WIP: Introduction & Objective
Welcome to a world of growing villages, bustling markets, and strategic opportunity.
In this game, you lead a rising settlement striving to prosper through clever planning, smart investments, and timely decisions.
Every Chapter brings new challenges — shifting markets, closed buildings, unexpected windfalls — and only those who adapt will thrive. Build your Village, expand your workforce, craft valuable goods, and secure Milestones that shape your path to victory.
The game ends when a player completes five Milestones or when eight Chapters have passed.
When the dust settles, the Village with the highest total points stands as the true beacon of progress and prosperity.
Prepare your workers. Manage your resources.
And lead your Village to greatness.
Components
A Game Box of *[Titel kommer här] consists of:
Boards
1 Chapter Board
4 Village Boards
(1 per Player color)
1 City Market Board

1 City Square Board

Tokens
40 Banner Tokens
(10 per Player color)
78 Dice Tokens
(13 per Side)
*?? Resource Tokens
(*X per Resource)

Cards
60 Chapter Cards
96 Milestone Cards
(24 per Player color)
Dice
1 Grey Dice
1 Yellow Dice
Game Guide
1 Game Guide
Basic Game
If you are playing for the first time, see recommended rule adjustments in Chapter First-Time Game.
If you have played before, and only need a quick reminder, see Chapter Quick Guide.
Setup
Village Boards
- Player Color: Each Player selects a Banner color
, and matching the color to pick up the following:
- 1 Village Board

- 10 Banners Tokens

- 5 random Milestone Cards
(keep hidden for other players)
- 1 Village Board
- Initial Resources: Place 1 Bread
, 1 Timber
and 1 Clay
in your Storehouse Slots
. - Dice Tokens: Select any 5 Dice Tokens
–
and place them in the Dice Slot
on your Resource Plot 
.
City Boards
- City Boards: Place the Boards marked with
accesible on your game area:
- Chapter Board

- City Market

- City Square

- Chapter Board
- Chapter Stack: Shuffle the Chapter Cards
. Draw 8 random Chapter Cards and place them face-down on the Chapter Board. Reveal the top Chapter Card and apply its effect. - City Market Setup: Place 1 resource of each type in the first Slot of both Raw
Market and Crafted
Market in the City Market, unless the revealed Chapter Card
states otherwise.
Organize
- Token Supply: Place remaining Dice Tokens
–
and Resources Tokens
in accesible piles. - Game Guide: Place the Game Guide in sight.
- Decide Starting Player: Let the Dice determine the Starting Player.
Game Structure
The game is played over a maximum of 8 Chapter Rounds, until a Player has completed 5 Milestones
.
Chapter Round
Turn Sequence
- Chapter Board: The Starting Player places the Chapter Board
and the two Dice in easy reach. - The Roll: The Starting Player rolls the yellow Dice
and places it on the Chapter Board in the matching Dice Slot. - Resource Collection: All Players collect the Resource
that matches the Dice result and the Dice Token
–
on the Players Resource Plot
. Place the collected Resource in your empty Storehouse Slots 
. - Player Actions: In clockwise order, Players may perform once per Turn, any number of the following actions:
- Trade: Exchange Resources at the Market or The Smuggler, according to the Trade Ratio. Trades between Players are not allowed.
- Craft: Convert Raw Resources
into Crafted Resources
(e.g., Stew
, Iron
) in an owned or available Building. See each Building for crafting ratio. - Upgrade Plot: Hire Worker

, purchase Tool 
or Horse 
, and place a Dice Token
–
in the upgraded Slot. - Build: Spend Resources
to construct a Building. Place your Banner
on the Building to mark ownership. The price of a Building is indicated by Silver (in Village) or Gold (in City) Coins.

- Acquire Milestones: Purchase Milestone Cards
. Draw two random cards, keep one, discard the other. - Discard Resources: Remove Resources
from your Storehouse to free up Slots. - When paying, crafting, or discarding, return Resources to Supply piles.
- When each Player have had the opportunity to perform actions, the Starting Player starts a new Turn with the grey Dice
.
A Chapter Round is 10 Turns.
Rations (End of Round)

After the final Turn of the Chapter Round, all Players must feed their Town:
- Cost:
- 3 Grain

