An illuminated chronicle open on a lectern in a candlelit castle scriptorium

The royal field guide

Glossary

Every term the game uses, in ordinary language - what it means, when you meet it, and exactly what to do.

46 entries

A

Active Noble

Whoever's turn it is right now.

Proving cards affect only the Active Noble. Ordeals and Decrees affect everyone, but the Active Noble always resolves first, then play continues clockwise.

When you meet it
Every single turn.
What you do
When it is your turn, take your Journey, your Path and your Duty, then pass play to the left.

See also

Proving
Ordeal
Decree

Active-first, then clockwise

The order everyone resolves a shared card in.

Ordeals and Decrees affect everyone, so the game needs one clear order.

When you meet it
Every Ordeal and every Decree.
What you do
The Active Noble finishes completely, then the next noble to the left, and so on around the table.

See also

Decree
Active Noble
Rotation (round)

B

Board space

One stop on the looping road around the kingdom.

There are 32 spaces in a clockwise loop, and each one is a Proving, Ordeal or Decree space.

When you meet it
Every time you finish moving.
What you do
Look at the space's type and draw that kind of card.

See also

Journey
Proving
Ordeal
Decree

C

Castle Keep

Your own screen of the game: your vault, your covered chest and your study.

It is where you check what you hold and, privately, how much you have given.

When you meet it
Any time during play.
What you do
Open your Keep to review your Crowns, Vault Tokens and items - and only you may open your own charity chest.

See also

House Gem
Market item
Public vs hidden

Crowns

The kingdom's money. Everyone can see how many you hold.

Crowns pay for Ordeals, Proving choices and Market goods - but Crowns themselves are worth nothing at the end.

When you meet it
Constantly.
What you do
Spend, save and give thoughtfully. Holding the biggest pile of Crowns does not win the game.

See also

Give
Invest
Income
Vault Token

D

Decree

Royal guidance or favour announced to the whole kingdom.

Decrees are the counterweight to Ordeals - often help, income or a temporary rule everyone follows.

When you meet it
When any noble lands on a Decree space.
What you do
Read the Decree and apply it to every noble, Active Noble first and then clockwise. Some last a single rotation.

See also

Active-first, then clockwise
Rotation (round)
Royal Treasury

Discount

A reduction in what you pay for a Market purchase.

Discounts come from Virtues or from an earlier card. They are helpful, but they do not pile up.

When you meet it
At the moment you buy.
What you do
Apply at most ONE discount, then pay the rest in full.

See also

Market
Full payment (affordability)
Virtue

Duty

The last part of your turn: exactly one deliberate choice about your wealth.

This is the heart of the game. Save, Give, Invest or Wait - one only, every turn.

When you meet it
After you have finished resolving your card.
What you do
Choose one of Save, Give, Invest or Wait, then end your turn.

See also

Give
Invest
Wait

E

Endurance - Prince of Evergreen

Hardship still reaches your House, but the bill never does - you weather the storms other nobles pay for.

This is the card's exact wording: Never pay for the amount of Ordeals. However, other effects still apply. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Evergreen

The kingdom the game takes place in - a green, medieval-inspired realm of forests, rivers, market towns and noble estates.

Every card, season and journey happens somewhere in Evergreen. The Houses are all part of the same realm, not rival nations.

When you meet it
From the moment you sit down at the table.
What you do
Pick a Noble House to represent and take care of your corner of the kingdom for one year.

See also

House
Season

Evergreen Gala

The candlelit ceremony that ends the year.

Every chest is opened at last, and the scores are read aloud.

When you meet it
After the final turn of the final season, once all nobles have played equally.
What you do
Reveal your House Gems and add them to your Vault Tokens. Highest total wins.

See also

House Gem
Vault Token
Season

F

Failed Ordeal

What happens when you simply cannot pay what an Ordeal demands.

It is a setback, not an elimination. You are never in debt and you never lose your House.

