Ludexv2026.11.01-65114139Zhanguo: The First EmpireOfficial rulebook ↗

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Cards & Components

All card faces and a component reference for Zhanguo: The First Empire.

The card faces below are from the Tabletop Simulator module, checked against the publisher’s 2023 English rulebook. The module’s 120 cards use the same three printed number ranges and ability icons described in the rulebook.

Boards

Zhanguo setup board with numbered setup pointers

The main board carries the shared regions, Great Wall, elixir route, Mausoleum, score track and Unification area. Each player board has five regions and five Unrest tracks. An unlocked soldier can move from the entrance to a Mausoleum tile at the end of a turn after accepting a reward, or during the reward phase’s soldier-unlocking step (timing FAQ); a reward’s free placement also scores that tile’s printed points (FAQ).

Cards

After a Court action, you may activate tableau abilities with its trigger when the Court card’s number meets that action’s comparison rule (see Play at Court). A card may trigger from any region, but a small black arrow confines its effect to its own region. See the FAQs on when a card can trigger and where its effect applies.

Writing cards

Tucking a Writing card contributes to the Writing aspect; its ability remains visible in your tableau. The card face shows its effect and trigger.

PictureDescription
Writing card 1: Unification abilityWriting 1: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Writing card 2: Unification abilityWriting 2: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Writing card 3: Unification abilityWriting 3: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Writing card 4: Unification abilityWriting 4: Unification ability. Place one Alchemist official here.
Writing card 5: Unification abilityWriting 5: Unification ability. Place one Alchemist official here.
Writing card 6: Unification abilityWriting 6: Unification ability. Place one General official here.
Writing card 7: Unification abilityWriting 7: Unification ability. Place one General official here.
Writing card 8: Unification abilityWriting 8: Unification ability. Place one General official here.
Writing card 9: Unification abilityWriting 9: Unification ability. Place one General official here.
Writing card 10: Unification abilityWriting 10: Unification ability. Place one Architect official here.
Writing card 11: Unification abilityWriting 11: Unification ability. Place one Architect official here.
Writing card 12: Unification abilityWriting 12: Unification ability. Place one Architect official here.
Writing card 13: Unification abilityWriting 13: Unification ability. Place one Alchemist official here.
Writing card 14: Unification abilityWriting 14: Unification ability. Place one Architect official here.
Writing card 15: Unification abilityWriting 15: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 16: Unification abilityWriting 16: Unification ability. Place one General official here.
Writing card 17: Unification abilityWriting 17: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 18: Unification abilityWriting 18: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 19: Unification abilityWriting 19: Unification ability. Place one Architect official here.
Writing card 20: Unification abilityWriting 20: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 21: Unification abilityWriting 21: Unification ability. Add one Unrest here to take one Currency and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Writing card 22: Unification abilityWriting 22: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 23: Unification abilityWriting 23: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Writing card 24: Unification abilityWriting 24: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Writing card 25: Unification abilityWriting 25: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 26: Unification abilityWriting 26: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Writing card 27: Unification abilityWriting 27: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Writing card 28: Unification abilityWriting 28: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 29: Unification abilityWriting 29: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 30: Unification abilityWriting 30: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Writing card 31: Unification abilityWriting 31: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Writing card 32: Unification abilityWriting 32: Unification ability. Add one Unrest here to score one point per Writing card in your tableau. Count all your tucked Writing cards; three in your tableau score 3 points.
Writing card 33: Unification abilityWriting 33: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 34: Unification abilityWriting 34: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Writing card 35: Unification abilityWriting 35: Unification ability. Score one point for each Palace you have on the board. Count your Palaces on the shared board; two Palaces score 2 points.
Writing card 36: Unification abilityWriting 36: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 37: Unification abilityWriting 37: Unification ability. Add one Unrest here to score one point per Writing card in your tableau. Count all your tucked Writing cards; three in your tableau score 3 points.
Writing card 38: Unification abilityWriting 38: Unification ability. Score one point for each Alchemist card in your tableau. Count all your tucked Alchemist cards; four score 4 points.
Writing card 39: Unification abilityWriting 39: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Writing card 40: Unification abilityWriting 40: Unification ability. Score one point for each Wall you have on the board. Count your Walls on the shared board; two Walls score 2 points.

