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Medieval Manor

Medieval Manor Rulebook

Table of Contents

Table of Contents

  • Victory
  • The Decks
  • The Map
  • Setting Up the Map
  • The Play Deck
  • Goods and Peasant Tokens
  • Setup
  • Turn Sequence
  • Draw Phase
    • Hardship Cards
  • Trade Phase
  • Work Phase
    • Bounty Cards
    • Upgrade Cards
  • Upgrade Phase
  • Feeding Phase
  • End Phase
  • Manure and Fodder
  • Land Deck Card List Notation
  • Land Deck Card List
  • Play Deck Card List Notation
  • Play Deck Card List
  • FAQ
  • Variants

Victory

The game ends the end of the turn in which any player accumulates 15 or more Victory Tokens (VT). The winner is the player with the most VT at the end of the game. Note: Some cards do not score until the game ends. If tied at the end, the player with the most Upgrades wins. If still tied, the player with the most Gold wins.

The Decks

There are 2 common decks: The Land Deck and the Play deck.

The Map

Use the Land cards to make a Map. As part of the Map, these cards are also referred to as Spaces. For a 2-3 player game use the 12 basic lands to make a 3x4 grid. For 4+ players also use the extra lands to make a 4x4 grid.

The Basic Lands: River, Fertile Fields, Good Fields, Poor Fields, Woods, Pasture, Hills, Road, Village, Market, Church, Castle

The Extra Lands: Irrigated Fields, Hunting Grounds, Mountains, Forest.

For purposes of play card placement treat the Irrigated Fields like other Fields, Treat the Mountains as Hills, and the Forest and Hunting Grounds as Woods. The Road and River must be placed on a Map edge.

Setting Up the Map

The owner of the game decides how the map is set up.

The Play Deck

There are 3 types of cards: Bounty Cards, Upgrade Cards, and Hardship Cards.

Goods and Peasant Tokens

There are 6 Types of Tokens:

  • Peasants = White = P
  • Victory = Purple = V (also VT or VP)
  • Crops = Green = C
  • Animals = Red = A
  • Gold = Yellow = G
  • Resources = Blue = R
  • Manor = 1 Pawn held by the current Lord

Crops and Animals are collectively called Food. Gold and Resources are collectively called Money. Food and Money are collectively called Goods.

Setup

Shuffle the deck. Each player starts with: 2 Peasants, 4 Crops, and 3 randomly dealt Non-Hardship Cards. Pick one player to be the starting Lord of the Manor.

Turn Sequence

Each turn has 6 Phases:

  1. Draw Phase
  2. Trade Phase
  3. Work Phase
  4. Upgrade Phase
  5. Feeding Phase
  6. End Phase

Draw Phase

  • Each player is dealt X+1 cards from the top of the deck. X = Number of Peasants they have.
    • Players may next pay 3 Goods to draw 3 cards AND immediately discard 2 (including Hardship cards).
      • Lastly, players may discard 2 cards to draw 1 replacement card.

If the deck ever runs out, shuffle the discard and draw from it.

Hardship Cards

Hardship cards take effect immediately in Draw Phase as soon as they are dealt (except when discarded as a result of paying 3 goods) and are then REMOVED from the game.

Trade Phase

Players always keep their hands face up visible to all. Players may inspect each others hands. Players may freely make deals and trade Tokens and Cards with each other.

Work Phase

Each player gets a number of actions equal to the number of Peasants they control. Players take turns using 1 action at a time starting with the lord of the Manor and going clockwise. There are 2 things you can do with an action:

  1. Take 1 of your hand cards and place it on the map on a Land card allowed by the card text. You cannot place a play card in a space that is already occupied by a card.
  2. Discard 2 cards from your hand to gain 1 Good of any type.

Bounty Cards

As soon as you play a Bounty card in Work phase you reap its benefits: Gain the tokens described in its card text.

