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

  1. 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)
  2. Initial Resources: Place 1 Bread , 1 Timber and 1 Clay in your Storehouse Slots .
  3. Dice Tokens: Select any 5 Dice Tokens and place them in the Dice Slot on your Resource Plot .

City Boards

  1. City Boards: Place the Boards marked with accesible on your game area:
    • Chapter Board
    • City Market
    • City Square
  2. 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.
  3. 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

  1. Token Supply: Place remaining Dice Tokens and Resources Tokens in accesible piles.
  2. Game Guide: Place the Game Guide in sight.
  3. 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

  1. Chapter Board: The Starting Player places the Chapter Board and the two Dice in easy reach.
  2. The Roll: The Starting Player rolls the yellow Dice and places it on the Chapter Board in the matching Dice Slot.
  3. 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 .
  4. 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.
  5. 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
  • 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
  • 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

  1. New Start Player: The next Player in clockwise order becomes the starting Player.
  2. New Chapter: Reveal the next Chapter Card and immediately apply its effect.
  3. 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

– Unlimited supply.
– Less favorable trade ratios.
– All trades are handled using the Supply piles.

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
(IN)
CRAFT BUILDINGCRAFTED RESOURCE
(OUT)
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)
BUILDINGUPGRADE 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

  1. The Player who completed 5 Milestones reveals their cards and calculates points.
  2. Remaining Players reveal and calculate points clockwise.
  3. The Finisher Bonus
    The Player who completed 5 Milestones gains 1 point for each opponent.
  4. 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

