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Villagers & Villains: The Borderlands

Expansion for Villagers & Villains

Villagers & Villains: The Borderlands Rulebook

Table of Contents

Table of Contents

  • Buildings
    • Shanty
    • King's Court
    • Toll Bridge
    • Training Ground
    • Stable
  • Citizens
    • Archeologist
    • Caravan Trader
    • Children
    • Gambler
    • Gravedigger
    • Recruiter
  • Challenges
    • Bureaucrat
    • Casino
    • Disease
    • Flirt
    • Hustler
    • Necromancer
    • Wanted Men
  • Heroes
    • Battle Cleric
    • General
    • Monk
    • Squire
  • Legibility Gaps

Buildings

Shanty

Building. Victory value 0. Cost 2 gold.

  • Final Scoring: Shanty can pair twice. Each pair counts for 2 points.
  • PAIR: any 2 Citizen cards.

King's Court

Building. Victory value 6. Cost 9 gold.

  • Recruit Phase: Pay 1 gold to swap any Citizen card in the recruitment pool with a Citizen card in your town.
  • VEND: 1 gold to you.

Toll Bridge

Building. Victory value 3. Cost 5 gold. Income +1 gold.

  • Earning Phase: Toll Bridge earns like a Citizen card during this phase.

Training Ground

Building. Victory value 3. Cost 5 gold.

  • Defend Phase: Any Citizen card can be used as a Hero (Defeat Bonus 0). Citizen cards used this way do not earn gold this round.

Stable

Building. Victory value 3. Cost 5 gold.

  • Recruit Phase: Always use 1 extra die. Take the highest roll.

Citizens

Archeologist

Citizen. Victory value 2.

  • Build Phase: Rule text is cut off in every photograph. Only the words "You may select a Building" are legible. See Legibility Gaps.

Caravan Trader

Citizen. Victory value 1. Cost 3 gold. Income +1 gold.

  • Defend Phase: Add 1 to the TOWN DEFENSE roll.

Children

Citizen. Cost 2 gold. Income badge reads -1 gold. Victory value not legible.

  • Recruit Phase: Add 1 to all recruit rolls for Citizen and Hero cards.
  • PAIR: any Citizen.

Gambler

Citizen. Victory value 0. Cost 1 gold. Income badge reads "+?" gold (variable, see text).

  • Earning Phase: For Gambler EARNINGS, roll a die:
    • 5 or 6: gain 2 gold.
    • 3 or 4: gain 1 gold.
    • 2: gain 0 gold.
    • 1: lose 1 gold.
  • PAIR: Casino.

Gravedigger

Citizen. Victory value 1. Income +1 gold. Cost not legible.

  • Earning Phase: You may select a Citizen card from the discard pile. Place it on top of the deck.

Recruiter

Citizen. Victory value 1. Cost 3 gold. Income +1 gold.

  • Recruit Phase: You may recruit from the top of the deck rather than rolling for recruitment.

Challenges

Each challenge shows a Victory value in the upper-left corner and a defense number in the upper-right corner. The gold badges are listed as printed (black, then green). This transcription does not state what each badge means; that follows the base game rules.

Bureaucrat

Challenge. Victory value +3. Defense 5. Black badge +2 gold, green badge -1 gold.

  • No rule text is printed on this card. The text box is blank.

Casino

Challenge. Victory value -4. Defense 5.

  • Earning Phase: Rule text is cut off in every photograph. Only the heading is legible. See Legibility Gaps.

Disease

Challenge. Victory value -3. Defense 4. Black badge +0 gold, green badge -1 gold.

  • Defend Phase: Once you defeat Disease, pass it to the Mayor on your right or place it in your hand.

Flirt

Challenge. Victory value 0. Defense 3. Black badge +1 gold, green badge -1 gold.

  • Final Scoring: Flirt can pair twice. Each pair counts for 2 points.
  • PAIR: any 2 Hero cards.

Hustler

Challenge. Victory value -2. Defense 4. Black badge +1 gold, green badge -1 gold.

  • Defend Phase: Swap Hustler with any Challenge card in play.

Necromancer

Challenge. Victory value -4. Defense 5. Black badge +2 gold, green badge -1 gold.

  • Pillage Phase: You may select a Hero card from the discard pile. Place it on top of the deck.

Wanted Men

Challenge. Victory value -5. Defense 6. Black badge +2 gold, green badge -0 gold.

  • Final Scoring: Wanted Men counts as 2 cards for the VICTORY BONUS.

Heroes

Hero cards show a Victory value in the upper-left corner and a defense bonus in the upper-right corner (for example +1D).

Battle Cleric

Hero. Victory value 0. Defense bonus +0.

  • Defend Phase: Rule text is cut off in every photograph. Only the heading is legible. See Legibility Gaps.

General

Hero. Victory value 1. Defense bonus +1. Cost 4 gold.

  • Recruit or Defend Phase: Add 1 to a RECRUIT roll, or add 1 to a DEFENSE roll.

Monk

Hero. Victory value 1. Defense bonus +1. Cost 4 gold. Income +1 gold.

  • Earning Phase: Monk earns like a Citizen card during this phase.

Squire

Hero. Defense bonus -1. Victory value and cost not legible.

  • PAIR: any Hero.
  • No other rule text is printed on this card.

Legibility Gaps

These items could not be fully read in the card photographs used. Each is left as printed, or marked as missing, and was not filled in from memory.

  • Archeologist: the Build Phase text is cut off after "You may select a Building".
  • Casino: the Earning Phase text is cut off below the heading.
  • Battle Cleric: the Defend Phase text is cut off below the heading.
  • Children: the Victory value is not visible in any photograph.
  • Gravedigger: the cost is not visible.
  • Squire: the Victory value and cost are not visible.
  • Gambler: the income badge is not a fixed number; the printed text describes the die-roll outcomes above.