No - that's a thing from the past.
No. In all cases where you can decide which resources to give the opponent, you may only choose resources the opponent can store in his regions or in the Gold Cache.
No, The Great Thingstead is an extraordinary site, not a building.
Note: The Great Thingstead belongs to the Age of Darkness expansion.
Yes.
You may remove the Builders’ Hut and build it again. This, however, will not prevent the opponent from building a Builders’ Hut, because in the Theme Game a removed Builders’ Hut is placed face up again.
No. The stars are not considered resources as described in the context of the Building Crane rule, and since only three resources are required to build the City Palace, you can't use the Building Crane.
Yes, but only to replace the resources with gold. It is not possible to replace stars with gold.
Note: Michael the Master Builder belongs to the Age of Darkness expansion.
No. You can look through the discard pile not a draw stack. But you only can take an action without requirements card or unit.
No, the Drill Ground only allows you to save resources.
Yes - if you own at least one star on a Public Feeling card.
No.
Note: The Master Merchants' Alliance belongs to the Age of Darkness expansion.
No, the Grove of Vigilance may only be used against events rolled with the event die - not against events determined by the opponent.
No. In all cases where you can decide which resources to give the opponent, you may only choose resources the opponent can store in his regions or in the Gold Cache.
No, you can only perform the action "Trade" before you perform the explorer ship action.
Contrary to the Contest of the Heroes, the opponent can't lose anything via a Dispute.
Note: The Contest of the Heroes belongs to the Age of Darkness expansion.
No.
Yes.
Yes. Although it has been upgraded, the Explorer Metropolis continues to be a city.
No.
No. The event card chosen is removed from play until the game ends.
Yes.
The players definitely should trust each other. If you don't trust your opponent, you shouldn't play with him in the first place.
No, the Grove of Justice must be used before rolling the die.
No, the Grove of Vigilance may only be used against events rolled with the event die - not against events determined by the opponent.
The die is only rolled once.
The Archer, Arsonist, or Traitor is fended off by the following combinations of cards and numbers rolled:
- Grove of Peace / Heinrich: 3, 4, 5, and 6
- Grove of Peace / Lookout Tower: 1, 2, 4, 5 und 6
- Grove of Peace / Heinrich / Lookout Tower: 1, 2, 3, 4, 5 und 6
- Grove of Peace / Robert, Herald of the Sages / Lookout Tower: 1, 2, 3, 4, 5 und 6
Yes.
Yes. The text on the card only determines that the Grove of Vigilance may be used when the "Celebration," "Trade," or "Brigand Attack" event is rolled. In this context, it doesn't matter when the dice were rolled and who rolled them.
No - since the Celebration isn't rolled by Reiner, you can't use the Grove.
Yes, if the event was rolled with the event die.
No, the Grove of Vigilance may only be used against events rolled with the event die - not against events determined by the opponent.
No.
You may use Groves only during your action phase. This restriction does not apply to the Grove of Peace, the Grove of Justice, the Grove of Vigilance, and the Grove of Courage.
Yes.
As soon as you have room for them and are able to pay the building costs.
You may use your groves as soon as you have placed them and are able to pay the owls required for using them.
No, the requirement must only be met to build the Hospital.
Sometime during your action phase. You determine at what moment.
You must remove a building of your principality.
You must remove one of your own buildings.
Yes.
The card must be in your hand, but you must refrain from performing the action.
Yes and no. If Marie is placed in a city, she can seduce the Herald or Paladin. Under no circumstances, however, are these two attracted to a settlement.
Note: Marie belongs to the Age of Darkness expansion.
No.
The Mercenaries only take effect if other protective measures such as Storehouse, Sacrificial Site, and Arsenal have failed. The Mercenaries (partly) divest the brigands of what they have stolen.
Note: Sacrificial Site and Arsenal belong to the Age of Darkness expansion.
Yes. You can use all measures that can be taken against cards featuring strength points.
No.
Yes. You are building a Monument to the Prince; therefore, the rules for building a Monument to the Prince apply.
Yes.
Yes, but only to replace brick with gold. It is not possible to replace stars with gold.
Note: Michael the Master Builder belongs to the Age of Darkness expansion.
No. The stars are not considered resources as described in the context of the Building Crane rule. But resources can't be saved either, because only three resources are required for building.
No, paying with gold does not count as a victory over the pirate in this case.
No, the Prince isn't a hero.
No, the Princess isn't a heroine.
Note: The Red Light Tavern belongs to the Age of Darkness expansion.
No, the Princess isn't a heroine.
In the Tournament Game, you must include it in your deck. In the Theme Game and the Duel, you place it at the beginning of the game.
Yes.
Yes.
No.
No, the Drill Ground only allows you to save resources.
Yes. If the sum of owls and die roll result is the same for both players, the sages accept the verdict of their herald.
Yes.
Note: Barbarian Attacks belong to the expansion Age of Darkness expansion.
No, because sages don't have strength points.
No, because on the one hand sages are units and on the other hand, region expansions.
Yes - if you don't have other units that you can offer your opponent or remove.
Note: The Bishop's See belongs to the Age of Darkness expansion.
Yes, if the sages are in your hand, you can lose them due to Traitors, Godfrey the Intriguer, or Odin's Priest.
Note: Godfrey the Intriguer and Odin's Priest belong to the Age of Darkness expansion.
This is only possible via special actions.
In the Theme Game and the Duel, the sages are in the draw stacks of the Sages set. In the Tournament Game, you must include the sages in your deck, where they are contained in one of your four stacks. From there, you draw the sages into your hand. During your action phase, you can pay the building costs for the sages and then place them. Alternatively, you can use Traitors to steal sages from your opponent's hand.
Wisdom points can be obtained in different ways:
- When the number of the adjacent region is rolled, the respective sage receives one wisdom point.
- Via the Academy of Sages: You may give any of your sages a wisdom point by paying one resource once per turn.
- By means of the Council of the Sages event card.
- By using the Power of the Groves action card.
No. All sages start without wisdom points - first they must obtain them.
You may remove the Shipyard and build it again. This, however, will not prevent the opponent from building a Shipyard, because in the Theme Game a removed Shipyard is placed face up again.
Yes - what you do with those resources is up to you. For example, you can use the wool to send your thieves on a "shopping spree."
Yes, that's possible.
From the opponent's region.
No, you may only steal a resource when you relocate the Thieves' Hideout.
Yes.
No.
Note: The Master Merchants' Alliance belongs to the Age of Darkness expansion.
Yes.
No. If you can't accommodate more stars on the Public Feeling, you are not allowed to move the Traveling Theater.
No, you must trade when you move the Traveling Theater.
Yes.
No.
You receive the resource from your opponent and a star.