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Gascony's Legacy

Gascony's Legacy Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Component List
  • Components: Play Area
    • Story cards
    • Map and Terrain tiles
    • Search tokens
    • Special Rules & Tracker cards
    • All for One board & Stones of Chance
    • Six-sided Dice
    • Equipment cards
    • Loot cards
    • Coins
    • Porter board
  • Components: Enemies
    • Enemy Reference cards and tokens
    • Enemy Reaction cards
  • Components: Named Enemies
    • Named Enemy Tracker card
  • Components: Characters
    • Character boards and standees
    • Stance tokens
    • Status Banner tokens
    • Destiny tokens
    • Health tokens
  • Setup
    • Solo Play
    • Stories
    • Reference: Game Round
  • Gameplay
    • Objective
    • Key Game Concepts
    • Dice Rolls
    • Challenges
  • Story Cards
    • Between Story Cards
    • Navigating Story Cards
    • Event Cards
  • Battle Cards - Setup
  • Battle Rounds
    • 1. All for One!
    • 2. Character Turns
      • Move
      • Action
      • Attack
      • Attack Rolls
    • 3. Enemy Turn
      • 1. Named Enemy
      • 2. Enemy Movement
      • 3. Enemy Attacks
      • Suffering Wounds
      • Healing Wounds
      • Fallen Characters
  • Terrain Tiles
    • Enemies and Terrain
    • Barrel
    • Brazier
    • Statue and Columns
    • Haystack
    • Crates and Tables
    • Staircase (Map Tile)
    • Balconies and Railings
    • Chest
    • Chandelier
    • Wagon
  • Difficulty Adjustments
  • Campaign Mode
  • Important Terms
  • Quick Reference
    • Enemy Turn
    • Terrain Tiles

Introduction

The players each control one of the Musketeers or their allies, and must work together to complete the objective for the chosen Scenario. To do so, they must resolve a series of Story cards - Events and Battles - during their adventure.

During Event cards, players make decisions about how to proceed in the Story.

During Battles, Characters move around the board, battling Enemies to collect Loot and Equipment. After all Characters have played a turn, all remaining Enemies take a turn, and this sequence continues until the Battle is complete.

Component List

  • Standee Bases (Blue Plastic) x8
  • Standee Bases (Red Plastic) x3
  • Coins (Metal) x6
  • Stones of Chance (Dice) x4
  • Six-sided Dice x6
  • Punchboard
    • Map Tiles (8)
      • Large (6x6 grid) x2
      • Hallway (2x4 grid) x2
      • Medium (4x4 grid) x2
      • Stairs (2x2 grid) x2
    • Terrain Tiles (16)
      • Chest x2
      • Barrel x4
      • Column / Brazier x4
      • Crates / Balcony x4
      • Haystack / Table x2
      • Statue / Chandelier x1
      • Wagon / Chandelier x1
  • All for One Board x1
  • Porter Board x1
  • Character Board x8
  • Character Standee x8
  • Enemy Standee x3
  • Stance Token x4
  • Status Banner Token (8)
    • Despair x4
    • Doom x4

Components: Play Area

Story cards

Each Story consists of a series of cards you will reference to either resolve Events or setup and resolve Battles. Battles have an objective and are concluded either by reaching a specific area or defeating certain Enemies.

Map and Terrain tiles

The play area for a Battle is comprised of one or more Map Tiles (square corners) of different sizes, often with Terrain Tiles (rounded corners) on top. Together, these form the board where Characters will move around, interact with terrain, and battle Enemies.

Note: Each Map and Terrain Tile is double-sided.

Search tokens

Search tokens are used during some Battles to determine random areas or effects on the map. These tokens are mixed up and placed on the map tiles face-down so players can't predict the outcome.

Special Rules & Tracker cards

Some Stories use a special rules card to change how parts of the Story work. When players need to count how many times something has happened as part of a special rule, they will also use a tracker card, tucking it under the special rule to expose the correct value.

All for One board & Stones of Chance

At the start of each Round, the Musketeers rally: all for one and one for all! Roll a Stone of Chance for each Character and place it on the All for One board in the middle of the play area. Stones of Chance are spent during any Character's turn to gain bonuses such as movement and healing.

Six-sided Dice

The set of six standard dice are used for Attacking, Defending, and Challenges.

Equipment cards

Each Character begins the game with the Starting Equipment indicated on their Character Board, but can find more Equipment from Story events or Loot. Each Equipment card has the following information:

  1. Icon for the number of hands needed. Characters can only carry 2 hands worth of equipment at once.
  2. Name,
  3. Attack Pattern,
  4. Type (Primary or Secondary, Melee or Ranged),
  5. Effect,
  6. Cost.

Equipment is marked as a primary weapon (blue) or a secondary weapon (red). These colours correspond to the colours of the Stance token (see page 7) and indicate the specific Attack Pattern for those weapons. A character can carry either type of weapon in either hand, but can only use one primary weapon and one secondary weapon.

Characters without any Equipment must use the Unarmed card.

Loot cards

Whenever a Character defeats an Enemy with a melee attack, they draw a Loot card. A wide variety of Loot can be found: healing items, new Equipment cards, and Junk; useless cards that are simply discarded. Some Loot cards also award a Character with Coins.

Coins

These are used to keep track of wealth players may acquire over the course of the game. Coins can be used in certain Events to buy more gear or heal Wounds between Battles.

Porter board

Once per story, the Musketeers can call upon their trusty Porter to bring them new equipment cards for purchase. This board marks when this has been done.

Components: Enemies

Enemy Reference cards and tokens

Various members of the Cardinal's forces are represented by Enemy tokens picturing the weapons they carry. Each Enemy type has a reference card that lists the Enemy's:

  1. Name,
  2. Type (Melee or Ranged),
  3. Damage value,
  4. Movement points,
  5. Defense (Wounded / Defeated),
  6. Priorities which determine how it behaves when it moves and attacks during the Enemy Turn.

Example: Cardinal's Guard. Type: Melee. Damage 2, Movement 4, Defense 2/3. Priorities: "Moves the fewest number of squares toward the nearest Character, then attacks 1 adjacent Character."

Enemy Reaction cards

Standard Enemies share a common Reaction deck. Whenever a Character Attacks an Enemy but fails to Defeat it, they must draw and resolve a Reaction to see how that Enemy responds to the Attack.

Example Reaction, "Dodge": If the Enemy is adjacent to you, suffer 1 Wound. Then if the square directly behind you is empty, place the Enemy there.

Components: Named Enemies

Named Enemies are unique, more powerful opponents that are less predictable. Each of these Enemies has a standee (instead of a token) and a Threat deck that describes how they behave during the Enemy Turn. A Named Enemy's Threat deck also doubles as their personal Reaction deck.

Named Enemy Tracker card

Named Enemies track their hit points by sliding a boss health card under their reference card. The total health a boss has depends on the number of Characters in play. Note that Bosses only have a Defense value for Wounded and not Defeated; there is no way to Defeat a boss in a single Attack.

Example: Cardinal Richelieu (Named Enemy). Threat cards include "Guards!": All Cardinal's Guards adjacent to the Cardinal activate. Then, if there are any Cardinal's Guards in the Supply, place up to 1 per player in empty spaces adjacent to the Cardinal, if possible, and return this card to the box. Reaction: "Doom": Gain a Doom token. If you already have one, suffer 1 Wound instead. Then, you are pushed 1 square if possible.

