Rurik: Stone & Blade
Rurik: Stone & Blade Rulebook
Table of Contents
Table of Contents
Game Components
Core Content
- 3 Leader Miniatures and Cards. See p. 4 for more details.
- 16 Structures: there are two new structure types, with two of each type per player color. Stable and Tavern.
- 12 Trade Boon Tokens: three per player color. Reward players for collecting more goods.
- 6 Warfare Reward Tokens: provide extra incentives for players to attack opponents.
- 12 Victory Point Tokens: used to track victory points earned from various expansion content.
- 4 Rebel Miniatures: provide uncertainty over what rewards are available during a game.
- 4 Rebel Reward Tokens: provide the same rewards added by the new rebel miniatures, for players using the Rebel Rewards Variant. NOTE: Affix one sticker from the sticker sheet to the recessed area on the underside of each rebel miniature.
- 15 Inheritance Cards: inheritances are dual purpose cards. They provide different starting bonuses for each player and dictate where the rebel faction takes actions in the Rebel Factions module.
- 4 Deed Cards: new deeds reward ruling specific sets of regions at once or building the new structures.
- 4 Reference Cards.
- 4 Solo Cards: one solo reference card and three solo leader cards.
Module A: Epic Structures
- 13 Epic Structures and 11 Epic Structure Cards: eleven unique structures. Provide ongoing abilities or additional victory point scoring opportunities.
- 1 Agenda Card (Renowned): new agenda promotes an alternate strategy.
Module B: Warfare
- 4 Dungeon Mats: players hold captured troops in their dungeon until they are released for rewards.
- 4 Conversion Tokens: one new type, with one for each player.
- 5 Scheme Cards: new schemes are valuable but provide increased risk when attacking.
- 4 Deed Cards: new deeds synergize with an attack strategy.
- 1 Agenda Card (Victorious): new agenda promotes an alternate strategy.
Module C: Rebel Factions
- 3 Rebel Faction Cards: one rebel faction will oppose players each game. Introduces ongoing gameplay effects that negatively impact players in regions with rebels until the rebel faction is defeated.
- 1 Rebel Camp: identifies the first region where a new rebel may be mustered each round.
The core content introduces more gameplay variety and changes how players evaluate their options. Play as new leaders, build different structures, and earn rewards for warfare and trade. Who will make the best use of their inheritance?
Base Game Clarifications
Out of Troops (replaces note at the top left of p. 7 in Base rules): In the rare scenario that a player has no troops on the game board, they may muster two troops (which may include their leader) in any region immediately before resolving their next advisor or immediately before the next Strategy Phase, whichever happens first.
Shuffle Deeds (new rules scenario): In the rare scenario that the deed deck is depleted, take the cards from the deed discard pile and shuffle them together. Place the deck above the claim board, face down.
Removing your Leader (added for clarity): When you accomplish a deed that requires removing one or more of your troops, you may remove your leader, but they must be the last troop remaining in a region to be removed.
Core Content
Leaders
Gleb. Once per round after attacking in Gleb's region with no casualty, gain two movement points to use with any of your troops located in his region (including Gleb).
Sviatoslav. Before you spend any build points on your turn, you may move Sviatoslav to an adjacent region with a rebel or spend one coin to move Sviatoslav to any adjacent region. You are not required to build with Sviatoslav.
Theofana. Once per round after you finish spending tax points on your turn, if you taxed in Theofana's region you may move her to an adjacent region or gain one coin from the supply.
Setup
Follow the setup for the base game, with the following changes.
- Give each player two coins (instead of three coins).
- Add the four additional rebel miniatures to the supply of rebel miniatures from the base game.
- Shuffle the deed cards marked with the core content symbol along with the rest of the deed cards.
Skip setup steps 16-17 and use the following steps instead:
- A. Take the inheritance cards (using only those for the number of players), shuffle them, and deal three to each player, face down. Each player selects two of these cards and returns the other to the game box. Return all unused inheritance cards to the game box as well.
- B. In clockwise order, beginning with the first player, players each place one of their troop miniatures in a region of their choice. This continues until they each have placed two troops on the game board. Players may place troops in any regions in play (i.e., with rebels only, with opponents' troops, or with their own troops).
- In clockwise order, beginning with the first player, players each place their leader miniature in a region that they occupy.
- In clockwise order, beginning with the first player, players each reveal their selected inheritance cards and gain the corresponding starting bonuses. Return all inheritance cards to the game box.
Additional setup:
- Each player takes three trade boon tokens in their color and places them on their household mat, as follows:
- One token below the wood boat column
- One token below the fish boat column
- One token below the honey boat column
- Each player takes two stables and two taverns in their color.
- Shuffle the warfare reward tokens, face down. Place five random tokens to the right of the claim board, face up, next to the second, fourth, sixth, eighth, and tenth warfare track spaces. Return the unused warfare reward token to the game box.
