Full manual text

2
tomesaga campaign 6
overview and setup6
architects co-op scenario11
overview and setup11
gameplay rules 13
gameplay rules 8
paladins co-op scenario 19
overview and setup19
gameplay rules 20
viscounts co-op scenario 26
overview and setup26
gameplay rules 28
components 3
contents
bonus Content 34

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3
components
Tomesaga Components
6 Architects Tomes
(Red)
2 Tome Boards (frontside of Overlord Boards)
3 Crest Tokens3 Crest Tomes
(Black)
6 Paladins Tomes
(Gold)
6 Viscounts Tomes
(Blue)

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4
Architects Co-op Components
9 Overlord Starting
Scheme Cards
2 Overlord Boards
(frontside of Tome Boards)
6 Overlord Future
Scheme Cards
8 Overlord
Demand Cards
6 Scoundrel/
Clergyman
Apprentice Cards
8 Event Cards1 King’s Storehouse
and 1 Guardhouse
Overlay Tile

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5
Paladins Co-op Components
4 Honour
Markers
4 Starting
Townsfolk Cards
1 Outsider
Threat Card
6 King’s Order
Cards
10 Overlord
Threat Cards
1 King’s
Threat Card
4 Board Overlay Tiles
Viscounts Co-op Components
1 Poverty and
1 Prosperity Card
4 Player
Reference
Cards
1 Overlord
Card
1 Overlord
Token
Shared Co-op Components
20 Overlord Workers

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Overview
The West Kingdom Tomesaga is an epic competition for 2-4
players to collect the most Tomes and earn their place among
the chronicles of their people. Players will progress through
each game of the West Kingdom Trilogy
(Architects, Paladins
and Viscounts)
. Each game offers 3 unique Tomes for players
to collect. These are awarded to the first player to achieve a
particular objective. Gaining these Tomes also awards players
advantages in successive games. Each of these Tomes also
display 1 or 2 Crests. The first player to gain 3 Crests (
or 4 with
2 players)
of 1 type collects an additional Tome for their efforts.
Players can also gain up to 3 Tomes for coming first or second
in each game. However, Tomes collected this way do not award
any in-game advantages or Crests. Once all 3 games have been
played, the player with the most Tomes is the overall winner!

Campaign Setup
To setup The West Kingdom Tomesaga, follow these steps:
1. Place the 2 Tome Boards to the side of the playing area.

2. Place the 3 Crest Tokens on the indicated spaces of the Tome
Board. Below these, place the 3 Crest Tomes faceup in a row,
with the correct side faceup, depending on the player count.
3. Randomly determine the starting player for Architects.
tomesaga campaign
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7
Chapter Setup
1. Paladins and Viscounts only: Return any uncollected Tomes

(not Crest Tomes) from the previous game, to the box.

2. Paladins and Viscounts only: During setup, give the Start
Player Marker to the player who won the previous game.
However, once setup is complete, they must pass this to
the next player in clockwise order. In doing so, they will draft
Townsfolk last, and also go last in turn order for the next
game.

3. Set up the current game as outlined in its rulebook.
Note: For Architects, use the Standard Setup (not Variable).
In reverse turn order, each player hires (at no cost), 1 faceup
Apprentice from the Main Board. Once all players have
chosen a starting Apprentice, reveal new Apprentice Cards to
replace those that were taken. This Apprentice draft should be
done before players draft Building Cards. Be sure to lose or
gain Virtue from chosen Apprentices if necessary.

4. After completing all the setup instructions for the current
game, shuffle the 6 Tomes of the current game and randomly
place 3 faceup in a row on the Tome Board. Place the
remaining 3 Tomes facedown in a stack, alongside the Tome
Boards. These are referred to as Victory Tomes.

5. Paladins and Viscounts only: Players should be given Silver,
equal to the difference in collected Tomes between them and
the player with the most
(including Crest Tomes). This is in
addition to any other Silver they may have received during
Setup of the current game.

For example, if the leader had 3 Tomes and another player
only had 1, they would be given 2 Silver.