Components: Characters

Character boards and standees

Each Character is represented by a Board and a matching standee. The Character Board lists the following information:

  1. Name,
  2. Starting Weapon,
  3. Talent and Support Abilities (any status effects you have suffered are placed here),
  4. Prowess and Movement stats,
  5. maximum Destiny tokens,
  6. maximum Health tokens.

Leave space to the left and right of your Character Board for your Equipment card(s) and any Item cards you draw during play.

Stance tokens

Coloured tokens that slot over a Character standee in order to determine their facing. Your facing determines which squares on the map your weapon's Attack Pattern can reach.

Status Banner tokens

Some Events and Enemies inflict Negative Status tokens to the Musketeers, making the game more difficult. When gained, these tokens are placed on that Character's Board, covering the matching banner (Talent or Support). A Character can only have one of each Status token at a time.

  • Despair covers a character's Talent ability and reduces the number of dice a character rolls by 1 whenever they roll dice for any reason.
  • Doom covers a character's Support ability and changes dice results of 6 to count as a single success instead of two.

Transcriber's note: the two bullets above are transcribed as printed. They name the covered abilities the other way round from the status tokens themselves. The Despair token reads "Roll 1 fewer dice on all checks, and you cannot use your Support ability", and the Doom token reads "Your die results of 6 only count as 1 success, and you cannot use your Talent". The "Use Your Support Ability" and "Use Your Talent" actions on page 15 agree with the tokens (Despair covers Support, Doom covers Talent).

Destiny tokens

Each Character begins with a number of Destiny tokens. Whenever you roll dice (other than Stones of Chance), you may spend a Destiny token to reroll any or all of them.

Health tokens

Characters begin each Story with a set of Health tokens, heart side up. When they take Wounds, these tokens are flipped over to the broken heart side. If all of your Health tokens are ever flipped to the broken side, your Character has Fallen and must be Rescued by an Ally.

Setup

  1. Choose Characters: Each player chooses a Character (2 for Solo Play), and takes the matching: a. Character Board, b. Standee (assembled with plastic base and Stance token), c. A stack of Destiny tokens, equal to the number shown on the Character Board (3 or 4). d. A set of Health tokens to fit the spaces along the bottom of the Character Board (4 or 5), with the gold side face-up. e. Player Reference card, f. The Character's Starting Weapon from the Equipment deck, listed under their name. Tuck it under the side of the character board matching your Stance token (see page ##).
  2. Map Tiles Area: Leave a space in the middle of the table for the Map Tiles. You will set up specific Map Tiles later as you play the Story. (See page 12).
  3. Prepare Loot, Equipment, Reaction Decks: Shuffle each of the Loot, Equipment, and Reaction decks and place them to the side of the Play Area. Leave space beside each deck for a discard pile.
  4. Porter: Place the Porter board face-up near the middle of the play area and place 1 Equipment card per Character face-down, underneath it.
  5. All For One: Place the All For One board in the middle of the play area and put 1 Stone of Chance per Character on it. Return the unused Stones of Chance to the box.
  6. Form the Supply: Place the Dice, Status Banners, Coins, and all other Enemy tokens in piles within reach as the Supply. They will be used throughout the game.
  7. Choose a Story to play: Choose one of the Stories listed below, reading the introduction. Then, find the listed Story card. Place all of the other Story cards beside the play area; they do not need to be shuffled.

Transcriber's note: "(see page ##)" and the other "page ##" references are printed that way in the source and are transcribed as printed.

Solo Play

All of the rules for playing solo are the same. Set up the game for 2 players and take control of both Characters. If you wish to play a larger and longer game, you may control up to 4 Characters.

Stories

For your first game, we recommend playing Act I.

Act I: The Man From Meung ~ (Story Card 11) D'Artagnan arrives in Paris looking to join the Musketeers, but as he chases the mysterious man from Meung, he stumbles into Athos, Aramis, and Porthos in the street and Challenges each to a duel in a nearby courtyard.

Act II: The Road to London ~ (Story Card 21) The Musketeers travel to London to retrieve the Queen's jewels in time for the ball. Along the way, they face a series of obstacles put forth by agents of the Cardinal.

Act III: The Duke of Buckingham ~ (Story Card 31) The Duke of Buckingham is not an easy man to meet. D'Artagnan is convinced that he can negotiate the return of the jewels from the Duke, if the Musketeers can reach him.

Act IV: Returning the Jewels ~ (Story Card 41) The Musketeers arrive back in Paris, and head to the palace to return the Queen's jewels before the ball. However, the Cardinal is not to be outdone and has spared no expense in preventing the Musketeers from reaching the Queen.

Reference: Game Round

Game Reference card, shown on page 9 (Setup).

  • Round Sequence: All for One! > Character Turns > Enemy Turn
  • Spending Destiny: During an attack, defense, or challenge roll, reroll any number of dice.
  • Stones of Chance (p.13): Players may spend Stones of Chance at any time during their turn, for these effects:
    • +1 Movement rating this turn OR Prepare action.
    • Roll 1 extra die when Attacking (max 6), OR Attack with a second weapon.
    • Remove 1 Status Banner Token, OR Regain 1 Destiny.
    • Use your Character's Talent ability.
    • Use your Character's Support ability.
    • Any Result OR Heal 1 Wound.

Gameplay

All Stories are played as a series of Story cards, where players either resolve Events or do Battle with the Cardinal's forces. Begin the game by drawing the starting card for the Story you chose during Setup.

Objective

Gascony's Legacy is a cooperative game. All players win or lose together.

Players win when they complete the Story by reaching a Musketeer Resolution (Victory!) on any Story card, usually the last one in a set.

Players lose immediately if:

  • All Characters have Fallen.
  • One Character has no more Health tokens.
  • They meet a condition on a special rule card that causes them to lose the game.

Key Game Concepts

Adjacency: Many effects in the game use the term "adjacent". This refers to all 8 squares (including diagonals) surrounding a character's square.

Counting Distance: The distance in squares is never counted diagonally: squares that share an edge are Range 1 apart, while squares that share only a corner are Range 2.

Facing: For player characters, facing matters. Your characters remain facing the same direction unless a game effect allows you to change facing (e.g. spending a movement point).

Dice Rolls

The 6 plain six-sided dice are used in Gascony's Legacy in three ways: making Challenges, making Attacks, and Defending against enemies. The values on the dice are interpreted the same way in each case and can be modified by Advantage, Disadvantage, Status effects, and spending Destiny tokens. The maximum number of dice that can be rolled at once is 6.

  • Each die result of 4 or 5 counts as 1 Success. Results of 6 count as 2 Successes.
    • If you have Advantage, results of 3 also count as 1 Success.
    • If you have Disadvantage, results of 4 no longer count as Successes.
    • If you have both Advantage and Disadvantage, the above effects cancel each other.
  • Status Effects:
    • Doom: Each die result of 6 only counts as 1 Success.
    • Despair: You roll 1 fewer die.
  • Spending Destiny Tokens: After rolling the dice, you may spend a Destiny token to reroll any or all of your dice. There is no limit to how many Destiny tokens you can spend on a single roll.