- Place the victory point tokens off to the side.
Inheritance Cards
You may gain troops, coins, goods, schemes (from top of deck), deeds (from top of deck), and structures from inheritance cards. Some inheritance cards have a coin cost, which requires you to spend one coin in order to gain the reward.
You must place each structure or troop gained in the region listed at the top of the inheritance card OR you may spend one coin to place the structure or troop in any region in play.
If you do not want the rewards on an inheritance card (or cannot pay its coin cost), you may forfeit it instead to gain two coins from the supply.
Example A: Yoma has the Kiev and Rostov inheritance cards. For the Rostov inheritance, he spends 1 coin and may either place a stronghold in Rostov or may pay 1 extra coin to place the structure in any region. Yoma chooses to place the stronghold in Rostov because he has only 1 coin left and will have to spend 1 coin if he wants to gain the rewards from the Kiev inheritance. For the Kiev inheritance, he spends 1 coin, musters one troop in Kiev, and draws the top card of the deed deck.
Trade Boon Tokens
When you completely fill a boat column that has a trade boon token below it, take the token and place it on your dock.
When accomplishing deeds or converting goods, you may spend a trade boon token instead of any good cost (e.g. fur). You may spend multiple trade boon tokens at one time. Return any spent trade boon tokens to the game box.
Example B: Emily collects honey and places it on her boat, which completely fills the honey column. She gains the trade boon token and places it on her dock.
Example C: Emily saved her trade boon token from earlier to help accomplish a deed late in the game. She has already built two taverns but does not have any honey, so Emily spends the trade boon token, instead of honey, to accomplish the Mead Brewery deed.
Player Structures
There are two new types of player structures. Each region may only contain three structures total, including one structure of each type, regardless of which player builds them.
- Stable: When you build a stable, gain three movement points to use with any of your troops located in this region (where the stable was built).
- Tavern: When you build a tavern, gain coins from the supply equal to the number of structures in this region (including the tavern). You may immediately play the top card from the scheme discard pile if you have not already played a scheme card this turn. If you play a scheme card from the discard pile, return it to the game box.
Warfare Reward Tokens
When you advance your warfare marker to a space that has a warfare reward token next to it, gain the reward shown. Each player may earn each reward once per game.
Module A: Epic Structures
This module introduces many additional structures for players to build. Will you be the first to construct epic structures and unlock their powerful effects?
NOTE: Read the text out loud on each epic structure card used so all players can hear.
Setup
Follow the setup for the base game, with the following changes.
A. Shuffle the "Renowned" agenda card along with the rest of the agenda cards. B. Shuffle the epic structure cards and place a number of cards equal to one more than the number of players (i.e., 5 cards in a 4-player game) face up next to the game board. Return the others to the game box. Place the matching epic structures below each epic structure card.
Example D: Stan (yellow) has two build points to spend and does not rule Volyn. He chooses to build the Capital Port in Volyn, which meets the build condition on Capital Port (only in a region that produces fish), and spends his two build points. Stan gains any good from the supply, choosing fur, as a reward for building the Capital Port.
Epic Structures
You may build epic structures to earn rewards and unlock their effects. They do not belong to any player; all players may interact with epic structures after they are built. Epic structures still count towards the three structure limit in each region.
Some epic structures have an ongoing effect and some epic structures provide rewards at game end or round end.
During your turn, you may build one of the available epic structures. You must spend build points as normal in a region you occupy (i.e., where you have one or more troops already) and meet any build condition listed on the epic structure card. Then gain the rewards listed on the card.
Border Fort. Reward: one scheme card. Build condition: place on the border between two regions. Effect: Once per turn per player, you spend no movement points to move one troop between these regions. A Border Fort is in both regions (but does not count towards the three structure limit in either region). There are two copies of Border Fort that can be built. More than one structure can occupy the border between two regions, including two copies of Border Fort.
Capital Port. Reward: any good. Build condition: only in a region that produces fish. Effect: After taxing the Capital Port's region, you may trade one good for any other good. You may immediately place the good you collected from taxing the Capital Port's region on your boat (or dock), prior to determining which good you would like to trade. Therefore, you may completely fill a boat column and take the corresponding trade boon token (when applicable) before trading the good that allowed you to fill that column.
Catacombs. Reward: two coins. Build condition: (none). Effect: You may not build any additional structures in the Catacombs' region.
Cathedral. Reward: one victory point token. Build condition: replace your church during the first three rounds. Game end: If you rule the Cathedral's region, earn one victory point token. You must build the Cathedral in the same region from which you removed your church.
City Gate. Reward: two tax points. Build condition: only in a central green region. Effect: You must spend two movement points to move one troop into the City Gate's region. Agatha may not move into the region with City Gate while moving any troops with her.
