Rounds and Turns
How a Tiletum round runs: the five phases, choosing a die, Bonus tiles and the Storehouse, the King track and the Fairs.
Overview
The game lasts 4 rounds. Each round has five phases, always in this order:
- Preparation — roll the dice onto the Action Wheel.
- Action — everyone takes three turns, one die each.
- King — score the King track and set the new turn order.
- Fair — one Town holds a Fair and scores.
- Cleanup — refill and turn the Action Wheel (not after round 4).
Victory Points
You start on 10
on the score track around the board. Your marker never drops below 0.
Past 100 take the +100 marker; past 200 flip it to +200. Points come and go all game — from Bonus
tiles, Characters, Contracts, Cathedrals, Crests, the King track and the Fairs — and once more at the
end.
Preparation phase
Draw 8 / 11 / 14 dice from the bag with 2 / 3 / 4 players, roll them and put each die in the Action Wheel segment that matches its value. Colour does not matter here: all dice of one value share a segment.
Action phase
Three times around the table, in Turn Order track order, each player takes one turn. At the very start of each lap, the first player reveals the rightmost face-down Corruption token: every King track marker moves that many spaces (0, 1 or 2) toward the low end — never past the last space. Move the lowest markers first and keep stacked markers in their order.
[Silver] With the expansion there is a second wheel and a sixth kind of Action (Prospect for Silver).
Your turn
- Take a die from the Action Wheel and put it on the leftmost empty die space of your player board. If the Action it sits next to still has a Bonus tile, you may take that tile into your Storehouse — it costs no Action Points.
- Take Resources: as many as the die shows, of the die’s colour.
- Do the Action next to the die, with 7 minus the die value Action Points (Actions and Tasks).
At any moment of your turn you may also do Tasks — they cost Resources, not Action Points.
| Die colour | Resource |
|---|---|
| Blue | |
| Pink | |
| Yellow | |
| Light grey | |
| Dark grey |
Changing a die
Just before you take a die you may pay 2
Gold to raise or lower it by 1, as many times
as you like; 6 and 1 wrap round. The new value is permanent: move the die to its new segment — it
now gives the new number of Resources, the new Action and that Action’s Bonus tile.
Bonus tiles and the Storehouse
Every tile you gain from the board — a Bonus tile, a Character, a Contract — first goes into your Storehouse, the four spaces on your player board.
- You need an empty space to take a tile. A full Storehouse means you cannot take it.
- Taking a Bonus tile is always optional, but once taken a tile can never be discarded.
- Some Bonus tiles show a Contract or a Crest: treat them as Contract or Crest tiles.
King phase
Step 1. The player highest on the King track takes the Bonus tile beside the track (or discards
it). In round 4 there is no tile there: that player scores 4
instead. Then everyone
scores the value of their space: blue spaces gain points, red spaces lose them, the start space gives
nothing. Ties on a space go to the marker at the bottom of the stack — it arrived first.
Step 2. Set the Turn Order track from the King track: highest first, and so on, ties again to the lowest marker in a stack. Markers in the red part move up to the 0 space, keeping their order (the one that was lowest ends on top). Markers in the blue part stay where they are.
Fair phase
Four Fairs are held, one per round: the first always in Tiletum, the others in the Towns whose Town tiles were drawn at setup, in the order shown by the Fair Order tiles.
Who takes part
You score a Fair if, at that moment, you have a House in the Fair Town or your Merchant there. House spaces are scarce, so plan your Merchant’s route to end in the Fair Town.
Fair scoring
Add the number printed on the board to the left of this round’s Fair tile to the number on the tile. Multiply that sum by how many times you meet the tile’s condition. Then turn the Fair tile face down. (Every Fair tile is pictured in Cards & Components.)
Cleanup phase
Skip it after round 4 — go to final scoring. Otherwise:
- Refill the Bonus tile of every Action on the wheel whose tile was taken (leave untaken tiles).
Refill the King track Bonus tile too — except in the Cleanup of round 3, so round 4 pays 4
instead. Bonus tiles on the map are never refilled. - Shuffle all Corruption tokens and lay 3 at random face down on the Turn track.
- Return all dice to the bag.
- Turn the Action Wheel one step clockwise.
- Start the next round.
[Silver] The Prospector wheel’s Bonus tile is refilled too, and the Prospector wheel turns one step counterclockwise (details).