Challenges

Challenges are described in the format "3-Movement Challenge", where 3 is the required number of successes required to pass the Challenge, and the text after is the stat being tested. To resolve a Challenge, roll a number of dice equal to your Character's Stat that matches the Challenge's requirement, and count the successes.

After your initial Challenge Roll, apply any effects for Challenges or spend Destiny to reroll. For Attack and Defense, the total number of successes are assigned to Enemies to defeat them or prevent Wounds. When interacting with Terrain Tiles, the effects of passing or failing Challenge roll are determined by the object you are interacting with.

Story Cards

Each time you draw a Story card, perform the following steps:

  1. Have a player read the Story's text aloud, then flip the card over.
  2. Resolve the card's effect:
    • Event: Follow the instructions; See below.
    • Battle: Set up the Map Tiles, Characters, and Enemies as shown, and begin a Battle Round. See page 12.

Between Story Cards

When you complete a story card, before setting up the next one, players may do any or all of the following:

Call The Porter: Once per Story, you may summon the Porter. Flip the Porter tile to the unavailable side and reveal the Equipment cards that were placed underneath it during setup. Players have the option to buy any of these Equipment cards. Any unpurchased cards are discarded.

Sell Equipment: When you are between Story cards, you always have the option of selling Equipment. You can also sell Equipment whenever you have the opportunity to buy Equipment. When selling Equipment, place it in the discard pile beside the Equipment deck and receive half its cost in Coins, rounded up. Note: The metal coin tokens are not intended to be limited; if you need more, use a piece of paper or other tokens to record your total.

Trade: Players may freely trade Coins, Items, and Equipment between Story cards.

Navigating Story Cards

The proceed icon tells you to proceed to another Story card. Unless otherwise specified, when you meet a Battle's objective or make a choice that lists an arrow and another Story card, the Event or Battle immediately ends and play proceeds to the Story text on the listed Story card.

When a Story card is complete, it will instruct you to proceed to another card, or it will list a "Victory!", ending the game. The following pages explain in detail how to resolve each kind of Story card.

Event Cards

Each Event card has a unique effect that offers the players a decision or challenge to overcome. Many also grant the players the ability to purchase a selection of Equipment cards.

Have one player read the card's text aloud. Then, if the card presents a choice, the players make any decisions as a group. Finally, the Event card lists one or more possible Story cards that continue the tale. What's available may be based on your decisions or the result of a challenge.

Example Event card, "A Priest" (Story card 12), reads: "Draw 1 Equipment card per player. Players may purchase these. Then, Each Character rolls a number of dice equal to their Movement stat. For each success, that Character recovers 1 Destiny (up to their maximum). Then, proceed to Story card 13."

Battle Cards - Setup

Each Battle card shows an arrangement of Map and Terrain tiles, with coloured outlines for Characters and Enemy tokens. Set up the Battle as shown on the card, following the steps below:

  1. Map Tiles: Arrange the Map Tiles to form the layout shown. Most Battles do not use all Map Tiles.
  2. Terrain Tiles: Find all of the Terrain Tiles shown and place them on top of Map Tiles where shown.
  3. Search Tokens: If any Search tokens are shown as A/B/C, place those tokens where indicated. Then, if there are any Search tokens shown as ?, mix up any of the remaining Search tokens and place them randomly, one in each ? square shown.
  4. Enemy Deployment Areas: Red-outlined areas show you where to place Enemy tokens. Place Enemies in any square with a number equal to or less than the number of characters. Each deployment area shows which tokens to use when placing Enemies. Note: The diagram below is for 3 players.
  5. Named Enemy: If the Battle contains any Named Enemies, their standees are shown: a. Place the standee (assembled with plastic base) in the black-outlined square as shown. b. Place the Named Enemy's reference card beside the play area. c. Tuck the Boss Health tracker card underneath the reference card, and set the value based on the number of Characters. See "Named Enemy Tracker card", page 6. d. Shuffle the Threat deck for the Named Enemy and place it beside their reference card.
  6. Start Areas: Blue outlines with the word Start (or S) mark where players deploy at the start of the Battle. Players place their Character standees in any of the available spaces, facing any direction they choose, and may each perform a free Prepare action to change their Equipment and/or flip their Stance token.
  7. Exit Edges: Some battles have places where specific pieces can exit the map by moving off the edge of a map tile. Exit arrows shown on the setup are not physical components; they are for reference only.

Battle Rounds

Once set up, a Battle is played over a series of Battle Rounds until one of the card's objectives is met. Each round is split into the following phases, which are described in detail on the following pages:

  1. All For One! - Roll Stones of Chance
  2. Character Turns (in any order)
    • Movement
    • 1 Action
    • 1 Attack
    • Spend Stones of Chance
  3. Enemy Turn (in this order) a. Named Enemies Act b. Melee Enemies Move c. Ranged Enemies Move d. Enemies Attack
  4. Upkeep (conclusion & end of round effects)

1. All for One!

At the start of each round, roll a Stone of Chance for each Character. After rolling, pool the dice results on the All For One card in the middle of the table so all players can see them.

During Character Turns, any player can spend a die result (remove the die from the pool) to apply the matching effect listed below. There are no restrictions on how many of these dice a single character may spend.

Play continues by repeating these phases until the Battle's objectives are met or until the players lose. When one of a Battle's objectives are met, the Battle immediately ends and the players check the card to determine what Story card they draw next.

Stones of Chance can be spent for the following effects, based on the face showing:

  • Prowess: Add 1 die to your Attack roll (max 6) OR Attack with a second Weapon on your turn (once per turn).
  • Movement: Gain +1 Move rating this turn, OR perform a Prepare action.
  • Altruism: Use the Talent ability on your Character board.
  • Courage: Remove 1 negative Status Banner token OR regain 1 Destiny token (up to your maximum).
  • Loyalty: Use the Support ability on your Character board.
  • Mana Burst: Heal 1 Wound OR perform any 1 of the above effects.

Transcriber's note: the printed effects are labelled with Stone of Chance faces (Prowess, Movement, Altruism, Courage, Loyalty, Mana Burst); the face icons are rendered here as the words printed next to them.

Common Battle Objectives:

  • Defeat all Enemies: When there are no Enemies left on the map, this objective is complete.
  • Reach Exit: If a Battle includes this objective, one or more Exit Areas are marked with blue outlines. When an Exit Area contains all Characters in play, even if some of those Characters have fallen, players exit the map and the Battle immediately ends. Proceed to the Story card listed.
  • Reveal A/B/C: If you use a Search action to reveal a Search token and it has a matching objective listed, follow those instructions; usually ending the Battle immediately and proceeding to the Story card listed.

After all Characters have taken a turn, all unused Stones of Chance are removed from the pool, and cannot be used during the Enemy or Upkeep phases.

2. Character Turns

After all players have rolled their Stones of Chance, they must choose a Character to take a turn. That player may do the following in any order: Move, 1 Action, and 1 Attack. When the Character has finished their turn, choose another Character that has not yet taken a turn this Round. Once all Characters have taken a turn, proceed to the Enemy Turn.

Move

Moving diagonally costs 2 points. If Moving diagonally, you may squeeze between two squares you cannot move into, such as between two Enemies or an Enemy and a Terrain Tile.

