Player aid
Clans of Caledonia
Lead a 19th-century Scottish clan to produce, trade, and export agricultural goods — and whisky — across the Highlands.
Credits: Jarrod Moore
Contents
- Assemble the map: use the 4 Map modules (A–D). For each module, randomly choose which side faces up, then assemble so the module-letter rocks sit in alphabetical order clockwise around the centre of the map:
- Waterfall spaces (new maps): the mountain space is not along the river. The two spaces below the waterfall are along the river and are adjacent to the mountain, but they are not neighbouring it (the river runs between them). Units on all three spaces still form a single Settlement
- Market Board:
- Flip to the side matching the player count
- Place transparent Price markers on each Good's circled starting price
- Lay out Goods tokens (Wool, Milk, Grain, Bread, Cheese, Whisky) and their Goods tiles below the Market
- Export Board:
- Flip to the side matching the player count; place beside the map
- Shuffle the 9 Scoring tiles, choose 5 at random, and place face-up in random order along the edge of the Export board
- Shuffle Export contracts into a face-down draw pile; deal 1 face-up into each slot on the board
- Solo or 3-player: leave one slot empty
- Place Glory tokens and Import tokens (Cotton, Tobacco, Sugar cane) next to the "1" of the Export board scoring track
- On the 1–2 player side, dice icons are used only for the solo game
- Export Contract Refill Board (Industria):
- Place next to the Export board
- Fill each slot with a face-up Export contract from the top of the draw pile
- Port Bonus Tiles:
- Randomly choose 4 from the pool (base 1–9 plus Industria 10–18)
- Place one next to the factory at each map corner. Each tile's arrows indicate its 1–2P or 3–4P adjacent space
- Return unused Port tiles to the box
- Award Tile (Industria):
- Draw 1 at random and place below the 5th Scoring tile with the player-count icons face up
- Return the remaining Award tiles to the box
- Farmers Markets (Industria):
- Place the Passing bonus overlay on the Export board (player-count side up). Passing bonuses are now £4 lower than printed for the rest of the game
- Deal 1 Farmers market tile to each player, before drafting Clans
- After Clans are drafted, in reverse turn order, each player places their Farmers market on a space that is:
- a land space
- with at least 3 neighbouring land spaces, and
- at least 2 spaces away from any other Farmers market
- With the Clan Auction variant, place Farmers markets in reverse auction order instead
- Train Map (Industria):
- Use the side showing the 3/4-player icon in the bottom left
- Shuffle each tile type and place face-down in separate piles, then draw and place:
- Delivery bonus tiles: 1 on each designated spot (1 per City, 1 per Town)
- Milestone tiles: 1 on each designated spot (1 per City, 1 per Tunnel)
- Demand tiles: 1 on each designated spot (1 per City, 1 per pair of Towns)
- Place remaining Demand tiles face-down next to the Demand refill area
- Draw and place 4 Demand tiles face-up on the refill area (3 in a 3-player game)
- Each player places all 4 Milestone markers on the first 4 spots of the Delivery track, and their Train station on the last spot
- For 2-player setup, see the 2-Player Game section
- Set up your player board:
- Take 1 Player board and all tokens in your chosen colour
- Place tokens on their matching locations: Sheep, Cows, Cheese dairies, Bakeries, Fields, Distilleries
- Place all 8 Workers on the 4 forest slots (as Woodcutters) and 4 mountain slots (as Miners)
- Set your 4 Port markers beside your board
- Fill your Merchant track with 5 Merchants; the remaining 2 go below your board as starting stock
- Place your Shipping token on the leftmost space of the Shipping track
- Place your 2 Technology tiles below your Workers, arrow to the upper left
- Take 1 Export box tile with the player-count side face up
- Turn Order:
- Randomly determine the starting player
- In round 1, turn order runs clockwise from the starting player — place each player's Turn order token on the Turn order track accordingly
- In later rounds, turn order is set by pass order during the Action Phase
- Draft Clans:
- Randomly draw 1 more Clan tile than the number of players
- Draw the same number of Starting tiles; place 1 next to each Clan
