulet token on the round track is set according to the number of players (see below).
Note: According to the number of players, place an Amulet token on the round track.
- 2-player game: 7th space.
- 3-player game: 8th space.
- 4-player game: 10th space.
- 5-player game: 12th space.
Reveal the top three tokens from the face-down stack and put them face up next to the stack, forming the Amulet display.
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Shuffle the four Temple tiles. Place them face up on the game board in the indicated locations above the worship table.
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Shuffle the Pirate tokens. Place them face down on the indicated location on the game board. Reveal the top three tokens and place them face up on their corresponding spots, forming the Pirate goods display.
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Separate the starting Order cards (with the Chinese character "初" on them) and randomly give one to each player. Shuffle together any remaining starting Order cards with the regular Order cards. Put the deck face down next to the game board. Reveal the top three cards and place them next to the deck, forming the Order card display.
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Shuffle all the Expert cards without looking at them and place the newly formed deck face down next to the game board. Reveal the top three cards and place them next to the deck, forming the expert card supply.
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Take the resource cubes and place them next to the game board, forming the resource supply. The Tea (green), Fruit (red), and Celadon (blue) resources are basic resources. Place one of each on the Warehouse room tile. Note: Resources are not limited.
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Take all coins and place them next to the game board, forming the money supply. Take three coins and place them on the money lender room tile.
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Place the round marker at the beginning of the round track on the incense burner space.
Special Instructions for Two or Five Players
- Two players: Players may only choose yellow or purple. Take one blue, one red, and one green leader. Place one each on the three large room action tiles. They are known as Neutral Family Leaders. (See "Changes for Two Players" below.)
- Five players: Each player only uses one of the two family leaders. Return the second family leader to the game box; it will not be used in the game.
Player Board Setup
- Choose a color and take the player board and all pawns and tokens with the matching color. If playing a two or five-player game, see above.
- Take the two family leader pawns and the 15 assistant tokens:
- Place your two family leaders on the Ancestral Hall stand.
- Place one assistant on the "0" space of the score track on the game board.
- Place five assistants in your Personal supply on your player board.
- Place the remaining 9 assistants on your Assistant track, starting from the right and moving to the left.
- Take one gold resource from the resource supply and place it in your personal supply.
- Randomly select a starting player. Beginning with the starting player, each player in clockwise order takes 3, 3, 4, 5, 6 coins and places the coins in their Personal supply.
- You may now start the game!
Goal of the Game
During the game, players will move their family leader pawns clockwise around the Round House, from room to room, dispatching their assistants to perform different types of actions.
Each room has actions that players may take in order to collect resources, recruit Experts, and fulfill Order cards. Performing these actions gains prestige points.
When a family leader pawn moves to the Ancestral Hall stand, it must stop its movement. The active player must take their family to the temple to worship their ancestors, leaving one member behind to serve the temple. Through this act, the player gains resources, Amulets, and prestige points. Once a specific number of assistants reside in the temple, the game ends and prestige points are calculated. Whoever earns the most prestige points is the winner.
Flow of the Game
Beginning with the starting player, and continuing clockwise around the table, players take turns. Each time a player worships the ancestors, the round marker advances one space. When the round marker reaches the Amulet token, each player, except the one who triggered the end of the game, takes one more turn and the game ends with a final scoring round.
Player's Turn
On their turn, the active player performs the following steps in order:
- Activate one Expert card (optional)
- Move their family leader (mandatory)
- Perform room actions (optional)
- Gain bonuses (optional)
- Fulfill Orders (optional)
The active player must move their family leader during their turn. All other steps are optional.
1. Activate One Expert Card (Optional)
You may choose a single-use Expert card (a card without an infinity symbol) from below your player board and activate its effect.
If the card has an Amulet symbol in the top-right corner, move the card to the left of the player board after resolving its effect. The card is now considered one Amulet of this type and is kept for Amulet endgame scoring.
Otherwise, discard the used card next to the Expert card deck.
Note: You may only activate one Expert card from below your player board per turn.
Expert cards with Amulet icons can be kept after activation. They will be scored at the end of the game.
2. Move One Family Leader (Mandatory)
You MUST move one of your family leaders during this step. Choose a family leader of your color and move it 1 to 3 spaces clockwise in the Round House, following the rules below:
A. The leader must move along rooms connected by a blue corridor or stairs.
B. You may pass through a room occupied by another family leader, including your own. You may not end your movement in the same room with another family leader. Note: Passing through rooms with another family leader does not count as a space.
