Law of Root: Underbrush Expansion

English

HCC.1 OVERVIEW

The‬‭ Honeycomb‬‭ Clergy‬‭ are‬‭ a‬‭ theocratic‬ force‬‭ of‬‭ peace‬‭ in‬‭ the‬‭ Woodland– or‬‭ so‬‭ they‬‭ claim.‬‭ They‬‭ score‬‭ points‬‭ by‬‭ bringing‬‭ flowers‬‭ from‬‭ across‬‭ the‬‭ woods‬‭ back‬‭ to‬‭ their‬‭ cathedrals‬‭ .‬‭ At‬‭ these‬‭ places‬‭ of‬‭ worship,‬‭ others‬‭ may‬‭ pledge‬‭ devotion‬‭ in‬‭ exchange‬‭ for indulgences‬‭ later.‬‭ If‬‭ they‬‭ break‬‭ faith,‬‭ however,‬‭ they‬‭ risk‬‭ the‬‭ wrath‬‭ of‬‭ Clergy.‬‭ In‬‭ an‬‭ ideal‬‭ world,‬‭ though,‬‭ no‬‭ such‬‭ violence‬‭ will‬‭ be‬‭ necessary.‬‭ The‬‭ Clergyfolk‬‭ are‬‭ excellent‬ crafters.‬

