Full manual text

game design - shem phillips & s j macdonald
illustration - mihajlo dimitrievski
graphic design & layouts - shem phillips

copyright 2021 garphill games
www.garphill.com

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introduction
In Architects of the West Kingdom: Works of Wonder, builders from far and wide have travelled to partake in the
King’s latest endeavour - five glorious monuments to beautify the city. However, not just any architect can be
entrusted with such a task. Only those of influence and charitable reputation shall receive this great honour. Will
you accompany the Princess as she surveys the projects, or rally support from the elusive Profiteer?
components
24 Building Cards
(Marked with a )
5 Wonder Cards
12 Reward
Cards (Marked
with a )
7 Contribution/
Consequence Cards
24 Scheme Cards
(For Solo Play)
1 Scheme Card
(For Tomesaga)
24 Apprentice Cards
(Marked with a )
6 Player Markers
1 Resource Marker
(For
Solo Play)
5 Wonder Tokens
1 Princess1 Profiteer
6 Player Boards and
3 AI Player Boards
(For Solo Play)
1 Influence Board

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setup
Setup Architects of the West Kingdom as described in the original rulebook, with
the following changes:
1. Place the Influence Board alongside the right edge of the Main Board.
2. When preparing the Apprentice, Building and Reward Card draw piles, shuffle
the new expansion cards into their respective piles. The Apprentice Draw
Pile can now be kept on the bottom-right space of the Influence Board. When
revealing Apprentice Cards, 2 additional cards should be placed faceup on
the indicated spaces of the Influence Board
(there are now always 10 faceup
Apprentices available).
Rather than removing any Reward Cards for varying
player counts, ensure that all available Reward Cards are placed onto their
space of the Main Board.
3. There are now 6 more Player Boards available. When using the Variable Setup,
the player with the highest Virtue becomes the starting player. In the case of
a tie, the tied player with the highest Influence goes first. Each player places
their extra Player Marker on the indicated space of the Influence Track
(0,
unless otherwise stated on Player Boards).
4. In reverse turn order, each player hires (at no cost), 1 faceup Apprentice from
the 10 available. Once all players have chosen a starting Apprentice, slide all
remaining cards to the left and reveal new Apprentice Cards to fill the empty
spaces. This should be done before players draft Building Cards.
5. Place the 5 Wonder Cards with their matching Wonder Tokens alongside the
Main Board.
6. Shuffle the Contribution/Consequence Cards, placing them “Contribution” side faceup on the indicated space
at the top of the Influence Board. Turn over the top card and place it “Consequence” side faceup in the empty
space below the images of the Princess and the Profiteer. Place the Princess at the location indicated on the right
side of the Consequence Card and the Profiteer at the location indicated on the left side.
3

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4
influence
Not only will players need to keep a watchful eye on their Virtue, but now also on
their Influence. Players can gain Influence by various means and may spend it to
construct Wonders, or to forgo spending Silver or losing Virtue. At the end of the
game, the player with the most Influence will be rewarded with 4 Gold. Any time
players gain Influence , they must move their Player Marker up the Influence
Track. Likewise, it must be moved down as they spend Influence . Players can
never have more than 12 Influence and never drop below 0.
There are 2 spaces on the Influence Track that immediately reward players
with a card from the top of the Building Card Draw Pile. This may be
triggered multiple times throughout the game by each player
(whenever their
Player Marker moves up from 4 to 5 Influence, or from 8 to 9).
For example, if the Red Player was to gain 1 Influence, they would
move their Player Marker up 1 space and gain 1 Building Card.
At any point in the game, players may willingly lose 2 Influence in place of
spending up to 2 Silver
(not Tax), or to avoid losing 1 Virtue. They may also
choose to lose 4 Influence in place of spending 1 Gold or 1 Marble. They
may do this multiple times in a single turn. Players are reminded of these
abilities above the Apprentice Draw Pile on the Influence Board.
For example, when placing their Worker at the middle Black Market space,
the Red Player could choose to lose a total of 4 Influence to avoid losing 1
Virtue and 2 Silver.
These abilities cannot be used for making Contributions (see next page), as
they require players to place physical resources from their personal supplies.
If losing 2 Influence to avoid spending 2 Silver, players may use that across
2 actions.
Such as for using a Merchant at the King’s Storehouse to make
multiple trades (each trade requiring a single Silver).