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Collecting Tomes
To win The West Kingdom Tomesaga, players will need to
collect more Tomes than their opponents. There are 2 ways to
collect Tomes:
1. Objectives
During the Setup of each game, 3 Tomes will be revealed. These
each have a unique objective for the current game. There are also
3 Crest Tomes available across the entire campaign. As soon as
a player achieves an objective, they take the Tome and place it
faceup in front of them. It should stay this way for the rest of
the campaign. Only the first player to achieve an objective can
collect its Tome. This applies for Crest Tomes too.
The top half of each Tome outlines the objective
a player must achieve to collect the Tome.

The bottom half of each Tome outlines an
advantage players will gain in the succeeding
game. Only the player who collects each Tome
can use its advantage.

Note that Crest Tomes and Viscounts Tomes do not have
advantages, only objectives.
2. Victories
At the end of each game, players may gain Victory Tomes. These
are the 3 facedown Tomes alongside the Tome Boards. When
claimed, these should be kept facedown in front of the player
who collected them. They will remain facedown for the rest of
the campaign. Players may also gain Crest Tokens if in second or
third place. When gaining a Crest Token, players may chose any
1 of those still available on the Tome Board, placing it in front of
them.
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Distributing Victory Tomes and Crest Tokens
First, determine if it was a major or minor victory. This varies
with each game. A major victory is where the winner was ahead
by a certain number of points.
Architects - Ahead by more than 10 VP
Paladins - Ahead by more than 12 VP
Viscounts - Ahead by more than 15 VP

Major Victory
1st Place = 3 Victory Tomes
2nd Place = Any 1 available Crest Token

Minor Victory
1st Place = 2 Victory Tomes
2nd Place = 1 Victory Tome
3rd Place = Any 1 available Crest Token

If there are ties for first, second or third place, use the tie-
breaking rules in each game’s rulebook to determine the victory.
In the rare case that a tie cannot be broken by the original rules,
the player who was seated last in turn order for that game, wins
the tie.

Crest Tomes
These are each claimed by the first player to gain 3
(or 4 with 2
players)
of the indicated Crests. These sets may consist of both
Crests on collected Tomes and Crest Tokens.

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End of the Campaign
Once all 3 games
(Architects, Paladins and Viscounts) have been
played, the campaign is over. Players count all their collected
Tomes
(both faceup and facedown). The player with the most
Tomes wins! In the case of a tie, the tied player with the most
Victory Tomes
(facedown Tomes) is the winner. If still tied, the
tied player with the highest score in Viscounts is the winner.

Tomesaga Campaign Scoring Example
Below you can see the 9 Tomes and 1 Crest Token collected by 1
player. This is how they collected them:

Architects:
They came second in a minor victory, collecting 1
facedown Victory Tome. They also collected 8 Marble before
anyone else, claiming that Objective Tome.
Paladins: They claimed 2 Objective Tomes and came in third,
claiming a Crest Token.
Viscounts: This time they won the game in a major victory and
achieved 1 Objective. They also collected a Bonus Tome for
being the first player to gain 3 Crests of 1 type.

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11
Overview
In this scenario, players will be working together to build the city
while under constant tyranny from the King’s most trusted ally
- a brutal and vile overlord, hellbent on outworking the King’s
commands, at any cost.

At the end of each round
(once all players have each had 1
turn)
, the Overlord will have his turn. His main objective will be
oppressing Workers and rounding up anyone he pleases. Once
the game ends, all players will either win or lose the game, based
on their collective score.

Setup
Set up Architects as described in the original rulebook, with a
few changes:
1. Use the Variable Setup. Once all players have chosen a Player
Board, shuffle the Scoundrel/Clergyman Apprentices and deal
1 to each player. Return any unused cards to the box. Each
player must now choose which side of the card they will use
for the entire game
(either the Scoundrel or Clergyman).

Scoundrel
Make up to 2 Donations when using the Black
Market.
Clergyman
Make a number of Donations when using the
Guildhall, equal to your level on the Cathedral.

These Apprentices function like any other Apprentice. They
count towards Apprentice limits, can be removed through

effects and be equipped with Tools in Age of Artisans.
architects co-op scenario

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12
2. In reverse turn order, each player then hires (at no cost), 1
faceup Apprentice from the Main Board. Once all players have
chosen an Apprentice, reveal new Apprentice Cards to
replace those that were taken. Be sure to lose or gain Virtue
from these Apprentices if necessary.

3. Rather than drafting Building Cards, deal each player 4
Building Cards and have them discard 1, keeping the other 3
in their hand.

