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Seafall Rules
Seafall Rules
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RULEBOOK
STOP!
STARTING CONTENTS
Gameboard
Sideboard
THE CAMPAIGN
15 custom dice
40 goods (10 each of 4 colors)
Captains Booke
Astrolabe
40 enmity tokens/province markers (double-sided)
(8 each of 5 colors)
5 province boards (1 per color)
62 coins (1, 5, 10)
36 reputation tokens
30 fortune tokens
9 structure tokens
12 upgrade tokens
8 treasure cards
20 damage cards
9 milestone cards
20 advisor cards
6 event cards
5 title cards
10 leader cards
SeaFall is a medium to heavy game. While the structure of a turn is fairly straightforward, there are a lot of terms and components
to get your head around before starting. The rulebook is organized as follows:
Page 3................... An overview of components in the game. Use this as reference while reading.
Pages 4-5............. Setting up the game.
Pages 6-7..............Cards, map, and terms. A look at the cards and how they are used and an overview of the map and key icons.
Pages 8-9............. A look at what players control (provinces and ships).
Pages 10-11.......... Two big concepts: endeavors (rolling dice pools) and tokens (reputation, fortune, enmity). Enmity is a little tricky.
Pages 12-13 ......... Putting it all together. Years, rounds, and turns. How SeaFall is structured and what you do on a turn.
Pages 14-19.......... You hire one guild on your turn. All four are discussed here and what actions they let you take.
Pages 20-21.......... A short bit on colonies (all these rules come later) and what you do at the end of the game.
Pages 22-23......... Odds and ends, such as changing players in your campaign, a glossary of terms, and credits.
Astrolabe
To track enmity
that sticks around
between games.
10
Produces Iron
Mine
Spice Market
Produces Linen
Ships
Each province has two
to explore the world and
transport goods.
Spice
Iron
Province
00
FIRST GAME
Advanced
Scout
1
2
Raid +2
00
Island E
Island B
Island C
Island D
Island F
Island G
Island H
EXPLORATION
SHEET
Locked Chests
Boxes of new materials
that are opened when
some milestones are
reached.
Province Chests
Boxes where players
store province holdings
that carry over from
game to game.
Storage Box
This round, all ships
have Sail +1.
00
2
2
Appelation
PRINCE/PRINCESS
PRINCE/PRINCESS
COUNT/COUNTESS
BARON/BARONESS
LORD/LADY
first
in line to be emperor
Leader Cards
Target Marker
A representation of you,
leader of a province.
Leaders have fortune,
reputation, and (often) an
appellation.
Title Cards
Glory Markers
(1 per player)
Sideboard
GOODS SUPPLY
Retired Advisor
Retired
Adventurer
Explore +1
Explore +2
Explore +3
Choose the top available sticker
when training an advisor.
When the last sticker is removed,
destroy this advisor.
00
Reputation Tokens
DUKE/DUCHESS
Fortune
3
3
3
3
4
5
UPGRADE
SHEET
6
4
6
4
6
4
6
4
6
4
6
4
Appelations
The Glorious
When buying a treasure,
you may use any type of
good to discount it.
The Vengeful
Take back one enmity
token each winter
(including the first).
The Wise
6
4
6
6
A summary of each
players stats and
holdings. A living
history of each province.
Fields
The Adventurous
The Prosperous
The Persuasive
Take one reputation
token each winter
(including the first).
The Industrious
Research (2 cards)
Research (2 cards)
Research (2 cards)
The Mighty
The Mariner
The Efficient
The Lucky
When buying a
structure, you may
use any type of good
to discount it.
+1
+1
+1
+1
+1
+2
Upgrade Sheet
Used to upgrade
province boards and
leader cards.
ON YOUR
TURN
Sell 3 Goods
Player Reference
Cards
IN
WINTER
1. Hire advisor or
buy treasure
1. Reassign astrolabe
& event deck
2. Replace advisors
3. Choose guild
3. Harvest
5. Claim milestone
5. Islands produce
6. Refresh
00
10
Structure Tokens
Built on build sites
to give a power for
that game.
For organizing
structures, upgrades,
the advisor forum, and
goods supply.
Province Boards
Garrison Reputation
against
raids in
this region
Docks-Iron
Docks-Wood
Event Cards
SMOOTH
SEAS
Gold
GUN TOWER
Exploration Sheet
Docks-Linen
of the realm
Advisor Cards
The
Fortune Tokens
Moments in the
campaign that give a lot
of glory and change the
course of history.
THE DREAM
OF EMPIRE
10
Milestone Cards
Enmity Tokens/
Province Markers
Enmity
10
ADVISOR DECK
Linen
Goods
Wood
Docks-Spice
Damage Cards
Blank
6
8
8
8
Weak
Sticker A
Produces Wood
Island A
Dice
Strong
Produces Spice
6
8
8
8
Iron Market
Wood Market
Bought by provinces to
gain glory.
