Manual in English

Kinfire Council: Winds of Change — Rules Manual

Incredible Dream Studios · Board game · 2025
1–6 · best 1, 2 Solo 90–120 min Weight 3.0/5 Official PDF 7 pages
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7 pages
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Expansion Contents
This Rulebook
Lighthouse Site sheets
Cardboard tiles, including:
Rezoned District tiles (1a through 18a)
Threatened District tiles (7b and 10b)
Special Threat tiles (6 Rubble, 2 Storm, 1 Worker Strike, 1 Angry Wisps, 1 Deadly Garden, 1 Well Beast, and 1 Rampaging Tuxen)
Shady Dealer/Black Market tile
Favor tokens
Cards, including:
Research cards
Threat cards
Decree cards
Cult Decree cards (used only in cooperative/solo mode)
Player aids
Location reference guide
Introduction
The city of Din’Lux is entering a new era. The Starless Nights still ravage the lands of Atios beyond the glow of the Great Lighthouse, but rediscovering the secrets of kinfire creation has given the people cause to hope. The City Council has announced a new golden age and has launched an initiative to rebuild and rejuvenate the city to reflect its newfound optimism.
As Din’Lux attempts to restore its economy, however, criminal forces will rise up to profit in any way they can. Enraged by the city’s refusal to fall to the Darkness, the Cult of Altan will spread its shadowy fingers further than ever, working to sabotage the Council at every turn. The Winds of Change expansion introduces several new elements to Kinfire Council.
These include:
Favor tokens provide a cheap but powerful resource that aids the Cult every time it’s spent.
Cooperative mode requires the Councilors to work together to be victorious against the Cult.
Solo mode allows a single player to pit themself against the Cult.
Rezoning Laws and Rezoned Districts allow the Councilors to make permanent changes to the map of Din’Lux.
New Lighthouse Sites, Decrees, Research, and Threats provide additional variety in gameplay.
Cult Decrees (cooperative and solo mode) provide extra challenge when playing directly against the cult.
KINFIRE COUNCIL: WINDS OF CHANGE
Rulebook

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3
WINDS OF CHANGE RULEBOOK
Using the New Game
Components
NEW LIGHTHOUSE SITE SHEETS
To use the new lighthouse site sheets, shuffle them in
with your other lighthouse site sheets. Then, during
setup, discard down to 5 lighthouse site sheets, re-
turning the discarded sheets to the box without look-
ing at them.
FAVOR TOKENS (F)
During setup, place the favor tokens (F) in a pile
next to the other resource tokens. Similar to magic
(m), favors can be spent in place of a c, f, s, or
g resource, but favors may also be spent in place of
a m resource as well.
Unlike m, favor tokens have a downside to them. Each time a player spends a favor
token, the Cult gains 2 V.
NEW SHADY DEALER/BLACK
MARKET TILE
Replace the original Shady Dealer tile with the new
one. This new tile provides a source of F, even when
none of the current locations on the map do so.
NEW RESEARCH AND THREAT
CARDS
Shuffle the new research and threat cards into their
respective decks. Nothing else is required to use them.
NEW DECREE CARDS
Of the 21 new decree cards, 18 of them are Rezoning
laws. Set those aside in a pile and shuffle the other 3 new
decrees into the decree deck. These 3 decrees will stay in
the decree deck permanently.
At the start of each game, randomly shuffle 4 Rezoning laws into the decree deck. At
the end of the game, make sure to remove the 4 Rezoning laws and return them to the
deck of Rezoning laws, so that there are never more than 4 in the decree deck at once.
CULT DECREE CARDS
Cult decree cards are only used in cooperative and solo
modes of play. Please see the description of those modes
for further information.
NEW SPECIAL THREAT AND
THREATENED DISTRICT TILES
Place these tiles near the special threat tiles from the
base game. They are only used if their respective threat
cards come into play.
REZONED DISTRICT TILES
During setup, place these tiles near the play area where
players can reach them. If a Rezoning law is passed, it
will swap one of the standard district tiles with its rezoned
district equivalent. This swap is permanent, even across
multiple game sessions, unless that Rezoning law is later
passed again, in which case the standard district tile is
swapped back in. In this way, your version of Din’Lux will
be different from anyone else’s over time.
For example, if a Rezoning law is passed that tells you to swap district tiles 1 and 1a, remove
district tile 1 from the map and replace it with district tile 1a. Leave tile 1a on the map at the end
of the game. In the future, if that rezoning law is passed again, remove tile 1a from the map and
replace it with tile 1 once more.

