Texto completo do manual

– 1 –
ANNIVERSARY BOX 2024
Table of Contents
p.4 Base Game
p.12 Events
p.14 Trade & Intrigue
p.15 Orders
p.15 Events
p.17 Beneficial Deeds “Trade”
p.18 Beneficial Deeds “Intrigue”
p.20 The Plague
p.24 Beneficial Deeds “The Plague“
p.24 Events
p.26 Plague Place tiles
p.26 Indulgence Cards
p.27 Plague Cards
p.28 Invasion
p.29 Co-operative Scenario:
Invasion
p.36 Scenario: Prosperity
p.40 2-Player Scenario:
The Duel
p.43 Solo-Scenario:
The Dignitary
p.45 Solo-Scenario:
Capital Vierzon
p.47 Solo-Scenario:
Travelling Salesman
p.49 Solo-Scenario: The Trip
to Tours
p.51 Appendix: Place tiles
p.51 I-Place tiles p.54 II-Place tiles p.59 Plague Place tiles

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– 2 –
5 Player Bags in Player Colors with:
1 Merchant
10 Trading Stations
7 Markers
4 personal Followers:
1 Farmer, 1 Trader,
1 Boatman, 1 Craftsman 22 Place tiles I
35 Place tiles II
3 Place tiles Plague
1 Start Player Token
1 Score Pad
16 Citizens
1 Carpenter
10 neutral Markers
1 Die
5 “Infirmary“
board
1 “Bourgeois House“ board
5 “Carpenter“
boards
“Assembly Hall“
board
5 “Support“
Action boards
46 Corpses 5 Plague Doctors
5 Cover tiles
18 Hour Glass tiles Base Game
31 Hour Glass tiles Invasion
34 Hour Glass tiles Trade & Intrigue
26 Hour Glass tiles The Plague
23 Order Cards
15 Plague Cards 40 Indulgence Cards 22 Structure Cards
9 Character Cards 6 Overview Cards
Component Overview
Income
Trip
Each player whose
merchant is in Orléans
loses 4 coins.
Orléans
Crusade
Castle
Taking to the Road
Inf irmary
Assembly Hall
Ve h i c l e
Craft Guild
Hostel
Palatinate
Carpenter
Bourgeois House
Infirmary
Plauge+Indulgence
Structure
Charakter
Order
Overview
Bourgeoise House
Carpenter
Support + Assembly Hall

---

– 3 –
12 Brocade
5 Player boards in Player Colors
Small Game board “City Defense“
15 Wool
20 Gear Wheels
21 Cheese
Rules
18 Wine
24 Grain
Beneficial Deeds “Base Game“
+ “The Plague“
12 Craftsmen
17 Monks
12 Boatmen
Beneficial Deeds “Trade“
+ “Intrigue“
Scenarios “Prosperity“
+ “The Duel“
Solo-Scenarios
“Travelling Salesman“
+ “Capital Vierzon“
Solo-Scenarios
“The Dignitary“
+ “The Trip to Tours“
12 Traders
Double-sided Game board
18 Farmers
17 Knights
17 Scholars
25 value-1 coins
7 value-10 coins
12 value-5 coins
6 value-20 coins
Travelling Salesman
A solo scenario
Feedi n g (Rounds 1 - 10) G rea t Feast (Rounds 11 - 1 5)
D e l i v e r 2 c h e e s e a n d 2 w i n e
t o Ve n d ô m e .
D e l i v e r 3 g r a i n t o T o u r s .
D e l i v e r 3 w o o l t o B o u r g e s .
D e l i v e r 1 b r o c a d e t o
A r g e n t o n - s u r - C r e u s e .
D e l i v e r a c o m p l e t e s e t o f g o o d s
t o C h a r t r e s .
C h a r t r e s
Ve n d ô m e
T o u r s
B o u r g e s
A r g e n t o n - s u r - C r e u s e
Conference Income
Income
Tra d i n g Day
Tra d i n g Day
Tra d i n g Day
Sabotage
Axle Fracture
S ta ge Coa ch
Tra d i n g Day
Dues
Dues
Dues
Technolog y Tax
G a i n S u p p o r t e r s (E a s y)
G a i n S u p p o r t e r s (Ha r d )
C o l l e c t 8 c i t i z e n s !
C o l l e c t 7 c i t i z e n s !
Strike
Crusade
Pi l gr i ma ge
University
Village
Castle
Monastery
T he Dignitary
A solo scenario
Council of Orléans
Civil Defense
Clothing Store
Treasur y
Man the City Walls with a
suff icient number of knights!
Collect a suff icient
number of citizens!
Fill the Warehouse with
a suff icient number of goods!
Build a Fortif ied Tower in
each of the
13 outer towns!
Complete all of your
personal objectives!
Fill the
City
Treasu r y
with coins!
Catapult
Tra d eAl ch e my Co i n a ge
To wi n g S e r vi ce
Architecture
Co u r t o f
Lay Assesso rs
Research
Town Charter N a v i ga t i o n
Sheep Farming T hanksgiving
Prosperity
A scenario for 2 - 5 players
Building the Orphanage
Ri gh t o f Asse m b ly
Founding the
Carpenter’s Guild
Support
Indulgence
Pi l gr i ma ge
Taxes
Rio ts
Bribe
Pla gue
Fi resto r m
Development Tax
Mark e t Day
Ha r v e s t
R es t o ra t i o n
Peregrination
Mass
Pla gue
Pi l gri m’s Day
Monastery
Peace Trea ty
Astronomy
Canalisation
Defeatin g the PlaguePapal Conclave
Base Game
Founding of the
Boatmen’s Guild
Building of
the City Wall
Building of the
Cathedral
Ship
Castle Scriptorium
Far m House
Mark et
Village University
To w n Ha l l Monastery
Wa g o n Guildhall – 1 –

Table of Contents
p. 4 Base Game
p.12 Events
p.14 Trade & Intrigue
p.15 Orders
p.15 Events
p.17 Beneficial Deeds “Trade”
p.18 Beneficial Deeds “Intrigue”
p.20 The Plague
p.24 Beneficial Deeds “The Plague“
p.24 Events
p.26 Plague Place Tiles
p.26 Indulgence Cards
p.27 Plague Cards
p.28 Invasion p.29 Co-operative Scenario:
Invasion
p.36 Scenario: Prosperity
p.40 2-Player Scenario:
Th e Duel
p.43 Solo-Scenario:
Th e Dignitary
p.45 Solo-Scenario:
Capital Vierzon
p.47 Solo-Scenario:
Travelling Salesman
p.49 Solo-Scenario: Th e Trip
to Tours
p.51 Appendix: Place Tiles
p.51 I-Place Tiles
p.54 II-Place Tiles
p.59 Plague Place Tiles

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– 4 –
Take the large game board and
place it on the table with the side
facing up as shown in the centre.
Place the “Beneficial Deeds”
board with the side “Base
Game“next to it.
Each player receives the following in their chosen color:
1 Merchant
figure
10 Trading
Stations
Take the box with the neutral Followers
out of the box and place them next to the
game board so that everyone can easily
reach them.
Take the citizens and
place one each on the
marked spaces on the
tracks, the Beneficial
Deeds and on the map.
Place the remaining
citizens back into the box.
Take out the 18 hourglass tiles
of the base game. Set aside the
light-colored starting card with the
“Pilgrimage” monks.
Take out the box
with the Goods and
the Gear wheels
and place it next to
the game board.
1 Cloth bag
The box with the coins are also placed next
to the game board so that they are within
everyone‘s reach. Each player receives 5 value-
1 coins as starting capital in their personal
supply.
4 Personal Followers:
1 farmer, 1 boatman,
1 craftsman and 1 trader
Preparation for the base game
Place 1 wooden
cube from each
player as a marker
on the first space
of the Follower
tracks and on
the development
track.
7 Wooden
cubes
1
2
7
3 4
5
6
8
Peace Treaty
Astronomy
Canalisation
Defeating the PlaguePapal Conclave
Base Game
Founding of the
Boatmen’s Guild
Building of
the City Wall
Building of the
Cathedral

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– 5 –
Each player takes a player board
in their own color.
Take the goods out of their box and shuffle all of
them face down. Place them randomly face up on
the Road and Waterway Spaces on the game board.
With 4 or 5 players, all spaces are occupied.
With 3 players, the spaces showing a 4 remain free.
With 2 players, the spaces showing a 3 remain free
as well. The remaining goods are divided up by type
and put back into the corresponding compartments
of their box.
Beneficial Deeds
Take out the Place tiles I, shuffle them
well and place them face down. Now
randomly select 13 and place the stack
next to the game board. Place the
remaining Place tiles back into the box.
Do the same for the Place tiles of
category II so you have 13 tiles of each
category.
When playing with five players, you
need all the followers.
In a 4-player game, remove 2 each
of the Farmers, Boatmen, Craftsmen
and Traders, also 3 each of the
Knights, Scholars and Monks and
4 Gear wheels. Place them in an
empty storage compartment of the
box and put them back in their
respective box at the end of the
game.
In a 3-player game, remove 4 each
of the Farmers, Boatmen, Craftsmen
and Traders, also 6 each of the
Knights, Scholars and Monks and
4 of the Gear wheels. You also
remove 6 random goods. The spaces
labeled “4” on the game board are
not occupied.
In a 2-player game, remove 6 each
of the Farmers, Boatmen, Craftsmen
and Traders, 9 each of the Knights,
Scholars and Monks and 4 Gear
wheels. Remove 12 face-down goods
and do not use the spaces marked
“3” and “4” on the game board.
Divide the remaining 17 tiles into 3 piles according to
their backs A, B and C and shuffle each pile. Then place
the “C” tiles face down on the hourglass space of the
game board, the “B” tiles on top, the “A” tiles on top
and the starting card on top.
Each player places his
Merchant figure in Orléans.
9
10
1211
Peace Treaty
Astronomy
Canalisation
Defeating the PlaguePapal Conclave
Base Game
Founding of the
Boatmen’s Guild
Building of
the City Wall
Building of the
Cathedral
Ship
Castle Scriptorium
Far m House
Mark et
Village University
To w n Ha l l Monastery
Wa g o n Guildhall

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– 6 –
Goal of the Game
You are trying to achieve dominance in various areas in medieval France. You will get goods, coins, and victory points via production,
trade, development, and by committing to the common good.
Course of Play
The youngest player receives the Start Player Token.
The game is played over 18 rounds, with each round being comprised of 7 phases.
Phase 1
Hour Glass: The Start Player draws the topmost Hour Glass tile from the stack and turns it face up. The
Hour Glass tiles determine the length of the game. The game ends at the end of the round in which the
18th and last tile is drawn. Each Hour Glass tile also introduces an event that will affect the current round.
There are 6 different types of events
(see “The Events in Detail”) . Except Pilgrimage, events are resolved in
Phase 6: “Event”.
Phase 2
Census: Determine who has the most and who has the fewest Farmers. The player whose marker is furthest ahead on the Farmers
track receives 1 coin from the supply. If there is a tie, no player receives the coin. The player whose marker is furthest behind on the
track must pay 1 coin to the supply. If there is a tie, no player has to pay the coin.
Please note: In the 2-player game, the player who is behind on the track does
not have to pay a coin. The player who is ahead still receives a coin.
Phase 3
Followers: Draw Followers from your Followers Bag and place them on the Market. You may draw a number of Followers from your
bag equal to or lower than the number indicated by your marker on the Knights track. At the beginning of the game, this number is
4. Place the drawn Followers on the Market Spaces of your player board. You may not draw more Followers than you can fit in your
Market.
(Note: Followers that you do not use remain on your Market, thus taking up space that you might need when drawing tiles.)
Phase 4
Planning: Starting at the same time, all players plan their actions for the current round by placing Followers from their Market to
their Action Spaces. You may leave Followers on your Market to use them in subsequent rounds.
Once done, you point out the end of your planning; from this point on, you are no longer allowed to change your mind. In the case
of doubt, this happens clockwise in turn, starting with the start player.
Each Place provides a specific action and requires a certain set of Followers to activate.
(The City Hall as well as some Place tiles require only a single Follower for activation, others none at all.)
Start Player Token
Example: The blue player receives a coin
and the red player must pay a coin.
Example: The green player may draw 4 Followers from their
bag. The yellow and blue player may each draw 6 Followers,
and the red player may even draw 8 Followers from their bag.
2 PLAYERS

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– 7 –
Place the required Followers on the corresponding Action Spaces of the Place you want to activate. A Place is considered activated
as soon as all of its Action Spaces have a Follower. You can carry out the action during the following Action Phase or a future one.
You don’t have to place all required Followers during the same Planning Phase. You may place some now and the rest in subsequent
rounds. As long as you have not placed all of the required Followers, you have not activated the action and may not play it.
Phase 5
Actions: You may carry out the actions of the Places you activated, i.e. where you placed a Follower
(or Gear wheel) on every
required space.
Beginning with the Start Player and in clockwise order, each player may carry out 1 action or pass. If you pass, you cannot carry out
any more actions during that round.
After playing an action, remove the Followers from that action
(e.g. the Boatman and the Craftsman from the Farm House) and put
them back into your bag.
Please note: Gear wheels remain on the Action Spaces where you placed them until the end of the game.
You may carry out your actions in any order. You are not required to carry out an activated action. You may pass even if you could
carry out more actions. The Action Phase ends when all players have passed. If you pass, you cannot participate in the current Action
Phase anymore. Activated actions that you did not use this round remain activated and can be used in a subsequent round. Do not
remove Followers from actions you have not used yet.
Phase 6
Event: Resolve the event shown on the Hour Glass tile of this round.
(The event affects all players. See below for details on the events.)
Phase 7
Start Player: The current Start Player passes the Start Player Token to the player to his left.
Example: You need a boatman and a craftsman to
receive another farmer.
Ship
Castle Scriptorium
Farm House
Market
Village University
To w n Hall Monastery
Wa g o n Guildhall
Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa go n Guildhall
Plague
Ship
Castle Scriptorium
Farm House
Market
Village University
To w n Hall Monastery
Wa g o n Guildhall

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– 8 –
The Actions/Places
Every Place represents a specific action. Your player board features the most common Places. As the game progresses, you can
acquire additional Places
(see below, “Trader - Expanding the City” ) .
You can play an action if it is activated (all spaces occupied). After playing an action, you remove the Followers (but not the Gear
wheels)
used to activate it and return them to your Followers Bag.
The Places and their actions in detail:
Farm House
Take a Farmer from the farmer’s supply and put him into your
bag.
Then advance your marker one space on the Farmers track and
receive the depicted goods. The position of your marker on this
track also plays a role during Phase 2: “Census”.
Village
In the Village, you can receive another Boatman, Craftsman, or Trader. You can choose one of the
following actions
(Boatman, Craftsman, Trader) :
Boatman
Take a Boatman from the supply and put him into
your Followers Bag. Then advance one space on the
Boatmen track and receive the depicted number
of coins. On the last space of that track, the first
player to get there receives a Citizen instead of
coins.
Craftsman
Take a Craftsman from the supply and put him
into your Followers Bag. Then advance one space
on the Craftsmen track and receive a Gear wheel.
Put the Gear wheel next to your player board. You
may only use it after you pass.
Technology: You can place the Gear wheel on an Action Space of your choice to replace the required Follower for the
rest of the game. You do not remove the Gear wheel after you played the action. It remains on its space until the end
of the game.
Constraints:
- Starting from the first space on the Craftsman track you are allowed to use Gear wheels to replace Farmers.
- Starting from the second space on the Craftsman track you are allowed to use Gear wheels to replace any Followers
except Monks.
- Monks can never be replaced with Gear wheels.
- You may not place more than 1 Gear wheel at one Place.
- You may not place a Gear wheel at a Place that only requires a single Follower.
- You may not move a Gear wheel after you have placed it.
Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa g o n Guildhall
Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa g o n Guildhall

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– 9 –
Trader
Take a Trader from the supply and put him into
your Followers Bag. Then advance one space on the
Traders track and expand your city with a Place
tile.
Expanding the City: You may choose a Place tile. There are two types of
Place tiles, I and II. When you advance on the Traders track for the first time,
you may only choose a tile from stack I. Every other time you advance on
the track, you may choose a tile from stack I or II. Place the chosen Place tile
next to your player board. You now have another Place you can activate or
use its special ability.
Note: The players may look through the stacks of Place tiles at any time. See
the appendix for details on the different Place tiles.
University
Take a Scholar from the supply and put him into your Followers
Bag. Then advance one space on the Scholars track and receive
the depicted number of Development Points. For each
Development Point you receive during the game, advance your
marker one space on the Development track.
Castle
Take a Knight from the supply and put him into your Followers
Bag. Then advance one space on the Knights track. The Knights
track indicates how many Followers you may draw from your
bag and place on your Market in Phase 3. At the beginning
of the game, you may draw 4 Followers each round. You can
increase this number by recruiting Knights.
Note: When you get your fourth Knight, this number (7) does
not increase, but you may receive a Citizen if you are the first
player to get there.
Monastery
Take a Monk from the supply and put him into your Followers Bag. There
is no additional bonus like with the other actions. Monks can be used in
place of any of the other Follower.
(However, the inverse is not true. You
cannot use any of the other Followers or a Gear Wheel in place of a Monk.)
Note: Once your marker moves onto the last
space of a track, you may no longer take the
corresponding action.
Sacristy Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa g o n Guildhall Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa g o n Guildhall Ship
Castle Scriptorium
Farm House
Market
Village University
Town Hall Monastery
Wa g o n Guildhall

---

Ship
Move your Merchant from his current location along a Waterway (blue
connection) to an adjacent town. If there is a Good on the way, you may take
it. If there are multiple Goods, you may take one of them. Place the Good
next to your player board.