10
00
Linen Market
Treasure Cards
ANTIQUE
STATUE
Permanent
Enmity Sheet
Upgrade Tokens
ENDURING
If the flagship,
every
rolled in
an endeavor reduces
damage by 1
PERMANENT
ENMITY SHEET
COMPONENT OVERVIEW
SETTING UP SEAFALL
Note: Some of the set up takes place during the first winter of the game
so dont worry if some of the set up seems incomplete.
ADVISOR DECK
18
DEADLY
+2 to Raid
10
10
against
raids in
this region
12
GUN TOWER
10
FEARLESS
May take
1 damage when
a support ship
TERRIBLE
10
+1 to Raid
3
3
10
OBSERVATORY
MARKETPLACE
May secretly
look at the top
facedown card
in any deck
18
10
Add 1 extra
die when a
support ship
SPIRITED
+2 to Sail
SWIFT
+1 to Sail
NIMBLE
10
11
10
PORT
Remove all
damage cards
from ships that
end a sail order
in this region
10
10
18
CUNNING
If the flagship,
may use up to two
fortune tokens at
dangerous
sites
INTREPID
+2 to Explore
BOLD
18
When hiring
advisors, you
may hire as many
from the forum
as you like
LIBRARY
+1 to Explore
18
+2 to Hold
10
HALE
PRINCE/PRINCESS
of the realm
13
PRINCE/PRINCESS
GOODS SUPPLY
DUKE/DUCHESS
COUNT/COUNTESS
BARON/BARONESS
Appelation
+1 to Hold
Treasure
10
ENDURING
If the flagship,
every
rolled in
an endeavor reduces
damage by 1
STALWART
Place the Captains Booke (1), Storage Chest (2), dice (3), and the
supply of gold (4) within reach of players.
2
2
Place the deck of advisors, face down, next to the sideboard, near
the forum (advisors are added to the forum during the first winter) (11).
Place ship upgrades and structures face up into their locations on the
sideboard (12). Stack duplicate copies of upgrades and structures on
top of each other. This is the supply of upgrades and structures. Place
goods into the goods supply on the sideboard (13).
LORD/LADY
first
in line to be emperor
Milestone
Give each player their province board (5) and province chest (6). Have
players sit around the table in the order dictated by their title cards.
Players should remove all tokens and cards (7) from their province chest.
1
5
Milestone
RULE 1
Appelation
Milestone
10
2
2
Have each player place their ships in their home harbors (marked
with their province symbol and color) (8), their eight enmity tokens in
the home enmity section of their province board (9), and any other
cards or tokens in the appropriate locations. They should also take
reputation and fortune
tokens equal to the value shown on their leader
1
cards and place them
on their leader card (10).
5
RULE 2
Milestone
Milestone
00
1
ANTIQUE
STATUE
Treasure
THE COLONY OF
10
15
17
THE COLONY OF
2
3
4
3
3
3
THE COLONY OF
3
2
6
6
THE COLONY OF
00
Milestone
AN ISLAND
REVEALED
Explore the
highest numbered
site on an island.
00
Milestone
3
THE CONTINENT
AWAKENS
Have three
structures.
1
5
00
Milestone
3
14
Milestone
THE FINEST
TREASURES
Have treasures
totalling 3+
glory in your
treasure room.
Milestone
DARKNESS
STIRS
00
16
U NLOCK
Milestone
4
3
6
THE COLONY OF
THE COLONY OF
THE COLONY OF
18
THE COLONY OF
Place milestones (14) and treasures (15) face up onto their locations.
You can have more milestones than slots for them (a rare occurrence),
in which case place them near the board. Face up card decks can be
looked through at any time.
Have each player place their glory marker on the glory track (17). Your
glory total resets to zero each game, though in later games it is possible
to start a game with a small amount of glory from items that will carry
over from game to game.
Place the target glory marker on the glory track (16). In your first
game (after the prologue), the target is 11 glory. The target increases
by one glory each game, to a maximum of 24 glory. If your campaign
continues beyond this point, the target stays at 24 glory each game
thereafter. Reference the Historical Record to see how many games
youve played.
Place shuffled damage cards (18) (and other types of cards, once found)
face-down in the appropriate section of the game board.
Beginning with the player with the least-prominent title and continuing
in turn order (clockwise), have each player follow the instructions on
their Title card and gain bonuses if applicable (there are no bonuses on
the title cards you have at the start of the campaign).
