When moving, your faction has to rule the clearing your are moving from and/or the clearing you are moving to. The Vagabond is not affected by this rule (basic but even experts forget it sometimes).
Victory Points are never lost (exception: Eyrie Turmoil), if a building (Marquise) or Sympathy (Woodland Alliance) are lost, the VPs are not lost and can be gained again.
The game finishes the moment a faction reaches 30 points, no need to complete the turn or day.
Buildings (square tokens) count towards Ruling a clearing, round tokens (sympathy and wood) do not, but any type of token can be attacked and removed. Every token removed by a rival faction gives it a VP.
When crafting, each crafting piece can only be activated once in the same turn.
When crafting, activating a crafting piece means just declaring it. Only in the case of the Vagabond, the Hammer/s get exhausted.
A card cannot be crafted just for VPs if an item is not available in the map supply.
When battling, if all warriors of a faction are removed from a clearing, any remaining hits are dealt at Buildings or Tokens.
When attacking, only a single faction can be chosen to be attacked during a Battle action (this is also true if the Vagabond is Allied with a faction, as he can only attack with the allies, not defend).
An Ambush takes place before the actual battle, the pieces are removed and then the battle takes place.
Ambush cards can be played by a faction if it has any kind of presence in a clearing (warriors and/or building and/or tokens)
Ambush cards can remove tokens (warriors first as usual though).
Bonus hits given by crafted cards do not need warriors to deal them (2 warriors can deal 2 hits+any extra given by a card or anything else)
Marquise de Cat
When constructing a building, the wood used has to come from a connected clearing (a line of clearings ruled by the Marquise).
Other factions cannot place Warriors or Tokens in the clearing with the Keep, but they can Move there.
The Keep can be destroyed, making the Marquise the only faction that can be completely wiped off the board.
The Eyrie rules a clearing if tied for presence.
If all Roosts on the board are destroyed, the Eyrie places a Roost and 3 warriors on a clearing with the fewest enemy warriors.
The Move part of the Decree tells you where to move from, not to.
Cards within each Decree column can be played in any order.
If a Decree column does not have any cards, that action is skipped.
Unlike other factions, the Eyrie only scores VPs in the Evening, not when a Roost is built.
If all 4 leaders are deposed due to Turmoil, the 4 leader cards become available again.
If no Sympathy tokens are on the board, Sympathy can be placed anywhere. After that, only in adjacent clearings.
When spreading Sympathy in a clearing with 3 or more enemy warriors, an extra matching Supporter card is used.
When a rival faction removes a Sympathy token from a clearing and has no card to give to the WA, the WA takes one from the shared deck.
In battle, uses the highest die both when attacking and defending.
Can only Slip into forests at Birdsong but can Move out of them.
Forests are not halved by rivers (but they are in the Winter map).
The Vagabond is not a Warrior, therefore it is not affected by Sympathy when moving in a clearing that has it.
When moving to a clearing ruled by a Hostile faction, 2 Boot items are used.
When Aiding, beside the card given to the faction, one Item of choice has to be exhausted.
When Aiding to level 2 or 3, 2 or 3 aids have to be given during the same turn.
Aid can be given to a faction that has any piece in your clearing.
Cards given when Aiding have to match your current clearing.
You can aid a Hostile faction, but it remains Hostile.
At Birdsong, count Teapots refresh then standard refresh.
Teapots, Coins and Satchel items do not get exhausted unless used for a Quest or when Aiding. When exhausted, they must be moved to the satchel.
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