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The Old King's Crown: Waking Kingdom

Expansion for The Old King's Crown

The Old King's Crown: Waking Kingdom Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Concepts & New Rules
    • Starting Locations
    • Visit
    • Travel
    • Allies
    • Bidding with Allies
    • Place Allies Next to Regions
  • The Modules
    • Aeronauts
      • Setup
      • Rules
      • Visiting the Aeronauts
      • Claiming the Near & Far
    • Legendary Creatures
      • Setup
      • Rules
      • Claiming a Legendary Creature Card
    • Negotiating Table
      • Setup
      • Rules

Introduction

The Wild Kingdom expansion is split up into a number of Modules, with each designed to change the gameplay experience of The Old King's Crown in significant ways. This expansion is recommended for players who already have experience with the base game, and who are interested in experimenting with the game's systems as well as an increased level of complexity.

All Modules can be freely mixed and matched, but it is recommended that you play with just one or two Modules active at a time, especially if experimenting with a new Module for the first time. Of course, there is also nothing stopping intrepid players from exploring the kingdom as they wish.

Each Module has a Complexity Rating to help indicate how much of an impact the Module has on gameplay. If players wish to include multiple Modules in a single session, simply add the Complexity Ratings of each Module together to determine their collective impact.

Complexity RatingResult
1 - 4First Comets in the Sky - A good starting point for players exploring the Wild Kingdom expansion. Perhaps you are interested in testing a single higher complexity Module or several lighter weight ones.
5 - 8Welcome to the Wild Kingdom - For players who like to push systems further and find new routes through them. Powerful, potentially game-altering dynamics are likely to be in play.
9+All is Altered - Beyond this point, players should ideally be thoroughly experienced with the game and its individual Modules, as well as with heavier games in general. There are plenty of adventures to be had exploring the wildest regions of the land, but they are best enjoyed with a compass and a map!

Components

  • Rulebook (x1)
  • Metal Influence Tokens: One-Value (x32), Five-Value (x16)
  • Night Map Tiles (x6)
  • Location Tokens: Castle (x6)
  • Drawstring Bag (x1)
  • Wild Kingdom Cards (x15)
  • Aeronauts: Aeronauts Piece (x1), Aeronauts Cards (x4)
  • Legendary Creatures: Legendary Creature Pieces (x4), Legendary Creature Cards (x4)
  • Travelling Town: Travelling Town Piece (x1), Travelling Town Card (x1)
  • Whispering Tower: Whispering Tower Piece (x1), Boon Tokens (x20), Whispering Tower Tile (x1)
  • Negotiating Table: Negotiating Table Tile (x1), Trade Agreement Cards (x8)

Concepts & New Rules

The Wild Kingdom introduces several new rules and concepts to The Old King's Crown. These are exclusive to the materials found in the expansion. Alongside these, each individual Module has its own special rules detailed in its own section in this rulebook. Faction and Kingdom Cards included in the Wild Kingdom are denoted by this icon: [Wild Kingdom icon not reproduced].

Starting Locations

During Setup, certain Modules (Aeronauts, Whispering Tower and the Travelling Town) require you to determine the Location where certain pieces will begin the game. Refer to the Setup instructions for each Module for additional details. To determine a piece's Starting Location, do the following, in this sequence:

I. Place the six Location Tokens into the empty drawstring bag.

II. Draw a Location Token. This determines the starting Location of that Module's wooden piece. Place that Module's wooden piece on the drawn Location.

III. If playing with more than one Module that requires a Starting Location, set aside the previous Location Token and draw a new one from the remaining Locations left in the bag. Then place the new piece on the corresponding Location. Repeat until all of the Modules which require a Starting Location have been assigned one.

IV. Finally, empty the bag of any remaining Location Tokens.

In this example, the players are using the Aeronauts and the Whispering Tower Modules in their game. They begin by determining where the Aeronaut's Near & Far Piece will begin on the Map. They draw the Wilderness Location Token from the bag and place the Near & Far on the matching Location. The Wilderness Location Token is then discarded.

Next they draw another Location Token from the bag to determine the Starting Location of the Whispering Tower. They draw the Shrine Location Token from the bag and place the Whispering Tower on the Shrine Location on the Map. The Shrine Location Token is then also discarded.

Visit

Certain Modules in the Wild Kingdom expansion allow players to Visit a piece that is on a Location instead of claiming Location Rewards.

Each of these Modules have pieces that can be Visited and that will move around the Map over the course of the game. Each time these pieces move, they will be placed on a new Location.

If you claim a Location Reward, either after winning a Clash or through any abilities that let you claim a Location Reward, check whether there are pieces on that Location that have the Visit rule. If there are, do the following, in this sequence:

1. MUST VISIT

Some pieces must be Visited. If you must Visit a piece, then you are required to do so. You may not claim any Location Rewards from the chosen Location and you may not Visit any other pieces that are on the same Location.

2. MAY VISIT

Some pieces may be Visited. If you may Visit a piece, then you have the choice of whether you want to:

A. Claim the Location Reward of the chosen Location. If you do, you may not Visit any of the pieces on the Location.

B. Visit one of the pieces on the chosen Location. If you do, you may not claim the Location Reward on the chosen Location and you may not Visit any other pieces on that Location.

If you Visit a piece, then follow the corresponding instructions detailed in its Module's ruleset.

Once you have fully resolved the Location Reward or the Visit at your chosen Location, play proceeds as normal.

