La guerre de Cent Ans
La guerre de Cent Ans Rulebook
Table of Contents
Table of Contents
- 1. Preamble
- 2. Camps and Factions
- 3. Object of the Game
- 4. Components
- 5. Board
- 6. Setup
- 7. Course of the Game
- 8. Drawing a Leader
- 9. REINFORCEMENTS Phase
- 10. MANEUVERS Phase
- 11. BATTLES Phase
- 12. Routiers Phase
- 13. Free Company
- 14. DRAW Phase
- 15. New Turn
- 16. Victory Conditions
- 17. Cards
- 18. Scenarios
- Card Catalogue
1. Preamble
1.1. The boxes
By convention we use different types of boxes in our rules: Important!, Example, Design note, Note.
2. Camps and Factions
La guerre de Cent Ans is a game in which two camps clash: the English camp, made up of the English and Burgundian factions, and the French camp, made up of the French and Armagnac factions.
The Burgundians represent, broadly, the allies of the English and the Armagnacs the allies of the French. We called them this for convenience.
The game is designed for 2 to 4 players:
- with 4, each player takes control of one faction,
- with 2, each player takes control of both factions of the same camp,
- with 3, one player takes control of both factions of one camp while the remaining players each take control of one faction of the other camp.
3. Object of the Game
Total the greatest number of VICTORY POINTS (VP) at the end of the 8 game turns, or at the end of a turn when one camp has played 3 of its 4 TRUCE cards. In case of a tie, the game is a draw.
3.1. Sudden deaths
A camp can win by sudden death in two different ways:
- A camp that controls 5 of the following 6 regions: Guyenne, Normandy, Île de France, Champagne, Comtat Venaissin or Paris immediately wins by Heart of France (Coeur de France).
- A camp that has 6 VP more than the other at the end of a turn wins at the end of that turn by Surrender (Reddition).
4. Components
4.1. English camp
English
- 25 cubes and 2 discs in red wood,
- 2 BATTLE dice,
- A draw pile of 13 cards: 2 TRUCE cards, 6 MANEUVER cards, 5 EVENT cards,
- 6 LEADER cards.
- 6 double-sided ENGLISH LEADER figurines.
- 2 MANEUVER tokens.
Burgundians
- 35 cubes and 1 disc in yellow wood,
- 3 BATTLE dice,
- A draw pile of 13 cards: 2 TRUCE cards, 6 MANEUVER cards, 5 EVENT cards.
4.2. French camp
French
- 40 cubes and 2 discs in blue wood,
- 2 BATTLE dice,
- A draw pile of 13 cards: 2 TRUCE cards, 6 MANEUVER cards, 5 EVENT cards,
- 6 LEADER cards.
- 6 double-sided FRENCH LEADER figurines.
Armagnacs
- 25 cubes and 1 disc in white wood,
- 3 BATTLE dice,
- A draw pile of 13 cards: 2 TRUCE cards, 6 MANEUVER cards, 5 EVENT cards.
4.3. Components not affiliated with a camp
Elite
- 20 cylinders in brown wood,
- 3 BATTLE dice.
- 29 TACTIC cards (3 assigned to 3 factions at the start of the game, 3 CALAMITY cards, 8 TACTIC I cards, 8 TACTIC II cards and 7 TACTIC III cards).
- 1 black wooden disc (turn counter).
- 14 CONTROL markers, front (French camp), back (English camp).
- 8 CASTLE markers, front (level 1), back (level 2).
- 6 FORTIFIED TOWN tiles.
- 1 black cloth bag.
- 15 transparent bases.
Routiers
- 15 cubes and 1 disc in black wood,
- 2 BATTLE dice.
- 3 double-sided ROUTIER LEADER figurines.
4.4. Stickers
1 sheet of stickers to be applied to the various wooden discs as indicated.
5. Board
The game board map is divided into regions and zones.
5.1. Region
A region is identifiable by its name and a coloured border. A region is made up of one or more zones delimited by brown dotted lines or rivers.
5.2. Zone
A zone is the smallest geographical entity. It is used notably for the movement of armies and can contain at most one STRONGHOLD (place forte).
5.2.1. Coastal zone
A coastal zone is a zone that borders the Atlantic Ocean or the English Channel.
5.2.2. Simple place and stronghold
A castle and a city are STRONGHOLDS (double black outline on black background).
A town can have 2 statuses: either that of SIMPLE PLACE (brown outline on light background) or that of STRONGHOLD (double black outline on black background), also called FORTIFIED TOWN.
5.3. Paris
Paris is at once a STRONGHOLD, a zone and a region.
Paris can only be conquered through a siege. Use the two siege zones ZS and ZN for this purpose to place besieging armies.
5.4. Control of regions and victory
The regions to control to gain VICTORY POINTS (VP) and the game are:
- Guyenne, Brittany, Normandy, Armagnac, Anjou, Île de France, Champagne, Languedoc, Burgundy, Navarre, Comtat Venaissin and Paris.
Each of these regions has a space on which to place a CONTROL marker.
To control a region, a camp must control all the zones that have a PLACE, whether SIMPLE or STRONGHOLD. Units of the opposing camp that occupy zones without a PLACE in that same region do not prevent control.
To control a region without a STRONGHOLD, a camp must be the only one to have at least one of its units there.
Each region controlled by a camp earns it 1 Victory Point (VP) for the final victory (16. Victory conditions, p. 11).
The 6 spaces circled in blue with a WHITE FLEUR-DE-LYS ON A BLUE BACKGROUND icon represent the zones to control to win by Heart of France sudden death (16.1. Sudden death: Heart of France, p. 11).
Important! ROUTIER units present in a region are not taken into account for the control of a region. Exception: the Free Companies (13. Free Company, p. 11).
6. Setup
The letters A to L refer to the setup diagram on the board illustration (pages 4-5 of the rulebook).
6.1. Markers
A Place the TURN marker on the indicated space.
B Place the English ACTIVATION marker on the indicated space and the 3 others (French, Burgundian and Armagnac) in the black cloth bag.
C Place the ACTIVATION marker of the Routiers on the indicated space.
D Place the TECHNOLOGY AND MILITARY TECHNIQUES (TTM) markers, French and English, on the indicated spaces.
E Place a CONTROL marker, French side up, on space 3 of the SUDDEN DEATH BY SURRENDER track (7 French VP minus 4 English VP).
F Place 7 French CONTROL markers on the spaces: Normandy, Armagnac, Anjou, Île de France, Champagne, Languedoc and Paris.