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Your First Game with Winds of Change
The first time you play with this expansion, draw 3 cultists from the bag during setup.
For each numbered cultist you draw, swap the standard district tile corresponding to
that cultist with its rezoned district tile. This means that from 1 to 3 of the districts on
the map will be changed to their alternate versions to begin the game. As with Rezon-
ing laws, these swaps are permanent, even across game sessions.
Cooperative Play Mode
The Cult of Altan has bided their time, infiltrating the city and planting the seeds
of chaos, but every kinfire lighthouse they destroy has only been rebuilt. Now, they
are stepping out of the shadows and doubling their efforts to see the will of Altan
done and the city of Din’Lux consumed by the Starless Nights. The Council must put
aside their differences and work together to save the city from falling into darkness.
Winds of Change introduces a new mode in which the Councilors must cooperate with
one another in order to defeat the Cult of Altan.
Setup
Setup is performed as usual, except that the Cult Decree cards are shuffled into a deck
and placed facedown near the docket.
Depending on the challenge level you desire, you may also draw more hidden threats
to start the game. Some guidelines for how many hidden threats to draw for your de-
sired difficulty are as follows:
Normal - 3 Hidden threats
Intermediate - 5 Hidden threats
Hard - 7 Hidden threats
Extreme - 9 Hidden threats
Gameplay
CULT DECREES
Each Sun’s Rise when the docket is prepared, draw 1 Cult Decree and add it to the
docket (in addition to the 2 normal decree cards). When a Cult Decree is added to the
docket, the instant effect listed on the bottom of the card immediately takes effect.
Cult Decrees have 1 or more
v already cast on them, shown in the upper left corner.
These are votes that have been cast by representatives sympathetic to the Cult. To pre-
vent a Cult Decree from passing, the Councilors will need to cast enough
v to at least
tie the printed
v on the Cult Decree.
At Night’s Fall, if the Cult Decree has more
v than any other decree on the docket, it
will pass and take effect. In the case of a tie, the Councilor with the Speaker’s Medallion
determines which decree passes.
Note: Players may not use the Sway Vote research card to alter the
v printed on a Cult Decree.
This card can, however, be used to change
v that have added to a Cult Decree by game effects.
OTHER CHANGES
In cooperative play, Councilors cannot gain Cult influence (d) or become the Cult
conspirator. If the Cult ends the game with the most
V, all Councilors lose together.
A few of the icons on location actions have a different meaning during cooperative
play:
d - Instead of gaining the Councilor a Cult influence, this icon allows them to remove
1 trouble token from any threat card in play.
X - Instead of causing the Cult to gain the indicated V, this icon causes the Cult to
lose the indicated
V.
END OF THE GAME
At the end of the game, if every Councilor has more V than the Cult, they are victorious!
If, however, the Cult ties or beats even a single Councilor, the entire group loses the game.

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5
WINDS OF CHANGE RULEBOOK
Rezoning Jumpstart Variant
If you wish for your map to evolve more quickly than simply waiting to pass rezoning laws, you may choose to draw 1 cultist (or more, if you so desire) from the bag during setup. If the cultist is a numbered cultist, swap the standard district tile corresponding to it with its rezoned district tile, as in your first game with the Winds of Change expansion. Whether you allow this cultist draw to return rezoned districts to their standard district tile or not is up to you.
New Icons
Solo Play Mode
Solo mode is for one player to play against the Cult by themself. Follow the rules and setup for cooperative play mode, with the following exceptions.
Setup
During setup, choose two Councilor/Seeker combos, and take control of both of them as a team. Each Councilor receives their Seeker and 3 workers. As you play, alternate taking turns with the two Councilors.
Choose one of the Councilors’ score tokens to use to track your score. Any V gained by the Councilors are tracked with a single score token.
Note (Elias Talltide): Only Elias’ 3 workers are trained at the start of the game.
Gameplay
Any resources, research cards, arrested cultists, and thwarted threats you gain go into a pool shared by both Councilors.
Sentries, influence, and Councilor abilities, on the other hand, may only be used by the appropriate Councilor. For example, Elias Talltide may only train his 3 workers at the start of the game.
END OF THE GAME
At the end of the game, if you have more V than the Cult, you win the game! If, however, the Cult has tied or beaten your score, then you lose the game.
F F- Favor token
- Winds of Change component

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6
Credits
GAME DESIGN
Kevin Wilson
ART DIRECTOR
Katarzyna ‘Ulvar’ Bekus
GAME DEVELOPMENT & EDITING
Cathy Bock
GRAPHIC DESIGN & DTP
Ines Możdżyńska
PRODUCT DEVELOPMENT
Zack Marsh
CONCEPT ART & ILLUSTRATION
Katarzyna ‘Ulvar’ Bekus
Sandra ‘Razuri’ Chlewińska
Wiktor Kozyra
MARKETING & COMMUNITY
Ilya Ushakov
Jane Chung Hoffacker
PROJECT MANAGEMENT &
OPERATIONS
Kris Green
Elle Lee
FINANCE & STRATEGY
Robert Hunt
SENIOR PLAYTESTERS
Cathy Bock
Ilya Ushakov
PARTNERS
LongPack Games
All About Games Consulting
Oniro | George Georgeadis
INCREDIBLE DREAM
Jamie Seltzer
Jane Chung Hoffacker
Tucker Roberts
PLAYTESTERS
Jane Chung Hoffacker
Robert Hunt
Katarzyna ‘Ulvar’ Bekus
Ines Możdżyńska
Zack Marsh
Kris Green
David Bock
Tommy W. Demsky
Dan Evans
Dante Gagelonia
Ashlee Gonzales
Parker Herrera
Lola J
Pagnini Marco
Jules Patalita
Davi Paulino
LaVonne J. Stamper
Van Tuan Tran
Kandi J. Williams
Matthew Zymet
FOUNDER TIER BACKERS
Christina Costanza
Jeremy Gibson
Andrew Hoffacker
Rusty North
Jamie Seltzer
Joseph Spalding
SPECIAL THANKS
Felicia Day
Kevin Reilly
Nicole Lewis
Jake Perlman-Garr
David Bock
Ezra Bock
Jaion Chung
Andrew Hoffacker
Warren Hoffacker
Karolina ‘Kej’ Kruszewska
Matt Molandes
Grzegorz Możdżyński
Tylor Murray
‘Vesner’ Redesiuk
Tommy Sinbazo
Devan Malhotra
COPYRIGHT © 2025 INCREDIBLE DREAM
STUDIOS INC. KINFIRE, INCREDIBLE DREAM,
AND THE D LOGO ARE REGISTERED
TRADEMARKS OF INCREDIBLE DREAM
STUDIOS INC. ALL RIGHTS RESERVED.

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