In this two-player example, both the Aeronaut's Near & Far Piece and the Whispering Tower Piece are on the Map. The Near & Far Piece is on the Wilderness Location whilst the Whispering Tower is currently on the Shrine Location.

The Clans player has won a Clash at the Highlands Region and, having previously placed their Herald on the Wilderness in Spring, chooses the Wilderness from which to claim rewards from. They first claim their Herald Reward and then have to make a choice. They may either: Visit the Aeronauts or they may claim the Location Reward printed on the Wilderness Location. They choose to forgo the Wilderness Location Reward and instead opt to Visit the Aeronauts.

The second Region to be resolved is the Lowlands. Here, the Nobility player wins the resulting Clash and may now claim their rewards. Their Herald is not present on either Location so they gain no Herald Reward. They may now choose to claim their Location Reward from either the Shrine or the Necropolis. They choose the Shrine. Because the Whispering Tower is present here, and states that the player must Visit it, the Nobility player can only Visit the Whispering Tower and may not claim the printed Location Reward on the Shrine.

Travel

Certain pieces in the Wild Kingdom expansion will Travel. This means that the piece will move to a new Location each Round in a set pattern.

When a piece triggers its Travel Effect, it moves diagonally downwards into the Region directly beneath it, and it is placed on the Location situated on the opposite side of the Map from the one it initially moved from. If a piece began its Travel on the rightmost side of the Map, it would end its Travel for the Round on the leftmost side of the Map, in the Region below the one it began in.

For the purposes of Travel, the bottom Region of the Map, the Lowlands, wraps around and connects to the top Region of the Map, the Highlands. If a piece Travels from the Lowlands, it moves to the Highlands.

A piece will only trigger its Travel Effect once per Round. All Travel Effects are mandatory.

In this example, the Travelling Town Piece Travels in Winter each Round. Its Starting Location is the Castle Location and in Winter of the first Round it Travels to the Battlefield. In the second Round it Travels to the Shrine, and at the end of the third Round it wraps back to the top Region, arriving at the Wilderness Location.

Allies

There are various abilities found in the Wild Kingdom expansion that allow a player to gain control of Faction Cards that are not otherwise associated with their Faction, whether by taking control of an opponent's Faction Cards or by acquiring new neutral Faction Cards found in the expansion.

Any Faction Card that comes under a player's control that does not share the card back design associated with their Faction is considered an Ally. As a result a player will have a Faction Card(s) in their Hand, Deck, Discard Pile, etc. that are visually distinct from the rest of their cards.

When a player gains a Faction Card not associated with their Faction, usually by adding the card to their Hand or Deck, they are considered to be the new owner and controller of that card. If that Faction Card was previously owned by an opponent, that opponent is no longer considered the owner and controller of that card. This lasts until the end of the game, unless otherwise stated.

Allies behave exactly the same as other Faction Cards, and all rules that apply to Faction Cards apply to Allies.

However, in addition to those rules, whenever Faction Cards are being placed simultaneously, Allies are subject to the following rules:

Bidding with Allies

Before Bids are placed, all players with Allies in their Hand must do the following:

In turn order, declare whether they will Bid with an Ally or Pass.

A. Bid with an Ally - If a player chooses an Ally as their Bidding card, they place their chosen Ally card face-down in front of them. This Ally card will be their only Bidding card this Round.

B. Pass - If they pass, they choose to not Bid with an Ally.

Once all players with Allies in their Hand have either used an Ally to Bid or have passed, all players who did not Bid with an Ally may now place their Bids simultaneously as normal.

In this three-player example, the Nobility player is first on the Order Track, followed by the Clans player and then the Gathering player. The Nobility player and the Gathering player both have Allies in their Hands. The Clans player does not have any Allies, so they do not need to declare whether they wish to Bid with an Ally.

As the Nobility player is first in turn order, they must declare whether they will Bid with an Ally or Pass. They choose to Pass.

The Gathering player must now choose whether they wish to Bid with an Ally or Pass. They choose to Bid with the Aeronaut card, Rook the Engineer.

As the Nobility player has not used an Ally to Bid, and the Clans player does not have any Allies, both players now simultaneously Bid a non-Ally card from their Hand.

Place Allies Next to Regions

Before cards are placed next to Regions in Spring, players with Allies in their Hand must do the following:

In turn order, any players who have one or more Allies in their Hand must declare whether they will Place Allies next to Regions or Pass.

A. Place Allies next to Regions - If a player chooses to place one or more Allies next to Regions, they place up to one Ally per Region. Allies are placed face-down next to Regions in place of regular Faction Cards.

B. Pass - If they pass, they choose to not place any Allies next to Regions.

Once all players with Allies in their Hand have either placed Allies next to Regions or have passed, players proceed to place their cards next to Regions simultaneously. Players who previously placed any number of Allies next to Regions place non-Ally cards from their Hand next to any Regions where they did not already place an Ally.

All other players place their cards as normal.

In this example, the Nobility player is the only player that has an Ally in their Hand. As they are first in turn order, they must declare whether they will place the Ally next to a Region or Pass. They choose to place the Ally next to the Plateau Region.

No other players have Allies in their Hand, so all players now simultaneously place their cards next to each Region. As the Nobility player has placed an Ally next to the Plateau, they may not place another card here during this Step.

The Modules

The Wild Kingdom expansion is split up into a number of Modules. Each Module below has its own Complexity Rating and rules.

