ViscountsRulebook
ViscountsRulebook
ViscountsRulebook
components
4 Virtue
Markers 12 Trading Posts
4 Viscounts (3 in each player colour)
(1 in each
40 Silver player colour)
12 Workshops
(3 in each player colour)
2
components
72 Resources in 3 types: 1 Castle
For the first game, punch
24 Ink Wells out the cardboard pieces
and place them in the
positions pictured here.
24 Gold
24 Stone
1 Start Player
Marker
35 Manuscripts
4 Player Boards
4 Cleric
68 Neutral 10 Hero 32 Starting Bonus Cards
Townsfolk Cards Townsfolk Cards Townsfolk Cards
(Black Titles) (Brown Titles) (Player-coloured Titles)
1 Castle
Leader Card
= 10 Silver and
5 Gold
1. Turn the 5 Main Board Segments faceup to the correct side, depending on the
number of players in the game (see the numbers printed on the inside
edge of each Main Board Segment). Mix up the Segments and place
them in a random order (ignore the numbers in red for now), so
that the inside edges form a circle.
6. Give each player 1 Player Board (with the side shown below, faceup) and the following components in their
chosen player colour:
3 Trading Posts 3 Guildhalls 3 Workshops
20 Workers 1 Viscount
1 Corruption 1 Virtue
Marker Marker
8 Starting
Townsfolk Cards
Starting Icons, available only on players’ first 2 turns
7. Randomly decide on a start player and give them the Start Player Marker. This will remain with them
for the rest of the game.
7
setup
8. Shuffle the Player Cards and lay out a number of cards
in a line, equal to the number of players in the game,
plus 1. Then shuffle the Hero Townsfolk Cards and place
1 below each of the Player Cards, forming pairs of cards
(1 Hero Townsfolk Card for each Player Card). This
image shows how it might look for a game with 3 players.
- Place their Viscount on the matching numbered space of the Main Board (based on the number at the top of
their chosen Player Card).
- Gain all resources, Silver, Debts and Deeds, as listed on their Player Card.
- Take any additional steps indicated at the bottom of their Player Card (flipping Deeds, gaining Virtue, etc).
Note: Player Cards 3, 5 and 6 can use their effects on any Segment. Player Card 8 must be used on the same
space as that player’s Viscount. Player Card 9 can be used to Destroy any of their cards before shuffling.
- Flip over their Player Card and place it alongside the top left side of their Player Board as a reference.
- Shuffle their Hero Townsfolk Card with their 8 Starting Townsfolk Cards and any other Neutral Townsfolk
Cards gained during Setup, to form a facedown Draw Pile to the left of their Player Board. Players should
each draw a starting hand of 3 cards from the top of their Draw Piles.
10. On top of the Poverty Card, place a number of Debt Cards (unpaid-side faceup), based on the player count (see
the reference on the Poverty Card). Place all remaining Debt Cards below the Poverty Card. On top of the
Prosperity Card, place a number of Deed Cards (acquired-side faceup), based on the player count (see the
reference on the Prosperity Card). Place all remaining Deed Cards below the Prosperity Card.
The game’s end is triggered once either the Poverty Card or Prosperity Card are revealed. Whenever the Poverty
or Prosperity Cards are revealed, turn them over and place them alongside the Debts and Deeds piles. This way
players can continue to draw from these piles if required. Both Debts and Deeds are considered to be unlimited. In
the rare case that they run out, players should use the Multiplier Cards to accommodate.
Throughout the game, players will also have the chance to flip both Debts and Deeds:
At the game’s end, unpaid Debts, will cause players to lose 2 VP. When flipping a Debt (from unpaid to paid),
players immediately gain any 1 resource. At the game’s end, acquired Deeds will gain players 1 VP. However, if
players manage to flip their Deeds (from acquired to approved), they will instead gain 3 VP.
