Full manual text

1A Game of Woodland Might and Right
Learning
to
Play
Table of Contents
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Lizard Cult ????????????????????????????????????2
Riverfolk Company ???????????????????????4
Mechanical Marquise ????????????????????6
Scenarios ???????????????????????????????????????8

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2
Lizard Cult
The Cult relies on word of mouth and beak to spread its gospel, and new enclaves can spring up anywhere on
the map. Where the Cult rules clearings, they can build gardens, which will further radicalize the animals
that live there. While other factions spend cards to achieve their aims, the Cult acts chiefly by revealing
cards and gradually drafting the ideal set of followers. Unless used for scoring, these cards are not spent and
are returned to the Cult’s hand during Evening. However, this gentler approach makes movement and battle
difficult, so these actions can only be undertaken by the most radicalized members of the Cult—their acolytes.
The gardens of the Lizard Cult attract Pilgrims, so the Cult rules any clearings where they
have gardens, even one. This special ability trumps even the Eyrie’s Lords of the Forest.
When the Cult is in play, spent and discarded cards are placed in the Cult’s Lost Souls
pile rather than the discard pile. At the start of the Cult’s turn, the most common suit of
Lost Souls sets the Outcast, the suit of clearings where the Cult can perform conspira-
cies with their acolytes for that turn. Acolytes can be gained by Revenge: whenever you
remove a warrior defending in battle, you place it in your Acolytes box.
Birdsong
Look at the cards in the Lost Souls pile, ignoring any bird cards. If one suit has more
cards than any other suit, that suit becomes the Outcast—move the outcast marker to the
new suit. If this suit was already the Outcast, it becomes the Hated Outcast—flip the
outcast marker.
Then, move all of the cards in the Lost Souls pile to the discard pile.
Finally, you can spend acolytes—warriors in your Acolytes box—to perform conspiracies.
If the Outcast is Hated, all conspiracies cost one less acolyte.
»»Crusade: Spend two acolytes to battle in an Outcast clearing or move from an Outcast
clearing and then, if you wish, battle in the destination clearing.
»»Convert: Spend two acolytes to remove an enemy warrior from an Outcast clearing and
then place a warrior there.
»»Sanctify: Spend three acolytes to remove an enemy building from an Outcast clearing
and then place a garden there.

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3
Daylight
Reveal any number of cards from your hand, and perform
one ritual per card, as follows. You cannot use revealed cards
for any other purpose during Daylight.
»»Build: Reveal a card matching a clearing you rule to place a garden there.
»»Recruit: Reveal a card to place a warrior in a matching clearing.
»»Sacrifice: Reveal a bird card to place a warrior in the Acolytes box.
»»Score: Spend the revealed card (placing it in the Lost Souls Pile) to score the victory
points listed by the Gardens column of the rightmost
empty space matching the card spent.
Evening
Return any revealed cards to your hand.
Then, you may craft cards by activating gardens
that match the Outcast suit.
Finally, draw one card plus one per uncovered
draw bonus. If you have more than five cards in
your hand, discard down to five.
Hatred of Birds: Bird
cards are not wild when
performing rituals!
Acolytes Example
At the start of Birdsong, 
the Cult has four acolytes. 
Rabbits are the Outcast.
First, they spend two acolytes to 
convert the Marquise warrior in 
the rabbit clearing.  e Marquise 
warrior is removed, and a Cult 
warrior is placed there.   
Second, they spend two acolytes to 
crusade with the warrior in the 
rabbit clearing.  ey choose 
to move the warrior to 
an adjacent clearing 
and battle against the 
Marquise. 
Acolytes