Leader Cards
Milestones
00
Event Cards
SMOOTH
SEAS
The
Advanced
Scout
Raid +2
00
Reference Cards
1
2
PRINCE/PRINCESS
of the realm
ON YOUR
TURN
1. Hire advisor or
buy treasure
2. Choose active advisor
IN
WINTER
1. Reassign astrolabe
& event deck
2. Replace advisors
3. Harvest
3. Choose guild
4. Take 2 guild actions
GUILD5. ACTIONS
Islands produce
5. Claim milestone
guild
ship required
6. Refreshno ship required
at location
at location
00
Sail
Explore 1 site
Research (1 card)
Sail
Raid 1 site
PRINCE/PRINCESS
Sail
DUKE/DUCHESS
Sail
Buy 2 Goods
Repair all
or
Upgrade 1
Sell 2 Goods
Build 1 Structure
COUNT/COUNTESS
BARON/BARONESS
LORD/LADY
Appelation
Fortune (4): Your fortune level. Youll take this many fortune tokens at
the beginning of each game.
Advisors
2
2
Milestones always bring a new event card into the game. Milestones
with a purple Unlock banner (as shown on this card) will also open a
locked chest when completed. In the prologue, there are special
milestones used only in that game that do not bring in new event cards
or unlocked chests.
Titles
DARKNESS
STIRS
Names
In SeaFall many game
elements are unnamed
Name banners look like this.
You can name this one, if youd like.
until players interact with
them. Youll have many
opportunities to name your various cards and locations. Coming up
with names can be difficult, especially before any history has been
recorded. You may name your province (on the gameboard and province
board) and ships (on your province board) when you are ready. You may
name unnamed advisors when you hire them, or at any time as long
as you have control of them. Do not name islands unless instructed
to do so.
first
in line to be emperor
THE COLONY OF
THE COLONY OF
4
3
THE COLONY OF
THE COLONY OF
THE COLONY OF
THE COLONY OF
The world is divided into different sections. Anywhere your ship can
go is referred to as a space. The provinces are on the eastern side of the
board and the ocean stretches out to the west.
THE COLONY OF
The Basics
Treasure
10
12
12
Coastal Waters (2): The space between home harbors and the open sea.
Empty Sea space (4): If the open sea space has nothing in it, it is an
Empty Sea space.
1
5
1
1
5
12
1
5
10
3
3
11
11
9
3
THE COLONY OF
THE COLONY OF
4
3
THE COLONY OF
3
Reroll all rolled
during endeavors here.
THE COLONY OF
THE COLONY OF
ICONS
Sites that have been explored have printing or (more often) a sticker on
them (10), showing what is at that site.
THE COLONY OF
1 7
Milestone
30
3
6
Milestone
Milestone
Stone archway (7): There is an ancient stone archway in the deep ocean,
large enough to sail a ship through. No one knows its exact purpose.
Milestone
Islands (5): Found in open sea spaces. There is an inset of each island at
the end of its column (6). Ships in an island space can interact with the
island inset region and all the sites on the island. For example, a ship
can buy goods, explore, or raid sites on that island.
Milestone
Open Sea space (3): The part of the ocean marked as hexes on the
board. These spaces are organized into columns. Each column can have
one island in it.
Regions
Milestone
Home Harbor (1): Each province has a home harbor off its coast and is
said to control this space.
5
4
THE COLONY OF
Repair
Ships in a space/region with this icon may take the repair
action.
Dock
Ships in a space/region with this icon may take the
upgrade ship action. Home harbors have this symbol
and more may be found on islands. Some docks let
you upgrade with any color token (as shown here) while
others only allow one color.
Market
Defense
Garrison
Each region (island and province) has a garrison, which is
the number of dice removed from a raid endeavor.
(See endeavors, page 10, and raids, page 19 for more information.)
PROVINCE BOARDS
Each province is a region and has its own board.
2
8
2
9
10
7
5
6
Province Sites
Fields (2x)
Building Sites
Warehouse
Council Room
Vault
Treasure Room
Ships
Home enmity
At War With
10
Active Advisor
Each province has two ships, represented by the two plastic ships. They
have slightly different abilities at the start of the campaign. Details
of these ships are shown on the province boards. Ships will slowly
improve as your campaign progresses and can be upgraded within a
game (although these upgrades go away at the end of each game).
1
5
RULE 4
4
3
3
3
2
4
THE COLONY
THEOF
COLONY OF
THE COLONY
THE
OF COLONY OF
RULE 5
THE COLONY
THEOF
COLONY OF
THE COLONY
THEOF
COLONY OF
THE COLONY OF
THE COLONY
610
812
1012
12
3. Explore
THE COLONY OF
2. Raid
THE COLONY OF
1. Sail
4. Hold
The hold is for holding goods. A ship may have a number of items in
its hold equal to its hold value. In later games, the hold also shows how
hard it is to sink when attacked.
