Cards & Components
The boards, decks, tiles and pieces in the second edition.

This final-edition photo is a component overview. It does not make the individual Action-card or tile faces readable enough to audit.
Boards
| Component | What it does |
|---|---|
| Double-sided game board | City Grid, City Council, action spaces, city and church scoring areas, Statue spaces and the VP track; use the appropriate side for player count. |
| Player board | Holds your resources, cloth workshops, Ship spaces and build costs. |
| Reference card | Summarizes turns and worker actions. |
| Intrigue board [Intrigue] | Holds the Cardinal and Emperor areas and faction track. |
Cards
| Component | What it does |
|---|---|
| 45 Action cards | Allow the pictured action outside the normal grid action sequence. There are nine action types; the five starting choices are Wood, Brick, Weave, Build and Marble. |
| 10 Scoring cards | Score area majorities at the end of the game. |
| 9 Family cards [Intrigue] | Give a family a unique power and, for some cards, a setup change. |
Individual card faces: To be added.
Tiles
| Component | What it does |
|---|---|
| 8 Action tiles | Place face up on the City Grid to determine its actions. |
| 15 Scoring tiles | Determine the area checked when a worker enters the Council. |
| 10 Workshop tiles | Increase the amount of cloth you can weave. |
| 15 Ship tiles | Increase your cloth delivery capacity to port cities. |
| [Intrigue] 4 Intrigue Action tiles | Add optional political actions to the empty City Grid spaces. |
| [Intrigue] Church and Palazzo Vecchio overlays | Add Artwork spaces to scoring areas. |
| [Intrigue] 6 Banking tiles | Add resource spaces in the six cities. |
Individual tile faces: To be added.
Tokens & pieces
| Component | What it does |
|---|---|
| 60 Family Member tiles | 12 in each of five colours; place workers and reactivate them when covered. |
| 11 Contractor tiles | Neutral workers that double their two adjacent actions and do not reactivate. |
| 250 player cubes | 50 in each of five colours; represent resources, cloth, contributions and city influence. |
| 15 Trade Houses | Three in each player colour; build one in each eligible trade city. |
| 5 Score markers | Track Victory Points. |
| Active Player marker | Shows whose placement turn is current. |
| [Intrigue] 10 Faction markers | Two in each player colour; show political alignment on the Intrigue board. |
| [Intrigue] 5 neutral Hirelings per player in two-player setup | Neutral workers whose presence changes reactivation and cube placement rules. |
Icons
The action and scoring symbols appear on the tiles, cards and player boards. The rulebook’s reference-card and scoring summaries explain them; individual symbol illustrations: To be added.