How to Play

Feudum

2-5 players 80-180 min 7.6 Board Game Geek Rating

In Feudum, banished players rebuild their honor in a medieval land through economic strategy and resource management. Control characters who farm, tax towns, and seize outposts while acquiring feudums to join six interconnected guilds. Each guild participates in a progressive economic cycle from farming to knighthood. Victory comes through wise guild management, controlling key locations, and adapting to events across five epochs.

Published 2018

Feudum

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the board
Put the game board in the center of the table with its 6 regions (sea, island, forest, desert, barren lands, mountains) and 6 guilds visible
2
Choose player colors
Each player selects one color and takes their components: 3 pawns, 4 player discs/stewards, 11 action cards, 7 influence markers, 7 food, 7 shillings, 1 money bag, and 1 summary card
3
Place scoring marker
Each player places one plain player disc on the scoring track
4
Position ships
Place the 9 ships (3 each of ship, submarine, airship) near the Alchemists' Guild
5
Arrange influence markers and monsters
Place influence markers and the 2 monsters (behemoth, sea serpent) near the Knights' Guild
6
Set up royal seals
Place royal seals/rosary beads near the Nobles' Guild
7
Prepare currency and targets
Place shillings and archery targets near the board
8
Shuffle Royal Writ cards
Shuffle the Royal Writ cards and place face down as a draw pile
9
Organize region tiles
Arrange the 24 region tiles into 6 descending stacks by epoch number
10
Prepare location discs
Place all two-sided location discs including 12 feudums in the common supply
11
Distribute starting locations
Shuffle remaining location discs, place those with circles on pink-circled starting spaces, then fill remaining spaces randomly and flip all face up
12
Stock the Merchants' Guild
Place goods on the Merchants' Guild with the last space of saltpeter and sulfur rows empty
13
Stock the Alchemists' Guild
Place goods on the Alchemists' Guild with 2 spaces empty in food and sulfur rows, then randomly draw and place 2 ships
14
Fill the goods bag
Place remaining goods in the bag
15
Populate the Knights' Guild
Place 2 influence markers per player color on the Knights' Guild (use dummy player rows if fewer than 4 players to ensure 4 colors)
16
Prepare the Nobles' Guild
Shuffle all 17 royal seals (red side up), draw 4 and place on the Nobles' Guild scrolls
17
Prepare the Monks' Guild
Draw 4 more seals, flip to rosary bead side, and place on the Monks' Guild rosary
18
Prepare the Farmers' Guild
Draw 1 more seal, flip to rosary bead side, place on the Farmers' Guild chicken, then draw 10 random goods and place on the barn
19
Set the epoch marker
Place the epoch marker on the 1st epoch space (first sunray)
20
Distribute region goods
Draw 6 random goods from the bag and place 1 beside each region marked with N
21
Determine first player
Randomly select the starting player who receives the first player marker and progress die
22
Select starting goods
In player order, each player draws 3 different goods from the bag, choosing whether to place sulfur on their wine barrel (for feeding) or personal supply (for sequential actions)
23
Place first pawn
In player order, each player selects one character icon on a pawn, places it face up on one of the 6 pink-circled starting locations, then immediately places an influence marker on the 5 VP hex of the matching guild

On Your Turn

What you can do during your turn.