RULE 6
At the end of each game, players will get to permanently improve one
of their ships by filling in one of the boxes (see end of game).
Sailing
Each turn you have the option to move each of your ships up to its sail
value. If ships are in the same space, you may choose to move them
together. If you have two ships with different sail values that move
together, you may continue moving the faster ship after the slower ship
moves its sail value. A ship with a zero sail value may still move up to
one space.
2
1
There is no limit to the number of ships that may occupy a space, and
multiple players may have their ships in the same space.
Before and/or after you sail, if both your ships are together at any
region (that is, at land), you may rearrange goods between their holds.
You may also load or unload goods from your ships holds into or out
of warehouses you control in that region.
Example right: Blue has a ship with a sail of four and another with a sail
of three. She moves both ships together for three spaces (1). At this point, the
slower ship has reached its sail value and cannot move farther that turn.
She moves the faster ship one more space to an island (2).
1
5
ENDEAVORS
AND DAMAGE
Endeavors
Some actions in the game are uncertain and risky, and you will roll
dice to determine success. These dice rolls are called endeavors.
For example, exploring a site on an island is an endeavor. Raiding a
province is an endeavor. An endeavor is successful if you roll at least
one success and your flagship doesnt sink. To attempt an endeavor,
you build a dice pool and roll it, trying to roll at least as many successes
as the defense of the site where the endeavor takes place.
Roll all the dice in your dice pool and count your successes. If the site
is not dangerous, you may spend fortune tokens
to change
Reroll all
rolled blank dice
during endeavors here.
into a standard success, one die per token spent.
Strong
If the number of successes is less than the sites defense, take damage
equal to the difference (see Damage, below).
Standard
Weak
Blank
Dangerous Sites
You
3 cannot spend fortune tokens during an endeavor at a
dangerous site. (See fortune on the facing page.) 3
Starting an Endeavor
3
Dice
Dangerous
Site
Choose a ship in the region to be your flagship. Use this ships values
Reroll all rolled
during the endeavor, and any damage you take will
be assigned to this
during endeavors here.
ship. Take dice equal to the ships value in the appropriate category. If
upgrades or damage cards increase or decrease the appropriate value,
adjust accordingly. This is your dice pool. Various other effects may
add or subtract dice from your dice pool.
Damage
Damage is always applied to the flagship
in an endeavor.
BROKEN
MAST
To dismiss, use a
repair action at
a region with a
repair symbol.
-1 to Sail
00
Ships may have no more than two damage cards. If it would take a third
damage card, it instead sinks. Damage takes effect immediately. If your
hold is damaged, immediately return any goods in excess of your adjusted
hold value to the supply. You may choose which goods to return.
Madman
Bonuses
If your other ship is in the region, you may use it as a support ship as
long as that ship doesnt have a value of zero for the stat being used.
Example: Since gray has another ship in the region, she adds
another die to the pool. If the explore of the support ship was zero,
she wouldnt add a die.
Gain an additional
RULE 7
an endeavor
If your active advisor has expertise in the valueglory
you after
are using,
add dice
at
a
dangerous
to your dice pool in the amount shown on the advisor card. site if
you took no damage.
Example: Grays active advisor is the Madman,
who has an expertise of Explore +1. She adds
another die for her advisors expertise.
Explore +1
00
10
1
Sinking
2
If your ship sinks, remove its upgrades and return them to the upgrades
supply, exhausted. Lose 1 glory for each upgrade returned to the
supply. Return any goods in the hold to the supply. Place the ship on
your province board until you rebuild it with a repair action.
TOKENS
AND ENMITY
Blue is considering raiding greens province. Blue has one permanent enmity
sticker on greens province from an earlier game, one token in the At War
With space, and one on greens field from a raid earlier in the year. Blue would
remove three dice from his raid dice pool, one for each enmity. Blue decides to
take a different action. Note: if red raided green, he would not remove any dice
due to enmity as there is no red enmity in greens province.
Fortune Tokens
Reputation Tokens
When raiding, the raiding party removes one die from their raid dice
pool for each enmity of theirs in the region they are raiding.
Green decides to get revenge on blue and raid his province. When building his
raid dice pool, he adds one die for the enmity in his At War With section but
does NOT add dice for the enmity on the field or the permanent enmity.
Example: Yellow has a port in her home harbor. Red offers to give her a
reputation token to have his ships repair all damage in yellows home harbor
that turn. Yellow accepts the token and red repairs his ships without having to
spend a repair order (due to the Port). Yellow could have refused the token but
cant sweeten the deal by asking for some gold in addition.
