Promos and Variants
Setup and known rules for Tianxia modules and promos.
New Buildings Mini-Expansion
The publisher’s New Buildings promo adds four building tiles: one Income and three Passive buildings. During setup step 4, shuffle each tile into its matching building stack before drawing the usual four Income and eight Passive buildings. The normal 12-building setup remains unchanged.
PR1
After you install a
Governor on this building, and during each Income phase, move one of your
Soldiers from any Wall section to the leftmost empty
Soldier space in a different section. If it was not on the rightmost space in its original section, close the gap by sliding the remaining
Soldiers left.
PR2
During step 4 of an Attack phase, if you contributed to defending a Wall section, gain 2
Prestige for every
Governor remaining on that section’s attack path, including opponents’
Governors.
PR3
After an Exchange action in which you exchanged at least four Resources, advance one step on a Palace track of your choice.
PR4
Whenever you take the Appoint
Governor action, gain one
Coin.
New Ships Promo
The publisher’s New
Ships promo adds three
Demand tiles (PR8–PR10) and two Ship tiles (PR11–PR12). Shuffle the new tiles into their matching stacks before setup.
PR8
When resolving this
Demand tile, pay the Port’s required Good and one
Helmet to gain one
Prestige for each of your
Soldiers in a chosen Wall section.
PR9
The promo sheet’s written rule says to pay the Port’s required Good and one
Jewelry to gain one
Prestige for each region where you have a
Governor. The tile artwork shows
Silk instead of
Jewelry; the sheet does not resolve the mismatch. Check the physical component before paying.
PR10
The promo sheet’s written rule says to pay the Port’s required Good and one
Silk to gain one
Prestige for each of your
Workers on Barges. The tile artwork shows
Jewelry instead of
Silk; the sheet does not resolve the mismatch. Check the physical component before paying.
PR11
Resolve the
Ship’s spaces from left to right: place one
Merchant on a
Merchant space on your Throne Room board, then place one
Soldier for free in a Wall section of your choice.
PR12
Resolve the
Ship’s spaces from left to right: gain one
Rice or
Stone; reduce Nomad Strength by two in a Wall section of your choice; then move one
Soldier from a Wall section to the leftmost empty space in another section, closing any gap left behind.
New Starting Buildings Promo
The BGG file describes three starting-building tiles PR5–PR7, separate from the publisher’s four-tile New Buildings promo. For setup, shuffle the three into the Starting Building tiles before displaying the normal player-count-plus-one choice. Reported effects are: PR5 places a neutral worker on any barge after Income and takes that barge’s resource; PR6 draws two Regular
Bonus tiles at Income and keeps one; PR7 places a delivery marker in Yan and takes its
ship-space reward without paying for a
Demand tile or placing a
Shipping marker. This file’s official distribution and full exact card wording remain unconfirmed; use the publisher file if one becomes available.
Shipping Bonus Promo
Each player takes one of the four extension tiles and places their
Shipping markers on its matching spaces during setup. When shipping, after placing a marker, you may pay the additional Port Good(s) shown under that marker to activate its printed bonus. The optional cost is one or two goods; markers may be used in any order. This promo is separate from the base Bonus Shipping Palace tile. The available evidence is the BGG product listing and a publisher-partner rules sheet; the exact bonus faces remain an image-reading gap.
5th Player Board
This promo is an additional player-board option. It provides a new board to choose from during ordinary setup; the listing does not establish fifth-player rules or a fifth seat. The BGG files list a board promo rules sheet by solo designer Kacper Frydrykiewicz (OdpadAtomowy87). Verify its board side and exact
Merchant actions from the source image before play; a full five-player variant is not assumed.
Silk Road
The official expansion adds
Silk Road and Pirate sideboards, camels, tents, Caravan tiles,
Battle Camel tokens, Pirate
Ships, Pirate Demand and Bandana tiles, expansion buildings,
Objectives, Nomad cards/overlay and bot cards. Shuffle new buildings into their matching stacks, new
Objectives into their deck, and Caravan tiles into a shuffled pool (the first game may skip variable Caravan placement). Add a second
ship column in Yan and Chu, with Pirate Demand and Bandana tiles on those
ships; prepare the Pirate deck and overlay. Each player takes 16 camels and four tents. The new player board is shuffled into the normal board pool.
For each resource-to-good conversion, place one camel on the matching
Silk Road section; you may forfeit this positive effect. In a Shipping action you may instead deliver to a Pirate
Ship using the port’s required good. On your first delivery to a Pirate
Ship with a Bandana, take that tile; its one-time reward can be used any time during your turn, then discard it. Ordinary-
ship effects do not apply to Pirate
Ships unless they specifically show the Pirate icon.
When awarding
battle
Prestige, first and second contributors also take
Battle Camel tokens worth two and one respectively. In cleanup, discard full Pirate
ships and their
Demand tiles.
Ships with a Bandana move two spaces; those without move one. In round four, Pirate
ships with open spaces move twice. A Pirate
Ship leaving the last Yan space costs each player one
coin or three
Prestige per empty delivery space, then is discarded. Refill the Chu Pirate
ship and attach new Demand and Bandana tiles.
Then resolve
Silk Road scoring. In turn order, each player places any
Battle Camel tokens they received into a section where they already have a camel, marking ownership with one of their camels. If they have no camel in a section, discard that token. In turn order, choose a section without your tent and score its Caravan value multiplied by the Camel-majority multiplier; then place your tent there so you cannot choose it again. A tie uses the lower multiplier (two tied first-place players score ×1; later tied players use the lower remaining multiplier). If you have no camels, score no points; if you have none anywhere, still place a tent. Return
Battle Camel tokens beside the chieftains.
The 2-player bot gets 16 camels and three expansion bot cards each round; resolve its expansion card after its base card. Its camels count for player majorities, but it earns no
Silk Road points. In solo, Li Mu receives 16 camels and four tents, resolves an expansion card after each chosen card, and cannot use more camels than his supply. His difficulty determines how he uses
Battle Camel tokens and scores
Silk Road regions; follow the expansion booklet’s table and card appendix.
Silk Road Oasis Promo
The publisher’s Oasis promo adds two Caravan tiles, one Income Building and one Passive Building. Shuffle the Caravans into the unused Caravan pool and the buildings into their matching stacks.
- PR13: Each time you place a
Worker on a Barge, move one of your camels from any
Silk Road section to another. - PR14: Take one Pirate Bandana tile from the general supply and add it face up to your supply.
- PR15: Gain one
Prestige for each camel in the
Silk Road section where you have your most camels (ignore opponents when determining which of your sections has the most). - PR16: Gain one
Prestige for each
Bonus tile in your supply, whether used or unused.