Law of Root: Revelry Expansion

English

C.1 OVERVIEW

Chameleander seeks nothing more than to gratify their own EGO. This will be done by exerting their special brand of control on the woodlands: by CAJOLING factions into placing their buildings or tokens in clearings they choose; by using their MARK FOR DEATH to remove individual warriors from key clearings; and by performing a BOAST TO THE BIRDS, simply spending a number of bird cards; each of these actions letting Chameleander place EGO to score points. As Chameleander’s ego increases, their danger to the woodland will become apparent. Chameleander is a MASTERMIND though, meaning they can’t be removed from the board, and only their ego are removed in battle. To prevent factions from gaining too many points from removing ego, Chameleander has BLENDING IN to disrupt their battle plans. Chameleander will SLOUGH off any dangers the woodland presents, continuing to be a SOCIALITE to charm the woodland into subservience. Whose woods are these? I think they know.

C.2 FACTION RULES AND ABILITIES

C.2.1
Crafting.
Chameleander crafts using crafting pieces belonging to other factions. These crafting pieces must be in Chameleander’s clearing during the crafting step. Each piece may only be activated once on your turn and previous activation during any player’s turn doesn’t prevent Chameleander from using the crafting pieces, nor does Chameleander’s use of them limit a faction’s use of their own crafting pieces. Chameleander is not limited by any crafting restrictions or penalties associated with the factions who own the crafting pieces and has no access to crafting bonuses associated with the factions that have ownership of the crafting pieces. For example, Chameleander can craft using a roost and still gain the full amount of points listed on an item card. (Remember, only Lizard Cult gardens that match the current outcast are crafting pieces, Riverfolk trade posts are not crafting pieces, and the Vagabond pawn is a crafting piece, though Knave captains are not active on your turn, and thus are not crafting pieces–though their acclaim tokens are).
C.2.2
Charming Mastermind.
Chameleander is a warrior, meaning they count once toward rule and anything that applies to warriors applies to Chameleander (e.g. if Chameleander walks into a sympathetic clearing, they must give a card to the Alliance, if possible). Chameleander deals up to 2 rolled hits in battle and is never defenseless. Chameleander may not be removed from the board by any effect, including those that ignore removal restrictions. Chameleander may not be swapped. Chameleander may not be moved into a forest or onto a path, but Chameleander CAN move to another clearing using a path (as all warriors can) and may move THROUGH a forest if a special ability or crafted improvement allows. Chameleander may not be moved outside your turn by any effect, including those that ignore movement restrictions. For each hit you take in your clearing in battle, your enemy removes an ego token. If you take any number of hits in a battle and they cannot remove an ego for each, lose a total of 1 victory point.
C.2.3
Connected Socialite.
If you have 1 or more cards in hand, you ignore rule while moving.
C.2.4
Blending In.
In battle as attacker or defender with the Chameleander warrior, you ignore all rolled hits you would take. Before the roll in battle, an enemy battling the Chameleander may give you a card matching the clearing of battle to make Chameleander take the rolled hits instead of ignoring them. Extra hits are never negated by “Blending In.” As always, the Chameleander warrior may still deal up to 2 rolled hits as attacker or defender while “Blending In” is in effect (Flavorwise, it is like Chameleander being sneaky, either attacking from the shadows or hiding in the shadows. They know how to leverage their position to keep themselves safe).
C.2.5
Ego.
Ego is always placed from the Ego track, and it is placed in Chameleander’s clearing, though it cannot be placed where there are restrictions preventing such (e.g. The Keep, a snare, a governing assembly). Ego always moves with Chameleander, ignoring all effects that might prevent Ego from being moved while Chameleander moves. Ego on the map always goes wherever Chameleander goes however Chameleander goes. Once per turn, if an effect would try to target Chameleander for removal or replacement, remove an ego instead and resolve the effect (e.g. if Vagabond uses the crossbow on you, they remove an ego token, or if Lizards try to convert Chameleander, Lizards remove an ego token and then they place a Lizard warrior in your clearing). If additional effects try to target Chameleander for replacement or removal, they fail. Once per turn, if an effect would give Chameleander 1 or more warriors in your clearing by allowing you to place warriors from your supply or allowing you to replace another game piece in your clearing with a warrior from your supply, instead place an ego token in your clearing, even though you have no warriors in your supply, but do NOT score the victory points listed on the space uncovered on your faction board (e.g. if you have crafted Propaganda Bureau, you may replace a warrior in your clearing, removing it then placing an ego token). Any additional effects after the first that allow you to place warriors from your supply fail to let you place ego this way. (If some new game effect adds a warrior or more to your supply, you may either choose to place a warrior or place an ego, but this special ego placement may only happen once per turn). If an effect only triggers when a warrior is removed, it cannot be enacted by attacking the Chameleander warrior (Vagabond, for example, cannot go hostile with Chameleander by attacking them) but if the effect is meant to also work against the Vagabond, then it can be applied to Chameleander too (e.g. if an effect is activated by removing a warrior or damaging a vagabond item, then removing an ego token would be the equivalent of such interactions).
C.2.6
The Id.
Ego moved to The Id cannot be removed from The Id nor placed on the map by any effect. Ego with draw icons (what I like to call superego) that are placed on The Id contribute to your evening draw just like they were still on your Ego track.
C.2.7
Purchasing from Riverfolk.
To purchase from Riverfolk, remove ego tokens from your clearing to meet the cost. For each ego you remove to do so, Riverfolk places one Riverfolk warrior in the payments box. Analogous methods or purchasing services or otherwise using warriors from the supply as payment may be dealt with in a similar manner. You cannot purchase mercenaries.
C.2.8
Other Faction Interactions.
Moles may always place a tunnel when they are cajoled since in their law entry it says that they may remove one when prompted to place a tunnel. If there are multiple facedown Corvid plots in a clearing, it still only does one extra hit when attacked since Embedded Agents as a battle effect is only activated once during battle, nothing allowing it to be activated multiple times (source: Guerric). If the wording of an ability emphasizes the checking of a clearing for the building or token, the ability stays the same even with multiple tokens or buildings of the same type (e.g. walking into a sympathetic clearing is the same with one or multiple sympathy tokens, outrage only being triggered once) but if it emphasizes the number of buildings or tokens, the effect is multiplied (e.g. if multiple sympathy tokens are removed in a battle, outrage is triggered multiple times, same as if a Favor card were crafted). Also, Vagabond cannot go hostile with you since your warrior cannot be removed. (C.2.7 - Purchasing from Riverfolk.)