If the Poverty or Prosperity Cards are revealed, the players who flipped the most cards (of the indicated type) will
also gain additional points. This causes a seesaw effect - as the Debt pile starts to run out, players become aware
that the players with the most flipped Deeds will score more points from the Poverty Card. Therefore, players
might aim towards gaining more Deeds, which will then push the game closer towards the Prosperity
Card being revealed. This will be covered in more detail in the Scoring section of this rulebook.
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virtue, corruption & criminals
Another key concept to understand is how Virtue
and Corruption impact the game. Players will be
gaining both through various actions and effects.
Gaining Virtue and Corruption is also the most
common way to advance towards gaining Debts
and Deeds.
Any time players gain Corruption , they must move their Corruption Marker 1 space to the right on their Player
Board. Likewise, any time players gain Virtue , they must move their Virtue Marker 1 space to the left on their
Player Board. If they cannot move either token (because they have already reached the opposite end), then any
additional movements are ignored. If players ever gain both Corruption and Virtue at the same time, they must
resolve the Corruption movement first.
Once Corruption and Virtue Makers collide, they remain stuck together, and will continue to move together.
For example, this player just gained 2 Virtue. Their first Virtue would move their Virtue Marker on top of their
Corruption Marker. Their second Virtue would move both Markers 1 space to the left.
How Corruption and Virtue collisions are resolved will be explained in detail later. But for now, this
page should help make the next few pages make a little more sense when reading for the first time.
Criminals are wilds! This won’t make too much sense when reading this for the
first time, but we will elaborate more throughout the rules. Just note that when
taking primary actions, each Criminal Icon can count as any other single Icon.
However, they do not count as other Icons for other purposes (scoring
Manuscripts, for example).
10
townsfolk card layout
Silver value for hiring, Immediate effect See the back of this rulebook for
dismissing and movement when first hired details on what each icon means.
Icons or dismissed
This indicates either a cost, action,
requirement, or event on its left side
and reward or some other effect on its
right side. For example this Traveller
Name Timing of allows players to treat each pair of
card ability Merchant Icons as a Cleric Icon,
Card ability while on their Player Board.
gameplay overview
Viscounts of the West Kingdom is played over an undetermined series of Rounds. Each Round consists of each
player taking 1 turn (beginning with the player with the Start Player Marker), followed by the player on their left
(clockwise around the table), and so on. All Victory Points will be calculated at the game’s end.
Players will be moving through a number of phases on each turn, with the main objective being to move their
Viscount clockwise around the Main Board to take 1 of 4 primary actions and potentially hire new Townsfolk. The
phases that players take each turn are laid out from left-to-right across their Player Boards:
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player turns
Phase 1: Card Management
During this phase, players will be managing a shifting line of Townsfolk Cards on
their Player Boards. These cards will provide players with Icons, useful for taking the
4 primary actions. When a card is first added to the line, it also determines a player’s
movement for that turn. All cards have either an immediate , ongoing or
drop-off effect.
1. Move all Townsfolk Cards currently on their Player Board, 1 space to the right. If this
causes a card to drop off the right side of their Player Board, it should be placed faceup into
their discard pile on the right. If this card has a drop-off effect, it must be resolved now.
For example, this Journeyman rewards the current player with a Free Hire and 1 Virtue
when dropping off their Player Board.
2. Place 1 Townsfolk Card from their hand into the left-most space of their Player Board. If
this was a Criminal , that player immediately gains 1 Corruption for each Criminal icon
on their Player Board. Also, if this card had an immediate effect, it must be resolved now.
For example, this Antagonist would cause the current player to gain 2 Corruption when
played, plus 1 more Corruption for each other Criminal Icon on their Player Board. In
addition to that, this card would also cause them to immediately gain 1 Debt Card.
It is possible for players to have only 3 cards. They are never allowed to have fewer than 3. On a turn with 3 cards,
the right card would drop off, then be “shuffled” to form a new Draw Pile, before being placed into the left space
of the Player Board.
If a player starts their turn with no cards in hand, they must blindly play the top card from their Draw Pile, to their
Player Board.
