

Reference
The Rulebook
Every current rule, section by section. Read it here or carry the printed scroll.
Rule 1 · What the game is and how a year is won.
The year in Evergreen
- Nobles of Evergreen is a stewardship game for 2 to 8 players, ages 12 and up.
- Each player takes one House: its noble, pawn, sigil and one permanent Virtue.
- A full year runs through Spring, Summer, Autumn and Winter. Every noble takes an equal number of turns.
- At the Evergreen Gala the Paragon of Evergreen is crowned: the noble who saved and gave the most wisely.
Rule 2 · Setup, seats and starting wealth.
Setting the table
- Every noble begins with the Spring income of 1,600 Crowns (source-confirmed).
- House Gems start in your own supply. The Charity chest starts empty and stays hidden all year.
- Play runs clockwise. The youngest may choose first if the table agrees.
- Play solo, hot-seat on one device, or at an online table with a room code.
- Base income is granted at the start of each season: 1,600 Crowns in Spring, 1,800 in Summer, 2,000 in Autumn and 2,200 in Winter.
Rule 3 · A clockwise loop of 32 spaces through the seasons.
The board and the four seasons
- The journey is a clockwise loop of 32 spaces around the kingdom, passing through Spring, Summer, Autumn and Winter.
- Spaces are Proving, Ordeal or Decree.
- The Castle Keep holds your public Crowns, Vault Tokens and Market items.
Provisional - not settled by the current source
- The exact printed board sequence and the turns-per-season schedule are not settled by the current source and are marked provisional in the app.
Rule 4 · Journey, then Path, then Duty.
The shape of a turn
- 1. Journey - roll one die and move clockwise. If a legal reroll source applies you may reroll once; a reroll may never be rerolled. One reroll maximum per turn.
- 2. Path - the space you land on is Proving, Ordeal or Decree. Draw and read the whole card, then resolve it.
- 3. Duty - choose exactly one: Save, Give, Invest or Wait. Then end your turn.
Rule 5 · Exactly one of Save, Give, Invest or Wait.
Duty: your one action
- Save - deposit 500 Crowns and gain 1 Vault Token.
- Give - pay 500 Crowns and place 1 House Gem in the hidden Charity chest, unless a current Virtue changes the cost.
- Invest - buy exactly one currently available Market item.
- Wait - take no action and keep your Crowns. You must confirm Wait.
Rule 6 · Saved wealth that scores at the Gala.
Vault Tokens
- Vault Tokens are public and are meant to stay saved until the year ends.
- A Vault Token may only be converted when an effect REQUIRES a payment - never freely to optimise.
- Only one Vault Token may be converted per required payment, worth 500 Crowns - including during another noble's turn if a payment is required of you.
Rule 7 · Public purchases that never score.
The Market (Invest)
- Investing buys exactly one currently available Market item and is your Duty for that turn.
- Three items are authoritative and playable: Ledger of Wisdom (300), Estate Butler (300) and Reinforced Vault Door (600).
- Legacy items remain visible but are withheld and cannot be played until their source values are confirmed.
- Market items are public and never score at the end of the year.
Rule 8 · A choice between two paths.
Proving cards
- A Proving card offers two choices. Read both, then commit to one.
- You may only choose an option you can pay for in full.
- Virtues apply before the card's own effect.
- Some choices close your personal Market for the turn, or end your turn so you may plan.
Rule 9 · Hardship that reaches the whole court.
Ordeals
- Ordeals are global: every noble is affected, including the active noble.
- Resolution runs active noble first, then clockwise, each noble fully before the next.
- Virtues apply first, then card effects, then general rules.
- If a noble cannot pay the full remaining amount, the Ordeal is failed and they surrender their NEXT turn - no Journey, Path or Duty. Virtues stay active during a surrendered turn.
- There is no debt, borrowing, negative Crowns, bankruptcy or elimination anywhere in this game.
Rule 10 · Royal guidance and favour.
Decrees
- Decrees are royal guidance and favour. All nobles receive the listed effect unless the card says otherwise.
- Resolution runs active noble first, then clockwise.
- Persistent effects show a duration badge in the Castle Keep.
Rule 11 · Permanent, unlimited, always on.
Virtues
- Virtues are permanent and unlimited. They are always active, trigger whenever their condition is met, and cannot be disabled.
- Hierarchy: Virtues > Card effects > General rules.
- They apply on your turn, on other nobles' turns, and during Ordeals and Decrees.
Rule 13 · Gems given plus Vault Tokens held.
Winning - Paragon of Evergreen
- The year ends after the final turn of the final season; every noble takes an equal number of turns.
- Score only House Gems Given + Vault Tokens Held. Highest total wins.
- Tie: most House Gems wins. Still tied: the victory is shared.
- Virtues, Crowns and Market items have no effect on final scoring.