Player Turns

Player turns are done in Player Turn Order. A turn consists of any number of Free Actions before and/or after either one Standard Action or Idling. Once a player Idles, they cannot perform any more Standard Actions this Season. Once all players Idle, the Season moves to its Battles phase.

Summary of Available Actions

Standard Actions, at most 1 during the player’s turn:

  • Assign Workers to a Workplace or to refine Resources.
  • Build a Workplace.
  • Card actions, if available.
  • Deploy a Knight on the map.
  • Attempt to Enact on a Law card, triggering a vote.
  • Have a Knight Flee from a Tile.

Free Actions, at any time (including during another player’s turn):

  • Guarantee something, by making a binding promise.
  • Haggle with other players.

If no Standard Action was performed:

  • Idle for the rest of the Season.

Player Turn Order and Tie Breaker

The same tracker handles Player Turn Order and ties.

(TODO: image of the Player Turn Order)

The Bandit Cube indicates which track is the current turn’s. Idling players are no longer on that track. The other players go in order from top to bottom.

To resolve ties, the priority order is from top to bottom on the next turn’s track then top to bottom on the current turn’s track. As a result, the sooner a player Idles, the higher their priority.

As on one track, the Bandit Cube ’s location is at the top and on the other it is on the bottom, Bandit either win all ties or lose all of them.

Standard Actions

Assign

The player assigns Workers to a built Workplace or to refine Resources. The Workers are moved from the Unemployed reserve to the associated Faction’s Employed reserve.

In order to use Workers of a Faction, the player must be in control of at least 1 Tile of that Faction, meaning that they have the most knights on it. Bandit Tiles are valid Faction Tiles, but Bandit compete for control.

Assign to a Workplace

The player can target any built Workplace, as long as the Workplace’s owner allows it and no player currently uses it. Do denote who currently uses the Workplace, place a Player Cube on it.

Each Workplace indicates the types of Workers it requires. All required Workers must be provided at once in order to assign.

For each Worker newly assigned, the player gains 1 Influence .

Assign to Refine

Instead of a Workplace, the player may target resource refinement. This involves Employing 1 Worker to convert resources into more advanced ones. A single assign action can generate any non-null amount of advanced resource, following the recipe indicated on the Resources Board. The cost is always X of Resource A + X of Resource B to generate X of Resource C.

Build

The player builds a Workplace from their Hand, paying the associated Resource cost. Each player may own a maximum of 9 built Workplaces, organized in a 3x3 grid. If that limit has already been reached, they may discard one of their built Workplaces to make room (as part of the build action).

Instead of a Workplace from their Hand, players may build the Sovereign Workplace (Coronation Ceremony), following the same rules. Note however that, unlike all other Workplaces, this card will be automatically discarded during the Cleanup phase of the Season.

Card

The player uses a Standard Action unlocked from a card.

Deploy

The player deploys one of their un-deployed Knight to a Tile.

Enact

The player attempts to enact a Law card among those currently available. Failing to enact the law still counts as a Standard Action.

(TODO: need a name for available laws)

This triggers a vote. In reverse Player Turn Order, each player may spend Influence to either accept or refuse the law. The current player must at least spend 1 Influence in favor.

After the last player is done spending Influence , if the amount of Influence in favor is strictly more than the amount of Influence against and is at least equal to the Law card’s Threshold, the Law is enacted. Otherwise, the Law remains available. In either case, all spent Influence is discarded.

Flee

The player moves one of their deployed Knight by following the Flee direction of that Tile. This cannot be used on a Knight currently placed on Capital.

Free Actions

Players may, at any time (even during other players’ turns), take any of the following Free Actions.

Guarantee

The player makes a binding promise. It may be joint with other players. Failure to follow through incurs a 20 Prestige penalty (noted by the crossed-out Prestige reserve). The promise is agreed on, then written down and (fake) signed. The letter of the promise - and not its spirit - determine whether it is broken or not. Only the parties causing the promise to fall through are penalized.

Haggle

The player trades with other players. A trade may involve Workplaces (held in Hand or already built) and/or Resources (excluding Influence , crossed-out Prestige , or Prestige ), Unemployed Workers, as well as markers (no gameplay effect, but can be made meaningful through promises).

Idling

Instead of a Standard Action, players may start Idling. They move their Player Cube to the next turn tracker’s highest available spot ( Bandit Cube spot excluded). The player cannot do any more Standard Actions this Season.