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Fief: France 1429 – Templars Expansion thumbnail

Fief: France 1429 – Templars Expansion

Expansion for Fief: France 1429

Fief: France 1429 – Templars Expansion Rulebook

Table of Contents

Table of Contents

  • T1.0 Phase 1. Hear Ye, Hear Ye
    • T1.1 Templar Grand Master
      • T1.1.1 Templar Grand Master Abilities:
    • T1.2 Archbishop
    • T1.3 Royal Edict
  • T2.0 Phase 2. Draw & Play Cards
    • T2.1 Templar Lords
  • T3.0 Phase 4. Purchase
    • T3.1 Commandery Building
  • T4.0 Phase 5. Movement
    • T4.1 Templar Treasure
    • T4.2 Crusade
  • T5.0 FAQ

T1.0 Phase 1. Hear Ye, Hear Ye

T1.1 Templar Grand Master

Election: The Templar Grand Master election takes place before Bishop elections (1.4) (and before the Teutonic Knights Grand Master election if the Teutonic Knight Expansions is in play).

Candidates: Any Lords with a Templar Title, who are not prisoners, not excommunicated, and not a Renegade.

Votes: A Player receives one vote for each of his Templar Lords.

Election Result: A candidate is elected by a simple majority (more votes than any other candidate), with a minimum of 2 votes.

T1.1.1 Templar Grand Master Abilities:

  • The Templar Grand Master Title is worth 1 VP,
  • If the Templar Grand Master is in play, the King must have the Pope's support to enact the Royal Edict (T 1.3).
  • If the Templar Grand Master is in play, ALL Templar Lords (including the Templar Grand Master) must join the Crusades (C 2.2).

T1.2 Archbishop

A Bishop may now receive a second Bishop's Title. As soon as a Bishop wins a second Bishop Title election, he is considered an Archbishop.

Example: Arthur is the Archbishop of both Bishoprics 1 and 3.

An Archbishop:

  • Has 2 votes when electing a Bishop.
  • May collect Tithes on both of his Bishoprics in the same turn, if the Player plays two Tax cards.
  • Counts like a Cardinal when electing the King (1.8), but not when electing the Pope.

T1.3 Royal Edict

The Royal Edict can be enacted by the King at any time during Phase 1. Hear Ye, Hear Ye (1.0). The King can also request the Pope's support, which will make the Edict consequences even worse for the Templars. If a Templar Grand Master has already been elected, the King must have the Pope's support to enact the Edict.

When the Royal Edict is enacted, the King pillages all Commandery Buildings on the map by receiving 3 Deniers per Commandery from the bank and then removing the buildings from the game! No more Commanderies can be built. If the Templar Treasure is hidden (T 4.1), the King pillages all Commandery Buildings for only 2 Deniers per Commandery.

In addition, if the King has the Pope's support, all Templar Lords are killed and the Templar Order is destroyed. All Templar and Templar Grand Master Title counters are removed from the game, and no more Templar Titles are played for the remainder of the game.

If the Templar Grand Master exists when the Royal Edict is enacted, the Templar Grand Master places a curse on both of the King and the Pope Lords. These Lords must each roll 1d6 at the beginning of each Phase 1 and die on a '1' result.

T2.0 Phase 2. Draw & Play Cards

Instead of drawing a new Lord or Fortune card (2.1), a Player may draw and immediately place a Templar Title counter next to any unmarried and untitled Lord who is not a captive, excommunicated, or a Renegade (C 1.2.2).

A family cannot have Titles from both the Templars and Teutonic Knights Orders. However, marriages are allowed between families that have Titles from the different Orders.

When a Lord gains a Templar Title, a Templar Knight counter is placed with the new Templar Lord's token on the map. The Templar Knight acts like any other Knight, but must always stay with the Templar Lord and is taken off the map if the Lord dies. Templar Knights cannot be placed in any other way.

T2.1 Templar Lords

A Templar Lord may not marry or have any Titles (Fief, King, Bishop, etc.).

A Templar Lord may not attack any Christian Troops (other opponent's Troops), but he may always defend himself. (Leaving a besieged Stronghold or Fortified City and having to fight the besieger is considered a defensive act). A Templar Lord may never sponsor an Assassination (10.3).

Note: If playing with the Crusades Expansion - All Templar Lords must go to the Holy Lands during Saladin's Revenge Round if a Templar Grand Master is in play (C 2.2).

T3.0 Phase 4. Purchase

T3.1 Commandery Building

A Commandery Building denotes the district headquarters of the Templar Knights. Any Player with at least one Templar Lord in his family can buy one Commandery per Purchase Phase.

Cost: 2 Denier

Placement: One on any Village, which may also have Mills and a Stronghold or Fortified City.

Income:

  • Players collect 2 Deniers for each Commandery they control.
  • Players receive +1 Denier for each Commandery per Bountiful Harvest (2.4.2) and/or Good Weather (2.4.3) cards played on their Bishopric. This is in addition to any Mills income.
  • Commandery are not affected by Famine cards or by Tithes.

Effects:

  • A Commandery cannot be pillaged (6.5) and can only be destroyed by a Royal Edict.
  • Uprisings cannot be played on a Commandery Village.
  • The Plague does not affect Troops and Lords located in Commandery Villages. However, they must undergo the effect of the Plague, if they decide to leave the Commandery Village.

T4.0 Phase 5. Movement

T4.1 Templar Treasure

The Templar Treasure represents the fabled riches of the Templars.

To hide the Templar Treasure, at least two Templar Lords (from one or more Players) must occupy the same Village and agree to attempt to hide the Templar Treasure. The active Templar Player rolls a 1d6 and on a 4 - 6 result the Templar Treasure is considered hidden. The Templar Players may attempt to hide the Templar Treasure only once per round. Once the Templar Treasure has been hidden, it remains hidden for the rest of the game.

Once the treasure has been hidden, each Player who controls at least one Templar Lord when the Royal Edict is enacted receives 1 Denier from the bank per Commandery he controls.

T4.2 Crusade

Note: If playing with the Crusades Expansion, the following rule applies:

Templar Lords may join a crusade at the end of their Movement Phase during a Crusade's Invasion of the Outremers round (C1.2.1) and during a Crusade's Saladin's Revenge round (C2.2).

T5.0 FAQ

Q: Can the Templar Grand Master vote in the King's election (1.8)?

A: No. Only Lords with Royal and Ecclesiastic Titles (Fiefs, King, Bishops, Cardinals and Pope) may vote.