1
Round structure overview
The game plays over 7 rounds; each round, players select a Paladin and 6 new Workers, then take turns performing single actions clockwise until all players pass
2
Pass First Player Marker
Give the marker clockwise to the next player (skip this on round 1)
3
Reveal King's cards
Flip any King's Order and King's Favour Cards matching the current round number (shown on green shields above card spaces)
4
Reveal Tavern cards
Draw Tavern Cards equal to player count plus 1, placing them face-up
5
Select Paladin
Each player draws the top 3 cards from their Paladin deck, keeps 1 facedown on their board's card slot, places 1 on top of the deck (seen next round), and 1 on the bottom
6
Reveal Paladins and collect Workers
Starting with first player clockwise, reveal your Paladin and take the 2 Workers shown on it from the supply
7
Select Tavern card
Choose 1 available Tavern Card and take the 4 Workers shown on it; rotate or flip the card to show it's taken (one Tavern Card always remains unclaimed)
8
Place collected Workers
Store all Workers gained this round below your Player Board
9
Perform one action
On your turn, either perform a single action by placing Workers on your Player Board or a King's Favour Card, or pass
10
Worker placement rules
Transparent spaces accept any Worker type; colored spaces require matching Worker colors; Criminals (purple) act as wild and can fill any space
11
Action limits
You may perform Commission, Fortify, Garrison, Absolve, and Convert actions only 7 times each during the game; Attack has no limit
12
Develop
Place 2 Workers of any type and pay 4 Silver to move your leftmost Workshop to any right-side action space (reducing future Worker costs for that action by 1); immediately gain the Worker revealed under the Workshop
13
Recruit (1 Worker)
Place 1 Worker in the left slot to discard a Townsfolk Card from the board and gain its top-right immediate rewards (pay the Silver cost shown below the card position, or take a Debt for the leftmost 2 positions)
14
Recruit (2 Workers)
Place 2 Workers (1 must be a Fighter) to add a Townsfolk Card to your crew, gaining its ongoing ability and any immediate rewards shown at the bottom
15
Hunt
Place 1 Worker to gain 1 Provision, or 2 Workers (1 must be a Scout) to gain 3 Provisions
16
Trade
Place 1 Worker to gain 1 Silver, or 2 Workers (1 must be a Merchant) to gain 3 Silver
17
Pray
Place 1 Cleric and pay 2 Silver to immediately return all Workers from 1 action space on your board to the supply (allowing that action to be used again this round)
18
Conspire
Place 1 Worker of any type to gain 1 Criminal; you must also gain 1 Suspicion Card
19
Commission requirements
Place 3 Workers (1 Scout, 1 any type, 1 Cleric) and pay Provisions (1 for first 3 Monks, 2 for next 2, 3 for last 2)
20
Commission placement
Use your Faith Attribute to determine which region you can place your Monk; place in an empty square space matching your Faith requirement and gain the printed reward plus any revealed Attribute increase
21
Fortify requirements
Place 3 Workers (1 Merchant, 1 any type, 1 Scout) and pay Provisions (1 for first 3 Walls, 2 for next 2, 3 for last 2)
22
Fortify effect
You must have enough Influence to build the next Wall; draw the top Wall Card, place it in the leftmost empty slot above your board, and gain all printed rewards (always includes at least 1 Strength increase)
23
Garrison requirements
Place 3 Workers (1 Merchant, 1 any type, 1 Fighter) and pay Provisions (1 for first 3 Outposts, 2 for next 2, 3 for last 2)
24
Garrison placement
Use your Strength Attribute to determine which region you can place your Outpost; place in an empty square space matching your Strength requirement and gain the printed reward plus any revealed Attribute increase
25
Absolve requirements
Place 3 Workers (1 Cleric, 1 any type, 1 Merchant) and pay Silver (1 for first Jar, 2 for next 3, 3 for last 3)
26
Absolve effect
You must have enough Influence to use your leftmost Jar; move it to an empty space in the lower right of your board, gain the printed reward, increase Faith by 1, and remove 1 Suspicion Card from your board
27
Attack requirements
Place 3 Workers (1 Scout, 1 any type, 1 Fighter) with no mandatory cost
28
Attack targeting
Use your Strength to determine which Outsiders you can Attack; for every 2 Strength you lack, you may pay 1 Silver to reach further cards
29
Attack rewards
Gain the top-right immediate rewards (always includes at least 1 Influence increase) and keep the Outsider Card facedown beside your board
30
Convert requirements
Place 3 Workers (1 Fighter, 1 any type, 1 Cleric) and pay Silver (0 for first, 1 for second, 2 for next 3, 3 for last 2)
31
Convert targeting
Use your Faith Attribute to determine which Outsiders you can Convert
32
Convert rewards
Gain the bottom rewards (always includes Strength increase) and place the Outsider Card face-up below your board for end-game scoring
33
Gain Suspicion
Whenever you gain a Criminal, draw 1 Suspicion Card and place it face-up on the upper right of your Player Board; immediately take Silver from the Tax Supply equal to the amount shown on the card (0, 1, or 2)
34
Tax shortage
If you need more Silver from Tax than available, take the remainder from the main supply; taking the last Silver from Tax immediately triggers an Inquisition
35
Determine guilt
When triggered, the player(s) with the most Suspicion gain 1 Debt; if no one has Suspicion, no Debt is collected
36
Discard Suspicion
Each player who gained a Debt from this Inquisition discards half their Suspicion (rounded down) to the discard pile, removing the most recently gained cards first
37
Resolve Townsfolk abilities
Conspirators, Peddlers, and Squires activate before Debts are collected; resolve them in any order
38
Refill Tax Supply
After the Inquisition resolves, refill the Tax Supply from the main supply according to the icons below it
39
Unpaid Debts
Place gained Debts "Unpaid" side up; these cost -3 VP at game end
40
Paid Debts
When you pay a Debt, flip it to "Paid" side; these grant +1 VP at game end
41
Destroyed Debts
When you destroy a Debt, return it to the Debt deck
42
When to pass
You must pass when you have no Workers left to use or choose not to take more actions
43
Clear Workers
Return all Workers from your Player Board to the main supply
44
Carry over Workers
You may keep up to 3 Workers from your personal supply for the next round; return any excess to the main supply
45
Effects while passed
You cannot take actions but can still be affected by Inquisitions and some Townsfolk abilities
46
Discard rightmost Townsfolk
If a Townsfolk Card remains in the rightmost position, discard it; slide remaining cards right and refill empty spaces from the deck
47
Discard leftmost Outsider
If an Outsider Card remains in the leftmost position, discard it; slide remaining cards left and refill empty spaces from the deck
48
Remove Tavern cards
Collect all Tavern Cards (taken and untaken) and place them face-up as a discard pile; reshuffle if the deck runs out
49
Clear King's Favour
Return all Workers on King's Favour Cards to the main supply (starting from Round 3)