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3. Push out of Guild
The guild master at the Monk
Guild takes 2 beads from the
rosary with the lowest and highest values and gives them to
an opponent who secretly places each bead into a closed fist.
Select a fist and place the chosen bead (alms) onto a chicken
space in the Farmer Guild, returning the other to
the rosary.
If the new sum of beads atop the chickens is at least 3/6/9,
score 4/5/6 vp respectively.
Church Coffer
When the guild master at the Monk Guild performs the
push function, he splits any shillings in the
church coffer with the journeyman, keeping
the odd numbered shilling. If there is no journeyman, that
portion remains in the church coffer for the next distribution.
After rolling the progress die, consult the region tile chart
to see if a new epoch has been triggered based on the
following criteria:
Epoch Advancement Criteria
• Epoch II: 4 epoch II tiles
must be showing
• Epoch III: 3 epoch III tiles
must be showing
• Epoch IV: 2 epoch IV tiles
must be showing
• Epoch V: 1 epoch V space
must be showing
If a new epoch was triggered, advance the epoch marker
to the next sunray and do the following:
1. Score Epoch (dawn of all epochs)
Guild Status: 1/3/5 vp
Landscapes
Empty landscape: 2 vp
Landscapes with at least 1 resource: 4 vp
Active Regions: 1/3/5/7/9/11 vp (score for each region
occupied by either a ruler or a landscape-tending serf).
2. Subtract for Disloyalty (epochs 2, 4 & 5 only)
Subtract for disloyalty (- 3/- 4/- 5 vp) if you rule
a feudum but have not covered the current epoch’s
catapult space. Also, cumulatively subtract points for
previously uncovered spaces.
3. Replenish Landscapes (dawn of all epochs)
Add 3 appropriate resources to each landscape tile. Serfs
must decide if they wish to collect all accumulated
resources or leave them on the tile. When serfs collect,
they must pay 1 resource to the location’s ruler.
4. Replenish Map (epochs 2, 3 & 4 only)
Randomly select goods from the haversack and place 1 in
the southern, eastern, or western-most location in each
region per the direction icon in the sunray. Look for the
locations containing the letter S, E, or W (goods are
placed at Northern locations at the beginning of the
game). Goods placed on farms become part of that
farm’s harvest.
5. Replenish Guilds (dawn of epoch 3 only)
At the dawn of epoch 3, replenish the 6 guilds with
resources so they cover the spaces indicated at setup.
(Leave any extra resources where they are.)
sTep 5: end round/game & Final scoring
At the end of the round, pass the starting player marker
clockwise, take up all your action cards and begin a
new round.
However, if epoch 5 was triggered during the round, the
game is nearly over. Complete all remaining actions and
score the epoch as usual.
Then, perform Final Scoring as follows:
Epic Voyage: 3/5, 7/9, 11/13, 17 vp
Score the higher value if you are in the lead (or tied)
in any section.
Large Empires
Each outpost, farm, town ruled: 1 vp
Each feudum ruled: 3 vp
3 identical locations ruled: 3 vp (Here, a feudum
is “wild” and may either match itself or another
location type)
3 Shillings: 1 vp
Royal Writ with king’s seal: ? vp
The Winner
The player with the most vp is heralded, “most venerated
in all the land!” If there is a tie, the player with the most
sulfur left in his barrel wins (sobriety is more honorable).
If there is still a tie, the
players share in the victory.
Brother Justinius
6. Monk Guild
1. Trade at Guild
Any player may
pay 3 shillings
for the chance to collect a
favorable rosary bead. Take
2 beads from the rosary with
the lowest and highest values
and give them to an opponent
who secretly places each bead into a closed fist. Select a fist
and place the bead into your personal supply, returning the
other to the rosary. Rosary beads increase your harvest yield
during the harvest action (see Rosary Beads on page 12).
2. Pull into Guild
The journeyman at the Monk Guild
moves 1 king’s seal (land grant) from
the castle over to the rosary and flips it to reveal a rosary
bead.
If the sum of the rosary now totals 11 or more, score 3 vp
and draw 2 Royal Writ cards keeping 1 of them. Return
the other card to the bottom of the deck.
sTep 2: nourish paWns
After the last action card is played in a round, you must
nourish your pawns with food and/or wine (using a wild
tile is optional). Unnourished pawns go back into your
personal supply. If losing a pawn takes you out of a guild,
retrieve your influence marker from that guild.
Food
To nourish a pawn with food, turn in 1 food to the
haversack. Player-controlled monsters do not need feeding.
Wine
To nourish a pawn with wine, remove a sulfur
good from your wine barrel and place it atop
the pawn to sustain it for 2 full rounds. At the
end of the following round, simply remove
the sulfur from atop the pawn to satisfy the nourishment
requirement (the pawn has sobered up). While wine is a
more efficient way to nourish pawns, it carries a risk!
Important: During the first round when the pawn carries the
sulfur, its defense and attack capabilities are reduced to 0.
Wine Barrels & Sulfur
Upon purchasing, pilfering, or acquiring a sulfur
in any way, you must decide whether to place it
into your personal supply, or into your wine barrel.
Your wine barrel may hold a maximum of
3 sulfur goods.
Medieval wine was preserved by
placing sulfur in the wine barrels.
sTep 3: roll progress die
After nourishing pawns, roll the progress die and
remove a region tile matching the region rolled.
The tile to be removed must be from the current or
a former epoch. If it is not, roll again until one is removed.
If no region tiles from the current or a former epoch remain,
do not roll the progress die.
sTep 4: advance epoch marker & score epoch (if triggered)
11

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