HCC.2 FACTION RULES AND ABILITIES

HCC.2.1
Crafting.
The‬‭ Clergy‬‭ crafts‬‭ during‬ Daylight‬‭ by‬‭ spending‬‭flower‬‭ tokens‬‭ at‬ Cathedrals.‬ (HCC.5.2.III - Craft)
HCC.2.2
Florists.
Flower‬‭ tokens‬‭ power‬‭ much‬‭ of‬ the Honeycomb Clergy’s turn.‬
I
The Blind Bag.
Flowers‬‭ are‬‭ placed‬‭ in‬ the‬‭ blind‬‭ bag.‬‭ When‬‭ instructed‬‭ to‬‭ draw‬‭ a‬‭flower,‬‭ pick‬‭ from‬‭ the‬‭ bag‬‭ at‬‭ random.‬
II
Placing‬‭ Flowers.
‭ A‬‭ drawn‬‭flower‬‭ must‬‭ be‬‭ placed‬‭ in‬‭ a‬‭ matching‬‭ clearing‬ without‬‭ a‬‭ Cathedral‬‭ and‬‭ with‬‭ at‬‭ least‬‭ one‬‭ of‬‭ your‬‭ warriors‬‭ (except‬‭ during‬ setup)‬‭.‬‭ Bird‬‭flowers‬‭ may‬‭ be‬‭ placed‬‭ in‬‭ a‬‭ clearing‬‭ of‬‭ any‬‭ suit.‬‭ If‬‭ you‬‭ cannot‬‭ place‬‭ a‬‭flower,‬‭ return‬‭ it‬‭ to‬‭ the‬‭ blind‬‭ bag.‬‭ A‬‭ clearing‬‭ may‬‭ hold‬‭ any‬‭ number of flowers.‬ (HCC.3.2 - Step 2: Place‬‭ Cathedral,‬‭ Warriors,‬ and‬‭ Flowers)
III
Spending‬‭ Flowers.
Spent‬‭ or‬‭ removed‬ ‭flowers return to the blind bag.‬
IV
Moving‬‭ Flowers.
When‬‭ moving,‬‭ you‬‭ may‬‭ move‬‭ a‬‭flower‬‭ token‬‭ with‬‭ each‬‭ Clergy‬‭ warrior.‬‭ (Flowers‬‭ may‬‭ be‬‭ moved‬‭ to‬‭ clearings‬‭ which‬‭ do‬‭ not‬‭ match‬‭ their‬‭ suit.‬‭ Flowers‬‭ may‬‭ be‬‭ moved‬‭ to‬‭ the‬‭ Marquise’s‬‭ keep‬‭ clearing,‬‭ since‬‭ the‬‭ keep‬‭ only‬‭ specifies‭ that‬‭ pieces‬‭ cannot‬‭ be‬‭ built‬‭ or‬‭ placed‬‭ there‬‭ but may move there.)‬
HCC.2.3
Honeymakers.
Whenever‬‭ you‬‭ craft‬‭ a‬‭ card,‬‭ score‬‭ one‬‭ extra‬‭ victory‬‭ point.‬‭ This‬‭ includes‬‭ cards‬‭ which‬‭ do‬‭ not‬‭ normally‬‭ grant‬‭ you‬‭ any victory points for crafting.‬
HCC.2.4
Divine‬‭ Right.
You‬‭ can‬‭ always‬‭ move‬‭ to‬ and‬‭ from‬‭ Cathedral‬‭ clearings‬‭ as‬‭ though‬‭ you‬‭ rule them, even if you do not.‬
HCC.2.5
Poke‬‭ the‬‭ Hive.
When‬‭ an‬‭ enemy‬‭ removes‬‭ a‬‭ Cathedral,‬‭ set‬‭ them‬‭ to‬‭ HERETIC‬‭.‬‭ You‬‭ may‬‭ immediately‬‭ place‬‭ up‬‭ to‬‭ 4‬‭ warriors‬‭ where‬‭ the‬‭ Cathedral‬‭ was,‬‭ and‬‭ may‬‭ initiate‬‭ a‬‭ battle‬‭ there‬‭ against the enemy which destroyed it.‬
HCC.2.6
Penitence.
Boxes‬‭ on‬‭ your‬‭ faction‬‭ board‬ hold‬‭ a‬‭ marker‬‭ for‬‭ each‬‭ enemy,‬‭ indicating‬‭ whether‬‭ they‬‭ are‬‭ Penitent‬‭ or‬‭ Heretic.‬‭ Factions‬‭ may‬‭ become‬‭ Heretics‬‭ via‬‭ Sacrilege‬‭,‬‭ and‬‭ may‬‭ become‬‭ Penitent‬‭ via‬‭ Repent‬‭.‬ (HCC.6.1 - Repent) (HCC.2.6.IV - Sacrilege)
I
Mercy.
You‬‭ may‬‭ not‬‭ initiate‬‭ battles‬‭ against‬‭ Penitent‬‭ factions.‬‭ You‬‭ may‬‭ not‬‭ remove‬‭ their‬‭ pieces‬‭ in‬‭ any‬‭ way (meaning,‬‭ for‬‭ instance,‬‭ if‬‭ you‬‭ were‬‭ to‬‭ craft‭ Favor‬‭ of‬‭ the‬‭ Foxes,‬‭ you‬‭ do‬‭ not‬‭ remove‬‭ any‬‭ pieces of Penitent factions).
II
Honey‬‭ for‬‭ the‬‭ Holy.
Penitent‬‭ factions‬‭ gain‬‭ your‬‭ Honeymakers‬‭ ability‬‭:‬‭ When‬‭ they‬‭ craft‬‭ a‬‭ card,‬‭ they‬‭ score‬‭ one‬‭ extra‬‭ victory‬‭ point.‬‭ They‬‭ may‬‭ gain‬‭ this benefit only once per turn.‬ (HCC.2.3 - Honeymakers)
III
Harbor‬‭ the‬‭ Holy‬‭.
You‬‭ can‬‭ move‬ through‬‭ clearings‬‭ ruled‬‭ by‬‭ Penitent‬‭ factions‬‭ as‬‭ though‬‭ you‬‭ ruled‬‭ them,‬‭ even‬‭ if‬‭ you‬‭ do‬‭ not.‬‭ If‬‭ the‬‭ Woodland‬‭ Alliance‬‭ is‬‭ Penitent,‬‭ you‬‭ do‬‭ not‭ provoke their Outrage by moving.‬
IV
Sacrilege.
If‬‭ a‬‭ faction‬‭ removes‬‭ any‬‭ of‬‭ your pieces, set them to Heretic.‬