Currency cards

PictureDescription
Currency card 41: Unification abilityCurrency 41: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Currency card 42: Unification abilityCurrency 42: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Currency card 43: Unification abilityCurrency 43: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Currency card 44: Unification abilityCurrency 44: Unification ability. Place one Alchemist official here.
Currency card 45: Unification abilityCurrency 45: Unification ability. Place one Alchemist official here.
Currency card 46: Unification abilityCurrency 46: Unification ability. Place one General official here.
Currency card 47: Unification abilityCurrency 47: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Currency card 48: Unification abilityCurrency 48: Unification ability. Place one Architect official here.
Currency card 49: Unification abilityCurrency 49: Unification ability. Add one Unrest here to take one Currency and one Laws token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Currency card 50: Unification abilityCurrency 50: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Currency card 51: Unification abilityCurrency 51: Unification ability. Add one Unrest here to take one Currency and one Laws token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Currency card 52: Unification abilityCurrency 52: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Currency card 53: Unification abilityCurrency 53: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Currency card 54: Unification abilityCurrency 54: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Currency card 55: Unification abilityCurrency 55: Unification ability. Add one Unrest here to take one Laws and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Currency card 56: Unification abilityCurrency 56: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Currency card 57: Unification abilityCurrency 57: Unification ability. Add one Unrest here to score one point per Currency card in your tableau. Count all your tucked Currency cards; three in your tableau score 3 points.
Currency card 58: Unification abilityCurrency 58: Unification ability. Score one point for each Governor you have on the board. Count your Governors on the shared board; two Governors score 2 points.
Currency card 59: Unification abilityCurrency 59: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Currency card 60: Unification abilityCurrency 60: Unification ability. Score one point for each Palace you have on the board. Count your Palaces on the shared board; two Palaces score 2 points.
Currency card 61: Unification abilityCurrency 61: Unification ability. Score one point for each Alchemist card in your tableau. Count all your tucked Alchemist cards; four score 4 points.
Currency card 62: Unification abilityCurrency 62: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Currency card 63: Unification abilityCurrency 63: Unification ability. Add one Unrest here to score one point per Currency card in your tableau. Count all your tucked Currency cards; three in your tableau score 3 points.
Currency card 64: Unification abilityCurrency 64: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Currency card 65: Unification abilityCurrency 65: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Currency card 66: Unification abilityCurrency 66: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Currency card 67: Unification abilityCurrency 67: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Currency card 68: Unification abilityCurrency 68: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Currency card 69: Unification abilityCurrency 69: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Currency card 70: Unification abilityCurrency 70: Unification ability. Place one General official here.
Currency card 71: Unification abilityCurrency 71: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Currency card 72: Unification abilityCurrency 72: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Currency card 73: Unification abilityCurrency 73: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Currency card 74: Unification abilityCurrency 74: Unification ability. Place one Alchemist official here.
Currency card 75: Unification abilityCurrency 75: Unification ability. Place one Architect official here.
Currency card 76: Unification abilityCurrency 76: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Currency card 77: Unification abilityCurrency 77: Unification ability. Place one Architect official here.
Currency card 78: Unification abilityCurrency 78: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Currency card 79: Unification abilityCurrency 79: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Currency card 80: Unification abilityCurrency 80: Unification ability. Place one General official here.

