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Unlike the following modules, this one does not include any new rules. ... This module introduces Leadership Tiles – a new type of Action ... 3 Research Tiles.
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Welcome back to the White City!...2 How to use this expansion?..2 Module 0: Diversity 2 Module 1: Wizards 2 Module2: Forgotten Metropolis 2 Module 3: Leadership Tiles 3 Module 4: House Ability Cards 3 Module 5: Quest 3 Module 6: Rogues 3 Module 7: Homecoming Cards 3

Module 3: Leadership Tiles... 8

Introduction Module Components Module Setup Module Rules Module Interplay

Module 4: House Ability Cards...9

Expansion Components...3

Introduction Module Components Module Setup Module Rules Module Interplay

How to use this Rulebook...4

Module 5: Quest...10

Module 0: Diversity...4 Module Setup

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Module 1: Wizards...4

Introduction Module Components Module Setup Module Rules Module Interplay

4 4 4 4 5

Module 2: Forgotten Metropolis...5

Introduction Module Components Module Setup Module Rules Module Interplay

5 5 5 6 8

8 8 8 9 9

Introduction Module Components Module Setup Module Rules Module Interplay

Module 6: Rogues...11

Introduction Module Components Module Setup Module Rules Module Interplay

9 9 9 10 10 10 10 10 11 11

11 11 12 12 12

Module 7: Homecoming Cards...12

Introduction Module Components Module Setup Module Rules Module Interplay

12 12 12 12 13

Module Interaction Rules...13

Module 1: Wizards and Module 2: Forgotten Metropolis 13 Module 2: Forgott en Metr opolis and Module 7: Homecoming 13 Module 4: House Abilities, Module 5: Quests, and Module 7: Homecoming 13

Frequently asked questions...13 Appendix 01: Table of Reference for Action Tiles 14 Table of Reference 1: Production Tiles 14 Table of Reference 2: Transformation Tiles 14 Table of Reference 3: Research Tiles 14 Table of Reference 4: Exploration Tiles 15 Table of Reference 5: Leadership Tiles 15

Appendix 02: Table of Reference for Dragon Tiles 16 Appendix 03: Table of Reference for Object ive Tiles 16

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Stop Mortal! If you have not played Simurgh before, we strongly recommend that you play at least one game before you start adding any elements from this expansion. Also, please note that Simurgh: Call of the Dragonlord is a modular expansion, so even if you are a seasoned gamer, do not add all of the modules at once – especially that some of them are designed to be mutually exclusive.

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elcome back to the

W hite C it y!

Example: New Dragon Tiles

Module 1: Wizards

It is a pleasure to see you back, Noble One. Let me assure you that you have been dearly missed. Much has changed in the White City since your departure. Come, let me tell you of what has transpired during the time you were gone. The Noble Houses, including the one you come from, remained in a struggle for domination. Alas, none managed to pry control over the White City from all others indefinitely. And when the conflict seemed to be at its end, something has sparked it anew. A tremor it was, one strong enough to be felt in each house, but not violent enough to bring our white spires to ruin. It would have gone unnoticed too, if it wasn’t for the Library. One of the walls in the basement crumbled, opening a way into a room none of the scholars had known. A room filled with ancient manuscripts, scrolls of forgotten power, and maps – one of them revealing a way into the Forgotten Metropolis. You need to act Noble One, and you need to act fast. Each of the Houses has already chosen their wisest wizard to undertake the journey, and soon the tomb of Muratan the Dragonlord, hallowed be his name, will be found. Time is of the essence, Noble One. Your Spearmen and Dragonriders await your orders, and your House’s Master Wizard is ready to move out with the first light of dawn. Muratan’s legacy awaits. Will you answer the call of the Dragonlord?

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This small module allows for use of the new Wizard miniatures, without using the Forgotten Metropolis board. It introduces a set of new rules for the Wizard used as one of the player’s Vassals.

Module

2:

Example: Wizards miniatures

Forgotten

Metropolis This is the largest and most expansive module. It introduces a side board depicting the Forgotten Metropolis – a new Area with a new set of mechanisms using the new Wizard miniatures and the Spell Book decks.

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ow to use this

E xpansion ?

Simurgh: Call of the Dragonlord is a modular expansion for Simurgh. Players may use most or just some of the elements contained in the expansion, choosing modules to be added to their game of Simurgh during setup. Below follows a list of all the available modules.

Module 0: Diversity Unlike the following modules, this one does not include any new rules. It is simply a collection of new Action Tiles, 6 Dragon Tiles, and a set of new objectives players may introduce into their games of Simurgh.

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Example: Both sides of the game board: Forgotten Metropolis

Module 5: Quests This module features sets of tasks for players that – after successful completion – offer players benefits when scoring certain Objective Tiles at the end of the game.

Module 6: Rogues

Example: Rogues

Example: Spell Book Cards (front and back)

Module 3: Leadership

Tiles

This module allows for use of the new Rogue miniatures, and creates new special abilities for the Rogues to be used by all players.

Module 7: Homecoming Cards

This module introduces Leadership Tiles – a new type of Action Tiles with spaces allowing for a more agile and less predictable management of players’ Vassals, by creating opportunities to place more than one Spearman or Dragonrider during a single turn.

This module introduces a new level of interaction between players, as every time any player chooses the Recall Vassals Main Action, that player receives a resource bonus, but all other players also gain a small benefit.