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5
the princess and the profiteer
Despite their contrasting methods, the Princess and the Profiteer are the best source of Influence within the city.
Any time players place a Worker at the same location as the Princess, they may make 1 Contribution. This
may be done at any point during their turn, but not in the middle of resolving an action. Also, any time
players capture any number of opposing Workers from the Princess’s location, they lose exactly 1 Virtue.

Any time players place a Worker at the same location as the Profiteer, they gain 1 Influence. This may be
gained at any point during their turn, but not in the middle of resolving an action. Also, any time players
capture any number of opposing Workers from the Profiteer’s location, they gain exactly 1 Virtue.
Players may always make a single Contribution when placing a Worker at the Princess’s location. Players
may collectively Contribute 1 of each resource type towards the construction of the Wonders. Once a
particular resource has been placed on the current Contribute Card, it cannot be placed again
(until a Black Market
Reset occurs).
To make a Contribution, players must place a resource from their supply, onto the Contribution
Card
. They immediately gain the rewards shown below that specific resource.
For example, we can see here that Clay, Stone and Gold have already been placed on
this card. Therefore, players may Contribute 1 Wood to gain 2 Influence, or 1 Marble
to gain 2 Influence and 1 Reward Card.
contributions

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black market reset
6
Black Market Resets can now also be triggered if there
are ever 5 resources placed on the Contribution Card.
Regardless of how a Black Market Reset is triggered,
players should resolve each step in the following order:
1. All Workers currently in the Black Market are sent to
Prison.
2. The top Small Market Card
(left) is turned over and
placed on top the Large Market Card
(right). Should
there ever be no cards left in the Small Market Pile
to turn over during a reset, take all the cards from the
Large Market Pile and shuffle them to form a new
Small Market Pile.
3. Players with Street Urchin and Aristocrat Apprentices
resolve their effects.
4. All players with 1 or more Workers at the Profiteer’s
location follow the steps outlined on the faceup
Consequence Card
(gaining a Debt or Influence, or
Virtue loss, and all Workers at that location being sent
to Prison).
5. The player (or players) with the most Workers at the
Princess’s location gains the reward indicated on the
faceup Consequence Card. If no players have any
Workers at this location, no one gains the reward. If
multiple players are tied for the most, they should gain
their rewards in turn order, going clockwise from the
player who triggered the reset.
Note: In some rare cases, it is possible to trigger more than 1 Black Market Reset in a single turn. If
this ever happens, players should only resolve it once.
6. All resources on the Contribution Card are moved
to their corresponding Wonder Cards
(Clay placed
on the Clay Wonder Card, Wood on the Wood Card,
etc).
If a Wonder has already been built, its matching
resource from Contributions should just be returned
to the Main Supply at this point.
7. Turn over the top Contribution Card, placing it
“Consequence” side faceup, on top of any previous
Consequence Cards. Should there ever be no cards
left in the Contribution Pile to turn over during a
reset, shuffle all Contribution /Consequence Cards
together and reset both piles as during Setup.
8. Move the Profiteer and Princess to their new
locations, as indicated on the faceup Consequence
Card.
9. Players with any Black Market Reset based
Apprentices may now take their actions in any
chosen order.
Remember that the Street Urchin and
Aristocrat should to be resolved in step 3.
10. All players with 3 or more Workers in Prison lose 1
Virtue.
11. The player
(or players) with the most Workers in
Prison gains 1 Debt Card, placing it “unpaid” side
faceup in front of them. If no players have any
Workers in the Prison, no one gains a Debt Card.

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7
For all intents and purposes, Wonders are Buildings. Rather than constructing a Building Plan from their hands at
the Guildhall, players may choose to complete a Wonder. Each Wonder is tied to 1 of the 5 resources in the game.
It is recommended to lay out the Wonder Cards and Tokens alongside the Main Board in the order shown below
(from the most-Influence required, to the least).
Each Wonder requires a number of resources, Influence and Tax to be spent. As outlined in step 6 on the previous
page, all resources from Contribution Cards are moved onto Wonder Cards during each Black Market Reset. Each
resource placed on a Wonder Card reduces its resource cost by 1.
For example, the Stone Wonder requires 5 Influence and 3 Tax. It also requires 14 Stone. However, if there were
already 3 Stone on that Wonder Card from Contributions, it would only cost players 11 Stone to construct.

