Assassin
Name another character to kill. When called, that character remains silent, does not reveal, and skips the full turn.
2016 expanded edition
Browse the complete set, the original first-game setup, or one of the six preset options from rulebook pages 8-9.
Showing every character and district in the expanded edition.
Name another character to kill. When called, that character remains silent, does not reveal, and skips the full turn.
Assign three warrants facedown to different character tokens. One is signed. Reveal it when that player first pays to build, confiscate that district into your city for free, and refund the player's gold. The build still uses that player's building limit.
Gather resources, name another character, and pause. The bewitched player gathers resources only. Then resume using that character's abilities, limits, and restrictions with your own city, hand, and gold. If that character is absent, your turn does not resume.
Assign two threats facedown to different character tokens. One has flowered lace. After gathering, each threatened player can pay half their gold, rounded down, to remove it. If unpaid, reveal it and take all gold only for the flowered marker.
Choose a player and name a district type. Inspect that player's hand. For each matching card, gain one card and take one gold from that player if available.
Name another character to rob. When revealed, take all gold from that player. You cannot rob rank 1, the killed character, or the bewitched character.
Either exchange your complete hand with another player's hand, or discard any number of cards under the district deck and gain the same number of cards.
Take one random card from each other nonempty hand, then give one card to each affected player. Your building limit is two this turn.
Inspect another player's hand and choose a card. Add it to your hand or pay to build it without using your building limit. You can build duplicate district names this turn.
Noble
Gain one gold per noble district. You must give the crown to another player, then take one gold or one random card from that player if possible. If killed, transfer the crown at round end without taking a resource. Cannot be used with two players.
Noble
Gain one gold per noble district. You must take the crown. If killed, reveal at round end and take the crown as heir. If bewitched, you still take the crown.
Noble
Gain one card per noble district. You must take the crown. If killed, reveal at round end and take the crown as heir. If bewitched, you still take the crown.
Religious
Declare and gain any mixture of one gold or one card per religious district. If you are not tied for most gold during your turn, choose a richest player to give you one gold.
Religious
Gain one gold per religious district. Rank 8 cannot use its ability on your districts this round, unless the Bishop was killed.
Religious
Gain one card per religious district. When short of gold for a build, take only the missing gold from one player and give that player one card per gold, then build.
At turn end, recover all gold paid to build districts this turn. Do not recover other payments. You must have enough gold when each district is built.
Trade
Gain one gold per trade district and one additional gold, regardless of the resource gathered.
Trade
Gain one gold per trade district. Trade districts do not count against your building limit this turn.
Gain two cards, regardless of the resource gathered. Your building limit is three this turn.
Gain either four gold or four cards, regardless of the resource gathered. You cannot build any district this turn.
Draw seven cards, keep one, and shuffle the other six into the deck. Your building limit is two this turn.
Military
Gain one gold per military district. Exchange one of your districts for one in an incomplete opposing city. Pay any positive cost difference. The exchange cannot create duplicate names in either city.
Military
Gain one gold per military district. Seize one cost-three-or-less district from an incomplete opposing city by paying its owner the district's cost. You cannot create a duplicate name.
Military
Gain one gold per military district. Destroy one district by paying one less than its cost. You cannot destroy a district in a completed city.
Beautify up to two districts by putting one gold on each. Each permanently costs and scores one more. Each district can be beautified once.
Gain three gold if seated beside the player who revealed rank 4. If the Assassin killed that neighboring rank 4, gain the gold when rank 4 reveals at round end. Requires at least five players.
While in the cast, each district built creates a one-gold tax on this character's token when the builder has gold remaining. Tax persists between rounds. During your turn, take all stored tax. Your own Tax Collector turn is exempt.
Noble district
Noble district. Its building cost is also its base score.
Noble district
Noble district. Its building cost is also its base score.
Noble district
Noble district. Its building cost is also its base score.
Religious district
Religious district. Its building cost is also its base score.
Religious district
Religious district. Its building cost is also its base score.
Religious district
Religious district. Its building cost is also its base score.
Religious district
Religious district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Trade district
Trade district. Its building cost is also its base score.
Military district
Military district. Its building cost is also its base score.
Military district
Military district. Its building cost is also its base score.
Military district
Military district. Its building cost is also its base score.
Military district
Military district. Its building cost is also its base score.
Unique district
It cannot be built. Reveal it from your hand at game end to score three extra points.
Unique district
At game end, it can count as one district type of your choice. If changed, it no longer counts as unique.
Unique district
Building the Stables does not count against your building limit.
Unique district
Once per turn, destroy the Armory to destroy another district of your choice. A district in a completed city cannot be destroyed.
Unique district
Destroy the Framework instead of paying a district's cost to build that district. Magistrate cannot confiscate this free build.
Unique district
Rank 8 cannot apply its ability to the Keep.
Unique district
At game end, score five extra points if you have the crown.
Unique district
At game end, score one extra point for each district in your city with an odd-numbered building cost.
Unique district
You cannot build it with five or more districts in your city. At game end, it counts as two districts.
Unique district
Once per turn, put one card from your hand facedown under the Museum. Each stored card scores one point. Stored cards stay with an exchanged or seized Museum.
Unique district
When gathering cards, draw three instead of two, then keep one.
Unique district
If your stash is empty at turn end, gain one gold. An empty Alchemist resolves this before recovering building gold.
Unique district
At game end, score three extra points if your city has at least three districts of one type. This bonus scores only once.
Unique district
Other unique districts cost one less gold for you to build.
Unique district
At game end, score one extra point for each gold in your stash.
Unique district
At game end, score five extra points if it is your city's only unique district.
Unique district
Once per turn, discard one card under the district deck to gain two gold.
Unique district
At game end, score one extra point for each card in your hand.
Unique district
Destroy another district in your city instead of paying the Necropolis's building cost. Magistrate cannot confiscate this free build.
Unique district
You can build districts with names already present in your city. This does not let Magistrate, Diplomat, or Marshal acquire duplicates.
Unique district
Once per turn, pay two gold to gain three cards.
Unique district
At game end, score one extra point for each other unique district in your city.
Unique district
At game end, score two extra points.
Unique district
When gathering gold, take one additional gold.
Unique district
Rank 8 must pay one additional gold when applying its ability to your districts.
Unique district
When gathering cards, keep both drawn cards.
Unique district
If your hand is empty at turn end, gain two cards.
Unique district
For character abilities that gain resources by district type, count it as one district type of your choice.
Unique district
At selection-phase end, exchange your character card blindly with another player's character card.
Unique district
Pay some or all of its building cost by discarding cards, with each card replacing one gold. Magistrate refunds only gold, not cards.
Turn reference
Take 2 gold, or draw 2 districts and keep 1.
Use character and district abilities.
Pay a district's cost, up to the current build limit.
Complete at 7 districts, or 8 with 2-3 players.
Character
District
Reference