10.1 OVERVIEW

Catering to the discarded creatures of the Woodland, the Lizard Cult seeks to overwhelm its foes through sheer force of will. Wherever the Cult rules clearings, it can build GARDENS, using word of mouth and beak to spread its gospel to the animals living there. The firmer its hold over the hearts of its followers, the more victory points the Cult can score by completing the proper RITUALS. While other factions spend cards to achieve their aims, the Cult acts chiefly by revealing cards and gradually gathering a set of ideal followers. These revealed cards are returned to the Cult's hand in Evening, unless discarded to score victory points. However, this gentler approach makes movement and battle difficult—the Cult can only take these actions with its radicalized ACOLYTES, gained as the Cult's warriors are slaughtered while defending in battle.

10.2 FACTION RULES AND ABILITIES

10.2.1
Crafting.
The Cult crafts during Evening by activating gardens whose printed suit matches the Outcast suit (10.4.1). (This fulfills a crafting icon matching the garden's clearing, regardless of its printed suit. This matters in games with the Lost City or Lilypad Diaspora.) otter (10.4.1 - Adjust Outcast.)
10.2.2
Hatred of Birds.
Bird cards are not wild for Cult rituals.
10.2.3
Revenge.
Whenever a Cult warrior is removed while defending in battle, it is placed in the Acolytes box instead of the Cult's supply.
10.2.4
Pilgrims.
The Cult rules any clearings where they have any gardens. This overrides the Eyrie's Lords of the Forest (7.2.2). (7.2.2 - Lords of the Forest.)
10.2.5
Fear of the Faithful.
Whenever a garden is removed, the Cult must discard a random card.
10.2.6
The Lost Souls Pile.
Whenever any card is spent or discarded (even a dominance card), place it in the Lost Souls pile instead of the discard pile. frog

10.3 FACTION SETUP

10.3.1
Step 1: Gather Warriors.
Form a supply of 25 warriors.
10.3.2
Step 2: Place Warriors.
Place 4 warriors and 1 garden of matching printed suit in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing. This is your starting clearing. Then place 1 warrior in each adjacent clearing. (This is updated from earlier printings for flexibility.)
10.3.3
Step 3: Choose Outcast.
Place the outcast marker on any suit space in the Outcast box. The suit of this space is called the OUTCAST.
10.3.4
Step 4: Fill Gardens Tracks.
Place your 14 remaining gardens on the matching spaces of your Gardens tracks from right to left.

10.4 BIRDSONG

Your Birdsong has three steps in the following order.
10.4.1
Adjust Outcast.
Look at the cards in the Lost Souls pile, ignoring birds. The suit with the most cards becomes the new Outcast—move the outcast marker, showing its Outcast side, to that suit. If that suit was already the Outcast, flip the marker to Hated. If no one suit had the most cards, the marker stays on its current suit and, if it is not Hated, flips to its Hated side.
10.4.2
Discard Lost Souls.
Discard all of the cards in the Lost Souls pile to the discard pile. (Dominance cards become available to take.)
10.4.3
Perform Conspiracies.
You can spend acolytes, returning them to your supply, to perform conspiracies in clearings matching the Outcast, in any order and number, as follows. If the Outcast is Hated, the conspiracy costs one fewer acolyte.
I
Crusade.
Spend two acolytes to initiate a battle in an Outcast clearing or to move (at least one warrior) from an Outcast clearing and then, if you wish, initiate a battle in the destination clearing.
II
Convert.
Spend two acolytes to replace an enemy warrior from an Outcast clearing with a Cult warrior. (To replace a piece, you must be able to remove the old piece and place the new piece.)
III
Sanctify.
Spend three acolytes to replace an enemy building from an Outcast clearing with a garden of the Outcast suit.

10.5 DAYLIGHT

You may reveal any number of cards and perform one ritual per card revealed, in any order and number, as follows. (Reveal cards from your hand into your play area. They cannot be used for any other purposes during Daylight.)
10.5.1
Build.
In a clearing you rule matching the revealed card, place a garden whose printed suit matches the clearing suit.
10.5.2
Recruit.
In a clearing matching the revealed card, place a warrior.
10.5.3
Score.
Spend the same card you reveal (placing in Lost Souls) to score the victory points listed above the rightmost empty Gardens space of the suit matching the revealed card. You cannot Score if no gardens of that suit are on the map. You may perform this only once per turn per suit.
10.5.4
Sacrifice.
Place a warrior in the Acolytes box. To perform this ritual, you must reveal a bird card.

10.6 EVENING

Your Evening has three steps in the following order.
10.6.1
Return Revealed Cards.
Return all cards you revealed this turn to your hand.
10.6.2
Craft.
You may craft by activating gardens whose printed suit matches the Outcast suit.
10.6.3
Draw and Discard.
Draw one card, plus one card per uncovered draw bonus. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.

11.1 OVERVIEW

When news arrived that the Woodland on the shore of the great lake was descending into all-out war, the Riverfolk Company quickly dispatched its officers to set up shop. As other factions purchase their services, the Riverfolk can further entrench their commercial interests by establishing TRADE POSTS along the river, scoring victory points. So too can they score points by raw accumulation of FUNDS, but a big treasury makes for an easy target, so the Riverfolk must take care in expanding their operations across the dangerous forest.