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Phase 2: Movement
During this phase, players will be moving their Viscount clockwise around the Main Board. The
distance they must move is equal to the Silver value at the top-left of the Townsfolk Card they just
played. Players can never move fewer spaces than this amount, but may pay Silver to move further
(1 Silver per additional space).
If a Viscount ever finishes their movement on the same space as an opposing Viscount,
that opposing player may immediately rearrange the Townsfolk Cards on their own Player
Board. Players are reminded of this on their Player Cards.
As part of their primary action, players may dismiss the faceup Townsfolk Card
adjacent to their Viscount to gain more Icons. However, players can only do this
if the Townsfolk Card has Icons matching the primary action they are taking
(note that Criminal Icons are wilds). The cost to dismiss a Townsfolk Card is the Silver
value at the top-left of the card. Players can only ever dismiss 1 Townsfolk Card each
turn. When dismissing Townsfolk, players must pay the required Silver, then remove
the card entirely from the game. They temporarily gain all Icons printed down the left-
side of that Townsfolk Card for their primary action and also gain the immediate effects
printed on the top-right of the card. Any abilities at the bottom of dismissed Townsfolk
Cards have no effect.
For example, this Woodcutter would cost 2 Silver to dismiss and immediately rewards
1 Virtue. The current player would also gain 1 additional Builder Icon for their primary
action.
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Trade can only be done on the outside path of the Main Board. To fund this action, players may count
Merchant Icons and Criminal Icons on their Player Board, spend Silver (1 per extra Merchant Icon)
or spend Silver to dismiss the Townsfolk Card adjacent to their Viscount.
What they gain in return is dependent on the location of their Viscount. Each space along the outside path has an
exchange associated with it. Players may use this exchange as many times as they wish, so long as they can afford
it. The possible exchanges are:
Gain 1 Silver per Merchant Icon. Note that spending Silver to fund this action has no additional
gain. However, it may still be useful to spend Silver to dismiss Townsfolk for additional Merchant
Icons, or to make use of their dismiss abilities (top-right of each Townsfolk Card).
Gain 1 Ink Well, 1 Gold or 1 Stone, per 2 Merchant Icons. A single Merchant
Icon gains nothing.
Destroy 1 Townsfolk Card per 3 Merchant Icons. Destroying cards helps to refine a player’s
deck. Any time players destroy cards, they are removed from the game entirely. Players gain
Silver from the supply, equal to the Silver value printed on the cards being destroyed. When
destroying cards, players may either do so from their hand, or blindly from the top of their Draw Pile. Destroying
cards is always optional.
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player turns
Constructing a Building can only be done on the outside path of the Main Board. To fund this action,
players may count Builder Icons and Criminal Icons on their Player Board, spend Stone (1 per
extra Builder Icon) or spend Silver to dismiss the Townsfolk Card adjacent to their Viscount.
When constructing a Building, there must be an available (empty) Building Spot at the location of the current
player’s Viscount. Note that on each Segment of the Main Board, a River divides the various Building Spots. Only
the Building Spots on the left of the River are accessible from the left space, while only the ones on the right are
accessible from the right space.
If there is an available Building Spot, a player can then decide which Building they wish to construct. Players can
choose any 1 of the 9 available Buildings on their Player Board. The costs of these are shown along the top of
Player Boards. If players have constructed all their Buildings, they can no longer take this action.
Players will score VPs for constructed Buildings, as indicated along the top of
5 4
9 15 Player Boards. The more of a certain type they build, the more points they gain.
For example, players will score 4, 9 or 15 VP for 1, 2 or 3 Trading Posts.
After deciding which Building to construct, players must fund the action (as mentioned above). They then
place the Building from their Player Board, onto the chosen Building Spot. When doing so, the current player
immediately gains the effect shown on the chosen Building Spot. Also, if the Building they place Links to a
previously constructed Building, both players on either end of that Link, gain the printed effect along that line. If
however, the current player has Buildings on both ends of the Link, they only gain the effect once.
