Cards & Components
Every Tiletum tile, card, token and board with a picture and what it does: all Bonus, Contract, Character, Cathedral, Cost, Town and Fair tiles, the solo cards, the promos and every Prospect for Silver component.
Tile, token, board and card pictures are scans of the printed components from the public Tiletum [+ Expansion] Tabletop Simulator mod; icons, Fair tiles, Stone Tablets, pieces and the promo cards come from Board&Dice’s rulebooks. Effects are in our own words; the rulebook appendix wins. A tile marked 3+ or 4 is used only with that many players. Lines tagged [Silver] belong to Prospect for Silver.
Boards
| Picture | Description |
|---|---|
![]() | Main board — score track, Action Wheel, Fair display, Turn Order track, Character and Contract offers, King track and the map of Europe (numbered tour). FAQ FAQ FAQ FAQ FAQ FAQ FAQ |
![]() | Action Wheel — six segments for die values 1–6, each with its Action Points (7 minus the value); spend as many of those points as useful during that Action and lose the rest. Turning one step clockwise each Cleanup changes the die-to-Action pairing (Preparation). FAQ FAQ FAQ FAQ FAQ FAQ |
![]() | Player board (4) — Contract spaces, six Buildings with Rooms on floors 1–3, Crest spaces, Storehouse and die spaces (numbered tour). FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ |
![]() | Cardinalbot board (back of a player board) — five two-Room Buildings, two Contract spaces, three reserved Food spaces, its Storehouse and die spaces (Solo). FAQ FAQ FAQ FAQ |
![]() | [Silver] Main board overlay — the new King track and the Prospector Action Wheel beside the Action Wheel (Prospector Action Wheel). |
![]() | [Silver] Scoring overlay, side 1 — Completed Buildings, 4 Resources = 1, 2 Silver = 1, (Houses or Mines) × Pillars, Technology tiers 1/2/3 (Final scoring). |
![]() | [Silver] Scoring overlay, side 2 — as side 1, but (Pillars or Mines) × Houses. |
![]() | [Silver] Technology board — holds 3 Technology tiles; tiers I, II, III cost 1, 2, 3 Silver (Technologies). |
![]() | [Silver] Underground map I, side A — the starting map (no cost on its start space) (Underground maps). |
![]() | [Silver] Underground map I, side B — starting map, other side. |
![]() | [Silver] Underground map II, side A — a new Prospector costs 1 Silver. |
![]() | [Silver] Underground map II, side B — a new Prospector costs 1 Silver. |
![]() | [Silver] Underground map III, side A — a new Prospector costs 2 Silver. |
![]() | [Silver] Underground map III, side B — a new Prospector costs 2 Silver. |
Cards
Solo Decree cards
13 cards that choose the Cardinalbot’s die. Four are used each game — the ones matching the four Fair tiles — plus Everlasting Fame and Worldly Riches. Its two dice set a position in this row: difference 0 uses the leftmost card; a position beyond the end stays on the last card. The die-colour priority is printed at the bottom of each card (The Cardinalbot’s turn) FAQ FAQ
| Picture | Description |
|---|---|
![]() | Glorious Spires — Fair: Cathedral tiles. 1) If it has more Pillars than Cathedral tiles: highest dark grey die. 2) Architect Action. |
![]() | Friendly Faces — Fair: Characters on floors 2–3. 1) Character Action. 2) Highest pink die. |
![]() | Busy Hands — Fair: Buildings filled with Characters. 1) Character Action. 2) Highest pink die. |
![]() | Noblesse Oblige — Fair: Crests. 1) New Crest in reach: Architect Action. 2) New Crest in reach: Merchant Action. 3) New Crest in the Contract offer: Contract Action. |
![]() | Proud Pillars — Fair: Pillars. 1) Architect Action. 2) If it has more Pillars than Houses: Merchant Action. |
![]() | Family Alliances — Fair: Contract + Crest sets. 1) With an unfulfilled Contract: the most required of blue/light grey or yellow (highest of that colour). 2) New Crest in reach: Merchant Action. 3) New Crest in reach: Architect Action. 4) Contract Action. |
![]() | Mercantile Empire — Fair: Houses. 1) Merchant Action. |
![]() | Buildings are Forever — Fair: House + Pillar sets. 1) If more Pillars than Houses: Merchant Action. 2) Architect Action. 3) If more Pillars than Cathedral tiles: highest dark grey die. |
![]() | Church Communities — Fair: Contract + Cathedral sets. 1) If more Pillars than Cathedral tiles: highest dark grey die. 2) With an unfulfilled Contract: most required of blue/light grey or yellow. 3) Architect Action. 4) Contract Action. |
![]() | Business is Business — Fair: fulfilled Contracts. 1) With an unfulfilled Contract: most required of blue/light grey or yellow. 2) Contract Action. 3) Highest blue or light grey die. |
![]() | King and Country — Fair: the King track tile. 1) King Action. |
![]() | Worldly Riches — Always last in the row. 1) Highest die of any colour (most required Resource breaks ties). FAQ |
![]() | Everlasting Fame — End scoring (Houses × Pillars). 1) If Houses ≥ Pillars: Architect Action. 2) Merchant Action. |
Solo Challenge cards
8 cards that strengthen the Cardinalbot: 1, 3 or 5 in play for easy, normal or hard (Challenge cards).