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Example: Homecoming Cards (front and back)

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C omponen ts

Before your first game, carefully punch out all the cardboard components, and divide the new player pawns (Wizards and Rogues) by colour. Your copy of Simurgh: Call of the Dragonlord should come with: 1 Expansion Board 36 Cardboard Tiles, including: • 4 Production Tiles • 3 Research Tiles • 3 Transformation Tiles • 4 Exploration Tiles • 8 Objective Tiles • 8 Leadership Tiles • 6 Dragon Tiles 10 Worker Miniatures (Vassals), including: • 5 Wizards (1 in each player colour) • 5 Rogues (1 in each player colour) 16 resource tokens, including: • 8 Wisdom tokens • 8 Weapon tokens 20 Dragon Ability markers 109 Cards including: • 55 Spell Book cards (5 decks of 10 cards each) • 9 Wizard Ability cards • 9 Rogues Ability cards • 12 House Ability cards • 14 Quest Cards • 10 Homecoming Cards This Expansion Rulebook

Example: Leadership Tiles (back and front)

Module 4: House Ability Cards This module allows each player to make use of an exclusive special ability. Abilities are randomized or drafted at setup, and players need to first perform a set of specific tasks to make their House Abilities active.

Example: House Ability Cards (front and back)

Example: Quest Cards (front and back)

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those reserved for Dragonriders), the Wizard will also come with a special ability, allowing each player to make use of new strategic options.

ow to use this

Module Components

Rulebook

When incorporating Wizards into your game, use the following expansion elements: • Wizard Miniatures • Wizard Ability Cards - Each of these cards details a special ability of Wizards in the game. In any given game, all Wizards will possess the same ability, drawn randomly at the start of the game.

Unlike the base game rules, this rulebook is divided into smaller parts, each introducing the rules specific to a given module. Each module section follows a similar structure, summarizing the components used, and the individual module setup. If players elect to incorporate more than a single module at a time, make sure to check the Module Interaction Rules section on page 14 for possible rules clarifications on module interactions.

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0: Diversit y

Apart from the Leadership Tiles, Simurgh: Call of the Dragonlord comes with new Production , Transformation , Research , Exploration and Objective Tiles, as well as new Dragon Tiles. We recommend adding all of these tiles to the base game (none of them requires any elements from any of the modules to work within the game). The extra cardboard tokens are added for greater ease of play.

Modlue 1: Wizards - Components

Module Setup Apart from receiving Spearmen and Dragonriders during setup, each player should also receive a Wizard miniature that will start the game in their play area. Immediately after players receive all of their Vassals, shuffle the deck of Wizard special abilities, and draw one card at random, placing it face up within easy reach of all players. One player should now read the card aloud, making sure that everyone knows the Wizard special ability for this game.

Module Setup While each module modifies the game setup on its own, adding the new tiles results in having a greater pool of Action Tiles at game start. For that reason, players should change the way stacks of different types of Action Tiles are created before dealing them out to players (or before the pre-game draft in the Dragonlord mode). To prepare the stacks, randomly remove Tiles of each type until there are: a) 8 Production Tiles b) 8 Exploration Tiles c) 5 Transformation Tiles d) 5 Research Tiles The number of Power Tiles players will be drawing (or drafting in the Dragonlord mode) from is left unchanged.

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Module Rules Using the Wizards module introduces specific rules for the Wizard miniatures, as well as a new Free Action. Free Action: Use Wizard Ability When performing an Action using the Wizard (as the Wizard miniature is placed on an Action Space), the active player may use the Wizard’s special ability. Each ability card describes the conditions under which it can be used, as well as any possible costs. A Wizard’s special ability may only be used by the player on the same turn their Wizard was placed on an Action Space.

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odule

1: W izards

Example 1 The Thaumaturge Wizard’s special ability is in play, and Karen (the yellow player) places her Wizard on a Resource Tile in the Wilds. She receives 4 Meat from the Action Space activated, and then pays 2 Wisdom to look at Steve’s (black player’s) hand of Action Tiles before ending her turn.

Knowledge is power, and arcane knowledge is what can tip the balance of this conflict in your favour. Make good use of this powerful new ally, and let his exceptional abilities serve you on your way to be the one who holds the fate of the White City in their hands.

Introduction The Wizards module introduces a new type of Vassal players will be able to use during the game. Able to take advantage of almost any Action Spaces (including most of

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gameplay function – players can simply use it, instead of keeping the Dragon Tile deck next to the main board.

Wizard as a Vassal The Wizard is considered a Dragonrider for all intents and purposes, with two notable exceptions: 1. A Wizard expended to pay the cost of an Action is removed from play (place the miniature in the game box), and may never be returned to the owning player. 2. A Wizard can never be placed or moved on an Exploration Tile, be it by regular placement or by any use of a special ability. NOTE It may be easier to remember that the Wizard can never be placed on a green Action Space. All other Action Spaces are fair game.

Module Interplay Using the Wizards and the Forgotten Metropolis modules in the same game is possible, but not recommended. See Module Interaction Rules on page 14 for more details.

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Module 2: Forgotten Metropolis: Expansion Board (double sided)

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2: T he Forgotten M etropolis



Wizard Miniatures - Each player now has the Wizard – a new Vassal - at their disposal. Wizards start on the expansion board, and they are the only Vassals that can ever be present on the expansion board.



Spell Books - Each player starts with a deck of Spell Cards in their colour. Each Spell Card is double-sided, with one side , and the other featuring a Minor featuring a Major Spell Spell . Each Spell indicates which resources the Active Player needs to activate the Spell , and the number of Mana points generated when the Spell is cast . A Major Spell has a Mana value of 8 or 9, and a Minor Spell has a Mana value of 4 or 5.

odule

Do you see the new star that appeared in the night sky? Some say that it shines over the tomb of Muratan the Dragonlord. Now, as our scholars have discovered the way to Forgotten Metropolis, the legacy of our First Hero is yours for the taking. Your Master Wizard is ready to move with the first light of dawn. It is time to answer the call of the Dragonlord.

