Official Pilgrim Rules

Last Updated on October 9, 2025 by The Official Game Rules Team

2–4 Players | 90–150 Minutes | Ages 14+

In Pilgrim, players lead a medieval abbey, managing acolytes, constructing roads, and expanding religious influence across the land. The goal is to earn the most Victory Points (VP) by the end of 26 rounds through clever resource management, building development, and spiritual progress.

Each round, players take one action turn, moving acolytes to perform duties or collect tithes. These actions allow you to produce resources, construct roads, donate buildings, and spread faith across the map. This page provides a clear breadown of the Pilgrim rules and how to play:

The image displays the box art for the board game Pilgrim, designed by Nick Case and published by Spielworxx and A-Muse-Ment, as indicated by the logos on the box. This is a medium-heavy Eurogame for 1 to 4 players, set in a provincial 14th-century abbey, where players take on the roles of abbots and abbesses. The gameplay is noted for its high-strategy, zero-randomness design over 26 rounds, featuring a unique Mancala-movement mechanism for distributing acolytes across duties to determine actions, and an 18xx-style tile development on the map board used to build trade routes for revenue and pilgrim trails for endgame points. The beautiful box art features an old pilgrim with a staff walking down a path beneath trees with vibrant pink and red leaves.

How to Play Pilgrim (Complete Rules Guide)


We’ve done our best to compile and summarize the rules so they are easy to follow, however if you have any questions or are confused, please refer to the official rulebook at the top of the page.

Game Components

  • 1 Map Board
  • 1 Alms Table
  • 1 Piety Track
  • 4 Player Boards
  • 8 Duty Tiles
  • 9 Pilgrimage Site Tiles
  • 8 Shrine Tiles
  • 60 Road, Bridge, Ford, and Upgrade Tiles
  • 24 Building Tiles (8 per level)
  • 6 Cardinal Favour Tiles
  • 7 Tithe Counters
  • 64 Acolytes (16 in each player color)
  • 8 Player Counters (2 per color)
  • 25 Stone Cubes
  • 25 Grain Cubes
  • 37 Coins (31 × 1 Groat, 6 × 3 Groat)
  • 1 Ship Round Token
  • 1 First Player Token
  • 1 Merchant Token
  • 30 Solo Counters
  • 1 Die
  • 1 Cloth Bag
  • Rulebooks (English and German)
  • Player Aid Sheets

Map Board Setup

  1. Place the Map Board in the center of the table. The rivers flow outward from the city as shown by the arrows.
  2. Shuffle and Place Duty Tiles around the board at the eight compass points, with the pointed ends facing clockwise.
  3. Add Tithe Counters — randomly place one (face up) beneath each Duty Tile except for Taxation.
  4. Place Pilgrimage Sites — roll the die to determine their location, placing one site in each quadrant of the board. The remaining tiles are returned to the box.
  5. Place the Ship Marker on the northwest Pilgrimage Site — this marks the start of Round 1.
  6. Place Building Tiles
    • Draw 4 blue (Level 1) buildings and place them face up along the outer perimeter, skipping one empty hex between them.
    • Then place 4 red (Level 2) buildings after the northeast Pilgrimage Site, also skipping one space.
    • Finally, place 4 green (Level 3) buildings beyond the southeast site.
  7. Set the Merchant token beside the Taxation Duty tile.
  8. Display Cardinal Favours face up in a row beside the map.
  9. Form the Supply:
    • 4 straight roads, 4 gentle curves, and 2 tight curves per player.
    • 2 shrines per player.
    • All bridges, fords, and upgrades form open stacks.
  10. Set the Piety Track: Each player places one counter on space 0.
  11. Set the Alms Table: Place each player’s second counter at the 0 space in their color column.
This image illustrates the recommended Set Up for 3 Players for the board game Pilgrim. The game board (numbered 20 in the center) is placed in the middle of the table, showing the central city and surrounding hexagonal spaces connected by a river. Various components are arranged around the board to facilitate gameplay.

Component Arrangement
The surrounding elements include a stack of Province tiles (labeled 2) which are used to build the map, and a separate deck of Allocation cards (labeled 7). Near the Province tiles, a supply of basic Hex tiles (labeled 11) is shown, which are used for tile development. The game also uses different currencies and resources, represented by stacks of wooden resources (labeled 14) such as brown stones and yellow grain, along with tomb and forest tiles (labeled 15) which are also part of the build-up. The Clerical board (labeled 12), which is one of the main components for resource generation and duties, is placed to the right, adjacent to the Scoring tracks (labeled 13).

