The Gilded Realms - Official How to Play Board Game. Complete, Clear and Concise.
as the years go on pick the right buildings to upgrade your medieval Kingdom and fent off threats in the Gilded Realms and today we'll be teaching you how to play the Gilded Realms game designed by Ivan and Dale hesy and Michael carage Georges and published by San time and hi everyone it's Stella and Taran welcome to Maple University and hey if you enjoy this video after watching you really help us by like subscribe and let us know what you think in the comments that seriously will help us to bring more videos all right now let's get to the classroom in the Gilded Realms players are Kingdom Builders in the pristine mountains trying to build up and defend the highest scoring provinces players will draw and then build buildings managing the timing of a build queue all to gain the combinations of buildings they need to upgrade their provinces before those provinces generate harvests providing the resource es to build more all the while players will also manage to build up a standing army aiming to defend their lands from the invasions of the evil sarakar and defend their resources and cards from the raids of other players players will gain points for their armies their gems how well they manage their population but more than anything else how far they upgrade their provinces and the player with the most points after all rounds have been played will be the winner the Gilden Realms has two modes of play standard which plays over nine rounds and epic which plays over 12 we'll take you through the standard rules first and come back for the changes at Epic mode at the end of the video when setting up for the standard mode all components with these small stars in the top corners are left in the Box to set up layout the main board and place a year event into each of the first nine slots returning the rest to the Box unseen place the year three year six and final year cards face up on their slots Shuffle and place the Endeavor deck and you can split that into two halves if you've got players at opposite ends of the table these two sections on the board are intended to be the same place the Serpent's wild cards here they're all the same and the 10 trade route tokens here set out the resource trades with the different resources gems determination Supply materials and the different types of coins to silver coins is worth one gold coin and there are also five gold coins and you can freely make exchanges at any time set up the tray with the 25 different types of knowledge tokens make a general supply of the dice gray is the weakest then green blue and red each player takes two Kingdom trackers and chooses a faction taking all of its faction pieces if that includes a board extension that goes between the trackers place your Caravan and population on their appropriate spaces look through your advisor deck to find your core advisors this will be three cards shown an s a one and a two and you'll stack them in this order on this space this represents three different levels of a special advisor power which you can upgrade through the game if it includes an immediate effect resolve it find your other advisor commander and your stance token and set them aside for now then if you have faction information also follow the rules and setup on there these will be unique to your faction in your territory area set up your Province cards there are four identical sets of these which come with the game you'll return the ones labeled four five to the box they're used for the epic game and for the others stack them so that you'll have 0 1 2 3 like so lay them out as influence agriculture Township resources and Military you'll see they form a continuous image each player takes a Serpent's Wild Card placed Artisan Side Up in slot four of their build queue now take your quest in your first game the rule book tells you to look through and find a specific quest for your faction but if not draw three quests look through them and choose the one you wish to take all leftovers are returned to the Box the card has two parts a setup part at the top which tells you the starting resources for your Treasury and the starting Province card to upgrade the bottom is an objective you'll try to achieve inside the first six rounds of the game to give you some direction you're now ready to play the standard game is played in nine rounds each round is played in three phases build action and event each phase is played in two or three steps such that there are seven steps per round in most steps there is no turn order players can resolve these steps simultaneously with each other the only exception is the resolution Step at the start of the event phase as such all players play simultaneously up until the end of choose stance do resolutions in a specific order and then continue simultaneously from there the steps are shown in detail on this game guide or in brief along your kingdom tracker I'll first summarize these steps in brief and then we'll come back and look at each step in detail first is draw three build two you draw three new Endeavor cards from the deck and may build two placing them into their appropriate Slots of your build queue you can also use resources for extra builds second is progress where all cards in your build queue move one step down entering your ter if they progress from the number one slot third is actions in which you can resolve any number of actions from among those available this can include Expediting which will get your cards built more quickly buying upgrades making fortifications and more then in step four each player secretly chooses a stance and this will determine whether the rest of their round will be attacking defensive or or stronger in the Harvest these are kept hidden and then revealed at the start of the event phase next in a specific turn order any players who chose to attack will resolve their attack effects and any players whove used their Caravans will resolve that next you'll reveal the year event which could trigger some sort of resource bonus for players to gain or could be an invasion by the main enemy of the the game Saka and players will need defense equal to the total threat or they'll be punished with a loss of resources then finally is the end Harvest where players