Wagon
This action is similar to the "Ship" action, but rather than moving along a
Waterway, move your Merchant along a Road (brown connection).

Guildhall
Build a Trading Station in the town in which your Merchant is present if
there is no Trading Station in that town already (regardless of which player it
belongs to). Each town can only have one Trading Station.

Exception: In Orléans, each player may build one Trading Station.

Scriptorium
You receive 1 Development Point. Advance your marker one space on the
Development track.

Town Hall
During the Planning Phase, you can place 1 or 2 Followers in the Town
Hall. (The Town Hall does not require both spaces to be occupied in order to
activate.) When using the "Town Hall" action, move one or both Followers
from the Town Hall to any free appropriate spaces on the "Beneficial
Deeds" board. You receive the depicted reward (1, 2, or 3 coins, and in
case of Canalization 1 coin or 1 Development Point) for each Follower.
When you complete a Beneficial Deed (i.e. you place a follower on the
last remaining unoccupied space), you receive the Citizen of that Beneficial
Deed.
You cannot replace the Followers required for Beneficial Deeds by other
followers (such as Monks). You must always use the exact Followers as
shown on the spaces. Followers used for Beneficial Deeds remain there for
the rest of the game.

Please note: You may not place the Followers of your
color (i.e. your initial Farmer, Boatman, Craftsman,
and Trader) in the Town Hall.

- 10 -

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– 11 –
The Development track
Some spaces of the Development track show coins or contain a Citizen. If you move
your marker onto or pass a space with coins, you receive the depicted amount of coins
from the supply. If you are the first player to move onto or pass a space with a Citizen,
you receive him.
Development Status Spaces indicate your state of development. If you move onto or
pass such a space, your Development Status immediately gets the depicted value. At the
beginning of the game, this value is 1.
Note: Your Development Status may affect events such as “Income”
(you receive a
number of coins equal to your Development Status)
, Place tiles such as the Hospital, as well
as the victory point value of your Citizens and Trading Stations at the end of the game.
End of the Game and Scoring
The game ends after 18 rounds. Before you proceed with the scoring, the player who has built the most Trading
Stations receives the remaining Citizen. If there is a tie, no player receives it. Then determine your final scores. You
score victory points (VP) for:
Coins: 1 VP per coin
Goods: Brocade: 5 VP
Wool: 4 VP
Wine: 3 VP
Cheese: 2 VP
Grain: 1 VP
Trading Stations and Citizens: Each Trading Station you have built and every
Citizen you have collected is worth a number of VP equal to your Development
Status.
(Example: Klemens has built 5 Trading Stations and collected 2 Citizens. His
current Development Status is 4, as indicated by the Development track.
He receives (5+2) x 4 = 28 VP.)
The player with the most VP wins. In case of a tie, the player further ahead on the Development track wins. If still tied, there are
multiple winners.
Torture (Bankruptcy)
Every time you must pay something (e.g. during Census or Taxes) and you cannot do so, you must undergo torture. You must replace
every missing coin with something else from this list:
- a Trading Station
(an already built one or one from your supply)
- a Follower (draw a random one from your bag; as long as you draw a Follower
of your color, put the Follower back into the bag and draw again)
- a Development Point (move your marker on the Development track one space to the left,
but not onto or past a space with coins)
- a Good (1 Good per coin)
- a Place tile
- a Gear wheel
You may replace missing coins with any mix of items from this list
(e.g. if you owe 5 coins, you may replace them with 1 Follower,
2 Trading Stations, and 2 Development Points).
All items lost in this process are removed from the game. Only Development Points can be re-gained.

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– 12 –
The Events in Detail
Pilgrimage:
When the “Pilgrimage“ event is drawn, you may not recruit Monks this
round. “Pilgrimage“ always affects Phase 5: “Actions“. All the other
events are triggered at the end of the round in Phase 6: “Event“.
Income:
You receive coins according to your current Development Status.
A: 3 coins per Development Status
B: 2 coins per Development Status
C: 1 coin per Development Status
Harvest:
You may return food items
(grain, cheese or wine) or pay penalty coins.
If you can pay neither food items nor coins, you must undergo torture

(see above)
. You return food items to the Goods Market storage boxes.
A: 1 food item or 5 coins
B: 2 food items or 5 coins per missing food item
C: 3 food items or 5 coins per missing food item
Taxes:
You count the number of goods you have and pay taxes accordingly.
If you cannot pay, you must undergo torture
(see above).
A: 1 coin per 1 good
B: 1 coin per 2 goods
C: 1 coin per 3 goods
Trading Day:
On Trading Day, you receive coins per Trading Station you have built.
A: 3 coins per Trading Station
B: 2 coins per Trading Station
C: 1 coin per Trading Station
Plague:
You lose 1 Follower. Blindly draw a Follower from your Followers Bag and return it
to the supply
(it becomes available again) . Do not move your marker back on the
corresponding track. You cannot lose the Followers of your color
(i.e., your initial
Farmer, Boatman, Craftsman or Trader)
. If you draw one of them, lucky you! In this
case, you do not lose a Follower in this round.
Pilgrimage
Monastery
Taxes
Income
Trading Day
Harvest
Plague

---

– 13 –
General Rules of the Game
Running Out of Game Materials:
Followers, Gear wheels, and Goods are limited in this game. You cannot gain one of those if it is not available anymore. When you
run out of a particular kind of those components, you can no longer play an action that provides them. Events may result in certain
materials becoming available again
(Harvest, Plague) . When this happens, you can play the corresponding actions again. Coins,
however, are not limited. If there are no further coins available, you may help yourself by using other materials.
Checking on Your Followers
At any time during the game, you may look into your bag to see how many and which Followers you have in there.
(When you finish
looking, shuffle the Followers in your bag so that you cannot draw particular Followers on purpose.)
Empty Roads or Waterways
You may use empty Roads and Waterways. You just do not receive any goods.
Marked Followers
The marked Followers of your color
(which you received during setup) always remain with you (either in your bag or on your board).
You cannot use them for Beneficial Deeds nor lose them to the Plague nor pay with them during Torture.
Placed Followers
You cannot move a Follower from one Action Space to another. However, when drawing Followers from your bag during Phase 3:
“Followers”, for each Follower that you decline to draw, you may move a Follower from an Action Space to your Market.
(
Example: Stefan may draw 6 Followers. He only draws 4 Followers and moves 2 Followers from Action Spaces to his Market.)
Payments
Pay coins into the general supply and take coins from there when you receive them.

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– 14 –
The expansion “Trade & Intrigue” adds more possibilities and variations to the base game. You can either add them
to the already existing elements or replace game components such as the Events or Beneficial Deeds. Orders and
the Intrigue board will totally change the feeling of the game.
23 Order cards
34 Hour Glass tiles
1 double-sided Beneficial Deeds “Trade”/”Intrigue”
“Orders” provide a new path to generate victory points by sending you on
mercantile expeditions, paving the way for new successful strategies.
“New Events” add a lot of variety to the base game, forcing you to
adapt to the constant stream of challenges, benefits, and restrictions.
The Beneficial Deeds
“Trade” introduces new
rewards to the game,
making the game more
dynamic.
The “Intrigue” boosts the interaction in this game
by adding ways to mess with your opponents.
You can add each module to the base game individually or use them in any combination.
TradeAlchemy Coinage
Towing Service
Architecture
Court of
Lay Assessors
Research
Town Charter N a v i ga t i o n
Sheep Farming T hanksgiving
Intrigue
Tax Collector
Hangman Saboteur Kidnapper
Orléans
Torturer
Torture
Fraud Traitor
SpyArsonist
Crusade
Castle
Conference
University
Tax Crusade
Castle
La Châtre
L a C h â t r e
La Châtre
L a C h â t r e
La Châtre
L a C h â t r e
La Châtre
L a C h â t r e
La Châtre
L a C h â t r e

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– 15 –
Orders
Setup
Shuffle the Order cards and place them
face down in a pile next to the game board.
Draw 5 cards from the top of the pile and
place them face up next to each other.
Course of Play
Each Order shows a town and some goods that are to be delivered to that town. Whenever your
merchant is in the required town after one of your actions, you may immediately afterward fulfill
an Order. Pay the depicted goods and take the corresponding Order card. Immediately turn over a
new Order card and place it face up with the other Order cards. Remove the delivered goods from
play—do not return them to the supply.
IMPORTANT: After you fulfill an Order, you must pass, i.e. fulfilling an Order is the last
action you take that round!
Game End and Scoring
At the end of the game, add the victory points on your fulfilled Order cards to your score.
Events
Setup
Do not use the Hour Glass tiles from the base game. Instead, use the 34 new Hour Glass tiles.
Set the 2 “Silentium” tiles aside. Sort the remaining tiles by the letter on their back side (A, B, C, and D). Shuffle each set of tiles
separately and place them face down in individual piles. Assemble a stack of 18 Hour Glass tiles as follows:
Place a “Silentium” tile face down on the space for Hour Glass tiles on the game board, thus initiating the
stack of Hour Glass tiles. Take 4 tiles from the top of the D pile and place them face down on top of the
stack. Repeat this process with the C, B, and A tiles in that order. Finally, place the second “Silentium” tile on
top of the stack.
Variant: Instead of placing a “Silentium” tile at the bottom of the stack, use the “Peasant Uprising” tile
from the D pile. Next, place 4 random D tiles on top of that, and so on. Consequently, the last round will
have the “Peasant Uprising” instead of the “Silentium” event.
Course of Play
In phase 1, turn over an Hour Glass tile as usual. Normally, this event will be resolved in phase 6. Some Hour Glass tiles show the
symbol
. These events may occur at different points in the round, or they may even affect the entire round.
The following applies to all events that require paying coins: if you cannot pay, you must undergo torture according to the torture
rules of the base game.
Silentium
O rl éa n s
O r l é a n s
L e Ma n s
L e M a n s
La C hâ t re
L a C h â t r e
C hâ t e l l e ra u l t
C h â t e l l e r a u l t
B o u r ges
B o u r g e s
B o u r ges
B o u r g e s

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– 16 –
Income: Each player gets coins according to
their Development Status (stars). You get
2 coins per star.
Harvest: Each player must pay 1 food
item—or pay 5 coins if he doesn’t have one.
Fishing Grounds: Each player gets coins
according to their position on the Boatmen
track. You get the depicted amount of coins.
Retraining: Each player may spend a
good of their choice to advance on the
Development track. Advance a number of
spaces equal to the victory point value of
the goods you spend (i.e. 1 space for grain,
2 spaces for cheese, etc.). If you cannot or
do not want to spend a good for this, you
must pay a penalty fee of 3 coins, without
advancing on the Development track.
Wedding: Each player draws 2 Followers
from their bag and places them in their
Market.
Sabotage : Technology fails. This round,
you may not take any actions that have a
Gear wheel on one of their action spaces.
Tax: Each player must pay 3 coins.
C
Amnesty
: You may place every new
Follower you get this round on an action
space right away. If you activate an action by
this, you may use it this round already.
Malfunction: Each player must discard a
Gear wheel of their choice, returning it to the
supply.
Torture: Each player must get rid of 5 things
(except coins) according to the torture rules.
The Events in Detail
A
Indulgence: Each player may buy a
Follower of their choice for 2 coins—
Monks excluded. Place the new Follower in
your bag immediately. Do not advance on
the corresponding track.
Training: Each player may pay 2 coins
to advance on a track of their choice,
receiving the corresponding bonus but no
Follower.
Harvest: Each player must pay 1 food
item—or pay 5 coins if he doesn’t have
one.
Bon Voyage: Beginning with the starting
player, each player may pay 2 coins to move
their Merchant across a Road or Water,
getting a good along the way.
Conference
: This round, you may not
hire Scholars. Crusade
: This round, you may not
hire Knights.
Strike : This round, you may not hire
Craftsmen.
Tax: Each player must pay 3 coins.
B
Trip: Each player whose Merchant is in
Orléans must pay 4 coins.
Indulgence
Income
Training
Harvest
Harvest
Fishing Grounds
B o n Voya ge
Retraining
Conference
University
Wed di n g
Crusade
Castle
Sabotage
Strike
Village
Tax
Tax
Amnesty
Trip
Orléans
Torture
Malfunction

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– 17 –
Technology Tax: Each player must pay
1 coin for each of their Gear wheels on action
spaces.
Summoning: Each player must return their
Merchant to Orléans (without picking up any
goods) or pay a penalty of 5 coins.
Harvest: Each player must pay 2 food
items—or pay 5 coins for each missing
food item.
Famine: Each player must return 3 Followers
of their choice to the supply. You may choose
between any Followers on your board and
from your bag. You may not return any
Followers of your color.
Capitation Tax: Each player must pay 2
coins for each Follower on their board (incl.
the Market) and Place tiles.
Tithe: Each player must pay 1 coin for every
10 coins they have.
Trading Day: Each player gets 1 coin for
each of their Trading Stations.
Plague: Each player blindly draws a
Follower from his Bag and returns it to the
game board. You cannot lose the Followers
of your color. If you draw one of them
nothing happens.
Vacation : Discard this tile and
immediately replace it with another one
from the stack, thereby shortening the
game to 17 instead of 18 rounds.
Book Fire: Each player must set their
token on the Development track back to
the previous star (even if they are on a star
already). If you pass a space with coins,
you do not lose any. If you advance to a
passed coin space later, you get the coins
once again.
Goods Tax: Each player must pay 1 coin
for every 3 goods they have.
D
Dues: Each player must discard one or
more goods of a total value of at least
5 victory points (e.g. 1 grain and 1 wool).
If you discard less (not optional), you must
undergo torture according to the difference
in points you are missing.
Peasant Uprising
: This round (in
phase 4), Farmers can replace any other
Follower, except Monks. In phase 6, you
must return all Farmers that are still left
on action spaces designated for other
Followers to your bag.
Beneficial Deeds „Trade“
Setup
Do not use the Beneficial Deeds “Base game” board. Instead,
use the board “Trade“.
In a 2- and 3-player game, use the white markers to cover
the rightmost space of each Beneficial Deed. Additionally, in a
2-player game, “Research” and “Court of Lay Assessors” are
not available at all.
Place the depicted goods on the spaces below “Thanksgiving”
and “Sheep Farming”. Place 1 Gear wheel per free space from
the supply next to “Navigation”.
TradeAlchemy Coinage
Towin g S er vice
Architecture
Co ur t of
Lay Assessors
Research
Town Charter N a v i ga t i o n
Sheep Farming T hanksgiving
Trading Day Technology Tax
Plague
Summoning
Orléans
Va c a t i o n
Harvest
Book Fire
Famine
Goods Tax
Tithe
Dues
Capitation Tax
Peasant Uprising