C.3 FACTION SETUP

C.3.1
Step 1: Gather Warriors.
Form a supply of 1 warrior.
C.3.2
Step 2: Place Warriors.
Place 1 warrior in a clearing with at least three paths connected to it.
C.3.3
Step 3: Place Tokens.
Place the three ego tokens with draw icons (superego) on the three rightmost spaces of the Ego track. Place the remaining ego tokens on the 5 leftmost remaining spaces of the Ego track.

C.4 BIRDSONG

Your Birdsong has 2 steps in the following order.
C.4.1
Slough.
You may discard any 4 cards from your hand to move the leftmost ego token on the Ego track to the Id. You do not score for this movement.
C.4.2
Skip.
You may take up to 2 move actions, ignoring rule and ignoring that which would prevent movement from a clearing (for example, you may move out of a snare during this movement). If some effect has taken you off the map (which really shouldn’t be possible, due to “Mastermind”) you may use a move action from Skip to place Chameleander in any clearing, and then proceed to complete the Skip action.

C.5 DAYLIGHT

Your Daylight has 2 steps in the following order.
C.5.1
Craft.
You have no crafting pieces. You may activate crafting pieces in your clearing to craft cards.These crafting pieces may belong to any faction.
C.5.2
Perform Actions.
You may take up to three actions–plus one per ego you remove from your clearing (you may remove any number of ego, with or without draw icons, to gain these extra actions)–in any order and number.
I
Quell.
Once per turn, you may initiate a battle (Remember “Blending In” occurs in offense and defense. If you quell, they will not deal defensive hits outside of ambushes and extra hits. Remember “Mastermind” as well.)
II
Stroll.
Take a move action (normal rules regarding movement apply). You may force another player to move a warrior from your origin clearing to your destination clearing (ignoring rule). You decide the details of that forced movement, including abilities that are activated (e.g. you decide if a Keeper warrior carries a relic or not). However, you may only ever move 1 warrior (if you stroll with a Knave captain, you cannot force the skunks to follow).
III
Beckon.
Choose another faction with a faction piece in your clearing or in an adjacent clearing. Force them to place a warrior from their supply onto your clearing.
IV
Mark for Death.
Spend a card matching your clearing to replace a warrior in your clearing with an ego, scoring the victory points listed on the space uncovered on your faction board. You may take this action only once per turn (Note, you may not use this ability on a Knave captain since they cannot be replaced).
V
Cajole.
If you are in a clearing that another faction rules, spend any card, matching or not, to place ego in your clearing and score the victory points listed on the space uncovered on your faction board. The ruling faction may then place a building or token of theirs in your clearing. They choose which building or token. If it is on a track, they may only place the leftmost one from that track. Buildings may only be placed if there is an available building slot to place it in. All other costs and restrictions are ignored (Cats place a building without spending wood, for example). Buildings or tokens not matching the suit of the clearing may be placed (e.g. the Alliance may place a fox base in a rabbit clearing). Tokens or buildings may be placed ignoring placement limits. The buildings or tokens may be placed facedown or faceup. The ruling faction scores no points for the placement of their building or token, even if they normally would. (e.g. Cats score no points for placing a building). This action may enable a faction to place any building or token of theirs that is still in the game, even if there is no other way to place it outside of cajole (for example, if The Keep has been removed, cajole may allow cats to place it once again). The ruling faction may choose not to place anything. If they choose to place a building or token, Chameleander scores 1 point. You may take this action only once per turn.

C.6 EVENING

Your Evening has two steps in the following order.
C.6.1
Boast to the Birds.
If you took the Mark for Death action this turn, you must skip this step in its entirety. If you did not Mark for Death, you may spend a bird card to place an ego token in your clearing and score the victory points listed on the space uncovered on your faction board. Then, for each ego token on The Id, you may spend an additional bird card to place an additional ego token. Score victory points for each space you uncover on your faction board while placing these ego tokens.
C.6.2
Draw and Discard.
Draw one card, plus one card per ego on the ego track or on The Id that has a draw icon (superego). Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

CDG.1 OVERVIEW

Cirque du Goat seeks to gain the favor of the Woodland by performing before its notable factions and denizens. They seek to attract factions to their clearings using their RINGMASTER’S REIGN, allowing present factions in goat-ruled clearings to treat it as if they ruled for any effect (action, ability, card, landmark, etc.), except when moving. The more they perform before the same factions, the more points they will score while also giving ACCOLADES to factions in the audience, granting victory points. As the goats rise in score, CRITICS will applaud their performance, granting them more Woodland support. As they fall behind, they will turn to CLOWNISH COMBAT, stealing cards from factions with more points than they. One way or another, their voices will be heard, their routines witnessed, their audiences awed.