Constructed Wonders should be placed in front of the player who built them, alongside any other Buildings they
may have. Any resources on Wonder Cards must be returned to the supply. All constructed Wonders immediately
reward 2 Virtue. After doing all this, players should place the corresponding Wonder Token onto 1 of the following
locations: King’s Storehouse, Town Centre, Workshop, Silversmith, Quarry, Forest or Guardhouse. They may not
be placed at the Mines, Guildhall, Black Market or Tax Stand.
There may never be more than 1 Wonder at a single location.
constructing wonders

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8
visiting wonders
Constructed Wonders give their owners an additional benefit at their location. Any time players
place a Worker at the same location as 1 of their Wonders, they may either act as if they had
1 additional Worker there, or gain 1 Influence. There are no benefits or negative effects when
placing Workers at locations with opposing players’ Wonders.

When resolving the Princess and Profiteer locations during a Black Market Reset, Wonders do
not count as extra Workers.
The game ends in the same way as the original game. After all players have resolved any end-game Virtue losses
(potentially losing Influence instead), the player with the most Influence gains 4 Gold from the supply. In the case
of a tie, the tied players split the 4 Gold between them as evenly as possible. When calculating Victory Points from Buildings, players should remember to include any Wonders they constructed.
Works of Wonder includes an entirely new Solo Variant for Architects of the West Kingdom. To set up the Solo
Variant, set up the game just as you would for 2 players, with a few adjustments:
1. Rather than 1 of the regular Player Boards, give your opponent 1 of the new AI Player Boards. They are double-
sided, offering 6 unique opponents to compete against. Assign them a player colour, giving them 20 Workers
and 3 Player Markers for their Virtue, Cathedral and Influence. Note their starting Virtue and Influence on their
Player Board. Place the AI Resource Marker on the left-most space of the Resource Track. Do not give them any
Silver, Building Cards or Apprentice Cards.
end-game scoring
solo variant: setup

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9
You will always take your turn first, followed by your opponent. Your turns function just as
they would in the standard game. Your opponent’s turns operate differently. On their turn,
reveal the top card from the Scheme Card Draw Pile. If the Scheme Draw Pile ever runs out,
shuffle all discards to form a new Draw Pile.
They will always aim to place a single Worker on their turn. Some Scheme Cards list only a
single option, while others have 2 possible locations and other choices to resolve. If a Scheme
Card has 2 locations, the AI will place their Worker at the top 1, but only if the clause
(in red)
is true. If it is false, they will instead place their Worker at the bottom location.

For example, the AI wants to place a Worker at the Guardhouse, but only if they have at least 2 of their own
Workers in Prison. If this is not true, they will instead place a Worker at the Black Market. This section has 3
options. They will always take the top-most available action of those listed.
• The AI always gains 1 Influence when placing a Worker at the Profiteer’s location, but only
Contributes at the Princess’s location if instructed to do so.
• If specifically instructed to place a Worker at the Princess’s location, they only make a single
Contribution
(they do not take any other actions tied to that location). They always gain the
indicated Influence and Virtue when making Contributions.
• The AI always loses/gains Virtue when capturing opposing Workers from the
Princess’s/Profiteer’s locations
(just like a player would).
solo variant: scheme cards
2. Separate Starting Scheme Cards (brown headers) from their Future Scheme Cards (black headers). If you are
not using the Age of Artisans expansion, be sure to remove the 2 associated Scheme Cards marked by a in their bottom-right corner. Shuffle the Starting Scheme Cards and place them in a facedown Draw Pile next to their Player Board. Shuffle the Future Scheme Cards and place them in a facedown Draw Pile, off to the side of
the playing area. You will only draw these when instructed to.
3. For this variant, it is recommended to use the Variable Setup. Be sure to draft 1 starting Apprentice as well.
After this, deal yourself 5 Building Cards. Choose 3 to keep and discard the other 2.

