Tales of the Northlands: The Sagas of Noggin the Nog
Tales of the Northlands: The Sagas of Noggin the Nog Rulebook
Table of Contents
Table of Contents
1.0 Components and Setup
Components
- Game board
- Standard Rulebook
- Family & Solo Rulebook
- 4 Player Boards
- 8 Player Aid cards (2 per player)
- Saga deck (20 cards)
- Invention deck (11 cards)
- Counting House deck (15 cards)
- 3 Reserve Shield cards (A, B, C)
- Reserve cards (16 x A, 19 x B, 19 x C)
- 8 Friend or Foe cards & 4 Accusation cards (variant)
- 2 Nog Workers: Miner & Woodcutter, black and brown
- 1 Season Marker (yellow)
- 1 Runestone marker (grey)
- 4 large Nog meeples (Step markers)
- 64 Nog meeples (16 per player colour)
- 6 Mine tiles
- 18 Year 1 Building tiles (6 each of 3 types)
- 17 Year 2 Building tiles
- 12 Transport tiles (4 wood carts, 4 mine carts, 4 fishing boats)
- 38 Wood cubes (brown)
- 30 Fish cubes (blue)
- 20 Stone cubes (grey)
- 24 Harvest cubes (yellow)
- 5 Gold cubes
- 1 Fish bag
- 4 Player Score markers (1 per player colour)
- 2 black Crow meeples
- 1 green Dragon meeple
- 1 Forge token* (black)
- 8 Character tokens* (8 colours)
- 10 Fishing tokens* (7 Fish and 3 Boots)
- 5 Coin tokens* (grey)
- 1 sheet of stickers (for the * items on the tokens)
Setup (example for 3 players)
A. Place the Season Marker on the Spring icon of the Central Wheel.
B. Place the Runestone marker on the Nog Moon.
C. Adjust the number of resources according to the number of players (see table below, and also H, L & V). Return any surplus resources to the box — they will not be used for the rest of the game.
| Players | Harvest | Wood | Stone | Fish |
|---|---|---|---|---|
| 2 | 12 | 24 | 20 | 15 |
| 3 | 18 | 31 | 20 | 23 |
| 4 | 24 | 38 | 20 | 30 |
D. Place the 7 Characters in Noggin's Castle. Do not place Nogbad in this group.
E. Draw the 4 large Nog meeples at random to determine player order. With fewer than 4 players, the unused colours represent dummy players. Line them up in turn order on the outer track of the Central Wheel, above the Nog Moon.
F — Buildings: Shuffle the Year 1 Building tiles and form a face-down pile. Draw as many tiles as there are players to form a face-up row. Repeat to form a second row. Then shuffle the Year 2 tiles to form a pile, which you set aside for Season 5.
F — Transport: Take as many tiles of each transport mode as there are players, then form a face-up draw pile for each type.
G. Place the Infamous Crow meeple on the quarter of Nogbad's Wheel of Infamy showing "Fish." Place Nogbad's Character token (grey) on his Castle.
H. Place a number of Wood cubes equal to the number of players + 2 on the spaces provided in each forest zone (hexagonal clearings) — 4 cubes at 2 players, 5 cubes at 3 players, etc. Place the Woodcutter Nog on his starting space.
I. Place the Dragon on Noggin's popularity track (to the right of the crown) on the space corresponding to the number of players.
J. Place the second Crow meeple on Nogbad's portrait (to the left of the crown).
N. Shuffle the Saga, Invention, and Counting House cards separately to form three face-down decks. Draw 1 Counting House card, 2 Invention cards, and 2 Saga cards. Place these cards face up near the board.
O. Shuffle the A, B, and C Reserve decks separately with their required resources face up. Without looking at the top card, place the matching Shield card on top of each deck. Place these decks beside the board.
P. Draw the top 2 cards of the A Reserve deck (showing the required characters) and place them on the Harbourside space of each Saga card, taking care that no one sees the back of the card.
Q. Place the Mine tile that has no Gold resource on it in the centre of the board's Mine grid. Fill the empty tunnel squares of this first tile with grey Stone cubes.
R. Place the black Miner Nog above the first row of the Mine. The exact space is not important.
S. Shuffle the remaining Mine tiles and place them face down beside the board. Place 5 Gold cubes nearby.
T. Place the Forge token and 5 coins beside the board. When the Forge is built, or the "Money" Saga is completed, take the matching token or coins.
U. Place the 8 grey Stone cubes on the Nog Market space of the board.
V. Place 2 yellow Harvest cubes per player on the Nog Market space of the board.
K. Place the 10 Fishing tokens in the bag. Shuffle well, then place the bag beside the board.
L. Place the blue Fish cubes in the fjord.
M. Place each player's score marker on the zero space of the score track.
Player Board setup
W. Place 10 Nogs on the Mountain space beneath the Farm.
X. Place the 6 remaining Nogs in a general reserve beside the board.
Y. Place a brown Wood cube on each Orchard space (2 total).
Z. Place a yellow Harvest cube on each labourer in their field (4 total).
2.0 Overview
Players are Lords of the Northlands who control small domains of Nog workers. Players' Nogs are sent into fields, to fish, to cut down trees, and to dig stone out of the mine. These resources are used to develop their domains with new buildings and to improve transport. They are also used to help Olaf the Noble create marvellous inventions and to assist Noggin in his adventures (Sagas).
By completing Sagas, Noggin's popularity increases and he moves toward the crown to protect it. Players can also earn prestige by contributing resources to Sagas or by accomplishing other feats that raise their status. If you do not complete enough Sagas by the end of the 8th season, the crown will go to Nogbad.
The game runs over a maximum of 2 years, each divided into 4 seasons. Each season is itself divided into 10 Steps, which are the basic unit of time in the game. The Runestone marker tracks the passage of time. Once it has completed a full circuit and returns to the Nog Moon, the season changes.
3.0 Game Principle and Glossary
3.1 The Central Wheel
The circular Shield on the game board is made up of 3 parts: the inner circle follows the current season, the middle ring is the Rune ring where the Runestone marker moves clockwise, and finally the outer ring is the Step track showing player turn order. When a player carries out an action and spends Steps, their Step marker moves along the Step track clockwise.
3.2 Turn
During a turn, a player carries out one or more actions. That player is considered the "Active Player" for the whole duration of the turn.
3.3 Actions
Players use their Nogs to carry out actions: Miner, Fisherman, Woodcutter, Farmer, Builder, Vendor, or Market Day. To complete an action, Steps representing time are spent. The same action may be carried out several times per turn.
