The painted Evergreen journey board with its seasonal quadrants
Nobles of Evergreen - a medieval stewardship game

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Rule 12 · Charity stays secret until the Gala.

What is hidden and what is public

  • Public: Crowns, Vault Tokens, purchased Market items.
  • Hidden: the House Gems you have given to Charity. Only you may check your own supply.

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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.

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