Quick Setup - v.0.1 - DEVELOP
This is the stripped down set of all necessary rules to get started playing.
See the GAME RULES for any questions or details.
See the CHEAT SHEET for a very brief checklist of rules.
- Place world board in middle of play area
- Place terrain tokens in stacks near the board
- Place elemental tokens in stacks near the board.
- Draft cards based on each player's starting research track and trophys
- Shuffle the remaining cards into each elemental deck
- Each player selects a lodge board
- Each player randomly selects a secret society card and a secret plot card
- Only they may look at the cards, and in general they will be placed face-down in front of the player until they need to be revealed as p
- The first player is choosen randomly
- Each player is dealt three cards
- Two cards per player are dealt into the gallery area
- The last player begins drafting from the cards in the gallery to fill out their hand
- Each player in reverse order selects a card, then a second round of drafting proceeds the same way
- Each player selects a grand master for their lodge and places it in the slot if they have one.
- Each player receives their initial resources as described on their lodge board
- 1 lodge
- 2 coin
- 4 bread
- The first season of the game begins
Each season has three phases
- Gain resources based on the state of your board
- Factories and cards that produce resources produce them now
- Pawns that can return, return to your lodge
- Actors untap
- Trade Factories produce resources
- Roll one die for each worker in the factory and earn that total number of resources.
- For each favor level, replace one die with a favor die.
- For each zero, you can keep the worker in that factory for no additional cost
- Each player takes one available action on their turn, then player to their right and so on, until all players have passed, unless an ability cirucumvents this.
- Available actions depend on the lodge, actors, pawns, buildings and cards.
- All actions must be stated aloud and the applicable rule or text allowing the action must be stated.
- The first player to pass has the first option to place actors up for election, and for every time their seat comes up and play still continues, they recieve a pawn vote from the supply. (Early campaigners build support)
-
Available actions depend on the lodge, actors, pawns, buildings and cards.
-
Draw: Spend an influence to draw a card from the deck, or spend two influence to draw a specific card from their own secrets.
-
Level Up: Spend the cost to raise the rank of their grand master. This makes them harder to assasinate and more powerful in the endgame .
-
Hire Pawns
- Pawns can be added to a player's board for the cost specified. You can hire as many pawns as you can afford to hire with one action.
- Pawns include workers, toughs, investigators, occultists
-
Play Pawns
- You can play a pawn from your conspiracy board to any location. If there is an associated cost, pay that, although there may not be.
- Gain any relevant reward
- Pawn plays
- Workers can be placed in open factory slots
- Occultists can be placed in the outer ring of the astral circle
- You can play a pawn from your conspiracy board to any location. If there is an associated cost, pay that, although there may not be.
-
Add a building
- To add an additional building, pay the associated cost on your player board
- Add another building token to the additional slots on your board.
- Buildings/places include lodges, halls, towers, salons, trade guild factories
-
Build a Building
- To build a building, pay the associated cost on your player board.
- Place the building on a legal space in the city. You can only place a building in a district that contains a building or pawn controlled by your lodge, and it must be legal in that district to build. If you need to build in a new district, you can place a pawn on tbe board as a turn.
-
Tap an Actor
- You can activate a power on an actor by tapping (turning sideways) and then gaining the relevant reward. Tapped actors cannot be re-tapped unless another ability allows this.
-
Play a card
- You can play a card from your hand by paying the cost. You then place it into your conspiracy, face up in front of you.
If there are any "on play" rewards, gain them.
- You can play a card from your hand by paying the cost. You then place it into your conspiracy, face up in front of you.
-
Pass your turn
- When you have no other actions you wish to take during this phase, announce that you are passing. If you are the first to pass, take the first player token.
- You may place one of your actors up for election in any district where you have a hall. Place one worker pawn there to represent the initial vote, and each additional round that play continues, place one more worker on your actor.
Scoring VP
- Scoring VP may be the side effect of different actions and should be denoted on cards or in the rules.
- In general, removing an actor from play immediately scores you 1VP, whether assasinating them, discarding them or moving them into secrets
- All actions occur at once
- Elect new aldermen in each district, and winning player select new laws; if a non-player actor is elected, retain the last law.
- Check if any secret plot has been unleashed
- Advance the astral signs
- Scoring during a standard resolution
- the player with the most powerful grand master gains 1 VP
- the player with the most buildings in each district gains 1 VP per district
- 1 VP per level of each occultist on the astral board
- 1 VP per aldarmen elected
- 1 VP per grandmaster level
- During Final Resolution:
- Based on power scoring on your secret lodge and the cards you have in your conspiracy
- Based on if and how you unleash your secret plot