Introduction The Forgotten Metropolis introduces the second board, the Wizard Vassals and Spell Book decks. Each turn the active player will have an option to spend resources in order to cast a Major or Minor Spell from their Spell Book, thus generating Mana Points. Mana will allow the active player to move their Wizard down one of three tracks known as Paths of Destiny, and by doing so score Power Points and receive benefits from the space where the Wizard ends his movement. When one of the Wizards ends their move on the Dragonlord’s Tomb, the game will come to an end, and points will be scored.

Module 2: Frgotten Metropolis - Spell Book Cards (Minor

Module Components

Module Setup

When incorporating The Forgotten Metropolis into your game, use the following expansion elements: • Expansion Board (double sided) - Unlike the base game board, the expansion board does not have any Action Spaces. Instead, it features three tracks drawn between the Wizard Starting Area , and the Dragonlord’s Tomb . Players will be moving their Wizards on the tracks by spending Mana Points generated by Spells. The new board also features a holding box for Dragon Tiles . This new element has no

After placing the base game board on the table, also unfold the expansion board, choose one of the sides to play on, and place it along the right hand side of the base game board (extending the Wilds) . It is recommended that you play your first game on the side of the board where the three paths do not intersect . Apart from receiving their player board, Spearmen, and Dragonriders, each player should also receive a Wizard miniature and a Spell Book deck, both in their player colour. After performing the rest of the base game setup

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and Major Spell

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normally, follow the steps below: 1. E a c h player places their Wizard miniature in the starting location of the Forgotten Metropolis board . 2. After making sure that all the cards in their Spell Book deck have the Minor Spell face up, each player shuffles their Spell Book deck and removes cards from the bottom of the deck, until they are left with 9 cards. The removed cards are placed back in the game box. 3. Each player places their Spell Book deck in front of them, forming their Minor Spell stack. Then, the top card is flipped over and placed on the left hand side of the Minor Spell stack, forming a Major Spell stack (consisting of just 1 card at this point).

Mana points depicted at the bottom of the card. These points must be spent immediately to move the active player’s Wizard onto one of the Paths from the Starting Area, or further towards the Dragonlord’s Tomb on the Path the Wizard is on at the moment of performing this action (see Wizard Movement on page 8 for more details). After finishing this action, the active player must turn the page of their Spell Book. Any unused Mana Points are lost. Free Action: Cast Minor Spell Casting a Minor Spell works the same as casting a Major Spell, with the only difference being that the player spends the resources depicted on the top card of their Minor Spell stack.

YOUR SPELL BOOK The Major and Minor Spell card stacks form your Spell Book. Think of them as two pages of the same book. Whenever you are asked to turn the page of your Spell Book, pick the top Minor Spell card, flip it to the Major Spell side, and place it on the Major Spell stack.

NOTE Keep in mind that casting a Minor Spell is a free action while casting a Major Spell is your Main Action for the turn. Major Spells generate 8 or 9 Mana Points, while Minor Spells generate 4 or 5 Mana Points.

Module Rules

Free Action: Recall the Wizard to the White City The active player may recall their Wizard back to their personal pool. This Action may only be performed once per game, and only if the Wizard started the turn on the Forgotten Metropolis board. Once a player has used this Action, that player can no

The Forgotten Metropolis module introduces a new option for the Main Action, and a new Free Action. Any of these Actions may only be performed if the active player has a Wizard on the Starting Area or on one of the Paths on the Forgotten Metropolis board, and the active player still has a Major and a Minor Spell stack in front of them – if the active player has run out of cards in their Minor Spell stack, they can no longer cast any Spells. Main Action: Cast Major Spell As their Main Action, a player may cast a Major Spell from their Spell Book. To cast a Major Spell, a player needs to spend the resources depicted on the top card of the Major Spell stack. A cast Spell generates a number of

NOTE If you decide to remove your Wizard from the Forgotten Metropolis board, you are effectively taking yourself out of the race to the Dragonlord’s Tomb. While gaining an extra Vassal to act in the White City and on the Action Tiles can be an attractive perspective (and sometimes even the best play in a given situation), be sure not to make this decision too lightly, as it is one you will not be able to reverse later during the game.

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longer perform this Action for the rest of the game (see Wizard as a Vassal on page 6).

Example 2

Spell Casting Restriction A player is allowed to cast only one Spell per turn. A player is never allowed to cast both a Minor and Major Spell nor to cast more than one Minor Spell on the same turn. Wizard Movement Casting a Major or Minor Spell allows a player to move their Wizard on one of the tracks on the Forgotten City board. The number of spaces moved depends on the number of Mana Points generated by the active player. Whenever a player generates any Mana Points (by casting a Major or Minor Spell), the active player should also, as part of the Action that generated Mana, perform the following steps: 1. Check the Mana Value on the boundary between the space the Wizard miniature is currently in, and the next space (the one closer to the Dragonlord’s Tomb space ). 2. If the value is equal to or lower than the number of Mana Points generated , the player immediately moves their Wizard to the new space, scoring any Power Points printed on the boundary between the two spaces. 3. If, after deducting Mana Points from the pool generated, the player still has enough Mana to move to the next space, they may choose to continue movement, or remain in the previous space entered this turn. 4. The Active Player receives all resources, Power Points and Dragon Ability markers depicted on the space where the Wizard ends his movement . Any spaces that the Wizard moves through do not grant any benefits – only the space where the Wizard ends his movement. If the Wizard does not move, no benefits are rewarded. In other words, you cannot cast a Spell to regain benefits from the Wizard’s current location. 5. Whenever a Wizard moves through an intersection on the board, the player may choose which way the Wizard will proceed only from the options given to the player via the directional arrows .

