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guild memBership
Guild membership is a crucial part of the game. Not only
does it enable you to perform the push and pull functions
during a Guild Action for immediate veneration points, it
also earns you reccurring vp at the dawn of each epoch.
Membership in a guild is realized by earning related status
stars as follows:
• Each related pawn in play: +1 (primary)
• Each related feudum ruled: +3 (primary)
• Each related location ruled: +1 (secondary)
You must have at least 1 of the guild’s primary criteria
(pawn or feudum) in play BEFORE the guild’s related
location (outpost, farm or town) counts towards status in
that guild. (Refer to location icons printed in each guild.)
Guild Track
If you have earned 1 or more status stars in a guild, you
MUST immediately place an influence marker from your
personal supply onto the related guild track. If you have
no influence markers in your personal supply, place one
in the guild as soon as you get one. Influence markers
in guilds may not be voluntarily removed.
Guild Status
The player with the most
status stars places his marker
on the space furthest to the right on the guild track
denoting him as guild master. Players with the second
and third most status stars place markers to the left in
descending order and are known as the journeyman and
apprentice respectively. The guild master, journeyman
and apprentice score 5, 3 or 1 vp respectively at the
dawn of each epoch. Note: The apprentice space is
NOT used in a game with less than 4 players. Whether or
not the space is occupied, the apprentice portion of a
payment is ALWAYS sent to the opposite side of the board
to the church coffer or farmer’s purse.
You must surpass (not tie) another player in status stars to
take his spot on a guild track. When this happens, replace
his marker with yours and bump his marker 1 square to
the left (or return his marker if no space remains).
Farmer’s Purse
When the guild master at the Farmer Guild
performs the push function, he splits any
shillings in the farmer’s purse with the journeyman, keeping
the odd numbered shilling. If there is no journeyman, that
portion remains in the purse for the next distribution.
Reeves (Advanced Game)
When you perform a journeyman’s pull or a
guild master’s push, you may add a maximum
of 1 Reeve disc to the guild (top left or right
respectively) to immediately score a bonus of
+1 vp AND another +1 vp if your second reeve
is in play at another guild! A future push or pull
done with your reeve present will score in the
same manner.
Note: Players who throw feasts do NOT score
for their opponent’s reeves.
If you switch from journeyman to guild master
or vice versa, move your reeve to that side of
the guild. If you are demoted to apprentice (4
to 5-player game), or get bumped off the guild,
return the reeve to your personal supply.
Note: Using your reeves may limit you
from entering the Epic Voyage and
Military Service Tracks!
For example, the red player rules a noble feudum
(+3 ), and a town (+1 ) for a total of +4 , making him
the guild master. Green has a noble pawn (+1 ) and a
town (+1 ) in play for a total of +2 , making him the
journeyman. Later, red loses his feudum, and suddenly
his town does not count towards his star total. Red loses
his guild membership and green becomes the guild
master. Later, red migrates a noble pawn to the board
(+1 ). Suddenly, his town counts towards his total
again, but he now only ties green with +2 and must
settle for journeyman status.
apprentice journeyman guild master
Miss Allison
The six guilds
When playing a Guild Action, you must choose 1 of 3
guild functions. The 6 guilds and their functions are
described on the next few pages and summarized on the
back side of your reference card. Note: There are limited
resources in the game and a shortage may weaken or
prevent a guild action.
1. Farmer Guild
1. Trade at Guild
Any player may
send all goods from
one of his ruled farms to the
Farmer Guild to receive 1 food
or 1 shilling for every 2 goods
sent. Note: Acquired food and/or
shillings are taken from the
haversack and/or general supply.
Surplus
Any goods sent to the Farmer Guild
above its limit of 10 go back into the
haversack, UNLESS there are beads atop
the chickens. The sum of the beads here is
the number of goods that randomly “spill over” into first the
Merchant Guild and then the Alchemist Guild if space
permits. Whatever is left, or does not fit, goes back into
the haversack.
2. Pull into Guild
The journeyman at the Farmer
Guild pulls 2 rosary beads from
the Monk Guild with the lowest and highest values and gives
them to an opponent who secretly divides the beads into two
closed fists. The journeyman selects a fist and places the
chosen bead (alms) onto an empty chicken space in the
Farmer Guild, returning the other to the rosary.
If the new sum of beads atop the chickens is 5 or more, score
3 vp and draw 2 Royal Writ cards keeping 1 of them. Return
the other card to bottom of deck.
3. Push out of Guild
The guild master at the Farmer
Guild moves 5 goods (fewer if
impossible) from the Farmer Guild to the Merchant Guild.
Place the goods in their respective bins. If there is no room
for a particular good, you may not transfer it. If you complete
1/2/3 rows or columns, you receive 4/5/6 vp respectively.
(You may complete rows/columns that were partially filled.)
Note: During this function, you may complete rows or
columns, but not both, as a good may not count twice toward
your goal.
Pull Push
Trade
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