Library. Reward: choose one deed card. Build condition: must have accomplished one or more deeds. Effect: Reveal three deed cards and place them on this card. Once per round per player, after moving your leader into the Library's region, you may exchange one of your deeds with a deed on this card.
Logging Camp. Reward: one wood and two coins. Build condition: only in a region that produces wood. Game end: If you have the most wood, earn one victory point token.
Palace. Reward: one victory point token. Build condition: only in a region with troops from multiple players. Round end: If your leader is present in the Palace's region, draw one deed card from the top of the deck.
Siege Tower. Reward: one attack point. Build condition: place on the border between two regions. Effect: You may attack with a troop in either of these regions as though it were present in the other region. A Siege Tower is in both regions (but does not count towards the three structure limit in either region). There are two copies of Siege Tower that can be built. More than one structure can occupy the border between two regions, including two copies of Siege Tower.
Town Wall. Reward: one victory point token. Build condition: only in a region with two other structures. Effect: When you attack an opponent in the Town Hall's region, you must reveal one additional scheme card during your check for a casualty.
The printed text reads "Town Hall's region" in the Town Wall effect; it is transcribed as printed.
Veche. Reward: one scheme card. Build condition: place a troop from your supply on this card. Effect: Once per round per player, after moving a troop into the Veche's region, you may place a troop from your supply on this card to draw a scheme card. Game end: If you have the most troops on this card, earn one victory point token. You earn one victory point token if you are tied for the most troops.
Module B: Warfare
This module introduces more opportunities for players to attack each other and additional incentives for attacking. Instead of just defeating opposing troops, would you rather capture troops for ransom? Choose when to attack wisely as there are additional casualties in the scheme deck!
Setup
Follow the setup for the base game, with the following changes.
A. Shuffle the agenda, deed, and scheme cards marked with the warfare module symbol along with the rest of their respective card types. B. Give each player a dungeon mat. (They are all identical.) Then give each player the conversion token marked with the warfare module symbol to place above their dock on their household mat.
NOTE: If you have the player trays (from the base game Kickstarter edition or acquired separately from the publisher), you may find it enjoyable to place your dungeon mat inside your player tray lid!
Capturing Troops
Immediately after resolving an attack, you may attempt to capture the attacked troop (or rebel) for additional rewards. You may only attempt to capture a troop if you revealed at least one* scheme card and did not suffer any casualties during your attack.
When resolving an attack that may precede a capture attempt:
- When you attack an opponent, advance your warfare marker normally.
- When you attack a rebel, gain the reward normally, and if using Sviatopolk's ability you may replace the rebel with one of your troops.
- *If you would reveal zero scheme cards (e.g. attacking a rebel, using Boris' ability, or gaining rewards on some deed cards, such as Defensive Belt) you may choose to check for a casualty by revealing one scheme card.
NOTE: You may not attempt to capture a troop if you are out of space in your dungeon mat. Limit 4 troops and/or rebels and 1 leader.
To attempt a capture, reveal one card from either scheme deck and check for a casualty to determine if the capture attempt succeeds or fails. Then discard all revealed scheme cards.
- If you reveal a scheme card with any casualty icons, your capture attempt fails. Remove the attacked troop from the region as normal and remove one of your troops from that region for each casualty icon revealed.
- If you do not reveal a scheme card with any casualty icons, your capture attempt succeeds! Take the attacked troop and place it on your dungeon mat.
Example E: Emily (blue) attacks a rebel and gains the reward shown on the underside of the miniature. Normally she would not check for a casualty when attacking a rebel, but because she wants to capture the rebel, she may reveal one scheme card to satisfy part of the condition for a capture attempt. Thankfully there is no casualty icon so she did not suffer a casualty! Now that Emily revealed at least one scheme card without suffering a casualty, she attempts a capture by revealing one more scheme card. Again there is no casualty icon so the capture attempt succeeds! Emily places the rebel on one of the small spaces of her dungeon mat.
Releasing Captives
At the start of the Claim Phase (before Step A), you must release captives from your dungeon and earn rewards from the supply, as listed below. Return troops to their owners' supply and place rebels next to your household mat. Rebels that are currently in your dungeon or are placed next to your household mat count as defeated rebels.
| Captives | Release? | Reward for release |
|---|---|---|
| Any leader | Yes | 2 victory point tokens |
| Set of two troops (any combination of rebels and non-leader troops) | Yes | For each set: 2 victory point tokens |
| One rebel or troop | No | N/A |
Conversion Token
Any conversion token is considered the same type of bonus action as the two conversion tokens that convert goods in the base game, regardless of whether the conversion token requires converting goods. Therefore, you may only use one conversion token per turn.
The Warfare conversion token: return one defeated rebel to the supply, plus spend two coins, to gain one attack point. You may return a defeated rebel that is next to your household mat OR on your dungeon mat.