/ Meat 
(mix anyhow)
or - 1 Bread

/ Stew 

- 3 Grain
- Starvation: If a Player cannot pay the Ration cost, that Player is restricted during the next Chapter Round. They may only:
- Collect food (Grain
/Meat
) - Craft food (Bread
/Stew
) - Trade in the Market or with The Smuggler
- Receive Payment (also non-food Resources) from City Buildings
- All other actions are unavailable until the Ration cost is paid
- Collect food (Grain
- Recovery: As soon as the Ration is paid, the Player resumes normal play from the next Turn. Starvation does not stack.
- Players are not allowed to deliberately skip Rations or postpone Recovery.
Round Reset
- New Start Player: The next Player in clockwise order becomes the starting Player.
- New Chapter: Reveal the next Chapter Card
and immediately apply its effect. - Market Reset: Reset the City Market to 1 Resource
in the first Slot of each row, unless the revealed Chapter Card states otherwise.
A new Chapter Round begins.
Handover the Chapter Board
to the next player to throw the Dice.
Boards & Buildings
Buying a Building
- Spend the required Resources
matching the Silver or Gold Coins cost.

Note! The Silver and Gold Coins is a price tag, and is not a physical token. - Place your Banner
on the Building to claim ownership. - A Building cannot be used until purchased by you in the Village, or by any Player in the City Square.
If another Player uses your City Building, you receive payment according to the Resource with the red border on the Building.
If the Owner uses their own Building, no payment is made.
Any Cost with
is paid with either Resources above, or below, e.g.
pay with 2 Timber or 1 Furniture.
Village
Storehouse
- Items can only be collected if there is an empty Slot.
- You cannot discard Resources during the collection phase; this must be done during your Action phase.
- You can buy a Storehouse extension to increase available Slots.

Resource Plot
![]() | – Raw Resources: The Plots for Grain, Ore, Clay, and Timber have 4 Slots for Dice Tokens. – Hunting: The Hunting Plot provides both Fur and Meat on a match. It cannot host a Horse upgrade. – Upgrades: Hire Worker, purchase Tool or Horse by placing a Dice Token in the Slots to increase collection chances. The cost to hire a Worker is Silver Coins. Tool and Horse is purchased in the Smithy and Stables respectively. – After a Dice Token has been placed in a Slot, it may not be changed during the game. |
Bloomery, Bakery & Cookhouse
After building the Bloomery, Bakery or Cookhouse you may craft the Raw Resource in the purchased Building.
See Resources & Building for details.
City Square
Applies to all City Buildings
- Ownership: One Owner per Building (marked by a Banner
). - Payments: Owners receive payments when other Players use their Building. The payment is included in the cost, and is indicated by a red border on the Resource
.
As an example, the payment received from crafting in Carpentry is a Timber
.
Tavern
![]() | – The Owner places a Dice Token permanently in the Dice Slot. – If the rolled Dice matches the Tavern’s Dice Token, all other Players must offer the Tavern Owner one Resource of their choice from their Storehouse. This is done after all Players have collected their Resources, and before the starting Player starts with the Actions. The Tavern Owner is responsible for reminding the other Players to pay. – The Tavern owner may only accept resources if they have empty Storehouse Slots. – After this, the game continues as normal. |
Brickworks, Carpentry & Tailor’s
After constructing a Building you and other Players may craft the Raw Resource in the Building.
See Resources & Building for details.
Smithy & Stables
When a Player purchases a Tool or Horse, the Player pays the stated cost, and from the cost, the Owner receives payment according to the Resource with the red border.

