RulesThe goal of this game is to gain as much
Respect as possible from the people within the Clan. All of the players combined will need to get a certain amount of Respect total in order to be accepted as a Full Clan. If that goal is met, then the player with the most Respect will become the Chief of the Clan. You gain respect through Buildings, Actions, and Victories in Combat.
You will need a combined Respect of at least
100 in order to win the game and have someone declared Chief.
Season Overview:- Draw and resolve Event (ignore 1st Spring)
- Move Raiders & Raid if necessary
- Gain new populations if necessary
- Actions (Players will play 1 Action at a time in order until no more actions can be played)
- Harvest
- Restore Weakened populations
- Feed Population
- Check for Shelter. Food Rots. (Winter only)
The game is played on a series of Hex tiles. These hex tiles will each be one of six terrain types. Each tile can be Farmed for Food. Most can have a Laborer work on them to harvest Resources (Stone and Wood).
Tile Type | Farming/Season | Labor (Spring-Autumn only) | Tile |
Lowlands | 1/3/6/0 | None | |
Hills | 1/2/3/0 | 1 Lumber, 1 Stone | |
Forest | 1/2/3/0 | 2 Lumber | |
Swamp | 1/1/1/0 | 1 Lumber | |
Mountain | 1/1/1/0 | 2 Stone | |
Lake | 2/2/2/1 | None | |
While you are all part of this new clan, you each have your own settlement. Each settlement will start with three population units; 2 Farmers and 1 Laborer. The settlements will start on a Hills tile surrounded by random tiles. All other tiles will need to be Explored before they can be used. Each tile can hold 1 Population. There are 4 types of population total.
Farmers: Each season the Farmers will Harvest Food from their tile. In general you get the most food during Autumn, and no food at all in Winter.
Laborers: Each season Laborers will Harvest Resources (Wood or Stone) from their Tile. Laborers cannot work during Winter.
Craftsmen: Each season Craftsmen will produce 1 Goods. Craftsmen are unaffected by the tile they are on.
Warriors: Warriors are only used to Defend against Raider attacks and gain a +1 to their die roll. Warriors are unaffected by the tile they are on.
You will need to feed your people every season. Each population requires 1 unit of Food. A population which has not been fed becomes
Weakened. A Weakened population performs no work and is in danger of dying off completely if something weakens them again. Note that lack of food alone will not be able to kill your people, as they are restored each season. Even when weakened they manage to do enough subsistence farming and foraging to survive.
Each Spring a batch of migrants will arrive to join you. Each batch will contain a random selection of Population drawn from a pool of 2 Farmers, 2 Laborers, 1 Craftsman and 1 Warrior. The players will select which one they want by turn order.
Population may be placed anywhere on the board as long as the tile is revealed and within 2 tiles of another population for that player. With Roads (Dirt or Paved) the population can be placed up to 3 tiles away. The route to the next tile cannot go through unexplored space. Example: Player 1 has a Farmer population on their starting Hills space. New population could be placed on any of the adjacent tiles or any of the tiles adjacent to those tiles.
ActionsEach player starts with 2 Standard Actions and 1 Special Action.
Standard Actions are the primary way that you interact with the game. Each Standard Action can be used to perform one of the regular Actions each season. In general, you can only use each regular Action once per season. You have a number of Standard Actions equal to 1+(Your Population/3 rounded down).
The regular Actions are available to every player, and each player may use each action. Some actions are only available in specific seasons.
During the Action Phase of a Season the player will take turns performing actions, starting with the First Player. That player will declare their first action (Regular or Special), and all players will then take turns performing 1 action at a time until no more actions can be performed.
Reorganize You may move 1 population to a different Tile or change 1 population to a different Type. Any Season.
Hunt Gain 2 Food. Any Season.
Explore Reveal a new tile adjacent to an already revealed tile. Plese choose which tile to reveal when declaring this action. Any Season.
Feast Pay 1 Food, Draw 1 Tales Card. Any Season.