Example: Wizard Movement (Ad. 1) Example 2: Wizard Movement

Steve (black player) is performing the Cast Minor Spell Free Action. The top card of his Minor Spell stack requires him to spend 2 Wisdom to generate 5 Mana Points . Steve discards 2 Wisdom from his player board and decides to move his Wizard: with 2 Mana Points he crosses the Mana Cost 2 boundary, and immediately scores 1 Power Point . He may stop his movement here and receive 1 Power Point from the space his Wizard lands on , but he still has 3 Mana Points which will be lost at the end of his turn, so he decides to immediately spend them in order to cross another boundary , once again scoring 1 Power Point. As the new space his Wizard landed on is the one he will remain on, Steve immediately takes 1 Weapon shown on the space .

The Dragonlord’s Tomb After the Active Player’s Wizard reaches the Dragonlord’s Tomb area, his movement ends immediately, and all extra Mana Points are lost. The Active Player places their Wizard on the highest available position of the area, and immediately receives the Power Points and Dragon Ability markers depicted there. All other players receive one more turn, after which the game ends and final scores are tallied. Example 3 Anne (blue player) moves her Wizard into the Dragonlord’s Tomb area. Since she is the first player to

Example: Wizard Movement (Ad. 2, 3 and 4)

Example: Wizard Movement (Ad. 5)

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Example 3: The Dragonlord Tomb’s

reach it, she takes the highest spot, immediately receiving 3 Power Points and 2 Dragon Ability markers . Now all other players have only 1 turn each, before the game ends. Luckily, on her last turn Karen also manages to reach the Dragonlord’s Tomb with her Wizard. Karen (yellow player) takes the highest spot available, and receives 2 Power Points and 1 Dragon Ability Marker .

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. . . odule

3: L eadership T iles

As the power struggle between the Noble Houses leaves the White City still leaderless, we need to forget the old rules and employ new strategies. Preponderance and foresight are key, but this conflict can only be won by agility and swiftness, as only the one who outfoxes and outmanoeuvres their opponents will take the High Seat at the City Council table.

Module Interplay Using the Wizards and the Forgotten Metropolis modules in the same game is possible, but not recommended. See Module Interaction Rules on page 14 for more details.

Introduction NOTE None of the spaces on the Forgotten Metropolis board are Action Spaces. They cannot be activated in any way by placing Vassals on them, and moving a Wizard on a track or onto the Dragonlord’s Tomb space is never considered placing a Vassal. This means that no bonuses or special restrictions pertinent to Vassal placement ever influence Wizard movement.

This Module introduces Leadership Tiles – a new type of Action Tiles that allow players to break the rule limiting them to place only one Vassal during each turn. This introduces new options, as well as an element of uncertainty, as with smart play, players can now unexpectedly take advantage of Action Spaces seemingly unavailable to them within the next move due to a lack of resources needed.

Module Components This module uses only one new type of components: • Leadership Tiles - They can be recognized by the new symbol on the tile banner: . For all intents and purposes, these tiles are treated as any other Action Tiles in the game. They can be drafted or dealt to a player at the start of the game, acquired in the Scout Quarters, and removed by spending a Weapon if the Wilds are full.

Module 3: Leadership Tiles - Components (back and front)

Module Setup When preparing the Action Tiles, also prepare the Leadership Tiles, by choosing 5 of them at random, and returning the rest to the game box without looking at them. After players are dealt their initial Action Tiles, shuffle them into the Action Tile stack. (In Dragonlord mode, Leadership Tiles should be shuffled together with Production , Research , Transformation and Exploration Tiles, before the pre-game draft commences).

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Module Rules

Module Interplay

The Leadership Tiles work in the same manner as Production , Research and Transformation Tiles. All of them also introduce a new type of Action Space.

This module can be combined with any other modules from the Call of the Dragonlord expansion, and requires no special rules modifications.

Leadership Action Spaces Each Leadership Action space can be identified by a Vassal placement symbol ( for Spearman, for Dragonrider). Whenever the active player places their Vassal on a Leadership Action space, they gain all of the resources and benefits depicted and may also immediately place one or two of their Vassals from their personal pool (as indicated by the symbol) on another Action Tile in the Wilds.

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4: H ouse A bility C ards

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We are not the same, Noble One. We have our own strengths, and although it may take some time to bring our unique skills to bare, the benefits just might be worth the effort. Especially, if you are able to act fast.

Leadership Vassal Placement Placing subsequent Vassals on other Action Spaces as part of resolving a Leadership Action Space is never mandatory. Activating a Leadership Action Space is resolved in the following steps: 1. The active player places their Vassal on a Leadership Action space. 2. The active player receives all resources and benefits from the activated Action Space. 3. The active player may place a Vassal from their pool – provided they still have a Vassal available in their play area matching the type depicted on the Leadership Action Space – on a different Action Tile in the Wilds. 4. If the active player places their second Vassal, they also activate the Action Space the Vassal was placed on. If the Leadership tile allows the placement of a third Vassal, repeat points 3 and 4. 5. After receiving any resources and benefits from the second Action Space activated (unless the active player elected not to place their second Vassal), any Action Tiles with the appropriate number of Vassals are moved to the Chronicle.

Introduction The House Ability Cards module introduces more asymmetrical player power to Simurgh. Now each player will not only command the unique abilities of their Dragons, but will also be able to make use of a special power that allows them to gain extra benefits from their Actions. However, in order to unlock the ability, the players will have to weave meeting the House Ability requirements into their turns, as only an activated ability allows a player to make use of it.

Module Components This module uses only one new type of components: • House Ability Cards – They are double sided cards, with one side showing the requirements (easily recognizable by a number of Dragon Ability slots) , and the other side displaying the activated ability . The requirements side details the conditions which allow player to place Dragon Ability markers on the slots, while the active ability side details the conditions and benefits of the activated ability.