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– 18 –
Course of Play
The new Beneficial Deeds follow the same rules as usual (in particular, you may not place any Followers of your color there, see base
game rules).
Important: The bonuses of “Towing Service”, “Town Charter” and “Navigation” may be of no benefit to you, if the
circumstances are not right. You may still send Followers there, even if you do not gain anything from them. If you complete a
Beneficial Deed whose bonus you cannot use, you still get the Citizen.
The Beneficial Deeds in Detail
Alchemy: You may place Followers of any type here. After you place a Follower, you may immediately draw one from your bag
and place him on an action space of your choice, on your board or one of your Place tiles. If you activate an action by this, you
may use it this round already (on a later turn). This way, you may possibly activate an action multiple times that round. If you
place two Followers on Alchemy, you immediately draw 2 Followers from your bag and place them on action spaces, possibly
activating actions. If you place the last Follower on Alchemy, you also get a Citizen.
Court of Lay Assessors: You may place Followers of any type here. You get 1 coin for each Follower you place. If you
place the last Follower, you may immediately carry out an action of your choice (from your board or one of your Place tiles),
regardless of whether or not the action is activated. Do not remove any Followers from that action.
Thanksgiving/Sheep Farming: Take the goods from the space on which you place a Follower. If you place the last Follower,
you get 2 coins from the supply.
Coinage: You get 3 coins for each Follower you place here. If you place the last Follower, you get an additional 3 coins from
the supply.
Research: Advance 2 spaces on the Development track for each Follower you place here. If you place the last Follower, you
may advance an additional 3 spaces.
Towing Service: For each Boatman you place here, you may immediately move your Merchant over Water (and collect a good,
if possible). If your Merchant is not in a town adjacent to Water, you do not move your Merchant. If you place the last Follower,
you get a Citizen.
Architecture: For each Follower you place here, you get 1 Citizen. If you place the last Follower, you may immediately—
without spending another action—build a Trading Station where your Merchant currently is at, unless there is a Trading Station
already. Otherwise the action is forfeit. If you have the Tavern, you may build a Trading Station even if there is another player’s
Trading Station in that town, regardless whether or not you have a Follower in your Tavern. Other Place tiles do not affect
this bonus action!
Town Charter: For each Follower you place here, you get 1 Place tile according to your position on the Trader track. If your
cube has advanced 1 space, you get a Place tile of your choice from category I. If your cube has advanced 2 or more spaces,
you get any Place tile of your choice. Otherwise the action is forfeit. If you place the last Follower, you get a Citizen.
Navigation: For each Follower you place here, you get 1 Gear wheel from those at Navigation according to your position
on the Craftsmen track. The general rules for Gear wheels apply: If your cube has advanced 1 space, you must place the Gear
wheel on a Farmer space. If your cube has advanced 2 or more spaces, you may place the Gear wheel on any space—except
Monk spaces and Place tiles with only 1 action space. Otherwise the action is forfeit. If you place the last Follower, you get a
Citizen.
Beneficial Deeds „Intrigue“
Setup
Do not use the Beneficial Deeds “Base game” board. Instead, use the
“Intrigue” board.
In a 2- and 3-player game, use the white markers to cover the rightmost
space of each nefarious character. Additionally, in a 2-player game,
“Arsonist” and “Spy” are not available at all.
Intrigue
Tax Collector
Hangman Saboteur Kidnapper
Orléans
To r turer
To r ture
Fraud Traitor
SpyArsonist

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– 19 –
Course of Play
As with the Beneficial Deeds, you can send Followers to various nefarious characters in order to gain an advantage or carry out
an action that messes with your opponents. The order in which you place Followers on the available spaces below each nefarious
character does not matter—for instance, you are not required to place Followers from left to right.
You may not place Followers of your color on the “Intrigue” board. Even if you cannot use an action for some reason, you may still
place a Follower there; you simply ignore the action.
Bribing
If you are being targeted by the active player’s action, you may bribe the active player, offering them coins and/or goods. If the active
player takes your bribe, you do not suffer the effects of that action.
The Nefarious Characters in Detail
Fraud: Choose another player and exchange 1 of their
good (of your choice) with 1 of yours. Completion bonus:
1 good of your choice from the supply.
Arsonist: You may remove a Trading Station from the
town where your Merchant is at. Return it to its owner.
Completion bonus: build 1 Trading Station where your
Merchant currently is at.
Kidnapper: Take 1 coin from the supply and return another
player’s Merchant to Orléans. Completion bonus: 1 Citizen.
Torturer: Take 1 coin from the supply. All other players
must get rid of 1 thing according to the torture rules.
Completion bonus: 1 Citizen.
Hangman: Take 2 coins from the supply. Choose another
player who loses 1 of their Followers. To do so, they must
draw 1 Follower from their bag—as they would during
the Plague. If they draw a Follower of their color, nothing
happens. Otherwise they must return the drawn Follower to
the supply. Completion bonus: 1 Citizen.
Saboteur: Take 1 coin from the supply and choose another
player. Remove 1 of their Followers from an action space.
The other player must return that Follower to their bag. If
by this an action gets deactivated, the other player may not
take it this round. Completion bonus: 1 Citizen.
Spy: Steal a Gear wheel from another player’s board and
place it on the exact same space on your board. If by this
you activate an action, you may take it later this round. If
you deactivate the other player’s action, they may not take
it this round. Completion bonus: 1 Gear wheel. (Place is by
using the general technology rules.)
Tax Collector: Each other player must pay you 2 coins. If
any of these players doesn‘t have enough coins, they must
pay you all coins they got. Completion bonus: 2 coins from
the supply.
Traitor: Advance your cube 1 space on a track of your
choice. Set back another player’s cube on that track
1 space. To do so, the other player’s cube must have been
ahead of yours before the action. Neither that player nor
you get or lose any Followers or bonuses. If you choose the
Development track and set back the other player’s cube behind a space with coins, that player will gain those coins
again when they reach that space again. Completion bonus:
1 Citizen.

---

– 20 –
Mon Dieu, quelle horreur! The inhabitants of ORLÉANS have been hit hard: The plague
has come upon them, bringing substantial suffering and misery to the population. There are
many casualties to mourn, and even the clergy has little to offer in the way of relief. Only the Plague
Doctor can give some relief and hope to the long-suffering people, but in the end, everybody is on their own
in trying to protect their Followers as best they can...
New events, which also add Corpses to the population in (almost) every round, mean great challenges. On top of that, initially
laid-out Plague cards aggravate the situation. Only Indulgence cards can provide remedy – but first, their conditions need to
be met.
3 Place tiles
40 Indulgence cards
15 Plague cards 26 Hour Glass tiles 46 Corpses
1 Infirmary each
In 5 player colors:
5 Plague Doctors
1 Beneficial Deeds board “The Plague“
Game Materials
Infirmary
Autopsy Messenger Service
Coinage
Herbalism
Cremation
Storeroom
Alchemy I
Alchemy II
Alchemy II
T he Plague
Grave Goods
Sabotage
Closing Day
Malfunction
Medicinal Spring Back Door
Cemetery

---

– 21 –
Set-up of the Game
Set up the base game of Orléans as usual, with the following changes:
Lay out the Benificial Deeds board with the side “The Plague” face up.
Use the 26 Hour Glass tiles from this expansion, the Hour Glass tiles from the base game are not needed..
Put the two Hour Glass tiles “Outbreak” and “Victory over Plague” aside. Sort the
remaining tiles by letter (A, B, C, and D). Mix each stack and put it on the table,
face down. Now assemble the Hour Glass tiles as follows: Place the “Victory over
Plague” tile face down on the space for the Hour Glass tiles. Take the 4 top tiles
from stack “D” and put them face down on top of that tile. Do the same with the
stack of “C” tiles, then with “B,” and finally, with “A.” Lastly, put the “Outbreak”
tile on the top of the stack, which now consists of 18 tiles.
Place all Corpses on the table within reach of all players.
Separate the Indulgence cards by their backs and shuffle each pile.
Give each player 1 random card with “A” on the back and 1 card with “B”.
Everybody looks secretly at their two Indulgence cards and puts them face down
in front of them. Put the remaining “A” and “B” cards back into the box. Form a
face-down pile of the “C” cards, reveal the two top cards and lay them out next
to the pile.
Shuffle the Plague cards and reveal 3 of them. Put the remaining cards back
into the box.
Place tiles: Remove the I-Place tiles “Sacristy” and “Brasserie” as well as the
II-Place tile “Gunpowder Tower” from the game; these Place tiles are never used in
this expansion. Then add all your Place tiles to the 3 Plague Place tiles “Cemetery”,
“Back Door” and “Medicinal Spring”, separate them by category, and lay out 10
random Place tiles (12 in the 5-player game) for each category.
Now each player still gets an Infirmary Place tile in their color that they connect to their player board, plus a Plague
Doctor figure that they put aside for the time being.
New Elements / Changes in the Course of the Game
The course of the game is the same as in the base game. In the following, we explain the new elements and the changes.
Plague cards
The three face-up Plague cards modify the gameplay. The plague has an impact on Orléans and its inhabitants, so that the
conditions for the game can change. There are some conditions that only refer to the beginning of the game
, and others
that apply throughout the entire game . The cards for the changes of the starting conditions are put aside after they have
been executed; the cards that apply throughout the entire game remain face up on the table all the time. All players need to pay
attention to adhering to these conditions.
Events
As usual, one Hour Glass tile for the current round is turned over in phase 1, and the respective event is resolved in phase 6. Some
Hour Glass tiles are marked with a
. These events occur at a different time or apply during the entire round. The rule for any
event requiring a payment with coins is: If players are not able to pay the complete amount, they have to undergo torture for the
shortfall, according to the torture rules of the base game.
L e B l a n c
L o c h e s
Outbreak
Victory over Plague

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– 22 –
In addition, the events show the number of Corpses each player has to take from the supply at
the end of phase 6 and throw into their bag. In case there are not enough Corpses available, then
distribute as many per player as possible, so that everybody gets the same quantity.
Example: The Hour Glass tile shows 2 Corpses. There are still 6 tokens available in the four-player
game. Now each player throws 1 Corpse (instead of 2) into their bag. The two remaining tokens
stay in place.
The Corpses
Corpses cannot be used for actions. When drawing them in phase 3, you place them on the Market, just as other Followers.
Example: In phase 3, Laura can draw 6 Followers out of her bag, since her marker on the Knights track is in the appropriate
position. Now she randomly draws 4 Followers and 2
Corpses. So she has only 4 Followers at her disposal for
planning the actions in this round (of course, she can
also use other Followers standing on the Market place
from the previous round).
Over the course of the game, more and more Corpses will accumulate in the bag and on the Market. However, you can also get rid
of them:
1. After the event has been resolved in phase 6, you may throw all Corpses that are currently on the Market back into your bag
(along with the Corpses that you might get as a result of the event). This way, you have made room on the Market again, but
that doesn’t mean you have gotten rid of the Corpses for good; it might happen that you draw them again right after that, so
that they again block your Market spaces.
Important: You can either throw all Corpses from
the Market back into the bag or none of them.
Attention: If there are 6 or more Corpses on the Market, you may (but don’t have to) throw
Corpses back into the bag (always before phase 3, i.e., before you draw Followers), so
that there are no more than 5 Corpses on the Market.
This also applies if the “Wake” event is on display. (Only the Market spaces count.
If you have the Cemetery, the Corpse lying there is not included in the count.)
2. You do penance and fulfill the conditions of an Indulgence card (see
below). Then you place this card face up next to your player board, and
you may put all Corpses that are currently on your Market back into the
general supply.
Other possibilities to get rid of a corpse or to get one can also be
triggered by events or Beneficial Deeds.
The Plague Doctor
From the second round on (after the plague has broken out) and for the rest of the game, each
player gets a Plague Doctor. Of course, the Doctor is the most important person during the plague
and is in high demand. The Plague Doctor can replace any other Follower (also the Monk), which
makes the Doctor a kind of universal joker. Besides this, he is also available in every round in
addition to the Followers that have been drawn. That means that, as usual, you draw the number
of Followers out of the bag that corresponds to your position on the Knights track (provided you
can place them on the Market) and may also use the Plague Doctor. If you carry out an action
where you have placed the Plague Doctor on an Action space, you then put him back onto the
upper space of the Infirmary. In the next round, he can be placed again. (Any other Followers used
during the action are thrown back into the bag, as usual.) Ship
Castle Scriptorium
Farm House
Market
Village University
To wn Hall Monastery
Wa g o n Guildhall Ship
Castle Scriptorium
Farm House
Market
Village University
To wn Hall Monastery
Wa g o n Guildhall
Taking to the Road
Taking to the RoadInfirmary Ship
Castle Scriptorium
Farm House
Market
Village University
To wn Hall Monastery
Wa g o n Guildhall

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– 23 –
Indulgence
In order to get rid of Corpses lying on your Market places for good, you need to fulfill the conditions of an Indulgence card. To this end, you
reveal the card at the moment right when you meet the condition described on it, and then immediately put all Corpses on the Market back
into the general supply. Leave the card face up in front of you; it will give you victory points at the end of the game.
What’s important is that you may play a card only if you fulfill the condition actively. That means you cannot play a card if you have already
met the condition before that. If, for instance, you have already built 5 or more Trading Stations, you can no longer use the card “Build your
5
th
Trading Station.”
If you donate something, you may already own the goods required; you fulfill the condition actively by giving them up. Similarly, if you
deliver something, you can already be at the place required; only by delivering the goods required do you fulfill the condition. On a
pilgrimage, you fulfill the condition actively right when you reach the place. If you are going to build a Trading Station, you fulfill the
condition once it has actually been built; It doesn’t play a role whether your figure has already been at the place for a while or not.
When can you fulfill a condition?
You can fulfill a condition and play an Indulgence card anytime during your turn. You may also play several cards at the same
time; and you may play them even if you have no Corpses on the Market. Playing a card is not considered an action; it is done in
addition, before or after your action. You can also fulfill Indulgence cards in phase 6 when you resolve an event (for instance, when
the event allows you to move and thus enables you to reach a place of pilgrimage) and, in doing so, you meet the condition of an
Indulgence card.
If you own any Indulgence cards that you cannot fulfill any more, you keep the cards, but you can no longer play them (and so you
won’t get any points for them at the end of the game). If, for instance, you have the card “Build a Trading Station in Tours,” but
another player is building their Trading Station there, you can no longer fulfill this condition.
Getting new Indulgence cards
At the beginning of the game, you already got 2 Indulgence cards. You can acquire additional cards anytime. To
do so, you have to carry out the Infirmary action that first needs to be activated either through a Monk or through
the Plague Doctor. If you use this action, you may take another card: either one of the face-up cards on display or
the top card from the face-down pile. Put the card face down in front of you, until you fulfill the condition.
If you take one of the face-up cards on display, you then immediately reveal the top card from the face-down pile and add it to the
other face-up cards on display, so that there always are at least 2 Indulgence cards face up on display.
If you take a face-down card, you look at it and put it down next to you. If it is a card you cannot use (because you either have
already met the condition or are not able to fulfill it), you put this card face up next to the other face-up cards on display, so that
another player can acquire it, and draw a new card from the face-down pile. If you cannot use the new card either, you need to
keep it, though.
Note: It can happen that there are face-up cards on display that no player can fulfill any more. Don’t remove these cards.
Conditions that have already become unfulfillable can become fulfillable again because of an event (e.g., because a Follower tile
goes back into the supply). During the course of the game, there can be more than just 2 cards on open display.
The individual cards are listed and explained in detail in the appendix.
Scoring
Tally your points at the end of the game, as usual. Then add the points shown on the Indulgence cards you have played (on those
whose condition you were able to fulfill). Now count your Corpses on the Market and in your bag and subtract 1 point for each
corpse.
The player with the most points could best defy the plague and is declared the winner.
Special cases
Corpses that you draw in phase 3 go onto your Market (until they are removed or thrown back into the bag). But if you draw
a Corpse because of an event (e.g., “Rat Infestation”), a Place tile (e.g., “Bathhouse”) or a Beneficial Deed (“Alchemy”), you
immediately put it back into the general supply. Further steps might then be omitted.
Note the special case of “Bathhouse”: If you draw a Corpse, put it into the general supply; the other Character goes back into
the bag. If you draw two Corpses, put both back into the supply.
If you obtain Corpses that need to be placed on the Market (e.g., because of the Beneficial Deed “Autopsy”) but there is no
space left, the tiles that cannot be placed are put back into the general supply.Infirmary

back into the bag But if you draw a Corpse because of an event e g Rat Infestation a Place tile e g Bathhouse or a Beneficial Deed Alchemy you immediately put it back into the general supply Further steps might then be omitted Note the special case of Bathhouse If you draw a Corpse put it into the general supply the other Character goes back into the bag If you draw two Corpses put both back into the supply If you obtain Corpses that need to be placed on the Market e g because of the Beneficial Deed Autopsy but there is no space left the tiles that cannot be placed are put back into the general supply Infirmary