Aeronauts

Complexity Rating: 2

A mosaic, half-buried in sea sand, a few remaining stones still show, in teal and gold, a flying ship. A forgotten fresco high in a dove-lined dome. Ages divide the mosaic and this sight, yet it shows, though faded and chipped, the same striking ship. One bright morning, long after the dome has gone to dust, a young girl stands at a door, staring at the sky. There, the impossible ship, churning high white clouds in its wake. The Near & Far flies again.

The Aeronauts Module is recommended for players who want to experiment with new neutral Faction Cards that can become their Allies. These elite cards may be acquired by players throughout the course of the game and provide new tools during Clashes. Additionally, one player may have the opportunity to secure the Aeronauts' wondrous airship, the Near & Far, adding a potent new Supporter to their cause.

Setup

I. Starting Location - Choose a Starting Location for the Aeronauts Piece, the Near & Far (see Starting Location, pg. 6).

II. Create Aeronaut Deck - Shuffle the four Aeronauts Faction cards face-down and remove one, returning it to the box. This removed card will play no further part in the game. The remaining cards form the Aeronaut Deck.

III. Place Aeronaut Deck - Place the Aeronaut Deck somewhere that is accessible to all players.

Rules

If you claim the Location that the Near & Far Piece is on (either by winning a Clash or other ability that lets you claim Location Rewards), you may Visit the Aeronauts.

The Near & Far Travels: - If the Near & Far piece has not been claimed as a Supporter by a player (see Claiming the Near & Far, pg. 12) the Near & Far Travels (see Travel, pg. 8).

Visiting the Aeronauts

When you Visit the Aeronauts:

I. Gain either 1 Influence or 1 Lore.

II. Then:

If there is at least one card in the Aeronaut Deck: Look at the Aeronaut Deck and choose one card to add to your Hand. This card becomes an Ally (see Allies, pg. 8). Return the rest of the Aeronaut Deck face-down.

If no cards remain in the Aeronaut Deck: If there are no cards in the Aeronaut Deck and no player has claimed the Near & Far by adding it to their Supporters, then do the following, in this sequence:

I. You may flip one of your Exhausted Tactics to its Unexhausted side.

II. You claim the Near & Far Piece. Place it on your Player Board beside your Supporter slots.

Claiming the Near & Far

Once the Aeronaut Deck is empty and a player claims the Near & Far Piece, they move it to their Player Board. For the rest of the game, it is considered one of their Supporter pieces, with all the rules that apply to Supporters.

However, in addition to those rules, the Near & Far has the following special rules and exceptions:

Armed & Airborne - The Near & Far contributes 3 Strength to a Clash instead of the usual 1.

Return to Base - [Travel icon not reproduced] The Near & Far, wherever it is, will move to its owner's Player Board unless it has been Burned.

Travel Light - The Near & Far does not need to be kept in a Supporter slot on a player's Player Board. In this way, the Near & Far increases the owner's maximum number of Supporter pieces by one.

NOTE - Once the Aeronaut Deck is empty and the Near & Far Piece has been claimed by a player, for the remainder of the game players may no longer Visit the Aeronauts.

In this example, the Clans player has claimed the Near & Far. As a [Action icon not reproduced] Action, they decide to place two of their Supporters along with the Near & Far in the Lowlands Region. This provides them with +5 Strength to the first Clash in the Region (+1 for each Supporter and +3 for the Near & Far).

Legendary Creatures

Complexity Rating: 2

With the arrival of portents and new stars in the sky have come stories closer to home. Creatures of myth and fable, many thought long lost to time, have once more been seen in the wilder reaches of the land. Wings like the sails of a ship and a beak, black and bent. In the ice, great pawed prints and a moving mountain of lead. Stories swirl of vast silhouettes, sighted against the sky, searching for some unknown end.

The Legendary Creatures Module gives each player access to a new Legendary Creature Faction Card and a Legendary Creature Piece. The piece is treated as a second Herald, with all the associated benefits (and potential risks). Additionally, these Legendary Creature Pieces are key to being able to access your powerful Legendary Creature Cards. This Module is recommended for players who wish to add more high-Strength Faction Cards to their game, as well as the additional Influence gain provided by introducing a second Herald piece.

Setup

I. Each player takes the Legendary Creature Piece belonging to their Faction and places it on their Player Board beside their Herald.

II. Each player takes the Legendary Creature Card belonging to their Faction and places it in their Supply.

Rules

When the Legendary Creature Module is being used, this rule is always in place and is never overridden by any abilities:

A player's Herald and Legendary Creature Piece may never share the same Location. If any ability would move a Herald and/or the Legendary Creature Piece, it cannot result in both a player's Herald and their Legendary Creature Piece sharing the same Location.

Each Faction's Legendary Creature Piece is treated as a second Herald. All rules and instructions that relate to Heralds also apply to this piece. The Legendary Creature Piece claims Herald rewards as a Herald would (and can steal/be stolen from as a Herald would).

If an ability would target a Herald, it may also target the Legendary Creature Piece. If a player uses an ability that says "move an opponent's Herald" they must choose to move either their opponent's Herald or Legendary Creature Piece (observing the rule that a player's Herald and Legendary Creature Piece may never share the same Location).

Claiming a Legendary Creature Card

Your Legendary Creature Card remains in your Supply until it is claimed. The only way to claim your Legendary Creature Card is to lose a Clash in a Region where your Legendary Creature Piece is placed.