The Ore
(Smithy) and Fur
(Stables) cannot be replaced by Iron
or Cloak
respectively.
Note! If the Tool or Horse is purchased with 1 Crafted Resource instead of 2 Raw, the Owner will receive the Raw Resource payment from the Resource Supply pile.
City Market
Market
![]() ![]() | – Raw Market: 5 Slots per Resource type. – Crafted Market: 3 Slots per Resource type. – You may not exceed available Slots. – You may not trade for a Resource that is not present. Each Chapter Round begins with 1 Resource in the first Slot. |
The Smuggler
Trade Ratio
The trading ratio is stated on the City Market Board, in the information box at the Raw and Crafted Market, and The Smuggler.
Raw
Crafted
The Smuggler
Resources & Buildings
In rare cases, if the Supply pile runs out of a Resource, the Resource cannot be replaced by another Resource.
Raw Resources may be crafted into specific Crafted Resources in designated Buildings.
Crafting Buildings
| RAW RESOURCE | CRAFT BUILDING | CRAFTED RESOURCE |
|---|---|---|
Clay ![]() | Brickworks (City)![]() | Brick ![]() |
Fur ![]() | Tailor’s (City)![]() | Cloak ![]() |
Grain ![]() | Bakery (Village)![]() | Bread ![]() |
Meat ![]() | Cookhouse (Village)![]() | Stew ![]() |
Ore ![]() | Bloomery (Village)![]() | Iron ![]() |
Timber ![]() | Carpentry (City)![]() | Furniture ![]() |
Other City Buildings
In the City a Player can use the Smithy and Stables to produce upgrade goods Tool and Horse respectively.
| RESOURCE (IN) | BUILDING | UPGRADE GOODS (OUT) |
|---|---|---|
![]() ![]() | Smithy (City)![]() | ![]() |
![]() ![]() | Stables (City)![]() | ![]() |
Read more about Tavern here.
Cards
Under the Chapter Appendix, you can read clarifications on Cards.
Chapter Card
![]() | – A Chapter Card is revealed at the start of each Chapter Round. – Its effect applies for that Chapter Round only. – Effects are mandatory unless otherwise stated. – Any Chapter Card affecting the Market is only applied to the Market, and not at The Smuggler, if not stated otherwise. |
Milestone Card
![]() | – All Towns have the same set of Milestone Cards – The Milestones are set in both the City and the Town. – Each Player begins with 5 Milestones, hidden for other players. – Milestones remain hidden until the end of the game. – A Milestone is completed when its conditions are fulfilled. |
Acquire new Milestone Card
Since multiple Players can have the same Milestone (City based Milestones), some Milestones will not be possible to complete.
A Player can acquire new Milestone Cards.
When purchasing a Milestone Card, the Player acquires two new cards, and keeps one, and discards the other.
You can purchase Milestone Cards, even though your other Milestone Cards are not blocked.
End of Game & Scoring
Game end
End of Game is triggered immediately when:
- A Player completes 5 Milestone Cards
or - The 8th Chapter Round ends
No Rations are required if the game ends in Chapter 10.
In rare cases where a Player completes more than 5 Milestones, the Player need to select the 5 highest rewarded Cards.
Order of Scoring
- The Player who completed 5 Milestones reveals their cards and calculates points.
- Remaining Players reveal and calculate points clockwise.
- The Finisher Bonus
The Player who completed 5 Milestones gains 1 point for each opponent. - Tiebreaker
The Player who triggered the end of the game wins.
If not among tied Players, victory is shared.
WIP: First-Time Game
Expect the first game to exceed estimated playing time, as you explore the game rules and concept.
Expect that during the first Chapter Round, you will need to throw the Dice some Turns before Actions will be performed on a more regular basis, since Players will need to collect necessary Resources to perform Actions.
For learning purposes, play with only 3 Milestones Cards per Player.
WIP: 5 Chapter Cards?
WIP: Andra justeringar?
Go through the Chapter Cards and Milestone Cards to get a feel of what to expect.
After the first game, you can play with full rules.
WIP: Markera med en symbol, alla ordinarie regler som har en ”first-time” regel.
WIP: Quick Guide
Use only Quick Guide if you are familiar with the Rules.
Setup
- Village: 1 Bread, 1 Timber, 1 Clay, 5 Milestone Cards
- Chapter Board: 8 Chapter Cards
- City Market: 1 Resource in first Slot
Chapter Round
- Roll
- Collect
- Actions