Laws cards

PictureDescription
Laws card 81: Unification abilityLaws 81: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 82: Unification abilityLaws 82: Unification ability. Score one point for each Wall you have on the board. Count your Walls on the shared board; two Walls score 2 points.
Laws card 83: Unification abilityLaws 83: Unification ability. Score one point for each Governor you have on the board. Count your Governors on the shared board; two Governors score 2 points.
Laws card 84: Unification abilityLaws 84: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 85: Unification abilityLaws 85: Unification ability. Add one Unrest here to score one point per Laws card in your tableau. Count all your tucked Laws cards; three in your tableau score 3 points.
Laws card 86: Unification abilityLaws 86: Unification ability. Add one Unrest here to score one point per Laws card in your tableau. Count all your tucked Laws cards; three in your tableau score 3 points.
Laws card 87: Unification abilityLaws 87: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Laws card 88: Unification abilityLaws 88: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Laws card 89: Unification abilityLaws 89: Unification ability. Move up to two of your officials. You may move zero, one or two of your Alchemists, Architects or Generals.
Laws card 90: Unification abilityLaws 90: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Laws card 91: Unification abilityLaws 91: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Laws card 92: Unification abilityLaws 92: Unification ability. Move one of your workers to a neighboring region. The destination must share a border with the worker’s current region.
Laws card 93: Unification abilityLaws 93: Unification ability. Add one Unrest here to take one Currency and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Laws card 94: Unification abilityLaws 94: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 95: Unification abilityLaws 95: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 96: Unification abilityLaws 96: Unification ability. Add one Unrest here to take one Currency and one Laws token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Laws card 97: Unification abilityLaws 97: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 98: Unification abilityLaws 98: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 99: Unification abilityLaws 99: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 100: Unification abilityLaws 100: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Laws card 101: Unification abilityLaws 101: Unification ability. Lower Unrest by one in a region of your choice. Choose any one of your regions and move its marker down one space.
Laws card 102: Unification abilityLaws 102: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Laws card 103: Unification abilityLaws 103: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Laws card 104: Unification abilityLaws 104: Unification ability. Take one small Unification token in any colour. Choose its aspect to suit the reward you are building toward.
Laws card 105: Unification abilityLaws 105: Unification ability. Add one Unrest here to take one Currency and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Laws card 106: Unification abilityLaws 106: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 107: Unification abilityLaws 107: Unification ability. Add one Unrest here to take one Laws and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Laws card 108: Unification abilityLaws 108: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 109: Unification abilityLaws 109: Unification ability. Add one Unrest here to take one Laws and one Writing token. Raise this region’s Unrest first; at 3, the token reward is unavailable.
Laws card 110: Unification abilityLaws 110: Unification ability. Advance your ship one space. Resolve any elixir route reward you reach or pass on the way.
Laws card 111: Unification abilityLaws 111: Unification ability. Place one General official here.
Laws card 112: Unification abilityLaws 112: Unification ability. Place one Architect official here.
Laws card 113: Unification abilityLaws 113: Unification ability. Place one Alchemist official here.
Laws card 114: Unification abilityLaws 114: Unification ability. Place one Architect official here.
Laws card 115: Unification abilityLaws 115: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 116: Unification abilityLaws 116: Unification ability. Place one General official here.
Laws card 117: Unification abilityLaws 117: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 118: Unification abilityLaws 118: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 119: Unification abilityLaws 119: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.
Laws card 120: Unification abilityLaws 120: Unification ability. Add one Unrest here to hire one worker here. Raise this region’s track first; at Unrest 3, you cannot take this effect.

Alchemist cards

Each player has five colour-specific Alchemist cards. Place them into regions with your Alchemist officials; their pictured abilities can trigger from Court actions.

PictureDescription
Alchemist 1: Blue cardAlchemist 1: Blue card. Gain two Unification tokens of your choice by adding Unrest here. Raise this region’s Unrest first; at 3, you cannot take the tokens.
Alchemist 2: Yellow cardAlchemist 2: Yellow card. Gain two Unification tokens of your choice by adding Unrest here. Raise this region’s Unrest first; at 3, you cannot take the tokens.
Alchemist 3: Red cardAlchemist 3: Red card. Gain two Unification tokens of your choice by adding Unrest here. Raise this region’s Unrest first; at 3, you cannot take the tokens.
Alchemist 4: Purple cardAlchemist 4: Purple card. Gain two Unification tokens of your choice by adding Unrest here. Raise this region’s Unrest first; at 3, you cannot take the tokens.
Alchemist 5: Blue cardAlchemist 5: Blue card. Recruit any official here. Choose an Alchemist, Architect or General still in your supply.
Alchemist 6: Yellow cardAlchemist 6: Yellow card. Recruit any official here. Choose an Alchemist, Architect or General still in your supply.
Alchemist 7: Red cardAlchemist 7: Red card. Recruit any official here. Choose an Alchemist, Architect or General still in your supply.
Alchemist 8: Purple cardAlchemist 8: Purple card. Recruit any official here. Choose an Alchemist, Architect or General still in your supply.
Alchemist 9: Blue cardAlchemist 9: Blue card. Move up to three officials. Choose up to three of your Alchemists, Architects or Generals.
Alchemist 10: Yellow cardAlchemist 10: Yellow card. Move up to three officials. Choose up to three of your Alchemists, Architects or Generals.
Alchemist 11: Red cardAlchemist 11: Red card. Move up to three officials. Choose up to three of your Alchemists, Architects or Generals.
Alchemist 12: Purple cardAlchemist 12: Purple card. Move up to three officials. Choose up to three of your Alchemists, Architects or Generals.
Alchemist 13: Blue cardAlchemist 13: Blue card. Hire a worker here without adding Unrest. This card waives the usual Unrest increase for hiring.
Alchemist 14: Yellow cardAlchemist 14: Yellow card. Hire a worker here without adding Unrest. This card waives the usual Unrest increase for hiring.
Alchemist 15: Red cardAlchemist 15: Red card. Hire a worker here without adding Unrest. This card waives the usual Unrest increase for hiring.
Alchemist 16: Purple cardAlchemist 16: Purple card. Hire a worker here without adding Unrest. This card waives the usual Unrest increase for hiring.
Alchemist 17: Blue cardAlchemist 17: Blue card. Lower Unrest here and in another region. Reduce the track in the card’s region and one different region by one each.
Alchemist 18: Yellow cardAlchemist 18: Yellow card. Lower Unrest here and in another region. Reduce the track in the card’s region and one different region by one each.
Alchemist 19: Red cardAlchemist 19: Red card. Lower Unrest here and in another region. Reduce the track in the card’s region and one different region by one each.
Alchemist 20: Purple cardAlchemist 20: Purple card. Lower Unrest here and in another region. Reduce the track in the card’s region and one different region by one each.