| Picture | Description |
|---|---|
![]() | Deep Coffers — One extra Resource of the die’s colour whenever it takes a die. |
![]() | Whispers in the King’s Ear — When it takes an Action Helper tile: one space up the King track. |
![]() | Favor at the Court — At setup and after each King phase, a marker below +5 goes to +5. |
![]() | Ecclesiastical Income — When it takes an Action Helper tile: |
![]() | Very Special Friends — Miscellaneous Helper tiles give it 5 |
![]() | Ready for Action — Its Bonus Action Point markers go +3, +2, +2, +1, +1 (like yours), and it starts with a random inactive Crest. FAQ |
![]() | Visitors to the Curia — When it places a Character: the Resources and |
![]() | Resourceful Clergy — Resource and |
Promo Starting cards
Four cards, one per player, replacing the starting Resources — each described on the Promos page. FAQ
| Picture | Description |
|---|---|
![]() | Brugge — see Starting cards. |
![]() | Venezia — see Starting cards. |
![]() | Arles — see Starting cards. |
![]() | Hamburg — see Starting cards. |
Silver solo Decree cards
[Silver] 11 Decrees: three new ones, six replacements (marked with the pick icon), and Houses of Destiny / Pillars of History in place of Everlasting Fame (Cardinal of Silver).
| Picture | Description |
|---|---|
![]() | Houses of Destiny — End scoring Pillars × (Houses or Mines). 1) If Pillars or Mines ≥ Houses: Merchant Action. 2) Whichever has more AP: Architect Action, or Prospector Action prospecting for Mines > Houses. FAQ |
![]() | Pillars of History — End scoring Houses × (Pillars or Mines). 1) If Houses or Mines ≥ Pillars: Architect Action. 2) Whichever has more AP: Merchant Action, or Prospector Action for Mines > Houses. |
![]() | Mothers of Invention — Fair: Technology tiers (for the Cardinalbot: its King’s Surprise cards). 1) King Action. 2) Prospector Action for Mines. |
![]() | Provincial Prosperity — Fair: Mine + Underground Pillar/House pairs. 1) If Mines > Pillars + Houses underground: Prospector Action for Pillars > Houses. 2) Prospector Action for Mines. |
![]() | Noblesse Oblige — Fair: Crests. 1–3) New Crest in reach: Architect, then Merchant, then Prospector Action. 4) New Crest in the Contract offer: Contract Action. |
![]() | Proud Pillars — Fair: Pillars. 1) Architect Action. 2) Prospector Action for Pillars. 3) If more Pillars than Houses: Merchant Action. |
![]() | Glorious Spires — Fair: Cathedral tiles. 1) Ignoring underground, if more Pillars than Cathedral tiles: highest dark grey, then highest yellow die. 2) With a Pillar at an unbuilt Silver-cost Cathedral: King Action. 3) Whichever has more AP: Architect Action or Prospector Action for Pillars. |
![]() | Riches Below — Fair: Mines. 1) Prospector Action for Mines. 2) King Action. |
![]() | Church Communities — Fair: Contract + Cathedral sets. 1) Ignoring underground, if more Pillars than Cathedral tiles: highest dark grey die. 2) With an unfulfilled Contract: most required of blue/light grey or yellow. 3) Whichever has more AP: Architect Action or Prospector Action for Pillars. 4) Contract Action. |
![]() | Buildings are Forever — Fair: House + Pillar sets. 1) If more Pillars than Houses: Merchant Action. 2) Architect Action. 3) Prospector Action for Pillars > Houses. 4) Ignoring underground, if more Pillars than Cathedral tiles: highest dark grey die. |
![]() | Mercantile Empire — Fair: Houses. 1) Whichever has more AP: Merchant Action or Prospector Action for Houses. |
Silver Challenge cards
| Picture | Description |
|---|---|