- Rations
- Reset
End of Game
When a Player completes 5 Milestone Cards, the game ends.
Count points for completed Milestone Cards. The Player who completed 5 Milestones gains 1 point for each opponent.
The Player with the most points win.
WIP: One-Player Game
Alt 1: Klara fem kort på max 6 rundor
Alt 2: Få X poäng på 6-10 rundor
Använd ej korten med symbol X.
Appendix
WIP: Icons
Förklaring till alla ikoner kommer här
WIP: Chapter Cards
| # | Name | Description | WIP: Clarification |
|---|---|---|---|
| 1 | BAKERY CLOSED | The Bakery cannot be used or built. | |
| 2 | BAKERY BOOM | Crafting 3 Grain produces 2 Bread. | |
| 3 | BLACKSMITH APPRENTICE | Tools cost 1 less Timber to purchase. | |
| 4 | BLOOMERY CLOSED | The Bloomery cannot be used or built. | |
| 5 | BLOOMERY BOOM | Crafting 3 Ore produces 2 Iron. | |
| 6 | BOUNTIFUL HARVEST | Gain +1 Grain each time you collect from Grain Plot. | |
| 7 | BRICKWORKS CLOSED | The Brickworks cannot be used or built. | |
| 8 | BRICKWORKS PROSPERITY | The Owner gains 2 Clay when crafting Bricks. | The Owner receives no payment when they are the customer. |
| 9 | CARPENTRY CLOSED | The Carpentry cannot be used or built. | |
| 10 | CARPENTRY PROSPERITY | The Owner gains 2 Timber when crafting Furniture. | The Owner receives no payment when they are the customer. |
| 11 | VILLAGE FESTIVAL | No Rations are required this Chapter Round. | Players who owe unpaid Rations must still settle their outstanding debt. |
| 12 | COOKHOUSE CLOSED | The Cookhouse cannot be used or built. | |
| 13 | COOKHOUSE BOOM | Crafting 3 Meat produces 2 Stew. | |
| 14 | DEMAND ON BREAD | Trade 2 Grain or 1 Bread for any available Crafted Resource. Bread Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 15 | DEMAND ON BRICK | Trade 2 Clay or 1 Brick for any available Crafted. Crafted Brick Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 16 | DEMAND ON CLAY | Trade 1 Clay for any available Raw Resource. Clay Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 17 | DEMAND ON CLOAK | Trade 2 Fur or 1 Cloak for any available Crafted Resource. Cloak Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 18 | DEMAND ON FUR | Trade 1 Fur for any available Raw Resource. Fur Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 19 | DEMAND ON FURNITURE | Trade 2 Timber or 1 Furniture for any available Crafted Resource. Furniture Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 20 | DEMAND ON GRAIN | Trade 1 Grain for any available Raw Resource. Grain Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 21 | DEMAND ON IRON | Trade 2 Ore or 1 Iron for any available Crafted Resource. Iron Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 22 | DEMAND ON MEAT | Trade 1 Meat for any available Raw Resource. Meat Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 23 | DEMAND ON ORE | Trade 1 Ore for any available Raw Resource. Ore Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 24 | DEMAND ON STEW | Trade 2 Meat or 1 Stew for any available Crafted Resource. Stew Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 25 | DEMAND ON TIMBER | Trade 1 Timber for any available Raw Resource. Timber Slots in the Market must remain empty. | The Smuggler is unaffected. |
| 26 | DROUGHT | The Grain Plot is closed. No collection or upgrades allowed. | |
| 27 | LUCKY HIRE | Workers produce a +1 bonus on any Plot where they are hired. | Affects only collection, not cost. |
| 28 | HEAVY RAIN | The Clay Plot is closed. No collection or upgrades allowed. | |
| 29 | SMITHY CLOSED | The Smithy cannot be used or built. | |
| 30 | SMITHY PROSPERITY | The Owner gains also 1 Ore when Tools are purchased. | The Owner receives no payment when they are the customer. |
| 31 | STABLES CLOSED | The Stables cannot be used or built. | |
| 32 | STABLES PROSPERITY | The Owner gains also 1 Fur when Horses are purchased. | The Owner receives no payment when they are the customer. |
| 33 | SURPLUS ON CLAY | Clay stock in the Market remains full. Collect Clay from Supply pile. | The Smuggler is unaffected. |
| 34 | SURPLUS ON FUR | Fur stock in the Market remains full. Collect Fur from Supply pile. | The Smuggler is unaffected. |
| 35 | SURPLUS ON GRAIN | Grain stock in the Market remains full. Collect Grain from Supply pile. | The Smuggler is unaffected. |
