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eleven acTion cards
Choose from the 11 action cards described here.
1. Migrate Action
You may migrate 1 of your pawns
to or from the board. If you choose
to migrate a pawn onto the board,
turn in a food for the journey.
Now, take a pawn from your
personal supply, rotating it so
that 1 of its 6 characters faces up.
Finally, place it beside a location
already containing 1 of your pawns
or influence markers. If neither are
in play, place your pawn beside 1 of the 6 pink-circled
starting locations.
If you migrate a pawn from the board, return it to your
personal supply without food penalty.
Note: Having a pawn in play earns a player membership
status in 1 of 6 guilds (see Guild Membership on page 16).
2. Move Action
Your total movement allowance is
equal to the number of pawns you
have on the board. Movement may
be divided among multiple pawns.
Pawns move from 1 location to the
next and may move along roads or
special vessel routes.
Pilfer Resources
At the end of your Move Action, if
one of the pawns you moved is beside a location containing
a resource, you may pilfer 1 resource from that space. (This
includes resources atop landscape tiles such as goods, targets
or shillings.) You may not pilfer from a farm you rule or a
landscape that your own serf is tending (limit 1 pilfered
resource per movement action).
Vessels & Vessel Routes
If you have a vessel in your personal supply, you may place
it under 1 of your pawns on the board, and move along the
vessel route matching the vessel. The pawn remains atop
the vessel until the pawn moves away from the route.
Deploying a vessel does not count as an action and can be
done at any time during your turn. Once the vessel is placed,
it may not be taken off the board.
Abandoned Vessels
If you are using a vessel and decide to continue movement
to another location requiring another mode of travel, you
may abandon the vessel and continue movement on a road,
or by deploying a different vessel from your personal
supply. On a future turn, any player (including you) may
board the abandoned vessel during a movement action.
Ferryboats
Ferryboat routes can be used by any player for a
payment of 2 shillings to the general supply. Each
payment grants a single, one-way trip. Important: Ferryboat
routes are closed if the Alchemist has 1 or more vessels for
sale within his guild!
Epic Voyage
If you successfully play the Move Action twice in a
single round (see Repeat Action, page 14), you may
take 1 of your player discs and place it on the first space of
the epic voyage track. If you are already on the track, advance
your disc to the next space. Upon reaching a space marked
with a card icon, draw 2 Royal Writ cards and keep 1 of
them. Return the other card to the bottom of the deck.
Rulers, Subjects & Serfs
If you are the first to add an influence marker to a location,
place your marker on TOP of the disc to become its ruler.
If you are the second (and different) player to add a marker,
place it beside the disc to become a serf. This earns you
the right to tend a landscape (see Tend Landscape on
page 11).
On a future turn, either player may add 1 final influence
marker. If you are already the ruler, add your marker beside
the disc to reinforce your rule as a subject. If you are a serf,
bump the ruler down to the serf position, leaving your new
marker on top as the location’s new ruler.
Guild Status & Active Regions
The locations you rule may increase your guild status, and
earn you veneration points for active regions. (see Step 4 on
page 21).
“Distant Kin” (Advanced Game)
If you have an Alchemist pawn
already on the board, you may
migrate a new pawn onto the
board to any of the 6 starting
locations instead (even without one of your
pawns or influence markers there).
Submersible route
Ship route
Flying Machine route
“Money is Influence” (Advanced Game)
If you use your Merchant pawn
to influence a location ruled by
an opponent’s SINGLE marker,
you may pay 1 shilling to the general supply
to move his marker to the serf position and
place yours on top as the ruler (even though
you are merely tied for influence). If you
have multiple merchants, choose 1 to
perform this ability.
The epic voyage track is divided into sections. At the end of
the game, the leading player disc in each section will score
the higher of the two veneration point values printed in that
section (3/5, 7/9, 11/13 vp). If 2 discs are tied, they both
score the higher value. The fourth section contains only 1
space: the monastery. Any marker reaching this spot will
receive 17 vp. Note: A pawn must move at least 1 space for
the move action to be successful.
“Godspeed” (Advanced Game)
If you have a Monk pawn on the
board, that pawn may move +1
space at the end of your regular
movement action. The monk pawn does not
have to be part of your regular movement
action. If you have multiple monks,
choose 1 to perform this ability.
ruler
serf
subject
The Six Pawn Characters
Farmer Alchemist Merchant
Knight Noble Monk
3. Influence Action
You may add 1 influence marker to
each location containing one of your
pawns. For example, if all of your
pawns were at different locations,
you could add 3 influence markers.
During the game, a location may
hold a maximum of 3 influence
markers belonging to 2 different
players. No player may have more
than 2 of his own markers at a location.
5

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