will gain resources based on anything in the black bar above their provinces so now let's look at each phase in detail first is draw three build two this follows a special rule in round one collectively draw three three Endeavor cards per player and lay them face up on the table determine rank order anytime something has to be resolved in a specific turn order through the game it will be in rank order and that means the player who is upgraded the influence Province the most times with tires broken by your faction's specific rank number from highest to lowest each player chooses one card in rank order then a second card in Reverse rank order then a third card in rank order again in all other rounds players simply draw three Endeavor cards from the deck then you may build up to two cards for free most of the cards have two sides and you must choose at this point which side you're building it on it can never be flipped after that then check the build que number number in the top left corner of the side you're building and place the card in the appropriate slot you may have any number of cards in the same build slot there are two special actions associated with this step if you've already used your two free builds then you may also pay for any number of extra builds pay two materials and exhaust one population token then add the extra build card to its slot as usual second once per turn you can buy a wild card pay one gem token and then take a Serpent's wild card from the supply and add it to your hand actually building the wild card again works the same way as all of your other cards and counts towards your builds if you can't afford it you can also take the buy Goods free action and lets you pay two gold to gain one material or Supply in this case I could now afford the extra build to bring this Serpent's Cavalry into my queue once you finished building move on to progress here advance every card in your queue one step towards your territory cards in 4 3 or 2 will move to 3 2 or 1 from slot one it will move move into your army or territory if the card is a unit and it has a sword then stack it in your army if it's a building or a unit without a sword then move it into your territory if the text shows a when this enters your territory effect resolve that now next move to the actions phase and step three which are your actions there are four main actions and you can take each of them any number of times that you can afford there's also the Caravan action which you can take once every two rounds and I'm going to skip over that for now because we need to know a little bit more to put the whole action in context the first action is expedite and this lets you pay resources to progress your cards more quickly pay one material to get two steps of progress split across your buildings that could be two steps on a single building or one step on each of two buildings alternatively pay one Supply to do the equivalent on units two steps of progress split across one or two of your cards you can buy knowledge there are 25 different knowledge tiles split up into the five Province types and broken into level one level two and level three you are able to buy knowledge only if you've upgraded that Province to its equivalent level pay the gold cost in the top right of a tile that you don't already have and add it to your knowledge row you can have as much knowledge in a single Province as you want but space limits you to 10 total knowledge each knowledge gives you a new or upgraded ability described in detail on the knowledge player Aid the third action is feed your population spend two Supply to flip one population token back over to its ready side then the fourth action is fortify move a materials token over to the fortification box on your military Province the most material that can be on that card is shown in the top right corner of the Box throughout the build and action phase there are a few other actions you can do at any time the first and most fundamental is to upgrade a province as this is your major way of scoring points you must be able to meet and pay the cost at the bottom of the province card using cards in your territory for example upgrading this Township requires three town icons I would take those cards from my territory and discard them back to the main board to move my Township to the next level either flipping the card or discarding it as appropriate in some cases there are other ways to get to the requirement for my agriculture I have two of the wheat icons here can use my peasantry knowledge to exhaust a population for the third and the water Mills effect to discard materials for the fourth I would then upgrade this as so as another option serpent Artisans can be spent as a wild icon if the cost shows something to the left of a lock then you must have those but don't have to spend them anything to the right of the lock must be spent upgrading agriculture Township and resources gives you greater income when you upgrade military you keep any of your existing fortifications gain more capacity for fortifications and some innate defense when you increase your influence then your rank order goes up and the first two times immediately upgrade your core advisor advisors and other cards often have their own actions which you can take during the build or actions phases KY Guild for example has an action which relates to these Market cards specific to that faction if a card has a once per round effect which doesn't specify when it can be taken it must occur in the actions phase finally although these phases are resolved simultaneously players can keep interactive by negotiating with each other and making trades players May trade any resources except for gems from their treasuries and unbuild cards from their hands the only restriction being that card transfers must be one to one this working together can help players mutually reach the combinations they need for their favorite upgrades after your action step and before choosing your stance there is one more step which is to manage any leftover cards in your hand you do not carry a face down hand out of the action phase all leftover cards are placed face up into your Hinterland this can hold up to three cards or more with certain bonuses when you're resolving this step you can always freely discard