15.6.1
Live Off the Land. You must remove one Keeper warrior from each clearing that has four or more Keeper warriors.
15.6.2
Gather Retinue. You may add any number of cards from your hand to any Retinue slots, or you may shift one card in your Retinue to a different slot.
15.6.3
Draw and Discard. Draw one card, plus one card per uncovered draw bonus.
A.1
Step 1: Choose and Set Up Map. As a group, choose a map.
A.2
Step 2: Choose Deck. As a group, you may choose to replace the entire standard deck with the Exiles and Partisans deck.
A.3
Step 3: Set Up Bots. As a group, you may choose to play with bots.
A.4
Step 4: Seat Players. Determine the seating order and the first player randomly.
A.5
Step 5: Set Up Landmarks. As a group, you may choose to use landmarks (Appendix F).
A.6
Step 6: Set Up Hirelings. As a group, you may choose to use exactly three hirelings (Appendix E).
A.7
Step 7: Draw Five Cards. Each player draws five cards.
A.8
Step 8: Set Up Factions. As a group, you may choose and set up factions as described in the Standard Setup (5.1) or you may use the faction setup cards included in the Marauder Expansion.
A.9
Step 9: Place Score Markers. Each player places their faction's score marker on the "0" space on the score track.
A.10
Step 10: Choose Starting Hands. Each player chooses three cards in their hand to keep and puts the other two cards face down on the shared deck.
C.1
Winter Map. The river divides forests.
C.2.2
The Lake. The LAKE is in the center of the map. The lake is treated as rivers linking each coastal clearing to each other coastal clearing. The lake divides forests.
C.2.5
The Ferry. Once per turn, pieces moving from the coastal clearing with the Ferry can move on the lake to any other coastal clearing, ignoring adjacency, and moving the Ferry along with them.
C.3.2
Closed Paths. A path covered with a closed path marker is a CLOSED PATH.
C.3.3
Removing Closed Paths. Once per turn in their Daylight, a player can spend a card to remove a closed path marker from the game permanently and score one victory point.
C.3.4
The Pass and Tower. The clearing marked with the Tower piece is THE PASS. At the end of a player's Evening, if that player rules the Pass, that player scores one victory point.
E.1
Gaining and Losing Hirelings. When a player's score marker enters a space with a hireling marker, they take the hireling marker. At the end of their turn, they take any hireling card from the supply.
E.3
Rules. A hireling's controller treats hireling pieces as their own only for rule.
F.1
General Rules. Landmarks cannot be battled, moved, or removed, unless noted explicitly by a landmark. Landmarks are not owned by any faction and are not enemy pieces.
G.1.1
Ability. A persistent effect of a faction as listed at the top of its faction board and in its Faction Rules and Abilities section, or a persistent effect of a hireling as listed on its hireling card.
G.1.2
Adjacent. A clearing is adjacent to all other clearings linked to it by a path. A forest is adjacent to all clearings that touch it without crossing a path, and it is adjacent to all forests that are separated by only one path, except on the lake.
G.1.3
Building. A square cardboard piece owned by its faction.
G.1.5
Discard. Place the prompted card in the shared discard pile.
G.1.7
Effect. Anything that changes the game, including persistent effects, faction abilities, and actions.
G.1.8
Enemy. Any other player that you are not in a coalition with, or a hireling that is in the supply or held by an enemy player.
G.1.9
Enemy Piece. A faction piece of an enemy player or a hireling piece of an enemy hireling, except while you're treating the piece as your own for rule.
G.1.10
Faction Piece. All the warriors, pawns, buildings, and tokens listed on the back of a faction board.
G.1.11
Forest. An area on the map enclosed by paths and clearings.
G.1.13
Item. A square cardboard piece showing an item that is not owned by any faction.
G.1.16
Path. A white link between two clearings.
G.1.17
Pawn. A wooden figure owned by its faction.
G.1.18
Piece. Any component—building, token, warrior, pawn, item, marker, and so on.
G.1.19
Place. Take the prompted piece from the prompted source and put it in the prompted destination.
G.1.20
Play Area. The area around your faction board. Cards in it can only be spent, discarded, or used for other purposes if explicitly instructed.
G.1.21
Replace. Shorthand for REMOVE then PLACE.
G.1.22
Remove. Take the prompted piece from the prompted source and return it to the prompted destination.
G.1.23
Reveal. Place the prompted card face up in your play area.
G.1.24
River. A blue link between two clearings.
G.1.25
Ruin. Piece covering an "R" slot in a clearing.
G.1.28
Slot. White box in a clearing.
G.1.29
Spend. See DISCARD.
G.1.30
Supply. The collection of pieces that is not on a faction board or the map.
G.1.31
Swap. Switch the locations of the two prompted pieces.
G.1.32
Token. A circular cardboard piece owned by its faction.
G.1.33
Treat. The prompted thing takes on the properties of the second prompted thing.
G.1.34
Warrior. A wooden figure owned by its faction.