Double Casualty Scheme Cards
If you reveal a scheme card with a double casualty icon when you check for a casualty, remove two of your troops from that region (if you have two or more troops in that region; otherwise just remove your only troop in that region).
Module C: Rebel Factions
This module changes how players interact with rebels in multi-player games and introduces a shared goal that players will race to accomplish first. Will you defeat the rebel faction for your own accolades or will you leave your siblings to deal with the nuisance?
Setup
Follow the setup for the base game, with the following additions.
A. Shuffle the rebel faction cards and place one card face up next to the game board. Return the others to the game box. B. Take the inheritance cards (using only those for the number of players), shuffle them, and place the deck next to the rebel faction card. Return all unused cards to the game box. Reveal one inheritance card from the top of this deck and place it face up next to the deck. C. Place the rebel camp in the region listed at the top of the face-up inheritance card.
Rebel Factions
Each rebel faction musters one rebel each turn and introduces an ongoing gameplay effect that impacts each region with rebels. The rebel faction will be defeated when one player meets a specified defeat condition; this stops the rebels from mustering and stops the ongoing gameplay effect.
You earn a reward for defeating the rebel faction.
Example F: The front of a rebel faction card.
At the start of each Claim Phase, if the rebel faction is not defeated, place a random rebel miniature in one region as follows:
- If there is no rebel in the rebel camp's region, place a rebel in that region.
- Otherwise, reveal the top card of the inheritance deck and place a rebel in the region listed at the top of the revealed card.
To defeat the rebel faction, a player must announce that they meet the defeat condition on their turn. Give that player one victory point token, remove the rebel camp from the game board, and flip the rebel faction card face down (to indicate the ongoing gameplay effect stops).
Rebel Camp
The rebel camp counts toward the three structure limit in a region, so players may only build two more structures in the region with the rebel camp.
Rebel Faction Cards
Armed Uprising. Local warlords are supplying weapons and organizing rebels to fight back with ferocity. Reward: one victory point token. When attacking a rebel, you must check for a casualty (as if attacking an opponent). However, do not advance your warfare marker. Defeat Condition: have four defeated rebels.
Pagan Unrest. Not everyone is happy about the recent conversion to Christianity. Many are openly defying this new religion in favor of the old Slavic Gods. Reward: one victory point token. When building a church in a region with any rebels, you may not remove a rebel. If you build a church without removing a troop, you may not place one of your troops. Defeat Condition: have two churches and have two defeated rebels.
Peasant Mutiny. Multiple princes, all claiming their right to collect tribute, has led to a widespread resentment among the rural population. Reward: one victory point token. When taxing in a region with any rebels, you must spend one additional tax point. Defeat Condition: have four different types of goods and two defeated rebels.
Reference Cards
Deed Card Reference
- Besiege Citadel. Cost: attack an opponent in a region where they have a stronghold and spend two coins. Reward: advance your warfare marker one space.
- Deadly Plot. Cost: attack an opponent in a region with their leader and discard a scheme card. Reward: one build point.
- Mead Brewery. Cost: have taverns in two regions and spend one honey. Reward: one tax point.
- Conquest. Cost: attack three troops of any opponents on the same turn. Reward: two movement points.
- Distant Rule. Cost: rule Rostov, Polotsk, and Pereyaslavl. Reward: advance your warfare marker one space.
- Peace Treaty. Cost: release one captive, remove one of your troops and spend two coins. Reward: two tax points.
- Create Republic. Cost: rule Novgorod, Chernigov, and Volyn. Reward: one tax point.
- Horse Breeder. Cost: have stables in two regions and spend one wood. Reward: one muster point.
Agenda Card Reference
- Renowned. Rule the most regions with epic structures.
- Victorious. Have the most victory point tokens.
Scheme Card Reference
NOTE: In the base game, 10 / 27 (37%) scheme cards have a casualty icon on them. When playing the Warfare Module, 14 / 32 (44%) scheme cards have a casualty icon on them. Plan your attacks carefully (or just enjoy the greater rewards that come with a higher risk)!
- Reward: one build point OR one attack point. Casualty: two troops.
- Reward: two tax points OR two muster points. Casualty: two troops.
- Reward: one attack point. Casualty: none.
- Reward: one movement point and one muster point (in any order). Casualty: two troops.
- Reward: advance your warfare marker one space and two movement points. Casualty: one troop.
Solo Mode
Translated from Russian. This section is the English translation of the Russian community translation (Tesera) of the English Solo "v1.5" rules; passages the Russian translator marked in red as their own additions are tagged [Translator's addition]. Icons on the rebel board and rebel cards are described as they appear, as a single icon or an icon pair. Where the Russian uses a term that differs from the English v1.11 rulebook, the English v1.11 term is used (for example, "Логово мятежников" is rendered as rebel camp, and "Особые постройки" as epic structures).