C. If you move onto the Ancestral Hall stand, immediately stop your movement and perform a worship action. You lose any remaining movement.
Note: Any number of family leaders may occupy the Ancestral Hall stand.
There is an "inner circle" and an "outer circle" in the Round House. The inner circle is stationary, while the outer circle changes depending on tiles placed during the game setup.
Example: During the Blue player's turn, they must move 1 family leader clockwise. They have the following 3 choices: 1. Move 1 to 3 rooms through the hallway and stay in room 1, 2, or 3. 2. Take the stairs and pass through the Green family leader to move back to the inner circle and stay in room 1, 2, or 3. 3. Take the stairs and pass through the Green family leader with 1 step and stay in room 1 in either the inner or outer circle. Move 2 steps, passing through both Green and Red family leader and stay in room 2. Note: Blue player may not stay in the room where the Green and Red leaders are located.
Example: During Red player's turn, they must move a leader clockwise, stopping on the Ancestral Hall. Red player can only move 1 step.
3. Perform Room Actions (Optional)
You may perform the action(s) of the room where your family leader's movement just ended. If the room offers several actions, you may perform them in any order. You may also choose to forfeit some of the actions.
For rooms in the inner circle (first floor), if there are any assistants of your own color adjacent to the room where you are taking the action, you may remove one or two of them. For each assistant removed, you may perform the room action one additional time.
If you use an assistant with its senior side up next to the room, you do not remove it.
Note: The removed assistant returns to your personal supply.
Note: Refill the Order, Expert, Amulet, or Resource displays immediately when something is taken from the display.
Example: The Blue player performs the Delivery Room action in the inner circle. They decide to remove their assistant occupying the chair. They may now perform the room action again. They decide to receive 1 Celadon and 1 Fruit and place 2 assistants in the town where the Traveling Merchant tile is located.
4. Gain Bonuses (Optional)
If the number of prestige points you gained this turn causes your scoring marker to cross one or more bonus icons on the score track, you may gain the bonuses during this step.
For each bonus icon you cross this turn, choose one of the following:
- Take one Order card from the Order card display.
- Take one Amulet from the Amulet display.
After taking an item, replenish the Order card and/or Amulet display to three.
Note: If there are no more Order cards available, players must take an Amulet token.
Example: During the Blue player's turn, they perform the "Bank" room action, paying 9 coins to receive 7 prestige points and two Helper actions. They immediately advance the blue assistant on the point tracker, crossing over 1 bonus icon. They choose 1 Order card, and then refill the Order card display.
5. Fulfill Orders (Optional)
To fulfill an Order card, pay the number of coins or resources indicated in its scroll. Then, flip the card to its back, revealing a permanent effect. This effect is immediately available to the player.
You may fulfill as many Order cards as you want during this step. Each Order card may only be fulfilled once and each resource cube or coin may only be used to fulfill one Order card.
For details on the permanent effects of Order cards, see "Order Card Effects" below.
An Order card shows: the prestige points received at the end of the game if fulfilled; the resources or the amount of coins needed to fulfill the Order; and the permanent effect gained when fulfilled.
Note: The amount of prestige points awarded by the Order card will only be scored at the end of the game, NOT immediately.
Note: Gold may be used as a substitute for any resource.
Assistant Actions
There are 3 types of assistant actions in rooms:
Recruit action: Move the leftmost assistant from your assistant track to your personal supply. If there are no more assistants, then the action is simply wasted.
Traveling Merchant action: Move one assistant from your personal supply to the town where the Traveling Merchant tile is located.
At the end of your turn, if you used at least one Traveling Merchant action, move the Traveling Merchant tile one space clockwise to the next tile.
Before or right after you perform each Traveling Merchant action, you may move the Traveling Merchant tile one space clockwise to the next town by paying 1 coin. You may do this as many times as you wish, as long as you pay a coin every single time.
Helper action: Move one assistant, younger side up, from your personal supply to any empty chair located along the inner circle of the game board. When taking an action in a room in the inner circle, you may remove one or two of your assistants from the chairs adjacent to the room. Return assistants to your personal supply. A senior assistant allows you to perform the assistant action without removing it. If you have no assistants in your supply, this action does nothing.
