12.1 OVERVIEW
12.2 FACTION RULES AND ABILITIES
12.2.1
Crafting.
The Duchy crafts during Evening by activating citadels and markets.
12.2.2
The Burrow.
The Burrow is an unsuited clearing adjacent to each clearing with a tunnel token. Non-Duchy pieces cannot be placed in or moved into the Burrow. The Duchy always rules the Burrow (even with no pieces there).
12.2.3
The Price of Failure.
Whenever any number of Duchy buildings are removed, the Duchy returns their swayed minister card of highest rank (lord, then noble, then squire) to their Unswayed Ministers pile, and removes its crown from the game permanently, then discards a random card. If they have multiple swayed ministers of highest rank, the Duchy chooses which to return.
12.2.4
Tunnels.
The Duchy has three tunnel tokens. If the Duchy is prompted to place a tunnel but all three tunnels are on the map, the Duchy may first remove any tunnel from the map.
12.3 FACTION SETUP
12.3.1
Step 1: Gather Warriors and Tunnels.
Form supplies of 20 warriors and 3 tunnel tokens.
12.3.2
Step 2: Prepare the Burrow.
Place the Burrow board near the map.
12.3.3
Step 3: Surface.
Place 2 warriors and 1 tunnel 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 2 warriors in each clearing adjacent to the chosen corner clearing, except the Burrow. (This is updated from earlier printings for flexibility.)
12.3.4
Step 4: Fill Buildings Tracks.
Place 3 citadels and 3 markets on your respective Buildings spaces.
12.3.5
Step 5: Collect Ministers.
Place 9 minister cards face up on your Unswayed Ministers pile.
12.3.6
Step 6: Fill Crown Spaces.
Place 9 crowns on the spaces with victory points on your faction board.
12.4 BIRDSONG
12.5 DAYLIGHT
12.5.1
Assembly.
You may take up to two actions in any order and number, as follows.
I
Build.
Reveal one card to place a citadel or market in a matching clearing you rule.
II
Recruit.
Place one warrior in the Burrow.
III
Move.
Take a move.
IV
Battle.
Initiate a battle.
V
Dig.
Spend one card to place a tunnel token in a matching clearing without a tunnel token. Then, move up to four warriors (at least one) from the Burrow to that clearing. (If all three tunnels are on the map, you may remove a tunnel first.)
12.5.2
Parliament.
You may take the action of each swayed minister once in any order.
I
Foremole.
Reveal any card to place a citadel or market in any clearing (matching or not) you rule.
II
Captain.
Initiate a battle.
III
Marshal.
Take a move.
IV
Brigadier.
Take up to two moves or initiate up to two battles.
V
Banker.
Spend any number of cards (even one) of the same suit to score victory points in equal number.
VI
Mayor.
Take the action of any swayed noble or squire.
VII
Duchess of Mud.
Score two victory points if all three tunnels are on the map.
VIII
Baron of Dirt.
Score one victory point per market on the map.
IX
Earl of Stone.
Score one victory point per citadel on the map.
12.5.3
Sway.
You may sway one minister, as follows.
I
Choose Minister.
Choose a minister card in your Unswayed Ministers pile. You must have a crown on your faction board matching the rank (squire, noble, lord) of that minister.
II
Reveal Cards.
Reveal the number of cards listed on the chosen minister. For each card you wish to reveal, you must have at least one Duchy piece in a clearing matching the suit of that card. Each such clearing allows you to reveal one matching card.
III
Sway Minister and Score.
Take the chosen minister card and place it above your faction board. Take a crown of that minister's rank from your faction board and place it on the minister card. Score the victory points listed on the space uncovered on your faction board.
12.6 EVENING
12.6.1
Discard and Return Revealed Cards.
Discard any bird cards you revealed this turn, then return all other cards you revealed this turn to your hand.
12.6.2
Craft.
You may craft by activating citadels and markets. (These are identical for crafting purposes.)
12.6.3
Draw and Discard.
Draw one card, plus one card per card draw icon showing. Then, if you have more than five cards in your hand, discard cards of your choice until you have five.
13.1 OVERVIEW
13.2 FACTION RULES AND ABILITIES
13.2.1
Crafting.
The Corvids craft during Birdsong by activating plot tokens (whether face up or down).
13.2.2
Plot Tokens.
The Corvids have eight plot tokens, two of each type.
I
Token Facing.
While in the Corvids' supply, plot tokens are face down (feather). While on the map, a plot token can be face up (unique icon) or face down. The Corvids can inspect any facedown plot token at any time.
II
Placement Limits.
Each clearing can hold only one plot token.
13.2.3
Nimble.
The Corvids can move regardless of who rules their origin or destination clearing.
13.2.4
Exposure.
Any number of times on their turn, an enemy with faction pieces in a clearing with a facedown plot token may show the Corvids a matching card to guess the type of plot token in that clearing. If incorrect, the Corvids say "no," and the enemy gives that card to the Corvids. If correct, the enemy removes the plot token (scoring a victory point); if this removes a Raid token, it does not place warriors. (You cannot use Exposure once you have begun the last step of your turn. See 1.4.3.)
(1.4.3 - End of Turn.)
13.2.5
Embedded Agents.
As defender in battle, if the Corvids have a facedown plot token (even defenseless) in the clearing of battle, they deal an extra hit.
13.3 FACTION SETUP
13.3.1
Step 1: Gather Warriors and Plots.
Form supplies of 15 warriors and 8 plot tokens face down.
13.3.2
Step 2: Scatter.
Place 1 warrior in any clearing of each suit (total of 3).
13.4 BIRDSONG
13.4.1
Craft.
You may activate plot tokens (whether face up or down) to craft cards from your hand.
13.4.2
Flip Plots.
Any number of times, flip a plot token face up in a clearing with any Corvid warriors, score one victory point per face-up plot token on the map (including the newly flipped one), and then resolve its flip effect if it is a bomb or extortion.
13.4.3
Recruit.
Once per turn, you may spend any card to place one warrior in each matching clearing. (If you spend a bird, choose one suit to place warriors in.)
13.5 DAYLIGHT
13.5.1
Move.
Take a move.
13.5.2
Plot.
Remove a Corvid warrior, plus another Corvid warrior per plot you have placed this turn, from a clearing with no plot tokens to place a facedown plot token there.
13.5.3
Battle.
Initiate a battle.
13.5.4
Trick.
Swap two plot tokens on the map. Both plot tokens must be face up or face down.
13.6 EVENING
13.6.1
Exert.
You may take one action listed in Daylight if you choose to not draw cards during Evening.
13.6.2
Draw.
Draw one card plus one card per face-up extortion token on the map. Then, if you have more than five cards, discard down to five cards.
13.7 PLOT TOKENS REFERENCE
13.7.1
Bomb.
Whenever a bomb token is flipped, remove all enemy pieces in its clearing, then remove the bomb token.
13.7.2
Snare.
While a snare token is face up, enemy pieces cannot be placed in or moved from its clearing.
13.7.3
Extortion.
Whenever an extortion token is flipped, take a random card from each enemy player with faction pieces in its clearing. While an extortion token is face up, you draw another card in Evening.
13.7.4
Raid.
Whenever a raid token is removed (face up or down), place one warrior in each clearing adjacent to the clearing from which the raid was removed. (Ignore this effect if the raid is removed by Exposure.)