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4
Riverfolk Company
When news arrived that the Woodland on the shore of the great lake was descending into all-out war, the
Riverfolk Company quickly dispatched its officers to set up shop. As the other factions purchase services, the
Riverfolk will be able to further entrench their commercial interests by building trade posts across the forest.
The construction of these posts is a viable way to score victory points, but so too are dividends they might gain
from their wealth.
The Riverfolk are excellent Swimmers, so they treat rivers as paths, and they can move
between clearings connected by a river regardless of who rules the origin or destination.
Services
The Riverfolk Company is a commercial faction that offers
services to the other players. They set the costs of their ser -
vices during their Evening.
Any other player, at the start of their Birdsong, may buy one Riverfolk service plus anoth-
er per clearing with a trade post and any of their pieces. The buyer pays for services by
taking warriors from their own supply and placing them in the Riverfolk’s Payments box.
»»Hand Card: The buyer takes a card from the Riverfolk’s hand and adds it to their hand.
»»Riverboats: The buyer treats rivers as paths until the end of their turn.
»»Mercenaries: During Daylight and Evening of this turn, the buyer treats Riverfolk
warriors as their own for rule and battle.
For Sale: The Riverfolk’s
hand is always shown face up
above their faction board.
Payments
Buying a Service Example
At the start of the Eyrie’s Birdsong, 
the Eyrie can purchase up to two 
services because they have pieces in 
one clearing with a trade post. 
Mercenaries currently cost 3.  e Eyrie decide to buy 
them, so they move three warriors from their supply to 
the Riverfolk’s Payments box. With these mercenaries, 
the Eyrie rule the rabbit clearing, so they can build a 
roost there, assuming the right card is in the Decree. 
(from Eyrie supply)

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5
Birdsong
If your Payments box is empty, place two warriors in it. Then, if you have any trade posts
on the map, score one victory point per two funds (warriors in the Funds box). Finally, move
all warriors on your faction board to the Funds box.
Daylight
You can take action by spending and committing funds—warriors in your Funds box.
When you spend a fund, return the warrior to its owner’s supply. When you commit a
fund, move the warrior to the Commitments box.
»»Move: Commit a fund to take a move.
»»Battle: Commit a fund to initiate a battle.
»»Craft: Commit funds to craft a card from your hand.
Instead of moving these warriors to the Commitments
box, you must place them on empty spaces of the Trade
Posts tracks matching the suits of the crafting cost.
»»Draw: Commit a fund to draw a card.
»»Recruit: Spend a fund to place a warrior in any clearing with a river.
»»Establish Trade Post with Garrison: Spend two funds
to place a trade post and a warrior in a clearing. You
must spend funds of the faction who rules the chosen
clearing. Each clearing may have only one trade post.
Exporting: Instead of gaining a
card’s listed crafting effect, you
may discard the card and place a
warrior in your Payments box.
Trade Disruption: Whenever
a trade post is removed,
remove half of your funds and
return that trade post to the
box. It cannot be rebuilt!
Establishing a Trade Post Example
Funds1Y2468YThfl3ftfi2ff5ffl72732
establish a trade post in 
this fox clearing.  e 
Marquise rules, so the 
Riverfolk must spend 
two Marquise funds.  
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a fox trade post 
with a warrior 
there, and score 
two victory points.  
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Evening
If you have more than five cards in your hand, discard down to five. Then, you may set
the costs for your three services by moving the service markers on your Services tracks.

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6
Mechanical Marquise
The Mechanical Marquise is an automated player that can be used in two ways.
»»First, it can replace a human Marquise
player in a multiplayer competitive game.
»»Second, with a couple changes to the rules,
it can be an opponent in a cooperative game
for one to four players (page 8).
The Mechanical Marquise uses the pieces of the
Marquise de Cat, so you cannot include both in
the same game.
Setup
When including the Mechanical Marquise, modify the following steps of setup.
Poor Manual Dexterity: The Mechanical
Marquise does not have a hand of cards. It
cannot be forced to discard cards. If you
would take a card from its hand, draw a card
from the deck instead. If you would give it
a card, discard the card, and the Mechanical
Marquise scores one victory point.
Hates Surprises: Ambush cards cannot be
played against the Mechanical Marquise.
1
st
3
rd
4
th
Choose Factions. Give the Mechanical Marquise a random seating position, as if
it were a human player. One player sitting near the Mechanical Marquise will be
responsible for setting it up and playing its turns. The rest of these rules are written
from the perspective of this player.
Deal Cards. Before shuffling the deck, remove the four dominance cards and add
the four spy cards. Draw five cards, not three, for the Mechanical Marquise. Place
these five cards in a row on a card stand so the players can only see the card backs.
This is the Mechanical Marquise’s Schedule of Orders.
Make Item Supply. Take a S, M, B, and T from the item supply and place them
in the Items for Sale box on the Mechanical Marquise’s faction board.
Set Up Factions. Follow the Marquise’s rules for faction setup, but ignore steps
4 (6.3.4) and 5 (6.3.5). The Mechanical Marquise does not use the Marquise’s
buildings.
7
th
Birdsong
Score two victory points per clearing you rule where you have at least three warriors.

