Eagle Kingdoms
Eagle Kingdoms Rulebook
Table of Contents
Table of Contents
Contents
- 46 piece Eagle puzzle board
- 45 character stands
- 45 Medieval Characters
- 1 felt template
- 2 regular dice
- 1 8-sided Enchanted Die
Object of the Game
To achieve the highest point total by capturing Medieval Characters. Players who capture a complete kingdom of Medieval Characters earn bonus points (see "Scoring").
Set-Up
The Medieval Characters
Carefully punch out the Medieval Characters. Insert them in their stands. Note that all the Characters except for the comical Jesters have point values printed on them.
The Puzzle Board
Lay out the Felt Template. Using the Felt Template as a guide, place the Eagle puzzle pieces on their locations shown on the Template to form the puzzle board.
Some of the Eagle puzzle pieces are easily placed because of their shapes. Others, such as the feathers, can be put in place by matching the dice configuration shown on the Eagle puzzle piece with the dice printed on the Felt Template.
Arranging the Medieval Characters
Randomly place the Medieval Characters, except for the Jesters, on the Eagle puzzle pieces. Place one Character on each puzzle piece, except for the center shield. The center shield is left empty at the start of the game. The Jesters are placed on any three of the four lowermost tail feathers.
Try not to cover the dice pictures shown on the Eagle puzzle pieces with the Medieval Characters as you will need to see the dice pictures during game play.
Game Play
The youngest player goes first. Each player starts his turn by rolling the two regular dice.
Just like marksmen of old, players roll the dice to remove pieces of the Eagle, one at a time, working in from the outermost pieces of the Eagle puzzle board to the center shield.
Capturing Medieval Characters
For each turn, if the dice combination rolled matches a dice combination shown on an outermost Eagle puzzle piece, you may capture that puzzle piece and the Medieval Character on it. Only the outermost Eagle puzzle pieces are available for capture. If an Eagle puzzle piece is locked-in by a puzzle piece more to the outside, it is not yet available for capture.
The picture below shows examples of how this works. Remember, always start on the outside of the Eagle puzzle board and work your way in toward the center shield.
- To capture this Eagle crown piece, the plume above it (numbered 1) must have been captured already.
- To capture this neck piece, pieces above it (numbered 1, 2, 3 and 4) on both heads of the Eagle must have been captured already.
- To capture this wing piece, the feathers touching it (numbered 1) must have been captured already.
- To capture this upper tail piece, all the tail, leg, scepter and orb pieces which connect to it from below and the side (numbered 1, 2 and 3) must have been captured already.
Remove the Medieval Character you have chosen (there may be more than one Eagle puzzle piece that matches the dice combination rolled), and the Eagle puzzle piece it stands on, from the Template. Eagle puzzle pieces are returned to game box. Line up your captured Medieval Characters on the table in front of you to form your kingdom.
Two Roll Rule
If you are able to capture a Medieval Character on your first roll of the regular dice, your turn is over. If you are unable to capture a Character on your first roll of the regular dice, you either may roll the two regular dice again, or roll the Enchanted Die. After this, your turn is over.