River
Link Building Spot
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For example, the Red Player has chosen to construct 1 of their
Workshops, which requires 3 Builder Icons. They have none on their
Player Board, so decide to spend 2 Stone, plus 1 Silver to dismiss the
Mason adjacent to their Viscount, giving them the 3 Builder Icons they
require.
First, they must resolve the immediate Rearrange effect provided from
dismissing the Mason, if they wish to take advantage of it. Then they decide
where to place their Workshop. In this case, there is only 1 possibility, as all
other Building Spots are on the other side of the River. When placing their
Workshop, they immediately gain 1 Ink Well from that Building Spot. They
also completed a Link to the Blue Player’s Trading Post. This immediately
rewards both players with 2 Silver from the supply.
Once placed onto the Main Board, each Building reveals an ongoing ability for the rest of the game. These are
each positioned above the phase in which they are relevant.
The first Trading Post gives players the option to move 1 additional space for free when moving their Viscount,
if they desire. The second Trading Post makes all Townsfolk cost only 1 Silver to dismiss. The third Trading
Post and all 3 Guildhalls give players permanent Icons on their Player Boards. The first Workshop gives players
a Discard ability each time they hire a Townsfolk (by any means). The second Workshop rewards players with
1 Virtue if they have no Criminals on their Player Board during collisions (explained later). The third Workshop
increases players’ hand limits by 1 card.
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player turns
Placing Workers can only be done on the inside path of the Main Board. To fund this action, players may
count Noble Icons and Criminal Icons on their Player Board, spend Gold (1 per extra Noble Icon)
or spend Silver to dismiss the Townsfolk Card adjacent to their Viscount.
When placing Workers, players may use either 1, 3, 5 or 8 Noble Icons, to place
1, 2, 3 or 4 Workers. There is a reminder of this in the top-left area of Player Boards.
When placing Workers as a primary action, they are always placed into the first tier 1 3 5 8
of the Castle, adjacent to the current player’s Viscount. Players must have at least 1
Worker in their supply to take this action.
In the example above, the transparent Red Workers show where the 3 Workers were placed. The opaque Red
Workers show where they would move to. Doing this would have given the current player an immediate effect of
either a Free Hire, or Destroy.
After resolving any Castle movement, the current player must check to see if they now have 3 or more Workers in
another first-tier section. This can happen due to Workers moving around the first tiers. They would then resolve
this tier in the same fashion as the previous. This could even be in the same section.
If players have more than 1 tier with 3 or more Workers present, they can resolve them in any order.
Note that all effects from moving Workers inwards must be resolved immediately.
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After resolving all first tier movements, the current player must then look to the second tier. Again, if there are 3 or
more of their Workers present in a section, they must move 1 Worker inwards to the third tier, immediately gaining
any 1 resource (as printed on the Castle). However, unlike the first tier, Workers never move clockwise or counter-
clockwise around the second tier. This allows players to create quick paths towards the third tier, by keeping 2
Workers stationed in a particular section of the second tier.
Once the current player has finished all their Castle movements, they must then check to see if there are more
than 3 Workers (regardless of colour) in any of the first or second tier sections. If there are, they must bump off
a number of Workers, until only 3 remain from that section. The current player decides which Workers will be
bumped off. They can even choose their own Workers.
Workers bumped off the Castle are always returned to their owner’s supply. That player
also gains an immediate reward. When bumped off the first tier, players gain 2 Silver.
When bumped off the second tier, players gain 1 Virtue and any 1 resource of their
choice. Workers can never be bumped off the third tier. Players are reminded of this on
their Player Cards. The Player Card also reminds players of how Workers score at the end
of the game. Each Worker in the Castle scores VPs equal to the tier which they are on.
The Castle Leader Card is immediately awarded to the first player to move a Worker into the
third tier of the Castle. This card should be kept alongside the current leader’s Player Board.