Solo Overview
If you already know the solo rules for Rurik, most of the previous rules still apply with this expansion. The changes concern how your opponent chooses its actions, using cards and components from the core content of the expansion. The changed and added rules are the ones marked in the translation with an exclamation mark; those marks are omitted here.
Your opponent will be the rebels, controlled with a rebel deck. In solo mode you follow all the rules of the standard game, but the rebels become a worthy opponent through the solo rules for choosing their actions. Their action selection lets the rebels change tactics and make unpredictable moves. Four difficulty levels are available. Set up as for two players, with the changes below.
Note: some cards are not compatible with solo play. When setting up, return to the box 3 deed cards (Great Hunt, Lawgiver, Coercion to Peace), 3 agenda cards (Bogatyr, Vityaz, Treasurer), and 2 event (intrigue) cards (Drought and Cornucopia).
Rebel Setup
- Choose the color the rebels will play. Place all components of this color, except the troop miniatures, next to the board. Instead of troop miniatures, the rebels receive 16 rebel miniatures. Return the remaining rebel miniatures to the box.
- Choose one of the rebel leader cards marked with the symbol, and the matching character miniature.
- Shuffle the rebel cards and place them as a deck next to the strategy board, face up.
- Choose one of the four difficulty levels and place the corresponding rebel board next to the rebel components, horizontal side up. (Difficulty level: 1 point is easy, 4 points is the hardest.)
- Place the first player token above the column of the rebel board marked with the symbol. The token shows the current rebel priority. Note: rebel priority determines the placement of advisors in the Strategy Phase and the performance of actions in the Action Phase.
- Place 3 coins from the supply on the dock on the right side of the rebel board, and cover all the round spaces in the left part of the board with other coins. These are bonuses that become available to the rebels during the game, when revealed. [Translator's addition: Bonuses not in round spaces are available to the rebels from the start of the game.]
- The rebels do not receive inheritance cards.
- Place 3 special trade tokens on the rebel board, one beside the bottom space of each matching goods type (wood, fish, honey) in the boat.
Rebel Board Setup
- Do not place rebel miniatures in every region in play. Instead, place the rebel leader miniature and 2 rebel miniatures in Kiev. Place 2 more rebel miniatures in the first 2 regions (skipping Kiev) listed in the region order on the top card of the rebel deck.
- Choose an unused color and place a troop miniature of that color in each of the five remaining regions in play. These are the neutral troops.
- You may place your troops and your character on the board under the normal rules, but you may not place them in the three regions occupied by the rebels. (The exception is when you receive an inheritance card with a structure or troop in one of those regions.)
Differences in Play
Follow the normal rules with the following exceptions:
- You are always the first player. Ignore the first player symbol in the top part of the scheme banner, and the first player token that the rebel board uses to show rebel priority.
- When you attack rebels, they count as opponents. That is, you do not receive the reward for a rebel; instead you move your marker up the warfare track and check for casualties.
- When you attack neutral troops, remove the miniature from the region and place it beside your player board. You do not move your warfare marker and you do not check for casualties.
Rebel Cards
The rebels' choice of action banner and advisor is determined by the cards in the rebel deck. Each rebel card shows:
- Region order. All 8 regions in play are listed on each card, in a unique order, starting from the top and continuing left to right to the bottom right. Following the region order, the rebels choose the region in which they take a particular action. The region order is circular (on reaching the end of the list, you return to the first region).
- Build order. Depending on the rebel priority, three types of base game structures (Church, Stronghold, Market) are shown in a special order, the order in which the rebels will build structures. Structures from the expansion (Stable and Tavern) can be built by the rebels only under certain conditions.
- Strategy row. Depending on the rebel priority, the rebels will place the advisor shown in the row on an action banner.
- Card number. A unique number for sorting convenience.
1. Strategy Phase
The rebels place their advisors according to the bottom card of the rebel deck. The order is read from bottom to top.
How rebels place advisors on banners. On the rebels' turn, slide the bottom card of the rebel deck up by one strategy row to see which advisor to place on a banner this turn. Advisors marked with an asterisk become available only during the game. If the indicated advisor is not yet available, place the advisor from the row above instead (slide this rebel card up one more row).
On the rebel card, find the priority column that matches the current rebel priority. In that column, next to the advisor, is the action symbol for the banner on which the rebels place this advisor this turn. Place the rebel advisor on that banner on the strategy board. If the indicated action banner is full, the rebels must place the advisor on the next available banner to the right. (Banner order is circular.)
How rebels add a bribe. When placing an advisor, the rebels add a bribe in two cases. A bribe is added only if the rebels have enough coins; if they do not have enough coins, no bribe is added.