G Place 4 English CONTROL markers on the spaces: Guyenne, Brittany, Burgundy and Navarre.
6.2. Units
Place the units of the 4 factions and those of the Routiers as indicated on the game board map.
Example: one Burgundian unit is placed in the zone where Nantes is located, 2 Routier units in the zone north-east of Poitou, and 2 French units, one Armagnac unit and one ELITE unit in Paris.
6.3. Draw piles
6.3.1. Faction cards
Each player shuffles the cards of their faction and draws 3.
If a faction has no MANEUVER or TRUCE card in its hand after drawing (that is, it has only EVENT cards), it must show its hand, then shuffle it with its draw pile to draw 3 new cards.
6.3.2. Leader cards
H H Shuffle the 6 LEADER cards of each camp and form 2 draw piles: that of the English leaders and that of the French leaders.
6.3.3. Forming the draw piles of the Technology and Military Techniques cards
Sort the TACTIC cards by era:
- TACTIC I,
- TACTIC II,
- TACTIC III
and form 3 draw piles.
Shuffle the 3 CALAMITY cards and add one of these 3 cards at random to each pile. Shuffle each pile.
I Place each pile facing the space provided at the edge of the TECHNOLOGY AND MILITARY TECHNIQUES track.
6.4. Starting cards
J The English camp places the EQUIPMENT card English Longbow (1) in its EQUIPMENT zone.
K The French camp places the EQUIPMENT card Crossbow (2) in its EQUIPMENT zone.
L The French faction places the TECHNIQUE card Cavalry Charge (3) in front of it. The effect of this card applies during each sequence of the French faction. This card remains in play for the whole game.
Board notes
- The regions of Provence, Burgundy (the Comté), Savoy and the Holy Empire are named for information only. It is not possible to enter them.
- X and Y indicate, for each camp, and R for the Routiers, the number of leaders who have this region as their arrival region.
- The board contains: the Turn track, the Sequence track, the TRUCE cards track (placement of TRUCE cards), the TECHNOLOGY AND MILITARY TECHNIQUES track with the TACTIC I, II and III draw piles, the SUDDEN DEATH BY SURRENDER track, an EQUIPMENT zone for each camp (EQUIPMENT I and EQUIPMENT II spaces), and for Paris, the north (ZN) and south (ZS) siege zones.
7. Course of the Game
7.1. Turns and sequences
A game lasts a maximum of 8 turns and each turn is divided into four sequences: one per faction.
A sequence groups together the different phases that the player of the active faction must carry out.
The order of the sequences is determined randomly: at the start of each turn, the 4 ACTIVATION markers are placed in the bag.
Then a marker is drawn at random and placed on the first space of the SEQUENCES track of the game board. The marker designates the faction that acts. This faction carries out the phases of its sequence, then a new ACTIVATION marker is drawn to determine the next faction, and so on.
When all the markers have been drawn and each faction has played its sequence, the turn ends: advance the TURN marker one space and a new turn begins.
7.2. Sequence of a faction
The faction designated by the drawn ACTIVATION marker must play its sequence. It is the active faction.
Important! On the first turn, do not draw the first marker but place the English faction's marker in its place: it is always this faction that starts the game.
The player who controls the active faction carries out, in order, the following phases:
- Leader draw phase,
- REINFORCEMENTS phase,
- MANEUVERS phase,
- BATTLES phase,
- DRAW phase.
7.3. Activation of the Routiers
When you activate the Routiers, take their ACTIVATION marker and place it on the space immediately to the right of the one where your ACTIVATION marker is (12. Routiers phase, p. 10).
7.4. Checking the end-of-game conditions
Check at the end of each turn whether the end-of-game conditions are met. If so, the game stops and the winning camp is determined.
8. Drawing a Leader
The TURNS track indicates which camp draws a leader depending on whether the TURN marker is on a red space: leader for the English camp, or blue: leader for the French camp.
It is the first faction of a camp to play its sequence, during a turn, that draws the leader of its camp.
Important! During the game, each camp may have several leaders in play at the same time.
When a faction draws a leader, it receives no reinforcements during its REINFORCEMENTS phase.
A leader always has an army: these are the reinforcements, for this faction, for this turn!
Important! Nevertheless, do not skip this REINFORCEMENTS phase because certain EVENT cards can be played during this phase.
8.1. Appearance of a leader and his army
Each LEADER card indicates in which zone the leader can appear or land.
It is the active faction that decides in which zone the leader appears or lands.
French leaders "appear" within the Kingdom of France. English leaders, for their part, land on the French coasts, which is why the MANEUVER cards of the English faction have, on average, a slightly lower maximum number of zones than the other factions.
The army of a leader is made up of all the units present on his LEADER card: units of the two factions of a camp and at least one ELITE unit.
A LEADER card and the zone where its associated LEADER figurine is located are linked: units of the factions of a camp can pass freely and at no cost from the LEADER card to the zone and vice versa.
If PHILIP VI is drawn, he appears either in Île de France or in Champagne and is accompanied by: 9 French units, 6 Armagnac units and 3 ELITE units. (The card reads: "Appears in a zone of ÎLE DE FRANCE or CHAMPAGNE. You may immediately build 1 level 1 CASTLE in a zone where your camp has 2 units: put them back in your reserve." Philip VI, 1293 | 1350. "Place your units here.")
The leader's appearance zone costs no maneuver. If the zone is occupied by units of the opposing camp, a pitched battle or a siege must be resolved during the MANEUVERS phase before any movement (10.2. Moving an army, p. 7).
9. REINFORCEMENTS Phase
Important! A faction that draws a Leader receives no reinforcements during its REINFORCEMENTS phase.
9.1. French reinforcements
The French faction receives 4 units (4 French cubes) as reinforcements, which it can place in one or more zones in which it has at least 1 unit (French) and which contain a STRONGHOLD or a LEADER.
9.2. English reinforcements
The English faction receives 3 units (3 English cubes) that it can place in one or more coastal zones in which it has at least one unit of its camp (English/Burgundian).
It also receives 1 English unit in the zone of Bordeaux if at least one unit of its camp (English/Burgundian) already occupies this zone. A visual reminder appears on the city of Bordeaux (English cube icon).
9.3. Burgundian reinforcements
The Burgundian faction receives 4 units (4 Burgundian cubes) as reinforcements that it can place in the zones of the following regions:
- Burgundy,
- Navarre,
- Brittany.
Important! The Burgundian faction cannot place any reinforcements in these regions if they are controlled by the French camp. The icon (a cross in a box) is a reminder.