However, should another player ever have more Workers in the third tier than the current
leader, they take the Castle Leader Card from the previous leader and place it alongside their
Player Board. Whoever holds the Castle Leader Card at the game’s end will score an
additional 5 VP. Also, when drawing cards in phase 6 of each turn, the player holding this card
has an increased hand limit of 1. Note that if the leader loses this card, they do no need to
discard down to their new hand limit. They simply just apply their new hand limit next time
they need to draw cards.
Note: It is possible for players to have 3 of their Workers on a section of the Castle when it is not their turn (such
as from a Building Link, or some other immediate effect). In this case, the current player would resolve their
movement first, followed by the opposing player. Once this is fully resolved, the current player continues
their turn.
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player turns
For example, the Red Player is taking a Noble action to place Workers in the Castle. They have 5 Noble Icons on
their Player Board (1 from their Thief, 1 from their Overseer, 1 from their Guildhall and 2 from their Benefactor’s
ability). They also decide to spend 3 Gold, making a total of 8 Noble Icons. Therefore, they place 4 Workers into
the first tier of the Castle, adjacent to their Viscount.
After placing 4 Workers, they have a total of 5 in that section of the Castle, on the first tier. They move 1 Worker
inwards, gaining 1 Ink Well and 1 Stone. They then move 1 Worker clockwise and 1 counter-clockwise. This
results in them having 3 Workers on the lower-left section of the Castle’s first tier. They move 1 Worker inwards,
gaining 2 Virtue. As before, they move 1 Worker either direction around the first tier of the Castle. This results
with them again having 3 Workers in the section adjacent to their Viscount. They repeat the process again as
before, gaining another 1 Ink Well and 1 Stone. Now that they have done all their movements for the first tier,
they focus on the second tier.
They have a total of 4 Workers in the second tier of the top-left section (the Ink Well/Stone section). They move 1
Worker into the third tier gaining any 1 resource of the choice. Then, since they still have 3 Workers in the second
tier, they move another Worker into the third tier, gaining another resource of their choice. This also gives them
the most Workers in the third tier of the Castle, taking the Castle Leader Card from the Blue Player.
Now that all their movements are done, they check to see if any sections of the Castle have more than 3 Workers.
There are 5 Workers in the top-right section. They decide to bump off both Blue Workers. The Blue Player returns
them to their supply, and gains 2 Silver for each from the supply. Lastly, the Red Player resolves the effect of their
Overseer Card. They decide to discard 1 card from their hand, to their discard pile.
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Transcribing Manuscripts can only be done on the inside path of the Main Board. To fund this action,
players may count Cleric Icons and Criminal Icons on their Player Board, spend Ink Wells (1 per
extra Cleric Icon) or spend Silver to dismiss the Townsfolk Card adjacent to their Viscount.
To transcribe a Manuscript, players require a certain number of Cleric Icons, as shown on the Manuscript adjacent
to their Viscount. Once they have fulfilled this requirement (with Icons, Ink Wells or a dismissed Townsfolk Card),
they add the Manuscript alongside their Player Board. If it had an immediate effect , they must resolve that now.
Players may only transcribe 1 Manuscript each turn.
The first player to transcribe 3 Manuscripts of the same ribbon colour, immediately collects the corresponding
Cleric Bonus Card and adds it alongside their Player Board. These are each worth 3 VP at the game’s end.
Players score VPs as printed on certain Manuscripts, in addition to VPs for their
sets of different-coloured ribbons. Players may have multiple sets.
For example, a set of Manuscripts with 3 different ribbons would score 9 VP.
If a pile of Manuscripts on the Main Board runs out, do not attempt to refill it. There are pre-printed Manuscripts
on the Main Board. They cannot be collected, but players can still transcribe them to use their immediate effects.
For example, the Red Player wants to transcribe the Manuscript seen here with the grey ribbon.