Build Build a Building. Spring/Summer/Autumn.
Idle Hands 1 Farmer or Laborer may produce 1 Goods this Season. Winter.
Trade Trade with the Homeland or another Player. Spring/Summer/Autumn.
Gifts Pay 1 Goods, Gain 1 Respect. Winter
Pray Requires a Shrine. Choose one of the following: Pay 1 Food or Goods to look at the next season's Event. Pay 2 Goods/Food (any combination) to Restore a Weakened population. Pay 3 Goods or Food to gain 1 Blessing. Any Season.
The Special Actions are only usable once per year, and unlike regular Actions only one player can perform each Special Action in a year. Each season has its own Action:
Call for Kin 1 Player only. Declare which type of population you are calling for. Gain that population in Summer during phase 3.
Spring.
Festival of the Sun - 1 Player only. Pay 2 Food and 1 Goods to either Draw 2 Tales cards OR discard your hand and draw 5 new cards.
Summer.
Caravan - 1 Player only. Trade with the Homeland, unlimited trades.
Autumn.
Festival of Lights 1 Player only. Pay up to 5 Goods to gain that much Respect.
Winter.
Note: You must be able to use a Special Action in order to play one.BuildingsBuildings are a crucial part of the game. They provide shelter against the elements, build Respect amongst the people, and most provide other benefits as well.
Building | Effect | Cost |
Shrine | Can use the Pray Action | 3 Wood, 2 Stone, 2 Goods |
Watchtower | One reroll in combat vs Raiders | 2 Wood |
Wooden Palisade | You suffer no Wounds on ties with Raiders, but they still plunder. Gain 1 Respect | 4 Wood |
Dirt Roads | Can place population 3 tiles away instead of 2 | None |
Long Hall | Gain 1 Respect at the end of each Year. Also saves 1 population from being Weakened during Winter. | 2 Stone, 6 Wood, 2 Goods |
Fences | Worth 1 Respect. Can be 1 per Farm. Can build 2 per Build Action. Can be Upgraded to Stone Fences. | 1 Wood |
Paved Roads | Requires Dirt Roads. Can double Trade action. | 4 Stone |
Stone Fences | Worth 2 Respect. Can be 1 per Farm. | 1 Stone |
Wooden Houses | Prevents Weakness in Winter for 1 pop. Each action can build 2 pop. worth of Houses. Houses are placed on Tile, 1 per. | 1 or 2 Wood |
Stone Houses | Prevents Weakness in Winter for 1 population. Gain 1 Respect. Houses are placed on Tile, 1 per. | 1 Stone |
Signal Tower | Requires Watchtower. You may reroll 1 Raider Die. | 2 Stone |
Stone Walls | You win on ties with Raiders. Replaces Wooden Palisade if you have one. Worth 2 Respect. | 8 Stone |
Grand Hall | Gain 2 Respect at the end of each Year. Replaces Long Hall. | 6 Stone, 4 Goods |
Granary | Reduces food Rot to 25% (0% with Cellars) | 3 Wood |
Cellars | Reduces food Rot to 25% (0% with Granary) | 3 Stone |
Healing Hall | Your populations are not weakened after a Victorious combat where they rolled <= the Raiders. | 4 Wood, 2 Goods |
Stables | Your Warriors engage Raiders before anyone Clansmen get to Roll. If multiple player have Warriors with Stables, they go at the same time. | 2 Wood, 2 Goods |
Blessings A Blessing represents the favor of the gods. Players keep Blessings until they are used. A Blessing may be used to Ignore an Event (with some exceptions), restore a Weakened Population, or Reroll a die in Combat.
Events At the start of each Season (excluding the 1st Spring) and Event will be drawn. Events can be good or bad, and in almost all cases they effect all players equally.
Some Events will persist for the entire Season (Such as a Bad Harvest, which effects the Harvest Phase), while others must be resolved during the Events phase before moving on.