- If the rebel card shows a coin symbol next to the action symbol for the banner on which the advisor is placed this turn. In that case the rebels add as a bribe as many coins as are needed for their advisor to sit on the top space of this banner. (If no bribe is needed, none is added.) [Translator's addition: If the indicated banner is full, the rebels do not add a bribe when placing the advisor on the next available banner to the right.]
- If your advisor, already placed on that action banner, has the same influence value as the rebel advisor. In that case the rebels add 1 coin to place their advisor above yours.
2. Action Phase
The rebels perform actions according to the region order and the build order on the top card of the rebel deck.
How rebels get action points. On the rebels' turn, move the bottom card of the rebel deck to the top of the deck. [Translator's addition: A new card is used each turn.] Then, on the strategy board, the rebels take the advisor with the lowest number, remove its marker to the supply, and receive action points according to the symbols on the space from which the advisor was removed. If several rebel advisors have the same influence value (for example, two advisors with the number 2), the advisor whose banner is further to the left is taken this turn. The second advisor is taken on the next turn.
If the rebels cannot perform the main action (for example, they do not have enough coins to pay the action cost, or they have run out of rebel miniatures), they forfeit the action points and take 1 coin from the supply. [Translator's addition: The rebels can still perform the effects of all the available bonuses matching the symbol of the main action in that turn.]
Note: all bonus movement points are used by the rebels before the main action.
Example: the rebels perform an Attack action. Of the available bonuses, two match the Attack symbol. The first (1), on the left, allows them to reveal one fewer scheme card when checking for casualties. The second (2) gives 1 additional attack point.
How rebels perform actions. The rebels remove the advisor from the action banner and receive action points to spend on their turn, following the normal rules but with the changes described below. The rebels cannot perform extra actions (play a scheme, complete a deed, or use a conversion token). Instead, when the rebels receive action points, the effects of all the available bonuses on the left of the rebel board that match the symbol of the banner from which the advisor was removed this turn are added and performed.
Muster. For each muster point, following the region order, the rebels muster 1 rebel into each region they occupy but do not own, until either the muster points run out or the rebels own all the regions they occupy (whichever happens first). If muster points remain after this, the rebels muster 1 rebel per point into regions they own, following the region order, until all muster points are spent.
If the rebel leader miniature was previously removed from the board, the rebels must muster it first.
Schemes. The rebels do not take scheme cards and cannot become first player. Instead, when the rebels remove an advisor from the scheme banner, they move the top coin from the column of the current priority on the rebel board to the dock, to make the revealed bonus available. If there are no coins in the current priority column, instead move the top coin from the leftmost column that still has coins.
Movement (march). For each movement point, the rebels may send 1 of their rebels into any region, with no limit on distance. (By contrast, a player's movement point allows moving only into adjacent regions.) The current rebel priority determines how the rebels march:
- Single icon: the rebels move 1 rebel at a time into each region they do not occupy, following the region order, until they occupy all regions or spend all movement points.
- Icon pair: the rebels move their rebels into 1 region they do not own [Translator's addition: even if there are no rebels there], following the region order, until they spend all movement points.
Additional movement rules for rebels (5 points):
- The rebels always move into another region from the nearest region to it. If several regions with rebels are equally close, the rebels move from the region that is listed nearer the end of the region order on the rebel card.
- The rebels always leave at least 1 rebel in each region.
- The rebels never move a rebel if, after that move, the region it left would be in your ownership. (If the result would be a tie for ownership of the region, the rebels do move.)
- Instead of a rebel, the rebel leader always moves on the march from a region, if there is that choice.
- [Translator's addition: In some cases, when the rebels have movement points left but cannot spend them (because that would break these rules), the rebels do not spend them.]
Example: the current rebel priority is shown, and the current region order starts with Pereyaslavl and ends with Volyn. The rebels have two movement points and march as shown by the arrows in the picture.
Attack. For each attack point, the rebels may attack you or neutral troops. When choosing whom to attack first in a region (you or a neutral troop), the rebels always choose you. The rebels perform all possible attacks in one region before attacking in another. [Translator's addition: Necessary condition: at least one rebel must be in the chosen region to attack. In a region without rebels an attack is impossible, so another region is chosen.] The current rebel priority determines how the rebels attack:
- Single icon: following the region order, the rebels first attack in regions they do not own. Then, following the region order, they attack in regions they own.
- Icon pair: following the region order, the rebels first attack in regions they own. Then, following the region order, they attack in regions they do not own.
When the rebels attack you, remove 1 rebel miniature from that region. The rebels move their marker 1 space up the warfare track, receive the reward shown on the warfare reward token (if required), and perform a casualty check. You choose which scheme deck they reveal cards from.
When the rebels attack a neutral troop, remove its miniature from the region and place it beside the rebel board. The rebels do not move their warfare marker and do not check for casualties.
Building. The rebels spend only 1 build point for each structure built, regardless of who owns the region.
