Manual em português

Manual — Viscondes do Reino Ocidental : Portões de Ouro

Garphill Games, Banana Games, Fever Games · Jogo de tabuleiro · 2022
1–4 · melhor 3 Solo 60–90 min Peso 3.7/5 PDF oficial 8 páginas
9,0 nota Ludopedia
8.0 nota BGG

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

copyright 2022 garphill games
www.garphill.com

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introduction
In Viscounts of the West Kingdom: Gates of Gold, people from near and far have come to see the splendour of our
great city. While most are traders and labourers eager to make a home for themselves, others seem to have more
devious intentions. Can we really trust those who once attacked our walls? Do they truly desire peace? The King
has sent his orders, but we will decide who may stay and who must go.
components
6 Diversified
Builder Cards
6 Specialized
Builder Cards
6 Castle
Leader Cards
5 Manuscripts
(Marked
with a )
5 Hero
Townsfolk Cards
(Marked with a )
28 Neutral
Townsfolk Cards
(Marked with a )
24 King’s Order
Cards
24 Outsider Cards 1 AI Reference Card
For Solo Play
4 Manuscript Boards
2

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3
setup
Set up Viscounts of the West Kingdom as described in the original rulebook, with the following changes:
1. Shuffle the new Hero Townsfolk Cards and Townsfolk Cards into their respective piles.
2. Mix the 5 new Manuscripts in with the originals. This will result in each pile having an extra Manuscript.
3. Leave the original Castle Leader Card in the box. Shuffle the 6 new Castle Leaders Cards, revealing 1 faceup
near the Main Board and returning the rest to the box. These function in the same way as the original, but
provide some variety in the ongoing ability available for the player holding it.
4. Shuffle the Diversified Builder Cards and Specialized Builder Cards separately. Reveal 1 of each faceup near
the Main Board. Return the rest to the box.
5. Shuffle all Outsider Cards into a facedown Draw Pile near the Main Board. Draw the top 3 Outsider Cards and
place them in a faceup line by the Draw Pile.
6. Place all King’s Order Cards in a faceup Draw Pile near the Main Board.
7. Deal 1 Manuscript Board randomly to each player before any players select their starting Hero and Player Card.
This should be placed faceup alongside their Player Board. As the attached Manuscript indicates, each player
also gains 1 King’s Order Card into their starting deck. Players cannot destroy their starting King’s
Order Card through any effects on Player Cards during Setup.

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4
manuscript boards
Each player receives a Manuscript Board during Setup. These
provide players a place to store their Manuscripts during the
game. They also give players 1 starting Manuscript, and new
abilities to unlock. When transcribing Manuscripts, players
must place them into the column of the matching ribbon colour.
Once players have at least 1 Manuscript in a particular column,
they unlock the associated ability. The first column is already
unlocked, since all players begin with a Manuscript there.
Column 1: Any time players have the opportunity to hire a Townsfolk Card (by any means), they may
instead gain a King’s Order Card. Unless a player has a Free Hire, gaining King’s Orders this
way always costs 3 Silver. Choosing to gain a King’s Order Card still counts as a hire for other
purposes. If there are no King’s Order Cards available to draw, this effect is ignored.
Column 2: Players may spend 1 resource in place of 1 Silver.
Column 3: Players may spend 2 Silver to draw the top card from their Draw Pile to their hand.
Column 4: Players may spend any 3 resources to Rearrange the cards on their Player Board.

Players can use these abilities at any point on their turn, any number of times, in any combination.
For example, if they had unlocked columns 2 and 3, they could spend 2 resources to draw the top card from their
Draw Pile to their hand before selecting which card to play onto their Player Board. With column 4 unlocked, they
could spend 3 resources to Rearrange their cards before shifting them to the right.
This Manuscript can be any ribbon colour. However, this decision must be made immediately
after it is transcribed. A player with this Manuscript must place it into a chosen column. Once it
has been placed, it cannot be moved to a different column.

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5
King’s Orders are a new type of card that players can add to their deck. Anytime players gain a King’s Order, it
must be placed into their Discard Pile. This also grants players the ability to discard a card if they choose. King’s
Orders provide 2 options for players to consider. For both of these options, their decisions are focused on how to
interact with the new Outsider Cards.
Welcoming Outsiders
To Welcome an Outsider, a player must play a King’s Order Card onto their Player Board, just like they would any
other card. When a King’s Order Card drops off, it is returned to the King’s Order Draw Pile. That player must
then take any 1 of the 3 faceup Outsider Cards, and add it to their Discard Pile at no cost. This is not considered a
hire, and therefore does not trigger any abilities tied to hiring. Welcomed Outsiders become part of a player’s deck
and may be played onto their Player Board like any other card. At the end of the game, players will score points
for each Outsider in their deck, based on the specific scoring conditions of each card.
Refusing Outsiders
To Refuse an Outsider, a player must destroy a King’s Order Card from their hand. This must be done by gaining
the ability to destroy a card through some other effect. When destroying a King’s Order Card, it should be returned
to the King’s Order Draw Pile. That player gains 3 Silver, and selects 1 of the 3 faceup Outsider Cards to remove
from the game. They immediately resolve all effects shown in the top-right of the chosen card. This often includes
gaining Corruption or Debts.
Anytime an Outsider Card is removed, immediately replace it with the top card from the Outsider Draw
Pile. Outsider Cards are a limited supply. If the Draw Pile runs out, do not shuffle the discards.
king’s orders and outsiders
1
1 1
2
2
2