HCC.3 FACTION SETUP

HCC.3.1
Step‬‭ 1:‬‭ Gather‬‭ Warriors‬‭ and‬‭ Flowers.
Form‬‭ a‬‭ supply‬‭ of‬‭ 15‬‭ warriors.‬‭ Place‬‭ into‬‭ the‭ blind‬‭ bag‬‭ 11‬‭flower‬‭ tokens:‬‭ 3‬‭ fox,‬‭ 3‬‭ rabbit,‬‭ 3‬ mouse, and 2 bird.‬
HCC.3.2
Step 2: Place‬‭ Cathedral,‬‭ Warriors,‬ and‬‭ Flowers.
In‬‭ a‬‭ non-corner‬‭ clearing,‬‭ place‬‭ a‬‭ Cathedral‬‭ and‬‭ 3‬‭ Clergy‬‭ warriors.‬‭ Place‬‭ one‬‭ warrior‬‭ in‬‭ a‬‭ clearing‬‭ of‬‭ each‬‭ suit‬‭ (3‬‭ total).‬‭ Then,‬‭ draw‬‭ 3‬‭ random‬‭flower‬‭ tokens‬‭ from‬‭ the‬ blind‬‭ bag‬‭ and‬‭ place‬‭ them‬‭ in‬‭ matching‬‭ clearings‬‭ with‬‭ your‬‭ warriors‬‭ other‬‭ than‬‭ the‬‭ clearing with your starting cathedral‬‭.
HCC.3.3
Step 3: Place‬‭ Cathedrals.
Place‬‭ remaining‬‭ Cathedrals‬‭ on‬‭ the‬‭ track,‬‭ right‬‭ to‬ left.
HCC.3.4
Step‬‭ 4:‬‭ Place‬‭ Penitence‬‭ Markers.
Retrieve‬‭ relationship‬‭ markers‬‭ for‬‭ all‬‭ enemy‬‭ factions‬‭ in‬‭ play‬‭ and‬‭ place‬‭ them‬‭ in‬‭ the‬‭ Heretic‬ slot.

HCC.4 BIRDSONG

Your‬‭ Birdsong‬‭ has‬‭ three‬‭ steps‬‭ in‬‭ the‬ following order.‬
HCC.4.1
Divine‬‭ Intervention.
If‬‭ you‬‭ have‬‭ no‬ warriors‬‭ on‬‭ the‬‭ map,‬‭ place‬‭ 4‬‭ at‬‭ a‬‭ Cathedral.‬‭ If‬‭ you‬‭ have‬‭ no‬‭ Cathedrals,‬‭ place‬‭ 4‬‭ in‬‭ an‬‭ open‬‭ slot‬‭ in‬‭ the‬‭ non-corner‬‭ clearing‬‭ with‬‭ the‬‭ fewest enemy pieces.‬
HCC.4.2
Indulgence.
All‬‭ Penitent‬‭ factions‬‭ draw‬ one card.
HCC.4.3
Bloom.
Any‬‭ number‬‭ of‬‭ times,‬‭ you‬‭ may‬‭ spend‬‭ a‬‭ bird‬‭ card‬‭ to‬‭ draw‬‭ and‬‭ place‬‭ a‬ random flower. (HCC.2.2.II - Placing‬‭ Flowers)