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10
solo variant: resource track
The Resource Track drives a lot of the AI’s decisions and slowly accumulates Marble for end-game scoring and
constructing Wonders. Any time the AI is instructed to gain Silver, it instead moves its Resource Marker 1 space
to the right
(1 space per Silver). If moving from the right-most space, it returns to the left-most space and the AI
gains 1 Marble from the Main Supply.
Other than spending Marble to construct
Wonders, the AI never spends resources.
If it is ever instructed to Contribute
resources, or add Tax to the Tax Stand,
this always comes from the Main Supply.
The Resource Track also determines which Apprentices, Contributions, Wonders and Adornments (Age of
Artisans)
the AI will target if instructed to do so. Note that the left-most spot for Adornment targets the Craft Card
Draw Pile (
randomly drawn from the top).
• If the AI is instructed to destroy a Debt that they don’t have, or to gain an Apprentice, they gain 2 Silver
instead
(moving their Resource Marker 2 spaces along their Resource Track).
• If they are instructed to add a Future Scheme Card to their Scheme Discard Pile, but the Draw Pile is empty, or
if they gain Silver by any means, they instead move their Resource Marker 1 space along their Resource Track.
• Any time they would gain a Reward Card, or gain Influence while they are at the top of the Influence Track,
they instead gain 1 Virtue.
• Any time they are instructed to gain Gold, they instead gain Marble.
The AI is always able to access the Black Market and work on the Cathedral, regardless of their
position on the Virtue Track.
If the AI is given the choice of 2 options for a reward from the Princess, they will first attempt to takethe left option. If that is not possible, they will take the right option.
There are 4 “Market” Building Cards, which score additional VP for having the most of a particular
resource at the game’s end. As the AI does not collect these resources, players should instead compare their
resources against the AI’s Influence at the end of the game.

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11
solo variant: constructing wonders
In order to construct a Wonder, the AI must spend a number of Influence and Marble. The sum of these
must equal 10. The Influence they spend is identical to what players spend
(printed on each Wonder Card).
They always pay the difference in Marble, making up the total value of 10.
If the AI can afford more than 1 available Wonder, they will use their Resource Track to determine which Wonder
they will construct. This should match the resource type:
For example, the left-most space shows Clay, so they
would construct the Clay Wonder.
If that Wonder is not available, or they can’t afford it, they will focus on the
next Wonder to the right, wrapping back around to Clay Wonder if needed.
Influence is spent by moving their Player Marker down the Influence Track and Marble is spent from their supply,
back to the Main Supply. The AI does not gain any discount for Contributed resources on Wonder Cards. Also add
the indicated Tax from Wonders to the Tax Stand
(from the Main Supply).
After constructing a Wonder, the AI immediately gains 2 Virtue. Place the Wonder Card alongside their Player
Board. Take the corresponding Wonder Token and place it on their chosen location, following the priority list
along the bottom of their Player Board. When placing Workers at their constructed Wonders, the AI only gains the
left benefit of their Wonder Card
(acting as if they have 1 additional Worker present).
In the example above, if they could not afford to construct a Wonder, they would instead work on the
Cathedral. If this also was not possible, they would gain 4 Marble.
For example, the AI has revealed their Guildhall Starting
Scheme Card. After placing a Worker in the Guildhall, they try
to construct a Wonder. They have 6 Influence and 5 Marble.
With this they can afford to construct both the Wood and Stone
Wonders. Their Resource Marker is currently sitting on the
Wood space, so that is the Wonder they will construct. They
pay 6 Influence and 4 Marble to the Main Supply (sum of
10), add 4 Tax to the Tax Stand and gain 2 Virtue. Their first
priority for placing their Wonder is at the Town Centre (1).
However, there is already a Wonder here, so they instead place
it at the Silversmith (2).