Move your character by spending Movement points up to your Character's Movement Stat. Each square costs 1 point, and you may move through squares occupied by other Characters, but not squares occupied by Enemies, Impassable Terrain, or Blocking Terrain (see pages ##-##). However, you must spend your movement points all at once on your turn; for example. you cannot use some of your Movement points, perform an Attack, then use the remainder.

Facing and Stance: The facing and Stance of your Character matters, and is marked by the Fleur de Lis on your Stance token. You must always face another square that shares an edge with your Character.

Your facing does not change as you Move, unless you spend a Movement point to change it: when moving, you may spend 1 point to rotate 90 degrees in either direction.

Movement Example: D'Artagnan spends 4 movement points to move 4 squares, squeezing between two crates and through the square occupied by Aramis to reach two guards.

Facing Change Example: Later that round, Aramis spends 3 movement points to Move 3 squares into position adjacent to the guards, and 1 movement point to turn 90 degrees to the right.

Action

You can use the Prepare action to flip your Stance token, either by spending your Action, or by spending a Stone of Chance. "Prepare", page 15.

Using most Special Abilities and Terrain effects requires an Action. You may perform 1 Action during your turn, and it may be before or after spending your Movement points or making an Attack. The possible Actions you can perform are listed below:

  • Prepare (Flip Stance): You may flip your Character's Stance token and/or change which Weapons you have equipped in each hand. When you flip your Stance, realize that your Weapons in your left and right hand now also use the opposite Attack Pattern diagram, and should also be tucked under the opposite sides of your Character Board to match your Stance token.

    Prepare Example: D'Artagnan switches hands for his sword & pistol.

  • Use Your Talent: Apply the effect listed in the Talent banner on your Character Board. You can also do this by spending a Stone of Chance instead of spending your Action. Using the Stones of Chance can allow you to trigger your Talent more than once per turn.

    If you have a Doom banner token covering your Talent, you must remove it by spending an Altruism (A) Stone of Chance before you can use this Action.

  • Use Your Support Ability: Apply the effect listed in the Support banner on your Character Board. This effect will usually impact other players' turns and provide a benefit to them. You can also do this by spending a Stone of Chance instead of spending your Action. Using the Stones of Chance can allow you to trigger your Support more than once per turn.

    If you have a Despair banner token covering your Support, you must remove it by spending a Loyalty (L) Stone of Chance before you can use this Action.

  • Rescue a Fallen Ally: Choose an adjacent Fallen Character. Flip up to 2 of their Health tokens to the gold side and stand them up. The Rescued character can choose which direction they face, but cannot change equipment or flip their Stance. They may take a turn this round if they haven't already. See "Fallen Characters", page 19.

  • Trade Cards and Coins: Choose an adjacent Character and exchange any number of Coins, Equipment, and Items with them.

Attack

You may perform 1 Attack during your turn, using one of your Equipped Weapons. Melee and Ranged Weapons use the same rules for rolling and assigning dice, but work a little differently.

By flipping your Stance token, the Attack Pattern on the Weapon is also flipped left to right. This applies to both primary and secondary Weapons. Remember that primary Weapons have blue colouring and secondary Weapons have red colouring. These correspond to the colours on the Stance tokens.

All Weapons have an Attack Pattern. For most Weapons, the pattern is asymmetrical, which means the targets you can Attack depend on the direction of your Character's Stance token. Line up the Fleur de Lis on your character's Stance token to the Weapon's Attack Pattern.

Attack Pattern Examples: Porthos has two swords. The square directly in front of him is within the Attack Patterns of both weapons. [Attack Pattern diagrams are not reproduced here.]

If you have two 1-handed Weapons equipped, you can spend a Stone of Chance to make an attack with a second equipped Weapon. You can only attack once per turn with each Weapon.

Note: If you find yourself without a Weapon, you can still attack; use the Unarmed weapon card.

Melee Attacks can hit any enemies in your Attack Pattern, and all of them will react to your attack.

Ranged Weapons hit one target anywhere in the direction of the Attack Pattern shown. The target must be within both the Weapon's Range and the Character's Line of Sight. Range is counted the same way as Movement: Each square in a line counts as 1 Range, while each diagonal square counts as 2 Range. If a Ranged Weapon doesn't list a Range, it is considered unlimited.

Ranged Weapon Targets: Ranged Weapons only choose 1 target, and must choose before rolling. Only the target you choose is considered to be within the weapon's Attack Pattern, and only that target can react if it survives.

Line of Sight and Cover: A target is within Line of Sight if you can draw an imaginary line from any corner of your square to any corner of the target's square that does not cross a blocking Terrain Tile (such as a column) or cross the space between Map Tiles. Treat the empty space between Map Tiles as walls that block Line of Sight and provide Cover.

The target has Cover if clear Line of Sight cannot be drawn from one of your corners to all 4 corners of its square. Lines that run along the edge of a Terrain Tile or blocking square do not count. Squares containing Characters and Enemies also provide Cover to squares behind them (and so do many Terrain Tiles). Cover never applies to Melee Attacks.

Line of Sight & Cover Examples: Porthos is surrounded by Enemies (#1-6). White lines are clear; dashed black lines are blocked.

  • #1 and 2 are within Line of Sight; neither has cover since all 4 corners can be seen. #1 is within Line Of Sight, even though he is behind Portos.
  • #3 is within Line of Sight but behind a Terrain Tile that grants Cover.
  • #4 is within Line of Sight, but two corners of its square are behind a Blocking Terrain Tile, so it has Cover.
  • #5 and 6 are not within Line of Sight at all (completely blocked by Terrain Tiles).

Attack Rolls

Follow these steps to make an Attack:

  1. For Ranged Weapons, select 1 target in Line of Sight, in the Attack Pattern, and in Range.
  2. Make an Attack roll:
    • Melee weapons roll your Prowess Stat.
    • Ranged weapons roll their listed Attack value.
  3. Modify your roll using card effects, abilities, and by spending Destiny tokens.
  4. Count and assign successes to target(s):
    • Melee Attack: assign to one or more targets within the Attack Pattern and line of sight.
    • Ranged Attack: assign to the target.
  5. Resolve Reactions for surviving Enemies.
  6. Draw Loot for Enemies defeated by a Melee Attack.

Assigning Successes to Enemies:

  • If you assign Successes equal to or greater than this Enemy's Defense value after the slash, it is defeated. Draw Loot if using a Melee Attack.
  • If you assign Successes equal to or greater than this Enemy's Defense value before the slash, it is Wounded. Flip the token to its Wounded side. If the Enemy was already Wounded, it is now defeated. Draw Loot if using a Melee Attack.
  • If the Enemy is not defeated, you must draw and resolve a Reaction card for it. This is true if it is in your Melee weapon's Attack Pattern even if you assign it no successes. If multiple enemies react, draw and resolve each reaction one at a time.

Assigning Successes to Named Enemies:

  • If you assign Successes equal to or greater than this Enemy's Defense, it suffers 1 Wound. Slide its Health tracker card to show its new current health. If sliding the Health tracker exposes only the Defeated space, the Named Enemy is defeated.
  • If you do not assign enough (or any) Successes, the Named Enemy does not suffer a Wound.
  • If the Named Enemy is not defeated, you must draw the top card of its Threat deck and resolve the Reaction portion of the card. This is true if the enemy is in your Melee weapon's Attack Pattern even if you assign it no successes.