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building bonus cards
During Setup, 1 Diversified Builder Card and 1 Specialized Builder Card are placed faceup near the Main
Board. These are new Bonus Cards for players to compete over, much like Cleric Bonus Cards. The first player
to construct 3 Buildings of a different type (1 Trading Post, 1 Guildhall and 1 Workshop) immediately gains
the Diversified Builder Card. The first player to construct 3 Buildings of the same type immediately gains the
Specialized Builder Card. Once claimed, these cards cannot be lost. They each provide a new ongoing ability for
the players holding them. It is possible for 1 player to gain both.
The player holding this card gains 2 Silver during all players’ Collisions if they have 1 or more
King’s Order Cards on their Player Board.
The player holding this card may flip 1 Debt or Deed during all players’ Collisions if they have 1
or more King’s Order Cards on their Player Board.
The hand limit of the player holding this card is increased by 1 when they have 1 or more
Outsider Cards on their Player Board.
The player holding this card gains 1 Free Hire during all players’ Collisions if they have 1 or
more Outsider Cards on their Player Board.
The player holding this card draws the top 2 cards from their Draw Pile to their hand each time
they Welcome an Outsider.
The player holding this card may Rearrange the cards on their Player Board each time they
Refuse an Outsider.
The player holding this card may act as if they have 2 additional Merchant Icons when they have
1 or more King’s Order Cards on their Player Board.
The player holding this card gains 1 Silver each time they gain a King’s Order Card.
The player holding this card gains 2 Silver each time they Welcome an Outsider.
The player holding this card may move their Viscount 1 additional space when they have 1 or
more Outsider Cards on their Player Board.
The player holding this card gains 1 Virtue each time they gain a King’s Order Card.
The player holding this card gains a free King’s Order Card each time they Refuse an Outsider.

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7
Purple Cards in player decks are public information at the game’s end. When resolving the Assassin and Rogues,
this should be done in reverse turn order, as it may impact how Poverty and Prosperity are scored.
The game ends in the same way as the original game. In addition to the original scoring steps, players also score
Victory Points for their Welcomed Outsiders and Building Bonus Cards.
end-game scoring
Assassin - Either discard 2 Debts or gain 1 flipped
Deed at the game’s end.
Carpenter - Gain 1 VP per Building Link where you
have Buildings on both sides.
Champion - Gain 1 VP for each wedge of the Castle (on
the first 2 tiers) where you have more Workers than any
other player.
Envoy - Act as if you have 1 extra ribbon of any 1
colour when scoring Manuscripts and other relevant
Outsiders.
Guardian - Gain the indicated VPs if you have 3
Buildings of the indicated type.
Hunter - Gain 1 VP per 3 resources left in your supply.
Mercenary - Gain 1 VP for every 1-2 workers (as
indicated) in the indicated tier of the Castle.
Outrider - Gain 1 VP per segment of the Main Board
where you have at least 1 Building.
Protector - Lose 1 fewer VP for each unpaid Debt you
have.
Rogue - Flip 1 Debt or 1 Deed at the game’s end.
Scholar - Gain 1 VP, plus 1 more VP for each ribbon of
the indicated colour.
Translator - Gain 3 VP per set of 4 unique ribbons.
Tyrant - Gain 3 VP.
Warrior - Gain 1 VP, plus 1 VP for each Outsider in
your deck (including this 1).
outsider scoring
iconography
King’s Order Card Draw 1 card
Outsider Card Welcome an OutsiderRefuse an Outsider
May dismiss from any wedge
(not only adjacent to Viscount)

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solo play
All rules from the Solo Variant remain unchanged, unless specified below. There are
some additional rules for managing how the AI interacts with Outsider Cards, and
how they resolve gaining a Rearrange effect. There is a reminder of this on the new
AI Reference Card. The AI does not gain a Manuscript Board during Setup.
Any time the AI gains a Rearrange, or is instructed to Welcome or Refuse an
Outsider, they remove the 2 right-most Outsider Cards and gain 1 resource. These
cards should be immediately replaced from the top of the Outsider Draw Pile.
Always slide the remaining Outsider Card to the right before adding new ones. In
this way the AI will always target the older cards first. Outsider Cards should also be
shifted from left-to-right in the same way when the player Welcomes or Refuses an
Outsider.
The AI ignores all information on any Outsider Cards it removes.
The AI can claim Building Bonus Cards for end-game scoring, but ignores all in-game
effects on them. The same is true for the new Castle Leader Cards.
Since the AI does not collect Outsider Cards,
this particular Manuscript does not score any
additional points for the AI beyond providing
a grey ribbon for set collection.
If the AI collects this Manuscript, it does not
assign its colour till the game’s end. It will
treat it as whichever ribbon colour helps it get
closer to completing a full set.
8

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