When you meet it
During an Ordeal you cannot cover in full after your Virtue applies.
What you do
Declare the Ordeal failed and surrender your NEXT turn. Your Virtue keeps working the whole time.

See also

Surrendered turn
Virtue
Full payment (affordability)

Faithfulness - Countess of Palmgrove

You recover quickly: after trouble passes you are a little richer and a little better placed to buy.

This is the card's exact wording: After an Ordeal, gain 100 Crowns and a 100-Crown discount toward your next Market item. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Favor - Duchess of Birchgrove

The court likes you. Whenever the Crown speaks, you are richer for it.

This is the card's exact wording: During any Decree event, gain +200 Crowns in addition to other Crowns. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Foresight - Princess of Evergreen

You get to look ahead and pick the lesser of two futures instead of taking whatever comes.

This is the card's exact wording: View the top two Proving OR Ordeal cards, choose one to resolve, and discard the other. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Full payment (affordability)

You may only choose something you can pay for completely.

There is no borrowing, no credit, no part-paying and no going below zero anywhere in this game.

When you meet it
Every Proving choice, every Ordeal, every purchase.
What you do
Check the total first. If you cannot cover it, choose something else - or, for an Ordeal, it becomes a failed Ordeal.

See also

Vault Token
Failed Ordeal
Invest
Proving

G

Generosity - Duke of Oakgrove

Giving simply costs you less, so you can be charitable more often than anyone else.

This is the card's exact wording: Pay 100 Crowns less for each House Gemstone deposited to charity. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Give

Donating 500 Crowns to charity.

Each gift places one House Gem in your hidden chest, and each gem is a point that nobody else can count.

When you meet it
As your Duty, if you can pay the cost.
What you do
Pay 500 Crowns - less if your Virtue reduces it - and place 1 House Gem in your chest, face down.

The Duke of Oakgrove's Generosity pays 100 Crowns less for each gem deposited.

See also

House Gem
Public vs hidden
Virtue

H

House

A noble family, named after a tree - Evergreen, Oak, Birch, Cedar, Palm, Elm, Willow, Maple, Apple.

Your House gives you colours, a crest and a Noble with a Virtue. It is identity and theme; it is not a hidden faction with secret bonuses.

When you meet it
At setup, and every time your pieces appear on the board.
What you do
Pick the House you like. The only mechanical difference is the Noble's printed Virtue.

See also

Virtue
House Gem

House Gem

A gemstone in your House colour, placed in a covered chest each time you give to charity.

Gems are the quiet half of your score. Nobody may count them until the Gala.

When you meet it
Every time you choose Give.
What you do
Place the gem in your own chest. Only you may look inside; other players never learn the number.

See also

Public vs hidden
Evergreen Gala
Paragon of Evergreen

I

Income

Crowns the season brings you for the previous season's efforts.

Income is what refills your purse so you can keep saving, giving and investing.

When you meet it
At the start of each season.
What you do
Collect it and plan: 1,600 Crowns in Spring, 1,800 in Summer, 2,000 in Autumn, 2,200 in Winter. Some Virtues add extra Crowns to every income.

The Baron of Maplegrove's Prosperity adds +200 Crowns to each round of income.

See also

Virtue
Season

Ingenuity - Baroness of Applegrove

You find a better price on everything, from Market goods to the costs a Proving asks of you.

This is the card's exact wording: Pay 100 Crowns less for every Market purchase, and 100 Crowns less for any Proving-card costs. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Integrity - Viscount of Elmgrove

You may shoulder half of another noble's hardship - and your charity chest grows for the kindness.

This is the card's exact wording: May split an Ordeal with another noble: absorb half of their loss and deposit 1 House Gemstone. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Invest

Buying one useful thing from the Market.

Market goods help you later in the year, but they are never worth points at the end.

When you meet it
As your Duty, when a good you can fully afford is available this season.
What you do
Pay the price in full - one discount at most may apply - and take the item. It is public from then on.

