Rule Question
The rule states that “The same location may not be used twice consecutively,” but it’s unclear if the three action spaces for the Alchemist’s “Take Ingredients” action count as one location or three. Can you take actions on different rows consecutively?
Rulesplainer
The consensus is that the three action spaces are considered separate locations. Therefore, you can take the “Take Ingredients” action on different rows in consecutive turns. However, you must move off from the exact same row/location on your next turn. It is noted that this mechanism allows for strategic play by requiring players to consider their moves carefully. For instance, when selecting a color for ingredient acquisition, you take marbles from both sides of the decanter according to the announced color. This understanding improves the gameplay experience and allows players to maximize their benefits during their turns.
Alchemist question – Location vs action space
Rule Question
The question is about what to do with the timepieces that advanced beyond the market phase indicator at the end of the production phase. Specifically, should these timepieces be placed at the bottom of the stack or maintain their order in the stack?
Rulesplainer
According to the consensus from the discussion, the timepieces that are on top of the market phase indicator will remain in their positions while those that advanced further will be stacked on top of them, without changing their order. This means the pieces that advanced beyond the market phase indicator should be placed above the existing stack of pieces on the market phase indicator, which stays at the bottom. This stacking order reflects a penalization for overshooting the market phase indicator, as the pieces that advance will take priority in turn order, allowing other players to have more information before their turns.
End of production phase question
Rule Question
How does the Peddler interact with the Dragon Island Festival module, especially if there are no matching customers and rogues?
Rulesplainer
The Peddler first checks his Customer Pool for matching customers or rogues. If there are none, he checks the Dragon Island in the same manner, moving from right to left. If still no matching customer is found, he draws one adventurer from the bag. When handling Faction Leaders, it has been discussed that there is no official rule. However, players can let the Peddler choose the Faction Leader first if available, which makes him stronger, or choose not to include them for balance. The Peddler can become quite challenging to beat when using multiple modules, especially those that increase the power of townsfolk, significantly affecting the game’s final scoring.
Dragon Island Festival and Peddler
Rule Question
In the Dragon Island Festival extension, when a round ends and there are meeples on the island, do these meeples return to the bag or stay on the island for the next round?
Rulesplainer
According to the discussion, the consensus is that meeples remaining on the Dragon Island at the end of the round do not go back into the bag. Instead, they stay on the island, and during the Arrival Phase of the next round, players refill the island with the necessary number of meeples up to a total of eight. There is one exception where if the bag becomes empty, all remaining meeples on the island must be returned to the bag. This ensures that the island is consistently filled without removing previously placed meeples at the end of a round.
Dragon Island Festival
Rule Question
The user asked whether their additional rules regarding the clock mechanics during gameplay in Merchants Cove were correct.
Rulesplainer
There is a rule regarding the movement of the market token; it should move one spot farther from the farthest player on the clock only if doing so does not bring it beyond the 12:00 position. If a player lands on or goes past the market phase indicator, they do not take further actions until all players have either landed on or passed that indicator. However, if any players are behind the person who passed the indicator, they do not get a turn. It was clarified that the clock may advance beyond the market phase indicator and the token should not move behind the 12:00 position at any point. Thus, the original idea of only moving one space beyond the indicator was found to be misleading; instead, the market token’s movement is constrained by its placement relative to 12:00.
I wrote additional rules for the clock during gameplay, do they sound correct?