In standard setup, the Marquise de Cat, the Eyrie Dynasties, the Lizard Cult, the Underground Duchy, the Lord of the Hundreds, and the Keepers in Iron must choose a corner clearing during their setup. The corner clearing must be different from a corner clearing already chosen by a faction already set up, and must be diagonally opposite from another starting corner clearing, if possible.
The application (as the rules do) always says to place pieces "in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing". As the application can know which faction already chose a starting corner clearing, the step can describe the corner clearing more dynamically. This matches how the rules were previously written for chosing corner clearings for the Underworld expansion (but with removing the absent factions), before the Marauder expansion reworded these steps.
The first corner faction can be set up in any corner clearing.
The second corner faction must be set up in the corner clearing that is diagonally opposite from the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord.
The third corner faction must be set up in a corner clearing that does not have the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord.
The fourth corner faction must be set up in the remaining corner clearing that does not have the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord.
For example, if the factions played are the Eyrie Dynasties, the Lizard Cult, the Underground Duchy, and the Keepers in Iron, the steps for choosing the starting clearing could be written this way:
(Eyrie Dynasties) Place 1 roost and 6 warriors in any corner clearing.
(Lizard Cult) Place 4 warriors and 1 garden of matching printed suit in the corner clearing that is diagonally opposite from the Eyrie's starting roost. This is your starting clearing. Then place 1 warrior in each adjacent
clearing.
(Underground Duchy) Place 2 warriors and 1 tunnel in a corner clearing that does not have the Eyrie’s starting roost or Cult’s starting garden. Then place 2 warriors in each clearing adjacent to the chosen corner clearing, except the Burrow.
(Keepers in Iron) Place four warriors in the remaining corner clearing that does not have the Eyrie's starting roost, Cult's starting garden, or Duchy's starting tunnel. Then, place four warriors in a clearing on the map edge that is adjacent to the chosen clearing.
In standard setup, the Marquise de Cat, the Eyrie Dynasties, the Lizard Cult, the Underground Duchy, the Lord of the Hundreds, and the Keepers in Iron must choose a corner clearing during their setup. The corner clearing must be different from a corner clearing already chosen by a faction already set up, and must be diagonally opposite from another starting corner clearing, if possible.
The application (as the rules do) always says to place pieces "in a corner clearing that is not the starting corner clearing of another player and, if possible, is diagonally opposite from a starting corner clearing". As the application can know which faction already chose a starting corner clearing, the step can describe the corner clearing more dynamically. This matches how the rules were previously written for chosing corner clearings for the Underworld expansion (but with removing the absent factions), before the Marauder expansion reworded these steps.
The first corner faction can be set up in any corner clearing. The second corner faction must be set up in the corner clearing that is diagonally opposite from the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord. The third corner faction must be set up in a corner clearing that does not have the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord. The fourth corner faction must be set up in the remaining corner clearing that does not have the Marquise's keep, Eyrie's starting roost, Cult's starting garden, Duchy's starting tunnel, or Hundred's warlord.
For example, if the factions played are the Eyrie Dynasties, the Lizard Cult, the Underground Duchy, and the Keepers in Iron, the steps for choosing the starting clearing could be written this way: