Game
- On your turn do 1 of 2 actions
- Obtain glass, and activate corresponding action
- Bottom left: white glass. Commit to a new contract
- Choose from market, spend influence, slide down remaining and restock
- Place into 1 of 3 available contract slots on your player board
- Bottom right: white glass. Fund a new investment (bonus income during reset phase)
- Choose from market, spend coins, slide down remaining and restock
- Place in the leftmost slot of the row corresponding to the cube colour next to your player board. An investment with no cubes can go in any row.
- All others: coloured glass: activate adjacent professions
- Activation order decided by owners
- Activation is optional
- Master and Apprentice activate independently
- Assign a worker to a new profession (bonus income/actions when professions activated)
- Create a new one
- Select from market, place
- red cards on left side of board, blue on right
- rows must have fewer professions than the next row below
- place your worker in the top worker slot
- if there is a small red cross, pay the pictured cost to place your worker
- Reinforce existing (become apprentice)
- place a worker in a vacant bottom slot of an existing profession
- master and apprentice can’t be the same colour
- Check for reset phase condition: 2 out of the 4 furnace locations are empty
During Play
- When placing a worker a new ability is unlocked depending on where the worker came from
- Influence Points maximum blocked by workers on the influence track
- Left half of the book/board
- 1VP each reset (must be unlocked before others in this area)
- 1VP / 2 cubes at end game scoring
- 1VP / 2 coins at end game scoring
- 1VP / 1 influence at end game scoring
- 5VP / set of 3 differenct accessories at end game scoring
- Professions (in any order)
- At the start of your turn you may discard either the 2 rightmost red or 2 leftmost blue professions from the market. Then take your turn as normal.
- When creating a new profession you may add it to a row that will have an equal number of professions as the next row below
- Contracts/Investments Section 1 (in order)
- When completing a contract you may replace 2 matching cubes for 1 of another colour
- When taking out a new contract or investment you may take 2 instead of 1
- Contracts/Investments Section 2 (in order)
- You may discard the lowest value contract or investment, and restock, before making your selection
- Discount of 1, for one card only, when aquiring a new contract or investment. Can’t reduce a cost to zero.
- Small factories (in order)
- You may obtain 2 cubes from the same factory
- You may obtain 3 cubes from the same factory
- Additionally, you may opt to activate the effect of an empty furnace action, instead of activating the row of professions
- You may obtain 4 cubes from the same factory
- Additionally, you may opt to activate the effect of an empty furnace action, instead of activating the row of professions
- Reset Phase
- Advance the french army 5 spaces.
- Replenish the 2 empty furnaces with the number of cubes indicated at the location of the French army (notation: 4/3/2 players)
- Gain 1 VP if you have placed that worker
- Empty the small factories
- Activate personal investments
- Each column of investments activated individually (and optionally)
- all/none investments in a column are activated
- A column composed of fewer than 3 investments may still be activated
- Spend the indicated resources from the Forest and Dune tracks
- Gain all VPs depicted
- Gain all cubes depicted (place them on top of the corresponding investment card, not your supply)
- Supply small factories
- Distribute the cubes from your investment cards to the small factories in any quantity/combination that provides a benefit
- Gain the benefit depicted for each valid combination you provide
- Fulfill personal contracts
- Optionally fulfill all/some/none of your contracts
- Contracts may only be fulfilled during reset phases
- Spend all of the required resources (some may require accessory tiles to be returned to the supply)
- Place the completed contract into the rightmost slot of the corresponding row
- Game End
- Game end triggered when the army reaches/crosses the leading players scoring marker.
- Player after the First Player take their turns, then everyone gets one more turn.
- Additional reset phases can take place during these final turns – complete them as normal
- After the final player takes their final turn perform one more reset phase
Score Points From
- Final scoring
- VP’s on the track
- VP from position on Forest track (0/7/15)
- VP from position on Dunetrack (0/7/15)
- VP’s for master workers
- 1VP per master in Stephens factory
- 3VP per master in Lower small factory
- 5VP per master in Upper small factory
- 1VP per master with an apprentice
- VPs for fulfilled contracts
- Multiply the number of cards in the column with the number of cubes depicted in the column
- VPs from unlocked abilities