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7
Daylight
Reveal the leftmost card on the Schedule of Orders, take the following actions, then dis-
card the card. Move and battle happen in all clearings matching the suit of the order card.
Recruit happens in clearings based on the order’s crafting cost, as described in step 3.
»»Step 1: Battle. Initiate a battle in each clearing with your warriors and any enemy piec-
es. If a clearing has multiple enemy factions, choose the defender in this priority order:
most pieces there, then most victory points, then highest setup priority (A, B, C, etc.).
»»Step 2: Move. Starting with the clearing with the lowest number in the Clearing Pri-
ority box (1, 2, etc.) and going up, move from clearings you rule with four or more of
your warriors. For each move, move all of your warriors except for three from the origin
clearing. The destination is the adjacent clearing with the most enemy pieces, then the
tied clearing with the lowest number in the Clearing Priority box.
»»Step 3: Recruit. Place warriors in clearings you rule based on the crafting cost of the
revealed order card, as shown below. If it has no crafting cost, restart Daylight, reveal-
ing the next order card—if the Schedule of Orders has no more cards, go to Evening.
1–3 of one suit: Place one to three warriors (equal in number to
crafting cost) in each clearing you rule of this suit.
1 of each suit: Place one warrior in each clearing you rule.
4 of any suits: Place four warriors in the clearing with the keep.
Evening
Draw cards and add them to the right side of the Schedule of Orders
until it has five cards.
Spy Cards
Spy cards use the same rules as dominance cards for playing, discarding,
and taking available cards, but do not change your victory condition.
If you have a spy card in your play area, you may reveal one order card during your
Daylight. If you reveal an order card whose suit matches your spy card, you must dis-
card your spy card immediately—for this purpose, bird cards are not wild. Then, if your
spy card was not discarded, you may swap any two order cards.
to
????
In Daylight, reveal an order. 
en, if not discarded, you 
may swap any two orders. 
If the spy reveals a fox 
card, discard the spy, 
making it available.
Spy
May play 
at no cost.

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8
Cooperative Play
You can play a cooperative game against the Mechanical Marquise. You win as a team
if every player scores 30 points before the Mechanical Marquise does. The Mechanical
Marquise has two changes:
»»During Birdsong, the Mechanical Marquise also scores
one victory point per human player.
»»The Mechanical Marquise recruits in all clearings
matching the suit of the crafting cost, regardless of rule.
Cooperative Campaign
Cooperative games can be strung together into a campaign.
Each time the players win a game, the Mechanical Marquise will start the next game with
three more victory points, but each player will start with one crafted card from their final
play area of the last game. (Example: Patrick has won two games so far. For his third game, he
starts with Brutal Tactics, which he crafted during game one and chose for game two, and chooses
Command Warren, which he crafted during game two. The Marquise begins with 6 victory points.)
Scenarios
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Solitaire Mode
W    M  M
Cooperative Mode
Competitive Mode
Swap 
Take any three-player mix and add 
any remaining one, two, or three 
factions, or use these  
recommended mixes.
for in any suggested mix.
If playing with 
three or four 
human players, 
add any one or two 
factions to these 
mixes.
Solo Play: If you’re playing alone
against the Mechanical Marquise,
remove the Favor of the Foxes, Favor
of the Rabbits, and Favor of the Mice
from the deck before starting play.

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