Event | Effect |
Storms | Cannot explore this Season |
Raiders | Raiders Attack. Reset Raid counter |
Scarce Game | Hunting only gives 1 Food |
Abundant Game | Hunting give 3 Food |
Bad Harvest | Farming produces 1 less Food this Season (No effect in Winter) |
Good Harvest | Farming produces 1 more Food this Season (No effect in Winter) |
Rainbow | Each player gets 1 Blessing |
Peaceful | None |
Refugees | The player with the lowest population gains 1 Farmers. On tie goes to player with the lowest Respect and turn order. Raise the Raider track by one. |
Rat Infestation | Remove 1 food from each player's food stockpile for each population |
Serious Illness | All players move 1 population to Weakened. If no unweakened population is available, 1 population is lost. |
Explorers | All players may pay 1 food and 1 goods to Explore a tile without using an action |
Highwaymen | Cannot Trade this Season |
Tales of Conflict | Move the Raider Counter up 1 |
Tales of Victory | Move the Riader Counter down 1 |
Peddlers | All players may perform an immediate Trade Action for Free |
Wandering Bard | All players draw a card from the Book of Tales |
Some events are rarer than others. Not all events will appear in a given game.
Trade Using the Trade action players may trade with either the Homeland or with another player.
With homeland: Can trade 1 Goods for 1 Food or Resource OR trade 2 Food/Resources for 1 Goods. Food/Resources can be traded for Food/Resources at a 1:1 rate.
With other players the trade is up to the players. Food, Resources, and Goods can all be traded. Population, Blessings, and Tales cards cannot be traded.
Winter Winter brings with it two special events; Checking for Shelter and Food Rotting
Shelter: All people must be in permanent Houses in Winter or they will suffer from exposure. Any populations without houses will be Weakened at the end of Winter.
Food Rots: Food will rot over the long winter months. Half of each player's food supply will Rot unless they have Cellars or Granaries. With one of those buildings, only 25% of the food will rot. With both, no food will rot.
Book of Tales Telling great stories from our Ancestors will bring them honor, and so they shall honor us. Our great deeds, in turn, shall be passed down to our children and grandchildren when we ourselves become the Ancestors. Each player will start with 5 cards from the Book of Tales. These Tales cards can be used to mitigate bad situations, gain an advantage over the other players, or perform actions not normally allowed. These will be PM'd to each player at the start of the game. More cards can be gained using Actions.
Cards are generally played during the Action phase of a Season. Players may use any number of cards during their turn as they wish.
Card | Effect |
Valor | One of your dice is automatically a 6 in combat. |
Silver | Requires a Harvester on a Mountain space. Each season you may have a craftsman produce +1 Goods, but you only Harvest 1 Stone. Stays in play. |
Fine Clay | Requires a Harvester on a Hill space. Each season you may have a craftsman produce +1 Goods, but you only Harvest 1 Wood or Stone (not both). Stays in play. |
Mussles | Requires a Farmer on a Lake space. That Farmer produces +1 Food. Stays in Play. |
Apple grove | Requires a Farmer on a Forest space. That Farmer produces +1 Food in Summer and +2 Food in Autumn. Stays in Play. |
Rich soil | Requires a Farmer on a Lowlands space. That Farmer produces +1 Food in Spring/Summer/Autumn. Stays in Play. |
Shrewd Trading | Play with Trade. May trade Goods at 1 for 2 Food/Resources rate or Food/Resources for 1 Goods rate |
Stalwart | You may Explore despite Storms |
Skilled Hunting | Ignore Scarce Game |
Bog Iron | Requires a Harvester on a Swamp space. One of your Craftsmen produces +1 Goods each Season. Stays in Play. |
Brilliant Organization | Play with Reorganize. Double Reorganize's effect |
Lavish Gifts | Play with Gifts. You may give 2 Goods for Two Respect |
Memorable Feast | Play with Feast Action. Gain 1 Respect |
Sheep Herds | Requires a Farmer on a Hill space. That Farmer produces +1 Goods in Summer. Stays in Play. |
Cattle Herds | Requires a Farmer on a Lowlands space. That Farmer produces +1 Goods in Autumn. Stays in Play. |
Pig Herds | Requires a Farmer on a Woods space. That Farmer produces +1 Food in Spring/Summer/Autumn. Stays in Play. |
Healing Herbs | Restore 1 population to an unweakened state |
Group Effort | You may play 2 Build Actions this Season |
Bold Move | May play special action that another player has taken |
Aid from Homeland - Resources | Gain 2 Resources of your choice |
Aid from Homeland - Food | Gain 2 Food |
Preemptive Strike | Reduce the Raiders track by 1 |
Decisive Action | Play 2 Actions this turn |
Hunting Party | You may play 2 Hunt Actions this Season |
Wagon Train | You may play 2 Trade Actions this Season |
Spices | Requires a Farmer on a Swamp space. That Farmer produces +1 Goods in Summer and Autumn. Stays in Play. |
Cats | Ignore Rat Infestation |
Note: Some cards are more common than others.