First, the rebels choose the region for building, in this order (if step 1 or 2 cannot be performed, the next step applies):
[Translator's addition: Necessary condition: at least one rebel in the chosen region for building. In a region without rebels building is impossible, so another region is chosen.]
- Following the region order, choose a region where there are no rebel structures.
- Following the region order, choose a region where there are your or neutral troops.
- Following the region order, choose a region where there are no your or neutral troops.
Then the rebels choose which structure to build in the chosen region, in this order (if step 1 or 2 cannot be performed, the next step applies):
[Translator's addition: Necessary condition: each region may hold no more than 3 structures, and only 1 structure of each type, regardless of who owns them.]
- Stable. If the number of rebels in the region exceeds the number of your troops there by three or more, the rebels build a Stable. [Translator's addition: Then the rebels receive 3 movement points from the Stable's effect. The rebels move according to the current rebel priority and the additional movement rules, but with the condition that they move into another region only from the region with the Stable (because of the effect).]
- Tavern. If there are already 2 structures in the region, the rebels build a Tavern. [Translator's addition: Then the rebels receive 3 coins from the supply from the Tavern's effect.] (The rebels do not play the top scheme card from the discard pile; instead they move the top coin from the current priority column on the rebel board to the dock, as described under Schemes.)
- Church, Market, or Stronghold. The rebels choose the top structure they can build, in the build order. The required build order is shown in the current priority column on the rebel card. The rebels cannot build a Church in a region that has no neutral or your troops. If the rebels build a Church in a region that holds both your and neutral troops, they always choose to remove your troop miniature.
Tax. The rebels spend only 1 tax point for each tax collection, regardless of who owns the region.
Note: the rebels always place goods tokens on empty spaces of their boat, if possible.
[Translator's addition: Necessary conditions: if in the current round the goods token in the chosen region has already been collected, another region is chosen. There must be at least one rebel in the chosen region for tax collection. In a region without rebels tax collection is impossible, so another region is chosen.]
The rebels choose the region for tax collection in this order:
- Following the region order, choose regions from which they can collect goods that have empty spaces in the boat.
- Following the region order, choose regions from which they can collect goods whose boat column is completely full.
When collecting tax in a region with their own market, the rebels always receive an additional good of the same type from the supply instead of 1 coin.
Note: the rebels receive special trade tokens, but may not spend them; they are left on the dock for scoring at the end of the game.
3. Development Phase
The rebels' Development Phase differs from the player's Development Phase and proceeds as follows.
Determining the new priority. Determine the new rebel priority by checking the conditions below one after another, and move the first player token to mark the new current priority column on the rebel board.
- If you occupy more regions than the rebels, then the priority is the sword-and-boot symbol.
- If not, but you have more adjacent regions with (your) structures than the rebels, then the priority is the hammer symbol.
- If not, but you have more goods in your boat than the rebels, then the priority is the goods symbol.
- If not, then the column marked with the round symbol.
Rebel progress on development tracks. After you have marked progress on the territory, structure and trade tracks, for each track on which you are ahead of the rebels, remove the top coin from the current priority column on the rebel board and place it on the dock (only after rounds 1-3). The revealed bonus becomes available. If there are no coins in the current priority column, instead move the top coin from the leftmost column that still has coins.
Rebel income. Like the player, the rebels receive 1 coin for each column of their boat that is completely filled with goods, that is, with no empty spaces (only after rounds 1-3).
Deed cards. The rebels do not take deed cards.
Rebel Scoring
At the end of the game, count your points as usual. Additional scoring rules apply to the rebels. The rebels do not score points for deed and agenda cards.
- Development tracks: normal scoring (that is, 1-8 points for each).
- Warfare track: normal scoring (that is, 1 or 3 points).
- Coins: 1 victory point for every 3 coins, rounding up [Translator's addition: even 1 remaining coin rounds up to 1 victory point]. Coins scored in this way are not counted when determining the winner in the event of a tie.
- Goods on the dock: 1 victory point for every 3 goods and/or special trade tokens on the rebels' dock (not on the boat), rounding up [Translator's addition: even 1 remaining good or special trade token rounds up to 1 victory point].
Rebel Leaders
Each rebel leader has unique abilities.
Gleb. When attacking rebels in the region where Gleb is, perform the casualty check twice. Each check is performed separately, one at a time. At the end of each round, reveal an inheritance card and move Gleb's miniature to the region shown on that card. Move Gleb's miniature at the end of the Development Phase in each round, including the 4th, which may affect determining the winner in the event of a tie (on the region ownership condition).
Maria. If the rebels build a structure in the region where Maria is, they receive 1 attack point. At the end of each round, reveal an inheritance card and move Maria's miniature to the region shown on that card. Move Maria's miniature at the end of the Development Phase in each round, including the 4th, which may affect determining the winner in the event of a tie (on the region ownership condition).