cards from your Hinterland to make space for others during your build and actions phase you can think of your Hinterland as just being an extension of your hand anything you can do with cards in your hand you can do with cards in your Hinterland you can build them you can trade with them but the importance is that during the event phase and into the next round there are no secrets players know what you have and these cards are in danger of being stolen by a player who attacks and this brings us to step four choose stance each player uses this marker to choose whether they'll be an attack stance defense stance or work stance for the rest of this round once you're done place your stance token next to the current Year's Event and keep your choice hidden up until this point you've been doing all of your phases simultaneously and so by placing this here you've signify that you're done and ready for the event phase once all players stance tokens have been placed here you can move on the first step of step five is that all players simultaneously reveal their chosen stances attack defense or work and any player who chose work must choose in which of Agriculture Township or resources they plan to work then the remaining four steps will be campaign in which players who chose attack stance will launch attack campaigns against other players or against certain event cards Caravan in which players who've previously taken a caravan action resolve that Caravan revealing the Year's Event where you'll resolve the cards on the main board either gaining the bonuses shown or dealing with an invasion and then end Harvest where players will gain income two of these steps are going to involve some sort of military and unit conflict and these are the campaigns and invasions that come from the Year events and these are going to use the same cards but different icons on those cards specifically a campaign is going to involve Dice and true marks and an invasion is going to use these defense Shields unless otherwise stated those icons are not used for their opposite purpose it's very strictly Dice and true marks for campaigns and red shields for invasions so after revealing stances you'll resolve campaigns campaigns are resolved in rank order by players who chose attack stance when it is your turn you may choose to defer your turn to after the players with lower rank a campaign is represented by this icon and you can launch as many campaigns as you want and can afford with the Restriction being that every campaign will require you to move two of your units back to slot three on the build que that means they're not discarded but you will need to get them back into your army before you can use them again for each campaign declare a Target which which can be another player or and only if you have the siege weapon knowledge a face up looming threat card on the events board you can have the same Target on multiple campaigns in the same turn so the first step is to cue the two units that you're using for the campaign take and roll the indicated dice each side will show up to four true marks or a reroll and you can roll such a dice when you roll that symbol you roll immediately through these effects or others but no single die may be rolled more than once per campaign this would be a roll of two if your target was an opponent that opponent now rolls two dice in defense by default this will be the two gray dice but if the player has any units you may swap the gray dice out for the dice on those units you may always pick your best combination of two defensive Dice and do not need to cue units to defend make the roles and then both players also add any other true marks they have this could include knowledge and if the defender is in defensive stance then it always includes one true mark from The province's Stance effect most true marks wins with ties going to the defender if the defender wins then that player rolls the two gray Dice and gets one silver from the supply per true Mark rolled the attacker gains a gold from the supply and a determination token these can be spent ahead of any attack or defense role to add one true Mark to the result if the attacker wins and the defender's Caravan is not in play then the attacker's only option is to choose and Ste Ste any one card from the defender's Hinterlands and then either add it to their own Hinterlands or build it immediately at the cost of exhausting one population this is like having an extra build but without having to pay the material cost the other option is attacking a face up looming threat when one of these is flipped the resources on the middle row only are placed on the card you then roll your D and gain the benefit the lowest row is the lose condition and yields determination and gold if you roll the middle number and these rewards are still present you claim those rewards but if they're gone claim the bottom row instead if you roll the top row claim the rewards if present claim a gem from the supply and discard this card from the board do not not that later game looming threat cards show a double campaign icon this will cost you four units instead of two but offers stronger rewards after campaign you'll resolve Caravans and so I'll take this moment to describe everything that you can do through the cycle of a caravan back in your action phase if your Caravan token is here then you may send it out you must take any combination of for materials and supply and add them to your Caravan storage then take your Caravan token and place it on the next round's event card so if we're currently in round one I would place it on round two caravaning is a 2-year investment while your Caravan is out it is at threat of campaign and if you lose a campaign the opponent May instead of stealing one card from your Hinterland steal two resources from your Caravan and damage your Caravan then in the resolve Caravan step any player with a caravan on this year's event resolves it as follows first sell any remaining Goods you get a green dye per material and a blue dye per Supply Plus two gray dyes if your Caravan is damaged roll the dice and gain one silver per true mark next as long as one of these four slots is empty gain anyone trade route from the market over multiple Caravans you can have duplicates of the same token with the exception of