11.2 FACTION RULES AND ABILITIES

11.2.1
Crafting.
The Riverfolk craft during Daylight by committing funds to empty spaces on the Trade Posts tracks. (They have no crafting pieces.)
11.2.2
Swimmers.
The Riverfolk treat rivers as paths and may move along a river fully linking an origin and destination clearing, ignoring the need for rule. (They can still move using paths.)
11.2.3
Public Hand.
The Riverfolk place their hand face up above their faction board. (If a random card is taken from the Riverfolk, the cards are flipped face down, shuffled, drawn from, and then flipped face up.)
11.2.4
Funds.
To take many actions, the Riverfolk commit and spend FUNDS: warriors in their Funds box.
11.2.5
Trade Posts.
The Riverfolk score victory points when they place trade posts.
I
Trade Disruption.
Whenever a trade post is removed, the Riverfolk remove half of their funds, rounded up, and remove the trade post from the game permanently.
11.2.6
Buying Services.
At the start of another player's Birdsong, that player may buy Riverfolk services.
I
Cost.
The buyer must place warriors from their supply into the Riverfolk's Payments box equal in number to the cost of that service listed on the Riverfolk's Services track.
II
Number of Services.
Each turn, a player may buy one service plus one per clearing with a trade post and their faction pieces.
III
Vagabond Funds.
The Vagabond pays for services by exhausting items—for each item he exhausts to do so, the Riverfolk place one Riverfolk warrior in the Payments box.
11.2.7
Riverfolk Services.
The Riverfolk offer three services, as follows.
I
Hand Card.
The buyer takes any card from the Riverfolk's hand and adds it to their hand. (The buyer may buy this service multiple times as long as they have access to enough trade posts.)
II
Riverboats.
The buyer treats rivers as paths until the end of their turn.
III
Mercenaries.
During Daylight and Evening of this turn, except when battling the Riverfolk, the buyer treats Riverfolk warriors as their own for rule and for battle. (The buyer cannot move them, count them toward dominance, or remove them except by taking hits. They are no longer enemy pieces, but they are still Riverfolk faction pieces, so they cannot be affected by abilities such as the Marquise's Field Hospitals or used in actions such as the Duchy's Sway Ministers.)
a
Taking Hits.
The buyer must split hits, taking odd hits by removing owned (not Riverfolk) warriors, if any, or owned buildings or tokens only if they have no warriors (including Riverfolk) in the clearing of battle.
b
Vagabond & Mercenaries.
The Vagabond cannot buy Riverfolk Mercenaries. If Riverfolk Mercenaries are removed in a battle against the Vagabond, the Vagabond does not become Hostile with the Riverfolk.

11.3 FACTION SETUP

11.3.1
Step 1: Gather Warriors.
Form a supply of 15 warriors.
11.3.2
Step 2: Place Warriors.
Place 4 warriors in any clearings touching the river.
11.3.3
Step 3: Fill Trade Posts Tracks.
Place 9 trade posts on the matching spaces of your Trade Posts tracks.
11.3.4
Step 4: Gain Starting Funds.
Place 3 warriors in your Payments box.
11.3.5
Step 5: Set Starting Prices.
Place 1 service marker on any space of each of your Services tracks.

11.4 BIRDSONG

Your Birdsong has three steps in the following order.
11.4.1
Protectionism.
If the Payments box is empty, place two warriors in it.
11.4.2
Score Dividends.
If there are any trade posts on the map, score one victory point per two funds. (Do not score for warriors in Payments or Committed.)
11.4.3
Gather Funds.
Move all warriors on your faction board to the Funds box.

11.5 DAYLIGHT

You can commit and spend funds to take actions, as follows, in any order and number. When you commit a fund, move the warrior to the Committed box. When you spend a fund, return the warrior to its owner's supply.
11.5.1
Move.
Commit one fund to take a move.
11.5.2
Battle.
Commit one fund to initiate a battle.
11.5.3
Craft.
Commit funds to craft a card from your hand. Instead of moving these warriors to the Committed box, you must place them on empty spaces of the Trade Posts tracks matching the suits listed on the crafting cost.
I
Export.
You may ignore the listed benefit of crafting a card, discarding it, to place one Riverfolk warrior in the Payments box.
11.5.4
Draw.
Commit one fund to draw a card.
11.5.5
Recruit.
Spend one fund to place a warrior in any clearing with a river.
11.5.6
Establish Trade Post with Garrison.
Spend two funds to place a trade post and a warrior.
I
Choose Clearing.
Choose any clearing without a trade post that is ruled by any player.
II
Spend Funds.
Spend two funds of the player who rules the chosen clearing.
III
Place and Score.
Place the matching trade post and one warrior in the chosen clearing. Score the victory points listed on the space uncovered on your faction board.

11.6 EVENING

Your Evening has two steps in the following order.
11.6.1
Discard Cards.
If you have more than five cards in your hand, discard cards of your choice until there are five.
11.6.2
Set Costs.
You may move each service marker to any space on its track, setting it to a new cost.