Attack Roll Modifications:

  • The maximum number of dice on any attack is 6.
  • Remember that Terrain Tiles and Equipment cards may alter the number of dice to roll or grant Advantage or Disadvantage.
  • Dice results of 6 that count as 2 successes cannot be split and assigned across multiple targets unless your weapon allows it.
  • If your attack has effects that reduce enemy defense, the minimum possible defense value is 1/1.

3. Enemy Turn

After all Characters have taken a Turn, all Enemies on the Board activate, starting with any Named Enemies. The Enemy Turn is split into multiple phases. Whenever an Enemy acts, follow the instructions for its Threat or Priorities in the order listed, doing as much as possible. For instance, if the Enemy must make an Attack but it can't move into range to do so, it must still move toward its target.

  1. Named Enemy: Draw & Resolve Threat Card(s)
  2. Enemy Movement: a. Melee Enemy Movement b. Ranged Enemy Movement
  3. Enemy Attacks: a. Suffer automatic Wounds b. Roll Defense

1. Named Enemy

If there is a Named Enemy in play, draw the top card from its Threat deck, resolve only the top portion, and place the card in a discard pile beside the deck. Once this is done, a Named Enemy does not act for the remainder of the Enemy Turn.

Note: Some Named Enemy cards will instruct you to draw multiple cards.

2. Enemy Movement

Starting with Melee Enemies, then Ranged ones, Move all Enemies up to their Movement Stat following their Priorities. This movement works exactly the same way as it does for Characters, except that Enemies do not have Stances or facing. Follow the rules below for resolving movement priorities.

2A. Melee Enemy Movement

  1. Don't Move if a Melee Enemy can make an Attack without moving.
  2. Move to the nearest square adjacent to a character but outside an Attack Pattern.
  3. Move to the nearest square adjacent to a character, within an Attack Pattern.
  4. Move toward the nearest character.

2B. Ranged Enemy Movement

  1. Don't Move if a Ranged Enemy has Line of Sight on a Character already.
  2. Move toward the nearest square that provides Line of Sight to any Character (even if that Character isn't the closest).

The following rules apply to all Enemy Movement:

  • If there are multiple options for valid destinations, such as multiple Characters at the same distance, the players choose.
  • Enemies must stop moving when they enter a square in the Attack Pattern of any Character's melee weapon.
  • If an Enemy is already in a Character's attack pattern, but not adjacent to any Character, it will move to attempt to be adjacent to the nearest Character.
  • Enemies can move through each other, but cannot move through occupied squares that are inside the Attack Pattern of a Character's melee weapon, even to reach an empty space.
  • Enemies will prioritize staying out of a Character's Attack Pattern if given the choice. If that's the only way they can Attack, they will move into the Attack Pattern to do so.
  • Enemies never climb on top of Terrain Tiles that grant the Elevated effect. They treat these Terrain Tiles as obstacles and move around them.

3. Enemy Attacks

Determine the target of each Enemy's Attack, then:

Each Enemy makes an Attack against the nearest Character in its Line of Sight if possible. For Melee Enemies, players choose which adjacent Character they attack. Each Enemy attacks one Character unless its reference card says otherwise.

  • Melee Attacks: The number represents the amount of damage a Character might take (the Enemy's damage value). If the Enemy is in the Attack Pattern of the target's melee Weapon(s), the player will have an opportunity to roll Defense. Otherwise, Melee Attacks coming from squares outside the Character's Attack Pattern(s) deal a number of Wounds equal to their damage.
  • Ranged Attacks: This functions identically to Melee Attacks except the Character always gets an opportunity to roll Defense. With Ranged Attacks, don't forget to take any potential Cover into account to see if the Character gains Advantage against one or more incoming attacks.

3A. Suffer Automatic Wounds

First, if there are any Melee Enemies Attacking you from outside your Character's Attack Pattern(s), you must take 1 Wound for each point of damage they deal (See "Suffering Wounds", below).

3B. Roll Defense

Then, for all Ranged Attacks and for Melee Attacks from within your Attack Pattern, each player totals up the amount of damage they may receive. They then roll a number of dice equal to their Movement Stat (maximum 6 with modifiers) and assign each success to reduce the incoming damage by 1. Remember that if you had Advantage or Disadvantage against a particular type of attack (such as Cover against one or more Ranged Attacks), that changes the dice values that can be used to block damage from those sources.

Suffering Wounds

Each time your Character suffers a Wound, flip one of your Health tokens over to the black side. If all of your Health tokens are now on the black side, you must perform the following steps:

  • Return 1 of your Health tokens to the box as a severe Wound, reducing your maximum health. If your last Health token is returned to the box this way, your character has died and all players lose the game.
  • Lay your standee on its side in its current square; your character is considered Fallen (see "Fallen Characters", below).

Fallen Characters are not dead, but they are effectively out of the fight. If all Characters have Fallen at the same time, then there is no one left to Rescue them and all players lose the game.

Healing Wounds

When an effect allows you to heal a Wound (such as with items, Aramis' ability, or the rescue action), flip one of your Health tokens from the black side to the gold side. Health tokens lost from becoming Fallen cannot be healed. Additional rules apply If playing a Campaign (see "Campaign Mode", page 26).

Fallen Characters

The following rules apply to Fallen characters:

  • Fallen Characters continue to occupy the square where they fell. Characters and Enemies can move through this square, but cannot stop there.
  • All for One Phase: you still roll a Stone of Chance and add it to the pool.
  • Character Turn: you cannot perform a Character Turn while Fallen. If an ally performs the Rescue action on their turn to stand you up, you can take a Character Turn that round if you have not done so already.
  • Enemy Turn: Enemies ignore Fallen Characters and their Attack Patterns. Enemies may move through squares containing Fallen Characters, but not end movement there.

Battle Round Example

In this example, two players controlling Athos and Porthos engage in a battle against a few of the Cardinal's forces on a narrow Parisian street. Both characters are equipped with their starting weapons: Athos with a Rapier, and Porthos with a Broadsword. Neither has full Health or Destiny (Athos has no Destiny) at this point in their adventure.

After they have set up the map, both players set their stance and facing as shown.

The Battle begins with the Musketeers performing the All for One Phase: both players roll a Stone of Chance and place them on the All for One board. The two results are M C. Proceeding to Character Turns, the players decide that Porthos will go first.

Porthos has no Ranged weapons, so he decides to move, positioning to get both Cardinal's Guards in his Broadsword's Attack Pattern by spending his 3 movement points, and Attacks.

Porthos rolls 4 dice for his Prowess stat and gets 3456 - great roll! The 4 and 5 each provide 1 success, and the 6 provides 2 for a total of 4 successes, but he uses his Broadsword's ability to add 1 pip to the 3, making it a 4, for a total of 5 successes. The Cardinals's Guards have defense values of 2/3, so Porthos assigns 3 successes to the top Guard, and 2 to the bottom Guard.

Card callouts: 4 and 6 = 3 successes, defeating this Guard (and drawing a Loot); 4 and 5 = 2 successes, wounding this Guard (and drawing a Reaction).

