Object of the Game. Game Components

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1

Object of the Game In Four Towers, each player represents a demigod striving to gain power in the enchanted land of Fognik. Players gain that power by influencing the four clans of humans and the creatures that inhabit Fognik. Lords, demons, followers, champions, mercenaries, merchants and mountaineers all play a part in gaining the most influence and power. Game Components 162 meeples are included to represent peasants, spirits, merchants, mercenaries, mountaineers, followers, lords and demons. A main board, with a map of Fognik is where peasants take their journey and two mini-boards for tracking lords & demons. 21 gem cubes are included to use with specially marked Champion cards. 4 follower mats for tracking players followers and 4 occupation mats for tracking merchants, mercenaries and mountaineers. 4 influence markers are included to track players sphere of influence on the influence track. 16 champion cards, each with their own special skill and/or bonus. Four champion card cheat sheets are also included. 2

Setup 1. Board Setup The main board consists of four concentric areas; blue mountains on the outside, green hills, yellow valleys and the red gorge area that leads to the city of fire in the center. Red, yellow, green and blue discs highlight four of the yellow valley spaces. These four spaces are the starting home positions for the four clans. 1.1 Starting Peasants 1.3 Influence Gems 1.2 Peasant supplies: 1.4 Influence Markers 1.5 Champion s Temple 1.6 Champion Cards 1.7 Champion Deck 1.1 Starting Peasants - Place 1 peasant on each of the 4 clans starting home positions indicated by colored discs. 1.2 Peasant supplies: - Organize a supply of peasants for each of the four colors by placing peasant meeples of the appropriate color in each of the four respective spaces based on the number of players: 2 players 30 peasants of each color 3 or 4 players - 36 peasants of each color 1.3 Influence Gems - Place 1 gem on the 3, 7, 13, 21 & 25 spaces on the influence track. 1.4 Influence Markers - Each player should choose an influence marker and place it at the bottom of the influence track. 1.5 Champion Temple - Place all of the remaining peasants (as spirits) and gems in the champion s temple. 1.6 Champion Cards - Shuffle the champion cards then deal out 3 cards face up onto the spaces provided on the board. 1.7 Champion Deck - Place the remaining champion cards face down in a pile next to the 3 turned up cards in the space provided. 3

Setup (continued) 2. Four Towers and city of fire mini-boards: The two mini-boards for tracking lords and demons should be placed somewhere along the sides of the game board. 3. Follower and occupation mats: Deal 1 follower mat and 1 occupation mat to each player. Each player should position their mats in front of them near the board. 4

Turn Overview The player who visited a tower most recently goes first. In Four Towers you will decide the fates of peasants. Some peasants will remain peasants; others will become followers, mercenaries, merchants or Mountaineers while a lucky few will become lords or demons. Every turn there are ten possible plays. Seven of them are optional and three are required (required plays are in bold below.) Always take actions in the following order: 1) Gain a third champion card using the buying power from having a completed market 2) Sacrifice followers to gain 1 champion card 3) Use 1 or more champion card skill(s) that are playable at the beginning of a turn. 4) Sacrifice 1 mercenary and eliminate 1 peasant in play on the map. 5) Sacrifice 1 mountaineer and move 1 peasant from any green hill town to an adjacent blue mountain town. 6) Sacrifice 1 merchant and move your influence marker up 1 space on the influence track. 7) Draw 3 peasants from the peasant supplies. 8) Play 1 peasant on the Fognik map. 9) Play 2 peasants on any 2 follower or occupation spaces to create followers, mercenaries, merchants or Mountaineers. 10) Use 1 or more champion card skill(s) that are playable at the end of a turn. Let s take a look at the required actions for a turn first: Draw 3 Peasants On any turn where you are not performing any of the optional actions, the first thing to do is draw any 3 peasants from any of the four peasant supplies. Drawn peasants can be all the same color or any combination of colors. Play a Peasant on the Board You must play 1 of the drawn peasants on the map following 2 simple rules: 1) You can only play a peasant on a village space that already has 1 or more peasants on it. 2) When playing a peasant on a village that is already occupied by 2 peasants, 1 or both of the peasants on the space must be of the same color as the peasant you are playing. On the first players turn they can play a peasant of any color on any 1 of the 4 starting villages since those are the only village spaces that already have 1 peasant on them. After a player s turn, play continues clockwise to the next player. 5

Expanding Peasant Influence Anytime you play a third peasant on a space, you expand your influence on all three peasants. Every space on the board has exactly 3 lines pointing out from it. Use your influence and move each of the 3 peasants to 1 of the 3 spaces connected by the 3 lines. You must move each of the 3 peasants to a different adjoining space. It is up to you to decide which one goes to which space. Note: There will be times when pushing peasants to other spaces will cause one or more additional village spaces to contain three peasants. In these cases a cascade can happen. Any space that contains 3 peasants should go through an expansion. Always complete one expansion before moving on to the next. Peasants that expand off of the board beyond the blue mountains become lords (See Creating Lords, Page 7). Peasants that expand into the city of fire in the center of the board become demons (See Creating Demons, Page 8). SAMPLE FIRST FEW PLAYS ON THE BOARD On their first turn this player has chosen to play a blue peasant. In this example they are playing it on the red starting space. This is a legal move because the space already has 1 peasant on the space. Now, the next player decides to play a blue peasant also. They choose to play that Peasant on the same space as the previous player. This is a legal move because there are two peasants on the space now and 1 or more of them are blue which matches the peasant being played. The third peasant placed on the yellow space triggers an influence expansion. The player immediately pushes 1 peasant to each of the 3 adjoining spaces. In this case the player has chosen to push 1 blue peasant to each of the green spaces and push the red peasant to the red space. Which peasant goes to which adjoining space is completely up to the current player. 6

