Tabletop Companion
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Eyrie Dynasties turn

Birdsong

Reveal Dominance (optional)

If you hold a Dominance card and have reached at least 10 victory points, you may flip it face-up now to switch your win condition to the Dominance goal printed on that card.

  • Hint Once the Dominance card is revealed, reaching 30 VP no longer wins the game for you. Your goal is the Dominance condition instead.

Emergency Orders

If your hand is completely empty at the start of Birdsong, draw one card before taking any other action this phase.

Add to the Decree

Choose one or two cards from your hand and slot each into one of the Decree's four columns: Recruit, Move, Battle, or Build. The suit of each card determines which clearings that column's action applies to.

  • Hint Adding at least one card is mandatory. If you cannot or do not add a card, you go into Turmoil at the end of Daylight.
  • Hint Loyal Vizier cards count as bird suit. Because bird is wild for the Decree, a Vizier satisfies any column's suit requirement when you resolve it.

Daylight

Craft

Use your roosts to craft cards from your hand. Each roost activates the clearing it sits in — if that clearing's suit matches a card you want to craft (or a bird-suit Loyal Vizier matches anything), you may spend that activation to craft the card.

  • Hint Crafting requires a roost in a matching clearing. If you currently have no roosts on the board, you cannot craft anything this turn.

Resolve the Decree

Work through the Decree's columns from left to right — Recruit, then Move, then Battle, then Build — fulfilling every card slotted in each column before moving to the next.

  • Hint If you are ever unable to satisfy a single Decree card, Turmoil triggers immediately in four steps: (1) Humiliate — lose 1 VP per bird card (including Loyal Viziers) in the Decree; (2) Depose — remove your current Leader from play; (3) Promote — choose a new Leader from those not yet deposed; (4) Purge — remove all bird cards from the Decree (non-bird cards stay). Your turn then ends.
  • Hint Recruit: for each Recruit card, place one warrior at any roost located in a clearing that matches that card's suit.
  • Hint Move: for each Move card, move at least one of your warriors out of a clearing whose suit matches that card's suit. The card is satisfied as soon as any number of warriors depart — you choose how many actually move.
  • Hint Battle: for each Battle card, initiate a battle in a clearing whose suit matches that card's suit. You must have warriors there and another faction to fight.
  • Hint Build: for each Build card, place a roost in a clearing whose suit matches that card's suit, provided you rule that clearing and have no roost there yet.

Evening

Score Victory Points

Score VP based on the number of roosts you have on the map, using the roost-scoring chart on your faction board. More roosts means more VP.

  • Hint All Leaders share the same roost-scoring chart. Your Leader's special ability may add extra bonuses, but the base score in Evening is always determined by roost count alone.

Draw and Discard

Draw one card, plus one additional card for each Loyal Vizier currently in your Decree. Then discard down to a maximum hand size of five cards.

  • Hint Hand size cap is five cards. If you end up with more after drawing, choose which extras to discard before your next Birdsong.