![]() | [Silver] All that glitters — For Cathedrals, Gold, Silver and Stone are interchangeable; it spends Stone, then Gold, then Silver. |
![]() | [Silver] Snowball’s Chance — Taking a die of value 6 also gives it 1 |
![]() | [Silver] News of Travellers — When it covers a Stone Tablet it resolves it: Silver instead of a Mine or Technology; Pillars on the highest-VP main-board Cathedral it lacks; Houses on the highest-VP space; Mines on the highest-Gold space. |
![]() | [Silver] Prospector’s Guild — A die from the segment with the Prospector movement icon also gives it a 1-AP Prospector Action (Mine > Pillar > House). |
King’s Surprise cards
[Silver] 12 solo cards the Cardinalbot buys with Silver after the King phase (Flow changes).
| Picture | Description |
|---|---|
![]() | King’s Surprise 1 — 2 AP Contract Action, 2 of its most required Resource, 6 |
![]() | King’s Surprise 2 — 2 |
![]() | King’s Surprise 3 — 5 |
![]() | King’s Surprise 4 — A random Crest it does not have (from the unused tiles), 5 |
![]() | King’s Surprise 5 — 4 AP King Action, 3 of its most required Resource, 4 |
![]() | King’s Surprise 6 — 3 AP Character Action, 1 AP King Action, 6 |
![]() | King’s Surprise 7 — 2 AP Character Action, 2 AP King Action, 8 |
![]() | King’s Surprise 8 — 3 AP Contract Action, 2 AP King Action, 4 |
![]() | King’s Surprise 9 — 2 AP Merchant Action; a Pillar on the lowest-VP main-board Cathedral where it has none; 4 |
![]() | King’s Surprise 10 — 2 AP Architect Action; a House in a Fair Town (the earliest possible); 6 |
![]() | King’s Surprise 11 — 2 AP Prospector Action; a free Prospector on the third Underground map, or 6 |
![]() | King’s Surprise 12 — 2 AP King Action, 4 of its most required Resource, 6 |
Tiles
Action tiles
Optional variety tiles, not pictured face by face in the rulebook (photos of the sets below).
| Picture | Description |
|---|---|
![]() | Six Action tiles — once you know the game, shuffle them and put one at random on each space around the Action Wheel, so each Action meets different die values. Not used in a first game (setup). |
![]() | [Silver] Six Action tiles for the overlay’s wheels; the expansion rulebook lists them but gives no separate rule — use them like the base set. |
Bonus tiles
54 tiles, shuffled face down; one beside each Action, one by the King track and the rest on the map. Taking the tile beside the die costs no AP. Put every tile you take into a free Storehouse space first, even if you plan to use it now; a Helper leaves when used, and its Action must be completed before switching to another Helper. AP Helpers add to the die Action only when marked +1/+2/+3; the Joker is a separate one-point Action (Bonus tiles, Use a Helper). FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ
| Picture | Description |
|---|---|
![]() | Back of every Bonus tile. |
![]() | Joker — take any Action with 1 Action Point. This is a separate Action, so only the Action selected gets its printed bonus AP. (2 tiles; a third, marked 4, below.) FAQ FAQ |
![]() | Merchant — a Merchant Action with 2 AP. |
![]() | Merchant — a Merchant Action with 3 AP. |
![]() | Character — a Character Action with 2 AP. |
![]() | Character — a Character Action with 3 AP. |
![]() | Contract — a Contract Action with 2 AP. FAQ |
![]() | Contract — a Contract Action with 3 AP. |
![]() | Architect — an Architect Action with 2 AP. |
![]() | Architect — an Architect Action with 3 AP. |
![]() | King — a King Action with 2 AP. |
![]() | King — a King Action with 3 AP. |
