Everything you need to settle the island — from your first village to your tenth Victory Point.
1 · The Goal
KROWNIA is a race to build the strongest network of roads, villages and towns on a freshly
discovered island. You earn Victory Points (VP) for what you build and for special achievements.
10 VPThe first player to reach 10 Victory Points on their own turn wins immediately —
the game stops the moment someone gets there.
This game is built for 2–4 players per room. Empty seats can be filled by AI opponents.
2 · The Island & Its Tiles
The board is made of 19 hexagonal tiles, shuffled and laid out freshly every game. Five tile
types each produce one resource; the desert produces nothing.
Forest produces Wood ×4 tilesHills produce Brick ×3 tilesPasture produces Sheep ×4 tilesFields produce Wheat ×4 tilesMountains produce Ore ×3 tilesDesert produces nothing ×1 tile
Each non-desert tile carries a number token (2–12). When that number is
rolled, the tile produces resources for every village and town touching it. The desert starts as the
home of the Pirate (see §11).
3 · Resource Cards
Producing tiles pay out in resource cards. These five resources are the currency of KROWNIA —
everything you build is paid for with them.
WoodBrickSheepWheatOre
Your current hand is always shown in the resource panel. There is no hard limit on
how many cards you may hold — but if you are holding more than 7 cards when a 7 is
rolled, you must discard half of them (see §11).
4 · Your Pieces
Every player has a fixed, limited supply of building pieces in their colour. Running out means you
cannot build that piece again until you free one up (only villages can be freed — by upgrading
them to towns).
Village worth 1 VP 5 availableTown worth 2 VP 4 availableRoad worth 0 VP 15 available
Villages and towns collect resources; roads connect your network and let you reach
new building spots. A town counts as a village that was upgraded — upgrading returns the
village piece to your supply.
5 · Dice & Number Tokens
Each turn begins by rolling two six-sided dice. Their sum (2–12) decides which tiles
produce this turn.
= 8
Number tokens show their value plus a row of dots: more dots = more likely. The values
6 and 8 are the most common rolls, so they are printed in
red — settling next to them pays off most often. The number 7 is never on a
tile; rolling a 7 triggers the Pirate instead (see §11).
A roll only produces for tiles that have a village or town on one of their six
corners — a village collects 1 card, a town collects 2.
6 · Game Setup
Turn order is randomised, then everyone places their starting pieces in a "snake draft" —
forward through the players, then back again:
P1P2P3P4↩P4P3P2P1
On each of your two setup turns you place 1 village and then 1 road touching it.
Villages must obey the distance rule: no village may sit on a corner next to another
village (every building needs at least one empty corner between it and the next).
Your second village immediately pays you one resource for each tile it touches —
this is your starting hand. The first village pays nothing.
If your placement timer runs out, the game auto-places a valid village and road for
you. You can move an auto-placed pair later, during setup, from the board prompt.
7 · A Turn, Step by Step
1
Roll the dice. Every player
(not just you) collects resources from their villages and towns on matching tiles.
2
Trade. Optionally trade with the
bank, a port, or propose a swap to other players.
3
Build & buy. Spend resources
on roads, villages, towns, or an Action Card — in any order, as many as you can afford.
4
End your turn. Play passes to the
next player. (Each turn has a countdown timer; if it runs out your turn ends automatically.)
You may play one Development Card per turn, and you can play it before or after
rolling — except a card bought this very turn, which must wait until a later turn.
8 · Building
Pay the cost, then place the piece. Build costs are fixed:
Road connects your network
1 Wood + 1 Brick
Village +1 VP
1 Wood + 1 Brick + 1 Sheep + 1 Wheat
Town +1 VP (upgrade)
3 Ore + 2 Wheat
Action Card see §10
1 Ore + 1 Wheat + 1 Sheep
Roads must connect to one of your own roads, villages or towns. Max 15.
Villages need a road of yours leading to the spot and must obey the distance rule. Max 5.
Towns upgrade one of your existing villages in place (it must already be on the board).
Max 4.
9 · Trading
With players: on your turn, propose any swap of resources. Each opponent may accept or decline;
the trade only happens if someone accepts.
With the bank / ports: you can always trade up at a fixed rate. Building a village on a
port improves your rate for trades made there:
4 : 1Default bank rate — 4 identical cards for any 1.3 : 1Generic (?) port — any 3 identical cards for any 1.2 : 1Resource port — 2 of that one resource for any 1.
Each give-resource trades at its own best available rate. You only get a port's rate
once you have a village or town sitting on that port.
10 · Development Cards
Buy a Development Card (1 Ore + 1 Wheat + 1 Sheep) and draw the top card of the shuffled
25-card deck. Cards stay hidden in your hand until you play them — one per turn, and never
the turn you bought it.
Warrior×14 Move the Pirate and steal a card.
Warriors played count toward the Marshal title.Grant×2 Place 2 roads for free.Cargo×2 Take any 2 resources
from the bank.Ransom×2 Name a resource; every other
player hands you all of theirs.Bonus×5 Worth 1 VP each.
Stays hidden — revealed only when it would win you the game.
11 · The Pirate & Rolling 7
The Pirate sits on a tile and blocks all production there — that tile pays out nothing
while the Pirate is on it.
When anyone rolls a 7 (or plays a Warrior):
Discard. Every player holding more than 7 cards must discard half (rounded down).
Move the Pirate. The active player moves it to any other tile.
Steal. The active player steals 1 random card from an opponent who has a building on
the Pirate's new tile.
Rolling a 7 produces no resources for anyone. If the active player's timer runs out
before moving the Pirate, the turn passes and the Pirate stays where it is.
12 · Special Cards
Two bonus cards are worth 2 VP each and can change hands during the game.
Road Master — 2 VP Awarded to the first player with an unbroken road of
5 or more segments. Another player only takes it by building a strictly longer road;
if an opponent's new village cuts your road, you can lose it.Marshal — 2 VP Awarded to the first player to play 3 Warrior
cards. It moves to anyone who later plays more Warriors than the current holder.
13 · Winning the Game
Add up every source of Victory Points. The instant a player reaches 10 VP on their own turn,
they win.
Each village
1 VP
Each town
2 VP
Road Master
2 VP
Marshal
2 VP
Each Bonus card
1 VP
Hidden Victory Point cards count toward the total — a player can win unexpectedly
by revealing them, so watch opponents who are sitting on 8–9 visible points.
14 · Tips & Etiquette
Place your first villages where many high-probability numbers (6, 8, 5, 9) meet, and aim
for a spread of resources.
Wood + Brick wins the early race (roads & villages); Ore + Wheat powers the late
game (towns & action cards).
Keep your hand at 7 cards or fewer before a roll — spend or trade so a 7 can't make you
discard.
The Pirate is a tool: park it on the leader's best red-number tile.
Trades should help you more than your opponent — but a fair trade now can be worth it to reach
a key build.
Watch the menu: Game Log shows every action, and Rules is a quick one-screen refresher
of this manual.
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⚙ Game Setup
Gameplay✦ Pro
Victory points 3–30
Timing✦ Pro
Turn time 15–600 s
Setup turn time 15–600 s
Turn duration 12–168 h
Trade response 30–300 s
No trade limit
Discard time 5–300 s
No discard limit
Map✦ Pro
Board layout
Custom Board Coming Soon
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Number of Players
Allow spectators
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