If you have chosen to roll the regular dice again, you have another chance to capture an available Medieval Character (see "Capturing Medieval Characters"). If you have chosen to roll the Enchanted Die, follow the special rules below:
Enchanted Die
| Die Roll | Action |
|---|---|
| 1 | Give To Any Player. Give any one of your Medieval Characters to any other player. This action is not optional. |
| 2 | Forfeit To The Center Shield. Forfeit any one of your Medieval Characters to the center shield. This action is not optional. |
| 3 or 4 | Trade With Any Player. To trade, you must already possess a Vendor (3's) or a Merchant (4's). Then, you may trade any Character you possess for your choice of any Character another player possesses. Trading is optional for the player who rolled the Enchanted Die. |
| 5 or 6 | Challenge Any Player. You may challenge another player for any one of his Medieval Characters. You may challenge only if you already have captured a Knight (6's). Challenging is optional for the player who rolled the Enchanted Die. To Challenge: Select the Medieval Character desired from the other player. The desired Character is put forward. You and the player you are challenging then each roll one regular 6-sided die. If it is a tie or you have a higher number, you take the Character. If you lose the challenge, you do not gain the Character, but you do keep your Knight. |
| 7 | Take Any Available Character. Take any available Eagle puzzle piece and the Medieval Character standing on it. Remember, it must be an available Eagle puzzle piece (see "Capturing Medieval Characters"). This time, however, select whatever you need. This action is not optional. |
Double 6's
If you roll double sixes (6:6) during any turn, you must forfeit your captured Medieval Character with the highest point value to the center shield of the Eagle. If you have no Medieval Characters, you are off the hook.
If you roll double sixes (6:6) on your first roll, you do not roll the regular dice again, nor do you roll the Enchanted Die.
Jesters Are Wild
At the beginning of your turn, you may trade your captured Jester for any piece on the Eagle puzzle board. Hold your Jester until you decide to make the trade, then, instead of rolling the dice for a regular turn, take any Character from the entire Eagle puzzle board, including the center shield, and replace it with your Jester. After this move, you do not roll the regular dice again, nor do you roll the Enchanted Die.
Final Step of the Game
When only the center shield of the Eagle remains, you have reached the final step of the game. Count the number of Medieval Characters now on the center shield. This number is the roll required to capture the center shield, and end the game.
For example, if seven (7) Characters stand on the center shield, the two dice thrown must add to seven to win the center shield. If five (5) Characters are on the shield, dice which add to five (5) win, and so on.
If twelve or more Characters are on the center shield, the first player to roll any double (except for double sixes (6:6), which requires forfeiting a Character to the center shield) wins the shield. This rule also applies if one (1) Character stands on the center shield.
The double roll rule continues to apply in this final step of the game.
As continuing play may change the number of Characters on the center shield, the required roll to capture the shield and end the game may also change.
Scoring
Each Medieval Character bears a number, its point value. After all the Eagle puzzle pieces are removed and all the Medieval Characters are captured, add up the point values of your captured kingdom. A complete kingdom earns its face value of 55 points plus a 15 point bonus.
| Group | Character | Point Value |
|---|---|---|
| Complete Kingdom | One of each Character, excluding a Jester, ranging in point value from 1 to 10 | 70 points |
| The Royal Family | 4 Kings | 10 points each |
| 4 Queens | 9 points each | |
| The Court | 4 Duchesses | 8 points each |
| 4 Dukes | 7 points each | |
| 4 Knights | 6 points each | |
| 4 Minstrels | 5 points each | |
| The Vassals | 4 Merchants | 4 points each |
Winning the Game
The player with the most points wins.
Variant: Party Favor Game
Children and adults also will enjoy a party game adaptation of Eagle Kingdoms. For the party game, replace the Medieval Characters with small party favors and/or candies. Although there are no kingdoms to capture, watch the delight of players as they compete to form the largest stack of goodies, and capture the grand prize on the center shield. The following special rules apply to the party favor game version:
Special Rules for Party Favor Game
- Omit the two roll rule and do not use the Enchanted Die.
- Do not add to the center shield if double sixes (6:6) are rolled during game play.
- To end the party favor game, the center shield is captured with a roll of double sixes (6:6).
Additional Ideas for the Party Favor Game
- Make the grand prize on the center shield contain a small prize for each player, and a larger item for the winner. For example, in a game of six (6) players, place on the center shield six (6) packs of baseball cards and a baseball cap, or six (6) barrettes and a necklace. The winner can then share a portion of the prize, just like the "Bird King" of a medieval festival.
- After about half the Eagle pieces are gone, add a third regular die to be used in each roll. The game play speeds up as players may choose the best two (2) combination of the three (3) dice rolled.