CDG.2 FACTION RULES AND ABILITIES

CDG.2.1
Crafting.
The Cirque crafts during Daylight by activating big tops.
CDG.2.2
Staggering Presence.
Each Goat warrior counts twice toward rule.
CDG.2.3
Ringmaster’s Reign.
During their own turns, other players with pieces in clearings you rule may treat those clearings you rule that they are in as if they ruled them for any effect (action, ability, card, etc.) except to move. The effect need not take place in a clearing where the goats rule (e.g. if cats have a sawmill and wood in a clearing that goats rule, cats may use that wood to build in another clearing as long as they meet all their other prerequisites. Or if badgers have a warrior in a clearing that goats rule, they may treat it as if they rule these clearings when taking actions such as delving and recovering, even if delving or recovering is not happening in the goat-ruled clearing). Since the addition of the Silver Tongues card, this ability has come to encompass everything that Silver Tongues can do, except for move actions. It applies to all situations in which rule is a prerequisite to using a card, taking an action or step on a faction board, or using any other sort of effect outside of performing a move action (e.g. using cards like Royal Claim, scoring using Bluebird Nobles, using Looters, scoring with The Tower, etc.). If it is a compound action that involves movement, or an effect that goes along with movement, Ringmaster’s Reign may activate the accompanying effects, but may not be used to enable the movement (e.g. If the Warlord loots during an Advance the Warlord action, Ringmaster’s Reign won’t enable the movement, but it may enable the looting). Though, other players may not use Ringmaster’s Reign to help them take a move action, but they may still move out of a goat-ruled clearing if they rule the destination clearing.
CDG.2.4
Clownish Combat.
When the Cirque does battle with an enemy with more victory points than they and the Cirque has one or more Goat warriors in the battle, the Cirque may choose to deal no hits (no rolled hits and no extra hits) to force that enemy player to give them a card (attacking a defenseless token while using Clownish Combat does not grant you the normal extra hit, and partisans cards and Brutal Tactics may be activated during Clownish Combat, but will not grant an extra hit). This happens after the dice are rolled. The enemy player chooses what card to give the Cirque. The player may do this even if they would otherwise deal no hits, extra or rolled. The card is given during the 3rd step of combat when effects are activated (4.3.3). Clownish Combat may only be used against each faction up to once every turn. This may happen on the Cirque’s turn or on another player’s turn and may happen whether the Cirque is attacking or defending. The Cirque may do this to multiple factions on a single turn as long as each faction they do this to has more victory points than the Cirque. You may not use Clownish Combat on someone whose VP marker isn’t on the score track. If the Cirque removes their VP marker from the score track, their score is considered “0.” If a card forces you to deal an extra hit (i.e. Bold Leadership) you may not use Clownish Combat. (4.3.5 - Step 5: Count Hits.)
CDG.2.5
Thumbs Down.
When a big top is removed by an enemy, the player who has the most accolades markers in their play area must remove them from the game. If two or more players have the same number of accolades markers, you choose who gets rid of theirs. Update the Faction Accolades Tracker. Then, discard half your hand (you choose which cards to discard) rounded down.
CDG.2.6
Critics’ Corner.
During the second step of the Evening phase, adjust the Critic’s Corner by placing the critics marker on the Cheers space if the Cirque has the most victory points or are tied for having the most victory points (uncovering the draw icon hidden on the Jeers space) or by placing the Critics marker on the Jeers space if anyone has more victory points than the Cirque (covering the draw icon on the Jeers space). Ignore players whose VP marker isn’t on the score track. If the Cirque removes their VP marker from the score track, their score is considered “0.”
CDG.2.7
Action Counter.
This is an optional tool built into the faction board to help players keep track of how many actions they have during daylight. The Cirque gains actions at the beginning of their daylight phase and may use the counter to count them down as they use them. Actions are not carried over from round to round, thus the counter must be reset to 0 at the end of the first step of the Daylight phase whether all allotted actions were used or not.
CDG.2.8
The Supply.
This area of the faction board is where you keep your supply of warriors. Each warrior is placed in a slot of the track, always filling rightmost slots first. Leftmost warriors on the track are placed first. This supply is just like any other supply, and is to be used freely to recruit or do other game effects that require warriors from your supply, such as purchasing from Riverfolk Company. As this is a supply, Goat warriors are still subject to the horrors of effects that trigger upon a warrior returning to the supply (such as Coffin Makers).
CDG.2.9
Accolades Markers.
Accolades Markers. When an accolades marker is given to a faction, they keep it in their play area. They receive 1 victory point upon receipt of each marker (they don’t lose the point even if the accolades marker is removed from the game later). A faction may only have up to 4 accolades markers in their play area at a time.
CDG.2.10
Faction Accolades Tracker.
This is a quick reference for the Cirque and others to see how many accolades markers each faction has. Whenever the Cirque gives any number of accolades markers to a faction, the Cirque moves their faction relationship marker to the column that indicates the number of accolades markers the faction has in their play area. This should also be adjusted when markers are removed from the game as part of Thumbs Down.

CDG.3 FACTION SETUP

CDG.3.1
Step 1: Gather Warriors.
Form a supply of 10 warriors and place them on The Supply track on the front of your faction board.
CDG.3.2
Step 2: Place Warriors.
Always removing warriors from the leftmost slots of The Supply track first, place 2 warriors and 1 big top in a corner clearing that is not the starting corner clearing of another player. Place another 2 warriors and a big top in an adjacent clearing.
CDG.3.3
Step 3: Place Markers.
Place the critics marker on Cheers. Place the actions counter on 0. Take a faction relationship marker for each faction (including each Vagabond) and place them all in the 0 column of the Faction Accolades Tracker.
CDG.3.4
Step 4: Fill Accolades Track.
Place your 8 accolades markers in the accolades track.