Creating Lords Creating lords is a key skill in winning Four Towers. At the end of the game, players will score points by multiplying their followers of each color times the number of lords of the same color. You create a lord when you push a peasant beyond the blue mountain spaces on the outside edges of the board. Once you create a lord you will place that lord on the House of Lords mini-board. Note : Every time a player creates a lord they also get to promote their influence marker by one space on the influence track. CREATING A LORD EXAMPLE On this turn, a player plays a blue peasant on an outside, blue mountain space. That space already has 2 peasants on it so this will cause an expansion. The player chooses to push 1 blue peasant to the adjoining blue space, 1 red peasant back to the adjoining green space and 1 blue peasant is pushed beyond the blue mountains towards the outside edge of the board. The peasant pushed beyond the mountains now becomes a lord and moves to the Four Towers mini-board. The player that created the lord then may move their influence marker on the influence track forward 1 space. 7

Creating Demons Creating demons is also a key skill in winning Four Towers. You create a demon when you push a peasant from the red gorge spaces and into the city of fire in the center of the board. Once you create a demon you will place that demon on the city of fire mini-board. When a peasant becomes a demon, 1 lord of that same color must also be sent into the city of fire. Note : Every time a player creates a demon they also get to demote one influence marker of another player by one space on the influence track. CREATING A DEMON EXAMPLE On this turn, a player plays a blue peasant on an inner, red gorge space. That space already has 2 peasants on it so this will cause an expansion. The player chooses to push 1 blue peasant to an adjoining yellow space, 1 red peasant up to the other adjoining yellow space and 1 blue peasant into the city of fire. The blue peasant pushed into the city of fire becomes a demon and is placed on the city of fire mini-board. If there are already 1 or more blue lords in the House of Lords, then 1 blue lord is also moved to the city of fire. The player that caused the expansion may also demote any 1 other players influence marker 1 space on the influence track. 8

Followers & Occupations After you have played 1 peasant on the board, you must now decide where to play the other two drawn peasants. You have 7 potential places to play those 2 peasants; as a follower in any of the 4 colors, as a mercenary, as a merchant or as a Mountaineer. Gaining Followers To gain a follower you simply play 1 of the peasants drawn at the beginning of your turn on the correct color bar on the follower card. Each player can collect up to 15 followers for each of the 4 clans. Utilizing Followers At the beginning of any turn you may acquire 1 champion card by sacrificing the appropriate number of followers. Each champion card has a cost associated with it that is shown in the upper right corner of the card. To acquire a champion card, turn in the listed number of followers from your follower card and place the acquired champion card in front of you. Followers that are used to acquire a champion card are sent to the champion s temple and are not put back into the peasant supply. (See: Acquiring a Champion Card, page 13) Scoring Followers At the end of the game you will multiply the number of followers you have for each color clan by the number of lords in that same clan (red followers x red lords, blue followers x blue lords, etc. ). You will score that many influence points for each of the 4 clans that you have followers on your follower card. 9

Mountaineers, Mercenaries and Merchants Mountaineers Gaining Mountaineers To gain a mountaineer you simply play 1 of the peasants drawn at the beginning of your turn on the next open space on the mountaineer tracking bar on the occupations card. Mountaineers must be added to the mountaineer tracking bar in order from left to right. One of two colors may occupy each space on the mountaineer tracking bar (the first space may be occupied by red or blue, the second by yellow or blue, etc.). Utilizing Mountaineers At the beginning of any turn you may use a mountaineer to move any 1 peasant from the green hills into the blue mountains.. To utilize the mountaineer, remove 1 mountaineer from the occupation card and send it to the champion s temple. Then select any peasant on any green village space on the map and move them to any adjacent blue village. If moving the peasant creates a blue village with 3 peasants in it, then proceed with the expansion. Scoring Mountaineers At the end of the game players receive 2 influence points for every mountaineer they have acquired. If any player has more mountaineers than all other players then they receive 2 additional points for each mountaineer or a total of 4 points per mountaineer. Mercenaries Gaining Mercenaries To gain a mercenary you simply play 1 of the peasants drawn at the beginning of your turn on the next open space on the mercenary tracking bar on the occupations card. Peasants that join your mercenary army can come from any of the 4 clans and do not all have to be from the same clan. Each player can collect up to 10 mercenaries. 10