3.4 Steps
The time spent to complete an action is measured in Steps on the Step track of the Central Wheel.
The Step icon is shown on a round token. This token is used to highlight information used on the game board and on the cards.
3.5 Points
Points represent the esteem that the inhabitants of the Northlands have for Noggin and for you. Noggin's popularity points are earned by completing Sagas and are made visible by moving the Dragon along the track toward the crown. Nogbad's popularity increases at the end of every season and the Crow marker is moved one space toward the crown. Players' points (PP) are shown by moving their score marker along the track around the board.
See 9.0 for end-game points.
3.6 Nogs
Nogs are the players' workers. A player places 1 or more of their Nogs on an action space in the order they wish to activate them. Nogs also show who owns which cards.
3.7 Resources
There are four basic resource types:
Stone: grey cubes. Wood: brown cubes. Fish (Food): blue cubes. Harvest (Food): yellow cubes.
Resources are collected by carrying out various actions. Resource cubes are stored in players' Farms and transport zones (see 5.5 Builder). Farms can hold 6 resources of any type. A transport zone, meanwhile, can hold 2 resources of one specific type.
Resources are used to fulfil the requirements needed to complete Sagas and Inventions, as well as to operate transport and to build buildings. Surplus wood and food can be spent to help the Nogs survive during the winter season. Once resources are used, they are always returned to the Nog Market.
Brown cubes found on an Orchard or on forest hexagons are considered to be trees. Brown cubes in your stock or at the Nog Market (which are cut trees) are considered to be Wood.
Gold: gold is a specific resource. It is extracted from the mine in the same way as Stone cubes. Once harvested, it occupies 1 space in your mine cart storage zone but no space if it is placed in the Farm.
3.8 Player Board
A — Farm: A place used to store 6 basic resources of any type. You cannot build on this space.
B — Mountains: Nogs live here. Only a Long House can be built on this space.
C — Fields: Two field spaces that can be sown and harvested. It is possible to build on this space if there is no harvest present.
D — Orchards: A space for 2 trees. These can be cut down to produce Wood, or harvested for their apples (Harvest) in Autumn. It is possible to build on this space if no tree is present.
E — Meadow: Free space that can accept any building.
F — Transport: There are three different transport zones for moving materials. With no upgrade, each can carry up to 2 specific resources:
Mine cart: carries Stone and Gold. Wood cart: carries Wood from the forest. Fishing boat: carries Fish from the fjord.
3.9 "Nog-otiation"
Players are encouraged to engage in diplomacy to work together on mutually beneficial projects that may be difficult to achieve alone. However, players may not negotiate directly with each other, and nothing may be given or exchanged (cards, tiles, coins, resources, etc.).
4.0 Sequence of Play
4.1 First Turn (Start of the game): All players begin the game with their large Nog meeple (Step marker) positioned on the first space at the top of the Central Wheel, in line with the Nog Moon. The first player chooses a SINGLE action and places one of the Nogs from their board on an action space on the game board. The player then carries out the action and moves their Step marker forward the required number of spaces clockwise around the Central Wheel. This ends their turn, since their large Nog meeple is now ahead of everyone else's.
In turn order, the following players act the same way and move their Step marker until it is ahead of everyone else's or is no longer in last place on the Step track. This must comply with the "no-sharing rule."
NO-SHARING RULE:
At the end of a player's turn (this is not an action), a Step marker cannot occupy the same space on the Central Wheel as another player's. If their markers are on the same space, the active player must advance their marker clockwise to the next free space.
Example: At the end of his turn, the Red player cannot share the same space as the Blue player. Red must therefore advance to the next free space clockwise.
Once every player (including dummy players) has taken their first turn, move the Runestone marker clockwise until it reaches a large Nog meeple. The game continues with the next player according to the rules described in 4.2.
4.2 Normal Turns: After carrying out an action, the player moves their Step marker the required number of Steps clockwise on the Central Wheel. The possibility of carrying out several actions is based on three conditions:
A / If their Step marker is still in last place (not level) compared to ALL other players, the active player MUST carry out another action.
B / If their Step marker is neither first nor last on the Step track, the active player MAY choose to end their turn or carry out another action.
C / If the active player's Step marker finds itself in first place on the Step track, they MUST end their turn.
NOGGIN'S HELPFUL ADVICE
It is recommended that during a player's turn, the Step marker be moved along the Rune icons of the Central Wheel to record the Steps spent. At the end of the turn, the marker can move back onto the corresponding Step space. This avoids accidentally moving other players' markers and shows the maximum number of Steps a player may take (9) by blocking the track.
A player's Step marker can never equal or pass the position of the Runestone marker, so a player cannot take more than 9 Steps per turn.
With fewer than 4 players, the Step markers of the dummy players are also moved on their turn to the next unoccupied space in order to pass the first marker they meet, in a clockwise direction.
4.3 End of Turn: Once a player has finished their turn, the Runestone marker is moved clockwise on the Central Wheel to the space beneath the last player's Step marker. It is now that player's turn to act. When the Runestone marker reaches or passes the Nog Moon, the season changes immediately.
5.0 Nog Actions
To be able to carry out an action, a player must place at least 1 of their Nogs on a free action space on their board. Nogs are taken from the Mountains space on the Player Board (3.8).
If a player has no more Nogs available on their Mountains space, they may instead:
A / End their turn. The player's Step marker must be ahead of at least one other player's on the Step track. If this is not the case, or if it is on the same space, move it to the next empty space. Or,
B / Remove 1 or more of their Nogs placed on an unfinished Saga card. Nogs may be taken from more than one Saga card if more than one is required. These Nogs will no longer earn points once the Saga card is completed. Empty Nog spaces on the card can never be filled again.
N.B.: Nogs cannot be removed from a Saga card:
- When it is not the player's turn.
- For a use that is not an action.
A player may carry out an action several times in the same turn or season. However, additional Nogs corresponding to the number of times the player has carried out the action that season must be placed on the action space to repeat it.
Example: Red has already used the Builder action once this season. To be able to carry it out again, 2 Nogs must be placed on this space. There are now 3 Red Nogs on the Builder space.
The Market Day action does not follow the action-repetition rules. No matter how many times a player has carried out the Market Day action, it will only ever cost 1 Nog to do it again (6.0 Market Day). This is shown by the Nog pointing at Market Day in the bottom right of the space.
Nogs are also used to mark ownership of a Counting House card (6.3 & 6.5) and to activate certain Year 2 buildings (see appendix).
Nogs placed on actions return to the player's reserve at the end of the season (Change of Season 7.1).