Example 4 Steve (black player) places his Dragonrider on the last available space on a Leadership Tile , and receives 1 Dragon Ability marker. He then decides to immediately take one of the Spearmen from his pool, and place in on an Action Space on another tile. Only after placing the Spearman the Leadership Tile filled with Vassals is moved to the Chronicle, and Steve’s Dragonrider is returned to his personal Example 4: Leadership Tiles Vassal pool. placement Leadership Restriction A player is never allowed to place more than 3 Vassals on their turn, and any Vassals placed using the Leadership Action Space must be placed on different Action Tiles (and not on an Action space in the City). The active player is allowed to place their second or third Vassal on another Leadership Action Space. If a player chooses to place their second and/or third Vassal on another Leadership Action Space, they may not take advantage of any Vassal placement granted by that Leadership Action Space.

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Module 4: House Ability Cards -Components (front and back)

Module Setup

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Shuffle all House Ability cards. Immediately before dealing (or drafting in Dragonlord mode) Power Tiles, deal each player 2 House Ability cards from the bottom of the deck, and place any unused cards back to the box. Players may look at both sides of the cards they received, and are allowed to see other players’ cards. After players receive their starting hand of tiles, each player (beginning with the starting player) places one of their House Ability cards requirement side up in their play area, and returns the other card to the box.

Module Rules

no more than 1 Ability marker on any of their cards (but not Dragon Tiles, see below) per turn.

The House Ability Cards module introduces two new Free Actions, each of which can be used only when the corresponding side of the House Ability card is face-up in the active player’s play area.

Ability Markers used for House Ability Cards are for all intents and purposes not Dragon Ability markers. A player is not allowed to place Ability markers generated by their House Abilities on Dragon Tiles, nor are they allowed to place Dragon Ability markers on House Ability cards.

Free Action: Place Ability Marker Once per turn, immediately after the active player performs an Action that meets the conditions detailed on the requirements side of their House Ability card, that player places 1 Dragon Ability marker on an empty marker slot on the card. If this fills up the last slot, the card is flipped to the active ability side immediately, and any Ability markers from the card are returned to the stock. Example 5 Karen (yellow player) has just received 2 Stone . Her House Ability Card says that whenever she receives 2 or more Stone, she can place 1 Ability marker on that card . Karen places the Ability marker, filling the last empty space , so the card is immediately flipped from the requirement side to the ability side

Module Interplay This module can be combined with any other modules from the Call of the Dragonlord expansion, and requires no special rules modifications.

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5: Q uests

There is only one goal, Noble One, and that goal stretches before you, as you look down upon the White City from your House’s spire. But as this city is made greater through all the small works and deeds of its inhabitants, so can your great task be made even greater with but a bit of what seems like a distraction… and may yet prove to be your master stroke.

Introduction The Quests Module allows players to have a little more sway over the endgame scoring of Objective Tiles by introducing Quest Cards. Each Quest Card provides a player with two different tasks: one based on strength of arms, and one on wisdom. Completing each of the tasks allows the player to place a Dragon Ability marker on the completed task – and then move it to any Dragon Tile after the game ends.

Example 5: Free Action: Place Ability Marker

Free Action: Use House Ability Once per turn, immediately after the active player performs an Action that meets the conditions detailed on the active ability side of their House Ability card, the player may make use of their special ability. Example 6 Steve (black player) has just spent 2 Wood and 1 Stone . Since his House Ability card is flipped to its active ability side , and the requirement is met, Steve now receives 1 Meat and 1 Vegetable .

Module Components This module uses only one new type of components: • Quest Cards - Each Quest Card features two Tasks: the top one which always requires spending 1 Weapon to complete; the bottom one requires spending 2 Wisdom . Each of the tasks also details conditions that need to be met in order to complete it, and is connected to 1 Ability marker slot .

Example 6: Free Action: Use House Ability

Triggering Ability Actions Most House Ability Actions are triggered when the active player receives or spends a certain amount of resources. All of the resources must be gained while resolving a single Action (resources received by resolving separate Actions – even if they are Free Actions – may not be added together in order to fulfill the requirement of an Ability), with one notable exception: the active player is allowed to use any other ability that allows them to receive extra resources of a given type (denoted by the symbol) in order to qualify for the requirement. The active player is also not allowed to spend extra resources while paying costs of an Action. Excess resources lost at the end of a player’s turn are never considered spent. Ability Action Restrictions and Clarifications Any condition that allows a player to place an Ability marker on any of their cards can only be triggered once per turn, regardless of how many times the same conditions appear, effectively allowing the active player to place

Module Setup Shuffle all Quest cards. Immediately before dealing (or drafting in Dragonlord mode) Power Tiles, deal each player 2 Quest cards and place any unused cards back to the box.

Module 5: Quests Components (back and front)

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Players are allowed to see other players’ cards. After players receive their starting hand of tiles, each player (beginning with the starting player) places one of their Quest cards face up in their play area, and returns the other card to the box.

Game End Procedure After Game End, but before scoring points, starting with the last player to take their turn in the game and moving counter-clockwise, each player: 1. Picks up the Ability markers from their Quest Card. 2. If the player had 2 Ability markers on their Quest Card, the player immediately takes 1 additional Ability marker from the bank. 3. The player places each of their Ability markers on one of their Dragon Tiles. Each marker may be placed on any Dragon Tile, even one that has all Dragon Abilities filled with Dragon Ability markers.

Module Rules The Quests Module introduces a new Free Action: Free Action: Complete a Task Once per turn, as a Free Action, a player may complete a Task. To be able to complete a Task, the Active Player must also meet the condition detailed by the Task they wish to complete. If the Task requirement is met, the Active player may spend 1 Weapon or 2 Wisdom (depending on the Task chosen), and then the active player may place 1 Ability marker on the Task’s Ability marker slot.

NOTE During Game End the Ability markers moved from the Quest Cards effectively become Dragon Ability markers. You will not have an opportunity to use any Dragon Abilities at the end of the game, but strategically placing your markers may change your position when scoring Tiles, and significantly improve Objective your overall score.

