1. Objective of the Game
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 progress through the West Kingdom Trilogy—Architects, Paladins and Viscounts. Each game offers 3 unique Tomes that are awarded to the first player to achieve a particular objective. Gaining these Tomes also grants players advantages in the successive games. Each Tome displays 1 or 2 Crests. The first player to gain 3 (or 4 with 2 players) of one Crest type collects an additional Tome. Players can also earn up to 3 Tomes for finishing first or second in each game, but these Tomes provide no in‑game advantages or Crests. Once all three games have been played, the player with the most Tomes is the overall winner.
2. Preparation (Setup)
Follow these steps to set up the campaign:
- Place the 2 Tome Boards to the side of the playing area.
- Place the 3 Crest Tokens on the indicated spaces of the Tome Board. Below these, place the 3 Crest Tomes face‑up in a row, with the correct side face‑up depending on player count.
- Randomly determine the starting player for Architects.
- For Paladins and Viscounts only:
- Return any uncollected Tomes (not Crest Tomes) from the previous game to the box.
- During setup, give the Start Player Marker to the player who won the previous game. After setup, pass this marker clockwise; the holder will draft Townsfolk last and go last in turn order for the next game.
- Give each player Silver equal to the difference between their collected Tomes and the player with the most (including Crest Tomes). This is in addition to any other Silver received during setup.
- Set up the current game as outlined in its rulebook. For Architects, use the Standard Setup (not Variable). In reverse turn order, each player hires (at no cost) one face‑up Apprentice from the Main Board. After all players have chosen, reveal new Apprentice cards to replace those taken.
- After completing all setup instructions for the current game, shuffle the 6 Tomes of the current game and randomly place 3 face‑up in a row on the Tome Board. Place the remaining 3 Tomes facedown in a stack alongside the Tome Boards. These are the Victory Tomes.
3. Flow of the Game
The campaign consists of three separate games, each with its own flow. After each game, victory Tomes and Crest Tokens are distributed based on the type of victory (major or minor). The overall campaign ends after the Viscounts game.
Architects (Co‑op Scenario)
- Players take turns as in the original game, but with the following changes:
- Capture actions can target either the player’s own Workers or the Overlord’s Workers.
- Players may send Overlord Workers to Prison; each sent Worker grants the player 2 Silver.
- Players can free other players’ Workers at the Guardhouse.
- Players can donate items to other players or to Overlord Demand Cards.
- After all players have taken a turn, the Overlord takes a turn. The Overlord reveals the top card of the Scheme Draw Pile, places it face‑up, and executes its actions in order.
- The round ends when the Guildhall is filled or an Event Card is revealed with no remaining cards.
Paladins (Co‑op Scenario)
- At the start of each round, reveal any facedown Threat Cards below King’s Orders and King’s Favours.
- Players may use King’s Favours multiple times each round, losing 1 Honour for each Worker previously placed on the chosen card.
- Players may let another player gain the rewards of an action (co‑operation).
- At the end of each round, resolve all face‑up Threat Cards from left to right. Failure to remove required Outsiders or Overlord Threat Workers results in Honour loss or other penalties.
- The game ends after Round 7. Players then adjust Attribute Markers to match their Honour and score.
Viscounts (Co‑op Scenario)
- After each player’s turn, the Overlord moves clockwise around the outside path of the Main Board, moving a number of spaces equal to the Silver value of the adjacent Townsfolk Card.
- At the new location, the Overlord takes one of three actions depending on the presence of Workers.
- If three or more Overlord Workers occupy a location after the Overlord’s turn, an Advancement Order is triggered, moving Workers toward the center of the Castle.
- The game ends when the Poverty or Prosperity card is revealed, or when the Overlord places a Worker in the center of the Castle, or runs out of Workers.
4. Actions and How to Play
Below are the primary actions available to players in each game.
Architects
- Capture: Capture either your own Workers or the Overlord’s Workers at any large circle location.
- Send to Prison: Send an Overlord Worker to Prison; gain 2 Silver per Worker.
- Free Workers: Free other players’ Workers at the Guardhouse; each Worker freed requires 1 action.
- Donate: Donate items (Silver, Clay, Stone, Wood, Gold, Marble, Building Plans, Debts) to other players or to Overlord Demand Cards.
Paladins
- Conspire: Let another player gain the Criminal and Suspicion card.
- Trade: Let another player gain the Silver.
- Gain Honour: Use the new “Gain Honour” action to give another player 1 Honour and remove 1 Suspicion.
- King’s Favours: Use multiple times per round, losing 1 Honour for each Worker previously placed on the chosen card.
Viscounts
- Remove Overlord Worker: Remove an Overlord Worker from a location to the supply.
- Place Worker: Place a player Worker at a location if no Overlord Workers are present.
- Advance Worker: Move an Overlord Worker toward the center of the Castle during an Advancement Order.
- Dismiss Townsfolk: When the Overlord lands on a location with his own Workers, dismiss the adjacent Townsfolk Card and resolve its effect (placing or moving Overlord Workers).
5. End of Game and Scoring
Campaign End:
- After all three games have been played, count each player’s collected Tomes (both face‑up and facedown). The player with the most Tomes wins.
- If tied, the tied player with the most Victory Tomes (facedown Tomes) wins.
- If still tied, the tied player with the highest score in Viscounts wins.
Architects
- The game ends when the Guildhall is filled or an Event Card is revealed with no remaining cards.
- Score as in the original game, plus adjustments from Overlord Demand Cards: successful demands grant 1 VP per player; failed demands cause 5 VP loss per player.
- Unrevealed Event Cards grant 5 VP per card.
Paladins
- The game ends after Round 7.
- Move any Attribute Markers above the player’s Honour down to the Honour level.
- Score individual points as in the original game, subtracting penalties for uncompleted King’s Orders and for remaining Overlord Threat Workers.
- Each remaining Overlord Threat Worker at game end causes a 3 VP loss per player.
- The target score is 70 VP per player (210 VP for 3 players).
Viscounts
- The game ends when the Poverty or Prosperity card is revealed, or when the Overlord places a Worker in the center of the Castle, or runs out of Workers.
- Score as in the original game, with the exception that each flipped Poverty or Prosperity card scores a set number of points printed on the card.
- The target score is 160 VP (as indicated on the Overlord Card). Failure to reach this target results in an Overlord win.
6. Tips to Win
- Architects: Pay close attention to the Overlord Demand Cards. Successful fulfillment grants 1 VP per player, while failure costs 5 VP. Coordinate donations to meet demands efficiently.
- Paladins: Use King’s Favours multiple times each round, but manage your Honour carefully. Completing King’s Orders early grants 1 Honour to all players and yields VP for the completing player.
- Viscounts: Keep the Overlord Workers away from the center of the Castle by removing them from locations before the Overlord lands there. Use the Advancement Order to move Workers back toward the outer path whenever possible.