Permanent Helper action: Only available as a special action during the worship action. You turn an assistant in your personal supply to its senior side up. Place it on an empty chair located along the inner circle of the game board. A senior assistant allows you to perform the action without having the senior assistant removed.
Example: When the Blue family leader moves to the Selling Market room, they choose to activate both assistants. They leave the senior assistant on the board and return the other younger assistant back to their personal supply. They sell 1 Celadon, 1 Fruit, and 1 Gold by placing the resources on the board. They receive 5 coins and 7 prestige points. Finally, they perform Recruit action once and Traveling Merchant action twice.
Room Actions on Board
For rooms on the board: receive the reward immediately after paying resources. Pay resources or coins in order from left to right. Red arrows indicate that the actions must be performed in left-to-right order on a player's turn.
1. Delivery Room
Action: Take one basic resource cube of your choice and perform one Traveling Merchant action.
2. Smuggle Room
Action: Choose one of the following:
- Choose a Pirate token from the Pirate good display and immediately receive the amount of coins or resource cubes shown on the token. Place the selected Pirate token on the bottom of the Pirate token stack. Replenish the Pirate display immediately.
- Take one gold cube from the resource supply.
3. Selling Market
Action: Choose one of the following:
- Sell one Tea (green cube) to the market and gain five coins and a Traveling Merchant action.
- Sell one Celadon (blue cube) to the market and gain three coins, one prestige point, and a Recruit action.
- Sell one Fruit (red cube) to the market and gain one coin, three prestige points, and a Traveling Merchant action.
When you sell a resource, place the cube on the reward box corresponding to the type of sold good. You may only sell ONE resource good if the respective reward box is empty.
Gold may be used as a substitute for any resource.
EXCEPTION: If you perform this action multiple times by removing assistants from the chairs, you may sell multiple goods of the same type, and receive the indicated rewards several times. Return extra cubes of the same type sold by assistants to the supply instead of placing them on the reward box.
Note: At the end of your turn, remove all resource cubes from the market to the resource supply if all three reward boxes are occupied.
Selling Market rewards: Tea → 5 coins & Merchant dispatch. Celadon → 3 coins, 1 prestige & Recruit action. Fruit → 1 coin, 3 prestige & Merchant dispatch.
4. Expert Room
Action: Choose one Expert card from the Expert display. Place it below your player board. If it has a permanent effect (an infinity symbol), its effect immediately takes place. At the end of this action, replenish the Expert card display back to three. For details on the effects of Expert cards, see "Expert Card Effects" below.
Note: Players may have at most 3 Expert cards at a time, not including Expert cards used as Amulets. If choosing a 4th Expert card, players must discard one of their Expert cards beforehand.
Note: If the Expert display is ever empty, reshuffle the discarded Expert cards to form a new deck.
5. Money Lender Room
Action: Choose one of the following:
- Take all coins on the money lender room and perform one Traveling Merchant action.
- Take any one basic resource cube (Tea, Fruit, or Celadon) of your choice from the resource supply and perform one Traveling Merchant action.
At the end of your turn, replenish the money lender's room to three coins.
6. Lobby Room
Note: After moving to the Lobby room, the player MUST pay 2 coins to the money lender.
Action: Pay two coins to the Money Lender room and choose one of the following:
- Take two Recruit actions, one Traveling Merchant action, and one Helper action.
- Take one Recruit action. Choose a room occupied by another family leader (including your own). Immediately perform the action of that room as if the family leader on that room is your own. Note: You cannot perform the Worship Action.
Room Actions on Tiles
1. Market
Action: Sell 1~3 different types of resources to the market and gain the corresponding rewards. When you sell a resource cube, place the sold cube on the leftmost empty box.
Gold may be used as a substitute for any resource, and may be used for multiple resource boxes in the Market at the same time.
Note: At the end of your turn, remove all resource cubes from the market to the resource supply if all three reward boxes are occupied.
Depending on the reward box, gain the corresponding reward: 1st box → 1 coin, 1 prestige. 2nd box → 1 coin, 2 prestige & Helper action. 3rd box → 4 prestige.
2. Market
Action: Sell 1~3 of the same resource to the market and gain the corresponding rewards. When you sell a resource cube, place the sold cube on the leftmost empty box. It must be the same as any of the previously-sold resources occupying the reward box.