4. Place the King’s Storehouse and Guardhouse Overlay Tiles on
the Main board, ensuring that the art lines up.

5. Select a difficulty level and place the appropriate Overlord
Board to the left of the player going last in turn order. It will
work best if they control the Overlord’s actions.

Overlord Blue Board = Standard Mode
Overlord Red Board = Hard Mode

6. Separate the Overlord Scheme Cards into 2 piles
(Brown
Starting Schemes and Black Future Schemes). If not using the
Age of Artisans expansion, return its unique card to the
box.

Shuffle all Starting Schemes and place them facedown on the
left space of the Overlord Board, forming the “Scheme Draw
Pile”. Find the “Final” Future Scheme Card and place
it facedown above the Overlord Board. Shuffle all other Future
Scheme Cards and place them facedown on top of the “Final”
Future Scheme Card. This is referred to as the “Future Scheme
Draw Pile”.

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7. Find the Overlord Demand Cards. There are 2 cards of each
level, noted by the number on the back of each card.
Randomly place 1 card from each level facedown in a row
nearby the Main Board. Return the other 4 cards to the box
unseen. Reveal the level 1 Demand Card.

8. Shuffle the Event Cards and create a facedown Draw Pile near
the Overlord Demand Cards. The number of cards in this pile
is determined by the chosen difficulty
(4 or 6 cards). Place the
required number of cards and return the rest to the box unseen.

Changes to Player Turns
The majority of player turns remain unchanged. However, there
are some notable changes:

- Players cannot capture each other. Instead, they may use
their capture actions to capture either their own Workers or the
Overlord’s Workers. Each capture action allows them to do so
at any “large circle” location on the Main Board.

For example, if they had 4 captures to make, they might
capture their own Workers from the Mines, the Overlord’s
Workers from the King’s Storehouse, plus their own Workers
and the Overlord’s Workers from the Quarry.

- Players can send Overlord Workers to Prison. As noted on the
Guardhouse Overlay Tile, players gain 2 Silver per
Overlord Worker.
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- Players can now free other players’ Workers at the
Guardhouse. Each Worker colour they wish to release requires
1 action.

- Players can Donate items to other players and to the
Overlord’s Demand Cards.

Black Market Reset
While the Overlord cannot gain Debts or lose Virtue, having
his Workers in Prison can prevent players from gaining Debts.
If the Overlord has more Workers in Prison during a reset than
any other player, no Debt is given to the players. Likewise, if the
Overlord is tied for the most, he will not gain a Debt, but the tied
players will.

Note: Any time the Overlord would place Workers in the Black
Market, he always places in the right-most empty space.

Donations
As mentioned above, players can now Donate
items. For each Donation action they gain, they
may gift 1 item. This may include giving items to
other players, or placing them onto revealed Overlord Demand
Cards. If players have multiple Donations available on the
same turn, they may gift items to different players or Overlord
Demand Cards in any combination.

Only the following items may be Donated:
Silver, Clay, Stone, Wood, Gold, Marble, Buildings Plans
(not
constructed Buildings)
, Debts (paid and unpaid). No other items
or game components may be Donated.

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Overlord Demand Cards
Once revealed, these will cause all players to either gain, or lose
points at the game’s end. To fulfill these demands, players will
collectively need to Donate a number of items onto the cards.
This number is listed on each Overlord Demand Card and varies
depending on the player count. Note that the Overlord does not
count as a player.

For example, this level 1 Overlord Demand Card
requires Clay. If playing with 4 players, a total of
12 Clay would need to be Donated here to succeed.
If the players succeed they will each gain 1 VP,
but should they fail, they will each lose 5 VP.

Important note: Players can only Donate physical items and
therefore, character abilities and other effects cannot influence
the items being Donated.
For Example, Therese can usually treat Gold and Marble as
the same resource. However, she cannot place Gold onto the
Demand Card that requires Marble. She cannot optionally swap
out Gold and Marble as she pleases with the supply either.

Event Cards
When revealed, these may punish players in
some way. They also affect the difficulty level.
If an Event Card ever needs to be drawn, and
there are none, the game ends immediately and
each player loses 10VP. However, if the game
ends and there are still Event Cards remaining,
each player will gain 5 VP per unrevealed Event
Card.
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Overlord Turns
The Overlord takes 1 turn each round
(after all players have had
1 turn each)
. On his turn, reveal the top card from his Scheme
Draw Pile, placing it faceup in the discard pile to the right.
Should his Draw Pile ever run out, simply shuffle all discards to
form a new Draw Pile.