9.4. Armagnac reinforcements
The Armagnac faction receives 4 units (4 Armagnac cubes) as reinforcements. It can place at most 2 units in each of the following cities: Auch, Rodez, Toulouse, Paris, Bourges, Chinon, Limoges, Orléans and Angers if the zone is free of any unit of the opposing camp.
These cities are indicated with a visual reminder (two Armagnac cubes icon).
Limoges is controlled by the English faction at the start of its sequence on the first turn.
10. MANEUVERS Phase
10.1. Playing a Maneuver/Truce card
During this phase, you must play a MANEUVER or TRUCE card. This allows your faction to:
- move an army,
- build a castle or fortify a town,
- improve the TECHNOLOGY AND MILITARY TECHNIQUES level of your camp.
10.2. Moving an army
An army is formed from units present in one zone. It may be made up of units of the 2 factions of the same camp. The active faction may include all or some of the units present in that same zone but at least 1 unit of the army must be a unit of that faction. Then, the active faction may move the army.
The active faction chooses which armies move according to the MANEUVER card played, starting with the armies led by leaders of its camp.
Important!
- All the armies of a faction led by a leader chain their MANEUVERS and BATTLES phases, leader after leader, then: 2A. all the armies without leaders carry out their MANEUVERS phase, then: 2B. all carry out their BATTLES phase.
Each MANEUVER card indicates the maximum number of maneuvers (a horseman icon with an arrow) that the active faction can perform in its turn, that is:
- the maximum number of armies (horseman icon) that it can move,
- the maximum number of zones (arrow icon) that each army can travel.
This French MANEUVER card (5 armies, 3 zones: "5 -> 3") allows this faction to move up to 5 armies of up to 3 zones each. It is the MANEUVER phase of the French faction, which has at Paris 3 units (3 French) and 4 Armagnac units. Marc forms an army of 2 French units and 3 Armagnac units. He moves this army towards the zone of the DUCHY OF ORLÉANS passing through ÎLE DE FRANCE. He has 4 maneuvers left.
An army can only move once per sequence. It moves from zone to zone that share a common border.
The active faction may move fewer armies and fewer zones than what is indicated by the card.
10.2.1. Movement of armies with a leader
The active faction must have at least one of its units on the LEADER card to be able to move the associated LEADER figurine.
A leader must finish his movement and any pitched battles or sieges inherent to it before another leader begins his movement.
An army led by a leader may pick up or drop off units along the way. However, units that have already moved (with another leader) cannot be picked up, and those left along the way will not be able to move again during this sequence.
A leader fights a pitched battle as soon as he enters a zone occupied by units of the opposing camp. ROUTIER units are ignored.
10.2.2. Movement of armies without a leader
An army without a leader must stop if it enters a zone occupied by at least one unit of the opposing camp. ROUTIER units are ignored.
An army without a leader cannot pick up units along the way or drop any off. Units cannot move several times during the same sequence with different armies or leaders.
10.2.3. Bridge
A unit can only cross a river by means of a bridge.
10.2.4. Paris
PARIS is a region that is also a zone and includes a bridge, which allows the 2 zones of ÎLE DE FRANCE to be linked.
10.2.5. Maritime movement
There can be no unit at sea. However, the French and English factions can move their armies from one coastal zone to another coastal zone by taking the sea thanks to the MANEUVER cards. The Atlantic Ocean and the English Channel then count each as a zone.
Important! The Armagnac and Burgundian factions cannot be at the initiative of maritime movements.
A French army, that is to say one that has at least one blue cube, occupies Artois and the French player plays a card (3 armies, 3 zones): it moves its army into one of the two coastal zones of Poitou.
10.3. Building a castle
You can build at most one castle or fortify a town when you play a MANEUVER or TRUCE card.
Building a castle or fortifying a town costs one maneuver (horseman and arrow icon) as well as a unit of your faction present in the zone where you wish to build the castle.
Place respectively 1 level 1 CASTLE marker or 1 FORTIFIED TOWN tile in the zone of construction or fortification. Discard the unit used into your reserve.
Arnaud plays a MANEUVER card that allows him to move 4 armies. He has 5 French units in the zone. He decides to build a castle and spends 1 maneuver and 1 unit. He has 3 maneuvers (3 armies, 3 zones) left to carry out with his card and 4 units.
A castle or a fortified town cannot be destroyed.
10.4. Improving the Technology and Military Techniques level
You can improve your TECHNOLOGY AND MILITARY TECHNIQUES level by at most 1 level when you play a MANEUVER card.
The cost of improving your TTM LEVEL is 2 maneuvers (horseman icon, 2, arrow). Advance your camp's TTM LEVEL marker by one space on the TECHNOLOGY AND MILITARY TECHNIQUES track and draw a TACTIC card of the corresponding period: you may play this card immediately if the conditions are met.
Important! Some cards are events that you must play immediately.
Important! TACTIC cards do not count towards your hand limit of 3 cards. You can keep at most only 2 of them. You can draw a TACTIC card if you already have 2 but you must discard one of them.
A player can always carry out this action, even if their camp's marker has reached the last space. In this case they may draw a TACTIC card of any period.
Playing a TRUCE card automatically advances your camp's TTM LEVEL marker by one space.
Many truces, almost never respected, punctuated the Hundred Years' War and these relatively calm periods allowed technology to progress...
Some LEADER or EVENT cards also allow advancing the TTM LEVEL marker.
10.4.1. Equipment cards
A camp cannot have more than 2 EQUIPMENT cards placed on the 2 spaces of its EQUIPMENT zone. If the 2 spaces are occupied when you draw an EQUIPMENT card, you must:
- either discard one of the two cards to replace it with the one you have just drawn,
- or discard the card you have just drawn.
It is up to the active faction to make this choice.
The English camp begins the game with the EQUIPMENT card English Longbow.
10.4.2. Maneuver tokens
These two tokens are an appanage of the English faction.
A MANEUVER token allows it, when it spends it, to have one additional maneuver (horseman and arrow icon).
It can spend a MANEUVER token at any moment of its game sequence, in association or not with the MANEUVER card played (horseman and arrow icon) or during the sequence of the Burgundian faction, to help it build a castle, fortify a town or progress on the TTM track.
11. BATTLES Phase
11.1. Pitched battle
A pitched battle takes place when enemy units occupy the same zone. If there are several battles, the active faction chooses their order of resolution. The camp of the active faction is the attacker and the enemy camp is the defender.
Important! Routier units never take part in a pitched battle when it is not their phase of play: it is therefore not possible to attack them unless they are a Free Company (13. Free Company, p. 11).