![]() | +1 — add 1 AP to the Action of your die (not to a Helper). (2 tiles.) FAQ |
![]() | +1 — as above. 3+ players. |
![]() | +2 — add 2 AP to the Action of your die. 3+ players. FAQ |
![]() | +2 — as above. 4 players. |
![]() | +3 — add 3 AP to the Action of your die. FAQ |
![]() | Die colour — use when you choose a die: take Resources of a type you choose instead of the die’s colour. |
![]() | Die colour — as above. 4 players. |
![]() | Gain 3 |
![]() | Gain 4 |
![]() | Gain 4 |
![]() | Gain 3 |
![]() | Gain 2 |
![]() | Gain any 2 Resources (they may differ). |
![]() | Gain any 2 Resources. 4 players. |
![]() | Gain any 3 Resources. (2 tiles.) |
![]() | Gain 1 |
![]() | As above. 4 players. |
![]() | Building bonus — choose a Building on your board and gain the bonus of every Character in it. FAQ |
![]() | Building bonus — as above. 4 players. |
![]() | Joker — any Action with 1 AP. 4 players. |
![]() | Crest — blue shield, golden fleur-de-lis. (2 tiles.) Place a Crest. FAQ FAQ FAQ |
![]() | Crest — red and yellow stripes. |
![]() | Crest — red and yellow stripes. 3+ players. |
![]() | Crest — black eagle on gold. |
![]() | Crest — black eagle on gold. 3+ players. |
![]() | Crest — golden lion on red. (2 tiles.) |
![]() | Crest — red rose on white. |
![]() | Crest — red rose on white. 3+ players. |
![]() | Crest — golden chalice on grey. |
![]() | Crest — golden chalice on grey. 3+ players. |
![]() | Contract — pay 2 |
![]() | Contract — pay 3 |
![]() | Contract — pay 2 |
![]() | Contract — pay 3 |
![]() | Contract — pay 1 Resource; score 1 |
![]() | Contract — pay 3 identical Resources; score 3 |
![]() | Contract — pay 1 |
Contract tiles
26 tiles in the Contract offer: 20 Contracts and 6 Crests. The offer refills only at the end of your turn; fulfilled Contracts fill your leftmost open board space, and you cannot take another once all six are full. Contract exchanges can earn a bonus Resource on the first exchange that turn; any four Resources score 1 VP, regardless of type (Contract Action, Fulfil a Contract) FAQ FAQ FAQ FAQ FAQ
| Picture | Description |
|---|---|
![]() | Back of every Contract tile. |
![]() | Contract — pay 5 identical Resources; score 6 |
![]() | Contract — pay 7 identical Resources; score 10 |
![]() | Contract — pay 8 identical Resources; score 13 |
![]() | Contract — pay 9 |
![]() | Contract — pay 5 |
![]() | Contract — pay 7 |
![]() | Contract — pay 9 |
![]() | Contract — pay 5 |
![]() | Contract — pay 7 |
![]() | Contract — pay 2 identical Resources and 2 |
![]() | Contract — pay 3 identical Resources and 3 |
![]() | Contract — pay 2 identical Resources and 2 |
![]() | Contract — pay 3 identical Resources and 3 |
![]() | Contract — pay 3 |
![]() | Contract — pay 1 |
![]() | Contract — pay 2 |
![]() | Contract — pay 2 |
![]() | Contract — pay 5 |
![]() | Contract — pay 3 |
![]() | Contract — pay 5 |
![]() | Crest — golden chalice. |
![]() | Crest — black eagle. |
![]() | Crest — red and yellow stripes. |
![]() | Crest — red rose. |
![]() | Crest — golden lion. 3+ players. |
![]() | Crest — blue fleur-de-lis. 3+ players. |
Character tiles
45 tiles, nine of each of five types. Take the top-left bonus immediately when the tile enters a Room; its bottom-right icon shows which Action a Completed Building boosts. Character bonuses are separate from die Action AP, and a Building’s Action bonus becomes available as soon as it is completed and crested (Character Action, Completed Buildings). FAQ FAQ FAQ FAQ FAQ FAQ
Contract type
The bearded merchant in a purple hat, scroll icon.