Raids Raids happen whenever the Raiders hit the top of the Raid track or whenever a Raid Event is drawn. During a Raid the players must choose how many clansmen and Warriors they will commit to the defense of the clan. Successfully defending from a Raid will gain the Respect of the Clan, but defeat means the injury and death of many warriors and leads to a weakened population. Each player may use as many Clansmen as they have population (excluding Warriors) and as many Warriors as they have in Warrior Population.
However, the choice of defense is kept secret until the attack. Each player will PM me with the number of Clansmen/Warriors being used as well as which ones (For example, if you have 1 Farmer on Lowlands and 1 on a Forest, you could specifiy that it is the Woods farmer being used to defend). Once everyone has sent in their choices I will reveal the results and start setting up the combat.
Combat is handled by rolling dice (done by me via Random.org). Raiders get dice based on where they are on the Raid track. Players get 1 die for each Clansman or Warrior they have defending. The players dice are divided evenly amongst the Raider Dice, with Warriors split first then Clansmen. If there are remainders, the players may place them as they wish. By default, Raiders win on ties, although Buildings help tip things in the players favor.
Success: For each Raider defeated, the players with Defenders against that die gain 1 Respect.
Defeat: For each die that fails against a Raider, that dies corresponding population is weakened. In addition, that Raider gets to Plunder. If the population in question was already weakened, it is removed from the game.
Plunder: The Raiders make off with 1 Food or Goods from the players.
To determine who loses the items, we use this precedence chart. Each Raider that Plunders starts at the top.
1) Any player with Goods stockpiled that did not contribute Clansmen/Warriors to the defense. (This is only counted once per player, so if multiple Raiders get to Plunder a player who didn't defend doesn't get penalized more than once.)
2) Any player with Food stockpiled that did not contribute Clansmen/Warriors to the defense. Same rules as #1
3) The player with the Most Goods, if that is >= the greatest amount of Food
4) The player with the Most Food
5) The player with the Start token. From here, it's just clockwise in turn order. This basically just breaks ties.
Note that Raiders can attempt to plunder a Player with no Food or Goods stockpiled. In which case, they get nothing but the Raider track goes up by 1.
Win Conditions There needs to be an average of 25 Respect per player for the Clan to succeed. (So 100 for 4 players). After that, the player with the most Respect becomes Chief. In the case of a tie, the player with the highest population wins, then the one with the most Goods & Food combined. A tie after that is resolved by Turn Order.
Respect Bonuses/Penalties - Before End-game Check:
These are calculated
before the general win check is performed.
Each Warrior is worth 1 Respect
Each Weakened Population is worth -1 Respect
Respect Bonuses/Penalties - After End-game Check:
These are calculated
after the general win check is performed. On a tie, each player gains 1 Respect.
The player with the most Warriors gains 3 Respect
The player with the most Population gains 3 Respect
The player with the most Goods gains 3 Respect
The player with the most Food gains 3 Respect
The player with the most Buildings gains 3 Respect