Armies led by leaders move and then fight immediately afterwards, during the MANEUVERS phase, whereas those without a leader are played in two steps: first all move during the MANEUVERS phase, then any battles are resolved during the BATTLES phase.
11.2. Initiative
The camp that is in the lead on the TECHNOLOGY AND MILITARY TECHNIQUES track has the initiative. If both camps are tied, it is the defender who has the initiative. The Routiers never have the initiative.
11.3. Course of a pitched battle
A pitched battle takes place as a succession of rounds. In each round, each faction of the camp that has the initiative rolls its BATTLE dice first and applies the results. Then it is the turn of the opposing camp.
If units of both camps remain in the battle zone, a new round takes place and so on.
Each player rolls the dice corresponding to their units and makes the decisions that follow from the results. The number of dice rolled depends on the number of units of each faction present in the battle and cannot exceed the total number of dice owned by each faction.
The battle ends as soon as only units of a single camp remain in the battle zone.
If a camp takes control of a region that gives 1 VP, update the CONTROL marker of that region as well as the position of the CONTROL marker on the SUDDEN DEATH BY SURRENDER track.
The position of this marker changes according to the difference in VP between each camp. It is necessarily positive and the marker is either on the English side or on the French side.
11.3.1. Elite units
Each camp can have ELITE units represented by brown cylinders and associated EQUIPMENT cards.
It is the active faction engaged in a pitched battle or a siege that decides which effects to apply according to the context indicated by the cards.
Effects of 2 cards cannot be combined. In this case, apply the effect of your choice.
The active faction rolls the ELITE BATTLE dice in proportion to the number of ELITE units in the army.
11.3.2. Results of the Elite die
Elite die (x3), six faces: LOSS, LOSS, LOSS, blank, blank, and a double diamond icon.
The double diamond = LOSS if mentioned on the EQUIPMENT card.
The English camp has the initiative and it is the sequence of the Burgundian faction. A pitched battle takes place in which the Anglo-Burgundian army has 2 ELITE units. The effect of the English Longbow is more interesting than the Hand Culverin because it allows the choice of the units to eliminate. The Burgundian faction rolls 2 dice, obtains a double diamond and a LOSS, and inflicts 2 LOSSES thanks to the fact that it has the initiative and chooses the 2 units to remove from the opposing army. If a siege had taken place, the Burgundian faction would have chosen the Hand Culverin, the only equipment capable of producing an effective effect with 2 ELITE units.
11.4. Results of the BATTLE dice
The BATTLE dice of each faction have a specific combination of LOSS, DISPERSION, RETREAT and ROUTIER results.
Apply the results in this order: LOSS then DISPERSION then RETREAT and finally ROUTIER.
Die faces (each die has six faces):
| Faction (number of dice) | LOSS | RETREAT | DISPERSION | ROUTIER (helmet) | Blank / other |
|---|---|---|---|---|---|
| French (x2) | 3 | 2 | 1 | 0 | - |
| Armagnac (x3) | 2 | 2 | 1 | 1 | - |
| English (x2) | 3 | 3 | 0 | 0 | - |
| Burgundian (x3) | 2 | 1 | 2 | 1 | - |
| Routiers (x2) |
(The Elite die (x3) has 3 LOSS faces, 2 blank faces and 1 double-diamond face.)
11.4.1. Loss
For each LOSS result obtained, remove one opposing unit from the pitched battle or from a siege and put it back into its faction's reserve. It is the camp suffering the loss that chooses which unit it removes. This may be an ELITE unit.
11.4.2. Dispersion
For each DISPERSION result obtained, you must remove one of your units from the pitched battle and put it back into its reserve.
A DISPERSION result never applies to ELITE units unless this is specified on a card.
11.4.3. Retreat
For each RETREAT result obtained, you must move one of your units taking part in the pitched battle to any adjacent zone free of any opposing unit, including Routier units.
It is possible to fight while retreating in a zone that contains units of both camps.
If this is not possible, the unit is dispersed.
Optional rule: units of the defender may also retreat into a STRONGHOLD that is present in the zone of the pitched battle, which, in case of victory of the attacker, automatically and immediately triggers a siege.
A unit that retreats can be used again during the turn.
A turn represents about fifteen years.
11.4.4. Retreat for the Routiers
When a Routier unit obtains a RETREAT result, it can retreat to any adjacent zone, including across a river without a bridge. A Routier unit can never retreat into a zone where there is a STRONGHOLD. A Routier unit that cannot retreat is dispersed.
11.4.5. Routier
When a faction obtains a ROUTIER result (helmet icon), it must choose one of its units and replace it with a Routier unit. Put the replaced unit back into the reserve of the faction concerned.
A ROUTIER result never applies to ELITE units unless this is specified on a card.
11.4.6. Elimination of Elite units
An ELITE unit can be removed in case of a LOSS result.
Special case during a pitched battle: if, at the end of a round, only ELITE units remain in an army without the possibility of rolling ELITE dice, the latter is considered inoperative and the ELITE units that make it up are dispersed.
These units are considered inoperative because the equipment is destroyed, there is no longer any supply train or the units have fled the battlefield.
11.5. Special battle: the siege
When a battle takes place in a zone containing a STRONGHOLD, the defender must choose whether to accept a pitched battle or to take refuge in the STRONGHOLD that it controls.
It is not possible to take refuge in a town that is a SIMPLE PLACE: a pitched battle must take place (11.1. Pitched battle, p. 9).
If the defender takes refuge in its STRONGHOLD, the attacker may:
- either continue its movement into another zone if it has movement capacity left (arrow icon),
- or stop its movement to carry out the siege.
If it is a leader, he can both leave units to carry out the siege and continue his movement. The siege will in this case be resolved in the BATTLES phase.
The defender can take refuge with at most 2 units in a castle, 3 in a town, 5 in a city and 10 in Paris. Excess units are DISPERSED.
Only LOSS results are taken into account by each of the 2 camps.
- A level 1 castle cancels 1 LOSS result,
- a fortified town cancels 1 LOSS result,
- a city or a level 2 castle cancels 2 LOSS results.
11.5.1. The siege of Paris
Paris cancels 3 LOSS results if the siege is conducted from one of the zones ZN or ZS.
Siege bonus: if the siege is conducted from both sides of ÎLE DE FRANCE, that is, with besieging armies present in ZN and ZS, then Paris cancels only 2 LOSS results.