The Reaction must be resolved first - Counterattack! Porthos takes 1 Wound because he's adjacent to the surviving Guard. Then, he draws a Loot - Cross. He discards it to regain one of his Destiny tokens. After resolving the whole Attack, Porthos can still perform 1 Action. He decides to use his Corps-à-corps Talent to kick the Barrel.

The Corps-à-corps Talent lets Porthos Interact with a Terrain Tile that requires a Movement Challenge (the Barrel) and automatically get 4 success on the roll. Since the Barrel requires a 3-Movement Challenge, Porthos rolls the barrel through the Wounded Guard, defeating him. Since the Guard was not defeated by a Melee Attack, Porthos does not draw Loot. Porthos's turn is over.

Athos now takes his turn, spending the M Stone of Chance to increase his Movement stat to 6. This allows him to move 6 squares up to the nearest Guard. The Guard is not inside his Rapier's Attack Pattern, so he uses his Action to Prepare, flipping his Stance.

Next, Athos Attacks, rolling 3 dice for his Prowess stat, getting 1, 2, 4 - only 1 success! Athos uses the C Stone of Chance to gain 1 Destiny, and then immediately spends it to reroll the misses. Now he's got 2, 5, 4. 2 total successes are only enough to Wound the Guard, provoking a Reaction: Duck! The Guard is not Wounded after all. Athos's turn is over.

Reaction card "Duck!" reads: "The Enemy is not Wounded from this Attack. Reshuffle the Deck."

Now it's the Enemy Turn. Guards are Melee Enemies and move first. One is already adjacent to Athos, so does not move. The other cannot reach a square adjacent to a Character and outside an Attack Pattern, so it moves to the nearest square adjacent to Athos as well. The Ranged Enemies move next. The rightmost Marksman has line of sight on Athos already and will not move, but the other one will have to move 1 square to gain Line of Sight.

Porthos is not in range of the Guards, and is not the nearest character for the Marksmen, so Athos will be attacked by all of them; he could receive a total of 6 (2+2+1+1) damage! Luckily both Guards are within his Attack Pattern, and also providing Cover against the Marksmen. Athos rolls a number of dice equal to his Movement stat and gets 1, 1, 3, 3, 6. His Rapier's ability lets him reroll 1s, which gets him 2, 3, 3, 3, 6. He can cancel out the Ranged Attack using his 3s since he has Advantage (Cover) against these Ranged Attacks. However, he can't use the 3s to prevent any damage from the Guards since he doesn't have Advantage when defending against them. The 6 cancels 2 of the 4 damage from the Guards, so Athos takes 2 Wounds in total. If he still had Destiny left, he might want to reroll a couple of those dice to get more successes!

[The page 21 key listing each attacking Enemy's damage against Athos's defense rolls is a diagram and is not reproduced here.]

After all Enemies have attacked, the players check for Upkeep Phase effects, then start a new Battle Round.

4. Upkeep

After all Characters and Enemies have taken a turn this Round, the Round ends. Apply any "End of Round" or Upkeep Phase effects. These effects might be found on a Special Rules card, the Battle Card, Equipment, or Enemies.

If the Battle's objectives have not been met, proceed to play another Battle Round, starting with the All for One phase.

Ending a Battle

When players achieve any of the objectives listed on a Battle card (during any phase) the Battle immediately ends.

If the objective met was "Victory!", the players have won and the Story is concluded. Congratulations!

Otherwise, before progressing to the next Story card listed, don't forget about the various actions you can take between story cards, such as calling the Porter, selling equipment, or trading equipment and items amongst the characters. See "Between Story Cards", page 11 for details.

Terrain Tiles

Many types of Terrain Tiles have unique Actions or special rules that can help you turn the tide of battle. The following pages list the different types of Terrain Tiles and their effects, but many Terrain Tiles also share common effects, described by keywords:

  • Cover: If Line of Sight crosses this Tile, Characters or Enemies behind it receive the following bonus against Ranged Attacks for being in Cover:
    • If you are making a Ranged Attack against an Enemy in Cover, you have Disadvantage.
    • If you are defending against a Ranged Attack and you have Cover, you have Advantage against that Attack.
  • Elevated: This Tile represents an object that Characters can climb up. Moving into an Elevated square costs double movement points (orthogonal movement costs 2; diagonal costs 4). Moving down from an Elevated object has no additional cost. Elevated Characters are subject to the following effects:
    • They gain Advantage on their Melee attacks.
    • They gain Disadvantage when defending against Ranged attacks, and do not receive Cover from the Elevated tile they stand on.
  • Difficult: This Tile can be moved through, but moving into each square costs double movement points (orthogonal movement costs 2; diagonal costs 4).
  • Impassable: This Tile cannot be moved through.
  • Blocking: This Tile cannot be moved through, and blocks Line of Sight. If this Tile partly obscures Line of Sight, it also grants Cover.

When Interacting with a Terrain Tile, and/or making a Challenge, your facing does not matter.

Enemies and Terrain

Enemies affected by Terrain Tiles such as Barrels never React, and you never gain Loot from defeating Enemies by using a Terrain Tile.

Barrel

Cover, Elevated

Kicking a Barrel (Interact Action): While adjacent to (or on top of) a Barrel, pass a 3-Movement Challenge to knock the barrel over and roll it in any straight line until it reaches a Character, tile edge or other Terrain tile. Wounded Enemies in its path are Defeated, and other Enemies become Wounded. Named Enemies take 1 Wound. After rolling the Barrel, it is destroyed and removed from the map. If you do not pass the Movement Challenge, nothing happens and your Action is wasted.

Example: D'Artagnan rolls a barrel into 2 enemies, Wounding them both.

Brazier

Cover, Impassable

Knocking over a Brazier (Interact Action): While adjacent, pass a 2-Movement Challenge to knock the Brazier over and choose 1 Enemy adjacent to it. If it is a Named Enemy, it suffers 1 Wound; otherwise the Enemy is Defeated. After knocking over the Brazier, it is removed from the map. If you do not pass the Movement Challenge, nothing happens and your Action is wasted.

Example: Constance kicks over a Brazier, and could hit any of the 3 enemies adjacent to it. She chooses the Cardinal's Captain and defeats it.

Statue and Columns

Blocking

Stone Columns and Statues have no other effect.

Haystack

Cover, Difficult

In addition to regular Cover rules, a Character on the Haystack tile is considered to be hiding, and receives +1 die when rolling for defense.

Crates and Tables

Cover, Elevated

Crates and Tables have no other effects.

Staircase (Map Tile)

Difficult (only when moving up).

Like Balconies, Palace Staircases also have Railings. Characters can only move into squares on Staircases from sides that do not have Railings. Further, Moving up the Staircase (in the direction opposite the arrow on the Tile) is treated as Difficult Terrain, and costs double movement points (orthogonal movement costs 2; diagonal costs 4).

Staircase Example: Milady spends 6 movement points to climb the stairs between 2 guards.

Balconies and Railings

Balcony Tiles include a Railing edge that divides the Map into High Ground and Low Ground edges. Characters can move into the squares on this Tile, but not across the edge with the Balcony Railing.

For Characters and Enemies on Low Ground, the Balcony railing blocks Line of Sight, except to targets adjacent to the railing. For Characters and Enemies on High Ground and adjacent to the railing, the Balcony railing does not block Line of Sight, and grants them Advantage on Ranged Attacks against targets on Low Ground. Melee Attacks cannot be made across a railing.