Task Restriction A player is allowed to place 1 Ability marker on their Quest card per turn. Even if the active player meets conditions of both Tasks and possesses the resources required to complete both in a single turn, they are not allowed to do so. Example 7 Anne (blue player) has 3 Meat , 2 Wisdom and 1 Weapon . She also has a Spearman on one Action Space of a Research Tile , and a Dragonrider and an Exploration Tile , which means that she simultaneously meets the requirement of both Tasks on her Quest card . However, she may only complete 1 Task per turn, so she elects to complete the top Task. Anne spends 1 Weapon , and places an Ability marker on the top Ability marker slot of her Quest card.

Scoring Objective Tiles When scoring Objective Tiles, each Ability marker on a Dragon Tile counts as a Dragon Ability marker for the purpose of scoring majorities.

Module Interplay This module can be combined with any other modules from the Call of the Dragonlord expansion, and requires no special rules modifications.

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odule

6: Rogues

There’s more to this conflict than meets the eye, and since we know now that strength and devotion may not be enough to prevail, it may be time to turn to subterfuge. Some of these individuals are not people a Noble House of the White City should be associated with, but their unique skillsets are what can win us the day in the end.

Introduction The Rogues module introduces a new type of Vassal players will be able to use during the game. The Rogues function the same way Spearmen do, but during each game all Rogues will possess a special ability that can be used by any player.

Module Components Example 7: Quests Module Rules

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When incorporating Rogues into your game, use the following expansion elements: • Rogue Miniatures Each player will now be able to add a Rogue to their

Vassal pool, instead of one of their Spearmen. • Rogue Ability Cards Each of these cards details a special ability of Rogues in the game. In any given game, all Rogues will possess the same ability, drawn randomly at the start of the game.

Introduction The Homecoming module introduces a small tableau of cards, each with a benefit that can be chosen by a player who recalls their Vassals from any Action Spaces – and a small gain for that player’s opponents, adding more positive interaction to the game, as well as making some resources more plentiful.

Module Components This module uses only one new type of components: • Homecoming Cards Each Homecoming Card details a benefit for the active player, who elects to recall all of their Vassals as their Main Action , and a benefit all other players receive immediately .

Modlue 6: Rogues - Components

Module Setup Replace 1 Spearman placed next to the board (available to be purchased during the game) with 1 Rogue of the appropriate colour. The Spearmen removed are returned to the game box – they will not be used during the game. Immediately after each player receives all of their Vassals, shuffle the deck of Rogue special abilities, and draw one card at random, placing it face up in easy reach of all players. One player should now read the card aloud, making sure that everyone knows the Rogue special ability for this game.

Module Setup After finishing completing the base game setup, shuffle the Homecoming cards and place them in a face-down deck next to the board. Draw 4 cards and place them face-up next to the deck.

Module Rules

Module Rules

Using the Rogues module introduces specific rules for the Rogue miniatures, as well as a new Free Action.

Using the Homecoming module introduces a new Free Action.

Free Action: Use Rogue’s Ability All Rogue special abilities rules are identical to the rules for Wizard’s special abilities. Please refer to Free Action: Use Wizard Ability section on page 5 for details.

Free Action: Draft a Homecoming Card Once per turn, as a Free Action resolved only immediately after the active player retrieves all of their Vassals from Action Spaces, that player may choose one of the face-up Homecoming cards. The active player then immediately follows the instructions on the chosen card, followed by all other players in clockwise order, beginning from the player on the left hand side of the active player. Finally, the chosen Homecoming card is placed face-down under the Homecoming deck, and a new card is drawn from the deck to refill the empty spot.

Rogue as a Vassal The Rogue is considered a Sperman for all intents and purposes. Whenever a player resolves an Action that allows them to receive a new Spearman, the player may elect to receive a Rogue instead, provided that the Rogue is not yet a part of their pool of active Vassals.

Example 8 Steve (black player) retrieves all of his Vassals from the board. He chooses the Homecoming card that allows . All him to take 2 Wisdom other players receive 1 Wisdom .

Module Interplay This module can be combined with any other modules from the Call of the Dragonlord expansion, and requires no special rules modifications.

M

. . .

odule

Modlue 7: Homecoming - Components

7: H omecoming

Although in the struggle for dominance only one Noble House can be the victor, our vassals are still men of flesh and blood. For them each homecoming is a celebration they will share in the warm light of the White City inns. This peculiar camaraderie flies no House banners, and it is both heart-warming, and ultimately beneficial for those who command their fates.

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Resource Limits The active player who received any resources from a Homecoming card is still subject to storage limitations enforced at the end of the turn. However, all other players may keep any resources that would otherwise be discarded due to lack of space. Each such player will have to discard any resources in excess of their limit only at the end of their own turn.

Homecoming Restrictions Only a player who collects all of their Vassals ever chooses a Homecoming card. However, whenever all

Module 4: House Abilities, Module 5:

Vassals of a player are retrieved (which means that all Vassals belonging to a player were on Action Spaces before retrieving Vassals), the player must choose a Homecoming card from the display – drafting a Homecoming card becomes mandatory. The active player is also the only one who can resolve Free Actions. All other players are not allowed to gain extra resources by using Dragon Abilities (or any other abilities), as these can be only used by the active player.

Quests,

F

Using some of the modules together may create unexpected interactions players will need to tackle. Below follows a list of special cases when rules of different modules will interact.

Q: If I start my turn by resolving a Free Action that moves a Dragonrider onto the last space of an Exploration Tile, can I use that Dragonrider to perform a Main Action? A: Yes.

Module 1: Wizards and Module 2: Forgotten

Q: Can a player score Power Points from an Objective Tile if they have no matching Dragon Ability markers? A: No. In order to qualify for scoring, a player must possess not only the Dragons depicted on an Objective Tile, but also Ability markers on relevant Dragon Tiles.