NOTE ABOUT NOGS
Nogs do not tolerate waste of any kind. They never throw things away to make room for new ones and never take more than they need. Because of this, it is not permitted to harvest more resources than you can transport or than you can store.
5.1 Miner
This action lets you extract Stone and sometimes Gold. You can also discover new parts of the mine and explore its galleries.
DIG: Digging costs 1 Step to extract 1 Stone or 1 Gold from a space orthogonally adjacent to the Miner. Place the Stone or Gold cubes in your mine cart, then move the Miner onto that now-empty gallery space.
DISCOVER: N.B.: There must be a minimum of 9 Stone cubes in the Nog Market before you can choose the "discover" option.
Discovering a new mine section costs 1 Step. The Miner must be in a tunnel space orthogonally adjacent to the empty space where a new Mine tile can be placed. Randomly draw a new tile face down from the pile without looking at it. Choose any orientation, then flip it either horizontally or vertically. The tile must not be turned once it has been revealed.
Place a Gold cube on the matching space, then fill the empty gallery squares with Stone cubes from the Market.
WALK: For 1 Step, move your Miner through any number of empty gallery squares across one or several tiles.
Stone and Gold are moved to the Farm at the end of the Miner action.
Example: A/ The active player chooses the Miner action. The Miner Nog is at the right-hand edge of the first Mine tile (1). Having checked that there are indeed at least 9 Stone cubes at the Nog Market, 'A' decides to "discover" (2) a new mine section (this costs 1 Step). B/ The new tile is flipped over and the empty gallery squares are filled with Stone cubes from the Market. A Gold cube is placed on the nugget space. The player only has a basic mine cart with a capacity of 2 cubes but still wants to extract the Gold. So the Miner "Walks" (3) 2 empty gallery squares upward (costing 1 Step) and "Digs" (4) 1 square to the right (cost 1 Step) to collect the Gold. The Miner can then "dig" (5) one square downward and extract a Stone (1 Step), assuming they have enough storage space in their Farm (Total: 4 Steps).
GOLD
Gold cubes extracted take up a space in the mine cart but occupy no space once transferred to the Farm.
Each Gold cube is worth 2 points at the end of the game, or 8 points if you have built the Goldsmith.
When you must spend resources, Gold can be used instead.
5.2 Fisherman
This action lets you catch some fish in the fjord — or an old boot!
The player declares how many times they want to fish in the fjord, from 1 to 4 Steps depending on the number chosen. Once the number is decided, it cannot be changed.
For each Step, the player draws 1 Fishing token from the bag (without looking inside!). The number of fish printed on the tokens shows how many fish are caught. This may be 1 or 2. But it's also possible that the fisherman catches an old boot instead of a fish!
If a player has built the Lookout Tower, they get 1 extra fish per Fisherman action.
Take the total number of fish caught (blue cubes) available in the fjord, respecting the capacity of your boat. Surplus fish are thrown back into the fjord. If the fish available in the fjord run short, the fisherman may only take the number present. The Restock action (see 5.6) is used when the fish cubes in the fjord are exhausted.
Fish are moved to the Farm and/or the Smokery (if built) at the end of the Fisherman action.
Once the action is finished, put all Fishing tokens back in the bag.
5.3 Woodcutter
This action lets you cut down trees to harvest Wood.
The Wood cut can come from the forest OR from the Orchard on the Player Board (if trees remain there).
Cutting Wood (Player Board Orchard): Removing 1 brown cube from the Orchard costs 1 Step. Removed cubes are placed in the Farm or in the Woodcutter's House (if built).
Cutting Wood (Game Board Forests): Moving your Woodcutter counter-clockwise along the forest trail costs 1 Step (shown by small green footprints in the box beneath the Woodcutter action) from his current position to the next clearing, to cut down a tree there. The Woodcutter MUST move to a new clearing before beginning work.
The number of trees (brown cubes) you MUST cut down, if possible, equals the number printed in each clearing. Wood cubes are taken from the forest hexagons surrounding the clearing and placed in your wood cart, respecting its capacity. If the cart isn't full, you may, for an additional Step, move on to the next clearing to cut more trees.
The Woodcutter must stop in a clearing even if it no longer has any wood. This costs 1 Step.
The Woodcutter stays in the last clearing where he cut wood. The next time the Woodcutter action is used, he will leave it to head to another one.
Wood is moved to the Farm and/or the Woodcutter's House at the end of the Woodcutter action.
5.4 Farmer
This action lets you sow or harvest your fields, as well as pick your apples, depending on the season.
Sowing: the fields on your board can only be sown in Spring. Placing 2 yellow cubes taken from the Nog Market on the 2 labourers costs 1 Step.
Example: It's Spring. The active player chooses the Farmer action and spends 1 Step to sow 2 of their fields. They take 2 Harvest cubes (yellow) from the Nog Market and place them on the labourer spaces of the chosen field.
Note: if there are not enough yellow cubes in the Market, you cannot carry out the action.
Harvesting: Reaping fields with Harvest cubes on them can only be done in Summer or Autumn. Harvesting 2 Harvest cubes from a single field costs 1 Step. Remove the yellow cubes and place them directly in the Farm or the Granary (if built).
Apples: Only in Autumn, each brown cube placed on the trees in your Orchard earns you 1 Harvest cube. Take these cubes from the Market. The cost is 1 Step per yellow cube thus harvested (apples). These harvests are stored in the Farm or the Granary.
Carrying out additional Farmer actions in Autumn lets you harvest several times.
Harvests left in your fields in Winter will wilt and die. Remove these cubes and return them to the Market.
5.5 Builder
This action lets you upgrade your wood cart, mine cart, or boat, and build useful buildings.
Carrying out this action costs 2 Steps and lets you:
- build 1 new building, or
- upgrade 1 means of transport.
Buildings: During the first 4 seasons, the Year 1 tiles are used. From seasons 5 to 8, both Year 1 and Year 2 buildings can be built.
Pay 2 Wood and 1 Stone (move the resources from your stock to the Nog Market) to take a face-up Building tile from the bottom row. You may not have 2 identical tiles on your board.
The tile is immediately placed on an empty space on your Player Board. Buildings cannot be built on fields if they still contain Harvest or trees (cubes) present. Cubes cannot be removed to free up spaces. Only a Long House can be built on the Mountains space beneath the Farm. The Mountains space does not need to be empty (free of Nogs) to build there.
The New Land tile is placed beside your Player Board, and you may later build a building on it. No building can be covered over (including the Farm). No building can be destroyed or moved.