This will require 6 Cleric Icons. They have 1 from their Acolyte and another from their Cleric
Bonus Card. They decide to spend 3 Ink Wells and also 1 Silver to dismiss the Racketeer
(which also gains them an immediate Shuffle). They take the new Manuscript
and add it alongside their Player Board. This will score 1 VP per Building they
have constructed, plus additional VPs if part of a larger set.
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player turns
Phase 4: Recruit
After finishing their primary action, players may hire the faceup Townsfolk Card currently sitting
adjacent to their Viscount on the Main Board. The cost to hire a Townsfolk Card is the Silver value at
the top-left of the card. Players can only ever hire 1 Townsfolk Card during this phase. When hiring
Townsfolk, players must pay the required Silver, then place the card into their discard pile. They must
also immediately resolve the effects printed on the top-right of the card. If a pile of Townsfolk Cards on the Main
Board runs out, do not attempt to refill it. There are pre-printed cards on the Main Board. They cannot be hired,
but players can still use their immediate effects when dismissing Townsfolk.
1. All players that have constructed their second Workshop, with no Criminals on their Player Boards gain 1 Virtue
2. All Townsfolk Cards on Player Boards that have effects during collisions are resolved.
3. The current player gains the items printed directly above where their Virtue and Corruption Markers sit.
4. All opposing players gain the items printed directly below where the current Player’s Markers sit, if applicable.
Once all the above effects have been resolved, the current player
resets their Corruption and Virtue Markers to the far ends of their
Player Board.
For example, the Red Player needs to resolve their collision. Despite
constructing their second Workshop, they have a Criminal on their
Player Board and therefore, do not gain 1 Virtue. Their Peddler gains
them 1 Ink Well. The position of their Corruption and Virtue Markers
gains them 2 Debts and 3 Silver. All other players with no Criminals
on their Player Boards would gain 1 Virtue. Finally, the Red Player
resets their Corruption and Virtue Markers.
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Phase 6: Draw Cards
During this phase, players draw cards from their Draw Pile until they have reached their hand limit, or
have no cards left in their Draw Pile (or discard pile) to draw from. This limit starts at 3, but can be
increased throughout the game. It is possible for players to already be at their hand limit, or to even
exceed their hand limit at this point. In this case, they simply do not draw any new cards.
If players ever need to draw cards (at any point of the game) and their Draw Pile
is empty, they must shuffle their discards to form a new Draw Pile. At this point,
they need to check their Player Board for Criminals. If they have 1 or more
Criminal Icons, they gain 1 Corruption (never more than 1). If they have no Criminal Icons, they gain 1 Virtue.
Players are reminded of this on their Player Cards. Note that it is possible for Corruption and Virtue Markers to
collide when shuffling. But keep in mind that this won’t be resolved until that player reaches phase 5 on their turn
(this would be on their next turn, if already in phase 6 when shuffling.).
As soon as the current player has drawn cards to refill their hand, the next player in clockwise order starts their
turn, beginning in phase 1 and moving through to phase 6, followed by the next player, and so on.
Note that it is possible for both Poverty and Prosperity Cards to be revealed. This is called the Divided Kingdom,
meaning that both cards will be active during final scoring.
Note: All Townsfolk Cards on Player Boards with ongoing effects , do not have any effect during final scoring.
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end-game scoring
Once the game has ended, players should add up their score for the following areas:
Constructed Buildings
As printed across the tops of Player Boards.
Transcribed Manuscripts
VPs for sets of different ribbon colours and from specific Manuscripts (page 31).
For example, if 2 players were tied for first place, they would score 10 VP each
((12 + 8) / 2). The player in third place would still score 4 VP. Likewise, if 3
players were tied for second place, they would score 4 VP each ((8 + 4) / 3).
In games with less than 3 players, the middle (8 VP) reward is ignored on Poverty and Prosperity Cards.