When a Region is resolved, before resolving rewards, players who lost the Clash and who have their Legendary Creature Piece in the current Region move their Legendary Creature Card, if unclaimed, from their Supply to their Hand.

In this 2-player example, the Gathering player has placed their Legendary Creature Piece on the Necropolis Location in Spring. During the Clash in the Lowlands in the Summer Phase, the Gathering player loses. Because they lost a Clash in a Region where their Legendary Creature Piece was present, the Gathering player moves their Legendary Creature Card, The Moth, from their Supply to their Hand.

Negotiating Table

Complexity Rating: 3

All is quiet and expectant as the room is prepared for the delegations to arrive. Heavy drapes are pulled aside and the high windows let the dawn light in. Far below bells ring. At the centre of the room, a table waits. Its marble is scored and worn, a split down its length. It is being silently, ceaselessly set, the wounded stone dressed in glass, gold and silk. Footsteps and voices ring. The negotiations begin.

The Negotiating Table may be added to 3 - 4 player games of The Old King's Crown. This Module is recommended for players who are interested in adding bartering and negotiation into their games. This Module introduces a new Step to the game that allows you to trade resources with the other players around the table. You may also form binding Trade Agreements with players to create more complex agreements with specific conditions. Finally, players may form temporary Alliances with other players in order to gain mutual benefits.

DESIGNER NOTE - This Module can radically alter the game, emphasising the value of table-talk and deal-making. The agreements made can be very freeform and impactful, so make sure the table understands this before including this Module.

Setup

I. If you are playing a 3-4 player game, you may play with the Negotiating Table Module. During Setup, place the Negotiating Table Tile on the indicated space on the Kingdom Board.

II. Each player is given two double-sided Trade Agreement/Alliance Cards, which are kept in their Supply.

Rules

The Negotiation Step

The Negotiating Table Module introduces a new Step into the game called the Negotiation Step. This Step takes place every Spring, after all Bids have been resolved at the Great Road but before any Heralds and Faction Cards are placed. The Negotiating Table Tile placed on the Kingdom Board during Setup contains a slot where the Season Marker will be placed to mark this Step.

The Negotiation Step is resolved simultaneously and allows players to do any of the following:

  • Barter
  • Form Trade Agreements
  • Form Alliances
Bartering

When players Barter, they are free to exchange/give away any number of the resources listed below to any other player. These exchanges are immediate and are binding upon completion. You may not Barter with resources you do not have and you may not Barter based on future circumstances (this may be done with Trade Agreements, see Trade Agreements, pg. 16).

The Gathering player agrees to Barter 3 Influence with the Nobility player in exchange for 2 Lore.

What can be Bartered?

  • Influence - Any amount of Influence in your Supply. If you agree to Barter Influence, move the agreed-upon amount of Influence from your Supply to another player's Supply.
  • Lore - Any amount of Lore in your Supply. If you agree to Barter Lore, move the agreed-upon amount of Lore from your Supply to another player's Supply.
  • Cards on your Site of Power - Any number of your Advanced Faction and HQ Cards at your Site of Power may be Bartered. If you receive a card from a player's Site of Power as part of a Barter, it goes directly to your own Site of Power and you must pay the card's cost as normal before you may claim it and use it as an Ally.
  • Supporters - Any number of Supporters on your Player Board may be Bartered. If you receive a Supporter as part of a Barter, when you place the Supporter as a [Action icon not reproduced] Action, place one of your Faction Tokens under it to indicate that it belongs to your Faction.
  • Faction Cards - Any number of Faction Cards may be Bartered from your Hand. You may not Barter using Faction Cards that are not in your Hand. If you receive a Faction Card as part of a Barter, it is considered an Ally (See Allies, pg. 8).
  • Kingdom Cards - If you receive a Kingdom Card that needs to be Occupied in a Barter, you must immediately Occupy it with a card from your Hand. If the Kingdom Card you receive is on the Map, use a Faction Marker to denote that you are now the owner of the card. If the Kingdom Card is in an opponent's Supply, move it to your Supply.
  • Tactic Tiles - Any number of Tactics, both Unexhausted and Exhausted, may be Bartered from your Player Board and/or Supply. If you receive a Tactic Tile as part of a Barter, place it in your Supply. If the Bartered Tactic is Exhausted, do not Unexhaust it. If the previous owner of the Tactic had one or more Faction Markers on the Tactic, replace these markers with your own.

In this 3-player example, during the Negotiation Step, three different Barters occur between players:

The Uprising Player Barters a Strength 8 card from their Hand along with an Unexhausted Tactic to the Gathering player in exchange for a Kingdom Card, plus two Supporters from the Gathering player's Player Board. The Uprising player immediately Occupies the Kingdom Card with a card from their Hand.

In the final Barter of the Step, the Nobility Player, who has control of the Kingdom's Favour, Barters it away to the Uprising player in exchange for an Advanced Faction Card on their Site of Power. The Uprising player slots the Kingdom's Favour into their Player Board at the III value, then moves the chosen card from their Site of Power to the Nobility player's Site of Power.

Trade Agreements

If a player wishes to make a more complex agreement with another player during the Negotiation Step, they may enter into a Trade Agreement. Trade Agreements may include commitments to fulfil certain conditions at a future point in the game in exchange for resources, as well as other promises. Trade Agreements may extend over multiple Rounds of the game and may have arrangements that last until a specific, agreed-upon condition has been fulfilled during a future Round.