Player Components and Handica
For individual player setup, the image shows a Player board (labeled 16) with spaces for their serfs (labeled 17) and acolytes (labeled 18). The instructions state that each player receives 1 player board, 8 meeples of their color placed in the village area (these are the serfs), and 3 meeples of their color in the abbey (these are the acolytes). Additionally, each player starts with 1 stone, 1 grain, and 1 coin placed in their respective storage areas. To begin the game on the main board, 5 acolytes (meeples of their color) are placed in the central area of the map board (labeled 20). The text also mentions an optional Player Handicap for games involving experienced players and newcomers, suggesting that 1-3 acolytes from the experienced player's abbey can be moved back to their village.

Player Setup

Each player receives:

  • 1 Player Board
  • 8 serfs (meeples) placed in the village
  • 3 acolytes placed in the abbey
  • 1 stone, 1 grain, and 1 coin
  • 5 acolytes placed in the city (central map space)

Seeding the Board

Starting with the first player and moving clockwise, each player takes turns placing their 5 acolytes from the city onto Duty Tiles following the river flow and arrows on the map.

Multiple acolyte colors can occupy the same Duty Tile. Once all players have placed their acolytes, the game begins.


Gameplay

Each of the 26 rounds follows this sequence:

  1. The active player chooses a Duty Tile or the city containing one or more of their acolytes.
  2. Move acolytes clockwise around the board from that position, dropping one on each space passed.
  3. Choose one Duty to perform or take a Tithe.
  4. Activate any eligible building bonuses.
  5. Play continues clockwise until all players have taken a turn.
This image displays four resource tokens or icons likely used in the board game Pilgrim, or a similar Eurogame. From left to right, the resources depicted are: a gray, cubic shape representing Stone or some type of building material; an icon of wheat or grain on a yellow background, representing Grain or food; a silver token featuring an engraving of crossed bones and an X, which often represents Bones, relics, or a specialized resource; and finally, an icon on a green background featuring a Cornucopia or similar basket overflowing with smaller resources like a scroll and perhaps another small animal or object, which often represents a bonus, wealth, or a versatile good like Piety or Goods in the context of the game. These tokens correspond to the resources a player would collect and spend in a game of economic resource management.

Example of Tithe.


Duties and Actions

Each Duty Tile allows one of several specific actions. The Duty Value (1 or 2) depends on whether the player holds the majority of acolytes on that tile.

1. Allocation

Reposition 1–2 acolytes between the abbey and Special Activities on your player board.
(Only one acolyte may occupy a Special Activity at once.)

2. Build Roads

Spend stone to build or upgrade roads, bridges, or fords—or demolish existing ones.
See “Roads & Shrines” for details.

3. Clerical

Choose Devotion to gain Piety equal to your Duty Value, or Silversmith to gain coins instead.

4. Construct

Build one building and/or construct or upgrade a road.
Buildings are selected from the map perimeter and placed on your board.

5. Give Alms

Spend coins and/or grain equal to your Duty Value to move up the Alms Table, or donate a building for end-game points.

This image displays a section of a player board or a central scoring area from the board game Pilgrim, specifically illustrating the Alms Table and the associated scoring and bonuses. The table tracks player progress through rows numbered from 0 to 6 for three different categories, indicated by the columns of colored circles.

The example text focuses on the White player's progress and the bonuses gained by all players. The White player was the first to reach row 6 of the Alms Table, which is marked by the white disc positioned next to the top row, signifying that they will gain the Victory Points (VP) for this season. On the way to the top, the White player also successfully gained all three ordination bonuses, which are represented by the icons next to rows 2, 4, and 6 on the left. The Red player is also shown on the track, having reached row 2 and gaining the corresponding bonus: the ability to move a serf to the abbey. Finally, the Blue and Yellow players are shown on the lower rows but gained no bonuses during this progression. The stars and numbers to the far left (5, 11, 18, 26) indicate the escalating VP rewards available on the different rows of the table.
6. Ordination

Pay 1 grain per action to either:

  • Ordain: Move a serf from your village to the abbey (now an acolyte).
  • Mission: Move an acolyte from the abbey to the city.
7. Produce

Choose grain or stone and collect an amount equal to your Duty Value.

8. Taxation

Take 1 resource of your choice.
Then, if you hold a majority on any other Duties, collect up to two more resources based on their Tithe counters.


Buildings

A building becomes ‘live’ once the Ship round marker reaches or passes its location on the map. Live buildings can be constructed using the Construct Duty action, costing 1 stone per level (2, 3, or 4). For instance, when the marker hits the Quarry in round 4, it’s live for construction or hiring, but the adjacent Chapel isn’t live until round 5. Once constructed, the tile is placed on the player’s Player Board, the bonus action is immediately active, and the space it vacated on the map is now free for road or shrine construction. Buildings cannot be discarded or built over, but they can be donated via the Give Alms action to immediately flip for their end-game Victory Points, though they become inactive and cannot be used or hired afterward.