Starting at the top of the revealed Scheme Card and progressing
downwards, complete all the actions as printed. Each time it
shows a Worker and a location name, place 1 of the Overlord’s
Workers at that location. If he ever has no Workers left to place,
first recall all his Workers, then continue his turn.
This includes
from Player Boards and the Prison, but excludes the Guildhall
and Black Market.

Notice that some Scheme Cards have a location with an arrow
pointing towards the right
(see “King’s Storehouse” on the
card above)
. When this lines up with 1 of the 2 sections on the
Overlord Board, also follow those instructions. This will always
involve either capturing Workers or sending Workers to Prison.

In the example above, the Overlord would first place 1 Worker
into the Guildhall, blocking that space and advancing the game’s
end. Next he would place a Worker at the King’s Storehouse. He
would first attempt to capture Workers there. If there were no

Workers, he would instead send any previously
captured Worker to the Prison. If that is also not
possible, he would skip that step and end his turn.

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New Iconography
A lot of the icons will make sense after playing the original
game. However, there are a few new ones to understand:

This affects all players.

This affects just 1 player
(players may choose who).

Reveal the next Overlord Demand Card. If all 4 have
been revealed, ignore this effect.

Permanently remove 1 Worker
(never an Artisan) from
the Prison for the rest of the game. If an affected player
has none in Prison, they ignore this effect.

Permanently remove 1 Worker
(never an Artisan) for the
rest of the game. This must come from Player Boards
first if possible, then from anywhere on the Main Board,
excluding the Guildhall and Black Market.

Reveal and resolve the next Event Card.

Reveal and resolve the next Overlord Scheme Card.

Add the top Future Scheme Card to the discard pile. If
there are no more Future Scheme Cards, ignore this
effect.

Add the top Future Scheme Card facedown on top of
Scheme Draw Pile. If there are no more Future Scheme
Cards, ignore this effect.

If there is 4 or more Silver in the
Tax Stand, all players lose 1
Virtue. Also return all Tax back
into the Main Supply.

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Overlord Captures
Anytime the Overlord captures Workers, he captures 2 Workers
of each player, for each Worker that he has at that location.

Note for Age of Artisans: The Overlord will always capture
Artisans over regular Workers, if given the choice.

End of the Game
The game can still end the same way, with the final Worker
being placed in the Guildhall. In this case, follow the rules of
the original game for the final round. The game can also end if
players are required to reveal an Event Card and there are none
left to draw. In this case, the game ends immediately and each
player loses an additional 10 VP each.

Scoring
Players add up their individual scores in the same manner as
the original game. However, they will also lose or gain points
from Overlord Demand Cards. Note that if the game ends before
the last Demand Card is revealed, each player will score an
additional 5 VP
(as shown on the back of the card). Likewise,
players will also gain 5 VP for each unrevealed Event Card.

Players combine all their scores together to get a final score. The
target they are trying to reach is outlined on the Overlord Board.
This will be either 10 VP or 12 VP per Overlord Worker in the
Guildhall, per player in the game
(remembering that the Overlord
does not count as a player).

For example, in the standard difficulty with 4 players, if the
Overlord had 6 Workers in the Guildhall, the target would be

240 VP (10 x 4 x 6).

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Overview
In this scenario, players will be working together to defend the
city and the outlying settlements while under constant tyranny
from the King’s most trusted ally - a brutal and vile overlord,
hellbent on outworking the King’s commands, at any cost.

At the beginning of each Round, players will reveal 1 or more
Threat Cards. These will indicate certain tasks that the Overlord
wants players to fulfill as soon as possible. At the end of each
Round, players may lose Honour or suffer other consequences
for not dealing with the Threats. Once the game ends, all players
will either win or lose the game, based on their collective score.

Setup
Set up Paladins as described in the original rulebook, with a few
changes:

1. Replace the original King’s Order Cards with the new ones for
this scenario, placing 3 randomly facedown on the Main Board
as per the original rules.