Enmity Tokens
Enmity represents hostility between provinces, or between
an island and province. Enmity tokens represent the state of
5 into
affairs in the current game. At the end of the game, some may turn
permanent enmity stickers which last from game to game until removed.
THE COLONY OF
Green raids one of blues fields and owes two enmity. He first returns the blue
enmity in his At War With section, which goes back into blues home enmity
section. He owes one more and places one green token on the raided field.
THE COLONY OF
6
Running out of Enmity
Permanent Enmity
Province Markers
The backs of enmity tokens are province markers, which are
used later in the campaign.
11
RULE 8
Winter Phase
During winter, follow each of these steps in order:
Non-Winter Rounds
1. Reveal an Event Card
GOODS SUPPLY
2. Replace Advisors
Dismiss all advisors from the forum (dismiss means to put on the bottom
of the card deck), then deal five cards from the advisor deck face up
into the forum. There will be no advisors to dismiss for the first
winter of the game.
00
1
2
Local
Guide
Your support
ship adds +1 die
to endeavors.
Buy Goods +1
Tax +1
The
Carpenter
00
1
1
Explore +1
00
1
3
00
1
2
00
1
2
00
3. Harvest
Milestone
Milestone
5. Advance the Astrolabe
Treasure
Advance the astrolabe one spot. If the astrolabe
moves to winter, the year is over. Begin a new year,
starting with a new winter phase. Otherwise, play
another round, starting with step 1 of this list.
Move all enmity tokens on province board sites to the At War With
section of that province board. Move enmity on islands to cover the
garrison of the island.
5. Islands Produce
6
3
3
5
3
THE COLONY OF
SMOOTH
SEAS
3
5
12
Milestone
Raid +2
The
Captain
The
Brute
00
Beginning with the player who holds the astrolabe and proceeding
clockwise, each player takes a full turn. What you do on a turn is on
the next page.
The
Advanced
Scout
ADVISOR DECK
The
SMOOTH
SEAS
3
6
THE COLONY OF
RULE 11
You may either hire one advisor from the forum or buy one
treasure card.
Hire an Advisor
(Costs gold or reputation)
Select an advisor card in the forum and pay its
cost in gold or reputation to hire. If the advisor
doesnt have a name, you may name them. Put it
face-up in your council room. Gain the printed
glory amount of that advisor, if any (most dont
give glory). There is no limit to the number of
advisors you can have in your council room.
The
Advanced
Scout
3. Hire a Guild
You may use up to two
fortune tokens at endeavors
at dangerous sites.
Raid +2
00
1
2
Merchants
Guild
Builders
Guild
Explorers
Guild
Soldiers
Guild
RULE 9
Each guild has a Sail action, which will let you move your ships, one
action that requires a ship to be present at the location, and one action
that does not require a ship to be present.
The guilds and their actions are shown on the player reference cards.
These actions are discussed in detail starting on page 14.
RULE 10
4. Claim a Milestone
Buy Treasure
AN ISLAND
REVEALED
ANTIQUE
STATUE
00
Remember that players can always look through the treasure deck and
at treasures in other provinces treasure rooms.
2. Activate an Advisor
You may choose a face-up advisor from
your council room and place it in your
active advisor space on your province
board. As long as this advisor is active,
you may use all of its abilities and gain all
of its bonuses and expertise.
The
Advanced
Scout
00
13
1
2
MERCHANTS GUILD
AND THEIR ACTIONS
Caravan
Driver
1. Sail
Move each of your ships up to their sail value.
A ship with a sail value of 0 still moves up to 1 space.
action,action
you may
Example: Red selects the Sell Goods
and has an active advisor that
also
has Sell Goods +2 (1). Red sells
allbuy
fourgoods
goods in his warehouse (2). He
from
supply
may sell two for the action and
twothe
more
because of the advisor. Because
for
6
gold
each.
Place colors (3), he may sell
the market symbol in the warehouse
is
all
four goods
5
goods of any type there. He sells
eachgoods
for 6 gold
and gets 24 gold (4).
these
in your
2. Buy goods
Buy up to two goods cubes available on island sites and place them on
your ship or ships at those islands. The cost is three gold per good plus
one gold per good for each enmity of yours at the island.
province warehouse.
Place bought goods in the hold of any ship of yours at the island.
Ships may not carry more items than their hold value allows. You may
return goods to the supply (gaining nothing for them) in order to store
different goods.
Sell Goods +2
Buy Goods +2
Milestone
2
6
36
3
3
35
11
Milestone
01
Example: Blue has ships at two different islands, each of which has goods on
it. He picks the buy goods action and has his first ship buy the iron available
on that island (1), paying three gold. He puts the iron cube in the hold of the
ship there (2). He wants a linen but the island doesnt have any for sale. It
produces it but there isnt a cube there now (3). He buys the linen from the
other island (4), using the ship he has there. Because blue has two permanent
enmity with the island (5), the linen costs five gold instead of three (one gold
more for each enmity), putting the linen cube in the hold of the ship there (6).