Building Usage and Hiring

Any player can use any live building as a bonus action once per turn. To use a live building owned by another player, the user must pay a trade resource fee to the owner. This fee is determined by the Tithe counter on the Duty tile where the Merchant meeple is currently located. Players are encouraged to announce their buildings to earn these fees. If a live building is still on the map (unconstructed), it can also be hired, but the fee is paid to the general supply. A crucial exception is when the Merchant is on the Taxation Duty tile; during this round, no buildings may be hired, though owners can still use their own buildings.


This image provides a rule example from the game Pilgrim illustrating the movement of the round marker and how it determines which hexagonal buildings become available for players to interact with. The image focuses on a linear track of building hexes on the map. The text explains that the round marker moves to the Quarry hex at the start of round 4, which is indicated by the first red arrow labeled 3 pointing to the Quarry building. Once the marker lands on a space, that building immediately becomes 'live,' meaning it may now be constructed or hired by the players. The movement also affects adjacent spaces: the Well building, pointed to by the arrow labeled 2, was not constructed in previous rounds, so it is still available for construction or hiring. Conversely, the Chapel building, pointed to by the arrow labeled 4, will not become live until round 5, as the round marker must advance one more space for it to become available.

Building Types

This image is a reference sheet from the board game Pilgrim detailing the Building Types available for construction, categorized by their level, color, cost, and the associated bonus action they provide.

Level 1 - Blue Buildings
These buildings cost 1 Stone to construct and grant 2 VP when donated to the Alms. The actions are: the Confession Box assumes +2 Piety when assessing the starting player; the Chapel generates +1 piety when the Clerical Duty and Devotion is selected; the Chapter House may add a 2nd acolyte to a single Special Activity for an additional +1 bonus, up to a maximum of 2 activities; the Guild may move the Merchant clockwise +1 Duty tile; the Infirmary gives a +1 to the Allocation and Ordination Duties, requiring Grain for ordination; the Mint generates +1 coin when Clerical Duty and Silversmith is selected; the Quarry generates +1 stone when the Produce (stone) Duty is selected; the Well generates +1 grain when the Produce (grain) Duty is selected; the Indulgences allows a player to buy or sell one or more piety for 1 coin each; the Library grants a player the option to move 1 acolyte from the city directly to a Duty action or back to the abbey at the end of their turn; the Reliquary provides a -1 piety discount when building a Shrine or Pilgrim Site; and the Stone Yard allows a player to buy or sell one or more stones for 1 coin each.

Level 2 - Red Buildings
These intermediate buildings cost 2 Stone to construct and grant 4 VP when donated. The actions are: the Brewery allows a single grain to be sold for 2 coins; the Cloisters lets a player skip one Duty tile or the City when moving acolytes to Duty actions; the Dormitory allows a player to return an acolyte from any Duty action to the City at the start of their turn; and the Grain Store allows a player to buy or sell one or more grain for 1 coin each.

Level 3 - Green Buildings
These advanced buildings cost 3 Stone to construct and grant 6 VP when donated. The actions are: the Bank allows Coins to be used instead of any single resource (including Piety) for one transaction; the Customs House gives the owner Taxation Duty as a claimed majority when the active player's acolytes occupy it; the Inquisition allows a player to move one of their acolytes from the city to any Duty at the start of their turn; the Kogge allows acolytes to move now against the flow of the map board's river to enter or leave the City; the Mill's bonus prevents the player from spending grain if they hold up to 2 grain, allowing a 3rd grain to be held and spent if a 3rd action is taken; the Pulpit allows a player to ordain one serf from the village and move them to the abbey with no grain cost, noting that the Infirmary bonus may not be applied; the Scriptorium adds +1 to the acolyte total on all duty tiles the player occupies during their turn; and the Wagon Yard allows the owner to hire any live building for no fee, even when the Merchant is visiting the Taxation Duty tile.

Special Activities

Special Activities enhance related Duties while occupied by an acolyte.

  • Fields: +1 Grain when producing grain.
  • Stone Mason: +1 Stone when producing stone.
  • Alms House: +1 Duty Value when giving alms.
  • Engraver: +1 Coin when using Silversmith.
  • Vestry: +1 Piety when using Devotion.
  • Road Engineer: +1 Duty Value when building or upgrading roads.

Roads, Shrines, and Trails

Road Building

Roads connect the city to shrines, pilgrimage sites, or market ports.

  • Cost: 1 stone for standard roads, 2 for upgrades.
  • Each route must start at the city and be owned by an acolyte.
  • A route ending at a shrine, pilgrimage site, or port is closed and eligible for scoring.
Shrines

Shrines are built using 1 stone + Piety equal to the number of existing shrines on that trail.
They enhance the value of Pilgrim Trails and are required to “close” them for points.