Gold may be used as a substitute for any resource.
Note: At the end of your turn, remove all resource cubes from the market to the resource supply if all three reward boxes are occupied.
Depending on the reward box, gain the corresponding rewards: 1st box → 2 coins, 1 prestige & Traveling Merchant action. 2nd box → 2 prestige & Recruit action. 3rd box → 3 prestige & Recruit action.
3. Bank
Action: Pay coins to the money supply and gain the corresponding rewards.
Starting from the leftmost space and going right, pay the amount of coins indicated and gain the corresponding reward.
Note: Pay coins until all four of the rewards have been taken or you do not wish to pay anymore. The rewards are cumulative, but so are the costs!
Bank rewards, by column: 1st → 1 prestige & Helper action. 2nd → 2 prestige. 3rd → 4 prestige & Helper action. 4th → 5 prestige.
4. Black Market
Action: Perform up to two trade actions and gain one Traveling Merchant action. Players can perform the same action twice. For each trade action, choose one of the following:
- Pay 1 coin: Receive 1 basic resource (Tea, Fruits, or Celadon) from the resource supply.
- Pay 3 coins: Gain one Recruit action.
- Pay 4 coins: Take 1 Amulet token from the Amulet display area. Then, replenish the Amulet display.
Pay a resource/assistant/Amulet: 4. Pay 1 basic resource (tea, celadon, or fruit): Receive 3 coins. 5. Fire one of your assistants: Receive 5 coins. To fire one of your assistants, take an assistant from your personal supply and put it back on the rightmost empty space of your assistant track. If all of the spaces are occupied, stack them on the leftmost space. 6. Pay 1 Amulet: Receive 6 coins. The paid Amulet is shuffled into the Amulet supply.
Example: Red player chooses to fire 1 assistant. They return the assistant to the rightmost empty space on their board.
5. Trading Post
Action: Pay costs and perform up to four actions. Each additional action increases in cost. You may choose from one of the following:
- Gain one Recruit action.
- Gain one Traveling Merchant action.
- Gain one Helper action.
- Gain one gold resource cube from the resource supply.
6. Meeting Place (large & small room action tiles)
Action: Pay coins or fire one of your assistants to perform up to three actions. Each additional action increases in cost. For each action, you may gain one Expert card from the Expert display. Replenish the display after each draw.
To fire one of your assistants, take an assistant from your personal supply and place it on the rightmost empty space of your assistant track. If all of the spaces are occupied, stack it on the leftmost space.
7. Warehouse
Action: Pay coins and perform up to three actions. Then, gain one Recruit action.
Each additional action increases in cost. For each action, take one resource cube, including a gold resource, from any market on the game board or from the Warehouse room itself. You may not take resource cubes from the resource supply. At the end of your turn, replenish the goods in the Warehouse according to the pictures shown.
Note: No matter how many actions you take, you will only gain one Recruit action.
Worship Action
When a player moves their family leader onto the Ancestral Hall stand, they MUST stop there and immediately perform a worship action, forfeiting any remaining movement.
That player may then choose one of the following two actions:
(1) Worship the Temple
Choose one of the face-up temple tiles available and immediately gain the rewards indicated on the tile. The chosen small temple tile is then flipped over and may no longer be selected for the remainder of the game. If all four small temple tiles are face down, a player may not choose to worship the temple as their worship action.
Important: When worshiping the temple, the round marker is not moved.
Example: When the Blue family leader stops at the Ancestral Hall stand, they choose to worship the temple. They select a temple tile from the available temple tiles and execute the Traveling Merchant action twice. Then, they flip the tile face down, and return it to its original space.
(2) Worship the Ancestors
Perform the following steps in order:
Step 1: Move the round marker one space to the right. If you move onto the space with the Amulet token, immediately move the Amulet token to your personal resource area and trigger the end of the game.
Step 2: Choose one town with at least one of your assistants and remove all of your assistants there. Beginning in the top-left box of the worship table, place an assistant into a box unoccupied by one of your assistants. Continue placing assistants into adjacent, orthogonal boxes, forming a connected chain from the starting box. Two assistants are considered to be connected if they are orthogonally adjacent to each other. Each box may only contain one assistant of each color, and you may use previously-placed assistants of your own color within the chain. You must place all your assistants.