Balcony Line of Sight Example: White lines are clear; dashed black lines are blocked. Athos and the Marksman have Line of Sight to each other, because the Marksman's square shares an edge with the Balcony railing. There is no Line of Sight between Athos and the Guard.

Some Balcony Tiles have hanging banners. These Tiles also grant Characters the following action:

Banner Slide (Interact Action): While on High Ground and adjacent to the railing that shows a hanging blue banner, pass a 3-Movement Challenge to jump over the railing and slide down the banner. No matter the result of the Challenge, place your Character in the square on the opposite side of the railing. If you did not pass the Challenge, suffer 1 Wound for each success you were short (For example, if you only roll 1 success, take 2 Wounds from falling).

Banner Slide Example: D'Artagnan hops over the railing to slide down the banner, making a movement test. He only gets two successes, so he suffers 1 Wound.

Chest

Cover, Impassable

Open Chest (Interact Action): While adjacent, open the Chest to draw an Equipment card, then remove the Chest from the map.

Chandelier

This Tile marks that there is a low-hanging Chandelier above these 4 squares. The Chandelier Tile has no effect on Movement or Line of Sight, but presents several tactical opportunities:

Chandelier Swing (Interact Action): While adjacent to any edge (not corner) of the Chandelier, pass a 3-Movement Challenge to place your Character in the square on the diagonally-opposite side of the Tile, even if that square is occupied. If there is an Enemy in that square, Move it to an adjacent empty square and deal it 1 Wound – if the Enemy was non-named and already Wounded, it is Defeated. After swinging on the Chandelier, its chain breaks and it falls from the ceiling; see below. If you failed the Movement Challenge, remain where you are and take 2 Wounds; the Chandelier remains intact and your action is wasted.

Breaking the Chain (Attack): A Character with a Ranged Attack may target the Chandelier Tile (4 Defense) to break the chain it hangs from. If successful, the Chandelier falls. Otherwise, nothing happens and the Attack is wasted.

Falling Chandelier: All Characters and Named Enemies on the Chandelier Tile suffer 1 Wound; other Enemies are Defeated. Then, remove the Chandelier Tile from the map.

Chandelier Swing example: Porthos can swing across to land on a Guard, but Athos would merely land in an empty square.

Falling Chandelier example: D'Artagnan attempts to Swing into Guard and fails the Movement challenge. He remains where he is and takes 2 Wounds. Since he did not succeed in swinging on the Chandelier, it remains intact and the Guards underneath are fine. (If the was successful, both Guards would have been crushed by the falling Chandelier).

Wagon

Cover, Elevated

Wagon Roll (Interact Action): While not on the Wagon but adjacent to either its sides or the rear (i.e. blue squares in the example, right), pass a 4-Movement Challenge to roll the Wagon. The number of spaces it moves is equal to the number of successes minus 3. It rolls in the direction of the arrow shown on the Wagon tile until it reaches another Terrain Tile, or completely leaves the map by clearing an edge. Characters and Named Enemies in squares the Wagon enters suffer 1 Wound; other Enemies are Defeated. Any Characters or Named Enemies in squares where the Wagon stops are moved to the nearest empty square. Characters on top of the Wagon ride it and remain on top of the Wagon wherever it stops. If you do not pass the Movement Challenge, nothing happens and your Action is wasted.

Wagon Example: D'Artagnan is standing on top of the wagon and used its elevated bonus to defeat a guard. Now, Athos uses his action to push the wagon, making a 4-movement test and getting 6 successes! The wagon moves forward 3 squares. This defeats the guard and causes Rochefort to take 1 Wound. Rochefort occupies the wagon's end point and is forced to jump aside.

Difficulty Adjustments

For an easier game:

  • Remove the "Nothing" and "Broken Sword" cards from the Loot Deck. Each player draws 1 Loot card at the beginning of the Story.
  • Treat your Character count as 1 lower than the number of players (ie. in a 4-player game, do not place enemies marked with a 4).
  • Characters never receive a Severe Wound when they are knocked down; there is no limit to the number of times a Character can be knocked down.

For a more challenging game:

  • Characters begin each Story with 2 fewer Destiny tokens. They can still gain additional Destiny up to their maximum.
  • Characters cannot use their Talent or Support abilities as Actions; they must spend Stones of Chance to use these abilities.
  • If a player draws the "Broken Sword" loot card when defeating an enemy, they must discard the Weapon they were attacking with.

Campaign Mode

To play a full campaign of Gascony's Legacy, start with the first Story and play it all the way through. At the end of that game, players perform the following steps for each Character to prepare for the next Story (or write down the results to save their campaign progress for later).

  1. Keep 2 hands worth of Weapons of their choice. These do not need to include that Character's starting Weapon.
  2. Gain 2 Destiny, up to their maximum value,
  3. If the Character is missing any Health tokens from becoming Fallen, they regain 1 of them. Then, flip all Health tokens back to the gold side.
  4. Discard all Coins and Loot cards.
  5. Shuffle all discard piles back into their decks.
  6. If players used the Porter, flip him to the available side and place 1 Equipment card per player underneath him again.
  7. Set up the next Story by reading its intro text, and begin!

Important Terms

  • Action: Once per turn, Use a Talent or Support, Interact, etc. Page 15.
  • Activate: When Enemies Move, Attack, etc. Pages 18-19.
  • Adjacent: The 8 squares that share a common edge or corner with your square. Diagonal squares are Adjacent. Page 10.
  • Advantage: Counting 3s as successes when making a roll. Page 10.
  • All For One: and one for all! Catchphrase of the Musketeers and the first phase of a Battle Round where players roll Stones of Chance and pool them on the All For One card. Page 13.
  • Ally: All Characters controlled by Players on your team (including yourself).
  • Attack: Once per turn, attempt to Defeat enemies using your Weapon, by making an Attack Roll. Page 16-17.
  • Attack Pattern: The diagram on an Equipment card that shows you which squares a Weapon can attack. Page 16.
  • Battle: Type of Story card where Characters battle Enemies on a series of Map Tiles. Pages 8, 12.
  • Cardinal: Cardinal Richelieu was one of the most powerful men in France in the 1600s. His guards quarrelled often with the King's Musketeers.
  • Challenge: A dice roll that uses dice equal to one of your stats, with a target number of successes to achieve. Commonly used with Actions provided by Terrain Tiles. Page 10.

Quick Reference

Enemy Turn

  1. Named Enemy: Draw & Resolve Threat (pages 18-19)
  2. Enemy Movement: a. Melee Enemy Movement b. Ranged Enemy Movement
  3. Enemy Attacks: a. Suffer automatic Wounds b. Roll Defense

2A. Melee Enemy Movement

  1. Don't Move if a Melee Enemy can make an Attack without moving.
  2. Move to the nearest square adjacent to a character but outside an Attack Pattern.
  3. Move to the nearest square adjacent to a character, within an Attack Pattern.
  4. Move toward the nearest character.

2B. Ranged Enemy Movement

  1. Don't Move if a Ranged Enemy has Line of Sight on a Character already.
  2. Move toward the nearest square that provides Line of Sight to any Character (even if that Character isn't the closest).

3. Enemy Attacks

For Melee Enemies, players choose which adjacent Character they attack. Ranged Enemies attack the nearest Character in their Line of Sight. Suffer all automatic Wounds first, then roll defense to prevent the rest.

