Lords of the Manor

Lords of the Manor

2026

2 - 4 players
60 - 120 min

From BoardGameGeek

Lead a great House across four years to build the grandest estate. Lords of the Manor is a mid-weight worker-placement and tableau-building game for 2–4 players in which the cards you construct don't just score points, they become new actions your workers can take. Each year unfolds across four seasons. On your turn, you place a worker on one of five main actions, or activate one of the buildings you've constructed in your own estate. Expand to construct new Estate cards from your hand or the shared Common Market. Refine resources into coins, hire workers, or scheme with Intrigue cards to disrupt your rivals. But your workforce isn't a fixed pool. As your estate grows, so does your need for food, and the end of each year brings a Harvest where you must feed every worker or take Begging tokens that cost you victory points. Grow too fast and you starve. Hold back and you fall behind. Between every season, a Fate card may unleash a Fortune event that hits every player at once: good harvests, plagues, droughts, forest fires. You can't lock in a strategy and run it on autopilot. The table shifts under everyone, and the player who reads it best comes out ahead. Trade with other players. Fight over the shared market. Sabotage a rival's best card at exactly the wrong moment. After four years, the player with the most victory points wins. Features Strategic tableau-building where each card you construct becomes a new action available to your workers A shared Common Market that fuels real competition for the best cards Trading, Intrigue, and Sabotage cards for meaningful player interaction Workforce expansion balanced against feeding costs Global Fortune events that reshape the game between seasons

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BoardGameCo
BoardGameCo
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TableTopVibes
TableTopVibes
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About Lords of the Manor

From BoardGameGeek:

Lead a great House across four years to build the grandest estate. Lords of the Manor is a mid-weight worker-placement and tableau-building game for 2–4 players in which the cards you construct don't just score points, they become new actions your workers can take. Each year unfolds across four seasons. On your turn, you place a worker on one of five main actions, or activate one of the buildings you've constructed in your own estate. Expand to construct new Estate cards from your hand or the shared Common Market. Refine resources into coins, hire workers, or scheme with Intrigue cards to disrupt your rivals. But your workforce isn't a fixed pool. As your estate grows, so does your need for food, and the end of each year brings a Harvest where you must feed every worker or take Begging tokens that cost you victory points. Grow too fast and you starve. Hold back and you fall behind. Between every season, a Fate card may unleash a Fortune event that hits every player at once: good harvests, plagues, droughts, forest fires. You can't lock in a strategy and run it on autopilot. The table shifts under everyone, and the player who reads it best comes out ahead. Trade with other players. Fight over the shared market. Sabotage a rival's best card at exactly the wrong moment. After four years, the player with the most victory points wins. Features Strategic tableau-building where each card you construct becomes a new action available to your workers A shared Common Market that fuels real competition for the best cards Trading, Intrigue, and Sabotage cards for meaningful player interaction Workforce expansion balanced against feeding costs Global Fortune events that reshape the game between seasons

Categories

Card GameEconomicMedieval

Mechanics

End Game BonusesHand ManagementIncomeOpen Drafting
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