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12
solo variant: capturing and guardhouse actions
For each capture action, the AI captures 1 group of opposing Workers (of 1 player) from a single location. With
multiple capture actions, they may capture from multiple locations
(they are not limited like human players). They
always target the location with the most Workers. If tied, they follow the priority order along the bottom of their
Player Board. Regardless of how many captures they make, they only ever add 1 Silver to the Tax Stand.
For example, the AI has 3 captures to make. There are 3 opposing Workers each at the Town Centre, Quarry,
Silversmith and Mines. The Princess is also at the Silversmith, so that will be their first capture. Next, they will
target the Mines, followed by the Town Centre.
If using the AI with 2 or more human players in the game, they still target individual groups of the most Workers
(not necessarily locations with the most total opposing Workers). In the rare case that the AI is targeting a location
where 2 or more players have an equal amount of Workers, but the AI does not have enough actions to capture
them all, they will in fact, do just that.
For example, if they only had 1 capture action and 2 players had 4 Workers on the
Forest
(both being “the most”), they would capture all 8 Workers as a single action.
When taking actions at the Guardhouse, the AI always aims to fulfill the top-most
action on their Player Board before moving on to the next. Both the bottom 2 actions
may be taken multiple times if they have the actions to do so. However, they won’t
move on to action 5 if they still have more Debts to flip.
For example, the AI has 4 actions to take and 3 unpaid Debts. They have no Workers
in Prison, no captured Workers and none of their Workers are captured by other
players. Therefore, they will flip all 3 Debts (adding 9 Tax and gaining 3 Virtue),
then with their 4th action, gain 1 Future Scheme Card.

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13
solo variant: iconography
Focus - See AI Player Board for instructions.
Gain 1 Future Scheme Card, adding it to the
AI’s Scheme Discard Pile.
Turn over and resolve the next Scheme Card
Return all Tax to the Main Supply
and gain Silver equal to that amount.
Remove 2 Apprentices. The position of the
Resource Tracker indicates which cards to
remove.
Gain 1 Adornment
(Age of Artisans). The
position of the Resource Tracker indicates
which card they collect
. Note: Unlike the
original Solo Variant, the AI does not gain an
Adornment each time they place a Worker
in the Guildhall. They ignore all immediate
effects on Adornments.
Place a Worker at the Princess’s location.
Move 1 level up the Cathedral and gain 1
Virtue
(rather than a Reward Card).
Contribute. The AI will always contribute
using resources from the Main Supply. The
position of the Resource Tracker indicates
which resource they will Contribute. If
blocked, they will do the next resource to the
right, wrapping back around to Clay if needed.
There are 3 or 4 Workers of a single opponent at any location.
The AI can successfully construct a Wonder or work on the Cathedral.
The AI can work on the Cathedral and has 9 Virtue or less .
The AI has 5 Influence or less.
The AI can work on the Cathedral
and has no cards left in their
Future Scheme Draw Pile.
There is at least 4 or 8 Tax
in the Tax Stand.
The AI has any number of captured
Workers.
The AI has at least 2 of their
Workers in Prison.
The AI has more Workers than
any other player at the Princess’s
location.
Place a Worker at the indicated location if:
The AI can stack a Worker in the Guildhall
(Age of Artisans).

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solo variant: AI Opponents
Aristocrat
Focus: Princess’s location. Make a Contribution and gain 1 Future Scheme Card.
Power: 2 Fewer Marble are required to construct each Wonder.
Enforcer
Focus: Town Centre. Send captured Workers to Prison, or add 1 Tax and make 1 capture per Worker. Power: Gain 1 Marble when sending captured Workers to Prison.
Illusionist
Focus: Black Market.
Power: Do not lose Virtue when placing Workers at the Black Market.
Peddler
Focus: Silversmith. Gain 1 Silver, plus 1 additional Silver per Worker.
Power: Gain 1 Influence and 2 Silver at each Black Market Reset.
Meddler
Focus: Workshop. Remove 2 Apprentices, gain 2 Tax and gain 2 Future Scheme Cards.
Power: Make 1 capture after constructing a Wonder or advancing work on the Cathedral.
Patron
Focus: King’s Storehouse. Gain 1 Marble for every 2 Workers, or gain 1 Virtue with only 1 Worker.
Power: Gain 1 Influence when placing Workers at the King’s Storehouse.
Solo: The AI scores VP for their Wonders, work on the Cathedral, Virtue, and Marble. They also lose VP for
unpaid Debts and Workers in Prison, just like human players. If playing with Age of Artisans, they also score VP for their Adornments.
Co-op: At the end of the game, the player with the most Influence only gains 4 Gold if they have more than 8
Influence. Place 1 of the Overlord Player Markers from Tomesaga on the Influence Track to remind players of this during the game.
solo & co-op variants: end-game scoring

