Tabletop Companion
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Marquise de Cat turn

Birdsong

Gather Wood

Place one wood token at every Sawmill building you currently have on the map.

  • Hint The more Sawmills you have on the board, the more wood lands each Birdsong. The Marquise's whole economy runs on building and protecting those Sawmills.

Daylight

Craft (optional)

Use your Workshops to craft cards from your hand. Each Workshop activates based on the suit of the clearing it occupies.

  • Hint A Workshop in a fox clearing activates fox-suited cards. When deciding where to build Workshops, think about the suit mix of clearings you control and the cards you typically hold.

Take Three Actions

Take exactly three actions in any order. Each action may be taken more than once (except Recruit, which is capped to once). The available actions are:

  • March — Move warriors from one clearing to an adjacent one, twice in sequence. Both sub-moves count as a single action.
  • Recruit — Place one warrior at each Recruiter building on the map. Recruit can only be taken once per turn.
  • Build — Spend wood tokens to place a new building in a clearing you rule. The wood may come from that clearing or from any clearing connected to it through a continuous chain of clearings you rule — your supply line. The cost increases for each copy of that building type currently on the board.
  • Battle — Initiate combat in any clearing where you have warriors against another faction.
  • Overwork — Discard a card matching a Sawmill's clearing suit to immediately place one extra wood at that Sawmill.
  • Hint You get exactly three actions per Daylight — not a minimum, not a pool. Use all three.
  • Hint A single March action gives you two sub-moves. You can split them between different warrior stacks as long as each stack has warriors to move.
  • Hint The wood cost to build goes up as you place more copies of that building type. The first building of a type costs 1 wood, and the cost increases toward 4 for the fourth placement on your track.
  • Hint Recruit places one warrior at every Recruiter on the board, but you can only take the Recruit action once per Daylight, no matter how many actions you have remaining.
  • Hint Overwork lets you discard a card matching a Sawmill's suit to generate a single extra wood at that Sawmill — useful when you need wood for a build but haven't gathered enough this turn.

Evening

Score Victory Points

Score victory points based on how far you have progressed on each of your three building tracks — Sawmill, Workshop, and Recruiter. Your faction board shows the VP value at each track position; sum all three to get your score for this Evening.

  • Hint The deeper you have built into a track, the more VP that track contributes each Evening. Protecting your most advanced track is often more valuable than expanding.

Draw and Discard

Draw 1 card, plus 1 additional card for each uncrafted item sitting in your Field Hospitals slot. Then discard down to a maximum of 5 cards.

  • Hint Field Hospitals serve a second purpose beyond card draw: when one of your clearings matching a Field Hospital's suit is the site of a battle, you can pay a card to return your warriors from that fight to your supply rather than losing them outright. Check your faction board for the full details.