See also

Market
Market item
Full payment (affordability)
Discount

J

Journey

The first part of your turn: you roll one die and travel.

Where you land decides which kind of card you face on the Path.

When you meet it
At the very start of your turn, unless you are surrendering it.
What you do
Roll the die, reroll once only if something you own or your Virtue allows it, then move that many spaces clockwise.

See also

Path
Board space
Surrendered turn

M

Market

The kingdom's shops, where you may buy one useful thing on a turn.

Different tiers of goods open up as the seasons pass, and prices can shift with events.

When you meet it
When you choose Invest as your Duty.
What you do
Look at what is available this season and buy one item you can pay for in full.

See also

Market item
Discount
Season
Full payment (affordability)

Market item

Something you own for the rest of the game, like a ledger or a strong vault door.

Items shield you from certain named hardships or grant a reroll. They never score points.

When you meet it
From the moment you buy it until the year ends.
What you do
Use it whenever its condition comes up. Owned items are public knowledge.

A Reinforced Vault Door spares you the Crown loss on the Ordeals that name it.

See also

Invest
Reroll
Ordeal

N

Noble

The character you play: a lord or lady responsible for the people and lands of one House.

Your Noble gives you a Virtue - a permanent advantage that shapes how you handle money and hardship.

When you meet it
You choose your Noble before the game starts.
What you do
Choose the Noble whose Virtue matches how you want to play, then keep that Noble all game.

See also

Virtue
Active Noble

O

Opportunity - Viscountess of Willowgrove

You can roll again and then choose how far to travel, so you steer where you land.

This is the card's exact wording: May reroll the die. If used, may move up to the number of spaces on the second roll. Only one reroll per turn. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Ordeal

A hardship that strikes the whole kingdom at once.

Everyone is affected, including whoever drew it. Your Virtue is applied first, and only what remains must be paid.

When you meet it
When any noble lands on an Ordeal space.
What you do
Apply your Virtue, then pay the remaining amount in full. The Active Noble resolves first, then play continues clockwise.

Storm over Evergreen damages roofs across every estate.

See also

Failed Ordeal
Active-first, then clockwise
Vault Token
Personal Ordeal

P

Paragon of Evergreen

The title given to the winner.

It goes to whoever balanced generosity and preparation best - not to whoever held the most Crowns.

When you meet it
At the Gala.
What you do
Count House Gems Given + Vault Tokens Held. Tied? Most gems wins. Still tied? The victory is shared.

See also

House Gem
Vault Token

Path

The second part of your turn: you face whatever the space you landed on brings.

Each space is a Proving, an Ordeal or a Decree. You draw that card and resolve it before your Duty.

When you meet it
Right after you finish moving.
What you do
Draw the matching card, read it all the way through, and carry out what it says.

See also

Ordeal
Decree
Board space
Duty

Personal Ordeal

An Ordeal that strikes only one noble instead of the whole realm.

A few Proving choices send you to draw one. It resolves exactly like an Ordeal, but only for you.

When you meet it
Only when a card tells you to draw a Personal Ordeal.
What you do
Draw it, apply your Virtue, and pay the remainder in full yourself.

See also

Proving
Failed Ordeal

Prosperity - Baron of Maplegrove

Your lands simply yield more. Every income is larger than everyone else's.

This is the card's exact wording: Each round of income grants +200 Crowns in addition to other effects. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House

Proving

A personal test: a moment where you, and only you, decide what to do with what you have.

Proving cards usually offer two choices - often a costlier, more generous or more prepared option, and a cheaper or more cautious one.

When you meet it
When you land on a Proving space.
What you do
Read both choices, check you can pay the full amount of the one you want, and choose. You cannot part-pay or borrow.

A neighbour's barn roof has failed. Help fully at cost, or offer a smaller kindness.

See also

Full payment (affordability)
Personal Ordeal
Crowns

Public vs hidden

Some of what you own is on show; one thing is private.

