Overview
Feudum is a deeply strategic game of hand management, resource optimization, and area control set in a medieval kingdom. Players send pawns across the countryside to claim feudums (fiefdoms), dungeons, farms, and towns. Through 5 epochs, players optimize 4 actions per turn to influence 6 interconnected guilds, produce goods, and score victory points. The guild system creates an economic engine where each guild’s leader and journeyman contribute differently to the economy.
Components
- 1 Game board (landscape with locations and guild tracks)
- 5 Player boards
- 11 Action cards per player (55 total)
- 6 Guild boards (Farmer, Merchant, Alchemist, Knight, Noble, Monk)
- Player pawns, feudum markers, influence markers
- Goods tokens (food, wine, iron, sulfur, etc.)
- Royal writ tiles, epoch cards
- Victory point tokens
- Various additional tokens and markers
Setup
- Place the game board centrally.
- Each player takes a player board, 11 action cards, pawns, and markers.
- Place guild boards alongside the main board.
- Populate guilds with starting members.
- Distribute starting resources and place pawns on the map.
- Shuffle epoch cards and place per scenario.
Turn Structure
The game is played over 5 epochs. Each epoch:
- Draw epoch card (may trigger events or scoring).
- Players take turns, each choosing 4 actions from their hand of 11 action cards.
- Play 4 actions one at a time in turn order.
- At end of epoch, score guild influence and other conditions.
Actions
Each turn, play 4 of your 11 action cards:
- Move — Move pawns across the landscape between locations.
- Influence — Place or advance influence at a location to control it.
- Tax — Collect resources from locations you control.
- Transfer — Move goods between locations or to guilds.
- Improve — Upgrade locations (e.g., claim feudums, build farms).
- Conquer — Military action to take control of locations.
- Guild — Interact with the 6 guilds to produce goods, gain abilities, or score.
- Repeat — Take one of the above actions again (with restrictions).
- Progress — Advance on various development tracks.
- Migrate — Move population between locations.
- Starve — (Defensive) Feed your population to avoid penalties.
Guild System
The 6 guilds (Farmer, Merchant, Alchemist, Knight, Noble, Monk) form an interconnected economic chain:
- Each guild has a Leader and Journeyman position.
- Guild leaders push goods through the economy.
- Journeymen receive goods and process them.
- Players earn VP for guild positions during epoch scoring.
Scoring / Victory Conditions
Victory points are earned through:
- Epoch scoring: Points for feudums, guild positions, and influence.
- Guild leadership: Being the leader or journeyman of guilds.
- Royal writs: Completing specific objectives.
- End-game bonuses: Various conditions checked after epoch 5.
The player with the most VP after 5 epochs wins.
Special Rules & Edge Cases
- Feudum control: Claiming a feudum requires sufficient influence and an improving action.
- Guild interconnection: Goods flow from guild to guild; blocking or controlling this flow is strategically important.
- Pawns can be captured through the Conquer action.
- Starvation: Unpaid population causes VP penalties.
- Royal writs provide variable scoring objectives each game.
- Epoch cards introduce different events and conditions per epoch.
- Region influence determines who controls key locations and guilds.
Player Reference
| Item |
Details |
| Players |
2-5 |
| Epochs |
5 |
| Actions per turn |
4 (from hand of 11) |
| Guilds |
6 (Farmer, Merchant, Alchemist, Knight, Noble, Monk) |
| Location types |
Feudums, Dungeons, Farms, Towns |
| Win condition |
Most VP after 5 epochs |