CDG.4 BIRDSONG

CDG.4.1
Talent Scout.
Spend a matching card to place 2 warriors in a clearing. You may do this up to once per clearing.

CDG.5 DAYLIGHT

Your Daylight has 2 steps in the following order.
CDG.5.1
Gain and Perform Actions.
First, gain 1 action for every hat icon showing on the Supply track. Note these actions on the Actions Counter. When you are done taking actions during this step, whether or not you used all allotted actions, adjust the Actions Counter to 0. You don’t lose these actions during this daylight step, even if an icon is covered. Use actions received during this step to do the following any number of times and in any order:
I
Move.
Take one move. Adjust the action counter down a space.
II
Battle.
Initiate a battle. Adjust the action counter down a space.
III
Pitch.
Place a big top in a clearing you rule that does not have a big top. When placing this big top, you may remove one from another clearing first, even if only 1 is currently on the map. You may then force an enemy player in an adjacent clearing to take a move action with 1 piece into the clearing. The clearing must be adjacent for both the Cirque and for the faction being forced to move. This piece must be a warrior. The forced enemy ignores rule while performing this move. This forced movement may cause other pieces to move (e.g. a Badger may be forced to carry a relic as part of the move action) but may not cause additional warriors to be moved (Knave Captains that are moved can’t be forced to bring along skunks). Adjust the action counter down a space.
CDG.5.2
Craft.
You may activate big tops to craft cards.

CDG.6 EVENING

Your Evening has four steps in the following order.
CDG.6.1
Perform.
First, pick a target clearing you rule with a big top. You may only pick 1 target clearing, even if you rule multiple clearings with a big top. After picking your target clearing, spend any number of cards with at least one matching the target clearing. If you do not spend at least one card that matches the target clearing, you may NOT perform. Gain 1 victory point for each different suit spent (mouse, rabbit, fox, bird, etc.). Each bird card may be spent as either a bird card or as a different suit. Then, gain 1 victory point for each accolades marker that each faction with a game piece in the target clearing of performance has in their play area. (e.g. If you spend a rabbit and a bird card to perform in a rabbit clearing where Corvids have a plot, and they have 2 accolades markers; where Cats have a warrior, and have 1 accolades marker; and where Otters have a trade post, and have 3 accolades markers; you will score 8 points: 2 for the suits of the cards spent and 6 for the accolades markers that the factions in your target clearing of performance have.) If another suit is added to the game somehow, such as with the Lilypad Diaspora, this may increase the number of points the Cirque can get while performing. You may only use bird cards as frog cards if the Diaspora is in the game.
CDG.6.2
Adjust the Critics’ Corner.
Move the critics marker in the Critics’ Corner (whether or not the Cirque performed this turn) to the Cheers space if the Cirque has the most victory points or is tied for first, or move it to the Jeers space if anyone has more victory points. (CDG.2.6 - Critics’ Corner.)
CDG.6.3
Praise.
If you did not perform, skip this step. If you performed, give an accolades marker to any faction with a game piece in the target clearing of performance. Then, spend any number of cards matching the target clearing of performance to give an additional accolades marker per card spent to any of the factions with a game piece in the target clearing of performance. (If you performed this turn, you always give 1 accolades marker, even if you didn’t spend any cards this step, then give out an additional accolades marker for each matching card spent this step.) You must give these accolades markers out, if possible. A faction may only hold up to 4 accolades markers in their play area at a time. You may distribute these accolades markers as unevenly as you please amongst factions in the target clearing of performance. If no faction in the audience can receive the accolades markers, you keep them on your faction board.
CDG.6.4
Draw and Discard.
Draw one card, plus one card per draw icon showing on your faction board. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

CC.1 OVERVIEW

Chameleander Co. works in the shadows to help prop up the strongest faction in the woodlands, to secure a position of power in the new order.

CC.2 COMPONENTS

CC.2.1
Promoted Hireling.
Chameleander Co. Hireling card, 1 Chameleander Co. pawn.

CC.3 PROMOTED HIRELING SETUP

CC.3.1
Step 1: Gather Pieces.
Form a supply of 1 pawn.
CC.3.2
Step 2: Place the Pawn.
Place 1 pawn in a clearing with a ruin.

CC.4 PROMOTED HIRELING ABILITIES

CC.4.1
Pawn.
Chameleander Co. is a pawn that cannot be removed or battled.

CC.5 PROMOTED HIRELING ACTIONS

At the beginning of birdson, do the following 2 steps in order.
CC.5.1
Step 1:
You may move Chameleander Co. up to twice, ignoring rule.
CC.5.2
Step 2:
You may take one of the following actions:
I
Place Warriors.
You may place 2 warriors of the controller in Chameleander Co.’s clearing.
II
Place a Token.
You may place a token of the controller in Chameleander Co.’s clearing. Choose which token. If it is on a track, only place the leftmost one from that track. All other costs and restrictions are ignored (a plot may be placed without the usual cost of removing a corvid warrior, for example). Tokens not matching the suit of the clearing may be placed (e.g. the Otters may place a fox trade post in a rabbit clearing). Tokens may be placed ignoring placement limits. The tokens may be placed facedown or faceup. The faction scores no points for the placement of their token, even if they normally would, though they may use it to score with their own actions as normal (e.g. Alliance scores no points for placing a sympathy, but then may use it to craft a boot later). This action may enable a faction to place any token of theirs that is still in the game, even if there is no other way to place it (for example, if The Keep has been removed, Chameleander Co. may place it once again).
III
Draw.
The controller draws a card.