the gems add your trade route to your Caravan then trigger all your trade routes so with this I could foresee one future event card and later when claiming this I'd gain two gold and foresee another event finally return your Caravan undamaged to your board now resolve the year event if there's one of these game cards on top of the event card resolve that first after round three players choose and gain one of the advisers they set aside in setup at the end of round six resolve whether or not you've completed your quest if you've gained everything on the lower part of the card then gain five gold these resources or bring back to population as a reward either way discard this and again choose and gain an advisor in either case if you choose your commander this is a unit with the sword icon add it to your army instead you can cue this for campaigns like any other unit now reveal and resolve the event some of these will give you options to gain more resources including bonuses for being in a certain stance otherwise players will face an invasion players individually count up their total threat value from this Invasion that will equal the threat value from the current round threats showing on any looming threat cards which no one has yet defeated and discarded in some cases a random amount of threat added by Rolling the red dice and so from what you see here the starting threat is 10 and then players individually add their own threat from their player boards and this will be on exhausted population dangerous trade routes and some cards in territory here the player would be facing 18 total threat threat can only be dealt with using the red shields you have the innate shields on your military Province you can spend fortification material to add two Shields per fortification so spending two here would be worth four Shields if you've chosen defensive stance that's worth five Shields or for attacking stance two Shields and you may move any number of your units to the number two slot in your queue to gain their Shields so let's suppose I cued all three of these they have four shields on them my total Shield would be 4 6 9 13 five short of the threat now suffer damage equal to the difference you can discard a gold material or supply for one damage exhaust a population for three damage discard a gem for four damage or discard any built card whether it's in your territory army or build que for five damage finally is end Harvest and players gain everything in the gray bar at the top of their provinces this is specifically what's in the dark bar unless you have the appropriate stance so from these spaces I'd gain two gold a silver and a supply and having chosen worker stance in my Township would draw an Endeavor and get one more gold if you've chosen a tax stance then you gain one gold for each campaign you launched the standard game ends after nine rounds resolve the final round event and then progress all cards into territory that is every card in your queue progresses as far as it can players now get one final action phase an opportunity to do some final upgrades and try to feed your population finally exchange leftover material or supply for silver and count up your final scores you'll gain the victory points printed in the top right corner of each of your Province cards gain one point for every two units in your army count up all of your gems and valid gem icons this will include gem tokens gems printed on cards in your territory gems printed on level three knowledge tiles and every five gold counts as one gem here I have seven gems and you get one point for every two gems finally lose one point for each exhausted population token you have the player with the highest score wins and if tied highest rank breaks the tie once you've played the standard game you can try the 12 round epic game Shuffle the Epic Cards into the event deck during set up but do not do the same with the Epic Endeavor cards these enter play Midway through the game you'll also now use all three cards in each province stack every Province can be upgraded as high as level five for the first half of the game there is no change then once you resolve this event in round six you reset the Endeavor decks shuffling the starting deck decks and discard piles together with all of the Epic Endeavor cards Epic cards have the icons you need to upgrade provinces Beyond level three upgrading from 3 to 4 requires the star icon which simply means you must be in round seven or later with these cards already in the deck and require foundations upgrading from level four requires cores which work in the usual way and a Capstone card of the matching type for example this is a resource Capstone this is a military Capstone this is the one you'd need to spend to upgrade military capstones are special cards when you draw One into your hand it's considered a coveted Relic and allows you to draw another card immediately you can build it as normal to get its icon and it's the most powerful icon if you wish to use the wild effect on a Serpent's Artisan as a Capstone you'll need to spend a gem to do so but you can also gain benefits by storing capstones in your Hinterland at game's end you'll gain one point per Capstone in your Hinterland up to a maximum of two however each Capstone you have there adds two to your threat this applies only to a Capstone in your Hinterland not one in your territory remember again players can make exchanges of endeavor cards with each other which can be an important way for players to get the specific capstones they need whether you're playing the standard or epic game the Gilded Realms is a game of asymmetrical factions and your advisor powers and special actions will provide different strategies and challenges which you can play from game to game I won't take you through these asymmetrical Powers but you can read them in full in the rule book there is also a solo mode which plays with its own solo opponent board and some decks of cards specific to solo play we won't be covering solo rules in this video but throughout the rule book you'll find any changes to the player rules written in these green boxes and you'll find the solo opponent rules explain in this dedicated section thanks for watching and if you like this video maybe you'd like to watch this next one have a great day bye