Once the Building tile is taken from the bottom row, that space is only refilled at the change of season (7.1).
When a Year 1 building is built, the player takes an extra Nog from their personal reserve and places it on the Mountains space of their Player Board. When you build the Long House, 2 Nogs are gained this way. No Nog is received with Year 2 buildings.
From Year 5 onward, the remaining Year 1 tiles are stacked and set aside, and the Year 2 Building tiles are arranged in 2 rows the same way as at setup. Players who choose the Builder action can now choose to take a tile either from the bottom row of the available Year 2 buildings, or any tile from the Year 1 pile.
The appendix contains the full list of buildings and their effects.
Transport: Pay 2 Wood cubes from your stock to the Nog Market, then take an available transport tile from the pile.
Place the new tile on the matching base transport on your Player Board. That transport's capacity is now increased to 4.
Once an upgrade is built, a transport can no longer be destroyed, exchanged, or sold.
A player may only upgrade each of their means of transport once each.
5.6 Restock
The Nogs look after their environment by replanting trees. They manage their fish stocks with the help of Arup, King of the Walruses.
This will cost you 2 Steps to regenerate 4, 8, or 12 trees OR fish. Trees and fish cannot be restocked in the same action.
Exactly 4, 8, or 12 resources may be taken from the Nog Market. If the chosen quantity is not available in the Market, you must choose a lower number (4 or 8).
Points are scored based on the quantity of resources you restocked in this action.
4 = 0 points 8 = 2 points 12 = 4 points
(See the visual aid on the Nog Market's stall on page 17.)
Restocking trees
Trees can be replanted on the active player's Orchard (max. 2) and/or in the forest zones.
When a forest is restocked, start at the space where the Woodcutter is, and place a brown cube on an empty forest hexagon surrounding the clearing. Then follow the path counter-clockwise to visit each clearing. Place only one brown cube per clearing, on an empty forest hexagon. Repeat this until all the brown cubes have been used.
If all the hexagons surrounding the clearing you are visiting are already full, move on to the next one.
Restocking fish
Fish that you reintroduce are placed in the fjord.
6.0 Market Day
The Nog Market is always very lively. It's the place to go to do business and meet interesting Nogs.
The Market Day action works differently from the other actions.
A single Nog is enough to carry out the action.
Spend 1 Step, then carry out, in order, 1 or 2 of the following actions:
First: Pay 1 Food to activate the special ability of a character present in Noggin's Castle (Graculus does not need to be in the Castle to be used). And/or,
Second: choose one of the following options:
Evict Nogbad. Auction off a Counting House card. Complete all or part of a Saga card (only one). Complete an Invention card. Trade at the Nog Market.
6.1 Character Special Abilities
REMINDER: using a Character costs 1 Food
Noggin: Swap Noggin with a Nog on an action space, and send that Nog back to their owner's board. Noggin returns to the Castle at the change of season.
Nooka: Discard a Reserve card from a Saga. Replace it with a new one from the 'B' or 'C' deck.
Knut: Secretly look at the top 2 Reserve cards of any deck. Put them back in any order you like.
Graculus: Bring a Character back to the Castle. Graculus does not need to start his action in the Castle but must end it there.
Thor Nogson: If Nogbad is inactive, move the Infamous Crow +/- 1 quarter on Nogbad's Wheel of Infamy.
Olaf: When you complete an Invention, you may swap 1 resource for another.
Romf: Swap 2 Building tiles between the top row and the bottom row. It is not possible to swap with an empty space.
6.2 Evict Nogbad
If Nogbad is blocking an action, there are 2 ways to evict him.
Thor Nogson: If Thor Nogson is in Noggin's Castle, a player may pay 1 Food to send him to challenge Nogbad to a duel. Terrified, Nogbad flees to his castle*. The action that was blocked by Nogbad becomes available again.
If you use Thor Nogson, gain 1 Prestige Point.
Graculus and Romf: If Graculus and Romf are together in Noggin's Castle, pay 2 Food to evict Nogbad. He returns to his castle*. The action that was blocked by Nogbad becomes available again.
If you evict Nogbad this way, gain 2 Prestige Points.
* Or the Royal Dungeon — see Year 2 Buildings in the appendix.
6.3 Auctioning a Counting House Card
The Counting House is the Royal Treasury where the Kingdom's precious artefacts are kept. Alas, everything is in such disarray that finding a useful item can take a while.
The active player reads the text of the current Counting House card aloud. The player to their left decides whether or not they wish to bid on this card. The amount of the bid is counted in Steps. A player's maximum bid cannot exceed the difference between their Step marker and the Runestone marker.
The next player, if able to, may raise the bid or pass. Each player has the opportunity to make an offer until it comes back around to the active player, who may bid in turn or pass.
If a player has no Nogs on their Mountains space, they cannot bid and must pass. A Nog cannot be taken from a Reserve card to take part in an auction.
The player who made the highest bid wins the card. Their Step marker is then advanced by the number of Steps corresponding to the amount of their bid. The winner of the auction may choose between 2 options:
A/ Keep the card face up. The artefact's benefit is now available and the player will score 2 points at the end of every season. Or,
B/ Turn the card face down and immediately score 8 points. The card's artefact can never be used.
Whichever option is chosen, the Counting House card is placed beside the Player Board with one of your Nog markers taken from your Mountains space. This Nog stays on the card until the end of the game.
Each Counting House card you own lets you earn +2 bonus points whenever a resource is added to a 'C' Reserve card (see 6.4).
Counting House Artefacts
With a face-up Counting House card, you may use the artefact's abilities. Consult the appendix to find out when and how an artefact can be used. Nogs are laid down on the Counting House card to show that the action has already been used this season, but will be stood back up at the change of season and can be used again.
6.4 Contributing Resources to a Saga
Worrying events keep happening all across the Kingdom. Noggin must travel great distances on dangerous adventures to protect his people and his crown from his wicked uncle. Noggin needs your help!
Saga cards: Every face-up Saga card requires characters and resources in order to be completed. These resources are determined by the Reserve card that you will add to the Saga card, one card at a time. The number in the top-left corner shows how many Reserve cards you will need to complete in order to finish the Saga.
Example: The "The Monster" Saga requires 4 Reserve cards to be completed in order to be finished.
Reserve cards: Reserve cards are placed on the 'Harbourside' space of the Saga card and show the conditions required to be fulfilled to ship out and move on to the next part of the Saga.