HCC.5 DAYLIGHT

Your‬‭ Daylight‬‭ has‬‭ two‬‭ steps‬‭ in‬‭ the‬‭ following‬ order.‬
HCC.5.1
Act.
Take three of the following actions.‬
I
Mission.
Take up to two moves‬.
II
Swarm.
Spend‬‭ a‬‭ card‬‭ to‬‭ place‬‭ two‬‭ warriors at a matching Cathedral.‬
III
Crusade.
May‬‭ move,‬‭ then‬‭ may‬‭ battle‬‭ in‬‭ the‬‭ clearing‬‭ you‬‭ moved‬‭ into.‬‭ (You‬‭ can only battle Heretics)‬ (HCC.2.6.I - Mercy)
IV
Replant.
Replace‬‭ a‬‭flower‬‭ token‬‭ in‬‭ a‬‭ non-matching‬‭ clearing‬‭ with‬‭ one‬‭ that‬ does‬‭ match‬‭ its‬‭ clearing.‬‭ You‬‭ must‬‭ have‬‭ a‬‭ warrior‬‭ in‬‭ that‬‭ clearing.‬‭ Search‬‭ the‬‭ blind‬‭ bag‬‭ until‬‭ you‬‭find‬‭ a‬‭flower‬‭ of‬‭ that‬‭ suit.‬‭ Do‬‭ not‬‭ use‬‭ bird‬‭flowers‬‭ for‬‭ Replant.‬‭ If‬‭ there‬‭ are‬‭ no‬‭ more‬‭flowers‬‭ of‬‭ the‬‭ desired‬‭ suit,‬‭ you‬‭ may‬‭ not‬‭ Replant.‬‭ If‬‭ the‬‭ Lilypad‬‭ Diaspora‬‭ are‬‭ in‬‭ play,‬‭ you‬‭ cannot‬‭ use‬‭ a‬‭ frog‬‭ card‬‭ to‬‭ Replant.‬
HCC.5.2
Offer.
Any‬‭ number‬‭ of‬‭ times‬‭ and‬‭ in‬‭ any‭ order,‬‭ you‬‭ may‬‭ spend‬‭flowers‬‭ to‬‭ do‬‭ the‬‭ following:‬
I
Score.
In‬‭ a‬‭ Cathedral‬‭ clearing,‬‭ spend‬‭ a‬ ‭flower‬‭ token‬‭ matching‬‭ the‬‭ clearing‬‭ to‬ score one victory point.‬
II
Build.
In‬‭ a‬‭ clearing‬‭ without‬‭ a‬‭ Cathedral,‬‭ spend‬‭flowers‬‭ matching‬‭ that‬‭ clearing‬‭ to‬‭ place‬‭ the‬‭ leftmost‬‭ Cathedral‬‭ on‬‭ your‬‭ board.‬‭ The‬‭ number‬‭ of‬‭flowers‬‭ you‬‭ must‬‭ spend‬‭ is‬‭ shown‬‭ above‬‭ the‬‭ Cathedral‬‭ track.‬‭ When‬‭ you‬‭ build,‬‭ score‬‭ points‬‭ if‬‭ indicated‬‭ on‬‭ the‬‭ track‬‭ the‬‭ cathedral‬‭ you‬‭ just‬‭ placed.‬‭ You‬‭ may‬‭ not‬‭ build‬‭ a‬‭ Cathedral‬‭ in‬‭ a‬‭ clearing‬‭ that already has one.‬
III
Craft.
Spend‬‭flowers‬‭ at‬‭ a‬‭ Cathedral‬‭ to‬‭ craft‬‭ a‬‭ card‬‭ in‬‭ your‬‭ hand.‬‭ The‬‭ suit‬‭ of‬‭ the‬‭ clearing‬‭ does‬‭ not‬‭ matter:‬‭ the‬‭ suit‬‭ of‬‭ the ‬‭flower(s)‬‭ you‬‭ spend‬‭ is‬‭ the‬ crafting suit.‬ (HCC.2.3 - Honeymakers)

HCC.6 EVENING

Your‬‭ Evening‬‭ has‬‭ three‬‭ steps‬‭ in‬‭ the‬‭ following‬ order.
HCC.6.1
Repent.
Heretic‬‭ factions‬‭ with‬‭ pieces‬‭ in‬ Cathedral‬‭ clearings‬‭ may‬‭ give‬‭ you‬‭ a‬‭ card‬‭ matching the clearing to become Penitent.‬
HCC.6.2
Pollinate.
Draw‬‭ and‬‭ place‬‭ 2 ‬‭flowers,‬‭ plus‬‭ one per 🐝 showing. (HCC.2.2.II - Placing‬‭ Flowers)
HCC.6.3
Draw and Discard.
Draw‬‭ one‬‭ card,‬‭ plus‬‭ one‬‭ per‬‭ 🐝‬‭ showing.‬‭ If‬‭ you‬‭ have‬‭ more‬‭ than‬ ‭five‬‭ cards‬‭ in‬‭ your‬‭ hand,‬‭ discard‬‭ cards‬‭ of‬‭ your‬‭ choice until you have five.

