The painted Evergreen journey board with its seasonal quadrants

Learn the game

How to Play

Start with the idea. The rules come after, and they are shorter than you expect.

Sixty seconds

  1. You are a Noble of Evergreen, responsible for a House and the people who depend on it.
  2. Over four seasons you travel the kingdom and meet opportunities, hardships and decisions about how to use what you have.
  3. On your turn you Journey (roll and move), resolve what you meet on the Path (a card), then perform one Duty: Save, Give, Invest or Wait.
  4. Crowns help you navigate life in Evergreen - but having the most money does not make you the winner.
  5. At the Evergreen Gala, victory is measured by the House Gems you gave away and the Vault Tokens you set aside.

Step by step

What you are actually doing

The whole game in one idea.

Every turn asks you one honest question: what will you do with what you have right now?

You can put it away for the future, give it to someone who needs it, spend it on something that protects you later, or hold onto it and wait.

All four are legitimate. The year will test each of them.

One turn, step by step

Journey, then Path, then Duty, then pass.

JOURNEY - roll one die. If your Virtue or something you own permits it you may reroll once, but never more than once and never a reroll of a reroll. Move that many spaces clockwise.

PATH - the space you land on is a Proving, an Ordeal or a Decree. Draw that card and read all of it before you act.

DUTY - choose exactly one of Save, Give, Invest or Wait.

END TURN - play passes to the noble on your left.

The three kinds of card

Personal tests, shared hardships and royal decrees.

PROVING - a personal test. Only you are affected unless the card says otherwise. You will normally choose between two courses of action, and you must be able to pay for the one you pick in full.

ORDEAL - a hardship for the whole kingdom. Your Virtue applies first, then you must pay whatever remains in full. The Active Noble resolves first, then play continues clockwise.

DECREE - royal guidance or favour, applied to every noble in the same order. Some Decrees last a single rotation.

Crowns, Vault Tokens and House Gems

Three things you hold, and only two of them score.

CROWNS are your working money and everybody can see them. They pay for hardship, for Proving choices and for Market goods - and they are worth nothing at the end of the year.

VAULT TOKENS are savings. Each one is 500 Crowns you set aside, each is a point, and each may only be turned back into Crowns when an effect REQUIRES a payment - one token per required payment.

HOUSE GEMS are gifts you have made to charity. They are hidden in your covered chest all year, and each one is a point.

When things go wrong

Setbacks are real, but nobody is destroyed.

Expensive choices leave you with fewer Crowns, and fewer Crowns means fewer chances to Save, Give or Invest later. That is the real cost of a careless year.

If an Ordeal demands more than you can pay after your Virtue applies, the Ordeal is failed and you surrender your next turn - no Journey, no Path, no Duty.

There is no debt, no borrowing, no negative Crowns, no bankruptcy, no losing your House and no player elimination in this game. You are always still in it.

How the year is won

Generosity and preparation, weighed together.

The year ends after the final turn of the final season, once every noble has taken an equal number of turns.

At the Evergreen Gala every chest is opened. Your score is House Gems Given + Vault Tokens Held. Nothing else counts - not Crowns, not Market goods, not Virtues.

If two nobles tie, the one who gave more House Gems wins. If they are still tied, the victory is shared.

Quick answers

How do I win?
At the Evergreen Gala your score is House Gems Given + Vault Tokens Held. Crowns are worth nothing. Ties go to the most gems, then the victory is shared.
What if I cannot pay an Ordeal?
Your Virtue applies first. If you still cannot pay the remainder in full, the Ordeal is failed and you surrender your next turn - no Journey, Path or Duty. Your Virtue keeps working, and there is no debt or elimination.
Can I do two Duties?
No. Exactly one Duty per turn, every turn.
Can I spend a Vault Token whenever I like?
No. Only when an effect requires a payment, and only one token per required payment, worth 500 Crowns.

The rules, exactly

Everything below follows the current Play Instructions and the Adult Instructions & Clarifications.

The rulebook

Every rule on this page, laid out for printing or reading away from the table.

Words you will meet

The Virtues

Prince of Evergreen - Endurance

Never pay for the amount of Ordeals. However, other effects still apply.

Princess of Evergreen - Foresight

View the top two Proving OR Ordeal cards, choose one to resolve, and discard the other.

Duke of Oakgrove - Generosity

Pay 100 Crowns less for each House Gemstone deposited to charity.

Duchess of Birchgrove - Favor

During any Decree event, gain +200 Crowns in addition to other Crowns.

Count of Cedargrove - Wisdom

Reduce the loss from any Ordeal by 200 Crowns. May be used together with the Estate Butler.

Countess of Palmgrove - Faithfulness

After an Ordeal, gain 100 Crowns and a 100-Crown discount toward your next Market item.

Viscount of Elmgrove - Integrity

May split an Ordeal with another noble: absorb half of their loss and deposit 1 House Gemstone.

Viscountess of Willowgrove - Opportunity

May reroll the die. If used, may move up to the number of spaces on the second roll. Only one reroll per turn.

Baron of Maplegrove - Prosperity

Each round of income grants +200 Crowns in addition to other effects.

Baroness of Applegrove - Ingenuity

Pay 100 Crowns less for every Market purchase, and 100 Crowns less for any Proving-card costs.