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Catapult Feud

Catapult Feud Rulebook

Table of Contents

Table of Contents

  • Components
  • Warning
  • Setup
  • Turn of Play
    • 1. Tactics Phase
    • 2. Aiming Phase
    • 3. Shot Phase
    • 4. Update Phase
  • Action Cards
  • Assembling the Catapult
  • Credits

Components

  • 2x Catapults (siege engines)
  • 5x Chaufort Army Soldiers
  • 1x Chaufort Fortress Gate
  • 5x Cunningfields Army Soldiers
  • 1x Cunningfields Fortress Gate
  • 2x Distance Markers
  • 2x Player Boards
  • 8x Ammo (Boulders)
  • 16x Chaufort Fortress Blocks
  • 16x Cunningfields Fortress Blocks
  • 12x Action Cards
  • 1x Rule Book

Distance Marker: Some game actions require you to keep a specific distance between components. In these cases, "Distance 1" equals the width of the distance marker, and "Distance 2" equals the length of the distance marker.

Warning

In this game, you first build your own fortress, and then attack your enemy's fortress and soldier figures — but NEVER your opponent, pets, or bystanders who might wander onto the battlefield. Play carefully and fairly; do not aim at living creatures or fragile objects… but the enemy's fortress? Go right ahead!

WARNING: Use ONLY the ammo and elastic bands included in the box. Do not fire anything from your catapults except these projectiles. Attach and use the elastic components ONLY as described in the instructions, and do not increase their tension by any other means.

Setup

Starting with the youngest player at the table (and continuing in order of age), choose the clan you will play: Chaufort (light-colored components) or Cunningfields (dark-colored components). Each player takes the matching set of components: building blocks (16), a gate (1), soldiers (5), and a player board (1). Then the players position themselves across from each other at the table (or, better yet, on the floor) so that the distance between them is about 1.5 meters (5 feet). The same rules apply to both "building blocks" and "gates" as game components.

  1. Place your player board in front of you and build your fortress, following the BLOCK PLACEMENT RULES: You must use ALL of your building blocks, and none of them may extend beyond the edge of your player board. You may arrange the blocks in any configuration, but each one must be placed strictly horizontally or vertically (diagonal placement is not allowed).

  2. Once construction is finished, each player takes 1 siege engine (catapult) and places it to the left or right of their player board, so that the side edge of the board and the front axle of the siege engine are no more than Distance 2 apart.

  3. Each player receives 4 ammo pieces and 6 action cards (one of each type), then shuffles the cards and draws 3 of them into their hand. Place the remaining cards face down next to your player board. During the Update phase, a player draws one card from this deck for each soldier lost during the round, until the deck runs out of cards.

  4. Finally, place your soldiers, following the SOLDIER PLACEMENT RULES: All soldiers must be entirely within your player board. You may place soldiers on top of building blocks or directly on the board. A soldier standing directly on the board must be at least Distance 1 away from the nearest building block.

Illustration notes: If a soldier stands directly on the board, a distance of 1 or more must be kept to the nearest building block. Soldiers can be placed on building blocks. Building blocks can be arranged in any configuration, just not diagonally.

Turn of Play

A game of Catapult Feud is divided into rounds. In one round, each player takes one turn. Opponents take turns in order, starting with the youngest player. The game ends the moment when all players except one have no soldiers left standing upright on their board. A player's turn consists of four phases: Tactics, Aiming, Shot, and Update. These are played in sequence, in the exact order listed below. After the Update phase, the turn passes to the next player.

1. Tactics Phase

You may play one of the action cards from your hand. To do so, reveal the card, apply its effect, and discard it (unless stated otherwise). If you have no cards in hand, or don't want to play one, move on to the next phase. Immediately return played and discarded cards to the box.

2. Aiming Phase

You may move or rotate your siege engine. Choose any position you like, as long as it is no more than Distance 2 from the side edge of your player board.

3. Shot Phase

Place one piece of ammo in the catapult's cup — and fire! If you played the "Volley" action card during this turn's Tactics phase, immediately take another shot after the first one (without changing the position of your siege engine).

4. Update Phase

Return to the box any building blocks and opponent's soldiers that were knocked completely off their player board. Also return to the box any soldiers that are no longer standing strictly upright (lying flat on the board or leaning at an angle).

If, after this phase, your opponent has no soldiers left standing upright, they lose! Otherwise, the battle continues. The attacked player draws one action card from their deck for each soldier lost (if fewer cards remain in the deck than that, they draw all the remaining cards). The attacking player returns their fired ammo to their supply — they'll need it again soon!

Action Cards

Each player's deck contains six kinds of action cards. During your Tactics phase, you may play one action card from your hand.

REPAIR: Move up to three of your own building blocks. You may change the position of blocks (including stacking chosen blocks on top of other blocks) on your player board, or take previously removed blocks of your color back from the box. When doing so: 1) you must follow the block placement and soldier placement rules; 2) moving the three chosen blocks must not change the position of any other game elements.

VOLLEY: After your first shot with your siege engine, take one more shot without changing the position of your siege engine. You must use a new piece of ammo for this shot.

THIEF: Take one random action card from your opponent's hand. You may play this card on any of your future turns.

TRAITOR: This turn, instead of using your own siege engine, you may fire your opponent's siege engine at their own fortress. You may rotate the siege engine, but not move it. This is an extremely effective action — use it wisely!

MARCH: Move up to 3 of your own soldiers (NOT from the box) to new positions, following the soldier placement rules.

DOUBLE MANEUVER: Apply the effect of one discarded action card (discarded cards are kept in the box). This can be either your own card or your opponent's card.

Assembling the Catapult

  1. Place the catapult on a flat surface and take an elastic band from the box.
  2. Attach the elastic band to the left side of the catapult as shown in the photo.
  3. Stretch the elastic band across to the opposite side of the catapult and attach it there.
  4. It should look like this! You can find an assembly video at www.vesuviusmedia.com/catapultkingdoms

Credits

Game designer: Kristian Fosh. Development: Konstantin Kevork, Anastasios Grigoriadis. Illustrations: Damien Mammoliti. Graphic design: Kristian Fosh, Luís Brueh.

Copyright ©2020 Vesuvius Media Ltd, 38 Pioneer Ave, Halifax, Nova Scotia, B3M 1W8, Canada. All rights reserved.