Characters and stalls

The Paris of the guilds, card by card.

Six characters, twelve stalls, six bonus cards and six shards: everything you will come across on the quays of the Seine.

The six characters

One role per round, chosen in secret.

Roles are revealed together. Several players may take the same one, but nobody keeps theirs two rounds in a row.

Portrait: Trader

Trader

First purchase: −1 denier

Your first purchase this round costs 1 denier less, with a minimum total of 1.

Portrait: Broker

Broker

First sale: +2 deniers

Your first sale or delivery this round earns 2 extra deniers.

Portrait: Master builder

Master builder

First stall: −1 denier

Your first stall this round costs 1 denier less, with a minimum cost of 1.

Portrait: Carrier

Carrier

Buy up to 4 shards

Each purchase may contain up to 4 shards instead of 3.

Portrait: Steward

Steward

First delivery: +1 ★

Your first delivery this round earns 1 extra influence.

Portrait: Chronicler

Chronicler

First funding: +1 denier and a bonus

Your first funding action earns 1 extra denier and draws a bonus card if you have room.

The stalls

Six families, twelve stalls.

Each family has a cheap stall and an expensive one. Their advantage works once per round, and two stalls of the same family side by side form a producing pair.

Workshop

After your first purchase of at least two different colours, gain 1 denier.

Dyers’ workshop6 deniers · ★
Glassworker’s workshop11 deniers · ★★★

Trading post

Your first open sale or delivery this round earns 1 extra denier.

Bridge trading post9 deniers · ★★
Boatmen’s trading post12 deniers · ★★★★

Market hall

Your first funding action this round earns 1 extra denier.

Cloth hall6 deniers · ★
Lantern hall13 deniers · ★★★★★

Lodging

Your first stall of each round costs 1 denier less, minimum 1.

Weaver’s lodging9 deniers · ★★
Travellers’ lodging11 deniers · ★★★

Chancery

Your first delivery of at least three shards earns 1 extra influence.

House of seals6 deniers · ★
Quayside chancery12 deniers · ★★★★

Scriptorium

After your first bonus use, draw a card if you have room.

City scriptorium9 deniers · ★★
Illuminators’ house13 deniers · ★★★★★

The bonus cards

An ace up your sleeve.

One card at the start, one more at the end of each round, three in hand at most. Add one to your action: it stays secret until you play it.

Guild purse

Gain 2 deniers before your action.

Escort

Your purchase costs 1 denier less, minimum 1.

Letter of recommendation

Your delivery earns 1 extra influence.

Shared workbench

Your stall costs 2 deniers less, minimum 1.

Concord seal

Receive a seal, which replaces any shard in an order.

Caravan

Your purchase may contain one additional shard.

The shards

Six goods, precious and scarce.

Every round, one shard arrives cheap and another is in demand. Each has its own colour, shape and name.

  • Spiramberorange, spiralled
  • Waveglassblue, wave-shaped
  • Branchitegreen, branching
  • Carminered, veined
  • Vesperitepurple, twisted
  • Nightstoneblack, layered

The concord seal replaces any shard in an order. You earn it by building a bridge, or with the bonus card of the same name.

The denier is the game’s currency. It does not count towards the score: only influence (★) decides the winner.

The opponents

Four levels, the same rules for all.

The computer does not cheat: it sees neither your bonus cards nor the order of the decks. Every move it makes is explained on an illustrated card.

  1. Novice

    Explores and sometimes makes mistakes: ideal for learning.

  2. Apprentice

    Prefers moves that pay off right away.

  3. Strategist

    Plans its next moves.

  4. Master

    Weighs several lines of play and your replies.

Build your guild your way.

Choose your characters, your stalls and your family alliances.

Coming soon toGoogle PlayRules