2. Place the Outsider Threat Card
(Round 1-4 side, faceup)
directly below the left-most King’s Order Card. Place the
King’s Threat Card facedown below the right-most King’s
Favour Card. Lastly, shuffle all the Overlord Threat Cards
and place 1 facedown below all the other King’s Orders and
King’s Favours that don’t already have Threat Cards below
them. Return any unused Threat Cards to the box unseen.

3. Give each player 1 Honour Marker. These should be placed at
the top space of players’ Attribute Tracks.

4. Place the 20 Overlord Workers in a general supply.
Paladins co-op scenario

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5. Before drafting Townsfolk from above the Main Board, give
each player 1 of the new Starting Townsfolk. These can be
dealt randomly, or chosen strategically. After this, players
should also collect the Board Overlay Tile, which matches
their Starting Townsfolk Card. The Overlay Tiles should be
placed below the Pray action on Player Boards, so that the art
lines up.

Honour
Honour is another Attribute that players will need to manage, but
only takes effect during end-game scoring.

Anytime players gain Honour, they should move their
Honour Marker 1 space up their Attribute Track. Players
can never have more than 12 Honour.

Anytime players lose Honour, they should move their
Honour Marker 1 space down their Attribute Track.
Players can never have less than 0 Honour.

Each player has a new Starting Townsfolk Card that will
gain them 1 Honour when taking a particular action. These
also remind players that they will lose 1 Honour during each
Inquisition when they have 2 or more Suspicion. Players also
have a new action on their Player Boards which they can use to
gain 1 Honour and remove 1 Suspicion.
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Co-operation
This scenario allows players to directly help each other. When
taking an action
(and paying all its costs) on the left side of their
Player Boards, players may let another player gain the rewards/
effects of that action.

If the current player has an ability to discount this action
(such
as Samson’s ability to discount the Develop action)
, it still
activates. Likewise, if the receiving player has an ability that
rewards a particular action
(such as the Architect’s rewards from
the Develop action)
, it also activates. However, the reverse of
this is not true. If the receiving player had Samson, they would
not discount the current player’s cost in taking the action.

Here are some examples:
- A player may Conspire, but let another player gain the
Criminal and Suspicion Card.
- A player may Trade, and let another player gain the Silver.
- A player may use their new “Gain Honour” action and let
another player Gain 1 Honour and lose 1 Suspicion.

Using King’s Favours Multiple Times
Another change to the original rules is that players may now
use King’s Favours multiple times each Round. However, when
doing this, the current player must lose 1 Honour for each
Worker previously placed on the chosen card.

Start of the Round
At the start of each Round, after revealing any King’s Orders
and King’s Favours, also reveal any facedown Threat Cards
below those cards. Also, in Round 5, remember to turn over the
Outsider Threat to the “Round 5-7 side”.

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In Round 1, there are no facedown Threat Cards to reveal.
Players only have the Outsider Threat Card to deal with.

In Rounds 2-6, place Overlord Workers from the supply onto all
newly revealed Overlord Threat Cards. The number of Workers
to place is dependent on the player count and can be found on
each Threat Card.

In Round 7, turn over the King’s Threat Card. Once revealed,
this Threat makes all King’s Orders harder to achieve. In Round
7, all players require 2 more of each Attribute to complete King’s
Orders.

King’s Orders
The new King’s Order Cards require players to complete them
by using an action to place a Worker at a time when their
Attributes reach the required minimum
(this may include Paladin
bonuses)
. Once a player places a Worker on a King’s Order Card,
it remains there for the rest of the game. Only 1 player needs to
complete each King’s Order for all players to benefit from its
completion. However, if no one completes a King’s Order, all
players will lose the points printed below it on the Main Board.

For example, no players completed
the 1st King’s Order. Therefore, all
players would lose 4 VP. However,
while having at least 10 Influence
and 6 Faith, 1 player placed a
Worker onto the 2nd King’s Order,
scoring 6 VP for each player.

Also, any time players complete a King’s Order, all players gain
1 Honour.
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23
New Iconography
A lot of the icons will make sense after playing the original
game. However, there are a few new ones to understand:

This affects all players.

Lose 1 Worker at the end of the Round
(if possible).

Gain 1 Suspicion. This should be resolved in turn order
from the current first player.

Remove 1 Workshop from the right side of Player
Boards, back into the game box
(if possible).