11.5.2. Lifting a siege
If, during a round, the attacker inflicts no loss on the defender, the siege is lifted and the attacker must RETREAT to an adjacent zone in which there is no unit of the opposing camp.
An army that occupies ZN or ZS must respectively RETREAT to northern ÎLE DE FRANCE or southern ÎLE DE FRANCE.
RETREATING ends the movement of an army. If no zone is available to the army that must RETREAT, it is dispersed.
11.5.3. Papal Guard
The Papal Guard (2 purple units) is at Avignon in the zone of COMTAT VENAISSIN. These 2 units are passive and have no combat dice. Both must be eliminated to take control of Avignon and of COMTAT VENAISSIN.
11.6. Battles and leaders
If a leader wins a battle, that is, no unit of the opposing camp survived, he still has units of his faction that were used and he has not used up all his movement capacity (arrow icon), he may continue his movement.
If this leader does not eliminate all the units in defence on his first roll of the dice, then his remaining movement capacity decreases by 1.
All units present in the zone take part in the battle, whether they are on the board or on a LEADER card.
11.6.1. Elimination of a leader
A leader who loses his last unit, including ELITE units, is eliminated. He is permanently removed from the game.
12. Routiers Phase
The Routier units represent soldiers who fled the battlefields and who regrouped into bands of pillagers. These units are hostile to all the other factions.
When you play your MANEUVER card number 6 or your TRUCE cards, this triggers the activation of the Routiers. 3 TACTIC cards, 1 in each draw pile, also trigger the activation of the Routiers.
Take the Routiers' ACTIVATION marker and place it on the first free space, to the right of the last ACTIVATION marker placed. The Routiers can only be activated once per turn, like a faction.
12.1. Routier reinforcements
The Routiers have two CAMP zones, indicated by the icon (camp tents). It receives 1 unit (black cube) as reinforcement in each of these zones.
These camps represent regrouping zones for the routiers. In reality, these camps did not exist as such.
If one of the two zones is occupied by other factions: place the 2 units (2 black cubes) as reinforcements in the unoccupied zone.
If both zones are occupied by other factions, place the 2 units as reinforcements in another zone where there are already Routiers, otherwise in another zone without any unit of other factions, otherwise these reinforcements do not appear.
12.2. Movement of the Routiers
Move each army of Routiers by one zone. This movement is mandatory.
The routiers are constantly on the move...
Then carry out any pitched battles where an army of Routiers finds itself in the presence of an army belonging to the opposing camp.
12.3. Restrictions
The faction of the Routiers attacks neither the armies belonging to the camp of the faction that plays it, nor a STRONGHOLD.
This represents the opportunistic character of these armed bands, who live off pillage and ransoms; they do not launch assaults on ramparts...
13. Free Company
A grouping of 5 or more Routier units is called a FREE COMPANY (Grande compagnie). Take at your choice the figurine of one of the two available Routier leaders, his card and place the units of the FREE COMPANY thus formed on it. There can be no more than 3 FREE COMPANIES in play at the same time.
13.3.1. Characteristics of a Free Company
(Numbered "13.3.1" in the original.)
A FREE COMPANY, although commanded by a leader, is not governed by these rules (10.2.1. Movement of armies with a leader, p. 7).
A FREE COMPANY has a movement capacity (arrow icon) indicated on the LEADER card. It can never leave Routier units along the way but can, on the other hand, pick them up.
A FREE COMPANY is dissolved, that is, its leader is eliminated, as soon as its number of units is below 5. This leader is again available to form a FREE COMPANY.
Important! A FREE COMPANY, by its mere presence, contests the control of a zone.
If it occupies a zone of a region whose control is worth 1 VP, then this VP is contested, that is, it is attributed to no one, despite control of all the PLACES by a camp of this region.
This represents the loss of authority and sovereignty of local lords who are not able to ensure at a minimum the protection of the populations.
A FREE COMPANY never leaves a region whose VICTORY POINT (VP) it contests.
Important, exception! A FREE COMPANY can be attacked by a faction.
14. DRAW Phase
At the end of its sequence, the active faction draws cards from its faction to complete its hand to 3 cards. If there are not enough cards, it draws those that remain but does not reconstitute a draw pile.
If the active faction has no MANEUVER or TRUCE card in its hand after drawing (that is, it has only event cards), it must show its hand then shuffle it with its draw pile to draw 3 new cards.
The active faction must always have at least one MANEUVER or TRUCE card in hand at the end of its DRAW phase.
The sequence of the active faction is now over. A new ACTIVATION marker is drawn at random from the bag, designating the next active faction.
15. New Turn
When the ACTIVATION markers of the 4 factions played have been drawn, the turn ends and the players check the victory conditions.
If the game is not over, a new turn begins. Advance the TURN marker one space, put the 4 ACTIVATION markers of the factions back into the bag and put the ACTIVATION marker of the Routiers back on its space.
16. Victory Conditions
The victory conditions are checked at the end of a turn when a camp has played 3 of its 4 TRUCE cards or at the end of the 8th and last game turn.
The camp that has the most VICTORY POINTS (VP) wins.
In case of a tie, it is a draw.
Otherwise, two cases of victory by sudden death may occur.
16.1. Sudden death: Heart of France
A camp that controls 5 of the following 6 regions wins immediately:
- Guyenne,
- Normandy,
- Île de France,
- Champagne,
- Paris,
- Comtat Venaissin.
16.1.1. English Challenge variant
A camp that controls 4 of the 6 regions above wins immediately.
16.2. Sudden death: Surrender
A camp that has 6 VP more than the opposing camp, that is, whose CONTROL marker is on space 6 at the end of a turn, wins at the end of that turn.
17. Cards
17.1. EVENT cards
17.1.1. During which sequence can an Event card be played?
Each EVENT card has, at the top left, at least one COAT OF ARMS icon: this indicates during which sequences the card can be played.
Some cards have the 4 COAT OF ARMS icons of the 4 factions: these cards can be played at any moment of a turn.
The card "English Revolt" (Révolte anglaise) of the Armagnac faction can only be played during the English sequence. (Card text: "The English faction receives no reinforcements during its REINFORCEMENTS phase." Play: at the start of the English faction's REINFORCEMENTS phase.)
17.2. Effect of certain Event cards
When the text of a card says: "...a pitched battle is triggered immediately...", this implies that the defender cannot fall back into any STRONGHOLD.
When the text of a card says to remove units from zones, never remove the last unit of a camp.
18. Scenarios
18.1. Introductory scenario
This scenario aims to make you understand the basic mechanics of the game.
Duration: 2 turns, the first two.