As soon as a Saga card comes into play, a Reserve card from the 'A' deck is immediately added to it. The 'A' deck shows the characters that must be recruited to set off on the adventure. Once the conditions of the 'A' Reserve card are fulfilled, the following cards are drawn from the 'B' or 'C' deck. The 'A' deck is only ever used to draw the first card of a Saga.
Example: The Dragon Hunt Saga requires 3 Reserve cards to be resolved before the Saga is finished. The first Reserve card is drawn (from the 'A' deck) and shows that Nooka, Romf, and Noggin must be recruited to begin this adventure. Three Food resources must also be provided to feed them on their journey before the second card is drawn from the 'B' or 'C' deck.
When the "Contribute resources to a Saga" option is chosen, only 1 Saga card may be completed with the help of one or more resources.
To contribute resources to a Saga, take the required resources from the storage space on your Player Board and place them on the matching icons of the Reserve card. In order to meet the character recruitment requirements of the Reserve card, the required characters must be in Noggin's Castle, and 1 Food must be paid (either a Fish or Harvest cube). Place the Food cube on the character's icon on the Reserve card, then place that character's token on the Saga card.
Note: If, when a Reserve card is drawn, it calls for a character who is ALREADY ON THE SAGA CARD, that character's token returns to the Castle. It must be recruited again for this Saga.
If the required characters are not in Noggin's Castle, these specific requirements can only be fulfilled once the character returns to the Castle later in the game. This can be achieved with the help of Graculus's special power (see 6.1, page 12). The Flying Boat invention can also help you solve this problem. Otherwise, the character can return to the Castle once their own Saga is completed or an Invention is finished.
Example: This Reserve card requires: - Knut — spend 1 Food (a Harvest or Fish cube), then move Knut's token from the Castle to the Saga card. The resource cube is placed on the Knut icon of the Reserve card. - 1 Stone. A grey cube is placed on the stone icon. - 1 Food. The food may be either fish or a harvest. The cube is placed on the food icon.
For each condition met, A/ a Nog is taken from the Mountains space of the Player Board and placed on the Saga card (it will earn points once the Saga is completed), or
B/ if a player cannot or does not want to place a Nog, they immediately score 1 point. However, if this option is chosen, this will not allow them to obtain the Counting House bonus (see page 14).
A Nog may be placed on the card for each condition met in order to score additional points (see Completing a Saga, page 14); otherwise, the player may decide not to use a Nog and score 1 point immediately for the condition met.
Completing a Reserve card: If all the required conditions have been fulfilled, immediately carry out the following steps, in this order:
A/ Leave the Character tokens on the Saga card.
B/ Return the resources to the Nog Market.
C/ Turn the Reserve card over to its other side.
D/ If Nogbad's portrait appears in the left-hand corner of the Reserve card in place of Nooka's knife, move the Infamous Crow +1 quarter clockwise on the Wheel of Infamy. Nogbad is now active and immediately leaves his castle (or moves from wherever he is) to go and cause trouble in the zone indicated by the Crow (see 8.0 Nogbad's Wheel of Infamy).
E/ Slide the now-completed Reserve card under the top edge of the Saga card so that the Nogs remain visible. If a Reserve card is already under the Saga card in this way, place the new Reserve card under the top card. Place the Nogs that were on the Saga card onto the spaces provided on this Reserve card, leaving them there.
F/ Compare the number of Reserve cards required to complete the Saga (small yellow button on the Saga card) with the number of cards resolved.
If the number of Reserve cards under the Saga card is lower than the number shown, the active player draws a new Reserve card from the deck of their choice (see Choosing a Reserve Deck). They may continue to place resources on this new card in order to fulfil its requirements. Once the active player cannot or does not wish to continue, the action ends.
If the number of Reserve cards under the Saga card equals the number printed on it, the Saga is finished. (See Completing a Saga — page 15)
No matter how many resources were placed, this action only ever costs 1 Step on the Step track.
Choosing a Reserve Deck: The player who completes the current Reserve card of the Saga draws another Reserve card. They then decide which deck, 'B' or 'C', they will draw from. A card is drawn from the bottom of the chosen deck.
DO NOT LOOK AT THE OTHER SIDE OF THE CARD!!!
The new card is added with its resource side face up to the Harbourside space of the Saga card. The three decks are each slightly different.
'A' deck: Contains only Characters. The 'A' deck is only used to draw the first Reserve card of the Saga. A player can never choose an 'A' Reserve card afterward.
'B' deck: Contains Characters and/or resources.
'C' deck: Contains only resources, but some also show a Counting House Bonus icon. If a Counting House image appears, the bonus may be available.
'C' deck Counting House Bonus: A player can earn bonus points if all of the following conditions are met:
The Reserve card shows a Counting House icon. The bonus has not yet been claimed for this card. The player provided resources for this Reserve card. They spent at least 1 Nog to provide the resources. They own at least 1 Counting House card.
If all the conditions above are met, the player scores 2 points for each Counting House card they own, whether face up or face down.
A Nog is placed on the Counting House icon rather than on the resource icon, so that it is not claimed again. This Nog will be added to the flipped Reserve card once all its requirements are fulfilled, in order to score extra points at the end of the Saga.
If you have no Nog on your Mountains space, you cannot claim the Counting House bonus.
If a Reserve card is completed and a player who owns a Counting House did not take part, they earn no points.
Completing a Saga
If the number of Reserve cards under the Saga card equals the number printed on it, the Saga is finished. Carry out the following steps in order:
1/ Count the total number of Nogs on all the Reserve cards of the Saga, then divide by 6. Be sure to leave the Nogs in place. Round the division up to the next whole number. This total represents the popularity points Noggin earns for this Saga. Advance the Dragon that many spaces toward the crown on Noggin's popularity track.
2/ All players who have Nogs on the Reserve cards score points immediately. Nogs that took part in the earliest part of the Saga are rewarded with more points. Nogs positioned on the last (topmost) Reserve card score 2 points each. Nogs on the next card down receive 3 points each, and so on, until the last card is reached.
3/ Return all Nogs that took part in the Saga to the Mountains space of their owners' Player Boards.
Check the Dragon: If the Dragon has reached or passed the crown on the popularity track, Noggin has held his position and forced Nogbad into exile at his Grandmother's in Finland. Hurrah!! The game is over. Go immediately to the final scoring phase.
If the game is not over:
4/ Return all Characters from the Saga card to Noggin's Castle.
5/ Discard the Reserve cards onto their respective discard piles.
6/ Return the Saga card to the box. Or, if you prefer, place it face down in the play area so that all players can see how many Sagas have been completed.
7/ Draw a new Saga card to replace the one just completed.