| Picture | Description |
|---|---|
![]() | Back of every Character tile. |
![]() | Gain 2 |
![]() | Gain 1 |
![]() | Gain 1 |
![]() | Gain 2 |
![]() | Gain 3 |
![]() | Take a Contract Action with 1 AP and gain 1 Resource of your choice. 3+ players. |
![]() | Take a Contract Action with 2 AP and gain 1 Resource of your choice. |
![]() | Take a Contract Action with 2 AP and gain 1 Resource of your choice. 4 players. |
![]() | Take a Contract Action with 3 AP. |
Character type
The young man in a red cap, bust icon.
| Picture | Description |
|---|---|
![]() | Gain 1 |
![]() | Gain 1 |
![]() | Gain 2 |
![]() | Gain 2 |
![]() | Take a Character Action with 1 AP. |
![]() | Take a Character Action with 1 AP. 3+ players. |
![]() | Take a Character Action with 1 AP. 4 players. |
![]() | Take a Character Action with 2 AP. |
![]() | You may move your Architect one space and your Merchant one space. |
Merchant type
The red-haired woman, cart icon.
| Picture | Description |
|---|---|
![]() | Gain 1 |
![]() | Gain 1 |
![]() | Gain 2 |
![]() | Gain 3 |
![]() | You may move your Merchant one space. |
![]() | You may move your Merchant one space. 3+ players. |
![]() | You may move your Merchant one space twice. |
![]() | Place a House where your Merchant is (a Town with a free House space and none of yours). |
![]() | Move your Merchant one space and/or place a House where it is, in either order. 3+ players. |
King type
The noblewoman in a veil, crown icon.
| Picture | Description |
|---|---|
![]() | Gain 2 |
![]() | Gain 2 |
![]() | Gain 2 |
![]() | Gain 3 |
![]() | Take a King Action with 1 AP. (2 tiles.) |
![]() | Take a King Action with 1 AP. 3+ players. |
![]() | Take a King Action with 2 AP. |
![]() | You may move your Architect one space and your Merchant one space. |
Architect type
The young man in a flat cap, compass icon.
| Picture | Description |
|---|---|
![]() | Gain 1 |
![]() | Gain 1 |
![]() | Gain 2 |
![]() | Take a King Action with 1 AP. 3+ players. |
![]() | You may move your Architect one space. |
![]() | You may move your Architect one space. 4 players. |
![]() | You may move your Architect one space twice. |
![]() | Place a Pillar where your Architect is (a Cathedral with a free space and none of yours). |
![]() | Move your Architect one space and/or place a Pillar where it is, in either order. |
Cathedral tiles
25 tiles in nine stacks, one per Cathedral on the map; sort each stack with the lowest value at the bottom. A tile with no number is worth 0. You take the top tile when you build a Cathedral. Each Cathedral can be built only once on your turn. FAQ
| Picture | Description |
|---|---|
![]() | Cathedral tile, 0 |
![]() | Cathedral tile, 1 |
![]() | Cathedral tile, 5 |
![]() | Cathedral tile, 0 |
![]() | Cathedral tile, 2 |
![]() | Cathedral tile, 4 |
![]() | Cathedral tile, 7 |
![]() | Cathedral tile, 0 |
![]() | Cathedral tile, 2 |
![]() | Cathedral tile, 3 |
![]() | Cathedral tile, 1 |
![]() | Cathedral tile, 4 |
![]() | Cathedral tile, 1 |
![]() | Cathedral tile, 3 |
![]() | Cathedral tile, 7 |
![]() | Cathedral tile, 2 |
![]() | Cathedral tile, 5 |
![]() | Cathedral tile, 9 |
![]() | Cathedral tile, 0 |
![]() | Cathedral tile, 1 |
![]() | Cathedral tile, 4 |
![]() | Cathedral tile, 4 |
![]() | Cathedral tile, 8 |
![]() | Cathedral tile, 5 |
![]() | Cathedral tile, 9 |
Construction Cost tiles
9 tiles, one under each Cathedral spot at random: the Stone you pay and the extra
you score when you build there (Build a Cathedral).
| Picture | Description |
|---|---|
![]() | Unavailable Cathedral — this Cathedral is not built this game: no Pillars there; return its Cathedral tiles to the box. FAQ |
![]() | Pay 2 |
![]() | Pay 2 |
![]() | Pay 3 |
![]() | Pay 3 |
![]() | Pay 4 |
![]() | Pay 4 |
![]() | Pay 5 |
![]() | Pay 6 |
Town tiles
8 tiles: 3 are drawn at setup to show where the Fairs of rounds 2–4 are held (round 1 is always Tiletum) (Fair phase).