Pilgrim Trails

A connected series of roads leading from the city to shrines or a pilgrimage site.

  • Closed trails score VP at game end.
  • Connecting to a pilgrimage site consecrates the trail and may earn Cardinal Favour.
Cardinal’s Favour

The first player to complete a consecrated trail of length 3–8 tiles claims the matching Favour Tile, worth 4–10 VP.


The Merchant and Alms Table

At the end of each round, the Merchant moves clockwise to the next Duty Tile.
The Tithe counter there determines:

  • The trade resource used for hiring live buildings.
  • The resource type earned from Trade Routes.

The Alms Table tracks generosity. Reaching certain rows grants bonuses like free ordination or acolyte movement. The player highest on the Alms Table at each season’s end scores end-game VP.


End of the Round

After every player has taken a turn:

  1. Discard excess resources (max 6 of each).
  2. Move the Ship Round marker one hex clockwise.
  3. Resolve any season-end Alms Table bonuses.
  4. Move the Merchant to the next Duty Tile.
  5. Determine the next Start Player (highest Piety).

Game End and Scoring

The game ends after 26 rounds when the Ship marker returns to the northwest Pilgrimage Site.

Final Scoring:

  • 1 VP per acolyte in the abbey, city, or on Duties.
  • Pilgrim Trails: Score based on roads × number of shrines connected.
  • Pilgrimage Sites: 4–7 VP each.
  • Piety Track: –5 to +9 VP.
  • Alms Table: 5–26 VP depending on rank.
  • Donated Buildings: 2/4/6 VP per flipped tile.
  • Cardinal Favours: 4–10 VP each.
  • Resources: 1 VP per 3 resources (rounded down).

The player with the highest total is declared the new Cardinal and wins the game.

This image is the Pilgrim Score Sheet, detailing the categories for tallying Victory Points (VP) at the end of the game for multiple players, represented by the colored columns.

Scoring Categories
The score sheet breaks down VP calculation into eight distinct rows. The first row scores 1 VP for every acolyte a player has remaining on the Abbey, City, or any Duty tile on the board, represented by the red meeple icon. The second row scores points from Pilgrim Trails, which are built on the hexagonal spaces of the map. The third row, marked with a question mark and a building icon, appears to score VPs from the number or type of Shrines or Pilgrim Sites built. The fourth row, symbolized by the hand icon, scores points from the "5 - 9" category, which is likely a track or bonus related to Piety or Devotion. The fifth row, with the Alms icon, tracks the total VPs earned from the Alms Table, referring to the score values of 5, 11, 18, and 26 VP awarded for reaching certain rows. The sixth row scores VPs from Buildings that were donated for their end-game points, with values of 2, 4, or 6 VP depending on the building's level. The seventh row scores VPs from Cardinal Favour, which is a separate track or mechanism. Finally, the eighth row scores a bonus for leftover Resources, where a player gains 1 VP for every 3 resources (Coin, Stone, Grain) they have remaining. The bottom row is the TOTAL section for adding up a player's final score.

Strategy Tips

  • Balance your resources — running out of stone or grain will halt your progress.
  • Build early roads to establish profitable trade routes and access pilgrimage sites faster.
  • Use Special Activities wisely — placing an acolyte there early pays long-term dividends.
  • Donate buildings strategically — timing donations can boost Alms Table position and free up valuable turns.
  • Focus your Piety — high piety offers flexibility and end-game scoring advantages.

Pilgrim FAQ

Can multiple players use the same Duty Tile?

Yes. Any number of acolytes from different players can share a Duty Tile.

Can I build roads across another player’s path?

No. Each player’s roads are unique and cannot overlap unless using an Upgrade tile.

When do I gain Cardinal’s Favour?

Immediately upon completing a consecrated trail of the exact length shown on the tile.

Can buildings be reused after donation?

No. Donated (flipped) buildings are worth points but lose their abilities.

What happens if I have no acolytes to move?

You must Oblate, moving a serf from your village to your abbey instead of taking a turn.


Conclusion

The key to the Pilgrim rules and how to play Pilgrim centers on mastering the unique Mancala movement mechanism for action selection. On your turn, you will move your acolytes from either the Abbey or the City around the Duty tiles to trigger actions like resource management (gaining Stone, Grain, or Coin), ordaining serfs to increase your acolyte pool, and constructing buildings on the map. These buildings are crucial as they grant immediate bonus actions and can be hired by other players using the Merchant piece, creating intense player interaction.

Ultimately, your strategy must focus on a zero randomness approach to accumulating Victory Points by efficiently building Pilgrim Trails, advancing on the Alms Table, and maintaining a majority of acolytes on the various Duties to generate powerful effects and succeed the cardinal.

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