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– 24 –
Beneficial Deeds „The Plague“
The new Beneficial Deeds have the same placement rules as in the base game. First and foremost, you may never send out your
own four (color-marked) Followers, and one type of Follower may never be replaced by a Follower of a different type (e.g., due to
its joker function). The Plague Doctor can never be sent to a Beneficial Deed!
In the two- or three-player game, you may send Followers only to the Beneficial Deeds in the upper area. With four or five players,
all Beneficial Deeds are in play. However, you need to consider that you can send Followers to Alchemy II in the bottom area only
when Alchemy I in the upper area is complete.
There is no Citizen for completing Alchemy I in the upper area, but there is one for completing Alchemy II in the bottom area (i.e.,
only in the four- or five-player game). With all the other Beneficial Deeds, the player who completes one obtains a Citizen as an
additional bonus.
You can send out Followers also if you are not able or willing to use the bonus. When a Deed is completed, the player obtains the
Citizen even if he doesn‘t use the bonus for sending the Follower out.
• Alchemy: You may send out any type of Follower. After that, immediately draw a Follower out of your bag and place it on an
Action space on your player board or on a Place tile. If this activates an action, you can carry it out in the current round. (This
way, actions can be activated and carried out even multiple times in a round.) If you draw a Corpse, put it back into the general
supply; you may not then draw another Follower.
• Autopsy: You may immediately put one Corpse from your market back into the supply. All the other players have to take one
Corpse from the supply and place it on their Market. If you cannot put any Corpse back, the other players don‘t have to take any.
• Coinage: Take 2 coins from the supply.
• Storeroom: Take 1 Grain from the supply.
• Herbalism: Advance 2 spaces on the Development track.
• Messenger Service: You may move your Merchant once either over land or over water, but not take any goods while you are
doing this.
• Cremation: Either advance 1 space on the Development track or take 1 coin from the supply.
Events
Outbreak: Put your Plague Doctor on
the upper part of the Infirmary; he can be
used from the next round on. In addition,
take one Corpse from the supply and put
it on a space of your Market.
Outbreak
Victory over Plague: No event takes place.
Victory over Plague
A
Training: Each player may pay 2 coins to advance on a track of their choice,
receiving the corresponding bonus (but no Follower).
Training
Harvest: You may return 1 food item (grain, cheese or wine) or pay 5 penalty
coins. If you can pay neither 1 food item
nor 5 coins, you must undergo torture
(see base game). You return food items to
the supply.
Harvest
Income: Each player gets coins according to their development status (stars). You
get 2 coins per star.
Income
Taking to the Road: Draw a Follower out of the bag. If it is a Follower, imme-
diately place it on an Action space. If
you draw a Corpse, put it back into the
general supply.
Taking to the Road
Consolation: You may pay 2 coins to buy a face-down Indulgence card.
Consolation
Indulgence: You may pay 2 coins to buy any one Follower – except a Monk.
Immediately put the Follower back into the bag. Do not advance on the corres
ponding track.
Indulgence

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– 25 –
B
Bon Voyage: Beginning with the starting
player, each player may pay 2 coins to
move their Merchant across a road or
water, getting a good along the way.
B o n Vo ya ge
Sabotage: Technology fails. This round,
you may not take any actions that have a Gear wheel on one of their Action spaces.
Sabotage
Trading Day: Each player gets 1 coin for each of their Trading Stations.
Trading Day
Exorcism: Reveal another Indulgence card and put it next to the others in the open display.
Exorcism
Closing Day: This round, you may not
fulfill an Indulgence card. Consequently,
you cannot remove any Corpses in this way.
Closing Day
Rat Infestation: Draw 5 Followers out of
your bag. First remove Corpses (if you have
drawn any) and put them back into the
supply. Then choose one Follower (but not
one of your own) and put him back into
the supply. If you have drawn nothing but
Corpses and your own Followers, removal
of the Follower is omitted.
Rat Infestation
C
Malfunction: Each player must discard a Gear wheel of their choice,
returning it to the supply. If you don’t
have any Gear wheel, the event doesn’t
count for you.
Malfunction
Goods Tax: Each player has to pay 1 coin for every 3 goods they have.
Goods Tax
Curfew: This round, you may not move
your Merchant. (Not even due to “Mes-
senger Service“ or other special actions.)
Curfew
Grave Goods: Against a payment of 2 coins per corpse, you may put any
number of Corpses from your Market back into the general supply.
Grave Goods
Retraining: Each player may spend a good
of their choice to advance on the Develop- ment track. Advance a number of spaces
equal to the victory point value of the goods
you spend (i.e., 1 space for grain, 2 spaces
for cheese, etc.). If you cannot or do not
want to spend a good for this, you must pay
a penalty fee of 3 coins, without advancing
on the Development track.
Retraining
Peasant Uprising: This round (in phase 4), Farmers can replace any Followers, ex-
cept Monks. In phase 6, you must return all
Farmers that are still left on Action spaces
designated for other Followers to your bag.
Peasant Uprising
D
Rat Infestation: Draw 5 Followers out of your bag. First remove Corpses (if you
have drawn any) and put them back into the supply. Then choose one Follower (but
not one of your own) and put him back into the supply. If you have drawn nothing
but Corpses and your own Followers,
removal of the Follower is omitted.
Rat Infestation
Arson: Each player loses one Place tile.
You may freely decide which one you give up; this tile is removed from the game.
If you don’t have any Place tile, you can
ignore the event.
Arson
Development Tax: Pay taxes according to your current development status. Give
up 1 coin for every status (star) you have reached.
Development Tax
Fast Travel: You may advance your Merchant 1 or 2 towns, but not collect
any goods while you are doing this. This
action is optional.
Fast Travel
Wake: At the end of the round, you may
not throw any Corpses back into the bag –
unless there are more than 5 Corpses lying
on your Market. In this case, you may reduce
the Corpses on the Market to 5.
Wa k e
Quarantine: This round, you may not
use your Plague Doctor.
Quarantine

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– 26 –
Indulgence cards
Make a pilgrimage to…
Vierzon / Sancerre /
Le Mans / Chinon /
Loches / Étampes /
Argenton-sur-Creuse
C h i n o n
C h i n o n C h i n o n
Donate… 1 grain / 1 cheese / 1 wine / 1 wool / 1 brocade / 3 coins / 5 grain / 3 cheese / 3 wine / 5 coins / 10 coins
Build… 1 Trading Station in Chartres /
1 Trading Station in Montargis /
1 Trading Station in Blois /
1 Trading Station in Tours /
1 Trading Station in Le Blanc /
1 Trading Station in Nevers
B l o i s
B l o i s B l o i s
Deliver … 1 brocade to Orléans /
1 grain to Vendôme /
1 wool to Briare /
5 coins to Chatellerault /
1 cheese and 1 wine to Bourges
B r i a r e
B r i a r e B r i a r e
Build your 3
rd
Trading Station
that is not located at a river
Build your 5
th

Trading Station
Get your 2
nd
Gear
wheel
Get your 3
rd
Place
tile
Get your 2
nd
Citizen
Get a Citizen by completing a Beneficial Deed
Reach development status 3
Reach development status 5
Advance on the Census track to the first Wine space
Collect 2 Monks on your Market
Reach the end of a track
New Place tiles
Cemetery: The cemetery extends
the Market by an additional space.
However, you may only place a
Corpse there.
Cemetery
Back Door: With the back door,
you can acquire an Indulgence card. You may take either one of
the face-up cards on display or the top three cards from the face-down
pile, look at them, choose one and
shuffle the other two back into the cards of the pile.
Back Door
Medicinal Spring: This action can only be activated with the Plague Doctor. To this end, put any
one Follower (not one of your own and not a Monk) on the right space
and, when carrying out the action,
send him back into the supply.
Then advance one space on the corresponding track and receive the bonus, but not a Follower.
Medicinal Spring

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– 27 –
Plague cards
You may use the
farmhouse only when
you have left Orléans.
You may use the Plague Doctor only from the third round on.
Pay 1 coin at the beginning of each round in which at least 1 Corpse is lying on your Market (or on the cemetery if you have this Place tile).
You may use the Town Hall only when you have reached the 3rd star on the Development track.
You may not place any Gear wheels on Place tiles.
At the beginning,
remove as many Scholars as there are players.
At the beginning,
remove half the Monks
from the supply.
You may not place any Gear wheel in the village.
At the beginning, each
player puts 2 Corpses from the supply on their Market.
At the beginning, each
player puts 1 Corpse from the supply on their Market.
At the beginning,
remove half the Gear wheels from the supply.
Immediately remove the second Hour Glass tile.
Every time you build a Trading Station, pay
1 coin.
At the beginning, each
player removes 4 of their Trading Stations.
The money bonuses on the Development track are omitted.

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– 28 –
Orléans Invasion is the expansion for all those
who want to play Orléans co-operatively.
Together you must fill the granaries, reinforce
the city walls and secure the borders. In
addition to the common goals, each of you
must also fulfill an individual task so that the
failure of an individual does not lead to the
start of the invasion and thus to defeat.
And as if that wasn‘t enough, new unforseen
events occur in every round. Sometimes, there
are arsonists, then rats raid the supplies. But
you can also look forward to unforeseen
support....
The Invasion expansion collection also includes other scenarios, all of
which are independent of each other. In addition to the co-operative
version, there are additional variants that can be played either together,
in pairs or alone. Prosperity brings secret missions into play to gain
additional points. To do this, the carpenter must be moved to the
right location and construct buildings there, which must then also be
managed. In The Duel, 2 players compete to see who can fullfill all
4 tasks first. And finally, in the solo scenarios The Dignitary, Capital
Vierzon, Travelling Salesman and The Trip to Tours, tasks of varying
degrees of difficulty must be completed.
– 28 –

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– 29 –
Invasion - A cooperative Orléans scenario for 2-5 players by Inka and Markus Brand
Game Objective
Dark rumors about an impending invasion are spreading around the country! Orléans must be fortified as soon as possible, which
is why zealous craftsmen are building fortified towers around the country’s borders and knights are moving into the city to protect
the city walls. There is a lot of hustle and bustle in the otherwise peaceful idyll. Everywhere you can hear the clacking of wagons
and horse hoofs. Carts filled with goods are coming through the city gates to fill the warehouse. Tax collectors from all around the
country are streaming into the city with chests full of treasure—enough money to pay the blacksmiths so they can start producing
swords right away. Citizens of noble origin seek shelter behind the city walls. Is there enough time to complete the catapult? Will
the clothing store have enough clothes for the upcoming winter? Let’s go and join forces to save Orléans!
Setup
Set up the game according to the base game rules with the following changes:
Use the reverse side of the large game board “Invasion“. The outer cities are already specially marked for defense towers.
Place the game board “City Defense” (simply called “City” hereafter) next to the large game board “Invasion“.
Only use the following Place tiles, placing them in separate stacks for categories I and II:
: Cheese Factory, Hayrick, Herb Garden, Library, Shipping Line, Tailor Shop, Vineyard, Windmill, Winery, Wool Manufacturer
: Black Market, Gunpowder Tower, Horse Wagon, Laboratory, Market Stand, Pharmacy, School, Stage Coach, Tavern, Well
Put the remaining Place tiles back into the game box.
Separate the new Hour Glass tiles into stacks A and B and shuffle them separately. Then draw the following numbers of tiles
from each stack, without looking at them:
2- and 3-player game: 9x A, and 8x B
4- and 5-player game: 8x A, and 7x B
Place the “C“ tile on the bottom, the drawn “B” tiles on top of the “C” tile, and the “A” tiles on top of “B”.
Note:
Event tiles with a
symbol are extra mean. If you do not like that, remove those before preparing the Event Stack. If you
want a greater challenge, leave all Events in the game and, instead, remove “Support” and “Training”.
Additional Components
You will need the following components in addition to the base game components:
1 “City Defense” Scenario Board,
featuring 5 Accomplishments and
5 Common Objectives
31 “Cooperative Events”
Hour Glass tiles
(16x A, 14x B, and 1x C)
9 Character cards with
Personal Objectives
1 “Assembly Hall”
board
1 “Support”
Action Board
Per player:
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Hav e 2 citizens
and 10 coins!
Mayor
Have 2 citizens
and 10 coins!
Council of Orléans
Civil Defense
Clothing Store
Treasur y
Man the City Walls with a
suff icient number of knights!
Collect a suff icient
number of citizens!
Fill the Warehouse with
a suff icient number of goods!
Build a Fortif ied Tower in
each of the
13 outer towns!
Complete all of your
personal objectives!
Fill the
City
Treasu r y
with coins!
Catapult
Assembly Hall
Ve h i c l e
Craft Guild
Hostel
Palatinate
Pirates
Remove any wool
and brocade on waterways
from the game.

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– 30 –
Course of Play
The players team up to complete only one goal—to save the city. To do so, you must complete all Common and Personal Objectives.
You can play the Planning Phase together and discuss your choices.
The game is played over 16 or 18 rounds—depending on the number of players—with the new Hour Glass tiles. If all objectives are
completed before the end of the last round, you win as a team.
The game is played like the base game, except there is no Census (phase 2).
10 citizens are placed on all empty citizen spaces on the game board. Add another 5 citizens to the Achievements on the
board “City“.
In a 3-player game, place a Trading Station in the unused color as a Fortified Tower in the following towns: La Chatre, Briare,
Tours. In a 2-player game, do the same as in a 3-player game, also placing a Fortified Tower in: Étampes, Montagis, S.-Amond-
Montrand, Chinon.
Shuffle the Character cards. Each player draws one card and places it face up in front of them. If a player gets the
“Councilman”, they must take the “Assembly Hall” board and place it next to their player board.
Put the remaining Character cards back into the game box—you will not need them.

Note:
Some Characters are more difficult to play than others. If you would rather have more control on which one you get, simply
choose one instead of drawing one at random.
For an easier game use: Councilman, Fisherman, General, Innkeeper , and Librarian. For a more difficult game use: Estate
Manager, Mayor, Merchant, and Scholar.
Each of you takes a “Support” Action Board and places it next to your player board.
Remove the base game Hour Glass tiles and Beneficial Deeds from the game—you will not need them.
Additional Actions
Vehicle: You can send up to
3 Goods to the City or another
player. You must send the Goods
to a single destination though—
you cannot split.
Guild House: You can send
up to 4 Coins to the City or another
player. You must send the Coins to
a single destination though—you
cannot split.
When a player sends money and goods to the City via the Vehicle and Guild House, they can send them to both the Warehouse
AND Clothing Store, and the City Treasury AND Treasury, respectively.Ve h i c l e
Craft Guild
Hostel
Palatinate Ve h i c l e
Craft Guild
Hostel
Palatinate
I nvasio n
Council of Orléans
Civil Defense
Clothing Store
Treasury
Man the City Walls with a
suff icient number of knights!
Collect a suff icient
number of citizens!
Fill the Warehouse with
a sufficient number of goods!
Build a Fortified Tower in
each of the
13 outer towns!
Complete all of your
personal objectives!
Fill the
City
Treasury
with coins!
Catapult

---

■ Hostel: You can send a Follower in your Market to another player who can immediately place
that Follower on one of their boards. For more efficiency, discuss this move as early as in the Planning
Phase. After the Action Phase, the Follower remains with the player he was sent to.

Example: Alice has almost activated her Guildhall with all the required
Followers—she is just missing the Farmer. It is Bob's turn who placed a
Monk on his Hostel. He uses the "Hostel" action to send a Farmer from
his Market to Alice so she can place it on her Guildhall. Now it is Alice's
turn and she can use her Guildhall immediately.

Important: If you receive a Follower from another player via the Hostel, you can place it in your Town Hall, even if you have
already used the Town Hall yourself. Keep in mind, you can use it multiple times per round.

■ Palatinate: You can use an action that another player has activated. That other player must return
the Followers used for activation to their bag as if they have used the action (which they haven't). If
the "Councilman" activates the "Palatinate", he may take the Followers from another players Town
Hall and place them in the Assembly Hall.

As usual: You can use Gear wheels to replace a Follower on any of the additional actions as long as you
follow the normal placement rules. Monks can replace any Follower

Achievements

Like the Beneficial Deeds, the 5 Achievements can be completed over several turns. As usual, use the Town
Hall (or Gunpowder Tower) to send Followers to the City. For Goods, use the Vehicle; for Coins, use the Guild
House.

To complete the Catapult, you must send Gear wheels to it. When taking the "Craftsman" action, you
need to decide whether you place the Gear wheel on an Action Space or the Catapult. The rule about the
first Gear wheel still applies: it must be used to replace a Farmer and cannot be sent to the Catapult. This
restriction does not apply to Gear wheels you get from the Laboratory.

As soon as an Achievement is complete, you—as a team—receive the Citizen.

Common Objectives

In any order and as a team, you must complete the following 5 Common Objectives before the end of the game:

City Walls: You must place a certain number of Knights on the City Walls.
2 players: 5 Knights | 3 players: 8 Knights
4 players: 10 Knights | 5 players: 13 Knights
Use the Town Hall (or Gunpowder Tower) to send the Knights to the City Walls.