Note: If a player does not have any assistants in towns, they MUST choose to "worship in a temple". If all 4 small temple tiles are face down, they MUST choose "worship the ancestors (in the family temple)". Move the round marker one space and continue with Step 2.
Step 3: After all assistants are placed on the worship table, flip over the last-placed assistant to its senior side. Gain prestige points equal to the sum of the number indicated on the chosen spot and the number of assistants of the same color in the round house (assistants placed in chairs, including senior assistants).
Note: Do not count assistants in the towns and on the worship table!
Step 4: The worship table has rewards at the ends of certain columns and rows. The player receives BOTH bonus rewards from the top of the column and the left end of the row of their recently-flipped senior assistant. The player also chooses ONE of the Amulet rewards from the bottom of the column or the right end of the row of their recently-flipped senior assistant. If the Amulet rewards have already been taken, the player does not receive a replacement reward.
Step 5: Return all of the assistants from the worship table, excluding the senior assistants, to your personal supply.
Example: Blue player chooses to Worship the ancestors. Step 1: They move the round marker one space to the right. Step 2: they take all of the blue assistants from the bottom left town. Step 3: Assistants are placed in order on the family ancestral hall starting from box 1 located at the top left corner, skipping the senior assistant and placing the last assistant on box 4. That assistant now becomes a senior assistant. They receive 4+1 prestige points from the ancestral hall bonus and the number of blue assistants currently occupying a chair. Step 4: They also receive 1 Celadon and 1 Amulet, and execute the "permanent Helper action" once. Finally, Step 5: they return their assistants on boxes 1 and 2 to their personal supply.
Game End
When the round marker reaches the Amulet token on the round track, the endgame is triggered. The active player takes the Amulet token, placing it on their player board, and finishes their turn. All OTHER players have one more turn. Then, final scoring takes place. Each player follows the steps below for the final scoring round.
End of game space: 2 Players: 7th. 3 Players: 8th. 4 Players: 10th. 5 Players: 12th.
1. Amulets
An Amulet set contains different types of Amulets. Amulets may only be used once for scoring. Played Expert cards with Amulet symbols in the top-right corner may contribute to the set as long as the symbols are not the same as other Amulets in the same set. Players score points as shown below.
Amulets in a set → prestige points: 1→1, 2→3, 3→5, 4→8, 5→12, 6→16, 7→21, 8→27, 9→35, 10→44, 11→55.
2. Order Cards
Gain the total number of prestige points on fulfilled Order cards. Players do not gain any points for unfulfilled Order cards.
3. Family
Gain the total number of prestige points shown on the assistants track. If there is still one assistant left on the track, gain 4 points. If there are no assistants on the track, gain 12 points in total.
4. Assistants
For each assistant left on the game board, whether they are in towns or on chairs, gain one prestige point.
5. Coins
Exchange all available assistants and resources in a player's personal supply for one coin each. Players gain one prestige point for every three coins.
Note: During final scoring, players do not gain any bonuses for crossing a bonus marker.
Whoever has the most prestige points is the winner. In case of a tie, the player with the most coins among the tied players is the winner. In the rare circumstance that a tie still occurs, the players share the victory.
Changes for Two Players
During setup, players may only choose yellow or purple. Take one blue, one red, and one green leader. Place one each on the three large room action tiles. They are known as Neutral Family Leaders. Note: Neutral Family Leaders are only used in the two player game.
On a player's turn, a player may pay one basic resource cube of a matching Neutral Family Leader's color to move it 1~3 spaces clockwise, following all normal movement rules. For example, pay a Tea (green resource cube) to move the green Neutral Family Leader. Note: Players can only pay once per turn.
The Neutral Family Leader follows the normal movement rules with the following exception:
- The Neutral Family Leaders may never move to the Ancestral Hall stand. Therefore, players may never use them to utilize the worship actions. When a Neutral Family Leader should land on the Ancestral Hall stand, instead place it in the next available room.
Variant for Neutral Family Leader
After a player moves a Neutral Family Leader, they may choose to activate the room action the Neutral Family Leader moved into. When moving a Neutral Family Leader, you may only perform the room action. You CANNOT activate an Expert card or gain bonuses or fulfill Orders. For your first few games, we recommend not playing with this variant and have the players only move the neutral family leaders to block others.