| Picture | Description |
|---|---|
![]() | Bordeaux. |
![]() | Strasbourg. |
![]() | Arles. |
![]() | Verona. |
![]() | Leipzig. |
![]() | London. |
![]() | Troyes. |
![]() | Frankfurt. |
Fair tiles
11 tiles, 4 drawn at setup. Add the tile number to the number on the board, then multiply that sum by how many times you meet the condition. For example, a 3 + 3 Fair scored three times is 18 VP (Fair scoring) FAQ FAQ FAQ FAQ
| Picture | Description |
|---|---|
![]() | 6 × each set of 1 House and 1 Pillar on the map. |
![]() | 5 × each set of 1 fulfilled Contract and 1 Cathedral tile. |
![]() | 3 × each fulfilled Contract on your player board. |
![]() | 3 × special: score tile + board once, then your King track value (this can be negative). Score it before the King track is reset. |
![]() | 6 × each set of 1 fulfilled Contract and 1 Crest on your player board. |
![]() | 2 × each House on the map. |
![]() | 3 × each Character on floors 2 and 3 (complete Building or not). FAQ |
![]() | 3 × each Crest tile on your player board — the Storehouse counts. FAQ |
![]() | 2 × each Pillar on the map. |
![]() | 5 × each Building completely filled with Characters (Crest or not; the pre-printed one counts). FAQ |
![]() | 4 × each Cathedral tile you own. |
[Silver] The expansion removes Fair tile 4 (the King track) from the pool and adds three:
| Picture | Description |
|---|---|
![]() | [Silver] 3 × each Mine you have on the maps. |
![]() | [Silver] 3 × the sum of your current Technology tiers. The solo Cardinalbot counts its King’s Surprise cards instead. |
![]() | [Silver] 5 × each pair of 1 Mine and 1 Underground Pillar or House (mix as you like). |
Silver Bonus tiles
[Silver] 14 new Bonus tiles shuffled into the base pile (Prospect for Silver).
| Picture | Description |
|---|---|
![]() | [Silver] Gain 1 |
![]() | [Silver] Pay 2 |
![]() | [Silver] Pay 2 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Gain 4 |
![]() | [Silver] Gain 1 |
![]() | [Silver] Pay 2 |
![]() | [Silver] Take a |
![]() | [Silver] Take a Prospector Action with 2 AP. 4 players. |
![]() | [Silver] Take a King Action with 2 AP. |
![]() | [Silver] Take a King Action with 2 AP. 3+ players. |
![]() | [Silver] Contract — pay 4 |
![]() | [Silver] Contract — pay 4 |
Silver Contract tiles
| Picture | Description |
|---|---|
![]() | [Silver] Contract — pay 3 identical Resources and 2 |
![]() | [Silver] Contract — pay 3 identical Resources and 2 |
![]() | [Silver] Contract — pay 2 |
![]() | [Silver] Crest — the new mining family: a black tower and crossed hammers on blue and white. |
Silver Character tiles
[Silver] A sixth Character type, the Prospector (white hood, crossed-hammers icon): a Completed Building of them boosts the Prospector Action.
| Picture | Description |
|---|---|
![]() | [Silver] Gain 2 |
![]() | [Silver] Gain 1 |
![]() | [Silver] Take a King Action with 1 AP. |
![]() | [Silver] Take a King Action with 2 AP. |
![]() | [Silver] Take a Prospector Action with 1 AP. |
![]() | [Silver] Gain 1 |
One more Prospector tile repeats a face above (the scans show 7 distinct faces of the 9 tiles).
