Reduce happines for each requirement you can not fulfil
Unit limit per tile = 5
Monsters Invasion = roll monster die and location die to place a monster to an appropriate location
If any effect makes a bandit appear on the tile with a warrior – remove them both from the board.
Killing a bandit or a monster gives one happiness.
Hand limit for blessing cards = 3
Happiness
When happines reaches the min value – roll a curse die.
When happines reaches the max value – draw a blessing card.
Setup
Randomly select the first player
Each player gets 10 gold
Each player places a warrior and a peasant to the capital tile
Each player constructs a starting building on the capital tile
Monster invasion (2).
Events
Trigger the event:
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).
The Great Sacrifice
Each player must sacrifice a unit to draw a blessing and may sacrifice another one to draw 1 more.
Summer solstice
For each fire destroy a building on that tile if able and put another fire token.
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
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.
For each bandit do one available action: destroy a building on that tile > kill a worker on that tile > destroy 1 gold.
Each player reduces happines:
1 for each plague or fire token on his lands
1 for each bandit on his lands
1 for each monster on his lands
Trigger artifact effects
Trigger building effects
Trigger monster effects
Monster Invasion (1)
Combat (except for Winter Solstice)
Combat
For each player with a higher combat power roll X combat dice where X is the difference in combat power with that player.
Place bandits to the lands indicated on the dice.
Activate effects of all combat technologies or artifacts of that player X times.
Planning
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.
Actions
Actions are resolved in the placement order on the planning board.
Player can choose either to resolve an action up the action value or take gold equal to the action value.
Play can play a blessing card from his hand before or after resolving an action.
Player can purchase an artifact before or after playing an action
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
Each building * 5 points
Artifact sets 1/2/4/7/10/14/20
Each warrior * 2 points
Each happiness level * 1 point
-X points where X = (Number of artifact types – 1)