He would like to buy more goods but the action only allows two goods to be
bought and he didnt activate an advisor with this expertise.
Milestone
Milestone
3. Sell Goods
Reroll3all rolled
during endeavors here.
THE COLONY OF
THE COLONY OF
2
6
14
1
3
BUILDERS GUILD
AND THEIR ACTIONS
Gain one glory for every upgrade bought
Gain one glory for every structure built
1. Sail
Move each of your ships up to their sail value.
A ship with a sail value of 0 still moves up to 1 space.
2. Repair OR Upgrade
(Upgrades costs gold and can be discounted with a good, ship must be present)
You may either repair both your ships or upgrade one of your ships.
3. Build
Repair
LIBRARY
When hiring
advisors, you
may hire as many
from the forum
as you like
Some docks let you buy any upgrade while others only let you buy an
upgrade of one color.
An active advisor with build structure expertise lowers the cost of the
structure.
You may spend one good of the same color as the upgrade to reduce
the cost by 8 gold. This good must be in the same region as the ship to
be upgraded, either in a warehouse or on a ship.
You may spend one good of the same color as the structure to reduce
the cost by 8 gold. This good must be in the same region as the build
site, either in a warehouse or on a ship.
If you are using a dock on an island, add one gold for each enmity you
have at the island
Upgrade
Buy one upgrade for one of your ships at a region with
a dock symbol by paying its printed gold cost, less any
discounts. Upgrades last until the end of the game or
until your ship is sunk.
18
You may return structures to the board exhausted (face down) to make
room for new ones.
You may return and exhaust an upgrade to the board to make room on
a ship for a different one.
Gain one glory. If the structure is returned to the board, lose that glory.
10
15
EXPLORERS GUILD
AND THEIR ACTIONS
1. Sail
RULE 12
4
3
56
RULE 13
21
6
69
45
47
54
50
72
60
308
151
72
355
304
191
4
353
12
40
84
220
68
61
55
50
306
3. Research
219
228
66
46
19
354
64
65
45
54
58
26
17
57
302
48
44
53
314
13
82
52
296
62
299
359
1
356
67
85
63
19
30
219
59
10
1 47
49
Reroll
all rolled
28
71
during endeavors
here.
258
22
83
51
56
10
150
358
73
59
30
Note: You cannot research at the start of SeaFall. There are no maps or charts
at the start of the campaign as you have not begun to explore the world.
67
Pay three gold to draw one research card. Advisors with Research +X
allow you to draw X additional cards at no extra cost. Choose one
drawn research card to keep and place it face up in your treasure room.
Dismiss the other cards.
85
60
82
Research cards are kept from game to game, and are only dismissed
after you use them.
296
52
62
308
Example: Blue has a ship at an island with an unexplored anchor site with a
defense of five. Its a dangerous site. She takes the Explore action and builds
her dice pool. Her explore value for the ship is two and she has the Intrepid
upgrade, which adds two to a ships explore value, bringing it to four. Her
active advisor is the woodsman, who normally adds one die but, because its
an anchor symbol, his power adds an additional die. She has six dice. She rolls
four successes, one short of the defense. Because its a dangerous site she cant
spend fortune so she takes one damage. She chooses to exhaust the Intrepid
upgrade rather than draw a damage card. The endeavor is a success and she
gains one glory. Looking at the explorers map at the front of the Captains
Booke, she finds an anchor symbol, crosses it out and turns to the entry
matching the number near that anchor. She reads aloud.
302
48
RULE 14
220
151
4
353
299
65
46
16
306
73
WHATS ON
THE ISLANDS?
Tombs?
These are the things you may discover when you explore island sites:
Ancient Statues?
Goods
The purpose of these is unknown and they may not exist at all.
Strange Temples?
Produces
Wood
It is rumored that the ancient empire of the seas buried their leaders in
tombs on the isles.
Produces
Linen
Produces
Spice
Little more than legends from sailors gone mad. You hope.
Produces
Iron
Mine
Mines may be raided to gain the amount of gold printed
on it. The only way to get gold from a mine is to raid it
(see Soldiers Guild on page 18).
RULE 15
Docks
You may buy a ship upgrade matching the color of the
docks symbol. For example, a yellow docks site, as shown
here, allows you to buy a yellow upgrade (which discounts
with spice). This upgrade must be placed on a ship in the
same region.
Market
You may sell goods at an island that has a market if the
goods match the color of the market. For example, you may
sell iron at an island that has an iron market.