8/ Draw a new Reserve card from the top of the 'A' deck. Place it face up on the Harbourside space of the Saga card, making sure no player sees the other side of the card.
Example: Scoring the Dragon Hunt Saga. The Saga is completed when the third Reserve card is fulfilled. A total of 7 Nogs helped satisfy the requirements of the Reserve cards, so the Dragon moves 2 spaces toward the crown (7 ÷ 6 = 1, remainder — rounded up to 2). Points are awarded as follows: the topmost card — Yellow and Blue each get 2 points; the middle card — Blue scores 6 points (3 per Nog); the bottom card — Yellow scores 8 points (4 per Nog) and Red scores 4 points.
6.5 Contributing Resources to an Invention
"Olaf the inventor loved thinking up new ideas and new ways to improve things. Unfortunately, they did not always turn out the way he had hoped or planned." — The Firecake
Olaf the inventor is required to carry out every Invention. Resources are used to fulfil the required conditions. They are all shown at the bottom of the Invention card.
Inventions need three or four conditions to be fulfilled in order to be completed. Inventions that require 4 conditions give an advantage during the game as well as points at the end of the game. Inventions that only require 3 give no in-game advantage but do award points at the end of the game.
Completing an Invention
The active player takes 1 or more matching resources from their Player Board's stock and places them on the empty icons of the Invention card. If one of the required conditions is a Character, the player must pay 1 Food (Fish or Harvest).
Each resource placed MUST be accompanied by a Nog placed on the Invention card. This is mandatory (unlike Sagas). If you have no Nog available on your Player Board, you cannot carry out this action.
The first Nog to be placed on the Invention card must be placed standing up. This shows who was there first and will be used as a tiebreaker if more than one player takes part in the same Invention with the same number of Nogs.
Example: Inventing the Fire Machine requires Olaf's presence (along with 1 Food), 2 Stone, and 1 Wood, as well as 4 Nogs. Once all requirements are fulfilled, Olaf returns to the Castle, the resources are placed in the Nog Market, and the card is taken by the player with the most Nogs on it. That player places one of their Nogs on the card until the end of the game. They also take the Forge token from the reserve and place it on the wood cart of their Player Board. From now on, they can transport +1 extra Wood.
Once all requirements have been met, the Invention is finished. The player with the most Nogs on the card (or the first to have placed one there) takes the Invention card. Nogs return to the players' reserves. The player who obtained the card places it face up beside their Player Board. They place a Nog on this card. This Nog must remain on the card until the end of the game.
If another player who has Nogs on the Invention card doesn't win it, because they don't have the majority, they immediately score 4 points for each Nog they had on the card, then take those Nogs back onto their Player Board.
If a card has a "once per season" ability, the Nog is laid down once that power has been used. It will be stood back up at the Change of Season. This ability will then be available again.
Example: The Potion invention can be used once per season. This is shown by the Nog Moon icon.
Inventions can only be used by a player on their own turn.
6.6 Trading at the Nog Market
"The Nogs come to the Market to exchange things. It's a very good Market." — Noggin and the Money
A player must have resources on their Player Board (Gold and coins included) in order to trade at the Nog Market.
The Nog Market offers a simple exchange rate of 2 resources paid for 1 resource in return. However, the desired resource must be present at the Market. During a single visit to the Market, you may exchange as many resources as you wish, and it will only cost you a single Step on the Step track.
Resource cubes are stored at the Nog Market. It's important to keep an eye on how many cubes are available, as this affects the possibility of flipping a Mine tile and the Restock action. To make this easier to check, there is a scale printed on the Nog Market's stall. When the cubes are placed from left to right, players can see at a glance what can be achieved with the resources at the Nog Market.
Example: There are only 8 Stone available at the Market, which is not enough to flip a Mine tile. With only 4 Wood cubes, a Restock action would earn the player no points; restocking fish, however, would earn 2 points.
Coins: If a "Money" Saga is completed, coins become available at the Nog Market. A coin can be obtained by exchanging resources at the Market at the current exchange rate (usually 2:1).
Coins can always be used to buy a resource regardless of the exchange rate, and can replace any resource in any situation.
Coins are stored in the Farm and take up no storage space.
7.0 Seasons
The game is divided into Seasons, each of which allows different activities. Seasons change when the Runestone marker has completed a full circuit of the Central Wheel and passes the Nog Moon. When this happens, the Season Marker is advanced to the next season clockwise and the Change of Season occurs.
7.1 Change of Season
The Change of Season takes place as follows:
Move Nogbad's Infamous Crow one space along Noggin's popularity track toward the crown. If the Crow reaches the crown, Nogbad has defeated Noggin and becomes King. Go to Game End (9.0).
Move the Infamous Crow (see 8.1) one quarter around Nogbad's Wheel of Infamy. If Nogbad is blocking an action on the board, move him to the action indicated by the Infamous Crow. That action is no longer available.
Advance the Season Marker one space.
Nogs placed on action spaces on the board return to their owner's Player Board, EXCEPT those where Nogbad is NOW present. They are trapped there until next season. If Nogbad moves to another location, that action becomes available again, but the Nogs remain trapped there all the same until the next Change of Season. They still count as occupying the space, and their owner will still need to pay additional Nogs to carry out that action.
N.B.: Nogbad can affect Sagas and trading, but he can never prevent Nogs from returning via the Market Day action.
The bottom row of Buildings is set aside and the bottom row moves down. A new row of Buildings is drawn. The removed tiles are placed on a discard pile (see 7.2 Changing Year 1 & 2 Building tiles).
Discard the current Counting House and Invention cards that have no resources on them. Draw new cards.
Players who own face-up Counting House cards score 2 points per card.
All Nogs used on cards that had been laid down are stood back up.
7.2 Winter
As soon as the Winter season arrives, any harvests still in the fields die. Return these cubes to the Market.
Throughout Winter, a player may, on their turn, as a free action, return Wood or Food to the Market to help the poor and needy Nogs.
For each resource given this way, gain 1 point. If Food and Wood are given as a pair, gain 3 points. Multiple donations are allowed.
At the start of Winter of Year 1, only one row of Year 1 Buildings is on display. At the start of Spring of Year 2, 2 rows of Year 2 Buildings will be on display.
8.0 Nogbad's Wheel of Infamy
"Whenever trouble is brewing, you can be sure that wicked Nogbad is behind it." — Peter Firmin
The Wheel of Infamy is made up of four quarters, each describing a despicable action that Nogbad plans to use in his quest to seize the crown.
1: Sabotage Fishing Nets: Nogbad cuts the fishermen's nets. Players can no longer carry out the Fisherman action while Nogbad is in the fjord.
