Home Game Rules Theme Strategy FAQ













































Rule summary

Take turns to add estate cards to a card tableau. Each placed estate card lets you execute all the actions of the estate cards in that column.

  • Peasant: Place farms or sell resources to shops.
  • Burgher: Place shops or use buy basic resources from shops to turn them into advanced resources.
  • Clergy: Place churches to collect tax from farms or supply Royal missions with advanced resources.
  • Nobility: Add provinces to the Kingdom or supply Royal missions with advanced resources.

Resources enter and exit the city to and from different sides of the city grid. As more advanced resources enter the economy, they can be invested in advanced farms and shops that enable the production of advanced resources within the Kingdom. However, such actions also require a combination of two similar estate cards in the same column so plan your card tableau wisely.

The players who has supplied the most resources to the Royal Missions wins.

Version History

  • 0.995: Special buildings replaced by generic buildings to allow different strategies
  • 0.994: Victory points simplified - victory points only for missions and buildings
  • 0.993: Supply and demand simplified - all shops used in order
  • 0.992: Church and castle bonus simplified - castle bonus at placement (seal removed), church bonus at supply (+1 resource for the farm)
  • 0.991: Supply simplified - streets chosen freely and no supply to or demand from resource market
  • 0.99: Resource bonus improved for seals, castles and churches but cost for all bonus expansions except for farms
  • 0.98: Basic/advanced actions returned but advanced actions dependent on card rows instead of identical estates
  • 0.97: Expansion for seals, castles and churches
  • 0.96: Less resources (bonus to castle and church only if ability is used, 1 resource per shop, free expansions but cost to acquire and use)
  • 0.95: Farm bonus for adjacent castles and churches, victory points for infrastructure, 2 resources per shop
  • 0.94: Ability to sell to (farms with castle) and buy from (more ships) two columns
  • 0.93: Resources taken from market instead of castle
  • 0.92: Farm, shop and ship expansion after supply/demand
  • 0.91: Marriage rule removed
  • 0.9: Action card tableau returned
  • 0.8: Action bonus removed, any 2 cards = 1 wild card
  • 0.7: Pick 2 choose 1 action cards, play 2 activate 3 action bonus
  • 0.6: City and province cards replaced by double estate cards for more flexibility
  • 0.5: Final market round added for exchange of remaining resources
  • 0.4: Estate cards chosen from hand of 6 instead of any card, city and province cards added
  • 0.3: Marriage rules added for mergers
  • 0.2: Resource market added
  • 0.1: Draft version

The complete rules are available in the PDF file to the right. In the following sections, I will describe how they came to be.

Implemented Rules

To be completed.

Rules (Video)



Rules (PDF)



... and Rejected Rules

There are of course also ideas that will be rejected and here I will explain why.

Marriage

A marriage rule was tried for hostile mergers of infrastructure groups. The idea was to give means and incentives to larger groups of infrastructure, since mergers could be used in addition to ordinary actions. However, this rule went against the idea of planning for future supply and demand if you could lose your infrastructure. When a new rule allowed players to immediately use acquired resources to expand infrastructure, the merger rule became redundant.