Underground Bonus tiles
[Silver] 27 tiles on the Underground maps, taken with the Prospector Action; never refilled (Prospector Action).
| Picture | Description |
|---|---|
![]() | [Silver] Gain 1 |
![]() | [Silver] Gain 1 |
![]() | [Silver] Gain 1 |
![]() | [Silver] Gain 3 |
![]() | [Silver] Gain 4 |
![]() | [Silver] Gain 5 |
![]() | [Silver] Gain 6 |
![]() | [Silver] Gain any 3 Resources. (2 tiles.) |
![]() | [Silver] Add 3 AP to the Action of your die. |
![]() | [Silver] When you choose a die, take Resources of a type you choose instead of its colour, and add 1 AP to that Action. |
![]() | [Silver] Take a King Action with 2 AP. 3+ players. |
![]() | [Silver] Take a King Action with 3 AP. |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Contract — pay 1 |
![]() | [Silver] Contract — pay 4 |
![]() | [Silver] Contract — pay 1 |
![]() | [Silver] Contract — pay 1 |
![]() | [Silver] Contract — pay 1 |
![]() | [Silver] Crest — the mining family. |
![]() | [Silver] Crest — the mining family. 3+ players. |
Technology tiles
[Silver] 9 tiles, 3 in play. Tier I is at the bottom (1 Silver), tier III at the top (3 Silver) (Technologies).
| Picture | Description |
|---|---|
![]() | [Silver] Architect Technology — I: +1 AP on Architect Actions. II: contributing to a Cathedral also gives a King Action with 2 AP. III: Cathedrals cost 1 Silver or 2 Gold/Stone less (minimum 1). |
![]() | [Silver] Character Technology — I: placing a Crest costs 1 Food less. II: every Bonus Action Point marker is worth 1 more (swap in the +3/+4 markers). III: completing a Building gives you each of its Characters’ bonuses. |
![]() | [Silver] Contract Technology — I: every Contract needs one Resource fewer (minimum 1). II: reveal 3 Contracts from the pile and take any for 2 AP each; the rest go to the bottom. III: each exchange gives one more bonus Resource. |
![]() | [Silver] Die Manipulation Technology — I: changing a die by up to 3 costs only 2 Gold. II: a die unlike your others (colour and value) lets you move your Merchant, Architect or Prospector once. III: give up one Resource from the die for 1 Silver. |
![]() | [Silver] Joker Technology — I: +1 AP on Joker Actions. II: a Joker Action also gives a King Action with 1 AP. III: split Joker AP between two Actions, and at once take a Joker Action with 2 AP. |
![]() | [Silver] King Technology — I: King Actions give 2 Gold. II: at once and after every King phase, a King Action with 2 AP. III: on a King Action, reveal 2 Underground Bonus tiles, keep one. |
![]() | [Silver] Merchant Technology — I: +1 AP on Merchant Actions. II: placing a House gives the bonus of any one Character on your board. III: at once and in each King phase, 1 VP per House you have built. |
![]() | [Silver] Prospector Technology — I: +1 AP on Prospector Actions. II: placing a Mine gives 3 identical Resources. III: the Prospector movement point counts as 2 Prospector AP. |
![]() | [Silver] Resource Technology — I: choose a Resource Bonus tile; that Resource counts as Gold for you. II: a die of that colour gives 2 more of that Resource. III: a die of that colour gives 2 bonus AP. |
Underground Cathedral and Cost tiles
[Silver] 14 Cathedral tiles in five stacks for the Underground Cathedrals, and 6 cost tiles: Silver costs go on Silver-icon spots, Gold costs on Gold-icon spots (Setup changes).
| Picture | Description |
|---|---|
![]() | [Silver] Underground Cathedral tile, 4 |
![]() | [Silver] Underground Cathedral tile, 7 |
![]() | [Silver] Underground Cathedral tile, 12 |
![]() | [Silver] Underground Cathedral tile, 2 |
![]() | [Silver] Underground Cathedral tile, 5 |
![]() | [Silver] Underground Cathedral tile, 9 |
![]() | [Silver] Underground Cathedral tile, 3 |
![]() | [Silver] Underground Cathedral tile, 7 |
![]() | [Silver] Underground Cathedral tile, 6 |
![]() | [Silver] Underground Cathedral tile, 9 |
![]() | [Silver] Underground Cathedral tile, 0 |
![]() | [Silver] Underground Cathedral tile, 2 |
![]() | [Silver] Underground Cathedral tile, 4 |
![]() | [Silver] Underground Cathedral tile, 7 |
![]() | [Silver] Pay 1 |
![]() | [Silver] Pay 2 |
![]() | [Silver] Pay 3 |
![]() | [Silver] Pay 4 |
![]() | [Silver] Pay 5 |
![]() | [Silver] Pay 6 |
Stone Tablets
[Silver] Printed on the Underground maps; the first Prospector to cross one resolves it and covers it with an “X” tile (Stone Tablets).