- Starting with the last player, in reverse turn order, each player chooses a Clan + Starting tile pair and places them in front of themselves. The starting player chooses last, between the two remaining Clans
- Gain the Goods and money shown on your Starting tile
- Clan MacDonald: the Clan tile covers the Woodcutter/Miner area of the player board, and this Clan has no Technology upgrades
- Players may never hide information about their Goods, money, or components
- Place your first Workers: these placements follow normal Expand rules for land cost and unit cost, but do not trigger the Neighbourhood bonus, Farmers market bonus, or Building bonus:
- Beginning with the starting player, clockwise, each player places 1 Worker from the top of their player board onto an empty space:
- Woodcutter: forest space
- Miner: mountain space
- Then, in reverse turn order, each player places their 2nd Worker (no adjacency requirement). Each space holds only one unit, unless an effect allows 2
- Cost = land cost on the space + Worker cost:
- Woodcutter: £6
- Miner: £10
- A forest-mountain hybrid lets you place either — £6+£6 for a Woodcutter or £10+£6 for a Miner
- Clan MacDonald: places 3 Workers instead of 2, and they may be Woodcutters, Miners, or Fishermen
- Clan Fergusson: places 3 Workers, all on border spaces of the active map
- Beginning with the starting player, clockwise, each player places 1 Worker from the top of their player board onto an empty space:
- Place your first Trains (Industria):
- After first Workers, in reverse turn order, each player places their Train on any Town
- No two players' Trains may share a Town during initial placement
- Do not place your Train where you plan to make your first delivery — you must move your Train before delivering
Round Structure
The game runs for 5 rounds, each with 4 phases in order:
- Phase 1: Preparation (skipped in round 1)
- Phase 2: Actions — players take one Action per turn, in turn order, until everyone passes
- Phase 3: Production
- Phase 4: Scoring — award Glory for the current round's Scoring tile
Phase 1: Preparation
Skipped in round 1. At the start of every later round:
- Flip the previous round's Scoring tile face-down — its Glory bonus is no longer available
- Refill empty slots on the Export board with new Export contracts from the top of the draw pile
- With the Export Contract Refill Board, draw from the refill board left to right, slide remaining contracts left, then top up the refill board from the draw pile
- Retrieve your Merchants from the Market to your stock
Train module:
- Discard Demand tiles used last round (those with a tilted Train next to them)
- Refill Demand tiles — Cities first, then Towns, taking the leftmost tile from the refill area, filling from lowest-numbered spot upward
- Slide remaining tiles in the refill area left; refill empty spots from the Demand pile
- Stand all Trains upright so they can be used this round
Variable Starting Market Prices variant: from round 2 onward, also run the Market Phase to shift prices — see Variants.
Phase 2: Actions
On your turn, take exactly one Action from:
- Trade
- Obtain an Export Contract
- Expand
- Upgrade Shipping
- Upgrade Technology
- Hire a Merchant
- Fulfil an Export Contract
- Train Action (Train module)
- Claim a Milestone (Train module, or the "Milestones Without the Train Module" variant)
- Pass
With the exception of Pass, every Action can be taken multiple times in a round.
You may also use the Free Action: Using a Port Bonus Tile before or after your main Action.
Each Action is described in its own sub-section below.
Phase 3: Production
Collect income and produce Goods from your deployed units. Each empty slot on your player board with a "plus" icon shows what the missing unit is currently generating. In order:
- Worker income (each later Worker slot shows the running total for convenience):
- Woodcutter: £4 (£6 with Technology upgrade)
- Miner: £6 (£8 with Technology upgrade)
- Basic goods (required):
- Sheep → 1 Wool
- Cow → 1 Milk
- Field → 2 Grain
- Processed goods (optional):
- Cheese dairy: 1 Milk → 1 Cheese
- Bakery: 1 Grain → 1 Bread
- Distillery: 1 Grain → 1 Whisky
Basic goods spent to produce Processed goods may come from anywhere — the current Production Phase, a previous one, or the Market.
