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  1. Reduce happines for each requirement you can not fulfil
  2. Unit limit per tile = 5
  3. Monsters Invasion = roll monster die and location die to place a monster to an appropriate location
  4. If any effect makes a bandit appear on the tile with a warrior – remove them both from the board.
  5. Killing a bandit or a monster gives one happiness.
  6. Hand limit for blessing cards = 3


  1. When happines reaches the min value – roll a curse die.
  2. When happines reaches the max value – draw a blessing card.


  1. Randomly select the first player
  2. Each player gets 10 gold
  3. Each player places a warrior and a peasant to the capital tile
  4. Each player constructs a starting building on the capital tile
  5. Monster invasion (2).


  1. Trigger the event:
    1. Winter Solstice
      • Aging – for each unit move aging marker up one step. If aging marker reaches the max value – roll (6) to sacrifice a unit then continue to move the marker starting from the min value. If you roll a tile without units – sacrifice unit in the combat area. If there are no units to sacrifice on the rolled tile re-roll(6).
    2. The Great Sacrifice
      • Each player must sacrifice a unit to draw a blessing and may sacrifice another one to draw 1 more.
    3. Summer solstice
      • For each fire destroy a building on that tile if able and put another fire token.
    4. Harvest
      • For each worker collect gold equal to land values: 3 for mine, 2 for farm, 1 for capital.
        • Coins cannot be collected on the tiles with fire.
        • Coins cannot be collected on the tiles with bandits
  2. For each plague kill a unit on that tile and roll (6) to spread plague (bandits count). If plague doesnt kill anyone – remove the plague token.
  3. For each bandit do one available action: destroy a building on that tile > kill a worker on that tile > destroy 1 gold.
  4. Each player reduces happines:
    1. 1 for each plague or fire token on his lands
    2. 1 for each bandit on his lands
    3. 1 for each monster on his lands
  5. Trigger artifact effects
  6. Trigger building effects
  7. Trigger monster effects
  8. Monster Invasion (1)
  9. Combat (except for Winter Solstice)


  1. For each player with a higher combat power roll X combat dice where X is the difference in combat power with that player.
  2. Place bandits to the lands indicated on the dice.
  3. Activate effects of all combat technologies or artifacts of that player X times.


  1. Starting from the first player players place order tokens on the planning board:
    • Each player places 2 orders in the same period until the next event, one order at a time.
    • Order tokens can be placed to any available season where the player does not have an order token yet
    • One order should be placed face up another face down.


  1. Actions are resolved in the placement order on the planning board.
  2. Player can choose either to resolve an action up the action value or take gold equal to the action value.
  3. Play can play a blessing card from his hand before or after resolving an action.
  4. Player can purchase an artifact before or after playing an action
  5. There are 5 basic types of actions:
    • Work
      • Player can douse a fire for one action point.
      • Player can construct a building and get a $ discount for every action point spent.
      • There can not be more than 1 building per tile.
      • Player can rebuild a building by replacing it with another.
    • Recruit
      • Units can be recruited in the capital or on tile with an appropriate building according to the revealed technologies.
      • There are 2 types of units: peasants and warriors
      • Recruiting a peasant is free
      • Recruiting a warrior costs 1$
    • Move
      • Player can move one or many units up the action value.
      • Units can cross tiles ignoring the unit limit, but must end the movement on a legit tile.
      • Warrior can move to the combat area.
      • It costs 1 movement action to kill a monster. If you kill a mosnter roll loot die.
      • If a warrior enters a tile with the bandit, remove them both from the board.
    • Feast
      • Increase your happiness level up one time per action value.
      • If the happinnes token reaches the max value – player draws a blessing.
      • If the happinnes token reaches the max value it returns to the starting value and continues to rise if the action was not yet complete.
    • Steal
      • Steal X gold from any opponents.

Final scoring

  1. Each building * 5 points
  2. Artifact sets 1/2/4/7/10/14/20
  3. Each warrior * 2 points
  4. Each happiness level * 1 point
  5. -X points where X = (Number of artifact types – 1)
  6. Each peasant * 1 point
  7. Each fire/plague/bandit * -1 point
  8. Each undamaged monster * -1 point