  • Melee Attacks: take damage equal to attacker's damage value. Roll defense, but each success can only prevent damage from an enemy within your Attack Pattern(s); the rest are automatic Wounds.
  • Ranged Attacks: take damage equal to attacker's damage value. Roll defense to prevent any damage ranged attacks. Don't forget that you might have advantage from Cover against one or more Ranged Enemies.

Terrain Tiles

Use the Interact action to perform Challenges.

  • Barrel (Cover, Elevated): 3-Movement Challenge to remove and roll in a straight line, wounding Enemies, Named Enemies, and Characters.
  • Chandelier: 3-Movement Challenge to swing to diagonally-opposite edge, moving and wounding an Enemy there, then Chandelier falls, defeating Enemies underneath. Take 2 Wounds for failing this Challenge. Break Chain: Ranged Attack vs. 4 defense.
  • Brazier (Cover, Impassable): 2-Movement Challenge to remove and kick onto an adjacent enemy, defeating it. (A Named Enemy takes 1 wound).
  • Chest (Cover, Impassable): Interact while adjacent to remove it and draw 1 Equipment card.
  • Haystack (Cover, Difficult): Roll +1 defense die while on this tile.
  • Table / Crates (Cover, Elevated): These tiles have no other effect.
  • Balcony Railing (Banner): Split map into high/low ground (page 24). 3-Movement Challenge to slide down a banner; 1 Wound per success you are short.
  • Statue / Column (Blocking): These tiles have no other effect.
  • Wagon (Cover, Elevated): 4-Movement Challenge to roll in direction of arrow equal to successes -3. Characters on top move with it, enemies in its path are defeated. Characters and Named Enemies are wounded and move out of its final position.
  • Battle Round Example
  • 4. Upkeep
  • Ending a Battle
  • Health Tokens x20
  • Circular Tokens (44)
    • Destiny x16
    • Cardinal's Guard x12
    • Cardinal's Marksman x8
    • Cardinal's Deacon x2
    • Cardinal's Captain x2
    • Search x3
    • Tracker (Fleur de Lis) x1
  • Cards (110)
    • Player Reference x4
    • Equipment x20
    • Unarmed x4
    • Loot x15
    • Story x30
    • Enemy Reaction x10
    • Enemy Threat x16
    • Enemy Reference x7
    • Game Reference x3
    • Boss HP Card x1
  • Search: Reveal a Search token in an adjacent square, and resolve the matching effect on the Battle card.

  • Interact: Many types of Terrain Tiles have unique Actions and/or special rules that can help you turn the tide of battle. See "Terrain Tiles", page 22 for details. Note: Your facing does not matter when performing an Interact action.

  • Character: Musketeers controlled by the Players. Each uses a Character Board and a Standee. Page 7.
  • Cover: Defensive bonus granted by Characters and some Terrain Tiles to targets behind them. Pages 10, 17, 22.
  • Defeated: An Enemy that has taken too many Wounds and is removed from the Map. Page 17.
  • Defend: Rolling dice equal to your movement rating to prevent Wounds from Enemy Attacks. Page 19.
  • Despair Banner token: Status effect that hurts the Musketeers. Pages 10, 15.
  • Destiny token: Spent to reroll dice or add a success. Pages 10, 17.
  • Disadvantage: Only counting 5s and 6s as successes when making a roll. Page 10.
  • Doom token: Status effect that hurts the Musketeers. Pages 10, 15.
  • Elevated: Describes a Terrain Tile that can be climbed on. Page 22.
  • Enemy: The generic opponents of the Musketeers, represented by tokens and standees. Pages 6, 18-19.
  • Equipment: Weapons, etc used by Characters to determine how they attack. Pages 5, 15.
  • Event: Type of Story Card where players make choices about how to proceed next in the Scenario. Page 11.
  • Fallen: When all of a Character's Health tokens are flipped, and they can no longer act. Page 19.
  • Fleur de Lis: Stylized lily symbol used to represent the French monarchy, as well as your Character's front facing in the game. Pages 14-15.
  • Health token: Placed on Character Boards to track how many Wounds they have sustained. Pages 7, 19.
  • Item: Useful cards in the Loot Deck. Kept and discarded later for effects. Page 5.
  • Line of Sight: An imaginary line that determines if Characters and Enemies can "see" each other. Pages 16-17, 23.
  • Map Tile: Rectangular tiles with square grids, where Battles take place. Pages 4, 12.
  • Melee Attack: A type of Attack made at close range, usually adjacent squares. Cover does not apply. Page 16-17, 19.
  • Move: The number of squares a Character or Enemy can travel on their turn. Also the number of dice rolled when Defending or making a Movement Challenge. Pages 14, 18, 24.
  • Musketeers: The King's Musketeers, formed in 1622 by Louis XIII. Players each control a member or ally of this elite fighting unit.
  • Named Enemy: Formidable Enemies that pose a unique challenge. Each uses a standee, Enemy reference card, and personal Threat Deck. Pages 6, 17, 18.
  • Nearest: Term for "fewest squares away" by counting distance. Pages 10, 18.
  • Priority: Options on an Enemy's reference card that determines what they do when they Activate. Pages 6, 18.
  • Prowess: A Character's overall fighting ability, primarily used when making a Melee Attack. Pages 7, 16.
  • Railing: A feature on Balcony Terrain Tiles, Railings prevent movement and visually separate parts of the Map into high and low ground. Page 24.
  • Range: The distance in squares between pieces on a Map Tile. Pages 10, 16.
  • Ranged Attack: A type of Attack made at a distance; targets can gain Cover against this Attack. Pages 16-19.
  • Reaction: Enemies that are attacked but not Defeated respond by drawing a Reaction card. Pages 6, 17.
  • Rescue: Standing up a Fallen Ally. Pages 15, 19.
  • Round: During a Battle, each Character takes a Turn and then the Enemies take a Turn. Page 13.
  • Search token: Placed on the map during Battle setup and revealed when using a Search Action. Pages 4, 12, 15.
  • Stairs: 2x2 square Map Tile that affects movement in one direction. Page 24.
  • Stance: Oval-shaped token fitted over a character's standee base that marks their facing and the direction of their attacks. Pages 7, 14-16.
  • Story: The overall format and objective of each game of Gascony's Legacy, composed of multiple Story Cards. Pages 8, 11.
  • Story Card: A card that is part of a Story; can be an Event or Battle. Page 11.
  • Supply: Piles of tokens beside the board. Whenever tokens are spent, they return here for reuse. Page 8.
  • Support: Character ability that is used mainly used to help others. Page 15.
  • Talent: The special ability of each Character. Page 15.
  • Terrain Tile: Various obstacles that add detail to Map Tiles and provide new actions to Characters. Pages 4, 22-25.
  • Threat: Cards used by Named Enemies that determine their Movement, Attacks, and Reactions. Pages 6, 18.
  • Trade: Action where adjacent characters exchange Items and/or Equipment during battle. Can also be done between Story cards. Pages 11, 15.
  • Upkeep: The last Phase of a Round, where players keep track of any persistent and/or "End of Round" effects. Pages 13, 22.
  • Wound: Damage dealt to characters and enemies. Page 19.