Events, Torture and Scoring
The base-game hour glass events with their A, B and C values, torture when you cannot pay, how the game ends and the final scoring with a worked example.
The hour glass stack
The 18 base-game hour glass tiles are both the clock and the events. Setup puts the light Pilgrimage tile on top, then the shuffled A, B and C piles: early events are generous, late ones harsh.
| Letter | When it comes up | Feel |
|---|---|---|
| Start | Round 1 | Pilgrimage |
| A | Early rounds | Big income, small demands |
| B | Middle rounds | Balanced |
| C | Last rounds | Small income, heavy demands |
The base game events
Every event happens in phase 6 except Pilgrimage, which applies during phase 5.
| Tile | Event (values for tiles A / B / C) |
|---|---|
![]() | Pilgrimage — nobody may recruit monks this round (no Monastery action). FAQ |
![]() | Income — take coins per point of development status: 3 / 2 / 1. |
![]() | Harvest — return 1 / 2 / 3 food (grain, cheese or wine); pay 5 coins for each one missing. FAQ |
![]() | Taxes — pay 1 coin per 1 / 2 / 3 goods you own. FAQ |
![]() | Trading Day — take coins per trading station you built: 3 / 2 / 1. |
![]() | Plague — draw one follower blind from your bag and return it to the supply. |
- Harvest food goes back to the goods supply; the coins you pay go to the bank.
- Plague: the lost follower becomes available again; your cube does not move back. If you draw one of your four personal followers, put it back — you lose nothing this round.
Torture
Whenever you must pay coins (census, taxes, harvest penalty, many expansion events) and cannot, you undergo torture: every missing coin is replaced by one item of your choice from this list.
| Instead of 1 coin, give up… | Detail |
|---|---|
| A | Built or still in your supply |
| A follower | Drawn blind from your bag; personal followers go back and you draw again |
| A development point | Move back 1 space, but never onto or past a coin space |
| A good | Any one |
| A place tile | Any one |
| A | Any one |
Mix them as you like. Everything given up leaves the game; only development points can be won back.
Torture applies only to what you are forced to pay: if an event offers something for coins, you simply decline when you cannot pay.
End of the game
The game ends at the end of the round in which the 18th hour glass tile was revealed. Before scoring, the player who built the most trading stations takes the citizen on the map; on a tie nobody does.
Final scoring
| Source | Victory points |
|---|---|
| 1 each | |
| 5 each | |
| 4 each | |
| 3 each | |
| 2 each | |
| 1 each | |
| (stations + citizens) × development status |
Followers in your bag and on your board score nothing.
Ties go to the player further along the development track; if still tied, all tied players win.
[T&I] Add the points on fulfilled order cards (Orders). [Plague] Add fulfilled indulgence cards and lose 1 point per corpse (Plague scoring). [Prosperity] Add completed structures (Prosperity scoring).