PP.1 OVERVIEW

Payaso Pyramid takes the stage as they seek to ally themselves to the strongest factions.

PP.2 COMPONENTS

PP.2.1
Promoted Hireling.
Payaso Pyramid Hireling card and two Pyramid warriors.

PP.3 PROMOTED HIRELING SETUP

PP.3.1
Step 1: Gather Warriors.
Form a supply of 2 warriors.
PP.3.2
Step 2: Place Warriors.
Place 1 warrior in any clearing.

PP.4 PROMOTED HIRELING ABILITIES

PP.4.1
Rule and Hits.
Each Pyramid warrior counts 6 times towards rule and can roll up to 3 hits in battle. They are removed like normal warriors: by receiving 1 hit in battle, by being targeted with a removal effect (such as Vagabond’s strike or Corvids’ bomb), by being targeted by a replace action (such as Propaganda Bureau or Lizards’ convert).
PP.4.2
Battle.
You may battle in one clearing.

PP.5 PROMOTED HIRELING ACTIONS

Once per Daylight, take the following 2 steps in the following order.
PP.5.1
Step 1.
You may discard a card from the top of the shared deck to place a Pyramid warrior in a matching clearing without a Pyramid warrior. If the card is a bird card, you may treat it as any suit.
PP.5.2
Step 2.
You may battle in one clearing.

TK.1 OVERVIEW

Trapezist Kids take the stage as they seek to ally themselves to the strongest factions.

TK.2 COMPONENTS

TK.2.1
Demoted Hireling.
Trapezist Kids Hireling card.

TK.3 DEMOTED HIRELING SETUP

TK.3.1
Setup.
There is no setup.

TK.4 DEMOTED HIRELING ACTIONS

TK.4.1
Controller:
At start of bird song, take one of the following actions:
I
Take.
You may force a player who has more victory points than you to give you a card from their hand at random. They then score a point. You may not force a player to give you a card if their VP marker is not on the score track.
II
Draw.
Draw a card from the shared deck.

TMOD.1 OVERVIEW

The Mark of Death works in the shadows to help prop up the strongest faction in the woodlands, to secure a position of power in the new order.

TMOD.2 COMPONENTS

TMOD.2.1
Demoted Hireling.
The Mark of Death Hireling card.

TMOD.3 DEMOTED HIRELING SETUP

TMOD.3.1
Setup.
There is no setup.

TMOD.4 DEMOTED HIRELING ACTIONS

TMOD.4.1
Controller Effect:
At start of bird song, the controller spends a card matching a clearing to remove a warrior there, or to force a Vagabond there to damage an item (of the Vagabond’s choice). You may immediately take this action again. You may target two different clearings with this hireling or you may target the same clearing twice. You may target two different factions with this hireling or you may target the same faction twice. Knave captains cannot be targeted. If you are the Vagabond using this hireling, you do not go hostile by removing warriors using this hirelings effect.

C.1 OVERVIEW

This faction will have you questioning just where you want to be in relationship to them on the score track. If you sandbag, you may be able to convince them to build you a nice building or place a token you wouldn’t have normally had. You may even convince them to repair an item of yours that was damaged. If everyone starts outpacing them, then the crossbows come out, the woodland starts burning, and there may be no turning back.

C.2 FACTION RULES AND ABILITIES

C.2.1
Charming Mech.
Chameleandroid is a warrior that ignores rule while moving and can deal 2 rolled hits in battle. Your warrior cannot be removed from the board or be moved outside your turn. Remove ego for hits you take in your clearing. Unlike Chameleander, these hits need not be from battle. Chameleandroid may not be swapped. If any effect somehow displaces Chameleandroid from clearings on the board (which doesn’t seem possible, but IDK) Chameleandroid may move directly from wherever they are to wherever they are prompted to be (see Appear and Target).
C.2.2
Cloaking Tech.
For a human to initiate a battle with you, they must discard a card. The card does not need to match your clearing. If a hireling or a bot attacks you, they do not need to discard a card to do so.
C.2.3
Ego.
Ego is always placed from the Ego track, and it is placed in Chameleandroid’s clearing, though it cannot be placed where there are restrictions preventing such (e.g. The Keep or a snare). If you try to place ego and cannot (such as in a clearing with The Keep or a snare) you score 3 points for each ego you could not place. Ego always moves with Chameleandroid, ignoring all effects that might prevent Ego from being moved while Chameleandroid moves. Ego on the map always goes wherever Chameleandroid, goes however Chameleander goes. Once per turn, if an effect would try to target Chameleandroid for removal or replacement, remove an ego instead and resolve the effect (e.g. if Lizards try to convert Chameleandroid, an ego token is removed and they place a Lizard warrior in your clearing). If additional effects after the first on a turn try to target Chameleandroid for replacement or removal, they fail. Once per turn, if an effect would give Chameleandroid 1 or more warriors in any clearing by allowing you to place warriors from your supply or allowing you to replace another game piece with a warrior in your supply, instead place an ego token in your clearing, even though you have no warriors in your supply, and score the victory points listed on the space uncovered on your faction board. Any additional effects after the first that allow you to place warriors from your supply fail to let you place ego this way. If an effect only triggers when a warrior is removed, it cannot be enacted by attacking the Chameleander warrior (Vagabond, for example, cannot go hostile with Chameleander by attacking them) but if the effect is meant to also work against the Vagabond, then it can be applied to Chameleandroid too (e.g. if an effect is activated by removing a warrior or damaging a vagabond item, then removing an ego token would be the equivalent of such interactions).
C.2.4
Your Clearing.
When you see “your clearing” used in this section of the law, it refers to the clearing where your Chameleandroid warrior is present.