QL.1 OVERVIEW

A‬‭ military‬‭ junta‬‭ has‬‭ overthrown‬‭ the‬‭ Queen‬‭ and‬‭ now‬‭ seeks‬‭ to‬‭ expand‬‭ the‬‭ colonial‬‭ empire.‬‭ In‬‭ game,‬‭ the‬‭ Legion‬‭ will‬‭ execute‬‭ a‬‭ CAMPAIGN‬‭ to‬‭ invade‬‭ clearings‬‭ of‬‭ a‬‭ certain‬‭ suit‬‭ and‬‭ turn‬‭ them‬‭ into‬‭ COLONIES.‬‭ As‬‭ the‬‭ Legion,‬‭ you’ll‬‭ keep‬‭ track‬‭ of‬‭ defeated‬‭ enemy‬‭ pieces,‬‭ called‬ SPOILS‬‭, which are used for scoring.‬

QL.2 FACTION RULES AND ABILITIES

QL.2.1
Crafting.
The‬‭ Queenless‬‭ Legion‬‭ crafts‬‭ during‬‭ Evening‬‭ by‬‭ activating‬‭ enemy‬‭ tokens‭ or buildings in clearings with colonies.‬ (QL.6.1 - Craft)
QL.2.2
Spoils.
When‬‭ you‬‭ remove‬‭ enemy‬‭ pieces‬‭ (warriors,‬‭ tokens,‬‭ and/or‬‭ buildings)‬‭ in‬‭ a‬‭ campaign‬‭ clearing‬‭ during‬‭ your‬‭ turn‬‭ (by‬‭ battle‬‭ or‬‭ other‬‭ means)‬‭,‬‭ they‬‭ do‬‭ not‬‭ return‬‭ to‬‭ their‬‭ supply.‬‭ Instead,‬‭ place‬‭ them‬‭ in‬‭ the‬‭ Spoils‬‭ box‬‭ on‬‭ your‬‭ board.‬‭ They‬‭ remain‬‭ there‬‭ until‬‭ returned during your evening.‬
I
Spending Spoils.
During‬‭ your‬‭ Evening,‬‭ you‬‭ score‬‭ based‬‭ on‬‭ the‬ number of pieces in Spoils.‬ (QL.6.2 - Spoils‬‭ of‬‭ War)
II
Interaction‬‭ with‬‭ Field‬‭ Hospitals.
Defeated‬‭ Marquise‬‭ de‬‭ Cat‬‭ warriors‬‭ go‬‭ to‬‭ Spoils‬‭ before‬‭ they‬‭ can‬‭ use‬‭ Field‬‭ Hospitals‬‭ to‬‭ bring‬‭ them‬‭ back‬‭ at‬‭ the‬ Keep.‬
III
Interaction‬‭ with‬‭ Vagabond.
When‬‭ you‬‭ would‬‭ damage‬‭ a‬‭ Vagabond’s‬‭ items,‬‭ place‬‭ them‬‭ instead‬‭ in‬‭ Spoils.‬‭ Treat‬‭ them‬‭ as‬‭ pieces‬‭ for‬‭ scoring‬‭ Spoils.‬‭ When‬‭ you‬‭ spend‬‭ them,‬‭ they‬‭ go‬‭ to‬‭ the‬‭ Vagabond’s‬‭ damaged‬‭ items,‬‭ as‬‭ they would have after the battle.
IV
