Tabletop Companion
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Corvid Conspiracy turn

Birdsong

Craft (optional)

You may craft cards from your hand by activating your plot tokens as crafting pieces. Both face-up and facedown plot tokens on the map can be used to pay crafting costs — their facing does not matter here.

  • Hint Unlike most factions, your crafting power lives in your plot tokens rather than buildings. The more plots you have on the board, the wider your crafting reach — just remember that crafting does not consume the token.

Flip Plots

In each clearing where you have at least one warrior and a facedown plot token, you may flip that token face-up. For each plot you flip, score victory points equal to the total number of face-up plots on the map after flipping (including the one you just revealed). Then resolve that plot's flip effect:

  • Bomb — Remove all enemy pieces in this clearing, then remove the bomb token.
  • Extortion — Take one random card from each enemy player with pieces in this clearing.
  • Snare — No immediate flip effect. While face-up, any enemy who moves warriors into this clearing must immediately remove one of the warriors they moved there. The token stays on the map.
  • Raid — No immediate flip effect. While face-up, the token stays on the map; when an enemy action removes it, score 1 VP.
  • Hint The first flip of the game scores 1 VP. The second scores 2, the third scores 3. Building up several facedown plots before you start flipping dramatically increases what each reveal is worth — patience pays.
  • Hint Bomb and extortion effects resolve the moment the token flips, before you move to the next clearing. Plan the order you flip in carefully — a bomb that clears a clearing might open movement you need later this same Birdsong.

Recruit

Spend one card to place one warrior in each clearing matching that card's suit. A bird card lets you choose any one suit. You may take this step once per Birdsong.

  • Hint Plotting costs warriors, so treat each Birdsong recruit as refilling the budget for your Daylight actions. Prioritize suits where you need to place or defend a plot this turn.

Daylight

Take Up to Three Actions

Take up to three actions in any order. The available actions are:

  • Move — Move any number of your warriors from one clearing to an adjacent one. Corvid warriors may move regardless of who rules either clearing.
  • Battle — Initiate combat in a clearing where you have warriors.
  • Plot — Remove warriors from a clearing with no plot token to place one facedown plot token there. The first plot you place this turn costs one warrior; each additional plot placed this turn costs one extra warrior (second costs two, third costs three).
  • Trick — Swap any two plot tokens on the map. Both tokens must be facing the same direction (both face-up or both facedown).
  • Hint Your movement ignores ruling status entirely. No other faction can wall you off from a clearing you want to reach — use this to plant in contested territory where opponents least expect it.
  • Hint The first plot action in a turn costs one warrior. If you plot again in the same turn, the second costs two warriors, the third costs three. Spreading too many plots in one turn drains your presence fast — one or two per turn is usually more sustainable.
  • Hint Trick lets you shuffle facedown tokens to confuse opponents tracking which token is where. It also lets you move a face-up snare or raid to a more useful clearing — a snare repositioned to a busier route is far more disruptive than one sitting in a backwater.
  • Hint When you are defending in a battle in a clearing that contains a facedown plot, you deal one extra hit. Even a lone warrior guarding an unrevealed token is slightly harder to dislodge than it looks.

Watch for Exposure (Opponent Action)

Any opponent may spend an action on their turn to attempt to expose one of your facedown plot tokens. They declare a plot type and discard a card matching that clearing's suit. If they are correct, the token is removed and they score 1 VP. If they are wrong, you keep their discarded card.

  • Hint Incorrect exposure attempts hand you a free card and waste the opponent's action. Placing plots in locations where the type is genuinely ambiguous maximizes the chance of drawing a wrong guess — and the card that comes with it.

Evening

Exert (optional)

Instead of drawing cards, you may take one Daylight action. This is your Exert option — use it if you need one more move, plot, or battle before the turn ends and drawing cards can wait.

  • Hint Exert is most valuable when you are one plot placement short of a big Birdsong payoff next turn. Trading your draw for a plot that will score two or three VP the following Birdsong is almost always correct.

Draw and Discard

Draw one card, plus one additional card for each face-up extortion token currently on the map. Then discard down to a maximum of five cards in hand.

  • Hint Each revealed extortion token is a permanent card-draw bonus every Evening. Flipping extortions early keeps your hand full for recruits, crafting, and absorbing wrong-guess exposure attempts — treat them as infrastructure, not just VP.