| 36 | SURPLUS ON MEAT | Meat stock in the Market remains full. Collect Meat from Supply pile. | The Smuggler is unaffected. |
| 37 | SURPLUS ON ORE | Ore stock in the Market remains full. Collect Ore from Supply pile. | The Smuggler is unaffected. |
| 38 | SURPLUS ON TIMBER | Timber stock in the Market remains full. Collect Timber from Supply pile. | The Smuggler is unaffected. |
| 39 | TAILOR’S CLOSED | The Tailor’s cannot be used or built. | |
| 40 | TAILOR’S PROSPERITY | The Owner gains 2 Fur when crafting Cloaks. | The Owner receives no payment when they are the customer. |
| 41 | TAVERN CLOSED | The Tavern cannot be used or built. | |
| 42 | TAVERN REVELRY | The Owner takes 1 Raw Resource of their choice from each opponent. | If no Raw Resource is available, the Owner may not take a Crafted Resource. |
| 43 | TRAVELING MERCHANT | Trading for a Raw Resource costs only 1 Raw Resource. | The Smuggler is unaffected. |
| 44 | CRAFTED MERCHANT | Trading for a Crafted Resource costs only 1 Crafted Resource. | The Smuggler is unaffected. |
| 45 | WOLF PACK | The Hunting Plot is closed. Collection or upgrades are not permitted. | |
| 46 | FOREST FIRE | The Timber Plot closed. Collection or upgrades are not permitted. | |
| 47 | MINE COLLAPSE | The Ore Plot closed. Collection or upgrade are not permitted. | |
| 48 | MARKET DAY | The Market stock cannot go below 1 for any Resource. | The Market may still become full. The Smuggler is unaffected. |
| 49 | SKILLED LABOR | Workers cost 1 less Raw Resource. | |
| 50 | SHADY DEALER | Trading with The Smuggler costs 1 less Raw Resource. | |
| 51 | SURPLUS ON IRON | Iron stock in the Market remains full. Collect Iron from Supply pile. | The Smuggler is unaffected. |
| 52 | SURPLUS ON BREAD | Bread stock in the Market remains full. Collect Bread from Supply pile. | The Smuggler is unaffected. |
| 53 | SURPLUS ON STEW | Stew stock in the Market remains full. Collect Stew from Supply pile. | The Smuggler is unaffected. |
| 54 | STABLE BOY | Horses cost 1 less Grain to purchase. | |
| 55 | RAPID CONSTRUCTION | Building costs are reduced by 1 Raw Resource. | Silver/Gold coin totals are reduced by 1 Raw Resource equivalent. |
| 56 | EXPERT SMITH | Tools produce a +1 bonus on any Plot where they are used. | Affects only collection, not cost. |
| 57 | STEADFAST HORSES | Horses produce a +1 bonus on any Plot where they are used. | Affects only collection, not cost. |
| 58 | TAXATION | All trades for Raw and Crafted Resources cost +1 Raw Resource. | The Smuggler is unaffected. |
| 59 | RUMORS OF WAR | Crafted Resources cannot be used in the Market. | The Smuggler is unaffected. |
| 60 | LABOR STRIKE | Workers cannot be hired, and no resources can be collected from Workers. | Workers till count towards your Milestones. |
WIP: Milestone Cards
| # | Location | Milestone | Reward | WIP: Clarification |
|---|---|---|---|---|
| 1 | CITY | Build the Brickworks | 6 | Förklaring kommer här |
| 2 | CITY | Build the Carpentry | 6 | |
| 3 | CITY | Build the Smithy | 4 | |
| 4 | CITY | Build the Stables | 5 | |
| 5 | CITY | Build the Tailor’s | 7 | |
| 6 | CITY | Build the Tavern | 4 | |
| 7 | CITY | Build 2 City Buildings | 8 | |
| 8 | CITY | Build 4 City Buildings | 14 | |
| 9 | VILLAGE | Build the Bakery | 2 | |
| 10 | VILLAGE | Build the Bloomery | 2 | |
| 11 | VILLAGE | Build the Cookhouse | 2 | |
| 12 | VILLAGE | Build the Storehouse expansion | 2 | |
| 13 | VILLAGE | Buy 2 Horses | 3 | |
| 14 | VILLAGE | Buy 3 Tools | 5 | |
| 15 | VILLAGE | Buy 4 Horses | 6 | |
| 16 | VILLAGE | Buy 5 Tools | 7 | |
| 17 | VILLAGE | Keep 2 Cloaks at the end of the game | 3 | |
| 18 | VILLAGE | Have all 4 upgrades in 1 Plot | 5 | |
| 19 | VILLAGE | Hire 3 Workers | 4 | |
| 20 | VILLAGE | Hire 5 Workers | 6 | |
| 21 | VILLAGE | Keep 2 Furniture at the end of the game | 3 | |
| 22 | VILLAGE | Keep 2 Bricks at the end of the game | 3 | |
| 23 | VILLAGE | Have all 4 upgrades in 2 Plots | 8 | |
| 24 | VILLAGE | Build all 4 Village Buildings | 6 |
WIP: Credit
Skriv in alla som bidragit. Lägg till efternamn, och alfabetisk ordning.
Johanna
Daniella
Micke
Fredrik
Henrik
Jacob
Elbasan
Malin, Lesli?
Jenny, Anders?
Anna, Elvira, Samuel, Johanna?
WIP: Ask Your Questions
Lägg in formulär för att skicka in frågor om reglerna.
