Utilizing Mercenaries At the beginning of any turn you may use a mercenary to eliminate 1 peasant that is in play on the map. To utilize the mercenary, remove 1 mercenary from the occupations card and send it to the champion s temple. Then select any peasant in play on the map, remove it from the board and send it to the champion s temple. Mercenaries Sphere of Influence Any player that builds a mercenary army of 7 or more mercenaries doubles their sphere of influence. To indicate this, take 1 gem from the champion temple and place it on your influence marker. At the end of the game any player with a gem on their influence marker receives twice the influence points they would have otherwise received. Once a gem is placed on an influence marker it moves along the track with that marker and is not removed even if the number of mercenaries in a player s army drops below 7. Scoring Mercenaries At the end of the game players receive 2 influence points for every mercenary in their army. Merchants Gaining Merchants To gain a merchant you simply play 1 of the peasants drawn at the beginning of your turn on the space with a matching color on the merchant tracking bar on the occupation card. Merchants do not need to be added to the merchant tracking bar in any order. The white space may hold any color merchant. Each player may collect up to 5 merchants. Utilizing Merchants At the beginning of a turn, a player may sacrifice any merchant on the merchant tracking bar and may then immediately move their marker up 1 space on the influence track. Utilizing a Completed Marketplace Once you have collected 5 merchants then you have completed your marketplace. Players with a completed marketplace may collect a third champion card for free if they have already purchased 2 champions using the normal sacrifices. You must have a completed marketplace and 2 champions before collecting a third champion for free. Scoring Merchants At the end of the game players receive2 influence points for every merchant they have collected. 11

Sphere of influence Track Across the left side of the board is the influence track. The influence track measures your sphere of influence in Fognik. At the start of the game each player places their influence marker at the bottom of the influence track on the black sphere. Every time you create a lord you gain influence and get to move your marker piece up 1 space on the track. Every time you create a demon you steal influence from an opponent and get to move 1 marker of any 1 of your opponents down 1 space on the track. If your marker makes it all the way to the top gold sphere, then your marker can no longer be moved backwards on the track and you will score 25 points at the end of the game. The first player to move their marker to the 3, 7, 13, 21 or 25 spaces can remove the gem from that space. That gem may be used to replace a used gem on a champion card. Any unused gems score 1 point at the end of the game. All players receive the influence bonus at the end of the game based on the position of their marker on the influence track. 12

Acquiring a Champion Card At the beginning of any turn a player may acquire 1 champion card by choosing 1 of the 3 face up champion cards and turning in the correct number of followers indicated on the card. A player may only acquire up to 2 champion cards throughout the game. There is one exception to this rule; if a player has completed their marketplace. (See Merchants on page 11) Followers used to acquire a champion card must be taken from the current player s follower card and placed on the champion temple as spirits. Any combination of followers from any of the four clans may be used to acquire a champion. Once a champion card has been acquired it should be placed face up in front of the player who acquired it. A new champion card should immediately be drawn from the stack of champion cards to replace the purchased card. Any spirits or gems used on champion cards should come from the champion temple. See the Champion Card Cheat Sheet for details and answers to any specific questions about the champion cards. While there is a good description of each champion s special skill and bonus on each champion card, the cheat sheet may have additional details or answers to common questions. 13

Ending the Game The game ends when the last 3 peasants are drawn and played. All players should always have an equal number of turns. If at the end of the game there are a couple of extra peasants left in the supply but not enough peasants for everyone to have an equal number of turns then any extra peasants should be removed from play. This should only happen if some players forget to take all 3 of their peasants on their turn. Scoring A scoring pad is provided with Four Towers. Tally all players scores in this order: 1. Starting with red, go around the table and multiply the number of each player s red followers by the number of red lords. Continue down the score pad and score for each color. 2. Next, score the bonuses for all players mercenaries, merchants and mountaineers. 3. Next, score any bonuses for all players that have champion cards. 4. Score 1 point for each unused gem or spirit on a players champion cards.. 5. Finally, score the influence track bonus for each player and then add all of the scores and bonuses together for a final score. Winning the Game The player with the highest score is the winner! In the event of a tie, the player with the highest score and the highest influence track bonus is the winner. If there is still a tie then the player with the highest score, the highest influence track bonus and the lowest total champion bonus is the winner. 14

Strategy Considerations If you have focused your collection of followers on two colors, then creating demons of the other two colors has multiple benefits. For starters, creating a demon removes one peasant from the map and keeps it from ever becoming a lord. Second, by creating a demon you also get to remove one lord of the same color and turn them into a demon. This directly takes points away from your opponents. Creating Demons also allows you to demote an opponent s influence marker on the influence track. A big part of Four Towers is resource control. The resources in this case being peasants. Sometimes depleting your opponents resources can be an excellent strategy. By placing peasants of a color that your opponents are collecting into inopportune positions or using them on your occupations card you can use up their peasant resources and leave them with a bunch of worthless followers. Keep in mind what champion bonuses your opponent s might be working towards. By looking at the other players bonuses you can determine what color peasants they may want to collect or promote. By using those colors up early in the game you can deflate your opponents bonus opportunities. Lords do not live by followers alone! Merchants, mercenaries and Mountaineers all have special abilities that can turn the tide of the game. Don t forget what your champion bonuses are! Gearing your strategy to make the champion bonuses more powerful can mean the difference between winning and losing. 15