Districts

Classic version

Manor
Manor
Castle
Castle
Palace
Palace
Temple
Temple
Church
Church
Monastery
Monastery
Cathedral
Cathedral
Tavern
Tavern
Market
Market
Trading Post
Trading Post
Docks
Docks
Harbor
Harbor
Town Hall
Town Hall
Watchtower
Watchtower
Prison
Prison
Battlefield
Battlefield
Fortress
Fortress
Haunted City
For purposes of Victory Points (not Income), the Haunted City is considered to be of any one color of your choice at the end of the game.
Haunted City
The Keep
The Warlord can not destroy the Keep.
The Keep
Imperial Treasury
When calculating Victory Points you will receive one point for every gold in your hand.
Imperial Treasury
Map Room
When calculating Victory Points you will receive one point for every card in your hand.
Map Room
Laboratory
Once per turn you may discard one of your cards from hand and take 2 gold.
Laboratory
Observatory
If on the Income step you choose to take cards, you will choose not from two but from three cards.
Observatory
Smithy
Once per turn, you may pay 2 gold for the right to draw 3 cards from the deck.
Smithy
Graveyard
When the Warlord destroy a district you can pay 1 gold to take destroyed district in hand.
Graveyard
Library
If on the Income step you choose to take cards, you will take all drawn cards.
Library
School of Magic
On the Income step the School of Magic counts as a district of any color of your choice. For example if in current turn you are the King, the School of Magic will counts as a noble district.
School of Magic
University
When calculating Victory Points you will receive 2 additional Points.
University
Dragon Gate
When calculating Victory Points you will receive 2 additional Points.
Dragon Gate
Great Wall
For the destruction of your districts, the Warlord will have to pay one more gold.
Great Wall

DLC "Dark City"

Armory
On your turn, you can destroy the Armory to destroy any other player's district.
Armory
Lighthouse
When you place the Lighthouse in a city, you can look at the deck of districts cards and take any of them. The deck will then be shuffled.
Lighthouse
Museum
Once per turn, you may place a district card from your hand under the Museum. In the final scoring at the end of the game, you will receive an additional point for each card under the Museum
Museum
Bell Tower
After building the Bell Tower, you can announce that the game will continue for up to seven built districts. If you destroy the Bell Tower, the rules will become the previous.
Bell Tower
Wishing Well
In the final scoring at the end of the game, you will receive a point for each Special district built in your city.
Wishing Well
Quarry
When building districts, you can build a district that already exists in your city. There can only be one repeating district in a city at a time.
Quarry
Poorhouse
If you have no gold left at the end of your turn, take one gold from the bank.
Poorhouse
Ballroom
When you wield the Crown, whenever another player starts their character's turn, they must say "Thank Your Majesty", if they forget, they will miss their turn.
Ballroom
Factory
After building the Factory, the construction of other Bonus Quarters for you will cost 1 gold less.
Factory
Hospital
If you are attacked by an Assassin, you keep the collection resources action. However, you will not be able to build and use districts.
Hospital
Park
If you have no districts cards left at the end of your turn, you may draw two cards from deck.
Park
Throne Room
Each time the Crown changes hands, you receive one gold from the bank.
Throne Room

DLC "Deluxe"

DLC "Scenic Route"

Excavation Site
Does not count when calculating the number of districts for a complete city. At the end of the game you will receive 2 extra points.
Excavation Site
Avant-Garden
On your turn, you can build the top card from deck for free, and return Avant-garden back to the deck.
Avant-Garden
Sinkhole
On your turn, turn any district face down. This district will no longer be valid until the end of the round.
Sinkhole
Dragon Roost
After building a Dragon Roost, select 1 district that it will guard. This district will be immune to impacts.
Dragon Roost
Labyrinth
After selecting characters, you can replace 1 of your characters with another of the same rank for this turn.
Labyrinth
Festival Grounds
After built, deal the top 6 cards from the deck to all players in order, starting with you.
Festival Grounds
Royal Coffer
Once per round, if you have the crown, you can take 1 gold from the Royal Coffer to pay for construction.
Royal Coffer
Forum
At the end of the game, when scoring, the Forum will be worth the same amount as the rank of the last character you played.
Forum
Trade Bridge
After built, choose player to create a trade link. Now when, during the collection stage, one of you takes a resource, the other receives 1 unit of the same resource.
Trade Bridge
Consulate
After built, place a random character card from those not selected in the game under the Consulate. Once on your turn, you can use his ability.
Consulate
Shadow Chamber
At the end of the round, after building the Shadow Chamber, you must replace 1 character in the deck with another of the same rank.
Shadow Chamber
Clockworks
Once per turn, you can pay 1 gold to increase the building limit by 1.
Clockworks
Architects Guild
Once a turn, you can take the top card from the deck, if your city already has a block with the same type, then keep it for yourself.
Architects Guild

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