Order Card Effects
Players get permanent abilities from Order cards after they have been fulfilled. Unfulfilled Order cards do not grant abilities. Each ability may only be activated once per turn.
There are four types of abilities:
- When a player gains coins, that player gains one or two additional coins.
- When a player gains the indicated resource, that player gains one or two prestige points.
- When a player gains the indicated resource, that player gains one additional resource of that type.
- When a player gains any resource, that player gains one prestige point or one additional resource of that type.
Expert Card Effects
You always gain the abilities of permanent Expert cards as long as you have them. The abilities of permanent Expert cards can only be used once per turn.
- Su Trader (one-time effect): Gain 3 coins. Has an Amulet icon and can be kept after activation.
- Jin Trader (one-time effect): Gain 1 coin and 1 prestige point. Has an Amulet icon and can be kept after activation.
- Elder (Permanent effect): Once per turn, gain 3 prestige points when you take the Helper action.
- Wealthy Man (Permanent effect): Once per turn, gain 2 prestige points when you gain gold resources.
- Celadon Merchant (one-time effect): Immediately sell one Celadon (blue) resource to any market space and gain double the amount of rewards. Note: You do not get to perform the assistant action.
- Tea Supplier (one-time effect): Immediately sell one Tea (green) resource to any market space and gain double the amount of rewards. Note: You do not get to perform the assistant action.
- Fruit Supplier (one-time effect): Immediately sell one Fruit (red) resource to any market space and gain double the amount of rewards. Note: You do not get to perform the assistant action.
- Mistress (one-time effect): Fire one of your assistants to gain 4 coins and 1 gold resource.
Second set of Expert cards:
- Sales Lady (one-time effect): Gain 1 celadon or 1 fruit. Has an Amulet icon and can be kept after activation.
- Porter (one-time effect): Gain 1 tea or 1 celadon. Has an Amulet icon and can be kept after activation.
- Farmer (one-time effect): Gain 1 fruit or 1 tea. Has an Amulet icon and can be kept after activation.
- Craftsman (one-time effect): Fire one of your assistants to gain 1 basic resource of your choice and 1 gold resource.
- Shandon Trader (one-time effect): Immediately sell two resources of your choice to any empty market on the game board and gain the rewards for each. Note: You do not get to perform the assistant action.
- Maiden (one-time effect): Gain 2 basic resources, and all the other players receive 1 coin.
- Shopkeeper (Permanent effect): Once per turn, when you gain any basic resource (Tea, Fruit, or Celadon), gain 1 prestige point.
- Clerk (Permanent effect): Once per turn, when you gain an Expert card, gain 2 prestige points.
Third set of Expert cards:
- Amulet Merchant (one-time effect): Gain 4 coins or 3 prestige points. Has an Amulet icon and can be kept after activation.
- Little Master (one-time effect): Gain 1 coin and one Traveling Merchant action. Has an Amulet icon and can be kept after activation.
- Servant (one-time effect): Gain one Helper action. Has an Amulet icon and can be kept after activation.
- Bookseller (one-time effect): Gain X+1 coins where X is the number of assistants in your personal supply.
- Nanny (one-time effect): Gain 1 coin and two Recruit actions.
- Noble Lady (one-time effect): Gain one Recruit action and two Traveling Merchant actions.
- Guangdong Trader (one-time effect): Gain one Recruit action and one Helper action.
- Hui Trader (one-time effect): Gain 1 coin, one Recruit action, and one Traveling Merchant action.
Credits
Round House is a Euro-style board game designed in 2016. The first idea originated from Zong-Ger.
Designer: Eros Lin, Zong-Ger Artist: Garss Producer: Eros Lin Logo Design: Lanty Huang, Sesame Chen English Editing: Travis D. Hill English Proofreading: Tiffany and Steve Caires Japanese translation: Tsuyoshi Mizutani
EmperorS4 and the designers would like to extend our sincere gratitude to all the other designers who are involved in this game, for their gracious assistance and instructive advice during the testing of Round House.
We are also deeply indebted to all the gamers who have played this game for their useful suggestions. All this help and support completed Round House.
Special thanks to Smoox Chen for the help, and Garss for the great artwork and original proofreading.
© 2018 EmperorS4 Technology Co. Ltd. All Rights Reserved.
© 2018 Deep Water Games for the North American Version. All Rights Reserved.