Feudum: Windmills & Catapults
Feudum: Windmills & Catapults Rulebook
Table of Contents
Table of Contents
The Bits
- 3 Pawns
- 4 Player Discs/Reeves
- 20 Influence Markers
- 8 Region/Landscape Tiles
- 2 Royal Writ Cards
- 11 Action Cards
- 1 Player Pouch
- 1 Windmill
- 3 Rulebooks (German, French and English)
- 3 Reference Cards
Setup
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Replace the duplicate region/landscape tiles from each epoch in the base game with the 8 new tiles so that each epoch features 6 unique landscapes.
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Shuffle and arrange the region/landscape tile stacks per base game set up.
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If there is a 6th player, add a 6th row of markers at the knight guild, and use the wine cellar floor near the rat for that player's sulfur storage.
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Add the additional Royal Writ cards to the deck.
Playing the Expansion
This expansion lets you add new tiles and/or a 6th player to the game.
Windmill Tile
Upon placing the windmill tile and during replenishment, the trade winds "blow" in your favor allowing you to collect three different goods (food, wood, iron, sulfur, saltpeter) from ANY region to place on top of your tile. You may not collect goods from other landscape tiles. If it is impossible to collect different goods, you may collect the same kind. If there are not enough goods to collect, randomly draw from the haversack. Like in the base game, you may choose to take the goods immediately (giving one to the ruler), or leave them on the tile.
Note: The first player to place this tile, places the windmill next to it as decoration.
Catapult Tile
Upon placing the catapult tile and during replenishment, place a single saltpeter cube from the haversack onto the catapult, if it doesn't already have one. When attacking a pawn, monster or feudum, a player may "launch" the projectile up to two spaces away (via any road or vessel route) and add +1 to his attack value. Return to haversack after use. The +1 attack may be added on top of a weapon card and/or the regular saltpeter modifier.
Note: Unlike other landscape tiles, the catapult tile only gets replenished if it has been used, and the saltpeter atop it may NOT be pilfered.
Scoring
At the dawn of each epoch, a windmill or catapult tile with at least one good on it scores 4 vp. Otherwise, it scores 2 vp.
Royal Writs
Mandate (play once anytimes)
If tending windmill or catapult tile: Place 1 king's seal beneath your serf for "royal immunity" (drawn from supply).
Charter (play at game end)
End game tending 1 or 2 windmill and/or catapult tiles: 5/9 vp.