17
SOLDIERS GUILD
AND THEIR ACTIONS
Gain 1 glory for every successful endeavor
1. Sail
Move each of your ships up to their sail value. A ship with a sail value
of 0 still moves up to 1 space.
Raiding a Ship
Although the peace of the previous generations has largely ended,
provinces are still forbidden to raid each others ships at this point.
RULE 16
If you dont sink after you roll, you gain plunder from the site
(see Plunder, opposite page).
Example:Yellow decides to raid a site that produces spice. Although there is no
spice cube currently there, he can still raid it as it doesnt have an enmity token
on it. It is a dangerous site with defense 5.
RULE 17
He has both ships at the island, one with Raid 4 and one with Raid 2. The
ship with Raid 2 also has the Nimble upgrade. His active advisor is the
Advanced Scout. He declares his ship with Raid 4 to be his flagship and takes
four dice. His support ship would normally provide one additional die but the
nimble upgrade allows it to donate an extra, so he adds two more dice. The
Advanced Scout has Raid +2 so he takes two more dice for a total of 8 dice.
Looking at the garrison of 1, he removes one die and rolls 7 dice. The roll is 3
blanks, 2 weak successes, 1 success, and 1 strong success. The islands power
says to re-roll weak successes so he does and gets one blank and one success. He
has a total of three successes. The Advanced Scout is his active advisor and
lets him use fortune at dangerous sites so he uses two fortune tokens to turn two
blanks into two standard successes, bringing his total to 5, the defense of the
island. He takes no damage, gains a glory, and takes a spice from the supply.
3. Collect Taxes
Add 3 gold to your vault. An active advisor with Taxes +X increases
the amount of gold you collect with this action.
18
PLUNDER
Province Sites
(Provinces cannot be raided in the prologue so you may skip these
rules when playing that game.)
What you collect depends on the type of site you raid and how many
successes you rolled. In all cases, you will place one or more enmity
tokens on the raided site. Sites with enmity tokens cannot be raided
again this year. Plunder can be put on any ship of yours in the region.
Gold goes directly to your vault.
Island Sites
On islands, the number of successes you rolled does not matter. In
all cases, at least 1 success results in plundering the site and placing 1
enmity token on the site after a successful raid.
Gray raids yellows province and ends up with three successes. The defense of
the province is five so gray takes two damage. After taking damage, gray may
plunder a field, the warehouse, or council room since all the plunder values
are three or less. Gray does not have enough successes to plunder the vault or
treasure room. Gray decides to plunder a field with a plunder value of two.
She places two enmity tokens on the field.
Good
Take the good on the site
and add it to a ship in
Produces Produces Produces Produces
this region. If there isnt
Spice
Iron
Wood
Linen
one, take one good of the
matching type from the supply. If arent any of the matching good in
the supply, the site cannot be raided.
Mine
Take gold from the supply equal to the value of the mine.
Field
Take gold from the supply equal to the gold
value of the field and add it to your vault.
This field will not produce gold during the
next winters harvest.
Structure
Return the structure to the sideboard, exhausted (face
down). The owner immediately loses its glory. Take
a good from the supply matching the color of the
structure, or take gold equal to half its cost and add it
to your vault. The site cannot be built on this year.
Docks
Take a ship upgrade worth 10 gold that matches the
color of the dock and add it to any ship in the region.
Gain glory as usual.
Market
Vault
Council Room
Take any advisor from the defending players council
room and place it in your council room, refreshed.
You may choose to dismiss the advisor instead. If the
advisor provided glory, its owner loses that glory and,
if you placed it in your council room, you gain it.
Warehouse
Take half the goods of your choice from the
defending players warehouse, rounded up.
Treasure Room
Take one card from the defending
players treasure room and add it
to your treasure room, refreshed.
Adjust glory accordingly.
19
LIBRARY
When hiring
advisors, you
may hire as many
from the forum
as you like
18
COLONIES
END OF GAME
The provinces arent ready to found colonies now but some day you hope to.
The game ends when, at the end of the round, at least one player has
reached or exceeded the target glory for the game. The province with
the most glory wins. If there is a tie, the player with the least prominent
title among tied parties wins the game.
After the game ends, follow these steps in order (within each step, the
order is from the lowest game glory to the highest game glory):
RULE 18
Improve Field
Improve Garrison
Choose a garrison on any region you control and replace it
with the next higher number available by placing its sticker
over the current garrison.
RULE 19
Improve Reputation
Improve your leaders reputation to the next higher number
available by placing its sticker over the current reputation.
Improve Fortune
Improve your leaders fortune to the next higher number
available by placing its sticker over the current fortune.