The TTM track is not used. The English camp has the initiative during the 2 turns.
The setup is similar to the base game.
18.1.1. Starting hand and draw pile
Each faction starts with the following cards in its hand and in its draw pile:
English hand: Welsh Archers (Archers gallois) (9), Coastal Raid (Raid côtier) (13), MANEUVER card no. 1. English draw pile: MANEUVER cards no. 6 and 4, Capture of the King (Capture du Roi) (12).
Burgundian hand: Revolt in the County of Flanders (Révolte dans le Comté de Flandre) (13), Treason (Trahison) (12), MANEUVER card no. 4. Burgundian draw pile: MANEUVER cards no. 6 and 2, Charles of Navarre (Charles de Navarre) (9).
French hand: Reinforced Position (Position renforcée) (13), Crossbowmen (Arbalétriers) (11), MANEUVER card no. 3. French draw pile: MANEUVER cards no. 6 and 5, War in Scotland (Guerre en Écosse) (9).
Armagnac hand: Breton War of Succession (Guerre de succession de Bretagne) (9), Mercenaries (Mercenaires) (12), MANEUVER card no. 4. Armagnac draw pile: MANEUVER cards no. 6 and 3, Giving the Slip (Fausser compagnie) (11).
18.1.2. Leader cards
- On the first turn the English camp takes the leader EDWARD III.
- On the second turn the French camp takes the leader Philip VI.
18.1.3. Victory conditions
In this scenario, there is no victory by sudden death; the camp with the most VICTORY POINTS (VP) at the end of the second turn wins the game.
In case of a tie it is a draw.
18.2. Historical scenario
This scenario consists of playing La guerre de Cent Ans with the arrival of all the leaders in chronological order to relive this war in a historical way.
Duration: 8 turns.
18.2.1. Setup and leader arrival rules
Instead of shuffling and drawing the LEADER cards, each camp starts the game with, for the French camp: PHILIP VI (1) and, for the English camp: EDWARD III (7) and the BLACK PRINCE (9).
The French camp places PHILIP VI first, before the start of the game, then the English camp places its two English leaders during its LEADER phase in the first turn's sequence.
At each turn, the camps take the following leaders:
- Turn 2: BERTRAND DU GUESCLIN (2)
- Turn 3: ROBERT KNOLLES (8)
- Turn 4: CHARLES V (3)
- Turn 5: HENRY V (11) and JOHN OF LANCASTER (12)
- Turn 6: JOHN I OF BOURBON (4) and JOAN OF ARC (6)
- Turn 7: JOHN TALBOT (10)
- Turn 8: CHARLES VII (5)
18.2.2. Victory conditions
The victory conditions are checked only at the end of the 8th and last game turn. The camp that has the most VICTORY POINTS (VP) wins.
In case of a tie, the English camp wins.
(Sections 19 Bibliography and 20 Credits of the original are not transcribed.)
Card Catalogue
The remaining pages of the rulebook list every card with its effect and a historical note. The historical notes are omitted here; the card effects are transcribed. Icons that appear inside card text are rendered in words.
Leader cards
Each LEADER card shows the units that make up the leader's army (for a French leader: French units, Armagnac units; for an English leader: English units, Burgundian units; then ELITE units), the leader's name and dates, the zone(s) where he appears or lands, and his effect. The number in parentheses is the card number.
French leaders
- PHILIP VI (1): 9 French, 6 Armagnac, 3 ELITE. Appears in a zone of ÎLE DE FRANCE or CHAMPAGNE. You may immediately build 1 level 1 CASTLE in a zone where your camp has 2 units: put them back in your reserve.
- BERTRAND DU GUESCLIN (2): 3 French, 3 Armagnac, 1 ELITE. Appears in a zone of BRITTANY. This leader can cross a zone occupied by units of the opposing camp without fighting. Each victorious combat (pitched battle or siege) gives him +1 movement (+1 arrow).
- CHARLES V (3), "the Wise": 4 French, 4 Armagnac, 2 ELITE. Appears in a zone of ÎLE DE FRANCE or ANJOU. On each dice roll of your camp, you may replace 1 DISPERSION result with 1 RETREAT result during a pitched battle where CHARLES V is present.
- JEAN PREMIER DE BOURBON (4): 3 French, 6 Armagnac, 2 ELITE. Appears in a zone of LANGUEDOC or of DAUPHINÉ. (No special effect is printed on the card.)
- CHARLES VII (5), "the Victorious": 6 French, 5 Armagnac, 3 ELITE. Appears in a zone of ÎLE DE FRANCE, POITOU or at PARIS. All Burgundian units apply the RETREAT result before each pitched battle where CHARLES VII is present.
- JOAN OF ARC (6), "the Maid": 6 French, 2 Armagnac, 3 ELITE. Appears in a zone of CHAMPAGNE. Automatically inflicts 1 LOSS (the card's icon is a small black burst) during each round of a siege if she has at least 3 ELITE. Her army has +1 movement (+1 arrow).
English leaders
- EDWARD III (7): 8 English, 4 Burgundian, 2 ELITE. Lands in a zone of BRITTANY, FLANDERS or ARTOIS. Advance your TTM marker. Each of your armies may move one additional zone during its MANEUVERS phase (+1 arrow).
- ROBERT KNOLLES (8): 2 English, 6 Burgundian, 1 ELITE. Lands in a zone of BRITTANY or ARTOIS. Automatically inflicts 1 LOSS (the card's icon is a small black burst) before the start of a pitched battle or a siege that he leads, if he has at least 1 ELITE.
- EDWARD OF WOODSTOCK, THE BLACK PRINCE (9): 4 English, 2 Burgundian, 3 ELITE. Lands in a zone of GUYENNE. One army of the English camp may move 2 additional zones during its MANEUVERS phase (+2 arrows).
- JOHN TALBOT (10): 3 English, 4 Burgundian, 3 ELITE. Lands in a zone of GUYENNE. You may transform all DISPERSION results into RETREAT results during each pitched battle where JOHN TALBOT is present.
- HENRY V (11): 9 English, 4 Burgundian, 3 ELITE. Lands in a zone of NORMANDY. Take 1 MANEUVER token.
- JOHN OF LANCASTER (12): 6 English, 3 Burgundian, 2 ELITE. Lands in any coastal zone (Channel or Atlantic). Take 1 MANEUVER token.