NOTE - If a Trade Agreement involves the trade of resources from one player to another, these may only be exchanged/given away during the Negotiation Step.

There are two types of Trade Agreement: Binding and Non-Binding.

Binding Trade Agreements

The number of Binding Trade Agreements a player may enter into is limited by the number of Trade Agreement Cards they have in their Supply. Each player begins with two Trade Agreement Cards, but this number may increase or decrease as a result of Outrage (see Outrage, pg. 16). Once both players have consented to the terms and conditions of an agreement during the Negotiation Step, each places a Faction Marker on the other's Trade Agreement Card to indicate both players are in a Binding Trade Agreement.

DESIGNER NOTE - Players are free to set any conditions and make any promises they wish, so long as they do not break the rules of the game. For example, one player cannot ask another to place their cards face-up next to Regions when placing their cards in Spring as the rule states that cards are placed face-down in Spring.

Fulfilling a Binding Trade Agreement

A Binding Trade Agreement is considered fulfilled once both players have met the conditions of the agreement to the best of their ability. Once a Binding Trade Agreement has been fulfilled, the Faction Markers on the Trade Agreement Cards are returned to their owners and the players are now free to enter into another agreement during the next Negotiation Step.

Cancelling a Binding Trade Agreement

Players involved in a Binding Trade Agreement may voluntarily agree to cancel an agreement at any time, so long as both players involved in the agreement consent to doing so. If a Binding Trade Agreement is cancelled, the Faction Markers on the Trade Agreement Cards are returned to their owners and the players are now free to enter into another agreement during the next Negotiation Step.

Outrage

If a player breaks the terms of a Binding Trade Agreement, whether deliberately or accidentally, they cause Outrage. When a player causes Outrage, the Trade Agreement is immediately nullified. The offending player must give the Trade Agreement Card in their Supply with the Outraged player's Faction Marker on it to the Outraged player. That player may now use the newly acquired Trade Agreement Card to create further Binding Trade Agreements during the Negotiation Step.

DESIGNER NOTE - There may be some instances where players disagree as to whether a player has broken the terms of a Binding Trade Agreement. Any players not involved in the agreement should act as arbiters to decide an outcome.

At the end of game, but before scores are tallied, count how many Trade Agreement Cards you have in your Supply and apply the corresponding modifier listed below:

Trade Agreements in SupplyEnd of Game Modifier
0Reputation Ruined - Whether through careless or callous causing of Outrage, or by selling your diplomatic currency on the market, you have earned the kingdom's suspicion, if not all-out hostility. Move 6 Influence from your Supply to the Reserve.
1Untrustworthy - Your actions have caused divisions among both your supporters and those who would look to you for leadership. Move 3 Influence from your Supply to the Reserve.
2Honest and True - You have conducted yourself with integrity, or at least convinced the people that you have.
3Popular - Whether through shrewd diplomacy or the garnering of sympathy, you have earned the people's favour and affection. Move 3 Influence from the Reserve to your Supply.
4+Diplomatic Victory - Your faction has become renowned across the land for its resilience and talent for negotiation. Even if you have not won the crown, you have won the hearts of the people. Move 6 Influence from the Reserve to your Supply.

Examples of Binding Trade Agreements:

  • During the Negotiation Step, the Gathering player offers to immediately give 1 Lore to the Clans player, if they do not place one of their cards with the Deadly Command in the Highlands next Spring. The Clan's player accepts the Trade Agreement terms. When cards are revealed in the Highlands Region, the Clans player did not place a card with Deadly so the Trade Agreement is fulfilled and both players return any Faction Markers on the Trade Agreements to their respective Supplies.
  • During the Negotiation Step, the Uprising player offers to immediately give 1 Influence to the Nobility player if they do not choose the Harvest Field Location Reward in the upcoming Clash in the Plateau Region this Round, which they seem poised to win. The Nobility player agrees to the terms of the Trade Agreement. After the first Clash in the Plateau is resolved, the Nobility player is declared the winner. They choose to claim the reward from the Battlefield and fulfil the terms of the agreement.
  • During the Negotiation Step, the Nobility player asks the Uprising player to not activate a specific Tactic for the remainder of the game in exchange for an Advanced Faction Card that is currently in their Hand. The Uprising Player agrees to the terms and is given the Faction Card to use as an Ally. However, in the final Round of the game, they choose to activate the Tactic, disregarding their binding agreement. They have broken the terms of the Trade Agreement and cause Outrage. As a result the Uprising player must give the Trade Agreement with the Nobility Faction Marker on it to the Nobility player.
Non-Binding Trade Agreements

At any time during the game, players may enter into as many verbal Non-Binding Trade Agreements with other players as they wish. However, any player that breaks a Non-Binding Trade Agreement does not cause Outrage. Players should weigh up the risks of these agreements before accepting any Non-Binding Trade Agreements. Non-Binding Trade Agreements do not require players to place their Faction Markers on each other's Trade Agreement Cards. A player with no Trade Agreement Cards in their Supply may still enter into Non-Binding Agreements.

Alliances

During the Negotiation Step, players may form Alliances. These are a special type of binding agreement made between two players. When two players decide to enter an Alliance, they each flip over one of their available Trade Agreement cards to its Alliance side and place a Faction Marker from the Allied player on it to show they are in an Alliance.