Dealing with Threats
As previously mentioned, Overlord Threat Cards receive a
number of Workers when first revealed. To avoid suffering the
effects of these Threats, players can focus to remove the Workers
from them. Once all Workers have been removed, the Overlord
Threat Card can also be removed from the game.

At the top of each Overlord Threat Card is an icon, referencing
a particular action. Any time players take an action pictured on
the top of an Overlord Threat Card, they must remove 1 Worker
from the card, returning it to the supply.

For example, this Overlord Threat Card currently
has 3 Workers on it. Each time a player takes a
Fortify action, 1 Worker will be removed. If
players cannot remove all the Workers from this
card by the end of the Round, all players will
have to lose 1 Honour or 1 Strength.

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End of the Round
At the end of each Round, players must resolve all faceup Threat
Cards, from left to right across the bottom of the Main Board.

The red Outsider Threat Card will always be
there. This requires players to deal with a number
of Outsiders each Round. This number is
dependent on the player count and will increase
once the card flips at the beginning of Round 5.
If players have not removed the minimum
required Outsiders from below the right side of
the Main Board
(through Attacking and Converting), they will
all lose 1 Honour. If they have dealt with the Threat, then they
ignore this effect.

The brown Overlord Threat Cards will only
remain so long as they have Workers on top of
them. For each Overlord Threat Card remaining
at the end of each Round, players must resolve
the potential Honour loss or other effect. Some of
these cards provide an option. Players must
resolve 1 of the effects. Only if they cannot
resolve at least 1 of them, may they ignore its effects.
For example, with the card above, all players must lose either 1
Honour or 1 Silver.

The black King’s Threat Card makes all King’s
Orders harder to complete. It will also cause all
players to lose 3 VP per Overlord Worker
remaining on Threat cards at the end of the game.

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End of the Game and Scoring
The game ends in the same manner as the original game, at the
end of Round 7.

Players then immediately move any Attribute Markers that
currently sit higher they their Honour, down to where their
Honour sits. In this way, players can lose a lot of points from
their Attribute Track if they do not maintain their Honour well.
For example, if a player had 11 Faith, but only 9 Honour, they
would reduce their Faith down to 9 as well.

Note that players do not score VPs for their Honour Marker.

Players add up their individual scores in the same manner as the
original game, remembering that any uncompleted King’s Orders
cause players to lose the printed Victory Points below them.

Players also lose 3 VP each per Overlord Worker still remaining
on any Overlord Threat Cards.

Players combine all their scores together to get a final score. The
target they are trying to reach is 70 VP per player, as reminded
on the King’s Threat Card.
For example, with 3 players, the target would be 210 VP.

Increased Difficulty
Need a more challenging difficulty? Try these:

Hard = During Setup, place 1 additional Overlord Threat Card
facedown below the 3 right-most Overlord Threat Cards.
These will also be revealed in Rounds 4-6.

Insane = In addition to the rules for Hard Mode, also add 1
Worker back onto each Overlord Threat Card at the end of
each Round that hasn’t been removed. This will make
them much harder to remove.

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26
Overview
In this scenario, players will be working together to increase
their influence while the King seeks to regain control of the
kingdom. To do this he has sent his most trusted ally - a brutal
and vile overlord, hellbent on outworking the King’s commands,
at any cost.

At the end of each player’s turn, the Overlord will move around,
either displacing players’ Workers, or placing his own. This is
all in an effort to get all 20 of his Workers onto the board, or
just 1 into the third tier of the Castle, causing all players to lose
immediately. However, if players can hold him off long enough
for the kingdom to reach Poverty or Prosperity, they may stand a
chance at beating him.

Setup
Set up Viscounts as described in the original rulebook, with a
few changes:

1. Place the Overlord Card near the Game Board and all 20
Overlord Workers in a supply nearby.

2. Before selecting Player Cards and Hero Townsfolk Cards, deal
out the Reference Cards to players. Players can openly discuss
who should get which ones, but how they are distributed
varies on the player count
(see the next page). Players should
place their Reference Cards alongside the top right of their
Player Boards to line up with the green “turn flow” bar along
the top part of their Boards.
viscounts co-op scenario

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27
Distribute the Reference Cards as follows:

4 Players - Give each player 1 Reference Card.

3 Players - Give each player 1 Reference Card and return the
unchosen Reference Card to the box.

2 Players - Give each player 2 Reference Cards. However,
only the bottom of 1 of these cards will be used.

Players should stack them like the image below.
Which card goes on top is their decision.