Faction cards
Each faction has 13 cards: 6 MANEUVER cards (numbers 1 to 6), 2 TRUCE cards (numbers 7 and 8) and 5 EVENT cards (numbers 9 to 13). A MANEUVER card shows "X -> Y": it allows you to move up to X armies of at most Y zones each (10.2). On a TRUCE card the armies/zones line is the last of its effects.
French faction
- MANEUVER (1): Allows moving up to 5 armies of at most 4 zones each.
- MANEUVER (2): Allows moving up to 5 armies of at most 3 zones each.
- MANEUVER (3): Allows moving up to 4 armies of at most 3 zones each.
- MANEUVER (4): Allows moving up to 4 armies of at most 2 zones each.
- MANEUVER (5): Allows moving up to 3 armies of at most 3 zones each.
- MANEUVER (6): In order: Activate the Routiers. Allows moving up to 2 armies of at most 2 zones each.
- TRUCE (7) and TRUCE (8): In order: Activate the Routiers. Advance your camp's TTM marker one space. Allows moving 1 army of at most 2 zones.
- EVENT: War in Scotland (Guerre en Écosse) (9): To be played during your MANEUVERS phase. Remove up to 4 English units present anywhere on the board. You may not choose more than one English unit per zone.
- EVENT: Grand Masters of Artillery, Bureau (Grands Maîtres de l'artillerie Bureau) (10): To be played at any time! Advance your TTM marker one space. Draw 1 TACTIC card of the current period, if possible, or the next.
- EVENT: Crossbowmen (Arbalétriers) (11): To be played during your REINFORCEMENTS phase. Add 2 ELITE units to your reinforcements.
- EVENT: Better a Plundered Country than a Lost Land (Mieux vaut pays pillé que terre perdue) (12): To be played at the start of the BATTLES phase of the English faction. During each battle, and if the English camp is numerically superior (English + Burgundian units), you may apply the RETREAT result to all the units that make up your army.
English faction
- MANEUVER (1): Allows moving up to 5 armies of at most 3 zones each.
- MANEUVER (2): Allows moving up to 4 armies of at most 3 zones each.
- MANEUVER (3): Allows moving up to 4 armies of at most 2 zones.
- MANEUVER (4): Allows moving up to 3 armies of at most 2 zones each.
- MANEUVER (5): Allows moving up to 2 armies of at most 2 zones each.
- MANEUVER (6): In order: Activate the Routiers. Allows moving up to 2 armies of one zone each.
- TRUCE (7) and TRUCE (8): In order: Activate the Routiers. Advance your camp's TTM marker one space. Allows moving 1 army of one zone.
- EVENT: Welsh Archers (Archers gallois) (9): To be played during your REINFORCEMENTS phase. Add 3 ELITE units to your reinforcements.
- EVENT: Great Jacquerie (Grande Jacquerie) (10): To be played at any moment! Place 2 Routier units in a zone of Champagne, then in a zone of Île de France, then in that of Picardy. In each of the 3 zones, if there are opposing units, a pitched battle begins immediately. The Routiers double LOSS results and ignore DISPERSION results.
- EVENT: Étienne Marcel (11): To be played during your MANEUVERS phase. In each of the 2 zones of ÎLE DE FRANCE and at PARIS, eliminate half of the French units. Round down.
- : To be played during the BATTLES phase of the French faction. Eliminate half of the French and Armagnac units in a zone before the start of a battle. Round down.
Burgundian faction
- MANEUVER (1): Allows moving up to 4 armies of at most 3 zones each.
- MANEUVER (2): Allows moving up to 3 armies of at most 3 zones each.
- MANEUVER (3): Allows moving up to 3 armies of at most 3 zones each.
- MANEUVER (4): Allows moving up to 2 armies of at most 3 zones each.
- MANEUVER (5): Allows moving up to 2 armies of at most 2 zones each.
- MANEUVER (6): In order: Activate the Routiers. Allows moving up to 2 armies of one zone each.
- TRUCE (7) and TRUCE (8): In order: Activate the Routiers. Advance your camp's TTM marker one space. Allows moving 1 army of at most 2 zones.
- EVENT: Charles of Navarre (Charles de Navarre) (9): To be played during your MANEUVERS phase. Choose a zone with a town or a city, except Paris and Comtat Venaissin. In this zone, replace up to 2 units of the opposing camp with the same number of Burgundian units. If at least one unit of the opposing camp remains, a pitched battle begins immediately. The Burgundian faction ignores DISPERSION results during this battle.
- EVENT: John the Fearless (Jean sans peur) (10): To be played at any time! Choose a zone. Force the French and Armagnac factions to fight each other in a pitched battle. Dice rolls are simultaneous. ELITE units as well as ROUTIER results (helmet) are ignored.
- EVENT: The Cabochiens (Les Cabochiens) (11): To be played during your REINFORCEMENTS phase. Place 3 Burgundian units in one of the 2 zones of Île de France. If you add these units to a zone where there is at least one unit of the opposing camp, a pitched battle begins immediately. The Burgundian faction ignores DISPERSION results during this battle.
Armagnac faction
- MANEUVER (1): Allows moving up to 4 armies of at most 3 zones each.
- MANEUVER (2): Allows moving up to 3 armies of at most 3 zones each.
- MANEUVER (3): Allows moving up to 3 armies of at most 2 zones each.
- MANEUVER (4): Move up to 2 armies of at most 3 zones each.
- MANEUVER (5): Move up to 2 armies of at most 2 zones each.
- MANEUVER (6): In order: Activate the Routiers. Move up to 2 armies of 1 zone each.
- TRUCE (7) and TRUCE (8): In order: Activate the Routiers. Advance your camp's TTM marker one space. Allows moving 1 army of at most 2 zones.
- EVENT: Breton War of Succession (Guerre de succession de Bretagne) (9): To be played during your REINFORCEMENTS phase. Add 4 Armagnac units in 1 zone of Brittany. If you add these units to a zone where there is at least one enemy unit, a pitched battle begins immediately. The Armagnac faction ignores DISPERSION results during this battle.
- EVENT: English Revolt (Révolte anglaise) (10): To be played at the start of the REINFORCEMENTS phase of the English faction. The English faction receives no reinforcements during its REINFORCEMENTS phase.
- EVENT: Giving the Slip (Fausser compagnie) (11): To be played during your REINFORCEMENTS phase. Replace up to 3 Routier units with as many Armagnac units in a zone of your choice. If the Armagnac faction has no more units in reserve, it can take them from zones of the board. If there are units of the opposing camp in this zone, a pitched battle begins immediately.
Calamity cards
CALAMITY cards are shuffled into the TACTIC draw piles (6.3.3).