Metropolis When combining these two modules, the Wizard’s Abilities can only be used by players who have recalled their Wizard from the Forgotten Metropolis board. Players with Wizards still on the expansion board should completely ignore any new rules introduced by the Wizards module.

Metropolis

Q uestions

Q: Can I move a Dragonrider down on an Exploration Tile on the same turn I placed him there? A: No. This Free Action (for the Dragonrider just placed) only becomes available the turn after the Dragonrider is placed on an Exploration Tile.

I nteraction Rules

Forgotten

A sked

Q: Can you perform Free Actions if your Main Action is retrieving Vassals? A: Yes.

. . .

2:

requen tly

Q: If a player has no Vassal to place, can they still pay a Weapon to remove a tile from the Wilds? A: In order to remove a tile from the Wilds, a player has to be able to place an Action Tile in its place, and to place a Vassal on the new Action Tile, before starting the action.

This module can be combined with any other modules from the Call of the Dragonlord expansion. If combining it with the House Abilities module and/or the Quests Module, please see Module Interaction Rules below.

Module

. . .

Below follows a list of frequently asked rules questions for Simurgh:

Module Interplay

M

Module 7: Homecoming

Drafting a Homecoming card produces resources, which can be used immediately while performing any Free Action offered by the House Abilities cards and the Quest cards. Only the active player may take advantage of this opportunity. All other players are not allowed to perform any Actions out of turn, including any Free Actions of House Ability cards, Quest Cards or Dragon Abilities.

NOTE When it is not your turn, sit tight, observe the board, and plan your next move. You may occasionally receive some resources, but you are not allowed to use any abilities that modify the amount of resources received. Please note that removing a Dragon Ability marker is also a Free Action, and (like all other Actions) can only be performed by the current active player. To offset those restrictions, you may end up starting your turn with resources over you player board limit, as you will not have to discard any resources immediately, even if you added the new resources to a completely filled board.

odule

and

Q: How do you calculate scoring for tied Objectives? A: Add the Power Point value of the place players are tied for with the value of the place one level lower, and divide these points between players equally, rounding down if necessary. If two or more players are tied for first place, the next player receives points for third place (if the Objective Tile awards any). When tied for the last place on an Action Tile, simply divide the Power Points available for that place between all tied players.

and

Module 7: Homecoming. As long as a Wizard belonging to a player remains on the Forgotten Metropolis board, that Wizard is not considered a Vassal for the purposes of drafting a Homecoming card. Whenever a player retrieves all the Vassals excluding the Wizard on the Forgotten Metropolis board, that player must draft a Homecoming card.

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A

ppendix

Table

of

01: Table

R eference

of

for

Action T iles

Reference 1: Production Tiles

M ultiple Vassals

Single Vassal

Receive 2 Vegetables or 2 Meat.

Receive 2 Vegetables and 2 Meat.

#E02

M ultiple Vassals

Single Dragonrider

#E03

M ultiple Vassals

Single Vassal

Receive 2 Meat.

Receive 3 Vegetables and 1 Wood.

Receive 2 Meat, 1 Vegetable and 2 Wood.

#E04

M ultiple Dragonriders

Single Dragonrider

Single Dragonrider

#E01

Table

of

#E06 #E07

of

Single Dragonrider

Receive 5 Stone.

Receive a total of 5 Meat and/or Vegetables.

Receive 3 Meat.

Receive 2 Wood and 2 Weapons.

Single Dragonrider

Receive 3 Vegetables and 2 Weapons.

Reference 2: Transformation Tiles

#E05

Table

Receive 2 Stone.

Single Vassal

Receive a total of 4 Vegetables and/or Meat.

M ultiple Dragonriders

Single Dragonrider

M ultiple Vassals

Single Dragonrider

Exchange a total of 2 Wood and/or Stone for 4 Wisdom.

Exchange 2 Stone for 6 Wood.

Single Dragonrider Exchange 2 Wood for 6 Meat.

Single Dragonrider

Exchange 2 Meat for a total of 5 Meat and/or Vegetables.

Single Dragonrider

Exchange 1 Wood for 2 Weapons.

Exchange 1 Wood and/or Stone for 3 Weapons.

Exchange 2 Stone for 5 Wood.

M ultiple Vassals

Single Vassal

Single Dragonrider

Exchange 2 Stone for 3 Weapons.

Exchange 1 Weapon for a total of 2 Wood and/or Stone.

Exchange 2 Weapons for a total of 5 Wood and/or Stone.

Reference 3: Research Tiles

#E08 #E09 #E10

M ultiple Dragonriders

Single Dragonrider

Gain 3 Wisdom.

M ultiple Vassals

Exchange 1 Power Point for 2 Wisdom.

M ultiple Vassals

Exchange 1 Wisdom for 2 Weapons.

Exchange 2 Weapons for 5 Wisdom.

Single Vassal

Exchange 1 Power Point for 3 Wisdom.

Single Vassal

Exchange 1 Wisdom for 2 Power Points.

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Single Dragonrider

Exchange 2 Power Points for 5 Wisdom.

Single Vassal

Exchange 1 Wisdom for 1 Weapon and 2 Power Points.

Single Dragonrider

Exchange 2 Wisdom for a total of 5 Meat and/or Wood.

Single Dragonrider

Exchange 1 Wisdom and 1 Weapon for a Spearman.

Table

of

Reference 4: Exploration Tiles

Tile #

R esources R equired to move

#E11

Level 1 Gains

Level 2 Gains

Level 3 Gains

Level 4 Gains

1 Vassal or 4 Weapons.

Receive a total of 3 Wood and/or Stone.

6 Power Points.

6 Power Points.

10 Power Points.

#E12

A total of 2 Vegetables and/or Meat.