3. Once all players have chosen their Player Cards and
Hero Townsfolk Cards, place the Overlord Token at the
location indicated on the unchosen Player Card. That card,
along with the Hero Townsfolk Card can then be returned to
the box. Of the remaining Player Cards
(those not used during
Setup), reveal a number of cards (1, 3 or 5), based on the
desired difficulty
(see the back of the Overlord Card). Place 1
Overlord Worker from the supply onto the indicated space of
the Main Board for each revealed Player Card.

4. Replace the original Poverty and Prosperity Cards
with the new ones for this scenario.

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28
Player Turns
There are now new effects that can take place on and off players’
turns. These are listed at the top and bottom of the Reference
Cards.

The top indicates a resource they will receive
when any player writes a Manuscript of the
indicated type.

The bottom indicates new effects for players to
resolve when taking particular primary actions.

When resolving the bottom effects to remove an Overlord
Worker, they are removed from the current player’s
location, and returned to the supply.

When resolving the bottom effects to place a player
Worker, the current player places 1 of their Workers at
their location
(yes, the Workers that usually only get placed
in the Castle will also be placed onto the Game Board in this
scenario).
Players can only place their own Workers if there are
no Overlord Workers currently at their location.

Important Rule:
The Overlord protects all of their
Workers from their current location
and all other locations, leading into
the third tier of the Castle in a straight line. Therefore, players
cannot remove Overlord Workers from locations, or bump them
off the Castle while they are protected. There are icons printed
on the Overlord Token to remind players of this.

There are no limits to how many Workers may be at a single
location. However, there can never be both Overlord Workers
and player Workers.

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29
Overlord Turn
The Overlord will take their turn at the end of each player’s
turn
(after they have drawn cards). The Overlord will only ever
move clockwise around the outside path of the Main Board. The
number of spaces he moves is determined by the Silver value of
the Townsfolk Card adjacent to his current location.

Note: The Overlord is not Viscount and therefore does not grant
players a Rearrange action when he moves onto the same space
as their Viscounts.

Once the Overlord reaches their new location, they will take 1 of
3 actions, depending on what other Workers are present at their
new location:
• 1 or more Player Workers: Remove 1 Player Worker and
return it to that player’s supply. If there are Workers of
multiple players present, they can decide which Worker is
removed.
• No Workers: Place 1 Overlord Worker at that location.
• 1 or more Overlord Workers: Dismiss the Townsfolk Card
adjacent to the Overlord’s location and resolve its effect.
These effects are described on page 31.

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30
Advancement Order
If at the end of the Overlord’s Turn, there are 3 or more Overlord
Workers at a single location, they take an Advancement Order.
Players should follow these steps:
1. Move 1 Overlord Worker from this location, 1 space clockwise
and another Overlord Worker from this location 1 space
counter-clockwise around the outside of the Main Board.

2. Move 1 Overlord Worker from this location in a straight
line towards the centre of the Castle. If there are no Workers
on the inside path of the Board, place the Overlord Worker
there. If there is 1 or more Player Workers there, remove 1

(just as it would on the outside path) and return the Overlord
Worker to the supply. If there is already an Overlord Worker
on the inner path of the Game Board, it will focus on moving
the Worker into the Castle. If there is no Overlord Worker in
the first tier, place it there. If there is already an Overlord
Worker in the first tier, place it in the second tier. And if there
is already an Overlord Worker there, place it in the third tier

(this will also immediately cause all players to lose the game).

3. If there are any other locations on the outside path with 3 or
more Overlord Workers, repeat the steps above.

Bumping Workers in the Castle
If there are more than 3 total Workers in a single section of
the Castle
(after the Overlord finishes their turn), the Overlord
bumps off 1 of each player Worker from that section. Players
do not gain any Silver, Virtue or Resources when being bumped
off by the Overlord. Players will need to work together to bump
Overlord Workers off the Castle. The Overlord gains no rewards
when being bumped off the Castle.