1
Select action cards
Secretly choose 4 of your 11 action cards to form your hand for the round, setting aside the rest
2
Declare readiness
Say "Long live the King" when finished selecting to lock in your choices
3
Play cards sequentially
Starting with the first player and proceeding clockwise, each player plays 1 card face up and executes its action
4
Execute normal action
Perform the action shown on the top portion of any action card
5
Execute special ability
If you have the required goods or matching pawn in play, optionally perform the bottom portion ability instead of the normal action
6
Use extra action
Spend 1 saltpeter during card selection to hold a 5th action card this round
7
Use sequential action
Spend 1 sulfur (not from wine barrel) during card selection to play 2 action cards consecutively in one turn
8
Migrate action
Pay 1 food to place a pawn from your supply onto a location where you have a pawn or influence marker, or onto a starting location if you have neither; remove a pawn without paying food
9
Move action
Move your pawns a total number of spaces equal to your pawns on the board, distributing movement freely among them
10
Influence action
Place 1 influence marker on each location where you have a pawn
11
Improve action
Spend resources to upgrade a location you rule: outpost to farm (wood), farm to town (iron), town to feudum (royal seal)
12
Cultivate landscape
Spend wood instead of improving to place a landscape tile beside a location with your serf, earning 2 VP
13
Explore action
If you rule an outpost, draw 2 Royal Writ cards (+1 per additional ruled outpost/feudum), keep 1
14
Harvest action
If you rule a farm, draw 5 random goods from the bag to place beside 1 farm, earning 1 VP
15
Tax action
If you rule a town, collect 2 shillings (+1 per additional town/feudum)
16
Conquer action
Attack an opponent's pawn or feudum at your pawn's location
17
Starve the people
With a noble beside an opponent's vassal or serf, remove it instead of conquering; place disc on military service track; return all alms to common supply
18
Defend action
If attacked and you selected this card, flip it out of turn to add +1 defense and earn 1 VP; earn 1 VP even if not attacked
19
Royal immunity
Spend 1 food to nullify "starve the people" and place a royal seal under your vassal/serf for permanent protection
20
Repeat action
Replay any previously played action card marked with "x2" symbol this round
21
Déjà vu ability
Spend 1 saltpeter to replay any card without "x2" symbol except conquer and defend
22
Guild action
Interact with one of the 6 guilds by trading, pushing (guild master), or pulling (journeyman)
23
Trade at any guild
Exchange resources at established rates regardless of guild membership
24
Pay guild hierarchy
When trading, pay 1 shilling each to guild master, journeyman, and treasury/purse (apprentice portion always goes to charity)
25
Push as guild master
Transfer resources from your guild to the guild on the right, earning 4/5/6 VP based on completion
26
Pull as journeyman
Transfer resources from the guild on the left to your guild, earning 3 VP and drawing 2 Royal Writ cards (keep 1)
27
Feast ability
Spend sulfur from wine barrel to perform push/pull function of any pawn or feudum owner beside your pawn
28
Place steward
When executing push or pull, optionally place a steward on your guild for +1 VP (+1 more if second steward is on another guild)
29
Tame monsters
After buying a row with 3+ influence markers, return 3 markers to control a monster and place it at a location with your pawn or marker
30
Pilgrim's way progress
After playing move action twice consecutively via repeat, place a disc on the pilgrim's way or advance existing disc
31
Guild membership
Gain membership by having pawns or feudums of matching type in play
32
Guild rank positions
Most stars becomes guild master (5 VP/epoch); second becomes journeyman (3 VP/epoch); third becomes apprentice (1 VP/epoch in 4+ player games)

Winning

How to claim victory.

1
Play through five epochs
Continue playing rounds until the 5th epoch is triggered when a region tile stack is depleted
2
Complete the round
Finish all remaining actions after entering the 5th epoch
3
Score epoch points
At each epoch start, score for guild status (1/3/5 VP), landscape tiles (2 VP empty, 4 VP with resources), and active regions (1/3/5/7/9/11 VP per region with ruler or cultivating serf)
4
Deduct disloyalty penalties
If you rule a feudum but haven't covered the required military service catapult spaces, lose 3/4/5 VP in epochs 2/4/5 (penalties accumulate for uncovered prior spaces)
5
Score pilgrim's way
Earn VP based on furthest progress in each section (3/5, 7/9, 11/13, or 17 VP); ties award higher value to both
6
Score great realm
Earn 1 VP per ruled outpost/farm/town, 3 VP per ruled feudum, and 3 VP bonus for ruling 3 identical location types (feudums are wild)
7
Convert wealth
Earn 1 VP per 3 shillings
8
Score Royal Writs
Earn VP from decree cards with royal seals placed on them at game end
9
Determine the winner
Player with most victory points becomes "the most respected member of the realm"
10
Break ties
Player with more sulfur on their wine barrel wins; if still tied, players share victory

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

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