Players in an Alliance have the following special rules:

  • Players in an Alliance are free to show each other their Hand of cards at any point in a Round.
  • Any Commands, Actions, Effects, or abilities that would Eliminate the Faction Cards of an Allied player have no effect on that player.
  • Whenever a player in an Alliance uses an ability that would target an opponent, it does not target the player they are Allied with.
  • In a Clash, players in an Alliance add their total Strength together. However, only one player in the Alliance can be declared the winner of the Clash. If the players cannot decide which member of the Alliance should be declared the winner, then neither player is declared the winner. The Region is resolved as a tie and no rewards are claimed.
Renewing Alliances

Unlike Trade Agreements, Alliances end at the start of each new Negotiation Step. Players are free to either renew their Alliance for another Round or to use their Trade Agreement Card to form a different Alliance or Trade Agreement.

After all players have finished Bartering, formed any Trade Agreements, and established any Alliances they wish, the game proceeds to the next step.

Night Map

Complexity Rating: 1

Time seems to have slowed and stalled. The moon hangs high and red in the sky. People wake and find that dawn was just a dream, as the nightjar and the fox gather in fields and wait for signs of the sun. The former sleepers walk from their beds, lit by lamps and strange new stars overhead, only to find that familiar lanes wend on, over heath and over loam, and never quite leading back to the distant lights of home.

The Night Map Module includes six Location tiles that are placed over the Kingdom Map during Setup and allows players to randomly determine the position of each Location, adding new strategic considerations by creating different pairings for each of the Regions.

Setup

Players should agree on whether they wish to choose the positions of the Locations manually or have them decided randomly.

Predetermined Setup

Players may agree to place the Locations in any arrangement over the original Map, so long as there are two Locations in each of the three Regions.

Randomised Setup

Before setting up any other Wild Kingdom Modules, empty the drawstring bag and fill it with the six Location Tokens. Draw these randomly, one at a time, and create a new Map with the Night Map Tiles. Start in the top Region, placing one tile over the left Location and then another tile over the right Location. Repeat this for the middle Region and finally the bottom Region until all Locations on the Kingdom Board's printed Map are covered.

Rules

When using the Night Map Module, despite the different positions of the Locations, the positioning of the Regions remains the same. The Region containing the two Location Tiles at the top of the Map is still considered to be the Highlands, the middle Region the Plateau and the bottom Region the Lowlands.

Aside from the altered position of Locations, play proceeds as normal.

Travelling Town

Complexity Rating: 2

No one knows who built the Travelling Town or from where it first walked. In this wild season, however, the wandering marvel can often be seen, striding the land, as merchant caravans flock in its wake. A place of high domes, green plazas and wind-brushed lanes, all lined with curios and artefacts from every age. Lost deeds from long lost lands, the remains of plundered, dust-consigned estates and the ceaseless dancing light of gold moving from palms to purses and back again.

The Travelling Town Module is recommended for players who enjoy collecting and experimenting with different Kingdom Cards. With the Travelling Town in play there are opportunities for you to build out a larger tableau of Kingdom Cards under your control. Additionally, the town can create big Influence bonuses for players to chase.

Setup

I. Starting Location - Choose the Starting Location where the Travelling Town Piece begins the game (see Starting Location, pg. 6).

II. Travelling Town Card - Place the Travelling Town Card somewhere that is accessible to all players.

Rules

If you claim the Location Reward of the Location that the Travelling Town Piece is on (either by winning a Clash or other ability that lets you claim Location Rewards), you may Visit the Travelling Town.

Visiting the Travelling Town

If you choose to Visit the Travelling Town, do the following, in order:

I. Move all Influence on the Travelling Town Card to your Supply.

II. Choose any one Kingdom Card to gain from the Great Road.

III. If the chosen Kingdom Card's text begins with instructions in bold, then complete these instructions, ignoring any portions of the instructions that state that the 'Bidding card' should be discarded or otherwise affected. This concludes your Visit to the Travelling Town. Otherwise, skip this step.

IV. If you skipped the previous step, place the chosen Kingdom Card on any one of the two empty spaces to the right of the Travelling Town Card. If there are no empty spaces remaining, then choose a Kingdom Card on a space at the Travelling Town, discard it and return the Faction Marker on the removed card to its owner. Then place your chosen Kingdom Card on the newly-vacated space.

V. Finally, place one of your Faction Markers on your newly acquired Kingdom Card.

In this example, the Nobility player is Visiting the Travelling Town. They first move the Influence on the Travelling Town to their Supply. Next, they acquire the Siege Commander Kingdom Card from the Great Road and move it to one of the empty spaces at the Travelling Town, placing one of their Faction Markers on top of it to indicate they control it.

Kingdom Cards Occupied at the Travelling Town

All Kingdom Cards at the Travelling Town are considered owned, controlled and Occupied by the player whose Faction Marker is on the Kingdom Card. However, Kingdom Cards at the Travelling Town do not require any Faction Cards to Occupy them. The Custodians of the Town are considered to be Occupying them on behalf of the player.

Stealing Cards from the Travelling Town

Kingdom Cards at the Travelling Town are under the care of the Custodians and can never be stolen or otherwise removed by effects that would say that you may steal a Kingdom Card.

Kingdom Card Limit

Any Kingdom Cards that you Occupy at the Travelling Town do not count towards the two-card Occupying limit imposed by your Player Board's two spaces. If you Occupy cards at the Travelling Town, you do so in addition to the Kingdom Cards you Occupy on your Player Board.

