Six Sojourns
Six Sojourns Rulebook
Table of Contents
Table of Contents
First Game
One of the best parts about Six Sojourns is it includes 13 expansions. You can mix and match expansions any way you want, but for your first game we suggest using Map A with Places A (set up details on page 4). After the first game, you can continue with the prescribed Six Sojourns Campaign (details later on this page), or explore the expansions on your own.
Customize Your Game
Six Sojourns includes small expansions that you can add to the game that have unique components and rules. You can combine any of them in different ways to keep the game constantly fresh.
When setting up the game, you combine the base cards with the expansion-based cards (if any), depending on the expansion you choose. Further details about each expansion can be found on pages 4 and 10. The expansions include:
- PLACES (Explore more locations.)
- TRADES TOKENS (Collect sets on the map.)
- SPECIALTIES (Focus on specific trades.)
- UPGRADES (Aggressive VP value changes!)
- SEA SERPENTS (Steal money from other players!)
- VALUES (Player special abilities.)
- FEUDS (Extra points for contested spaces!)
- EXPLORATION (Uncover hidden bonuses.)
- MOUNTAINS (Travel obstacles.)
- SHRINES (Strategic structure building.)
- AIRSHIPS (Fast travel!)
Six Sojourn Campaign
You can play the game in standalone sessions or a campaign of six games! When playing a campaign, use a new combination of expansions each game, adding new rules and depth to the game. Track your score each game and add up the total at the end to determine a campaign winner! The recommended sojourns for a first campaign are:
SOJOURN 1: "Enchanting Sites" Places A
SOJOURN 2: "Learn from the Masters" Places B and Trades Tokens
SOJOURN 3: "Golden Age" Any map, Trades Tokens and Specialties
SOJOURN 4: "Wild Rumors" Places B, Trades Tokens, and Upgrades
SOJOURN 5: "Unknown Paths" Places A, Exploration, and Sea Serpents
SOJOURN 6: "Feuding Families" Places B, Exploration, Values, Sea Serpents, Feuds
Components
- One-value Coins (30)
- Five-value Coins (18)
- Upgrade Tokens (10)
- Explore Tokens (20)
- Trades Tokens (2 of each): cooking, carpentry, sewing, shoe-making, art, blacksmithing, jewelry
- Cards (90), including:
- Base Cards (37)
- Places Expansion Cards (18)
- Specialties Expansion Cards (11)
- Upgrades Expansion Cards (10)
- Sea Serpents Expansion Cards (9)
- Values Expansion Cards (4)
- Feuds Card (1)
- (The expansion name is on the bottom left of each card face. Base cards have no label in that corner.)
- Double-sided Game Board (Map A on one side, Map B on the other)
- Sea Serpent Tokens (8)
- Mountain Tokens (8)
- Shrine Tokens (12)
- Airship Tokens (2)
- Score Pad
- 4 sets of Wooden Pieces in 4 colors. Each set includes: 35 People, 12 Boats, 8 Houses, and 3 Towers.
Economy, Volcano, Simultaneous, and Solo mode components are listed on pages 12-15. Use the tuck boxes to organize cards and cardboard. Store wooden and metal components in bags.
Setup
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Place the game board in the center of the table. Place the coin tokens in a supply nearby.
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Shuffle the base cards and place them near the board. Base cards have no label in the bottom left corner on the faces.
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Choose your expansions and collect the components for the chosen expansions. You may choose to play with no expansions but it is recommended to play with at least 1. Setup instructions for each expansion are listed below:
- PLACES: Shuffle the expansion cards with the "Places" label and letter matching your chosen map in with the base cards. If map A, use cards "Places A", etc.
- TRADES TOKENS: Shuffle the trades tokens in the box lid and place them on the map in various regions. No region can contain more than 1 token, but you can place them anywhere, even in sea spaces.
- SPECIALTIES: Shuffle the cards with the "Specialties" label into the base cards. Note: It is recommended to use the Trades Tokens expansion with this expansion.
- UPGRADES: Shuffle the cards with the "Upgrades" label into the base cards. Place the upgrade tokens next to the board.
- SEA SERPENTS: Shuffle the cards with the "Sea Serpents" label into the base cards. Place the sea serpent tokens next to the board.
- VALUES: Shuffle the value cards face down and deal 1 to each player. Each player places their value card face up in front of them.
- FEUDS: Place the feud card near the board. Choose the Feuds side or the Fierce Feuds side.
- EXPLORATION: Shuffle the explore tokens face down and place them face down on the map in various regions. No region can contain more than 1 token, but you can place them anywhere, even in sea spaces.
- MOUNTAINS: Place mountain tokens on land spaces on the board, preferably on spaces with rocky or mountain art. No space should contain more than 1 mountain token.
- SHRINES: Give each player 3 shrine tokens. They place these in a supply next to their wooden pieces.
- AIRSHIPS: Place the airships on any 2 different land spaces on the board.
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Give each player 12 coins. Give each player a set of wooden pieces in 1 color.
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Place the card deck near the board and draw 1 card for each card slot along the side of the board. Each slot indicates the cost of each card.