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31
Overlord Townsfolk Dismissal
As previously mentioned, if the Overlord moves to a location
where they already have 1 or more Overlord Workers present,
they will dismiss the adjacent faceup Townsfolk Card and
resolve its effects. These are as follows:

Place 2 Overlord Workers at their
current location.

Place 1 Overlord Worker at their
current location. The current player
also gains 1 Debt.

Place 2 Overlord Workers at the
location 1 space counter-clockwise
from their current location.

Place 2 Overlord Workers at the
location 1 space clockwise from their
current location.

Place 1 Overlord Worker at the
location 1 space counter-clockwise
from their current location and also 1
Overlord Worker at the location 1 space clockwise from their
current location.

Rather than placing a new Worker,
the Overlord will instead advance 1
of its Workers from their current
location, towards the centre of the Castle. This movement
follows the exact same rules as described previously under point
2 of the Advancement Order rules.

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32
Important Rule: Any time the Overlord tries to place a Worker
at a location where there is already 1 or more Player Workers,
they will always remove 1 Player Worker, rather than placing 1
of their own
(note that this does not apply on the Castle). When
there are multiple Player Workers, players can decide which
Worker is removed. This rule applies for all Townsfolk Dismissal
effects as well.

Poverty and Prosperity Cards
Any time players reveal the Poverty Card
or Prosperity Card, players must remove 1
Overlord Worker from each location on the Main Board where
there is exactly 2 Overlord Workers present. These Workers are
returned to the supply.

End of the Game
The game can still end the same way, with the Poverty or
Prosperity Cards being revealed. In this case, follow the rules of
the original game for the final round. However, it is still possible
for the game to end prematurely during this final round.

The game can also end if the Overlord places 1 of its Workers in
the centre of the Castle, or if when attempting to place Workers,
it has none left in its supply. In both cases, the game ends
immediately and all players lose.

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Scoring
If players manage to end the game in the
normal way
(not by the Overlord ending
it), they may stand a chance of winning.
Players add up their scores in the same
manner as the original game, with the
exception of how points are scored from
the Poverty and Prosperity Cards. Rather
than players scoring for the majorities of
flipped cards, each flipped card scores a
set number of points, as printed on the
Poverty and Prosperity Cards.

Players combine all their scores together to get a final score. The
target they are trying to reach is 160 VP, as reminded at the top
of the Overlord Card. If they are unable to reach this target, the
Overlord still wins.

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34
Architects Player Boards
These can be added into any game of Architects, including the
Co-operative Scenario.
bonus Content
Emma
Begins the game with 14 Workers in Prison, 11 Silver, no Virtue, 1 Gold and 1 Marble. Each time she gains a Debt, she also gains 1 Silver and 1 Clay.
Guntram
Begins the game with 12 Workers in Prison, 9 Silver, no Virtue, 1 Debt and 2 Gold. He also gains 1 Silver each time he gains 1 Virtue.
Judith
Begins the game with 10 Workers in Prison, 8 Silver, 1 Virtue and 3 Building Cards
(after the initial draft).
She may always choose to discard Building Cards in place of resources whenever they are required.
Note: You cannot use Judith’s ability in the co-op
scenario to Donate Building Cards in place of

resources.
Merovech
Begins the game with 12 Workers in Prison, 10 Silver, 1 Virtue, 1 Stone, 1 Wood and 1 Clay. He may also discard Building Cards in place of losing Virtue at any time. His hand limit is also increased to 8.

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35
Paladins Townsolk Cards
These can be added into any game of Paladins, including the
Tomesaga Campaign and Co-operative Scenario.
Viscount Hero Townsfolk Cards
These can be added into any game of Viscounts, including the
Tomesaga Campaign and Co-operative Scenario.
Aristocrat

Gain the indicated reward after using a King’s
Favour.
Caroline

Immediate: Gain 1 Corruption, 1 Virtue and a
Rearrange.
Swindler
Gain the indicated reward when gaining a Debt.
Larena

Ongoing: Pay 1 less Silver to hire or dismiss
Townsfolk Cards.
Samson
Drop-off: Gain 1 Card Flip and Shuffle.
Gisela
Ongoing: Gain a Free Hire or 2 Silver after taking a Noble action.
Hugo
Drop-off: Gain 1 Corruption and any 2 resources.
Walaric
Immediate: Gain 2 Silver

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

copyright 2020 garphill games
www.garphill.com

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