The player with the highest total score is the winner. In the case of a tie, the tied player with the most
24 remaining Silver and Resources is the winner. If still tied, all tied players share the victory.
scoring example
The Red Player would score a total of 109 VP for the following:
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solo play rules: setup
Setup for you remains mostly the same. To set up the AI player, follow these steps:
1. Choose 1 of the Player Boards and flip it over to the AI Player Board side. The top-left of AI Player Boards give
you an idea on what they will focus on strategically (placing Workers, constructing Buildings, etc). We will use
the Cleric AI for this example.
2. As with the regular Player Board, place the 9 Buildings onto the AI Player Board (notice that the positions
of Trading Posts and Guildhalls are reversed). Give the AI opponent their 20 Workers, Virtue and Corruption
Markers, Viscount and AI Reference Card. They do not require the Townsfolk Cards.
4. Separate the Starting Schemes (Brown Headers) from the Future Schemes (Black Headers). Check the left card
space of the AI Player Board to see which Scheme Cards need to be removed. Return those to the box. Shuffle
the Starting Schemes and place them in a facedown pile to the left of the AI Player Board. Shuffle the Future
Schemes and place them somewhere off to the side of the AI Player’s Board, so not to confuse the Future
Scheme Draw Pile with the main Scheme Draw Pile.
26
6. Give the AI all their starting items, as listed on the left card space of their Player Board.
For example, the Cleric AI starts with 1 Ink Well, 1 Stone, 1 Deed, 1 Debt and 1 Guildhall at the same location
as their Viscount (also gaining the immediate effect from placing it).
There are a few general rules to follow when making decisions for the AI opponent. Most of these are printed as a
reminder on the AI Reference Card:
The AI Viscount only ever moves clockwise around the outside path of the Main Board. They do not use
the inside path.
Both the AI and yourself will give their opponent a Rearrange ability when landing on the
same space as their Viscount. As the AI Reference Card indicates, this gives the AI a
resource of their choice.
When gaining a resource of their choice, most AI opponents will follow the chart
on their Player Board (area with the green background). Only the Card-focused AI
treats all resources as a single type.
For example, the Cleric AI prioritizes collecting Ink Wells. If they already have 6 or more, they will instead collect
Stone. If they already have 4 or more Stone, they will collect Gold.
If the AI’s Virtue and Corruption Markers have collided, they resolve this at the very end of their turn.
27
solo play rules: general rules
The AI Reference Card indicates what the AI will do when resolving certain effects:
Column 1: Any time they gain a Rearrange effect or 2 Silver, they instead gain 1 resource of
their choice.
Column 2: Any time they gain a Destroy effect, or their Future Scheme Draw Pile is empty
when they need to gain a card, they gain a Card Flip.
Column 3: Any time they gain a Card Flip, but have no cards to flip, they gain 1 Virtue.
They also gain 1 Virtue when told to Discard or gain a free Castle Move.
When given the choice of which card to flip (Debt or Deed), the AI will first attempt to
flip that which they have flipped the least of. If they are tied, they will flip a Debt. If they
only have 1 type available to flip, they will simply flip 1 of those.
All these icons serve the same purpose for the AI: They simply add 1 card from the top of
the Future Scheme Draw Pile, faceup on top of their discard pile.
This icon indicates that the AI will dismiss the Townsfolk Card currently adjacent to their Viscount. The
card is removed from the game and they gain the immediate effect on the top right of the card. Unlike
when human players dismiss Townsfolk, the AI does not gain the Icons from these cards to help fund
their actions.
This icon is the AI’s “Primary Focus”. When told to take this action, refer to the top left of the AI’s Player
Board as to what that action is.
For example, the Cleric AI’s Primary Focus is to transcribe a Manuscript.
When the AI’s Draw Pile runs out, they will likely have already dropped off 1 card from their
Player Board, leaving only 2 cards on their Player Board when shuffling. This is intended.
28
solo play rules: primary actions
When constructing Buildings, the AI always wants to place their left-most Building (that they can afford)
from their Player Board, onto the left-most (in clockwise direction) available Building Spot of the Main
Board (where their Viscount currently stands). The AI gains effects from Building Spots and Links, just
like human players. The AI cannot cross the River to place Buildings either.