Phase 4: Scoring
If you have fulfilled the requirement on the top half of the current round's Scoring tile, gain the Glory shown on the bottom half. Track Glory on the Export board with your Glory marker — take or flip it each lap. Leave the Scoring tile face-up for now; it flips face-down during the next round's Preparation Phase.
Key Terms
- Neighbouring: an adjacent space with no river between the two spaces
- Adjacent: spaces that share an edge — a river may run between them
- Within Shipping reach: a space reachable via your current Shipping level (see Upgrade Shipping)
- Settlement: a cluster of neighbouring units of your colour; a single isolated unit is also a Settlement
- Deployment: placing a unit on the map via an Expand action or equivalent effect. Deployment triggers the Neighbourhood bonus, Farmers market bonus, and Building bonus. Moving a unit is not deployment
Land restrictions — each land type supports specific units:
- Grasslands: Sheep, Cows, Cheese dairies, Bakeries, Fields, Distilleries
- Forests: Woodcutters
- Mountains: Miners
A hybrid space (grassland-mountain, for example) supports any matching unit type.
Two Units on a Space (Industria)
Several Industria effects — Clan MacPherson's Breeding, Delivery bonuses, new Port tiles, and so on — let you deploy a unit onto a space that already contains one of your units:
- Do not pay the land cost — only the unit cost
- A space can never hold more than 2 units
- Two units on the same space are neighbouring each other
- Each unit counts individually for Scoring tiles and Milestones
- If one unit is later removed (slaughtering, Delivery bonuses, etc.), the other remains on the space
- Otherwise, treat the two units as in the base game for production and Neighbourhood bonuses
Moving a Unit (Industria)
Several Industria effects let you move one of your units from one map space to another:
- The destination must match the terrain required by the unit being moved
- Workers all count as the same type — move to any forest or mountain space (Clan MacDonald Workers may also move to/from loch spaces)
- Do not pay the land cost of the new space
- A moved unit does not trigger the Neighbourhood bonus, Farmers market bonus, or Building bonus
- Crossing a river or loch still requires the matching Shipping level
- Worker income is based on your player board slots, not map position — moving Workers does not change their income
A Worker that is forced or moved has not been deployed, so it does not trigger a Deployment Bonus.
After round 5 completes, total each player's Victory Points. The highest score wins, and leftover money breaks ties.
Final score is the sum of:
- Glory: 1 VP per step on the Glory track
- Basic goods: 1 VP per Basic good (Wool, Milk, Grain) in your stock
- Processed goods: 2 VP per Processed good (Cheese, Bread, Whisky) in your stock
- Money: 1 VP per £10
- Hops: 1 VP per Hops listed on your fulfilled Export contracts
- Cotton, Tobacco, and Sugar cane — VP per unit by rarity across all players:
- The Import token that moved the furthest on the Export board track is the most common: 3 VP per unit
- The next most imported: 4 VP per unit
- The least imported: 5 VP per unit
- Tiebreak: Cotton is treated as the rarest, followed by Tobacco, then Sugar cane
- Export Scoring — most fulfilled Export contracts:
- 3–4 players: 12 VP for most, 6 VP for second most
- 2 players: 8 VP for most only
- Tied players evenly divide the VP of their tier, rounded down
- Settlement Scoring — count your Settlements within Shipping reach of each other:
- A Settlement is a cluster of neighbouring units of your colour (adjacent, no river between); a single isolated unit counts too
- If not all your Settlements are within Shipping reach of each other, only the biggest connected group counts
- 3–4 players: 18 / 12 / 6 VP for most / 2nd / 3rd
- 2 players: 12 VP for most
- Tied players evenly divide the VP of their tier, rounded down
Additional scoring with Industria:
- Award tiles (Award Tiles module): 12 VP for best, 6 VP for second (8 VP / 0 VP in a 2-player game). Ties share as in Export scoring
- Delivery track (Train module): 2 / 5 / 9 / 14 / 20 VP for 1 / 2 / 3 / 4 / 5 deliveries
- Milestones (Train module): for each Milestone you claimed, 8 / 4 / 2 / 0 VP based on whether you were the 1st / 2nd / 3rd / 4th player to claim it
The 2-player game uses a smaller active map. The shaded land spaces at the edge (marked by mist) are not part of the active map and cannot be expanded into. The non-shaded spaces adjacent to the shaded edge are treated as the map's border spaces, which matters for Scoring tile 5 and Clan Fergusson. All loch spaces remain part of the active map.