  1. Roll
  2. Collect
  3. Actions
  4. Rations
  5. 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

#NameDescriptionWIP: Clarification
1BAKERY CLOSEDThe Bakery cannot be used or built.
2BAKERY BOOMCrafting 3 Grain produces 2 Bread.
3BLACKSMITH APPRENTICETools cost 1 less Timber to purchase.
4BLOOMERY CLOSEDThe Bloomery cannot be used or built.
5BLOOMERY BOOMCrafting 3 Ore produces 2 Iron.
6BOUNTIFUL HARVESTGain +1 Grain each time you collect from Grain Plot.
7BRICKWORKS CLOSEDThe Brickworks cannot be used or built.
8BRICKWORKS PROSPERITYThe Owner gains 2 Clay when crafting Bricks.The Owner receives no payment when they are the customer.
9CARPENTRY CLOSEDThe Carpentry cannot be used or built.
10CARPENTRY PROSPERITYThe Owner gains 2 Timber when crafting Furniture.The Owner receives no payment when they are the customer.
11VILLAGE FESTIVALNo Rations are required this Chapter Round.Players who owe unpaid Rations must still settle their outstanding debt.
12COOKHOUSE CLOSEDThe Cookhouse cannot be used or built.
13COOKHOUSE BOOMCrafting 3 Meat produces 2 Stew.
14DEMAND ON BREADTrade 2 Grain or 1 Bread for any available Crafted Resource.
Bread Slots in the Market must remain empty.
The Smuggler is unaffected.
15DEMAND ON BRICKTrade 2 Clay or 1 Brick for any available Crafted. Crafted
Brick Slots in the Market must remain empty.
The Smuggler is unaffected.
16DEMAND ON CLAYTrade 1 Clay for any available Raw Resource. Clay Slots in the Market must remain empty.The Smuggler is unaffected.
17DEMAND ON CLOAKTrade 2 Fur or 1 Cloak for any available Crafted Resource.
Cloak Slots in the Market must remain empty.
The Smuggler is unaffected.
18DEMAND ON FURTrade 1 Fur for any available Raw Resource.
Fur Slots in the Market must remain empty.
The Smuggler is unaffected.
19DEMAND ON FURNITURETrade 2 Timber or 1 Furniture for any available Crafted Resource.
Furniture Slots in the Market must remain empty.
The Smuggler is unaffected.
20DEMAND ON GRAINTrade 1 Grain for any available Raw Resource.
Grain Slots in the Market must remain empty.
The Smuggler is unaffected.
21DEMAND ON IRONTrade 2 Ore or 1 Iron for any available Crafted Resource.
Iron Slots in the Market must remain empty.
The Smuggler is unaffected.
22DEMAND ON MEATTrade 1 Meat for any available Raw Resource.
Meat Slots in the Market must remain empty.
The Smuggler is unaffected.
23DEMAND ON ORETrade 1 Ore for any available Raw Resource.
Ore Slots in the Market must remain empty.
The Smuggler is unaffected.
24DEMAND ON STEWTrade 2 Meat or 1 Stew for any available Crafted Resource.
Stew Slots in the Market must remain empty.
The Smuggler is unaffected.
25DEMAND ON TIMBERTrade 1 Timber for any available Raw Resource.
Timber Slots in the Market must remain empty.
The Smuggler is unaffected.
26DROUGHTThe Grain Plot is closed.
No collection or upgrades allowed.
27LUCKY HIREWorkers produce a +1 bonus on any Plot where they are hired.Affects only collection, not cost.
28HEAVY RAINThe Clay Plot is closed.
No collection or upgrades allowed.
29SMITHY CLOSEDThe Smithy cannot be used or built.
30SMITHY PROSPERITYThe Owner gains also 1 Ore when Tools are purchased.The Owner receives no payment when they are the customer.
31STABLES CLOSEDThe Stables cannot be used or built.
32STABLES PROSPERITYThe Owner gains also 1 Fur when Horses are purchased.The Owner receives no payment when they are the customer.
33SURPLUS ON CLAYClay stock in the Market remains full.
Collect Clay from Supply pile.
The Smuggler is unaffected.
34SURPLUS ON FURFur stock in the Market remains full.
Collect Fur from Supply pile.
The Smuggler is unaffected.
35SURPLUS ON GRAINGrain stock in the Market remains full.
Collect Grain from Supply pile.
The Smuggler is unaffected.
36SURPLUS ON MEATMeat stock in the Market remains full.
Collect Meat from Supply pile.
The Smuggler is unaffected.
37SURPLUS ON OREOre stock in the Market remains full.
Collect Ore from Supply pile.
The Smuggler is unaffected.
38SURPLUS ON TIMBERTimber stock in the Market remains full.
Collect Timber from Supply pile.
The Smuggler is unaffected.
39TAILOR’S CLOSEDThe Tailor’s cannot be used or built.
40TAILOR’S PROSPERITYThe Owner gains 2 Fur when crafting Cloaks.The Owner receives no payment when they are the customer.
41TAVERN CLOSEDThe Tavern cannot be used or built.
42TAVERN REVELRYThe 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.
43TRAVELING MERCHANTTrading for a Raw Resource costs only 1 Raw Resource.The Smuggler is unaffected.
44CRAFTED MERCHANTTrading for a Crafted Resource costs only 1 Crafted Resource.The Smuggler is unaffected.
45WOLF PACKThe Hunting Plot is closed.
Collection or upgrades are not permitted.
46FOREST FIREThe Timber Plot closed.
Collection or upgrades are not permitted.
47MINE COLLAPSEThe Ore Plot closed.
Collection or upgrade are not permitted.
48MARKET DAYThe Market stock cannot go below 1 for any Resource.The Market may still become full. The Smuggler is unaffected.
49SKILLED LABORWorkers cost 1 less Raw Resource.
50SHADY DEALERTrading with The Smuggler costs 1 less Raw Resource.
51SURPLUS ON IRONIron stock in the Market remains full.
Collect Iron from Supply pile.
The Smuggler is unaffected.
52SURPLUS ON BREADBread stock in the Market remains full.
Collect Bread from Supply pile.
The Smuggler is unaffected.
53SURPLUS ON STEWStew stock in the Market remains full.
Collect Stew from Supply pile.
The Smuggler is unaffected.
54STABLE BOYHorses cost 1 less Grain to purchase.
55RAPID CONSTRUCTIONBuilding costs are reduced by 1 Raw Resource.Silver/Gold coin totals are reduced by 1 Raw Resource equivalent.
56EXPERT SMITHTools produce a +1 bonus on any Plot where they are used.Affects only collection, not cost.
57STEADFAST HORSESHorses produce a +1 bonus on any Plot where they are used.Affects only collection, not cost.
58TAXATIONAll trades for Raw and Crafted Resources cost +1 Raw Resource.The Smuggler is unaffected.
59RUMORS OF WARCrafted Resources cannot be used in the Market.The Smuggler is unaffected.
60LABOR STRIKEWorkers cannot be hired, and no resources can be collected from Workers.Workers till count towards your Milestones.

WIP: Milestone Cards

#LocationMilestoneRewardWIP: Clarification
1CITYBuild the Brickworks6Förklaring kommer här
2CITYBuild the Carpentry6
3CITYBuild the Smithy4
4CITYBuild the Stables5
5CITYBuild the Tailor’s7
6CITYBuild the Tavern4
7CITYBuild 2 City Buildings8
8CITYBuild 4 City Buildings14
9VILLAGEBuild the Bakery2
10VILLAGEBuild the Bloomery2
11VILLAGEBuild the Cookhouse2
12VILLAGEBuild the Storehouse expansion2
13VILLAGEBuy 2 Horses3
14VILLAGEBuy 3 Tools5
15VILLAGEBuy 4 Horses6
16VILLAGEBuy 5 Tools7
17VILLAGEKeep 2 Cloaks at the end of the game3
18VILLAGEHave all 4 upgrades in 1 Plot5
19VILLAGEHire 3 Workers4
20VILLAGEHire 5 Workers6
21VILLAGEKeep 2 Furniture at the end of the game3
22VILLAGEKeep 2 Bricks at the end of the game3
23VILLAGEHave all 4 upgrades in 2 Plots8
24VILLAGEBuild all 4 Village Buildings6

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.