- BLACK DEATH (Peste noire) (4): To be played immediately! In each zone of the board, remove half of the units of each faction and those of the Routiers. Round down. Then draw 1 TACTIC card from the same pile.
- EPIDEMIC (Épidémie) (x2: 5, 6): To be played immediately! The Black Death lurks... In each zone of the board, remove 1 unit of the most numerous faction. In case of a tie, no unit is removed. Then draw 1 TACTIC card from the same pile.
Routier leader cards
The Routier LEADER cards are used to form FREE COMPANIES (13). Each shows the number of Routier units (a minimum of "5+" for a FREE COMPANY) and the movement capacity (arrow) of the company.
- GEOFFROY TÊTE-NOIRE (15): 6 Routier units, movement 3. Appears in LIMOUSIN. Appears when the TACTIC card EVENT no. 18 Geoffroy Tête-Noire is drawn.
- ARNAUD DE CERVOLE (16): 5+ Routier units, movement 2. No other text.
- RODRIGUE DE VILLANDRANDO (17): 5+ Routier units, movement 4. No other text.
Tactic cards (Technology and Military Techniques)
The TACTIC cards are divided into three eras (TACTIC I, II, III) and drawn when a camp improves its TTM level (10.4). Each is a TECHNIQUE, an EQUIPMENT or an EVENT. Rules for EQUIPMENT cards are in 10.4.1 and 11.3.1. In the card texts, "ELITE" refers to ELITE units (brown cylinders) and the ELITE BATTLE dice. Where a card names an icon that is a combat result, it is given as LOSS, DISPERSION, RETREAT or ROUTIER.
TACTIC I
- TECHNIQUE: Chevauchée (x2: 7, 16): To be played during your MANEUVERS phase. You may play this card to move one of your armies as if it were commanded by a leader.
- TECHNIQUE: Stakes and Traps (Pieux et pièges) (8): To be played during a pitched battle before the attacker's first dice roll when you are the defender. Ignore the LOSS results and double the RETREAT results of the attacker's first dice roll.
- EVENT: Pillage (9): To be played immediately! Activate the Routiers. Place 2 Routier units in any zone. If there are enemy units, a pitched battle begins immediately. The Routiers ignore DISPERSION results.
- EQUIPMENT: Francs-Archers (10): To be played during your REINFORCEMENTS phase. Add 2 ELITE units to your reinforcements. Then equip your camp with this card. Before each pitched battle: make 1 free attack using as many ELITE dice as you have ELITE units. At each round of a siege: Add 1 ELITE die for each 2 ELITE units.
- TECHNIQUE: Genoese Crossbowmen (Arbalétriers génois) (11): To be played at the start of a siege, during your BATTLES phase. Add as many ELITE dice as you have ELITE units during each round of the siege.
- TECHNIQUE: Exploitation (12): To be played after winning a pitched battle or a siege. You may move all or some of the units of the victorious army to an adjacent zone and engage a new pitched battle or conduct a siege.
- EVENT: Militia (Milice) (13): To be played immediately! Choose which of the Armagnac faction or the Burgundian faction may place, respectively, 3 Armagnac units or 3 Burgundian units as reinforcements. These reinforcements may be placed in any zones without units of the opposing camp. If a faction no longer has units in reserve, it may take them from zones of the board.
TACTIC II
-
EQUIPMENT: Hand Culverin (Couleuvrine à main) (15): Equip your camp with this card. Before each pitched battle: make 1 free attack using as many ELITE dice as you have ELITE units. A double-diamond result counts as a LOSS. At each round of a siege: Add 1 ELITE die for each 2 ELITE units.
-
EQUIPMENT: Bombard (Bombarde) (17): Equip your camp with this card. At each round of a siege when you are the attacker: Add 1 ELITE die for each ELITE unit you have in the zone. In addition, add 1 LOSS if you have at least 3 ELITE units in the zone.
-
EVENT: Geoffroy Tête-Noire (18): To be played immediately! Activate the Routiers. Form the FREE COMPANY of Geoffroy Tête-Noire. Place 6 Routier units on his card and place his figurine as indicated. If there are not enough Routier units in reserve, take some from zones of your choice. This placement triggers neither a pitched battle nor a siege.
-
TECHNIQUE: Siege Engines (Engins de Siège) (19): To be played during a siege. Cancel 1 defence bonus of the besieged STRONGHOLD.
-
TECHNIQUE: Chevauchée (16): (Second copy of the card numbered 7 and 16.) To be played during your MANEUVERS phase. You may play this card to move one of your armies as if it were commanded by a leader.
-
EVENT: Mercenary Recruitment (Recrutement de mercenaires) (20): To be played immediately! Place 2 ELITE units in any zone in which there is at least one unit of your camp.
-
EVENT: Madness of the King (Folie du roi) (21): To be played after an opposing faction has played its MANEUVER card. The number of maneuvers of the targeted faction is reduced by 2 (-2 horseman/arrow). This number cannot be less than 1.
TACTIC III
- EQUIPMENT: Heavy Bombard (Bombarde lourde) (23): Equip your camp with this card. At each round of a siege when you are the attacker: Add 1 ELITE die for each ELITE unit you have in the zone. A double-diamond result counts as a LOSS. In addition, add 1 LOSS if you have at least 2 ELITE units in the zone.
- EQUIPMENT: Field Artillery (Artillerie de campagne) (24): Equip your camp with this card. During a siege when you are the attacker or at each pitched battle: Add 1 ELITE die for each ELITE unit you have in the zone. A double-diamond result counts as a LOSS. Discard this card if you lose a pitched battle during which this effect was used.
- EQUIPMENT: Ribaudequin (25): Equip your camp with this card. During a siege when you are the attacker or at each pitched battle: Add 1 ELITE die for each 2 ELITE units you have in the zone. A double-diamond result counts as a LOSS. Discard this card if you lose a pitched battle during which this effect was used.
- TECHNIQUE: Sapping (Sape) (26): To be played during a siege. Automatically take a level 1 or level 2 castle. The units occupying it are eliminated.
- EVENT: Revolt of the Routiers (Révolte des Routiers) (27): To be played immediately! Activate the Routiers. Designate a zone in which there is at least 1 Routier unit: move all the Routier units of this zone to the nearest zone where there are units of the opposing camp. A pitched battle begins immediately during which the Routiers ignore DISPERSION results.
- EQUIPMENT: New Armour (Nouvelles armures) (28): Equip your camp with this card. Ignore all LOSS results of each first dice roll of the opposing dice in each pitched battle.