This is what keeps the ending suspenseful - nobody can be sure who is ahead.

When you meet it
Throughout the game.
What you do
Leave your Crowns, Vault Tokens and Market items in plain view; keep your House Gems covered until the Gala.

See also

Vault Token
Market item
House Gem
Evergreen Gala

R

Reroll

Rolling the die a second time instead of keeping the first result.

Only some Virtues and Market goods allow it. A reroll is a privilege, not a standard option.

When you meet it
Immediately after your Journey roll, before you move.
What you do
Take at most ONE reroll per turn. You may not reroll a reroll, and two reroll sources never stack.

See also

Virtue
Market item

Rotation (round)

One complete pass around the table, so every noble has had a turn.

The year only ends on a rotation boundary, so every House plays the same number of turns. Some effects last exactly one rotation.

When you meet it
Whenever play returns to the noble who started.
What you do
Nothing special - just be aware that nobody gets an extra turn.

See also

Active-first, then clockwise
Evergreen Gala

Royal Treasury

The Crown's own coffers - where paid costs go and gifts come from.

When a card says you pay the Treasury, the Crowns leave the game rather than going to another player.

When you meet it
Whenever a card names the Treasury.
What you do
Pay or receive as the card instructs.

See also

Decree
Ordeal

S

Save

Putting 500 Crowns into your vault.

Each deposit becomes one Vault Token, and each token is a point.

When you meet it
As your Duty, if you hold at least 500 Crowns.
What you do
Pay 500 Crowns and take 1 Vault Token.

See also

Vault Token
Crowns

Season

One quarter of the year: Spring, Summer, Autumn and Winter, played in that order.

Seasons change the atmosphere of the kingdom and which Market goods are available. A full game runs through all four.

When you meet it
Continuously - the season advances as the table completes turns.
What you do
Play your turns. The season changes on its own; watch for new Market goods as it does.

Tier II Market goods appear from Summer onward; Tier III from Autumn.

See also

Evergreen Gala
Rotation (round)

Surrendered turn

A turn you sit out entirely.

It is the cost of a failed Ordeal: no Journey, no Path and no Duty that turn.

When you meet it
The turn immediately after a failed Ordeal.
What you do
Pass. You still receive anything that affects all nobles, and your Virtue still applies.

See also

Journey
Duty
Virtue

V

Vault Token

Proof of 500 Crowns you set aside. Public, and worth one point.

Vault Tokens are meant to stay saved until the year ends - they are savings, not spending money.

When you meet it
Whenever you Save, and whenever an effect demands a payment you cannot otherwise cover.
What you do
Convert a token only when an effect REQUIRES a payment, and only one token per required payment, worth 500 Crowns.

See also

Crowns
Ordeal
Evergreen Gala

Virtue

Your Noble's permanent strength of character.

Virtues are always on. They come before card effects and before general rules, and they have no limits or charges.

When you meet it
Any time the Virtue's condition happens - on your turn or anyone else's.
What you do
Apply your Virtue first, then whatever the card says, then the general rule.

See also

Ordeal
Decree
House

W

Wait

Deliberately doing nothing and keeping your Crowns.

Sometimes patience is the right call - an Ordeal may be coming, and Crowns you still hold can pay it.

When you meet it
As your Duty, any turn.
What you do
Confirm Wait. Your Crowns stay exactly where they are.

See also

Crowns
Failed Ordeal

Wisdom - Count of Cedargrove

Careful preparation softens every blow, and it stacks with the household staff you can hire.

This is the card's exact wording: Reduce the loss from any Ordeal by 200 Crowns. May be used together with the Estate Butler. Virtues are permanent, unlimited and always active.

When you meet it
Whenever its condition occurs, on your turn or another noble's.
What you do
Apply it before card effects and before general rules. There is nothing to spend and nothing to recharge.

See also

Noble
House