When resolving an effect to immediately construct a Building for free (such as from a Manuscript), they will first
attempt to construct it on the left-most (in clockwise direction) available Building Spot of the Main Board, where
their Viscount currently stands. If that Building Spot is taken, they will continue moving clockwise around the
Main Board (even crossing Rivers) until they find an available Building Spot. Only if all Building Spots are taken,
will they forfeit this effect.
When taking a Noble action to place Workers in the Castle, the AI can do this from the outside path. They
simply place their Workers into the first tier of the Main Board Segment where their Viscount currently
stands. The AI always wants to place as many Workers as possible. Note on the AI Player Board, that the
AI will never attempt to place a single Worker for their action. When given the chance to bump Workers, the AI
will always target you. The AI can gain the Castle Leader Card for the bonus 5 VP at the game’s end, but they
gain no benefit from the increased hand limit. If the AI has multiple groups of 3 or more Workers on the first tier
to resolve, they always resolve in clockwise order from the section adjacent to their Viscount. If given a choice of
rewards on the second tier of the Castle, they AI always takes the first option.
When resolving an effect to place Workers for free (such as from a Manuscript), they always place those Workers
into the first tier of the Main Board Segment where their Viscount currently stands.
When transcribing Manuscripts, the AI can do this from the outside path. They focus on the Manuscript
from the Main Board Segment where their Viscount currently stands. If the AI gains a Cleric Bonus Card,
it collects it just like a human player would.
When resolving an effect to transcribe a Manuscript for free (such as from a Manuscript), they will first attempt to
transcribe the Manuscript from the Main Board Segment where their Viscount currently stands. If that Manuscript
cannot be taken, due to the restrictions of the effect, they will continue moving clockwise around the Main Board
until they find a Manuscript they can collect. Only if none of the Manuscripts can be taken, will they forfeit this
effect.
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solo play rules: ai turns
At the start of the AI’s turn, shift all cards on their Player
Board 1 space to the right (just like the standard game).
Next, turn over the top card from their Scheme Card Draw
Pile, placing it into the left space of their Player Board.
After doing so, simply carry out all the effects listed on the
card from top-to-bottom. Note that the Icons at the top of
each card do not indicate an effect. They are simply there to
help the AI fund their actions.
The AI scores Victory Points in the exact same way as human players. However, it also gains
1 VP per leftover resource. Players are reminded of this on the AI’s Player Board. 1
To win against the AI, you need to score more Victory Points than them. If you want a challenge, see if you can
beat all 4 different AI opponents.
If you wish to increase the difficulty of any AI opponent, try shuffling 1, 2 or 3 Future Scheme Cards into their
Scheme Draw Pile during Setup.
manuscript scoring
Players score 1 VP for each of the indicated icon they have. This includes Players score 1 VP for each
all revealed icons on their Player Board (not the starting ones), Cleric Bonus flipped Debt (left) or flipped
Cards and all their Townsfolk Cards. The Merchant Manuscript scores 1 VP Deed (right) that they have.
per 2 Merchant Bags (rounded down). Criminal icons are not counted when
tallying up non-Criminal icons for scoring.
Gain 1 Virtue
Gain 1 Ink Well Gain 1 Stone
Rearrange cards on your Player Board in
Gain 1 Gold Gain 1 Silver
any order (this is always optional)
Gain 1 Ink Well, Gold or Stone (not Silver)
Discard 1 card from either your hand or
Draw Pile. If you have no Draw Pile, you
Gain 1 Debt (unpaid) may shuffle your discards to discard from it
(this is always optional)
Gain 1 Deed (acquired) Destroy 1 card from either your hand or
Draw Pile. If you have no Draw Pile, you
Flip 1 unpaid Debt (to paid) may shuffle your discards to destroy from
it (this is always optional). Destroyed cards
are removed from the game and you gain
Flip 1 acquired Deed (to approved) Silver equal to their value