Citizens: You must collect a certain number of Citizens.
2 players: 7 Citizens | 3 players: 8 Citizens
4 players: 9 Citizens | 5 players: 10 Citizens

You receive the Citizen in "Le Blanc" as soon as any player builds a Trading Station there.
You receive the 3 citizens below the goods next to the Followers tracks once you manage to empty the respective pile at any point
in the game. A pile does not need to remain empty forever—you can keep the Citizen once you earn it.
You receive the Citizen next to the Craftsmen track as soon as there is at least one Marker on the last space of each of the 6
Follower tracks, regardless of whose Marker that is.

– 31 –

---

City Treasury: You must fill the City Treasury with a certain amount of money.
2 players: 30 Coins | 3 players: 40 Coins | 4 and 5 players: 50 Coins
Use the Guild House to send Coins to the City Treasury.
Warehouse: You must fill the Warehouse with certain Goods:
2 players: 6 Grain, 3 Cheese, and 3 Wine
3 players: 10 Grain, 5 Cheese, and 5 Wine
4 players: 12 Grain, 6 Cheese, and 6 Wine
5 players: 14 Grain, 7 Cheese, and 7 Wine
Use the Vehicle to send Goods to the Warehouse.
Fortified Towers: You must build a Fortified Tower in each town at the edge of the map. To build a
Fortified Tower in a town, use the "Guildhall" action on your player board and place a Trading Station
on the marked space next to that town. You can still build regular Trading Stations, but only in towns
without a space for Fortified Towers.

Personal Objectives
To win the game, all players must complete their Personal Objectives as specified by the Character cards.

Librarian
Achieve a
development
status of 5!
Build a
Trading Station
in Loches!
Have 4 place tiles!
Librarian: As the Librarian, you
must advance your Marker on the
Development track to the space with
the 5 in a star or further. Additionally,
you must build a Trading Station in
Loches and have at least 4 Place tiles
in front of you by the end of the game.
Whether these Places are from stack I
or II does not matter.
Scholar
Achieve a
development status of 6!
Build 4 Trading Stations
on the game board!
Scholar: As the Scholar, you must
advance your Marker to the last space
of the Development track, i.e. the
space with the 6 in a star. Additionally,
you must have 4 Trading Stations (not
Fortified Towers) on the map.
Mayor
Have 2 citizens
and 10 coins!
Mayor: As the Mayor, you must have
at least 10 Coins and 2 Citizens in
your supply at the end of the game.
When another player receives a
Citizen, they cannot simply give it to
you. You must collect 2 Citizens on
your own, who don't count towards
the team effort.
General
Complete the knights track!
Have
4 Gear wheels!
General: As the General, you must
advance your Marker to the last space
of the Knights track. Additionally, you
must have at least 4 Gear wheels total
on your boards and Place tiles.
Fisherman
Complete the boatmen track!
Have 4 monks in your bag!
Fisherman: As the Fisherman (or
-woman), you must advance your
Marker to the last space of the
Boatmen track. Additionally, you must
have at least 4 Monks and 2 Wool in
your supply by the end of the game. It
does not matter whether the Monks
are in your bag or on your boards.
Merchant
50
Have 50 VP in
coins, wool, and brocade!
Merchant: As the Merchant, you
must collect at least 50 Victory Points
from Brocade, Wool, and/or Coins only
(see the table on the reference card)
and have them in your supply at the
end of the game.
Have 2 wool!
- 32 -

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– 33 –
2) Demolition: As a team, you must
return a total of 2 (in a 2- and
3-player game) or 3 (in a 4- and
5-player game) Gear wheels to the
general supply. For each Gear wheel
you cannot or do not want to return,
you must pay Coins. If you do not
have enough Gear wheels and Coins, you lose the game
immediately.
Estate Manager: As the Estate Manager, you must pay something to the general supply at the end
of each round. For instance, at the end of the first round, you must pay 2 Coins. If you cannot pay your
dues, the entire team loses immediately.
In rounds 5 and 18, you must move a number of spaces back on the Development track equal to the
number of depicted books.
In rounds 8 and 14, you must return a Farmer and Boatman, respectively. To do so, the respective
Follower must be in your Market (not your bag!).
In round 10, you must return a Gear wheel from one of your boards.
Note: If you return your only Gear wheel and receive another one later, you do not need to place it on a Farmer Space again.
You do not move back on the Craftsmen track.
In round 13, you must remove a Trading Station you built earlier from the map. If you remove the Trading Station from “Le Blanc”,
you can keep the Citizen.
In round 16, you must return a Place tile to the general supply. Whether this Place is from stack I or II does not matter.
In a 4- or 5-player game, you do not have to pay the dues for rounds 17 and 18 (since the game ends after 16 rounds). In a 2- or
3-player game, however, you do.
Events
Some Hour Glass tiles have a
at the top, meaning these Events take place at a certain point in time or for a certain period of
time, as described on the tiles. Events without the take place in Phase 6 (Events), as usual.
If an Event requires you do something “as a team”, you must decide together how much each individual player shall contribute to
the task. It is not required that every player contribute, as long as the demands are met by the others.
Stack A in alphabetic order:
Councilman: As the Councilman,
you must fill the Assembly Hall
with Followers. Only you can send
Followers there via the “Town Hall”
action. The other players cannot send
any Followers to the Assembly Hall.
Your Personal Objective is complete
as soon as all spaces in the Assembly
Hall are occupied.
Innkeeper: As the Innkeeper, you
must have at least 16 Victory Points
from Grain, Cheese, and/or Wine only
(see the table on the game board)
and have them in your supply at
the end of the game. Additionally,
you must build a Trading Station
(“Tavern”) each in Châteaudun and
Châteauroux.
1) Assembly: No player can use the
“Town Hall” this round.
Assembly
This round, you cannot
use the Town Hall.
Town Hall
Demolition
The team loses:
Per missing
Complete
the Assembly Hall!
Asse m b ly Ha l l
Councilman
Build Taverns
in Châteaudun
and
Châteauroux!
Have 16 VP in
grain, cheese, and wine!
Châteaudun
Châteauroux
Innkeeper
Estate Manager

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– 34 –
3) Donation: As a team, you receive
3 Development Points, 1 Wine, and
3 Coins. Decide together how to
distribute these among the players.
For instance, 3 players could receive 1
Development Point and/or Coin each.
4) Drought: You must remove 4 Grain
from the map and return them to the
supply. Decide together which ones
to remove.
5) Earthquake: Turn over 5 Place tiles
in the supply, which cannot be built
for the rest of the game. Decide
together which tiles to turn.
6) Escape: Remove the Citizen from
“Le Blanc”, unless a player has
already taken it after building a
Trading Station there. In that case,
nothing happens.
7) Good Trade: As a team, you can
pay 8 Coins total. It does not matter
how much each individual player
contributes. Then place 3 Grain from
the general supply in the Warehouse.
If there is not enough Grain in the
general supply, you pay and gain
nothing. This action is optional—you are not required to
take it.
8) Good Winds: At the end of
the round, one player can use a
Waterway at no cost, collecting a
Good, if possible. Decide together
who may move their Merchant to
an adjacent town via a Waterway. If
nobody is adjacent to a Waterway,
nothing happens.
9) Highwayman: You cannot use Roads
this round, but you can use Waterways.
10) Pilgrimage: When the
„Pilgrimage“ event is drawn, you
may not recruit Monks this round.
„Pilgrimage“ always affects Phase 5:
„Actions“. All the other events are
triggered at the end of the round in
Phase 6: „Event“.
11) Progress: You each pay 4 Coins
to build a Fortified Tower or Trading
Station at your Merchant’s current
location. You must pay on your
own—the other players cannot pay
for you. This action is optional—you
are not required to take it.
12) Reinforcement: Place this tile on
the “City” board next to the City
Walls. To save the city, you must place
an additional Knight on the City Walls
this game. If there is no Knight on
this tile by the end of the game, the
entire team loses the game.
13) Support: You each draw a Follower
from your bag. Advance your Marker
on the corresponding track and take
the corresponding action. Also, take
another Follower of that type and put
it into your bag.
14) Training: You each advance your
Marker on a track of your choice
(except the Development track) and
carry out the corresponding action,
if any. You do not receive a new
Follower from this!
Example: Alice advances her Marker
on the Craftsmen track. She can immediately take a Place
tile, but she does not receive a new Craftsman into her bag.
15) Trip: Each of you whose Merchant
is in Orléans by the end of the round
must pay 4 Coins. You must pay on
your own—the other players cannot
pay for you. If a player cannot pay,
the entire team loses immediately.
16) Wool Market: As a team, you can
buy or sell Wool for 2 Coins and
Brocade for 3 Coins. You can make at
most 3 transactions. Pay and decide
together who receives what.
Stack B in alphabetic order:
1) Arson: As a team, you must remove a
total of 2 (in a 2- and 3-player game)
or 3 (in a 4- and 5-player game)
already built Place tiles from the game,
which you cannot build again later.
For each Place tile you cannot or do
not want to remove, you must pay
6 Coins. If you do not have enough
Place tiles and Coins, you lose the
game immediately. Donation
At the start of the round,
the team receives a donation.
Drought
Remove 4 grain
from the game board.
Earthquake
At the end of the round,
turn over 5 place tiles
in the supply.
Escape
Remove the citizen
from Le Blanc.
Le Blanc
Good Trade
The team can pay 8 coins
to place 3 grain in
the Warehouse.
Good Winds
At the end of the round,
one player can use
a waterway.
Pilgrimage
This round,
you cannot gain monks.
Monastery
Progress
Pay 4 coins and build
a Fortified Tower or
Trading Station at
your current location.
Support
Draw a follower. Advance
on the corresponding track
and gain another.
Trip
Each player whose
merchant is in Orléans
loses 4 coins.
Orléans
Reinforcement
At the start of the round, add
this to the City Walls.
Training
Advance on a track
(except development,
no follower).
Highwayman
This round,
you cannot use roads.
Wool Market
The team can buy/sell
up to 3 wool and brocade.
Arson
The team loses:
Per missing

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– 35 –
2) Bon Voyage: You each pay 2 Coins
and move your Merchant to an
adjacent town, collecting a Good on
the way, if possible. You must pay on
your own—the other players cannot
pay for you. This action is optional—
you are not required to take it.
3) Famine: You each return 3 Followers
of your choice to the general supply,
taking them from your boards and/
or bag. Do not move your Markers on
the corresponding tracks back. You
cannot choose your own Followers.
If you do not have enough Followers
to return, return as many as you can.
4) Fishing Grounds: Each player
receives Coins according to their
position on the Boatmen track. If your
Marker is on the last space of the
track, you do not receive any Coins.
5) Harvest: You may return food items
(grain, cheese or wine) or pay penalty
coins. If you can pay neither food
items nor coins, you must undergo
torture. You return food items to the
supply.
A. 1 food item or 5 coins
B. 2 food items or 5 coins per missing
food item
C. 3 food items or 5 coins per missing
food item.
6) Income: You receive coins according
to your current Development Status.
A. 3 coins per Development Status
B. 2 coins per Development Status
C. 1 coin per Development Status
7) Pirates: Remove all Brocade and
Wool from all Waterways on the map
and return them to the general supply.
8) Plague: You lose 1 Follower. Blindly
draw a follower from your Followers
bag and return it to the supply (it
becomes available again). Do not
move your marker back on the
corresponding track. You cannot lose
the follower of your color (i.e. your
initial Farmer, Boatman, Craftsman or
Trader). If you draw one of them, lucky you! In this case, you
do not lose a follower this round.
9) Raging Plague: Like Plague, except
each player must draw 2 Followers
from the bag.
10) Rats: Remove 2 Cheese and 1 Grain
from the Warehouse and return them
to the general supply. If there are not
enough of those in the Warehouse,
remove as many as you can.
11) Robbery: You each pay Goods
worth 5 Victory Points total or destroy
a Fortified Tower you built. You must
pay on your own—the other players
cannot pay for you. If any player
does not have enough Goods and
Fortified Towers, the entire team loses
immediately.
12) Rome Calling: You each return
a Monk to the general supply. If
any player cannot do so or you—
as a team—decide not to do so
altogether, you must remove a Citizen
who has not been collected yet from
the game. Decide together which
Citizen to remove.
13) Summoning: Return all Merchants
to Orléans. If you would rather have
your Merchant stay at its current
location, you can pay 5 Coins instead.
You must pay on your own though—
the other players cannot pay for you.
14) Witch Hunt: As a team, you lose
a total of 6 Development Points.
Decide together how much each
individual player should contribute
by moving their Marker back on
the Development track. For each
Development Point you cannot or do
not want to move back, you must
return a Monk to the general supply
instead. If you do not have enough Development Points and
Monks, you lose the game immediately.
Stack C:
1) Invasion: This is the moment of
truth! At the end of the round, all
Common and Personal Objectives
must have been completed. Which
one will it be: defeat or victory?
Game End
The game ends at the end of the round in which you turn the “Invasion” Hour Glass tile face up.
If at this point all Common and Personal Objectives have been completed, you successfully fend off the Invasion and win the
game! However, if even one Objective has not been completed by the end of the last round, the Invasion takes place and you all
lose. Don’t worry: next time you’ll manage!
B on Voyage
Each player can move
their merchant once
for 2 coins.
Famine
Each player must return
3 followers to the supply.
Fishing Grounds
Each player receives coins
equal to their progress
on the boatmen track.
Harvest
Each player must pay
1 grain/cheese/wine
or 5 coins.
Income
Each player receives
coins equal to their
development status.
Pirates
Remove any wool
and brocade on waterways
from the game.
Plague
Each player loses
1 follower
from their bag.
Raging Plague
Each player loses
2 followers
from their bag.
Rats
Remove 1 grain
and 2 cheese
from the Warehouse.
Robbery
Destroy a Fortified Tower,
or each player must pay goods
worth 5 VP total.
Rome Calling
Each player must
discard 1 monk, or
remove 1 citizen.
Summoning
Return your merchant
to Orléans, or pay 5 coins.
Orléans
Witch Hunt
The team loses
6 development points.
Invasion!
All objectives must be
completed, or the team
loses the game!

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Prosperity - An extensive scenario for 2-5 players by Inka and Markus Brand

Additional Components
You will need the following components in addition to the base game components:
Tour Dyeworks
22 Structure cards
1 Carpenter
1 "Prosperity"
Scenario Board
1 neutral Marker
Per player:
1 neutral Marker
1 "Carpenter" Extension for
the player board
1-3x
Carpenter
Prosperity
1 Cover tile for the
Scriptorium

Setup
Set up the game according to the base game rules with the following changes:
■ Remove the Beneficial Deeds "Base game" board from the game and replace it with the
"Prosperity" board, featuring 16 Events and 3 Beneficial Deeds. Place a neutral Marker as a Round
Counter on Event 1 and move it forward at the end of each round.
Support
■ Shuffle the Goods and place them face down on the spaces of the game board (according to the
number of players). They remain face down on the game board for the entirety of the game, until you pick them up. Turn the
remaining Goods face up, sort them, and place them in their supply.
X
Chinon
X
X
- 36 -

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■ Only use the following Place tiles, placing them in separate stacks for categories I and II:
: Brewery, Cheese Factory, Hayrick, Herb Garden, Hospital, Library, Shipping Line, Sacristy,
Tailor Shop, Vineyard, Windmill, Winery, Wool Manufacturer
: Black Market, Cellar, Depot, Gunpowder Tower, Horse Wagon, Laboratory, Office,
Pharmacy, School, Stage Coach, Tavern
Put the remaining Place tiles back into the game box.
■ Place a Citizen each on the designated spaces of the "Boatmen" and "Knights" tracks. Place
3 Citizens on the Beneficial Deeds of the "Prosperity" board. Place the remaining Citizens as a
supply next to the game board. Do not place any Citizens on the Development track or map!
■ Shuffle the Structure cards face down and deal each player two face-down Structure cards.
Everybody chooses one of them to keep. Return the other to the bottom of the Structure cards
pile. Then place the pile as a draw pile next to the game board.
■ Place the Carpenter in Orléans, where the Merchants are.
■ Each takes a "Carpenter" extension and places it next to their player board. Then take a Cover
tile and place it on your Scriptorium such that the old action is covered by the new one. Also
take a neutral Marker, under which you will place your completed Structures later.
Remove the Hour Glass tiles from the game—you will not need them.

Bailling the Orphanage
Prosperity
A scenario for 2-5 players

Scriptorium

Course of Play
The game is played like the base game, except that the Events are predetermined. The Round Counter on the "Prosperity" board
indicates which round is being played and which Event is going to happen. The Carpenter introduces a new action.