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15
new apprentices and buildings
Arena, Baths, Courthouse, Podium, Stocks
Immediately gain the indicated reward or action.
Monastery
Immediately gain 1 Influence for each level you have
worked on the Cathedral.
Abbey, Studio
All players immediately gain the indicated reward
(free
Workers from Prison or 1 Building Card).
Carpenter’s Hall, Mason’s Hall, Tiler’s Hall
Gain Virtue at the game’s end for each Apprentice you
have with the corresponding Skill.
Stronghold
Free all your Workers from Prison at the game’s end.
Depot, Jail, Lodge, Mill, Minter, Theatre
Immediately place a Worker at the indicated location
and resolve that location as normal.
Manor, Mansion, Outpost, Vault, Wall
Gain Virtue or VPs at the game’s end, based on the
indicated conditions
(the Wall is for each pair of
Building and level on the Cathedral).
School
Immediately remove the 8 left-most Apprentices from
the Main Board, shift the remaining 2 to the left,
refilling the empty spaces, then hiring any 1 available
Apprentice for free.
Aristocrat
Gain the indicated resources if you have at least 1
Worker at the Princess’s location during each Black
Market Reset.
Benefactor
As an action at the King’s Storehouse you may lose 1
Stone, Wood or Clay to gain 1 Influence.
Charlatan
You may always lose 1 Influence to ignore spending 1
of the indicated resource for any purposes. This may be
done multiple times in a single turn.
Chevalier / Diplomat
Gain 1 Influence when placing a Worker at the
indicated location.
Financer / Tinker
As an action at the King’s Storehouse you may lose the
resources on the left to gain those on the right.
Journeyman
Gain the indicated reward when constructing a Building
(this includes Wonders).
Racketeer
Any time you gain a Debt, also gain 1 Influence.
Street Urchin
Gain the indicated resources if you have at least 1
Worker at the Profiteer’s location during each Black
Market Reset.

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16
new player boards
Arnulf begins the game with 3 Workers in Prison, 4 Silver, 6 Virtue, 0 Influence and 3 Clay. He also
counts the Princess like 1 of his Workers when placing Workers at her location.
Charles begins the game with no Workers in Prison, 3 Silver, 8 Virtue, 3 Influence and 2 Wood. He
also gains 1 Silver each time he places a Worker at the Profiteer’s location.
1. Workers in the Black Market go to Prison
2. Refresh Black Market Cards
3. Resolve Street Urchin and Aristocrat
Apprentices
4. Resolve Profiteer Consequence
5. Resolve Princess Consequence
6. Contributed resources are moved to Wonders
7. Refresh Contribution/Consequence Cards
8. Move the Princess and the Profiteer
9. Resolve relevant Apprentices
10. All players with 3 or more Workers in Prison
lose 1 Virtue
11. The players with the most Workers in Prison
gain 1 Debt
black market reset - quick reference
Clotilde begins the game with no Workers in Prison, 0 Silver, 13 Virtue, 1 Influence and 1 Debt. She
also gains 1 Clay any time she loses a Virtue.
Louis begins the game with 13 Workers in Prison, 11 Silver, 2 Virtue, 2 Influence and 1 Gold. He
may always spend 2 Silver to ignore losing Influence. In addition to this, he can always work on the
Cathedral, regardless of his Virtue.
Isabette begins the game with 5 Workers in Prison, 7 Silver, 4 Virtue, 2 Influence and 1 Building Card. She also gains 1 Marble each time she gains an Apprentice
(including during the initial draft).
Zesiro begins the game with no Workers in Prison, 2 Silver, 10 Virtue, 1 Influence and 2 Stone. He gains 1 Influence when constructing a Building or working on the Cathedral. In addition to this, he can always access the Black Market, regardless of his Virtue.

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