Interaction‬‭ with‬‭ Acolytes.
Warriors‬‭ you‬‭ defeat‬‭ in‬‭ battle‬‭ go‬‭ to‬‭ your‬‭ board‬‭ before‬‭ they‬‭ go‬‭ to‬‭ the‬‭ Lizard‬‭ Cult’s‬‭ Acolytes.‬‭ When‬‭ you‬‭ return‬‭ them‬‭ during Evening they go to Acolytes.‬
V
Interaction‬‭ with‬‭ Coffin‬‭ Makers.
Warriors‬‭ go‬‭ to‬‭ Spoils‬‭ before‬‭ they‬‭ go‬‭ to‬‭ Coffin‬‭ Makers.‬‭ When‬‭ you‬‭ spend‬‭ them,‬ then‬‭ they go to Coffin Makers.‬
QL.2.3
Colonialism.
You‬‭ have‬‭ six‬‭ colony‬‭ tokens.‬‭ You‬‭ can‬‭ place‬‭ no‬‭ more‬‭ than‬‭ one‬‭ colony‬‭ in‬‭ a‬‭ clearing.‬‭ Enemies‬‭ cannot‬‭ craft‬‭ using‬‭ pieces‬‭ in‬‭ clearings‬‭ with‬‭ colonies,‬‭ and‬‭ cannot‬‭ recruit‬‭ warriors‬‭ in‬‭ clearings‬‭ with‬‭ colonies.‬
QL.2.4
No‬‭ Queens.
In‬‭ battle‬‭ as‬‭ attacker,‬‭ you‬‭ deal‬‭ an‬‭ extra‬‭ hit‬‭ if‬‭ an‬‭ enemy‬‭ rules‬‭ the‬‭ clearing.‬
QL.2.5
Campaign‬‭ Card.
‭ Each‬‭ turn,‬‭ you‬‭ may‬‭ play‬‭ a‬‭ new‬‭ campaign‬‭ card‬‭ from‬‭ your‬‭ hand,‬‭ placing‬‭ it‬‭ on‬‭ your‬‭ board.‬‭ The‬‭ suit‬‭ of‬‭ this‬‭ card‬‭ is‬‭ referenced‬‭ in‬‭ your‬‭ Daylight‬‭ actions,‬‭ which‬‭ take‬‭ place‬‭ in ‬‭“campaign‬‭ clearings.” If‬‭ the‭ campaign‬‭ card‬‭ is‬‭ a‬‭ bird‬‭ card,‬‭ you‬‭ will‬‭ choose‬‭ the‬‭ suit‬‭ you‬‭ want‬‭ it‬‭ to‬‭ represent‬‭ each‬‭ turn‬‭-‭ but‬‭ as‬‭ a‬‭ tradeoff‬‭ for‬‭ the‬‭ versatility‬‭ of‬‭ a‬‭ bird‬‭ card,‬‭ your‬‭ scoring‬‭ is‬‭ reduced.‬‭ The‬‭ campaign‬‭ card’s‬‭ crafting‬‭ icons‬‭ will‬‭ be‬‭ used‬‭ during‬‭ Supply‬‭ Drop‬‭.‬‭ Wild‬‭ crafting‬‭ icons‬‭ can‬‭ be‬‭ any‬‭ suit,‬‭ chosen‬‭ each‬‭ round;‬‭ for‬‭ cards‬‭ with‭ multiple‬‭ wild‬‭ crafting‬‭ icons,‬‭ each‬‭ can‬‭ be‬‭ a‬‭ different suit, chosen each round.‬ (QL.4.2 - Supply‬‭ Drop)