C.3 FACTION SETUP

C.3.1
Step 1: Gather Warriors.
Form a supply of 1 warrior.
C.3.2
Step 2: Place Warriors.
Place the Chameleandroid warriors in the clearing of lowest priority.

C.4 BIRDSONG

Your Birdsong has 2 steps in the following order.
C.4.1
Reveal Order.
Draw and reveal an order card.
C.4.2
Craft Item.
If the order card shows an available item, craft it.

C.5 DAYLIGHT

Your Daylight has 3 steps in the following order.
C.5.1
Appear.
Move directly to an ordered clearing with any open building slots, then with the most warriors of the player with the fewest vp. Players who do not have a marker on the score track will be targeted first.
I
First Tie for Chosen Faction.
The player with the fewest vp, then latest in turn order.
C.5.2
Place ego.
Place the leftmost ego into your clearing, scoring the uncovered points. If you cannot place because you're not allowed to, or because you have no ego left on the track, score 3 points.
C.5.3
Gentrify.
Force the player with the fewest vp to place 2 warriors from their supply into your clearing. They may then place a token or a building of theirs. If they normally score for placing, they do so here (in contrast to Chameleander who stops factions from scoring during Cajole). The Vagabond may also repair or refresh an item, if they please. If a player chooses to place or to repair/refresh, place the leftmost ego into your clearing, scoring the uncovered points (scoring as indicated in Chmd.2.3 if you cannot place). If the player chooses not to place or repair/refresh, then move an ego onto the Id (without scoring). Bots have specific rules for whether or not they will place or repair/refresh when they are gentrified which you can find in Chmd.10.5. (C.2.3 - Ego) (C.10.5 - Gentrify Interactions)
I
First Tie for Gentrified Faction.
The player with the fewest vp, then latest in turn order.

C.6 EVENING

Your Evening has 2 steps in the following order.
C.6.1
Disappear.
Move directly to the clearing with the fewest tokens, then fewest buildings, then fewest warriors (e.g. they will prefer a clearings without any faction pieces, but target clearings with fewer tokens first, then fewer buildings, then fewest warriors as stated).
C.6.2
Discard Order.
Discard the current order card.

C.7 ESCALATED DAYLIGHT

If no enemies have fewer points than you, resolve the following steps instead of Daylight (Chmd.5), and then continue to Evening (Chmd.6). If an enemy has removed their score marker from the board, Escalated Daylight will not occur unless prompted by Kingpin (Chmd.9.4). Escalated Daylight has 4 steps in the following order. (C.9.4 - Kingpin) (C.5 - Daylight) (C.6 - Evening)
C.7.1
Target.
Move directly to the ordered clearing where the enemy player with the most points has the most buildings and tokens, then the fewest warriors (or if Vagabond has the most points, move directly to their clearing, even if not ordered). If no enemies are in ordered clearings, replace the order card with cards from the top of the deck until an enemy is in a clearing. If no enemies are in any clearing on the map, skip to Chmd.7.4. (C.7.4 - Revel)
I
First Tie for Chosen Faction.
The enemy player with the most points that is in an ordered clearing, then latest in turn order.
C.7.2
Terminate.
From each ordered clearing (or from each river clearing if the order is bird) remove a piece of the enemy player in that clearing that has the most points. Remove warriors first, then tokens, then buildings (Chameleandroid will score a point for each building or token that is removed, as normal). If targeted, Vagabonds in an ordered clearing will damage an item of their choice.
I
First Tie for Chosen Faction.
The player with the most points that is first in turn order.
C.7.3
Battle.
Initiate a battle against the enemy in your clearing with the most points. Then, if that player has any defenseless pieces, battle one more time.
I
First Tie for Chosen Faction.
The player with the most points that is first in turn order.
C.7.4
Revel.
Place the 2 leftmost ego, scoring the uncovered points for each one. If you cannot place because you are not allowed to, or because you have no ego left on the track, score 3 points for each ego you cannot place. Then, if an enemy player has more points than you, move the leftmost ego onto the Id (without scoring).

C.8 DIFFICULTIES

C.8.1
Easy.
At start of Birdsong, if you have ego in your clearing, remove one ego. This comes after purchasing from Riverfolk if using Advanced Services, but before if using Basic Services.
C.8.2
Challenging.
At end of Birdsong, if you have ego in your clearing, place the leftmost ego into your clearing without scoring.
C.8.3
Nightmare.
At end of Birdsong, if you have ego in your clearing, place the leftmost ego into your clearing without scoring. At the end of Evening, score 1 point.
C.8.4
Alternate Challenging.
At end of Birdsong, if you have no ego in your clearing, move the leftmost one to the Id (without scoring).
C.8.5
Alternate Nightmare.
At end of Birdsong, if you have no ego in your clearing, move the leftmost one to the Id (without scoring). At the end of Evening, score 1 point.
C.8.6
Combining Difficulties.
You may combine Easy difficulty with Challenging or Nightmare to further customize your experience. This will usually cancel itself out, but will affect Chameleandroid if they have just 1 ego in their clearing. You may also combine Easy difficulty with Alternate Challenging or Alternate Nightmare, if you please. This will result in more ego being placed on Chameleandroid over time and will synergize well. You may also combine Easy difficulty with both Challenging and Alternate Challenging or Challenging and Alternate Nightmare. Such combinations are possible, but are completely unplaytested. Do so at your own peril.