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Use a method to randomly determine 1st player. Play goes in clockwise order, starting with the first player. Each player must now return to the box a number of wooden tower pieces based on turn order. The LAST PLAYER always returns all towers. Each player retains 1 tower for each player AFTER THEM in turn order.
For example, if playing with 3 players, the 1st player would keep 2 towers, the 2nd player would keep 1 tower, and the 3rd player would keep no towers. In a 2-player game, the 1st player would keep 1 tower and the 2nd player would keep no towers. Etc.
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Choose a starting space on the board. It can be any land space, but it is recommended that the space be on the largest island and be next to a sea space. Each player places 1 house and 2 people on this space.
A sea space is separated from other sea spaces by dotted lines and cannot be the starting space. A good starting space is a land space next to a sea space.
Place any unused components in the box.
You are now ready to play.
How to Play
Starting with the 1st player, players take turns in clockwise order until all players have had 9 turns. It's easy to keep track of this because each turn, a player selects 1 card to keep. Once all players have 9 cards, the game ends, you count victory points, and the player with the most wins.
Turn
On your turn, perform the following steps: first purchase a card from the row, then take actions.
Purchase a Card
You MUST purchase 1 card from the card row. There are 5 available to choose from, and the price of each card is listed on its slot on the board, from 0 to 4. Pay the indicated coins to the supply and place the card face up in front of you. If you have no coins left, you MUST choose the 0-cost card.
Each card gives you 1 or more trade icons, which are worth victory points at the end of the game. Most cards also have a special ability, which is active as soon as you place the card in front of you.
After you've taken your card, fill in the gap by sliding down cards toward the 0-cost. Then draw a new card to fill in the empty 4-cost slot.
Action
Now perform the actions on your new card. You can perform actions IN ANY ORDER. You may even split move actions between other actions. For example, if the card says 3 move and build 1 boat, you could move a person 1 space, build a boat, then move the boat 2 spaces.
You may choose to ignore any actions if you do not wish to take them. If you run out of pieces to place, you cannot place any more.
The actions are described below:
Gain People
Place people on any space where one of your houses is located. You may split people up between houses. You must place all people before the end of your turn.
Build a House
You may place a house on a land space that contains at least one of your people and NO OTHER HOUSES. The starting space contains one house from each player, but players cannot build houses in spaces that already have houses during the game.
If you do not yet want to build the house, you may "store" the house token on the card to save for a future turn. When taking actions on a future turn, you can place any "stored" houses from previous turns.
Build a Boat
You may place a boat on a sea space that is adjacent to a land space that has at least one of your people. Houses do not count; it must be a person.
If you do not yet want to build the boat, you may "store" the boat token on the card to save for a future turn. When taking actions on a future turn, you can place any "stored" boats from previous turns.
Move
You may perform the indicated number of move actions, split between any people and/or boats.
On the map, adjacent land spaces are separated by white lines. Sea spaces are separated by dotted lines.
A move action consists of choosing one space on the board and moving any number of your people (or boats) there to an adjacent space. People must move to land spaces and boats must move to sea spaces.
For example, if you have a 1-move action, you could move 6 people from one space to an adjacent space.
CROSSING A SEA: You can move a group of people across a sea if there is a boat there. To cross the sea, choose a group of people on a land space adjacent to a sea space that has a boat. Then move the group to ANY land space that is adjacent to that sea space.
If the boat is yours, this costs nothing, but if the boat belongs to another player, you must pay them a coin (and they cannot decline this). You must pay 1 coin per move action. For example, if you move 3 people to an island and another group of 2 to a different island using the same boat, you would pay 2 coins.
You cannot move people through multiple boats with 1 move action (moving through adjacent sea spaces with 1 move).
Crossing a sea costs 1 movement.
Example: You have 4 movement. You first spend 2 movement to move 1 person north 2 spaces to join another person that was already there. Then you cross the sea, using your boat to move the 2 people together to another island, which costs 1 movement point. With your last movement point, you move the boat north 1 sea space.
Towers
At the end of your 9th turn, you may place all towers you have. You may place a tower in a space you control, and it locks in your control for the rest of the game. Even if a player moves more people into the space and gains more control, if you have a tower there, you automatically control it. You CANNOT place towers on spaces that you do not control.
Game End
When all players have 9 cards, the game ends. Players count victory points for the following:
Spaces
Each space you control is worth 1 victory point. To control a space, you must have more people or boats there than any other player. For example, if you have 2 people and 2 other players only have 1 each, you control the space. When determining control, each house you have on a space is worth 2. So if you have a house on a space and another player only has 1 person, you control it. To control sea spaces, you must have more boats there than any player. If you're tied for control of a space, no one controls it and no one earns points for it.
Islands
If you control more spaces on an island than any player, you gain 1 victory point. Even if a land mass is not completely surrounded by water on the map, it is still considered an island. For example, map A has a total of 9 islands.
Trades
You also gain victory points if you have enough of each type of trade on your cards (and tokens if playing with trades tokens). Calculate your points for each trade type: cooking, carpentry, sewing, shoe-making, art, smithing, and jewelry.
