Village Actions
Harvest, births, crafts, market, council, travel, church and Well.
Harvest
You need at least one villager on your farm. Take two grain, or three with a horse and plough, or four with an ox and plough. Use only one combination, regardless of how many workers or animals you own. Do not consume the equipment. Store at most five grain.
Family
Take the lowest-numbered unborn villager from your reserve and place it on your farm. Alternatively recall one living villager from the board to the farm. You do not need to assign a worker to take this action.
[Port] You cannot recall a villager from a lighthouse or ship (Port).
Crafts
Produce one good through its craft building. Either use a trained villager and spend time, or pay its resource cost without a worker. Training is paid once when a villager enters the building; producing the good costs additional time, including on that first use. The mill never takes a worker.
| Building | Trained-worker production | Resource alternative |
|---|---|---|
| Wagon maker | 2 time for one wagon | 1 orange + 1 pink |
| Stables | 3 time for one horse or ox | 3 grain |
| Office | 2 time for one scroll | 1 pink |
| Smithy | 3 time for one plough | 1 orange + 1 pink |
| Mill | No worker: 2 time + 2 grain for 2 coins | No separate alternative |
Pay training time shown by the tree before first production: wagon maker 2, stables 3, office 2, smithy 3. A worker remains until death or recall.
[Inn] The brewery produces two beer (Inn). [Marriage] One tool doubles the chosen craft’s output (tools).
Market
Taking a Market cube must start a market day. Only customers on blue-bordered spaces are available; brown-bordered customers wait in the queue.
The triggering player may serve one available customer by paying its listed goods/grain. That first sale has no entry surcharge. In clockwise order, other players can each serve one customer by paying the order plus one green influence and one time. Continue circuits; even the triggering player pays that surcharge for every later sale. A player who passes cannot rejoin that market day.
Stop when everyone has passed or no available customer remains. Then advance waiting customers to fill the front spaces, shift the queue and refill it. Do not refill available spaces during the market day.
[Port] Imported cocoa and tea can be sold instead of serving a customer (Port).
Council chamber
Choose one:
- Enter stage 1 with a villager from your farm: pay one time and either two green influence or one scroll.
- Advance a councillor one stage: pay two green or one scroll plus the printed time (two or three).
- Without advancing, use one privilege available at a stage occupied by your councillor or any lower stage; this option has no cost beyond the privilege itself.
| Stage | Privilege |
|---|---|
| 1 | Take the next-starting-player ring, if still available |
| 2 | Take two influence cubes of any colours |
| 3 | Take one good of your choice |
| 4 | Pay one coin for three prestige |
When entering or advancing, also take one available privilege at that stage or below. Any number of villagers may share a stage.
Travel
Move a villager from your farm to one of the two towns connected to the village, or move a traveller to an adjacent town. Pay the route: two time, one wagon and its printed influence cubes. Place a disc and take the town reward. Visited towns also score at game end. Different players can visit the same town.
[Port] Sea travel replaces this land-travel system (Port).
Church and Mass
The Church action puts one farm villager into the black bag for one brown influence or three time.
At the end of a round and once at game end, hold Mass:
- Starting with the first player, each may pay one coin per own villager to select it from the bag. Stop once four pieces have been selected. Draw randomly to make up a total of four pieces. Return monks to the bag and place drawn villagers on stage 1.
- In turn order, each may advance any of their church villagers, paying the grain cost of every stage entered. Multiple steps are allowed if fully paid.
- Award two prestige for the most villagers on the church track. If tied, compare the rightmost villager only. If still tied, each tied player gains two.
[Marriage] One bread can replace a stage’s grain cost (bread).
Well
Instead of taking a cube, return three influence of the same colour to perform one available action of your choice. This can reach an action area whose cubes are exhausted. Coins may replace influence cubes.
Coins
One coin may substitute for one influence cube. Coins also secure a villager during Mass, buy points through the fourth council privilege, and score one point each when unspent at game end.