2: Trouble at Home: Nogbad causes chaos at home, forcing Noggin to focus on the Castle's problems and momentarily abandon the Sagas. The "Contribute to a Saga" option on Market Day is blocked.
3: Bears in the Woods: Nogbad releases bears into the woods to terrorise the woodcutters. No wood-cutting is possible on the main board or in the Orchards of the Player Boards while Nogbad is on the Woodcutter action.
4: Bad News: Worrying rumours drive prices up. As long as Nogbad is on the Market Day trading action, the exchange ratio increases and becomes 3:1.
The Infamous Crow indicates which despicable action Nogbad plans to carry out. On its own, the Crow has no effect.
The Wheel of Infamy becomes active when Nogbad's portrait appears in the top-left corner on the back of a Reserve card when it is filled and turned over (6.4).
When Nogbad's portrait appears, move the Infamous Crow one quarter clockwise on the Wheel of Infamy, then move Nogbad's token from his current location to the corresponding space. This serves as a reminder to players that the action is unavailable while Nogbad is present there and can no longer be carried out.
If a following Reserve card reveals another Nogbad portrait while he is still active, the Crow is advanced one more quarter and Nogbad moves to the new location and immediately blocks its use.
When the season changes, the first action to carry out at the Change of Season is to move the Infamous Crow one quarter on the Wheel of Infamy. If Nogbad is still active on an action space, he must be moved to a new one.
Remember: If Nogbad is active, Nogs can no longer be recovered from the location where Nogbad is (except via Market Day).
Nogbad can be removed from an action by using "Evict Nogbad" on the Market (6.2).
9.0 Game End
The game stops immediately when Noggin's Dragon or Nogbad's Crow reaches or passes the crown on the popularity track. There is no Change of Season.
Final Scoring
If Noggin wins the crown, all the Nogs celebrate and players count their points to see who is elected to the Council of Elders.
If Nogbad wins the crown, all the players have lost and are banished along with Noggin. Players count their points, and whoever has the highest score is considered the 'Leader in Exile,' but there's nothing to be proud of!
Inventions
Points are awarded based on the number of Invention cards you have compared to the other players: the player with the most gets 40 points, the second gets 30, and so on. If two players are tied, add together the points to be awarded and each scores half. You must have at least 1 Invention to score any points.
| Position | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Points | 40 | 30 | 20 | 10 |
Gold
Each Gold cube is worth 2 points, or 8 points if you have built the Goldsmith.
Buildings
Year 2 Buildings are checked to see whether their point-scoring requirements are met.
Coins
N.B.: Coins are only counted if the 'Money' Saga has been completed.
Coins held by a player at the end of the game score points (2 or 3 per coin) equal to the current exchange rate (2:1 or 3:1). The 3:1 ratio only applies if Nogbad is active and on the Trading space of the Nog Market.
Nogs
Nogs on Player Boards each score 1 Popularity Point. Nogs on an unfinished Saga card each score 1 PP. Nogs on action spaces on the board score no points.
Resources
Resources on Player Boards score 1PP per 2 or 3 resources, depending on the Market's exchange rate.
The Winner
The player with the most points is the one who contributed the most to Noggin's success and is elected to the Council of Elders. In case of a tie, all tied players are elected and share the honours.
Appendix
Buildings
At the start of Season 5, all Year 1 Buildings are placed in a face-up pile and can be chosen with a Builder action. As a result, Year 2 Buildings are only available starting from Season 5.
Year 1 Buildings
Fish Smokery (Fumoir à poissons): Increases storage by 2 extra blue cubes. Take +1 Nog.
Granary (Grenier): Increases storage by 2 yellow Harvest cubes. This applies to apples and Stork eggs. Take +1 Nog.
Long House (Maison Longue): Can only be built on the Mountains space. Take +2 Nogs.
Lookout Tower (Tour de Garde): When the Fisherman action is carried out, take +1 extra fish (subject to the boat's capacity of 2 or 4). Take +1 Nog.
New Land (Nouvelle Terre): Place it beside your Player Board. It gives you an extra space for a building. Take +1 Nog.
Woodcutters' Hut (Cabane des Bûcherons): Increases storage by 2 extra brown Wood cubes. Take +1 Nog.
Year 2 Buildings
When buildings require resources in order to score points at the end of the game, these must be placed on them from your stock. Once placed, they cannot be removed.
Blacksmith (Forge): Reduces the cost of Inventions by 2 resources (Wood and Stone combined).
Goldsmith (Orfèvrerie): If built, each Gold cube is worth 8PP instead of 2PP at the end of the game.
Hillside Farm (Ferme sur la colline): Earns 3PP at the end of the game per zone of each undeveloped field (2 zones max per field, so 12PP).
Inventor's Workshop (Magasin de l'Inventeur): Olaf is no longer required for Inventions.
Knut's Seat (Fauteuil de Knut): Once per season, you may add 1 Nog to this tile (not returned at the Change of Season). At the end of the game, +4PP per Nog.
Merchant (Marchand): At the end of the game, score 4PP for each means of transport you have upgraded.
Nooka's Kitchen Garden (Jardin Potager de Nooka): Once built, add 2 Harvest + 1 Wood (locked in place) to score 12PP at the end of the game.
Omruds' Ornamental Garden (Jardin Ornemental d'Omruds): Once built, add 1 Harvest + 1 Stone + 1 Wood (locked in place) to score 12PP at the end of the game.
Royal Dungeon (Donjon Royal): Once evicted, Nogbad is imprisoned on the dungeon tile. A Nog must take on the role of gaoler on the tile to keep watch over Nogbad. If no Nog is available, Nogbad returns to his castle. If Nogbad becomes active while imprisoned, he escapes (see 8.0) and the gaoler Nog returns to the Mountains space. Each imprisonment on the tile scores 6PP.
Royal Horse Trough (Abreuvoir à Chevaux Royaux): Once built, add 1 Stone (locked in place). Score 6PP at the end of the game.
Royal Kitchens (Cuisines Royales): Place 1 Nog maximum per season. Produces 2 Harvest per Nog. Return the Nog at the Change of Season.
Seer's Tower (Tour du Voyant): When a Saga is completed, the owner of the Seer's Tower may theoretically adjust the number of Nogs in the final total by +/- 1 (no Nog is actually added or removed). If the new total increases Noggin's popularity (e.g. changing 6-7 to 12-13, etc.), score 4PP.
Town Walls (Remparts): At the end of the game, score 3PP for each Building tile on your Player Boards, or on your New Land tiles (Town Walls included). An empty New Land tile scores no points.