Sviatopolk. When the rebels attack you in the region where Sviatopolk is, they reveal one fewer scheme card when performing the casualty check. At the end of each round, 1 rebel is mustered into the region with Sviatopolk. Muster the rebel at the end of the Development Phase in each round, including the 4th, which may affect determining the winner in the event of a tie (on the region ownership condition).
Theofana. If the rebels collect tax or build a structure in Theofana's region, they muster 1 rebel into that region.
Event (Intrigue) Cards
For solo play with event cards, all cards are compatible except two (Drought and Cornucopia). Notes on some event cards:
Caravan (Заморские купцы). The rebels pay for one good for which the boat has empty spaces. If several goods have empty spaces, they pay for one of them in this order: fur, honey, ore, wood, fish. If the boat has no empty spaces, or they do not have 2 coins to pay for the good, the rebels do not use the Caravan effect.
Conspiracy (Сговор). For solo play, the effect of Conspiracy is changed:
- Take 2 scheme cards, keep one, and discard the other.
- The rebels do not receive a scheme card. Instead, remove the top coin from the current priority column on the rebel board and place it on the dock. The revealed bonus becomes available. If there are no coins in the current priority column, instead move the top coin from the leftmost column that still has coins.
Diplomacy (Дипломатия). For solo play, the effect of Diplomacy is changed:
- Take 2 deed cards, keep one, and discard the other.
- The rebels do not receive a deed card. Instead, remove the top coin from the current priority column on the rebel board and place it on the dock. The revealed bonus becomes available. If there are no coins in the current priority column, instead move the top coin from the leftmost column that still has coins.
Recruitment (Вербовка). The rebels muster 1 rebel into Kiev.
Trade Fair (Торговая ярмарка). The rebels exchange one good from the dock for a good for which the boat has empty spaces. If several goods have empty spaces, they exchange for one of them in this order: fur, honey, ore, wood, fish. If the boat has no empty spaces, or there are no goods on the dock, the rebels do not use the Trade Fair effect.
Module: Epic Structures (Solo)
Setup changes. Place the three epic structure cards beside the game board in a vertical line, so that it is clear which card is the top one and which is the bottom one.
Rebels do not build epic structures. If the rebels receive three build points (which is possible when a revealed bonus on the rebel board gives an extra build point), they do not build any structure on their turn. Instead, the rebels receive 1 victory point token and the reward shown on the top epic structure card that has not yet been built. Then remove that card and its matching epic structure miniature to the box.
Example: the Siege Tower card is placed in the middle, but it is the top epic structure card not yet built. On their turn the rebels get 2 build points from the top of the building banner and 1 extra build point from an available bonus on the rebel board. As a result the rebels have 3 build points, so they do not build any structures. Instead they receive 1 victory point token and the 1 attack point shown as the reward on the Siege Tower card. Then the Siege Tower card and its 2 epic structure miniatures are removed to the box.
How rebels use the effects of epic structures. The rebels do not build epic structures, but the effects of epic structures built by you are available to them, including effects that work at game end. In some cases the effect is optional (for example, Capital Port, Library and Veche have such an effect), or it cannot be obtained by the rebels at round end (for example, Palace has such an effect). In such cases, if the rebels performed the action described in the effect, remove the top coin from the current priority column on the rebel board and place it on the dock. The revealed bonus becomes available. If there are no coins in the current priority column, instead move the top coin from the leftmost column that still has coins.
Module: Warfare (Solo)
Setup changes.
- Place the dungeon board next to the rebel board.
- Place the new solo conversion token above your dock on your player board.
Capture. The current rebel priority determines whether the rebels try to capture after an attack:
- Single icon: the rebels will not try to capture.
- Icon pair: the rebels will try to capture. If required (when no scheme card was revealed during the rebels' attack), reveal 1 scheme card for the rebels so that a capture attempt is possible.
Solo conversion token. Replace the player's conversion token (the one with the rebel miniature picture) with the solo conversion token. Pay 2 coins, or 1 goods token of any kind and 2 more coins, to gain 1 attack point.
Module: Rebel Factions (Solo)
Setup changes. If the rebel camp marker should be placed in Kiev during setup, instead reveal a new inheritance card from the deck and place the rebel camp marker in the region shown on that card.
Rebel uprising. On the rebel uprising cards in solo mode, "rebels" are replaced by "neutral troops". This applies to the uprising's effect and to its victory condition. At the start of the Development Phase (before Step A), if the rebel uprising has not yet been defeated, place 1 neutral troop miniature as follows:
- If there is no neutral troop in the region with the rebel camp, place 1 neutral troop miniature in that region.
- If there is at least one neutral troop in the region with the rebel camp, reveal the top inheritance card and place 1 neutral troop miniature in the region shown on that card.