C.9 TRAITS

C.9.1
Patron.
During Setup, order ego with and without draw icons randomly on the ego track. When ego with draw icons are removed, points are not scored like when other tokens are removed by enemies (This does not negate bonus points gained by other in-game effects, such as the Despot or Vagabond Infamy). When another player removes an ego with a draw icon, they draw a card for each ego with a draw icon they remove. In battle, remove ego with a draw icon first.
C.9.2
Abduction.
During Disappear, each player with warriors in your origin clearing moves half of their warriors (rounded up) directly to your destination clearing. These moves are simultaneous to yours and neither your moves nor theirs during Disappear ever take the Ferry or paths.
C.9.3
City Builder.
Bots do not check for ego in your clearing, nor on your track, nor on the Id when determining whether to or not to place or repair/refresh when they are gentrified. During Gentrify, you always place your leftmost ego, scoring the uncovered points (or 3 points if for some reason you are not able to place) whether or not the gentrified factions places or repairs/refreshes.
C.9.4
Kingpin.
If any enemy has more points than you at the start of Daylight, perform Escalated Daylight instead.

C.10 INTERACTIONS

The following interactions are printed on cards. I have also included them here for convenience and to elaborate where that is necessary.
C.10.1
Basic Riverfolk Services.
Chameleandroid may buy mercenaries or hand cards. They will not buy riverboats. For each service bought, remove an ego from your clearing and pay with Riverfolk warriors.
C.10.2
Advanced Riverfolk Services.
At the start of Birdsong (before Easy Difficulty kicks in) If there is an ambush in the market, buy it and place it in front of you. If you are attacked, and you have a matching ambush card in front of you, play the matching ambush card (non-bird ones first). The attacker may discard their own matching ambush card to cancel yours.
C.10.3
Mob and Full Removal Effects.
If targeted by a mob or a full removal effect, only remove 2 ego tokens.
C.10.4
Homeland Interactions.
Chameleandroid will always entreat Bats. Bats may only gain loyalists, and may not place warriors, in response to this.
C.10.5
Gentrify Interactions.
If you have 4 or more ego in either your clearing or on the Id, bots will not place or repair/refresh (unless you have the City Builder trait, then they will check the list below to see if they place or repair/refresh). If you have fewer than 4 ego in both your clearing and on the Id, then they may place if they are cajoled or gentrified based on how many warriors they have in their clearing:
I
Mechanical Marquise 2.0.
will place a building of which it has the most of in your clearing if they have 4 warriors there (use the same tie breakers used with Escalated Daylight for Cats)
II
Electric Eyrie.
will place a Roost in your clearing if they have 2 warriors to defend it and if it isn’t their last Roost.
III
Automated Alliance.
will place a matching base if they have 2 warriors to defend it. If they have fewer than 2 warriors or if a matching base isn’t available, they will place sympathy instead.
IV
Vagabot.
will always repair an item if possible. If they can’t repair an item, they will refresh an item, if possible.
V
Logical Lizards.
will place a matching garden if they have 4 warriors to defend it.
VI
Riverfolk Robots.
will place a matching trade post if they have 2 warriors to defend it.
VII
Drillbit Duchy.
will place the prompted building according to their warrior supply if they have 4 warriors to defend it.
VIII
Cogwheel Conspiracy.
will place a random facedown plot if they have 2 warriors to defend it.
IX
Circuit Board Goats.
will never place a big top.

CBG.1 OVERVIEW

This faction can be quite simple to keep in check. If it gets out of hand, be sure to apply violence towards their big tops. Be careful about engaging in battle with them if you have more points than they do. Be careful as well about what cards you add to their Critics Stack. It may be best to give up those precious bird cards, for the sake of victory.

CBG.2 FACTION RULES AND ABILITIES

CBG.2.1
Surveilled Presence.
Each Goat warrior counts twice toward rule. Payaso Pyramid Hireling card and two Pyramid warriors. Other players with pieces in clearings you rule may take actions, except for move actions, as if they ruled the goat-ruled clearings that they are present in. The action need not take place in a clearing where the goats rule (e.g. if cats have a sawmill and wood in a clearing that goats rule, cats may use that wood to build in another clearing as long as they meet all their other prerequisites. Or if badgers have a warrior in a clearing that goats rule, they may treat it as if they rule these clearings when taking actions such as delving and recovering, even if delving or recovering is not happening in the goat-ruled clearing). See CdG.2.3 for more information. (CDG.2.3 - Ringmaster’s Reign.)
CBG.2.2
Activate Animatronics.
In battle as attacker or defender (whether or not you have a Goat warrior present in the battle) with a human with more vp, force them to add a card from their hand to the Critics Stack. They may not add a frog card. If they only have frog cards, they discard one instead. If they can (meaning they are successfully forced to place a card onto the stack) you deal no hits, not even extra hits. This happens even if you're defenseless in the battle, and even if you would otherwise deal no hits.
CBG.2.3
Big Tops.
When a big top is removed outside of Endorse (the 3rd step of your Birdsong), lose 1 point.
CBG.2.4
Critics Stack.
The cards in the Critics Stack are public information and are used by Circuit Board Goats to score in the 3rd step of Evening. When an order card is replaced by a Riverfolk Purchase (or by some other means) it goes to the discard pile, NOT to the Critics Stack. Frog cards never go to the Critics Stack.

CBG.3 FACTION SETUP

CBG.3.1
Step 1: Gather Warriors.
Form a supply of 10 warriors.
CBG.3.2
Step 2: Place Warriors.
Place 2 warriors and 1 big top in a random corner clearing that is not the starting corner clearing of another bot. Place another 2 warriors and a big top in an adjacent clearing of highest priority.