Carpenter Action
The Carpenter is considered a place on your player board.
In the Planning Phase, you can place up to 3 Followers on the Carpenter,
either Traders or Boatmen. You cannot place Gear wheels there.
During the Action Phase, you can use the "Carpenter" action by going
through the following steps:

Carpenter
1-3x

1) First you may move the Carpenter 1 space per Follower placed on the action. For each Trader, move the Carpenter across a
Road, for each Boatman across a Waterway. As with the Town Hall, you can use any or all of the Followers you placed on the
Carpenter in the same action or in separate actions. Return the Followers to your bag after you use them to move. You can even
omit the movement.
2) If the Carpenter ends up in a town depicted on your Structure card, you can build the Structure. Place the Structure card face up
in front of you and place a Trading Station on a Good on a Road or Waterway leading to that town. If there is no such Good,
you cannot build the Structure.
After building the Structure, draw two Structure cards from the draw pile, keep one, and return the other to the bottom of the draw
pile.
You can use the "Carpenter" action any number of times per round as long as you meet the requirements.
Important: There is a difference between regular Trading Stations and Structures. If a Place tile or action refers to a Trading
Station (such as the Office), only your Trading Stations in towns count, your Structures do not.

– 37 –

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Example: The Carpenter is in Châteauroux.
Yellow has a matching Structure card, so
she can play it to build a Vineyard there,
placing a Trading Station on a Good on
the Road from Châteauroux to Loches. She
could have used any of the Goods leading to
Châteauroux.

Structures

In order to receive the Victory Points for a Structure at game end, you must "man" the Structure by placing the required Followers next
to it (via the Town Hall or Gunpowder Tower).

Some Structures even require Coins and certain Goods. You can place these next to the Structure at any time, even if you have not
placed all the required Followers yet. This does not require a separate action.

You can only place Monks next to a Structure if the Structure explicitly requires them. You can never place Gear wheels there. Once you
place Followers, Coins, and Goods next to a Structure, you cannot take them back.

Once you completely manned a Structure—i.e. placed all the required items there (Followers, Coins, and Goods)—you can turn the
Structure Card face down and place it under your neutral Marker. Return the Followers to their supply—they can be hired again.
Remove the used Coins and Goods from the game: do not return them to the general supply.

Scriptorium

Due to the Cover tile, the Scriptorium now provides two possible actions:
- Gain a Development Point (as before).
- Receive a new Structure card. Draw two Structure cards, look at them, and keep one. Return
the other as well as the card you had before to the bottom of the draw pile. Effectively, you are
exchanging your Structure card for a new one. No player can ever have more than one Structure
card in hand!

Events

Details on the Events:

Support: You each draw a Follower
from your bag. Advance your Marker on
the corresponding track and take the
corresponding action. Also, take another Follower of that type
and put it into your bag.

Indulgence: You can each buy a Monk for
4 Coins. Take the Monk from the general
supply and put it into your bag.

Pilgrimage: When the "Pilgrimage" event is
drawn, you may not recruit Monks this round.
"Pilgrimage" always affects Phase 5: "Actions".
All the other events are triggered at the end of the round in
Phase 6: "Event".

Taxes: You each pay 3 Coins. If you cannot,
you must undergo torture, according to the
base game rules.

Riots: You each return a Knight (from your
Market or bag), or pay 5 Coins. If you cannot,
you must undergo torture, according to the
base game rules.

– 38 –

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Bribe
6
Bribe: You can each buy a Citizen for
4 Coins.
Plague
7
Plague: You lose 1 Follower. Blindly draw
a follower from your Followers bag and
return it to the supply (it becomes available
again). Do not move your marker back on the corresponding
track. You cannot lose the follower of your color (i.e. your
initial Farmer, Boatman, Craftsman or Trader). If you draw one
of them, lucky you! In this case, you do not lose a follower this
round.
Firestorm
8
Firestorm: All players must turn over all
of their Place tiles, losing their abilities
for now. Return any Gear wheels and
Followers (except your own followers) on those Place tiles to
the general supply. (Put your own Followers back into your
bag.) Places built after this Event are not affected.
Mass
9
Mass: At the end of the round, you each
receive 3 Coins for each Monk in your
Market.
Peregrination
10
Peregrination: In turn order, you can
each pay 2 Coins to move your Merchant
(not the Carpenter) to an adjacent town,
collecting a Good, if possible.
Restoration
11
Restoration: Turn all the Places
affected by Firestorm face up.
Harvest
12
Harvest: You may return food items (grain,
cheese or wine) or pay penalty coins. If you
cannot pay neither food items, nor coins, you
must undergo torture. You return food and coins into their supply.
Pilgrim's Day
13
Pilgrim's Day: You can each exchange
a Monk and another Follower (except
your own) from your Market for a Citizen.
Return the Followers to their supply.
Plague
14
Plague: You lose 1 Follower. Blindly draw a
follower from your Followers bag and return
it to the supply (it becomes available again).
Do not move your marker back on the corresponding track. You
cannot lose the follower of your color (i.e. your initial Farmer,
Boatman, Craftsman or Trader). If you draw one of them, lucky
you! In this case, you do not lose a follower this round.
Market Day
15
Market Day: You can each buy up to
2 Goods from the general supply for the
depicted prices. If the general supply is out of
a certain Good, you cannot buy that type. You cannot sell Goods
with this!
Development Tax
16
Development Tax: You must each pay
a number of Coins equal to your current
Development Status. If you cannot, you must
undergo torture, according to the base game rules.

Beneficial Deeds

There are 3 Beneficial Deeds on the "Prosperity" board. As usual, you can use the Town Hall
to send Followers there:
■ Founding the Carpenter's Guild: 1 Coin for each placed Follower. 1 Citizen on
completion.
■ Right of Assembly: 2 Coins for each placed Follower. 1 Citizen on completion.
■ Building the Orphanage: 1 Coin or Development Point for each placed Follower.
1 Citizen on completion.

Game End and Scoring

The game ends after 16 rounds.
On top of the regular Victory Points (Coins, Goods, Development), you also receive Victory Points for your completely manned
Structures by adding up the Victory Point values of all the Structure cards placed under your neutral Marker.

IMPORTANT:
■ Only the actual Trading Stations count towards your Development Score (Citizens plus Trading Stations times Development
Status). Your Structures (Trading Stations on Goods) do not count!
■ Only your completed Structure cards count, i.e. those you turned face down and placed under your neutral Marker, after
placing all the required components. Your face-up Structure card, if any, does not count. Coins and Goods placed next to an
incomplete Structure do count for scoring.

– 39 –

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– 40 –
The Duel - An Orléans scenario for 2 players by Reiner Stockhausen
Game Objective
Are you ready for a competition? A duel between two great merchants without mercy? You are each trying to complete four
objectives before the other does. How you do it is up to you—be quick though, your opponent is on your tail! The first to
complete all four objectives wins. In case you both complete them on the same round, your leftover supplies—which are hopefully
plentiful—will decide!
Setup
Lay out the large game board “Base game“ (map and towns).
You each take: 1 bag, 1 player board, and the components in a color of your choice. Place the Followers in your color (Farmer,
Boatman, Craftsman, Trader) on the Market, and your Markers on the first space of each track on the game board. Keep your
Trading Stations in front of you.
(We recommend you use yellow and green for colors, because the Action and Scenario Board have spaces in those colors
assigned to each player.)
Set up the Goods for a 2-player game, according to the base game rules (shuffle them face down, place one on each map space
except “3” and “4” spaces, turn them face up, place the rest in their supply).
Beginning with the Start Player, each place your Merchant in a town of your choice (you do not have to start in Orléans).
Place the required number of Followers (for a 2-player game) next to each track on the game board, as well as 8 Gear wheels.
Place the Scenario Board next to the game board. It features
16 Events, 4 Objectives, and 4 Beneficial Deeds. Place a neutral
Marker as a Round Counter on Event
The Duel
A scenario for 2 players
Learn Bookkeeping!
Establish Three New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
T hree-Field Rotation
Astronomy
Angelology
Town Meeting
Har vest
Trading Day
Trade
Cheese Day
Trading Day
Trading Day
Technology Tax
Quick Travel
Journey Home
Goods Tax
Har vest
Goods Tax
Dues
Dues
Dues
O r l é a n s
. Each of you takes
4 neutral Markers, which you will use to mark completed
Objectives. Place a Citizen on each Beneficial Deed.
Lay out the “Bourgeois House” Action Board, which can be used
by either of you.
Choose 20 Place tiles to use in the game: first, the Start Player
chooses 5 Place tiles of type I, then the other player chooses
5 each of types I and II, and finally the Start Player chooses 5 of
type II. Return the Place tiles you did not choose to the game
box.
Each of you takes 5 Coins. Place the remaining Coins ready at
hand.
Remove the base game Hour Glass tiles and Beneficial Deeds from the game—you will not need them.
Additional Components
You will need the following components in addition to the base game components:
1 “Bourgeois House”
Action Board
1 “The Duel”
Scenario Board
9 neutral Markers
Bourgeois House
T he Duel
A scenario for 2 players
Learn Bookkeeping!
Establish T hree New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
T hree-Field Rotation
Astronomy
Angelolog y
To wn Me e ti n g
Ha r v e s t
Tra d i n g Day
Tra d e
Cheese Day
Tra d i n g Day
Tra d i n g Day
Technolog y Tax
Q ui ck Trav e l
Journey Home
Goods Tax
Ha r v e s t
Goods Tax
Dues
Dues
Dues
O r l é a n s
T he Duel
A scenario for 2 players
Learn Bookkeeping!
Establish T hree New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
T hree-Field Rotation
Astronomy
Angelolog y
To wn Meeti n g
Ha r v es t
Tra di n g Day
Tra d e
Cheese Day
Tra di n g Day
Tra di n g Day
Technolog y Tax
Qui ck Travel
Journey Home
Goods Tax
Ha r v es t
Goods Tax
Dues
Dues
Dues
O r l é a n s
The Duel
A scenario for 2 players
Learn Bookkeeping!
Establish Three New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
Three-Field Rotation
Astronomy
Angelology
Town Meeting
Harvest
Trading Day
Trade
Cheese Day
Trading Day
Trading Day
Technology Tax
Quick Travel
Journey Home
Goods Tax
Harvest
Goods Tax
Dues
Dues
Dues
O r l é a n s

Goods Tax Dues Dues Dues O r l é a n s The Duel A scenario for 2 players Learn Bookkeeping Establish Three New Branches Deliver Wine to the Castle of Châtellerault Châtellerault Orléans Clothe Your Lady Achieve a development status of 3 Build 3 Trading Stations total including in a city without waterways Travel and deliver 3 wine to Châtellerault Travel and deliver 3 fabrics to Orléans including at least 1 b r o c a d e Wine Press House Three Field Rotation Astronomy Angelology Town Meeting Harvest Trading Day Trade Cheese Day Trading Day Trading Day Technology Tax Quick Travel Journey Home Goods Tax Harvest Goods Tax Dues Dues Dues O r l é a n s

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Course of Play
The game is played like the base game, except that the Events are predetermined. The Round Counter on the Scenario Board indicates
which round is being played and which Event is going to happen. Move the Round Counter forward at the end of each round.
There is no Census (phase 2).
The base game rules about torture do not apply. Instead, if you cannot pay what an Event demands (e.g. because you are short on
money), you lose immediately.

Events
Details on the Events:

1 Town Meeting
Town Meeting: You can each buy a Citizen
for 3 Coins. This action is optional.

2 Harvest
Harvest: You may return food items (grain,
cheese or wine) or pay penalty coins. If you
can pay neither food items nor coins, you must
undergo torture. You return food and coins into their supply.

3 Trading Day
Trading Day: You each receive 3 Coins for
each Trading Station you built.

4 Trade
Trade: You can each exchange a Good in your
supply for a Good from the general supply.
This action is optional.

5 Cheese Day
Cheese Day: You each pay 1 Cheese and
return it to the general supply.

6 Technology Tax
Technology Tax: You each pay 1 Coin for each
Gear wheel you placed.

7 Trading Day
Trading Day: You each receive 2 Coins for
each Trading Station you built.

8 Quick Travel
Quick Travel: You can each move your
Merchant 1 or 2 towns (using Roads and/or
Waterways), without collecting Goods on the
way. Pay 1 Coin per move. This action is optional.

9 Goods Tax
Goods Tax: You each pay 1 Coin for each
Goods in your supply.

10 Dues
Dues: You each pay Goods and/or Coins
worth at least 7 Victory Points total (e.g.
1 Brocade and 2 Coins).

11 Harvest
Harvest: You each pay 2 food items.

12 Trading Day
Trading Day: You each receive 1 Coin for
each Trading Station you built.

13 Goods Tax
Goods Tax: You each pay 1 Coin for each
Goods in your supply.

14 Dues
Dues: You each pay Goods and/or Coins
worth at least 7 Victory Points total.

15 Dues
Dues: You each pay Goods and/or Coins
worth at least 4 Victory Points total.

16 Journey Home
Journey Home: Return your Merchants to
Orléans, without collecting Goods on the way.

Bourgeois House
You can each activate the Bourgeois House independently from one another with any Follower (except for one in your color).
PLEASE NOTE: After you use the Bourgeois House, the Follower you placed returns to the general supply and not to your
bag!
To use the Bourgeois House, you must also pay 1 Citizen. If you do, you can choose one of the following bonuses:
■ Take 1 Good of your choice.
■ Move your Merchant to an adjacent town via a Road or Waterway (and collect a
Good on the way, if possible).
■ Take 5 Coins.
■ Advance 3 spaces on the Development track.

- 41 -

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Beneficial Deeds
There are 4 Beneficial Deeds on the Scenario Board. As usual, you can use the Town Hall to send Followers there:
Astronomy: 1 Coin for each placed
Follower. 1 Citizen on completion.
Three-Field Rotation: 1 Coin for
each placed Follower. 1 Citizen on
completion.
Wine Press House: 1 Coin for
each placed Follower. 1 Citizen on
completion.
Angelology: 1 Coin for each placed
Follower. 1 Citizen on completion
Objectives
As soon as you meet the requirements of an Objective, you can immediately mark it as completed by placing a neutral Marker on
the space reserved for you (in your color, unless you did not choose green or yellow). You can complete them in any order.
Details on the Objectives:
1
Learn Bookkeeping: Achieve a Development Status of at least 3.
Establish Three New Branches: Build at least 3 Trading Stations, including in a town without waterways.
Deliver Wine to the Castle of Châtellerault: Move your Merchant to Châtellerault. Once you are there, pay
3 Wine and return them to the general supply.
IV
Clothe Your Lady: Move your Merchant to Orléans. Once you are there, pay 3 fabrics (including at least 1
Brocade) and return them to the general supply.
Game End
At the end of each round, check whether a player has completed all 4 Objectives—this player wins. If you both have managed to
do so in the same round, check who has more Victory Points in Goods only—this player wins. In case of a tie, the player with more
Coins wins. If there is still a tie, you both win.
- 42 -