Master Alchemist cards

PictureDescription
Master Alchemist 1: hire two workersMaster Alchemist 1: hire two workers. Add one Unrest here to hire two workers in this region. Raise this region’s Unrest first; at 3, the hiring effect is unavailable.
Master Alchemist 2: round scoreMaster Alchemist 2: round score. Gain points equal to the current round. For example, triggering it in round 4 scores 4 points.
Master Alchemist 3: Alchemist cardsMaster Alchemist 3: Alchemist cards. Score two points for each Alchemist card in this region, including this card. Three cards here score 6 points.
Master Alchemist 4: soldierMaster Alchemist 4: soldier. Unlock one Terracotta Soldier.
Master Alchemist 5: Mausoleum soldiersMaster Alchemist 5: Mausoleum soldiers. Score one point for each of your soldiers on a Mausoleum tile. Three soldiers there score 3 points.

Solo cards

Li Si’s 24 Action cards cover five action groups. Resolve the printed action and follow its priority order; the Solo page explains the automated opponent.

PictureDescription
Solo action 1: Unification prioritySolo action 1: Unification priority. Place a Unification card in the leftmost valid region and gain tokens based on its position.
Solo action 2: Unification prioritySolo action 2: Unification priority. Place a Unification card in the leftmost valid region and gain tokens based on its position.
Solo action 3: Unification prioritySolo action 3: Unification priority. Place a Unification card in the leftmost valid region and gain tokens based on its position.
Solo action 4: Unification prioritySolo action 4: Unification priority. Place a Unification card in the leftmost valid region and gain tokens based on its position.
Solo action 5: Unification prioritySolo action 5: Unification priority. Place a Unification card in the leftmost valid region and gain tokens based on its position.
Solo action 6: Elixir prioritySolo action 6: Elixir priority. Advance Li Si’s ship and resolve its route rewards.
Solo action 7: Elixir prioritySolo action 7: Elixir priority. Advance Li Si’s ship and resolve its route rewards.
Solo action 8: Elixir prioritySolo action 8: Elixir priority. Advance Li Si’s ship and resolve its route rewards.
Solo action 9: Elixir prioritySolo action 9: Elixir priority. Advance Li Si’s ship and resolve its route rewards.
Solo action 10: Governor prioritySolo action 10: Governor priority. Install Li Si’s Governor according to the card’s region priority.
Solo action 11: Governor prioritySolo action 11: Governor priority. Install Li Si’s Governor according to the card’s region priority.
Solo action 12: Governor prioritySolo action 12: Governor priority. Install Li Si’s Governor according to the card’s region priority.
Solo action 13: Governor prioritySolo action 13: Governor priority. Install Li Si’s Governor according to the card’s region priority.
Solo action 14: Governor prioritySolo action 14: Governor priority. Install Li Si’s Governor according to the card’s region priority.
Solo action 15: Palace prioritySolo action 15: Palace priority. Build Li Si’s Palace using its region priority and score the immediate points.
Solo action 16: Palace prioritySolo action 16: Palace priority. Build Li Si’s Palace using its region priority and score the immediate points.
Solo action 17: Palace prioritySolo action 17: Palace priority. Build Li Si’s Palace using its region priority and score the immediate points.
Solo action 18: Palace prioritySolo action 18: Palace priority. Build Li Si’s Palace using its region priority and score the immediate points.
Solo action 19: Palace prioritySolo action 19: Palace priority. Build Li Si’s Palace using its region priority and score the immediate points.
Solo action 20: Wall prioritySolo action 20: Wall priority. Build Li Si’s Wall using the direction and Emperor-tile instructions shown.
Solo action 21: Wall prioritySolo action 21: Wall priority. Build Li Si’s Wall using the direction and Emperor-tile instructions shown.
Solo action 22: Wall prioritySolo action 22: Wall priority. Build Li Si’s Wall using the direction and Emperor-tile instructions shown.
Solo action 23: Wall prioritySolo action 23: Wall priority. Build Li Si’s Wall using the direction and Emperor-tile instructions shown.
Solo action 24: Wall prioritySolo action 24: Wall priority. Build Li Si’s Wall using the direction and Emperor-tile instructions shown.
Li Si card 1: action prioritiesLi Si 1: action priorities. Selects Li Si’s action deck, turn order, ship start, soldier supply and scoring cards.
Li Si card 2: action prioritiesLi Si 2: action priorities. Selects Li Si’s action deck, turn order, ship start, soldier supply and scoring cards.
Li Si card 3: action prioritiesLi Si 3: action priorities. Selects Li Si’s action deck, turn order, ship start, soldier supply and scoring cards.
Li Si card 4: action prioritiesLi Si 4: action priorities. Selects Li Si’s action deck, turn order, ship start, soldier supply and scoring cards.
Solo scoring card A: endgame valuesSolo scoring card A: endgame values. Use the shown values for Li Si’s governor, ship and Wall scoring.
Solo scoring card B: endgame valuesSolo scoring card B: endgame values. Use the shown values for Li Si’s governor, ship and Wall scoring.
Solo scoring card C: endgame valuesSolo scoring card C: endgame values. Use the shown values for Li Si’s governor, ship and Wall scoring.
Solo scoring card D: endgame valuesSolo scoring card D: endgame values. Use the shown values for Li Si’s governor, ship and Wall scoring.