Neighbourhood bonuses in a 2-player game allow up to 4 pieces of the same Good per turn (rather than 3).
Train module:
- Use the side of the Train map showing the 2-player icon in the bottom left. Milestones in a 2-player game award only 6 / 2 VP for 1st / 2nd place
- Each player also uses the Mini-train of their colour in addition to their normal Train
- Train placement during setup: the 2nd player places either their Train or Mini-train on a Town, then the 1st player places theirs. Then the 2nd player places their remaining Train, and finally the 1st player theirs. No two Trains (or Mini-trains) may share a Town
- Every Train action moves both your Train and your Mini-train, in either order. The Mini-train does not make deliveries — only the bigger Train is tilted to show it is exhausted
- Your Train and Mini-train may not end movement on the same location as your other Train
- You do not pay when your own Trains meet each other
- If either of your Trains moves through or ends on a location containing an opponent's Train or Mini-train, pay £3 per opponent Train met during the move, before resolving any delivery. If you cannot pay, you cannot move through or end your movement there
Alternative 2-player Export and Settlement Scoring (optional Industria variant):
- Export scoring: the most fulfilled Export contracts still gains 8 VP as normal. The second player gains 4 VP only if they fulfilled exactly one Export contract less, and 0 VP otherwise. Ties still share 4 VP
- Settlement scoring: the most connected Settlements still gains 12 VP as normal. The second player gains 6 VP only if they have 1 or 2 fewer connected Settlements, and 0 VP otherwise. Ties still share 6 VP
In the base "Beat Your Own Score" solo variant, you play on the smaller 2-player map and try to achieve the highest score possible.
- Use Workers of different player colours as neutral pieces and place them on every active map space with a £1 land cost. These spaces are blocked off for the whole game
- Draw and place 5 Export contracts face-up on the Export board before starting
- You cannot take the Neighbourhood bonus or track Imported goods on the Export board
- Each time you pass, gain a Passing bonus of £16
Market Phase (additional phase from round 2 onward):
- During Preparation, after retrieving Merchants, roll the Goods die and the Price die three times. Reroll if the Goods die shows a Good whose price was already changed this round
- Below the brackets = low prices; above = high. When the price is low or high, ignore the +/− on the Price die:
- Price is low: price increases by the absolute value
- Price is high: price decreases by the absolute value
- Price is in the middle: price changes exactly as shown on the die
- After refilling the Export board, remove the Export contract matching the last Price die roll (intersection of the Price die result and the Export board row) from the game. Each Action phase begins with 5 Export contracts available
Scoring result bands: 0–115 Newbie · 116–130 Rookie · 131–145 Average · 146–160 Expert · 161+ Genius!
Industria adjustments (Automa is in a separate rulebook):
- Award scoring: during setup, draw one Award card from the Automa components and place it below the 5th Scoring tile instead of a normal Award tile. The goals are identical to the Award tiles, but you compare your progress against the card's thresholds to score 4 VP, 0 VP, or −4 VP
- Train map: if you want Trains in your solo game, use the 2-player side of the Train map. Take the 4 Milestone cards from the Automa components and place them on the Train map to cover the printed Milestone VP:
- After delivering, discard the Delivery bonus tile — you can only deliver to each location once per game
- Score 10 / 8 / 6 / 4 / 2 VP for claiming a Milestone in round 1 / 2 / 3 / 4 / 5. You are rewarded for claiming early rather than competing with anyone
- Deduct 30 VP from your final score if you played with the Train map
For the full multiplayer-style Automa solo opponent, consult the separate Automa rulebook.