Custodians' Characteristics

The Custodians of the Town are not represented by a card or token. The Custodians do not have an Archetype or any Traits. The Custodians cannot be moved or swapped or otherwise affected by any abilities.

The Travelling Town Trades & Travels

  • [Travel icon not reproduced] Place 1 Influence from the Reserve on the Travelling Town card. If no player Visited the Travelling Town this Round, then place an additional 1 Influence. Finally, regardless of whether the town was Visited this Round or not, place 1 Influence on the Location that the Travelling Town is currently on.

Then, the Travelling Town Travels (see Travel, pg. 8).

NOTE - Any Influence placed on Locations by the Travelling Town may be claimed. If a player claims the Location Reward of a Location with any number of Influence placed by the Travelling Town, that player moves all the Influence on that Location to their Supply.

Whispering Tower

Complexity Rating: 3

A sudden light, lancing, ignites the night. It scatters the wild, wide-eyed owls from their roosts, arch and indignant in their agitated flight. Above them now hangs an impossible sight. A vast tower, suspended in the night air, its pocked anthracite-coloured sides rising a mile into the sky. A smoking mass of turrets and spires, ice clinging to its heights. From its many windows and one great door comes an unsettling light, neither warm nor bright, and with it the sound of many whispering voices, each as clear as a chime, each asking you to come inside.

The Whispering Tower Module is recommended for players who enjoy the additional intrigue and disruptive potential of more hidden information. It adds Boons to the game, special tokens which can be collected by players and which can be spent to add powerful new temporary abilities to cards once they are revealed. Additionally, the Whispering Tower can be moved by players, blocking vital Locations at key moments in the game. Expect some increased meanness and strategic scheming.

Setup

I. Starting Location - Choose the Starting Location where the Whispering Tower Piece begins the game (see Starting Location, pg. 6).

II. Boon Stack - Take all of the Boons and shuffle them face-down. Create a face-down Boon Stack and place it in the indicated space above the Whispering Tower Board. The Whispering Tower Board should be placed where it is accessible to all players.

III. Populate the Whispering Tower Board

A. Place three face-down Boons from the Boon Stack in the Pinnacle slot.

B. Place two face-down Boons from the Boon Stack in the Labyrinth slot.

C. Place one face-down Boon from the Boon Stack in the Entrance slot.

Rules

If you claim the Location Reward of the Location that the Whispering Tower Piece is on (either by winning a Clash or other ability that lets you claim Location Rewards), you must Visit the Whispering Tower.

NOTE - Unlike the Aeronauts' Near & Far Piece and the Travelling Town Piece, it is mandatory to Visit the Whispering Tower if you claim the Location Reward of the Location it is on.

Visiting the Whispering Tower

When you Visit the Whispering Tower, do the following, in order:

I. Explore the Whispering Tower - The Whispering Tower is made up of the following levels:

  • Level 1 - The Entrance
  • Level 2 - The Labyrinth
  • Level 3 - The Pinnacle

When you explore the Whispering Tower, you must begin at the Entrance. If you wish to ascend to the next level of the tower, you must first carry out the instructions printed on the current level fully. After resolving any level, you may choose to leave the Whispering Tower.

NOTE - You may only explore each level once per visit to the Whispering Tower.

II. Repopulate the Tower - The tower is then repopulated with Boons (see Repopulate the Tower, pg. 22).

III. Move the Whispering Tower - The Whispering Tower does not Travel like the Travelling Town and the Near & Far Pieces. Instead, after Visiting the tower, you must immediately move the Whispering Tower Piece to a different Location in a different Region.

NOTE - If you ever have to repopulate the tower and there are not enough Boons in the Boon Stack to do so, take the Boon Discard, shuffle the tokens face-down and create a new Boon Stack.

The Tower Levels

  • The Entrance - Move the Boon here to your Supply.
  • The Labyrinth - Look at both Boons here. Move one Boon to your Supply and give one to an opponent.
  • The Pinnacle - Pay 1 Lore to the Reserve. Move all three Boons here to your Supply. You must discard two Boons from your Supply.

In this example, the Uprising player wins a Clash in the Plateau and Visits the Whispering Tower. They begin exploring the Whispering Tower. They carry out the instructions printed on the Entrance, moving the Boon there to their Supply.

Then, they decide to ascend the tower and explore the Labyrinth. They look at the two face-down Boons there and choose one to move to their Supply. They then move the other Boon to an opponent's Supply.

The Uprising player then decides to move 1 Lore from their Supply to the Reserve and explore the Pinnacle. They move the three face-down Boons there to their Supply. Then they must discard two Boons from their Supply. With no more levels to explore, the Uprising player repopulates the Whispering Tower with Boons and then chooses to move the Whispering Tower Piece to the Castle Location in the Highlands.

Repopulate the Tower

Once you have explored all the areas you wish to explore, repopulate the tower with Boons from the Boon Stack. To repopulate the tower, refill any area that was explored so that each area has the following:

  • The Entrance - One face-down Boon.
  • The Labyrinth - Two face-down Boons.
  • The Pinnacle - Three face-down Boons.

Using Boons

Boons in your Supply are kept face-down, but you are free to look at the Boons at any time. If you have one or more Boons in your Supply, you gain the following Action:

[Action icon not reproduced] Action - You may place any number of Boons face-down on your face-down cards next to Regions. Each card may have a maximum of two Boons placed on it.