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– 43 –
The Dignitary - A solo scenario for Orléans by Reiner Stockhausen, difficulty I-II
(Levels of difficulty: I = easy, for beginners; II = medium, for experienced players; III = hard, for diehard players)
Game Objective
Your goal is to gain as much dignity as possible in the form of Citizens. Over the course of 16 rounds, you must collect at least 8 of
those (or 7 in the easier version). Each round, you must cope with an Event.
Setup
Lay out the large game board (map and towns) and the Beneficial Deeds “Base game” board from the base game.
Take a bag, a player board, and the components in a color of your choice. Place the Followers in your color (Farmer, Boatman,
Craftsman, Trader) on the Market, and your Markers on the first space of each track on the game board. Place your Merchant
in Orléans and keep your Trading Stations in front of you. Also take the “Stage Coach”, which you can use from the start. You
start with no Coins.
Place the Scenario Board „The Dignitary“ next to the game board. It features 16 Events for the 16 rounds you are about to play, as
well as 8 spaces for the Citizens you have to collect. Place a neutral Marker as a Round Counter on Event
The Duel
A scenario for 2 players
Learn Bookkeeping!
Establish Three New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
T hree-Field Rotation
Astronomy
Angelology
Town Meeting
Har vest
Trading Day
Trade
Cheese Day
Trading Day
Trading Day
Technology Tax
Quick Travel
Journey Home
Goods Tax
Har vest
Goods Tax
Dues
Dues
Dues
O r l é a n s
.
Place a Citizen in each of the towns of Vendôme, Tours, Vierzon, Sancerre, Argentor-sur-Creuse, and S.-Amand-Montrand. You receive
each of those as soon as you move your Merchant into the respective town. Place 7 more Citizens on any designated spaces for them
(Development track, Beneficial Deeds, etc.) There are not enough Citizens left to cover all such spaces—you decide which shall remain
empty and which shall receive a Citizen.
Place tiles that are not used in this scenario are labeled with a „D“ in the appendix of the overview of Place tiles (p. 51-59) and are
discarded. Shuffle the remaining Place tiles face down, separately for types I and II. Draw 5 of each type and place them face up on
the table. Remove the rest from the game.
Place 4 neutral Followers of each type and 6 Gear wheels in their supply.
Keep the Coins ready at hand.
Remove the Goods and Hour Glass tiles from the game—you will not need them.
Additional Components
You will need the following components in addition to the base game components:
1 neutral Marker
the “Stage Coach”
Place tile
1 “Dignitary”
Scenario Board
Conference Income
Income
Tra d i n g Day
Tra d i n g Day
Tra d i n g Day
Sabotage
Axle Fracture
S ta ge Coa ch
Tra d i n g Day
Dues
Dues
Dues
Technolog y Tax
G a i n S u p p o r t e r s (E a s y)
G a i n S u p p o r t e r s (Ha r d )
Co l l e c t 8 c i t i z e n s !
Co l l e c t 7 c i t i z e n s !
Strike
Crusade
Pil gri ma ge
University
Village
Castle
Monastery
T he Dignitary
A solo scenario
S tage Coach
??
??
?? ?? ??
XX
Peace Trea ty
Astronomy
Canalisation
Defeatin g the PlaguePapal Conclave
Base Game
Founding of the
Boatmen’s Guild
Building of
the City Wall
Building of the
Cathedral
??
??
??
??
??
?? ??
??
Conference Income
Income
Tra d i n g Day
Tra d i n g Day
Tra d i n g Day
Sabotage
Axle Fracture
S ta ge Co a ch
Tra d i n g Day
Dues
Dues
Dues
Technolog y Tax
G a i n S u p p o r t e r s (E a s y)
G a i n S u p p o r t e r s (Ha r d )
C o l l e c t 8 c i t i z e n s !
C o l l e c t 7 c i t i z e n s !
Strike
Crusade
Pi l gr i ma ge
University
Village
Castle
Monastery
T he Dignitary
A solo scenario
Conference Income
Income
Tradin g Day
Tradin g Day
Tradin g Day
Sabotage
Axle Fracture
S tage Coach
Tradin g Day
Dues
Dues
Dues
Technology Tax
Ga i n S u p p o r t e rs (E a sy)
Ga i n S u p p o r t e rs (Ha r d )
Co l l e c t 8 c i t i z e n s!
Co l l e c t 7 c i t i ze n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
T he Dignitary
A solo scenario

z e n s Strike Crusade Pi l gr i ma ge University Village Castle Monastery T he Dignitary A solo scenario Conference Income Income Tradin g Day Tradin g Day Tradin g Day Sabotage Axle Fracture S tage Coach Tradin g Day Dues Dues Dues Technology Tax Ga i n S u p p o r t e rs E a sy Ga i n S u p p o r t e rs Ha r d Co l l e c t 8 c i t i z e n s Co l l e c t 7 c i t i ze n s Strike Crusade Pilgrimage University Village Castle Monastery T he Dignitary A solo scenario

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– 44 –
Course of Play
The game is played like the base game, except that the Events are predetermined. The Round Counter on the Scenario Board indicates
which round is being played and which Event is going to happen. Move the Round Counter forward at the end of each round.
There is no Census (phase 2).
Events
Details on the Events:
Game End
At the end of the round in which you collect your 8th Citizen, you win! If you fail to do so by the end of round 16, you lose and
have to try again.
As a beginner, you can set the goal to 7 Citizens.
Conference: This round you cannot gain
Scholars.
Strike: This round you cannot gain
Craftsmen.
Crusade: This round you cannot gain
Knights.
Pilgrimage: This round you cannot gain
Monks.
Income: You receive a number of Coins
equal to twice your Development Status.
Trading Day: You receive 3 Coins for each
Trading Station you built.
Dues: Pay 5 Coins. If you cannot, you must
undergo torture, according to the base game
rules.
Technology Tax: Pay 2 Coins for each Gear
wheel you placed. If you cannot, you must
remove the Gear wheel. You decide which to
remove.
Trading Day: You receive 2 Coins for each
Trading Station you built.
Income: You receive a number of Coins
equal to your Development Status.
Dues: Pay 10 Coins. If you cannot, you must
undergo torture, according to the base game
rules.
Trading Day: You receive 2 Coins for each
Trading Station you built.
Sabotage: Technology fails. This round you
cannot use actions that have a Gear wheel.
Axle Fracture: This round you cannot use
the Stage Coach.
Trading Day: You receive 1 Coin for each
Trading Station you built.
Dues: Pay 15 Coins. If you cannot, you must
undergo torture, according to the base game
rules.Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
UniversityVillage
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario Conference Income
Income
Trading Day
Trading Day
Trading Day
Sabotage
Axle Fracture
Stage Coach
Trading Day
Dues
Dues
Dues
Technology Tax
Gai n S u p p o r t ers (Easy)
Gai n S u p p o r t e rs (Ha rd )
Co l l e c t 8 ci tize n s!
Co ll e c t 7 ci tize n s!
Strike
Crusade
Pilgrimage
University
Village
Castle
Monastery
The Dignitary
A solo scenario

p p o r t e rs Ha rd Co l l e c t 8 ci tize n s Co ll e c t 7 ci tize n s Strike Crusade Pilgrimage University Village Castle Monastery The Dignitary A solo scenario Conference Income Income Trading Day Trading Day Trading Day Sabotage Axle Fracture Stage Coach Trading Day Dues Dues Dues Technology Tax Gai n S u p p o r t ers Easy Gai n S u p p o r t e rs Ha rd Co l l e c t 8 ci tize n s Co ll e c t 7 ci tize n s Strike Crusade Pilgrimage University Village Castle Monastery The Dignitary A solo scenario

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Capital Vierzon - A solo scenario for Orléans by Reiner Stockhausen, difficulty II-III
(Levels of difficulty: I = easy, for beginners; II = medium, for experienced players; III = hard, for diehard players)

Game Objective
Your goal is to make Vierzon the fortified capital of the region. Over the course of 14 rounds, you must complete 5 Objectives. Each
round, you must cope with an Event.

Additional Components
You will need the following components in addition to the base game components:

Market Stand
the "Market Stand"
Place tile

6 neutral Markers

1 "Capital Vierzon"
Scenario Board

V
Capital Vierzon

Setup
■ Lay out the large game board for the Base game (map and towns).
■ Take a bag, a player board, and the components in a color of your choice. Place the Followers in your color (Farmer, Boatman,
Craftsman, Trader) on the Market, and your Markers on the first space of each track on the game board. Place your Merchant
in Orléans and keep your Trading Stations in front of you. Also take the "Market Stand", which you can use from the start. You
start with no Coins.
■ You will only need 40 Goods. Shuffle all Goods face down, draw 40 at random, and remove the rest from the game. Then place
a Good on each Road and Waterway leading to Orléans, Blois, Tours, Loches, Montrichard, Vierzon, Bourges, and Sancerre (do
not place any on "3" and "4" spaces). Turn all Goods face up and place the remaining ones in their supply.
■ Place the Scenario Board next to the game board. It features 14 Events for the 14 rounds you are
about to play, as well as 5 Objectives and 2 Beneficial Deeds. Place a neutral Marker as a Round
Counter on Event 1. Keep the remaining neutral Markers ready at hand to mark completed
Objectives.
■ Place 7 Citizens on their designated spaces: 5 on the game board, and 2 on the Beneficial Deeds on
the Scenario Board.
Strike
Village
■ Place tiles that are not used in this scenario are labeled with a „V" in the appendix of the overview of Place tiles (p. 51-59) and
are discarded. Shuffle the remaining Place tiles face down, separately for types I and II. Draw 5 of each type and place them
face up on the table. Remove the rest from the game.
■ Place 4 neutral Followers of each type on the corresponding spaces of the game board. Also place 4 Gear wheels next to the
Craftsman track.
■ Keep the Coins ready at hand.
■ Remove the base game Beneficial Deeds and Hour Glass tiles from the game-you will not need them.

Course of Play
The game is played like the base game, except that the Events are predetermined. The Round Counter on the Scenario Board
indicates which round is being played and which Event is going to happen. Move the Round Counter forward at the end of each
round.
There is no Census (phase 2).

- 45 -

---

Events
1 Strike: This round you cannot gain Craftsmen.
2 Pilgrimage: This round you cannot gain Monks.
3 Harvest: You may return food items (grain, cheese
or wine) or pay penalty coins. If you can pay neither
food items, nor coins, you must undergo torture.
You return food and coins into their supply.
4 Crusade: This round you cannot gain Knights.
5 Income: You receive a number of Coins equal
to three times your Development Status.
6 Amnesty: Whenever you receive a new
Follower this round, you can place it on an
Action Space right away. If you activate an
action this way, you can use it.
7 Plague: You lose 1 Follower. Blindly draw a
follower from your Followers bag and return it to
the supply (it becomes available again). Do not
move your marker back on the corresponding track. You cannot
lose the follower of your color (i.e. your initial Farmer, Boatman,
Craftsman or Trader). If you draw one of them, lucky you! In this
case, you do not lose a follower this round.
8 Sabotage: Technology fails. This round you
cannot use actions that have a Gear wheel.
9 Goods Tax: Pay 1 Coin for every 2 Goods in
your supply. If you cannot, you must undergo
torture, according to the base game rules.
10 Trading Day: You receive 2 Coins for each
Trading Station you built.
11 Conference: This round you cannot gain
Scholars.
12 Harvest: You may return food items (grain,
cheese or wine) or pay penalty coins. If you
can pay neither food items, nor coins, you must
undergo torture. You return food and coins into their supply.
13 Storm: This round you cannot move your
Merchant.
14 Banishment: Immediately after you finish
drawing Followers from your bag for this round,
you must return 2 of them to your bag.

Objectives
As soon as you meet the requirements of an Objective, you can immediately mark it as completed by placing a neutral Marker on
it. You can complete them in any order.
I Hire a Builder in Time: Pay 10 Coins
before the start of round 9. You must pay
all at once.
II Establish a Building Company: Build
a Trading Station in Loches.
III Deliver Building Materials to
Vierzon: Move your Merchant to
Vierzon. Once you are there, pay Goods
worth 12 Victory Points total to the
general supply. You must pay all at once.
IV Make Vierzon a Fortress: Pay 25
Coins. You must pay all at once.
V Make Vierzon the Capital: Have
at least 28 Victory Points from
Development. As usual, multiply the
total of Trading Stations you built plus
Citizens you have with your current
Development Status to determine your
score from Development.

Beneficial Deeds
There are 2 Beneficial Deeds on the Scenario Board. As usual, you can use the Town Hall to send Followers there:
■ Expanding the University: 1 Coin or Development Point for each
placed Follower. 1 Citizen on completion.
■ Founding the City Council: 1 Coin for each placed Follower.
1 Citizen on completion.

Game End
You win the game at the end of the round in which all of your 5 Objectives have been completed! If you fail to do so by the end of
round 14, you lose and have to try again.
If you keep winning this scenario on a regular basis, you can increase its difficulty in two steps:
A) You can still complete an Objective at any time, but only one per round.
B) Additionally, you must complete the Objectives in order.
- 46 -

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Travelling Salesman - A solo scenario for Orléans by Reiner Stockhausen, difficulty II-III
(Levels of difficulty: I = easy, for beginners; II = medium, for experienced players; III = hard, for diehard players)
Game Objective
Your goal as a travelling salesman is to deliver goods to certain towns around Orléans. Over the course of 15 rounds, you must
complete 5 Objectives in the form of a goods delivery. Each round, you must cope with an Event.
Additional Components
You will need the following components in addition to the base game components:
the "Market Stand"
Place tile
6 neutral Markers
1 "Travelling Salesman"
Scenario Board
Setup
■ Lay out the large game board from the Base game (map and towns) and the Beneficial Deeds "Base game" board.
■ Take a bag, a player board, and the components in a color of your choice. Place the Followers in your color (Farmer, Boatman,
Craftsman, Trader) on the Market, and your Markers on the first space of each track on the game board. Place your Merchant in
Orléans. Also take the "Market Stand", which you can use from the start.
■ Take a Knight and a Scholar and place them on your Market, as well as 10 Coins.
■ Set up the Goods for a 4-player game, according to the base game rules (shuffle them face down, place one on each map
space, turn them face up, place the rest in their supply.
■ Place the Scenario Board next to the game board. It features 15 Events for the 15 rounds you are about to play, as well as 5
Objectives. Place a neutral Marker as a Round Counter on Event 1.
Keep the remaining neutral Markers ready at hand to mark completed Objectives. (Alternatively, place one each in Chartres,
Vendôme, Tours, Bourges, and Argenton-sur-Creuse on the map. Once you have delivered the goods, move the Marker to the
Objective to mark it complete.)
■ Place the following neutral Followers on the corresponding spaces of the game board: 3 each of Craftsmen, Traders, Boatmen,
Knights, and Scholars, as well as 4 Monks and 5 Farmers. Also place 8 Gear wheels into the supply.
■ Lay out the following 10 Place tiles:
: Bathhouse, Cheese Factory, Hayrick, Herb Garden, Tailor Shop, Winery, Wool Manufacturer
: Cellar, Horse Wagon, Laboratory
Keep the Coins ready at hand.
Remove the Citizen and Hour Glass tiles, as well as the Trading Stations—you will not need them.
Course of Play
The game is played like the base game, except that the Events are predetermined. The Round Counter on the Scenario Board
indicates which round is being played and which Event is going to happen. Move the Round Counter forward at the end of each
round.
There is no Census (phase 2).
Events
1-10 Feeding: Pay 1 food item or 2 Coins. If you cannot pay, you starve to death and
lose immediately!
11-15 Great Feast: Pay 2 food items or 4 coins. If you cannot pay, you starve to death
and lose immediately!
- 47 -

---

Objectives
As soon as you meet the requirements of an Objective, you can immediately mark as completed by placing a neutral Marker on it.
You can complete them in any order.
Details on the Objectives:
I Deliver 3 Wool to Bourges: Move
your Merchant to Bourges. Once you
are there, pay 3 Wool and return them
to the supply. You must pay all at once.
II Deliver a Complete Set of Goods
to Chartres: Move your Merchant to
Chartres. Once you are there, pay 1 of
each Goods and return them to the
supply. You must pay all at once.
III Deliver 2 Cheese and 2 Wine to
Vendôme: Move your Merchant to
Vendôme. Once you are there, pay 2
Cheese and 2 Wine and return them to
the supply. You must pay all at once.
IV Deliver 3 Grain to Tours: Move your
Merchant to Tours. Once you are there,
pay 3 Grain and return them to the
supply. You must pay all at once.
V Deliver 1 Brocade to Argenton-
sur-Creuse: Move your Merchant to
Argenton-sur-Creuse. Once you are
there, pay 1 Brocade and return it to the
supply.

Game End
You win the game at the end of the round in which all of your 5 Objectives have been completed! If you fail to do so by the end of
round 15, you lose and have to try again.
If you keep winning this scenario on a regular basis, you can increase its difficulty in two steps:
A) You can still complete an Objective at any time, but only one per round.
B) Additionally, you must complete the Objectives in order.