CBG.4 BIRDSONG

Your Birdsong has 3 steps in the following order.
CBG.4.1
Reveal Order.
Draw and reveal an order card.
CBG.4.2
Craft Item.
If the order card shows an available item, craft it.
CBG.4.3
Endorse.
The enemy with the fewest vp (including 0) in a clearing with any faction pieces in a clearing with a big top score 1 point. (Enemies without a VP tracker on the score track always are targeted first). Then, remove all big tops from the map.

CBG.5 DAYLIGHT

Your Daylight has 3 steps in the following order.
CBG.5.1
Recruit.
Place 3 warriors in an ordered clearing with the most enemy players present.
I
First Tie for Target Clearing.
Such a clearing with the fewest total warriors (including your own).
II
No Warriors Left in Supply.
If you have no warrior to place (even in the middle of this action), immediately remove all warriors from unordered clearings before placing the remaining warriors. (These do go to Coffin Makers if that is crafted. If the Order is Bird, no warriors are removed).
CBG.5.2
Battle.
Battle each enemy in ordered clearings, starting with enemies with the most vp.
I
First Tie for Clearing of Battle.
Such a clearing with the fewest players present.
II
First tie for Defender.
Battle players with the most points first, then players first in turn order.
CBG.5.3
Pop-up Tent.
Place a big top and a warrior in an ordered clearing where the most enemy players have at least one faction piece. Then, place a warrior and a big top in another ordered clearing that is connected to the most paths. Then, force an enemy who is not in either clearing you just placed a big top into, but who has warriors adjacent to either of these clearings to move a warrior (ignoring rule) into either clearing with a big top.
I
First Tie for Big Top Placement.
Place your Big Tops in clearings with Chameleander (or Chameleandroid) a Vagabond (or a Vagabot) or both.
II
First Tie for Faction to Force to Move.
An enemy not in either clearing with your big tops but who has warriors adjacent to either big top clearing, then the faction with the most vp. You will always move a faction if there are any enemy warriors adjacent to either clearing with a big top.
III
First Tie for Origin Clearing of Forced Movement.
An adjacent clearing that has one or more warriors of the enemy faction that you’ve chosen to move in.
IV
First Tie for Destination Clearing of Forced Movement.
A clearing with a Big Top, then the clearing of highest priority.

CBG.6 EVENING

Your Evening has 3 steps in the following order.
CBG.6.1
Play.
Score 1 point for each enemy player who has any faction pieces in either clearing with a big top, not counting any faction twice.
CBG.6.2
Credit.
If an enemy has more vp than you, place a card from the top of the deck onto the Critics Stack.
CBG.6.3
Encore.
Discard the order card onto the Critics Stack, even if Lizards are in play. If the order card was a frog, discard it to the pond instead. Discard all bird cards without scoring any points. Then, discard a random mouse, rabbit, and fox card to score 3 points, if able. Then, discard a random 2 fox cards to score 1 point, if able. Then discard 2 random rabbit cards to score 1 point, if able. Then discard 2 random mouse cards to score 1 point, if able. You may only get each bonus once per turn.

CBG.7 DIFFICULTIES

CBG.7.1
Easy.
When a big top is removed outside of Endorse (the 3rd step of your Birdsong), lose 2 points.
CBG.7.2
Challenging.
When a big top is removed outside of Endorse (the 3rd step of your Birdsong), lose vp only if it is the last big top removed from the map.
CBG.7.3
Nightmare.
When a big top is removed outside of Endorse (the 3rd step of your Birdsong), lose vp only if it is the last big top removed from the map. At the end of Evening, score 1 point.
CBG.7.4
Combining Difficulties.
You may combine Easy difficulty with Challenging or Nightmare to further customize your experience. If you do so, you only lose vp when your last big top is removed, but the vp you’ll lose will be 2 points instead of 1.

CBG.8 TRAITS

CBG.8.1
Martial Audience.
After placing your first big top in Pop-up Tent, place your second big top and warrior in an ordered clearing with the most non-Goat warriors. At the end of Play, score an additional 1 point for every 5 non-goat warriors in ordered clearings with a big top.
CBG.8.2
Standing Ovation.
At the end of Endorse, if you have more points than any other faction, score 1 point. Every other player (humans and bots) may draw 1 card. Bots will always draw a card, discarding it, scoring 1 point.
CBG.8.3
Fire Breathing.
As attacker in battle, deal an extra hit, unless you are using “Animate Animatronics”.
CBG.8.4
Special Effects.
Ignore “Hates Surprises” meaning that your enemies may ambush you when you attack them. If they do ambush you, score 1 point. This also allows Drillbit Duchy and Chameleandroid to ambush you if they purchased an ambush from the Riverfolk Company humans or bots.

CBG.9 INTERACTIONS

The following interactions are printed on cards. I have also included them here for convenience and to elaborate where that is necessary.
CBG.9.1
Basic Riverfolk Services.
Circuit Board Goats pay for services with Riverfolk warriors.
CBG.9.2
Advanced Riverfolk Services.
Circuit Board Goats will buy an available Saboteurs card (or other equivalent card if using a fan deck). If they do, this replaces the order card. When they do this, every human must either discard their own crafted Saboteurs (or equivalent card) or they must discard a crafted improvement at random. This happens even if the card they are replacing is another Saboteurs. This effect only happens when purchasing the card from the Riverfolk.
CBG.9.3
Mob and Full Removal Effects.
Circuit Board Goats will not place a big top in a clearing with a mob unless they have no other choice.
CBG.9.4
Homeland Interactions.
Frog cards never go onto the Critics Stack. Players may not add them to it. If the order card is a frog card, it is discarded to the pond in Evening. Circuit Board Goats will always entreat Bats. Bats may only gain loyalists, and may not place warriors, in response to this.