If a card with a Boon on it is revealed and made Active, reveal the Boon at the same time. A revealed Boon will remain on a card until that card is no longer Active.

Boons may be one of two types:

"If you Win" Boons - These Boons provide the owner of the card a bonus for winning a Clash, so long as the card with the Boon remains Active next to the Region in which the Clash was resolved. After Clashes at a Region have been resolved but before any rewards are claimed, resolve any Boons of this type on Active cards in the Region.

Examples of "If you Win" Boons as printed: "If you win, you may Visit the Whispering Tower." and "If you win, gain 1 Influence & 1 Lore."

Empowering Boons - These Boons provide the card they are placed on with a special ability. The card gains the stated Trait, Command, increase in Strength or ability. This gain remains in effect until the card they are on stops being Active.

Examples of Empowering Boons as printed: "+10 Strength - After Clash: Burn this card." and "Flank".

NOTE - Some Boons will have an "After Clash" effect printed on them. These effects are resolved after Clashes at a Region have been resolved but before any rewards are claimed. It is mandatory to fully resolve these Boons.

Discarding Boons on Active Cards

After revealing a Boon on a card, if that card stops being Active for any reason, move all Boons on it to the Boon Discard.

If there are any Active cards that have Boons on them, move all Boons on those cards to the Boon Discard.

In this 3-player example, both the Nobility and Gathering players have placed Boons on their cards in the Plateau Region as Actions. The Boons are simultaneously flipped and revealed at the same time as the Faction Cards in the Region.

The Nobility is first on the Order Track and activates their Actions first. They choose to activate the revealed Flank Command gained from the Boon placed on their card. They choose to move their card to the Highlands Region.

Both the Gathering and Clans players choose to pass without activating any Actions and the Gathering player is declared the winner of the Clash. As they have won the Clash, they resolve the ability on the Boon placed on their card. They gain 1 Influence and 1 Lore.

Wild Kingdom Cards

Complexity Rating: Determined by the number of Wild Kingdom Cards included in the game.

The sky is full of marvels and the land itself seems to be undergoing a great change, with wonders emerging from every hidden place. As scholars scour the libraries for records of a similar wild season in ages long gone by, searching for what caused this strange transfiguration, others ride into the night to see what opportunities await.

This Module consists of 15 new Kingdom Cards that may be added to the Kingdom Deck during setup. Players may include as few or as many Wild Kingdom cards as they like. However, adding more cards will potentially increase the impact and complexity of the Kingdom Deck, as the cards in this Module are defined by their powerful and potentially game-altering abilities. This Module is recommended for players who are already familiar with the standard Kingdom Deck and wish to add new and more potent cards into the experience.

Setup

Before populating the Great Road during Setup, players must create the Kingdom Deck that will be used during the game. To do this, determine how many Wild Kingdom Cards from this Module you wish to include (consult the chart to see the effect this will have on the game's complexity). Draw this amount randomly from a deck of all the Wild Kingdom Cards and then draw cards randomly from the base game Kingdom Deck, until your total combined cards equal 30. Shuffle this 30 card mixture of base game and expansion Kingdom Cards to create this game's Kingdom Deck. Remove all other Kingdom Cards from the game.

Wild Kingdom Cards in DeckModule Complexity Rating
1 - 51
6 - 102
11 - 153
  • The Negotiation Step
  • Bartering
  • Trade Agreements
    • Binding Trade Agreements
    • Fulfilling a Binding Trade Agreement
    • Cancelling a Binding Trade Agreement
    • Outrage
  • Non-Binding Trade Agreements
  • Alliances
    • Renewing Alliances
  • Night Map
    • Setup
      • Predetermined Setup
      • Randomised Setup
    • Rules
  • Travelling Town
    • Setup
    • Rules
    • Visiting the Travelling Town
    • Kingdom Cards Occupied at the Travelling Town
    • Stealing Cards from the Travelling Town
    • Kingdom Card Limit
    • Custodians' Characteristics
    • The Travelling Town Trades & Travels
  • Whispering Tower
    • Setup
    • Rules
    • Visiting the Whispering Tower
    • The Tower Levels
    • Repopulate the Tower
    • Using Boons
    • Discarding Boons on Active Cards
  • Wild Kingdom Cards
    • Setup
  • Boons - If playing with the Whispering Tower Module, you may Barter any number of face-down Boons in your Supply. You may show the Boon Token's face-up side to any players you are Bartering with.
  • Kingdom's Favour - If you have the Kingdom's Favour you may Barter it. If you receive the Kingdom's Favour as part of a Barter, slot it into your Player Board at the III value.
  • Faction Markers - Any number of your placed Faction Markers, such as those placed by the Council of Secrets, on Tactics or on Kingdom Cards may be Bartered. Any markers you receive in a Barter are immediately swapped for your own markers. If one or more of your markers is on a Tactic on another player's Player Board or Supply, you may take that Action as if you also own that Tactic, so long as you have markers on it.
  • Trade Agreement Cards - Any number of Trade Agreement Cards, that do not have Faction Markers placed on them, may be Bartered. When you receive a Trade Agreement Card, place it in your Supply. You may use this to form new Binding Trade Agreements during the Negotiation Step (see Trade Agreements, pg. 16). At the end of the game, the number of Trade Agreements in your Supply may modify your final Influence total (see Outrage, pg. 16).