QL.3 FACTION SETUP

QL.3.1
Step 1: Gather‬‭ Warriors‬‭ and‬ ‭Colonies.
Form‬‭ a‬‭ supply‬‭ of‬‭ 20‬‭ warriors.‬‭ Form a supply of 6 colony tokens.‬
QL.3.2
Step 2: Place‬‭ Warriors.
Place‬‭ 3‬‭ warriors‬‭ in‬‭ a‬‭ corner‬‭ clearing‬‭ you‬‭ choose.‬‭ If‬‭ possible,‬‭ choose‬‭ a‬‭ clearing‬‭ diagonally‬‭ opposite‬‭ from‬‭ another‬‭ faction’s‬‭ starting‬‭ clearing.‬‭ Then,‬‭ place‬‭ 3‬‭ warriors‬‭ in‬‭ an‬‭ adjacent clearing you choose.‬
QL.3.3
Step 3: Starting‬‭ Campaign.
Draw‬‭ one‬‭ additional‬‭ card‬‭ from‬‭ the‬‭ deck.‬‭ Then,‬ choose‬‭ one‬‭ card‬‭ from‬‭ your‬‭ hand‬‭ to‬‭ place‬‭ on‬‭ your board as your starting campaign card.‬ ‭

QL.4 BIRDSONG

Your Birdsong has three steps, taken in order.
QL.4.1
Bootstraps.
If‬‭ you‬‭ have‬‭ no‬‭ pieces‬‭ on‬‭ the‬‭ map,‬‭ place‬‭ three‬‭ warriors‬‭ in‬‭ the‬‭ clearing‬‭ with‬‭ the‬‭ fewest‬‭ enemy‬‭ pieces.‬‭ In‬‭ the‬‭ event‬‭ of‬‭ a‬‭ tie,‬‭ you choose a clearing.‬
QL.4.2
Supply‬‭ Drop.
For‬‭ each‬‭ crafting‬‭ icon‬‭ on‬‭ the‬‭ campaign‬‭ card,‬‭ place‬‭ a‬‭ warrior‬‭ in‬‭ a‬‭ matching‬‭ clearing‬‭ (i.e.‬‭ matching‬‭ the‬‭ crafting‬‭ icon,‬‭ not‬‭ the‬‭ card‬‭ itself)‬‭ that‬‭ contains‬‭ your‬‭ pieces.‬‭ May‬‭ select‬‭ the‬‭ same‬‭ clearing‬‭ more‬‭ than‬‭ once,‬‭ but‬‭ you‬‭ do‬‭ not‬‭ have‬‭ to.‬‭ Then‬‭,‬‭ you‬‭ may‬‭ spend‬‭ one‬‭ card‬‭ from‬‭ your‬‭ hand‬‭ to‬‭ place‬‭ one‬ warrior at each colony matching that card.‬
QL.4.3
Change‬‭ of‬‭ Tactics.
You‬‭ may‬‭ discard‬‭ the‬‭ current‬‭ campaign‬‭ card‬‭ and‬‭ play‬‭ a‬‭ new‬‭ one‬‭ from‬‭ your‬‭ hand.‬‭ If‬‭ your‬‭ campaign‬‭ card‬‭ is‬‭ now‬‭ a‬‭ bird‬‭ card,‬‭ choose‬‭ a‬‭ suit‬‭ to‬‭ be‬‭ your‬‭ campaign‬‭ suit,‬‭ effective‬‭ until‬‭ this‬‭ step‬‭ on‬‭ your next turn.‬

QL.5 DAYLIGHT

During‬‭ Daylight,‬‭ you‬‭ Execute‬‭ Campaign‬‭ by‬ taking the following four steps in order.‬
QL.5.1
Invade.
Take‬‭ any‬‭ number‬‭ of‬‭ valid‬‭ moves‬‭ into‬‭ campaign clearings.‬
QL.5.2
Attack.
You‬‭ must‬‭ initiate‬‭ a‬‭ battle‬‭ in‬‭ each‬‭ campaign clearing with your warriors.‬
QL.5.3
Colonize.
In‬‭ each‬‭ campaign‬‭ clearing‬‭ with‬‭ at‬‭ least‬‭ two‬‭ of‬‭ your‬‭ warriors,‬‭ you‬‭ may‬‭ place‬‭ a‬‭ colony.‬‭ If‬‭ there‬‭ is‬‭ already‬‭ a‬‭ colony‬‭ there,‬‭ score‬‭ 1‬‭ VP‬‭ instead.‬‭ If‬‭ all‬‭ colonies‬‭ are‬‭ on‬‭ the‬‭ map‬‭ already,‬‭ you‬‭ can‬‭ remove‬‭ one‬‭ or‬‭ more‬‭ from‬‭ non-campaign‬‭ clearings‬‭ and‬‭ place‬‭ them‬‭ during‬‭ this step.‬
QL.5.4
Deescalate.
‭ You‬‭ may‬‭ take‬‭ one‬‭ move‬‭ from‬‭ a campaign clearing.‬

QL.6 EVENING

Your‬‭ Evening‬‭ has‬‭ four‬‭ steps‬‭ in‬‭ the‬‭ following‬ order:‬
QL.6.1
Craft.
Craft‬‭ using‬‭ enemy‬‭ buildings‬‭ or‬‭ tokens in clearings with colonies.‬
QL.6.2
Spoils‬‭ of‬‭ War.
Score‬‭ 1‬‭ VP‬‭ for‬‭ every‬‭ two‬‭ pieces‬‭ in‬‭ Spoils,‬‭ or‬‭ for‬‭ every‬‭ three‬‭ pieces‬‭ if‬‭ the campaign is a bird card.‬
QL.6.3
Return‬‭ Spoils.
Return‬‭ all‬‭ Spoils‬‭ to‬‭ their‬‭ respective supplies.
QL.6.4
Draw and Discard.
Draw‬‭ one‬‭ card,‬‭ plus‬‭ one‬‭ if‬‭ the‬‭ campaign‬‭ card‬‭ has‬‭ an‬‭ item.‬‭ Discard‬ down to five cards.‬