For example, if you have at least 5 cooking, you gain 4 points. If you have 9 or more cooking, you INSTEAD gain 7 points (4 or 7, not both). If you have fewer than 4 cooking, you gain 0 points.
Card Victory Points
Many cards have victory point objectives. If you meet the requirements listed on the card, you gain the specified victory points. These are described further on page 10.
Add all these points together. The player with the most victory points wins! Coins are worth no victory points (unless you have an ability that gives points for coins, or are playing with an expansion that changes this rule). However, if players are tied for most victory points, the player with the most coins wins the tie.
Card Abilities
Many cards have victory point objectives or other abilities.
Objectives
Objectives award victory points at the end of the game if you meet the requirements. If you only partially meet the requirements, you do not gain the victory points.
For example, if you have this card, you must have 3 or more houses on the board to complete it. If you do, you gain 3 points at the end of the game.
If you have this card, you must have at least 7 cooking icons (on cards you own and trades tokens you have) to gain 3 points at the end of the game.
Abilities
Cards with abilities take effect as soon as you buy the card.
The card with this ability gives you 1 coin at the start of each of your turns. It does not apply on the turn you buy it, because you gain it after the start of your turn.
The card that says, "You may build houses on spaces that contain houses," still requires you to build the house where you have at least 1 person.
To gain a bonus "when you build" something, you must place it on the map. Storing a house or boat does not count as building.
The card that says, "You may move your houses," allows you to move houses as if they were people. They may move over sea spaces. Your houses may not move into spaces that already contain houses.
If you have both of the above cards, you may move houses into spaces that already contain houses.
The card that says "Gain 1 house when you buy a 4-cost card," does not trigger itself, but activates every card purchased after it that costs 4 coins.
Expansion Rules
Specific rules for each expansion are explained below.
Places
Cards with specific place objectives reward victory points if you control the space with the pictured landmark at game end.
Trades Tokens
If you control a space with a trades token at the end of the game, claim the token and add it to your trades total when calculating victory points. If tied, no one claims the token.
Specialties
To complete an objective like this, you must have at least the specified number of trades (combined). For example, in this case, you could achieve this objective if you had 3 sewing and 4 shoe-making.
Upgrades
When you claim a card that says "Upgrade a Trade," you must immediately place an upgrade token in a slot next to one type of trade. You may choose any unused upgrade token. The value on the token increases, or decreases, the victory point value of that trade at the end of the game (for ALL PLAYERS). The token applies to both the 4 and 7 victory point amounts. Each trade may have up to 2 upgrade tokens.
Sea Serpents
When you claim a card that says "Place a Sea Serpent," you must immediately place a sea serpent token on a sea space. Each player that has at least 1 boat in the space must immediately pay you 1 coin (if they have no coins, they pay nothing). At the end of the game, each sea serpent gives 1 victory point to the player that controls its space. Sea spaces may contain any number of sea serpents.
Values
Each value gives a player a special ability and an ability that gives them extra victory points at the end of the game.
Feuds
When playing with this rule, each space you control that has at least one piece from another player is worth +1 victory point. Even if there are multiple players there, the point bonus is never more than +1. You can also choose to play with Fierce Feuds (the opposite side of the card), where the victory point reward increases to +2 per space that you control that has at least one piece from another player.
Exploration
During setup, shuffle the exploration tokens and place them randomly, face down, on spaces on the map, including water spaces. Each space may not have more than 1 explore token. When playing, if you have at least 1 person on a space with an explore token, you may spend 1 movement point to claim the explore token. Turn it face up and place it in front of you. If it is a person, you must place the person immediately. If it is a trade, keep it for the end of the game. If it is coins, gain the coins immediately. If it is a boat or a house, you can build it immediately OR save it for a later turn (place the boat or house on the explore token until placed on the board).
Mountains
Spaces with mountain tokens are harder to enter. When moving into a space with a mountain token, you can only move 1 person at a time. For example, if you want to move 3 people into an adjacent space with a mountain, you must use 3 movement points. Each space you control with a mountain token at the end of the game is worth +1 victory point.
Shrines
On your turn, you may place 1 shrine on the board where you have a person AND there is at least 1 person or house belonging to another player. At the end of the game, each shrine gives 1 victory point to the player that controls the space. A space may contain any number of shrines.
Airship
When starting on a space with an airship token, you may pay 1 coin to move 1 group to any land space on the board for 1 movement point. Do not move the airship token when you do this. (The airship always returns to its dock.)
Maps
The game board is double-sided: Map A on one side, Map B on the other. Map A has a total of 9 islands.
Credits
Game Design: Ryan Laukat Illustration and Graphic Design: Ryan Laukat Head Developer: Malorie Laukat Development Team: Ryan Laukat, Malorie Laukat, Brandon Laukat, Brenna Asplund, Thomas Wetzel, T. Alex Davis Playtesters: Audrey St. Peter, Rachel Green, Matthew Green
Copyright Red Raven Games 2026
Imported and distributed in the UK by: Esdevium Games Ltd t/a Asmodee UK, Templars Way, Bordon, GU35 9GQ, UK
Imported and distributed in the EU by: Asmodee Nordics, Valseholmen 1, 2650 Hvidovre, DENMARK