Windmill (Éolienne): Once per season, add 1 Nog + 1 Harvest for 4PP, or 1 Nog + 2 Harvest for 8PP. The Harvests are returned to the Market. The Nog is taken back at the Change of Season.
Inventions
Cupola Clock (Horloge Coupole): Special ability: once per season, a player may end their turn and then move their Step marker back one space, as long as their marker is not in last place.
EcoNogology (EcoNogologie): Special ability: in Winter, the player automatically scores 3PP.
Firecake: No special ability.
Fire Machine (Machine de Feu): Special ability: place the marker on your Player Board's Wood cart. The Wood cart's capacity (and its upgrades) is now increased by +1 for carrying Wood with the Woodcutter action.
Flying Boat (Bateau Volant): Special ability: a player may pay 1 Food to move a character from one card to another (Saga or Invention). This is a free action and does not disrupt the refilling of the card they leave.
Grottophoneum: No special ability.
Heated Storkery (Nurcigognerie Chauffante): Special ability: in Spring, the player gains 2 Food (yellow cubes). Harvest once per turn.
Hnefetfl: Special ability: spend 1-2 Steps to gain 1-2PP. Once per turn.
Potion: Special ability: once per season, choose a resource in your Farm and take an identical resource from the Nog Market for free. You must have room to store it.
Trouser Press (Presse à Pantalons): No special ability.
Weather Balloon (Ballon Météo): No special ability.
Counting House Cards
Bird's Crown (Couronne d'Oiseaux): Once per season. When you carry out the Woodcutter action, you may move 2 empty spaces for only 1 Step, jumping over the first clearing (without collecting Wood).
Butterfly Net (Filet à Papillons): When you carry out the Restock Fish action, the numbers required to fill it can be reduced by 1 fish (3-7-11).
Coral Necklace (Collier de Corail): Once per season, when a Fishing token is drawn, it can be put back in the bag to draw another.
Darkness Tome (Gros Livre): Once per season, if Nogbad is inactive, the player may move the Crow one quarter forward or backward on the Wheel of Infamy.
Fireworks (Feux d'Artifice): As soon as a Saga is completed, the Fireworks card may be played to add +1 to Noggin's popularity track. Once used, this card is removed from the game and does not contribute to any other end-of-season score or bonus.
Good Genie (Bon Génie): Once per season, when the Builder action is carried out, 2 buildings may be built. Either 2 buildings, or 2 transport upgrades, or 1 of each. Resources must be paid for both buildings.
Honey & Mead (Miel et Hydromel): Once per season, when the Market Day action is carried out, an additional action may be taken (character abilities included). The same action may be chosen twice.
Knut's Carriage (Le Charriot de Knut): Knut may be moved onto a Saga's Reserve card during a Market Day action without having to pay Food. A Nog is still placed on the Saga card, or 1PP is scored instantly.
Moon Stone (Pierre de Lune): During a Miner action, the Miner may move through empty tunnel spaces for free (no Step spent). Once per action.
Nooka's Knife (Le Couteau de Nooka): If Nooka is present on a Saga card, any other character may move onto that Saga card without paying Food. A Nog is still placed on the Saga card, or 1PP is scored instantly.
Ring of Nudrug (L'Anneau de Nudrug): A winning bid for a Counting House card costs 1 Step less.
Roman Medal (Médaille Romaine): If Nogbad is active, Romf or Graculus can act on their own to evict him. The cost is still 1 Food, but the reward is 2PP.
Silver Gong (Gong d'Argent): Grolliffe the Ice Dragon is called upon to save Nogs in trouble. Nogbad cannot trap the Nogs of this card's owner during a Change of Season.
Telescope (Télescope): Once per season, the player may look at the bottom card of an A, B, or C deck of their choice. Both sides of the card may be examined, but the player must not show them to the other players. After looking at it, put the card back under its deck.
War Banner (Bannière de Guerre): Once per season, a player may take back 1 Nog placed on an action space to return it to their Player Board. This costs 1 Food. The number of Nogs needed to repeat that action remains unchanged.
Variants
Before starting the game, agree together on which variants to include in the game.
...Another Train: Randomly choose the first Mine tile to be placed. Position it with the Gold as far as possible from the starting row.
Arrival: Players start with no Harvest cubes in their fields, but with 2 trees in their Orchards.
Money Money Money: Secretly draw 3 Saga cards, then add the Money Saga card to them. Shuffle these cards and place them back on top of the Saga deck before setup. This considerably increases the chances that coins will be used during the game.
Move on: Move Noggin's Dragon token one space toward the crown. This increases Noggin's chances of winning the crown and shortens the length of the game.
One of us? Friend or Foe? (4 players only): Shuffle the 8 Friend and Foe cards and deal 1 at random to each player, who examines it in secret. Players holding Noggin's portrait play normally. If a player drew Nogbad, they must play deceitfully and can only win if Nogbad wins the crown. Each player has an Accusation card that can only be played once, when they suspect someone of being in league with Nogbad. If they unmask the enemy, that player scores 10PP. If they are wrong, they lose 10PP. If they are unmasked, the enemy must from then on play as a friend.
So Long: If the trees in the Orchard are cut down, they cannot be replanted.
S.O.S.: Food is not required to use a character's special ability during the Market Day action.
You Owe Me One: Start the game with 1 fewer tile than the number of players in each Transport pile and each Building pile (Granary, etc.).
Unofficial translation of the rules into French: Chantal MEUNIER, 2019.
Credits
Illustrations — Peter Firmin Author — Nick Case Layout, Graphic Design and Rules — Nick Case Solo Rules — Richard Wilkins Testers — Chris Allen, Steve Blackwell, Andrew Bond, Tony Boydell, Jenny Bradbury, Paul Bruce, Samantha Case, Frank Clark, Tom Coldron, Simon Cox, Roy Cross, Gary Dick-en, Peter Duckworth, Jerry Elsmore, James Faulkner, Terry Gough, Alex Green, Richard Harris, Alan How, Nick Johnson, Paul Johnson, Robert Jones, Steve Kendall, Chris Littler, Meeplepeat, Dave Mullender, Simon Neale, Graham North-ing (Nog), Patrick (Oggie) Ogden, Rick Parker, Lucian Pleianu, Derek Pool, Paulo Renato (AKA Sidebar-Jim), Adrian Richard-son, Tiago Rodrigues, Nigel Schaay, Myk Smith, Amanda Uhler, Edward Uhler, Bruno Valerio, Gordon Watson.