- 48 -

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– 49 –
The Trip to Tours - A Solo Scenario for Orléans by Reiner Stockhausen, Difficulty Level I
(Stages I = easy , beginner ; II = medium, advanced ; III = hard, Killer strategists )
Required Game Components
In addition to the Orléans base game the following is required:
Setup
Lay out the large game board from the Base game.
Set up the game of Orléans in the normal manner, with the following exceptions:
Your Merchant begins the game in the city of Nevers.
You start with only 3 coins.
Place the neutral marker on the
The Duel
A scenario for 2 players
Learn Bookkeeping!
Establish Three New Branches
Deliver Wine to the Castle of
Châtellerault!
Châtellerault
Orléans
Clothe Your Lady!
Achieve a development status of 3.
Build 3 Trading Stations total
(including in a city without waterways).
Travel and deliver 3 wine
to Châtellerault.
Travel and deliver 3 fabrics to Orléans
(including at least 1 b r o c a d e) .
Wine Press House
T hree-Field Rotation
Astronomy
Angelology
Town Meeting
Har vest
Trading Day
Trade
Cheese Day
Trading Day
Trading Day
Technology Tax
Quick Travel
Journey Home
Goods Tax
Har vest
Goods Tax
Dues
Dues
Dues
O r l é a n s
event to track the rounds.
You begin the game with the II-Place tile “Stage Coach”.
The Scenario Board is placed next to the player board.
You do not play with the normal Events or Beneficial Deeds board, instead this Scenario Board displays the events of the 14 rounds
(as well as the task and 2 Beneficial Deeds areas).
Place a Citizen in the appropriate spot above each Beneficial Deed on this tableau.
Place a Citizen on the city of Orléans.
Place tiles that are not used in this scenario are labeled with a „T“ in the appendix of the overview of Place tiles (p. 51-59) and
are discarded. The rest can be used.
After filling the map with goods, all remaining goods are placed in their boxes.
Place 8 neutral Farmers (not marked in players colors) and 5 neutral Followers of each type in their respective supplies as well as
4 Gear wheels. The rest is removed from the game.
Gameplay
The game proceeds as described in the game rules of the base game, with the following changes:
The Merchant starts in Nevers (not in Orléans).
If the player moves his Merchant on a path where there are
2 Goods, he may take both.
The Census (Phase 2) is omitted. You do not gain or lose
coins based on how many farmers you have.
If the player moves his Merchant to Orléans, he may take
the Citizen found there.
The events are displayed directly on this tableau. Advance
the round marker one space (in number order) at the
beginning of each round.
1 neutral Marker
1 “The Trip to Tours“ Scenario Board
Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
T he Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Ha r v e s t
Ha r v e s t
D r o u gh t
Highwaymen
Amnesty
Plague Ha r v e s t
Technolog y Tax
Income
Pi ra t es
Riots
Strike
Crusade
Village
To u rs
Castle
Axle Fracture
S ta ge Coa ch

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– 50 –
The Task
Travel with 3 Citizens to Tours and deliver 3 of each type of goods. The Merchant must be in Tours to deliver the supplies. All goods
must be delivered at the same time, and you must already have 3 Citizens before you can deliver the goods.
Beneficial Deeds
The scenario tableau displays 2 Beneficial Deeds, to which people can be sent via the town hall:
• Canalization: For each Citizen placed here, you receive 1 coin or 1 development step. Upon completion, you receive
1 Citizen.
• Knight Consecration: For each Citizen placed here, you receive 1 coin. Upon completion, you receive 1 Citizen.
Game End
Once the task has been fulfilled, you win the game! If the task has not been fulfilled by the end of the 14th round, unfortunately
the game is lost and you must try again!
Strike: In this round no Craftsman may be
recruited.
Crusades: In this round no Knight may be
recruited.
Harvest: Pay 1 food item (grain, cheese, or
wine). If you cannot, pay 5 Coins instead.
Drought: 4 grain are removed from the map
and placed back into the supply. You decide
which grain are removed.
Highwaymen: In this round, you can not
move over land routes with your Merchant.
Waterways may be used.
Amnesty: In this round newly recruited
Followers may be placed immediately. It
is possible that additional actions become
immediately available to be used this round as
a result of this.
Plague: You lose a random Follower, as
detailed in the rules for the base game.
Harvest: Pay 2 food items (grain, wine, or
cheese). If you cannot, pay 5 Coins per food
item you do not pay.
Technology Tax: Pay a 2 Coin tax per Gear
wheel that you have placed on your player
board.
Income: You receive 2 Coins for each
Development level (star) you have reached.
Pirates: All cloth goods (brocades and
wool) are removed from all the rivers on the
map and placed back into the supply.
Riots: Give up either 1 Knight (from your
player board or from your bag) or 5 Coins.
Axle Fracture: Travel by Stage Coach is not
possible in this round.
Harvest: Pay 3 food items (grain, wine, or
cheese). If you cannot, pay 5 Coins per food
item you do not pay.
EventsMove with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach Move with your family to Tours!
Travel with 3 citizens to Tours
and deliver 3 pieces of each type of goods.
The Trip to Tours
A solo scenario
Canalisation
Knight Consecration
Har vest
Har vest
Drought
Highwaymen
Amnesty
Plague
Har vest
Technology Tax
Income
Pirates
Riots
Strike
Crusade
Village
Tours
Castle
Axle Fracture
Stage Coach

Riots Strike Crusade Village Tours Castle Axle Fracture Stage Coach Move with your family to Tours Travel with 3 citizens to Tours and deliver 3 pieces of each type of goods The Trip to Tours A solo scenario Canalisation Knight Consecration Har vest Har vest Drought Highwaymen Amnesty Plague Har vest Technology Tax Income Pirates Riots Strike Crusade Village Tours Castle Axle Fracture Stage Coach Move with your family to Tours Travel with 3 citizens to Tours and deliver 3 pieces of each type of goods The Trip to Tours A solo scenario Canalisation Knight Consecration Har vest Har vest Drought Highwaymen Amnesty Plague Har vest Technology Tax Income Pirates Riots Strike Crusade Village Tours Castle Axle Fracture Stage Coach

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– 51 –
Barracks
Barracks
D
You can replace a Knight with any other Follower to activate a Place.
Bathhouse
Bathhouse
Draw 2 Followers from your bag and choose 1 of them. Immediately place the chosen Follo-
wer on an appropriate Action Space. (You cannot place him on the Bathhouse.) Put the other
Follower you have drawn as well as the Follower from the Bathhouse back into your bag. If you
cannot place 1 of the drawn Followers on Action Spaces, put them back into your bag.
Brasserie
Brasserie
D V T
Immediately place 2 cheese and 2 wine on the Brasserie tile (or less, if there are not enough
left in the supply). In phase 6, you may discard a Good from this tile to prevent the effects of
the current Event for you. You may spend the goods on this tile at any time (e.g. for an Order).
You must pay taxes for them; and they are worth victory points at the end of the game as
usual.
Brewery
Brewery
You receive 2 Coins from the supply.
Cheese Factory
Cheese Factory
D
You receive 1 cheese from the supply. You cannot play this action if there is no cheese left in
the supply.
Episcopal See
of Tours
Episcopal See of Tours
ToursTours
D V T
You may move your Merchant directly to Tours, or, if your Merchant is in Tours, you may move
him to any other city. You won’t get a Good in either case. You can activate this tile with any
Follower.
Overview Place tiles
Category I

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– 52 –
Farm
Farm
D
Receive the depicted Goods from the supply corresponding to your position on the Farmers
track. If those Goods are not available in the supply, you can’t use this action.
Hayrick
Hayrick
D
You receive 1 grain from the supply. You cannot play this action if there is no grain left in the
supply.
Herb Garden
Herb Garden
As the owner of the Herb Garden, you can use Boatmen in place of Craftsmen, Traders, and
Farmers.
Hospital
Hospital
You receive a number of Coins from the supply equal to your current Development Status.
Library
Library
You receive 2 Development Points.
Merchant House
Merchant House
max
D V T
At the end of the game, you get 4 Victory points for each type of Good that you have the most
of.
Port
Port
D V T
At the end of the game, you receive 10 Victory points if you have a contiguous line of 4 Trading
Stations that are connected via waterways. You receive 15 Victory points for 5 or more Trading
Stations connected this way.

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– 53 –
Road
Road
Build a Trading Station and place it on the Place tile “Road“. You may build up to 4 Trading
Stations on the Road. (They will count when determining the most Trading Stations at the end
of the game.)
Sacristy
Sacristy
D V T
The Sacristy can protect you from negative events (like Harvest, Taxes, or Plague) if it is activa-
ted. During the Event Phase, remove the Monk from the Sacristy and put the tile back into your
bag instead of suffering the negative effects of the event in play.
Shipping Line
Shipping Line
You receive 1 Development Point.
Statue
Statue
The Statue allows you to place each new Follower that you get from an action in phase 5 on
the Market instead of into your bag.
Tailor Shop
Tailor Shop
D
You receive 1 brocade from the supply. You cannot play this action if there is no brocade left in
the supply.
Vineyard
Vineyard
D
Each time you build a Trading Station in a town at the river, you can buy 1 Wine for 1 Coin.
Windmill
Windmill
You receive 2 Coins from the supply and 1 Development Point.

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– 54 –
Winery
Wi n e r y
D
You receive 1 wine from the supply. You cannot play this action if there is no wine left in the
supply.
Wool
Manufacturer
Wool Manufacturer
D
You receive 1 wool from the supply. You cannot play this action if there is no wool left in the
supply.
Bakery
Bakery
D V T
Pay 2 Coins and bake bread from up to 3 grain, placing them on the bakery. These grain are
now considered bread. Bread is a good and a food item (so you can use it for Harvest). Bread is
considered a Good and counts when paying taxes. At the end of the game, each bread is worth
a number of Victory points equal to your Development Status.
Ballroom
Ballroom
Pay either 2 Coins to buy any one Place tile from stack I or pay 3 Coins to buy any one Place tile from the stack II.
Black Market
Black Market
D
Exchange any 2 Goods of the same type for 1 Good of another type. Return the Goods you
exchange to the supply. If the supply is out of a certain Good, you cannot exchange for it.
Bookbindery
Bookbindery
Roll the die. With a 1-5 you may advance as many steps on the Development track as the die
shows. With a 6 you receive 1 Coin from the supply.
Category II

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– 55 –
Burgeois House
Bourgeois House
Choose one of the following bonuses: take 5 Coins, or take 1 Good, or move your Merchant
across 1 Road or Waterway, or advance 3 steps on the Development track.
Cathedral
Cathedral
D V T
The Cathedral permanently adds 1 to your development status. The increased value counts for
future events (income), Place tiles (e.g. Hospital), and during scoring at the end of the game.
Cellar
Cellar
You receive 4 Coins from the supply.
Christmas Market
Christmas Market
D Roll the die. You receive the following bonus depending on your roll:
1: Take 1 Grain,
2: Take 1 Cheese, Take the respective goods from the supply.
If the supply of those goods is empty, you get nothing.

3: Take 1 Wine,
4: Take 1 Wool,
5: Take 1 Brocade,
6: Move your merchant to an adjacent town by road and collect one Good item along the way,
if possible.
Church
Church
D V T
Use the benefits of a Place tile owned by another player. Pay 2 Coins to the owner of the Place
tile that you have used. You can only use Place tiles that are currently activated with Followers.
(You must not use Place tiles that don’t require Followers for activation). Remove only the
Monk from the Church. The other player’s Place tile remains activated and may be used by its
owner later.
Court
Court
D V T
Move the Merchant of another player to an adjacent town (along a waterway or road). If there
is a good on the way, you may take it, as compensation, pay the other player 1 Coin.
Depot
Depot
D V T
At the end of the game, you receive an additional 5 Victory Points for each complete set of
Goods (consisting of Grain, Cheese, Wine, Wool, and Brocade).

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– 56 –
Drawbridge
Drawbridge
You may move your Merchant along a Waterway when performing the “Wagon“ action or
along a Road when performing the “Ship“ action. This does not apply to other movement
actions (e.g. Horse Wagon).
Flea Market
Flea Market
Roll the die. You receive the following bonus depending on your roll:
1: Take 1 Coin
2: Receive 1 Development Point
3: Take 1 Wine
4: Use the „Farm House“ Action
5: Take 1 Monk
6: Use an Action of your choice from your player board
Gaming Room
Gaming Room
D T
For a gaming night, assemble the following gamers: 1 Farmer, 1 Scholar and 1 Knight. Just like
with a Beneficial Deed, you move them via the Town Hall or the Gunpowder Tower onto the
Gaming Room. The required Followers above cannot be replaced by other Followers. Then sup-
ply the group with Wine and Cheese by placing the goods onto the Gaming Room. Followers
and Goods remain in place until the end of the game. If all three gamers and the Goods are
present in the gaming room by then, add 3 Citizens to the total of your collected Citizens.
Goldsmith
Goldsmith
D
Pay any 1 Good and advance your token on the Development track by a number of spaces
equal to the number of Trading Stations you built.
Gunpowder Tower
Gunpowder Tower The Gunpowder Tower expands your Market by 2 spaces. During Phase 3: “Followers”, you can
place 1 or 2 Followers on the Gunpowder Tower. During the Planning Phase, you can place one
or both of these Followers on Action Spaces, or use them for Beneficial Deeds during the Action
Phase. (You can use both of them for Beneficial Deeds in one action.) You may not use the
Followers of your color for Beneficial Deeds.
Horse Wagon
Horse Wagon
D
Move your Merchant along a Road to an adjacent town and collect one Good if available.
Laboratory
Laboratory
You receive a Gear wheel that you may place on an Action Space of your choice (except for
Monk Spaces). The usual rules for Technology apply. You may place the Gear wheel on the
Laboratory if you want.

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– 57 –
Lair
Lair
D
Pay any 1 Good and use the bonus of one of the following tracks: Farmer, Craftsman, Trader,
Boatman or Scholar. You receive the bonus of the space your marker is currently at. You can use
the bonus even if there are no Followers left for that track.
Lock
Lock
Whenever you take a Boatsman, instead of advancing on the Boatmen track, you may advance
1 step on any of the other tracks.
Market Stand
Market Stand
D
You can buy and/or sell up to 2 Goods of the same or different type. The price of each Good
is equal to its value (see the game board). Return Goods you sell to the general supply. If the
general supply is out of a certain Good, you cannot buy it.
Observatory
Observatory
D T
Advance to the next star on the Development track. If your marker passes spaces with Coins or
Citizens, you will not receive them.
Office
Office
You receive 1 Coin for each Trading Station you built.
Opera
Opera
D V T
The Opera can only be activated if there are no more Scholars left in the supply. Advance one
space on the Scholar track and receive the depicted number of development points. If your
marker is on the last space already, you receive the bonus of that space again (6 development
points).
Pharmacy
Pharmacy
You can activate the Pharmacy with any Follower. As the action, you may spend up to 3 Coins
to advance on the Development track. For each Coin you spend (min. 1), you may move your
marker one space to the right.

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– 58 –
Prairie
Prairie
D V T
Whenever you move your Merchant to a town where one or more other players have already
built a Trading Station, choose the owner of one of those Trading Stations. That player must give
you (if possible) one Good of their choice.
Quarry
Quarry
Build a Trading Station in a town that doesn‘t have one yet. Pay 2 Coins if you build it in the
town your Merchant is at. Otherwise, pay an additional 2 Coins for each road or waterway
between the destination town and the town where your Merchant is.
School
School
As the owner of the School, you can use Scholars in place of other Followers except for Monks.
Sheep Farm
Sheep Farm
D
You may spend 1 cheese to either gain 1 wool or 4 coins, or advance 3 steps on the Develop-
ment track.
Stage Coach
Stage Coach
Pay 3 Coins and move your Merchant to an adjacent town via a Road or Waterway, collecting a
Good on the way, if possible.
Tavern
Guildhall
Tavern
D V T
You can build a Trading Station in a town, even if another player has already built one there (at
most once per town). Carry out the Tavern action when you use the Guildhall action to place
the Trading Station (they are considered a single action).
Theatre
T heatre
You can place any number of different Followers in the Theatre (you may not place more than
one Follower per type). As its action, remove all Followers from the Theatre and put them back
in your bag, receiving 1 Coin for each of them.

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– 59 –
Tinkerer‘s Wagon
Tinkerer’s Wagon
D
Roll the die. With a 1-5 you may move your Merchant as many towns as the die shows
but don‘t pick up any goods. With a 6 you receive 1 Coin from the supply.
Well
Well
Carry out any action on your player board or any of your Place tiles, regardless of whether or
not that action is activated. After taking the action, only return the Followers from the Well to
your bag. This way you can use an action more than once per round.
Workshop
Wo r k s h o p
D V T
Pay 1 Coin and move a Gear wheel to a different empty Action Space. (If this activates an
action, you can take the action later this round). The usual placement rules for Gear wheels still
apply.
Back Door
Back Door
With the Back Door, you can acquire an Indulgence card. You may take either one of the face-
up cards on display or the top three cards from the face-down pile, look at them, choose one
and shuffle the other two back into the cards of the pile.
Cemetery
Cemetery
The Cemetery extends the Market by an additional space. However, you may only place a
Corpse there.
Medicinal Spring
Medicinal Spring
This action can only be activated with the Plague Doctor. To this end, put any one Follower (not
one of your own and not a Monk) on the right space and, when carrying out the action, send
him back into the supply. Then advance one space on the corresponding track and receive the
bonus, but don’t take a Follower.
Place tiles “The Plague“

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– 60 –
Authors: Reiner Stockhausen,
Inka and Markus Brand
Design: Klemens Franz
Layout: atelier198
Translation: Grzegorz Kobiela,
Sybille & Bruce Whitehill
“Word for Wort”
Editing: dlp games
© dlp games 2024
dlp games Verlag GmbH
Eurode-Park 86
D - 52134 Herzogenrath
Tel.: 0049-2406-8097200
E-Mail: info@dlp-games.de
www.dlp-games.de

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