2 Power Points or 3 Meat.

4 Power Points or 3 Ability markers.

Draw 3 Dragon tiles, place 1 in your play area with 2 Ability markers.

#E13

1 Wisdom and 2 Meat.

#E14

Draw 2 Dragon tiles, place 1 in your play area with 1 Ability markers.

Draw 2 Dragon tiles, place 1 in your play area with 1 Ability markers.

2 Power Points.

2 Vegetables

Table

of

down

-

Draw 3 Dragon tiles, place 1 in your play area with 2 Ability markers.

3 Wood

3 Stones and 3 Wisdom.

Draw 4 Dragon tiles, place 1 in your play area with 3 Ability markers. 4 Weapons and 3 Ability markers.

Reference 5: Leadership Tiles

#E15 #E16 #E17 #E18 #E19 #E20 #E21 #E22

M ultiple Vassals

Single Vassal

Single Vassal

Receive 2 Vegetables and place 1 Spearman on another tile in the Wilds.

Receive 2 Meat and place 1 Spearman on another tile in the Wilds.

Receive 2 Meat and place 1 Spearman on another tile in the Wilds.

Receive 1 Ability token and place 1 Dragonrider on another tile in the Wilds.

Receive 1 Ability token and 1 Wood or 1 Stone, and place 1 Dragonrider on another tile in the Wilds.

M ultiple Vassals

Single Vassal

Single Dragonrider

Receive 1 Vegetable or 1 Meat, and place 1 Spearman on another tile in the Wilds.

Place up to 2 Spearmen on any 2 other different tiles in the Wilds.

Place up to 2 Spearmen on any 2 other different tiles in the Wilds.

M ultiple Vassals

Single Dragonrider

Single Vassal

Receive 2 Weapons.

Receive 1 Stone and 1 Wood, and place 1 Spearman on another tile in the Wilds.

Receive 1 Stone and 1 Wood, and place 1 Spearman on another tile in the Wilds.

M ultiple Dragonriders

Single Dragonrider

Single Dragonrider

Draw 3 Dragon tiles, place 1 in your play area with 1 Ability marker.

Receive 1 Ability marker, 1 Power Point, and place 1 Spearman on another tile in the Wilds.

Receive 1 Ability marker, and place 1 Spearman on another tile in the Wilds.

M ultiple Dragonriders

Single Vassal

Single Dragonrider

Receive 3 Wisdom.

Receive 2 Wisdom, and place 1 Spearmen on another tile in the Wilds.

Receive 3 Wisdom, and place 1 Dragonrider on another tile in the Wilds.

M ultiple Vassals

Single Dragonrider

Single Vassal

Receive 1 Wood and 1 Stone.

Receive 2 Vegetables and 1 Meat, and place 1 Dragonrider on another tile in the Wilds.

Receive 1 Weapon and place 1 Dragonrider on another tile in the Wilds.

M ultiple Vassals

Single Dragonrider

Single Vassal

Receive 1 Ability marker.

Receive 1 Ability marker and place 1 Spearman on another tile in the Wilds.

Receive 1 Ability marker and place 1 Dragonrider on another tile in the Wilds.

Receive 1 Vegetable and 1 Meat.

M ultiple Dragonriders

Single Vassal

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Single Dragonrider

A

ppendix

of

R eference

for

D ragon T iles

Dragon Tiles

Tile #

#E23-24 #E25-26 #E27-28

A

02: Table

A bility 1

When receiving Wood, receive +2 Wood.

Exchange 1 Spearman for 1 Meat, 1 Wood, 1 Stone and 1 Vegetable. Receive 1 Weapon and 1 Wisdom.

ppendix

03: Table

of

A bility 2

A bility 3

When receiving Stones, receive +2 Stones.

Exchange 2 Stones and 2 Wood for 6 Power Points.

Exchange 1 Wisdom for 2 Weapons.

Exchange 2 Weapons for 4 Wisdom.

Exchange 1 Weapon and 1 Wisdom for a new Spearman. You may not replace the Ability token on this Dragon Ability.

Exchange 2 Weapons and 1 Wisdom for a new Dragonrider. You may not replace the Ability token on this Dragon Ability.

R eference

for

O bjective T iles

Objective Tiles

Tile #

#E29 #E30 #E31 #E32 #E33 #E34 #E35 #E36

Condition

1st Place

2nd Place

3rd Place

Most total Stone and Wood.

8 Power Points.

5 Power Points.

-

Most total Ability markers on Dragon types depicted.

14 Power Points.

10 Power Points.

6 Power Points.

Most Wisdom.

9 Power Points.

6 Power Points.

3 Power Points.

Most Weapons.

9 Power Points.

5 Power Points.

2 Power Points.

Most total Spearmen and Vegetables.

5 Power Points.

3 Power Points.

-

Most total Dragonriders and Meat.

10 Power Points.

8 Power Points.

6 Power Points.

Most total Wisdom and Ability markers on all Dragon tiles.

9 Power Points.

5 Power Points.

-

Most total Weapons, Spearmen and Dragonriders.

7 Power Points.

3 Power Points.

-

. . .

C

redits

Game design: Błażej Kubacki, Andrei Novac, Pierluca Zizzi Game development: Andrei Novac, Błażej Kubacki Artwork: Odysseas Stamoglou, Enggar Adirasa Graphic Design: Enggar Adirasa, Agnieszka Kopera Rulebook graphics: Agnieszka Kopera English rules: Andrei Novac, Błażej Kubacki, Rainer Åhlfors Special thanks: Rainer Åhlfors and MOFFI

©2016 NSKN Games. All rights reserved. For more information about Simurgh: Call of the Dragonlord please visit www.nskn.net. If your copy of Simurgh: Call of the Dragonlord is missing any components or if any game components are defective, please contact our customer support at www.nskn.net.

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