Tiles

Wall tiles

The Wall tile sets the endgame condition for the Wall placed in its section. For 2 / 3 / 4 players, use the first / second / third printed value on a tile. Each condition counts qualifying regions, not pieces within a region; see the FAQ.

PictureDescription
Wall tile 1: ArchitectsWall tile 1: Architects. Score 2 / 3 / 4 points for each region with at least one of your Architects. Extra Architects in the same region do not add another score.
Wall tile 2: AlchemistsWall tile 2: Alchemists. Score 2 / 3 / 4 points for each region with at least one of your Alchemists. Extra Alchemists in the same region do not add another score.
Wall tile 3: GeneralsWall tile 3: Generals. Score 2 / 3 / 4 points for each region with at least one of your Generals. Extra Generals in the same region do not add another score.
Wall tile 4: WorkersWall tile 4: Workers. Score 2 / 3 / 4 points for each region with at least one of your workers. Extra workers in the same region do not add another score.
Wall tile 5: matching card pairsWall tile 5: matching card pairs. Score 2 / 3 / 4 points for each region with at least two cards of one type. A region scores once when it has a matching pair, even if it has more cards.
Wall tile 6: card setsWall tile 6: card sets. Score 2 / 4 / 6 points for each Writing, Currency, Laws and Alchemist set. Count complete four-card sets; two complete sets score 4 / 8 / 12 points by player count.
Wall tile 7: PalacesWall tile 7: Palaces. Score 1 / 2 / 3 points for each region where you built at least one Palace. A region counts once, even if it contains several of your Palaces.

The rulebook appendices 3–5 also show the Governor, Palace, Starting, Emperor, Mausoleum and Unification tiles. Those faces remain unpictured because the appendix only has small effect illustrations, not readable tile fronts. The FAQ clarifies that the Palace tile that scores cards adds one Unrest total, then scores 2 points for each of your cards in that region; you cannot use it if that region is already at Unrest 3.

Tokens & pieces

Use the numbered setup pictures to identify officials, workers, Governors, Palaces, Walls, ships, soldiers, Unrest markers and Unification tokens. The general worker supply is unlimited. For Governor bonuses, follow the bonus icon: a green check waives the usual requirement, while a location arrow still applies.

Icons

The card faces use three Unification aspects: Writing, Currency and Laws. They also show Court-action triggers, Unrest changes, officials, workers, ship movement, Terracotta Soldiers and victory points. Read each ability alongside its trigger; the same action icon may activate more than one card in your tableau. For the reward phase, priority resolves ties, and afterward return unused large tokens and keep at most five small ones.

Rules

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