| Picture | Description |
|---|---|
![]() | [Silver] Put a Prospector on any Underground map without one of yours, free. |
![]() | [Silver] Take a King Action with 1 AP; you may pay 1 |
![]() | [Silver] Gain 5 |
![]() | [Silver] Take a King Action with 1 AP; you may pay 1 |
![]() | [Silver] Pay 2 |
![]() | [Silver] Advance on any Technology paying 2 Silver less (minimum 1). |
![]() | [Silver] Pay 2 |
![]() | [Silver] Pay 2 |
Resource Bonus tiles
[Silver] 4 tiles used only with the Resource Technology: each player who reaches its tier I picks one (Technology tiles).
| Picture | Description |
|---|---|
![]() | [Silver] Food |
![]() | [Silver] Iron |
![]() | [Silver] Stone |
![]() | [Silver] Wool |
Tantrum House Character tiles
Three promo Characters — pictured on the Promos page.
| Picture | Description |
|---|---|
![]() | Pay 3 Gold: a Pillar on any Cathedral. |
![]() | Pay 3 Gold: a House in any Town. |
![]() | Pay 5 Gold: join the first player on the King track. |
Tokens & pieces
| Picture | Description |
|---|---|
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![]() | Resource tokens come in 1s and 5s; they are unlimited. FAQ |
![]() | Corruption 0 — nobody moves (Action phase). FAQ |
![]() | Corruption 1 — every King track marker moves 1 space down. FAQ |
![]() | Corruption 2 — every marker moves 2 spaces down. (6 tokens in all, two of each.) FAQ |
![]() | Back of the Corruption tokens. |
![]() | Bonus Action Points +1 (2 per player) — on an Action after completing a one-Room Building (Completed Buildings). |
![]() | Bonus Action Points +2 (2 per player) — after completing a two-Room Building. |
![]() | Bonus Action Points +3 (1 per player) — after completing the three-Room Building. |
![]() | [Silver] +3 — replaces a +2 with tier II of the Character Technology. |
![]() | [Silver] +4 — replaces the +3 with tier II of the Character Technology. |
![]() | Action Point counter (20) — only to count the AP of your turn. |
![]() | Compass Rose — the first player’s reminder. |
![]() | +100 / +200 marker, one per player. [Silver] adds +300/+400 tiles. |
![]() | Houses (8 per player): 5 on your roofs, 1 in Tiletum, 2 in supply (Merchant Action). |
![]() | Pillars (7 per player): 5 on Contract spaces, 2 in supply (Architect Action). [Silver] one more, on the last Contract space. |
![]() | Merchant — travels the map to build Houses, collect tiles and attend Fairs. FAQ |
![]() | Architect — travels the map to place Pillars and collect tiles. |
![]() | 3 markers per player: score track, King track, Turn Order track. |
![]() | [Silver] Mines (6 per player) — 1 on the starting map, 2 in supply, 3 earned on the King track (Prospector Action). |
![]() | [Silver] Prospectors (3 per player) — dig on the Underground maps. |
![]() | [Silver] |
![]() | [Silver] “X” tile (15) — covers a Stone Tablet once used. |
![]() | [Silver] Technology markers (3 per player). |
Icons
The symbols used across this guide, as printed on the components.
| Picture | Description |
|---|---|












































































































































































































































































































































































