Player Turns
Player turns are done in Player Turn Order. A turn consists of any number of Free Actions before and/or after either two Standard Actions, one Standard Action then Idling, or just 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, 2 (if possible) 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 or another player’s Castle.
- Attempt to Enact 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 fewer than 2 Standard Action were performed:
- Idle for the rest of the Season.
Player Turn Order and Tie Breaker
The same tracker handles Player Turn Order and ties.
The
Bandit Cube
does not move. This board is split into two
halves. At any point, one half is the Action Phase half, and the other is
where the Idling players go to.
The player turn order is read in clockwise order, starting from the Action
Phase half. The right side starts at the
Bandit Cube
, the
left side ends at the
Bandit Cube
.
When they start to Idle, players move their
Player Cube
to the next available spot of the other half (again, in clockwise order).
Ties are broken by player turn order. Being earlier in the player turn order means winning the tie. Idling players are considered as going after non-Idling players.
In effect non-Idling players win ties during the Action Phase, but those who Idled sooner win ties during the Battle Phase (and the next Action Phase).
Example
In this example, the turn order is
Bandit
, Green Player,
then Purple Player. Blue Player already passed.
The priorities are:
Bandit
, Green Player, Purple Player,
then Blue Player.
Now, Green Player passes:
The turn order is now
Bandit
then Purple Player.
Blue Player and Green Player already passed.
The priorities are:
Bandit
, Purple Player, Blue Player, then
Green Player.
Now, the last player passes:
This caused the Action Phase to end, so the Action Phase half of the board
changed.
The turn order is now Blue Player, Green Player, Purple Player, then
Bandit
.
The priorities are the same as the turn order.
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
Knight
on it. Bandit Tiles are valid Faction Tiles, but
Bandit
compete for control.
For each Worker newly assigned, the player gains 1
Influence
.
Assign to a Workplace
The player can target any built Workplace, as long as no player currently uses
it and the player controlling the associated Castle permits it. To 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.
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.
In this example,
a
Wolf Tribe
Worker can be assigned to convert X
Bricks + X Logs into X Marble, although this cannot be done if the
reserve of Bricks or the reserve of Logs is empty.
Control of the Castle is not required, but only the Resources Board owner may perform it.
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), if no Workers are assigned to it. All Resources on the Workplace are discarded.
In this example, the build cost is 3 Logs, 2 Baguettes, and 1 Brick.
Control of the Castle is not required. Players cannot build on another’s player land.
Workplaces can only moved during the Cleanup phase of the Season, not during player turns.
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 the
Knight
they own from
their Castle to either a Tile or another player’s Castle.
Enact
The player attempts to enact a Law card among those currently available in the Law deck. This requires the player to at least commit the amount of Influence threshold of the law in favor.
This triggers a vote. In reverse Player Turn Order, each player may spend
Influence
to either accept or refuse the law. The current player
thus gets 2 chances to vote.
After the last player is done spending
Influence
, remove
the amount of
Influence
against the law from the amount
of
Influence
in favor.
If the resulting amount if 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.
Players who cast a vote in the way that won earn 2
Prestige
.
Failing to enact the Law following the vote still counts as a Standard Action.
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 or in a Castle.
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,
Oathbreak
). The promise is agreed on, then written down and
signed by the players’ color name (e.g. Lord Blue, Lady Green). The letter of
the promise - and not its spirit - determine whether it is broken or not. Only
the parties failing to follow through on their promise are penalized.
If an
Oathbreak
occurs, the promise is voided. Cross it out.
It is recommended to be very precise when making a promise, for example by starting with “If possible”, in order to avoid getting trapped.
If some players do not agree that an
Oathbreak
occurred, all
players vote (with “yay” and “nay”, not
Influence
) to decide.
Purposefully trapping another player and/or causing an
Oathbreak
is absolutely permitted. You are among scoundrels, after all.
Haggle
The player trades with other players. A trade may involve Workplaces
(held in Hand or already built) and/or Resources (excluding
Card Resource
,
Influence
,
Prestige
, or
Oathbreak
, as denoted by
Not Tradable
), Unemployed Workers, as well as markers (no gameplay effect,
but can be made meaningful through promises - e.g. as a currency).
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.