Take Appellation
RULE 20
RULE 21
3
3
The Mighty
When hiring the
Soldiers guild, you may
pay 2 gold to use all
three of their actions.
Retired
Pirate
Raid +1
Raid +2
Raid +3
Choose the top available sticker
when training an advisor.
When the last sticker is removed,
destroy this advisor.
00
RULE 22
The
Advanced
Scout
00
1
2
RULE 23
20
5. Determine
Enmity (all players)
4
2
PRINCE/PRINCESS
of the realm
PRINCE/PRINCESS
DUKE/DUCHESS
BARON/BARONESS
LORD/LADY
in line to be emperor
After youve finished taking back enmity tokens and crossing out
3
enmity stickers, replace each of your remaining
enmity tokens on any
roll all rolled
region with a permanent enmity sticker in that region and then take
ring endeavors
here.those tokens.
back
OLONY OF
6. Record THE
Glory (allHISTORICAL
players)
GAME CARRYOVER
Some elements of one game carry over into future games. Although
mentioned in various parts of the rulebook, here are the starting game
parts that continue from game to game.
Islands
The explored sites on an island are permanent.
Ship Values
One is improved at the end of each game.
Advisors
Each province keeps up to one.
Research Cards
Each province keeps unused research cards.
Title Cards
Players always have exactly one title.
Players should store their title card,
enmity tokens, glory marker, kept
advisor, research cards, and any other
kept cards in their province chest
before returning it to the game box.
Return all other cards, tokens, and
pieces to the game box.
RECORD
MILESTONES
GAME
4
11
9
1 11 8 6
2 12 12 20 7 13 8 12 9 20 8 17
3 13
Record each players game glory in the historical record (on the back of
this rulebook), adding the current games glory to the campaign glory to
4 14
establish a new campaign glory total.
5 15
6 16
7 17
8 18
9 19
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Milestone
COUNT/COUNTESS
CHANGING THE
NUMBER OF PLAYERS
IN YOUR CAMPAIGN
IMPORTANT
TERMINOLOGY
Coastal Waters: The long space between the home harbors and the
open sea.
Dismiss: Return a card to the bottom of its card deck. If more than
one card is dismissed at once, the player dismissing them chooses
the order. This is largely an irrelevant choice but it is written here
because it will be very important to a few people and Ill hear about
it if I dont.
Empty Sea: An open sea space with no sticker or island in it. At the
start of the campaign, all but four open sea spaces are empty sea spaces.
Exhaust: To turn a card or token face down. When exhausted, it can
not use its power or ability.
Example: After five games, a new player takes on the role of the gray province.
He improves his ships five times, one for each non-prologue game played. He
also gets one improvement as five games divided by three (rounded down) is
one. He chooses to improve a field. He looks through the advisor deck and
takes one advisor worth one reputation. The last place players campaign
glory is 27. Gray records his score as 22, which is five lower than 27 (one glory
lower for each game missed).
Market: Regions with a market may sell goods. Some markets sell all
goods while others only sell one type of good.
Take all cards the player kept from the previous game and return them
to their original locations. Make a note on the historical record that the
province has left the game. Their permanent enmity will eventually be
stickered over.
Missing a game
During setup, place any cards that the absent province has in their
usual spots (treasure room and/or council room). Place their ships in
their home harbor. Do not place gold or goods in their province.
If the province is entitled to an enmity token due to being of lesser
prominence, they still get the token(s).
Space: Any spot on the board where your ships may be. Open sea,
coastal waters, and home harbors are different types of spaces.
This province may be raided as normal. Any ships and enmity they
have adds to the garrison.
Storage Chest: A card box that stores parts of the game that have
been discovered but are not in current use. For example, any title
cards not being used by players.
Success: When rolling dice, some faces have successes on them. Each
die has two standard successes, a weak success, and a strong success.
Unless there is a power or effect, weak and strong successes count as
a standard success.
When the player returns to the campaign, they improve their ships
once for every game missed and gain one improvement for every
three games missed, rounded down.
22
CREDITS
Game Designer:
Rob Daviau
Producer:
Colby Dauch
Illustrators:
Jared Blando
Gunship Revolution's Brian Valeza,
EJ Dela Cruz, and Jen Santos
Graphic Designers:
J.R. Honeycutt
Initial Development:
Kevin Wilson
Copy Editors:
www.plaidhatgames.com
2016 Plaid Hat Games. No part of this product may be reproduced
without specific permission. SeaFall, Plaid Hat, Plaid Hat Games, Plaid
Hat Games & Design are trademarks of F2Z Entertainment Inc. All rights
reserved. F2Z Entertainment Inc., 31 rue de la Cooprative, Rigaud QC
J0P 1P0, Canada. Retain this information for your records. Made in China.
23
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