Certain spaces will provide additional tokens if you are gaining tokens of the same type. For example: The Wheat card gives you 4 Crops. If the wheat card was placed on a Fertile Field (+1C), you would gain a total of 5 Crops. If placed on a Poor Field (-1) you would get 3 Crops.

Played Bounty cards are discarded at the end of Work Phase.

Some Bounty cards allow you to do a conversion where you may turn any Number of one kind of token into another type of token. This conversion can only be done exactly when the card is played.

Any time a card is played on the Castle, that player becomes the New Lord of the Manor.

Upgrade Cards

To play an Upgrade card you must pay 3+X Money Tokens. X = The number of Upgrade cards you already own.

At the End of Work phase remove upgrade cards you just purchased from the board and place them Face-up next to you in their own separate section where they remain in play.

Upgrade cards provide a bonus every turn they are in play in Upgrade Phase.

Upgrade Phase

Each of you upgrade cards in play produces a Token (or card) and may be used to make a conversion according to its text.

For Example: The Cathedral Upgrade would give you 1 Victory Token. The Mine Upgrade would give you a simple gain of 1 Gold Token and would allow you to (multiple times if you want to and can) discard 1 card from your hand to gain 1 Gold Token.

When gaining a card as a result of a Conversion, draw the top card of the deck and add it to your hand.

Note: The simple gain of an upgrade is automatic and occurs only once per turn, whereas Conversions are optional and can be done multiple times.

Feeding Phase

Discard one Food token for each Peasant you control minus 1. If you cannot feed all your peasants fully, discard one of them and lose 2 VT. You cannot lose your last remaining Peasant. If all of your Peasants are fed, you may discard 5 Food Tokens to Gain 1 Peasant Token.

End Phase

Max hand size is 3 cards. Discard excess cards.

Manure and Fodder

Bounty Crop cards placed orthogonally adjacent to a Compost, Cultivar, Manure or Pollination card get +1C. Bounty Animal cards orthogonally adjacent to a Fodder card get +1A.

These bonuses are not retroactive.

Land Deck Card List Notation

  • B = Basic Land
  • E = Extra Land
  • G = Gold
  • C = Crops
  • A = Animals
  • R = Resources

Land Deck Card List

Card NameTypeNotes
RiverBG+1
Fertile FieldsBC+1
Good FieldsB-
Poor FieldsBC-1
PastureBA+1
WoodsB-
HillsB-
RoadB-
VillageB

Play Deck Card List Notation

  • B = Bounty
  • U = Upgrade
  • Rv = River
  • Fl = Fields
  • Pa = Pasture
  • Wo = Woods
  • Hi = Hills
  • Ro = Road
  • Vi = Village
  • Mk = Market
  • Ch = Church
  • Ca = Castle
  • P = Peasant
  • VP = Victory Point
  • R = Resources
  • G = Gold
  • C = Crops
  • A = Animals
  • H = Hardship
  • HS = Hand Size
  • D2X = Draw 2 extra cards next turn
  • C2L = This Upgrade costs 2 less to build
  • C2M = This Upgrade costs 2 more to build
  • FO = From Opponent
  • End = At the End of the Game this card is worth [symbol unreadable in the source capture]
  • NPM = No Player may [text cut off in the source capture]
  • TT = The Rest of This Turn
  • TP = This Player
  • AP = All Players

Play Deck Card List

Card NameTypeLocationsEffect
PilgrimageBChurch1VP also Convert P --> 2VP
Levy TroopsBCastle1VP also Convert P --> 2VP
Crafts FairBViCaMk1R also Convert R --> VP
Feast DayBViMkCaCh1A also Convert A --> VP
HarvestBViMkFl1C also Convert C --> VP
CaravanBRoMk1G also Convert G --> VP

FAQ

Q: Marriage/midwife - does the new peasant become available for placement once acquired?

A: Peasants are not placed per say, rather they increase the number of cards you draw and the number of cards you can play per turn. The new peasant immediately improves your abilities in these areas.

Q: Brickmaker - Is he an automatic 3 subsidy to all future upgrades, or do you have to play the brickmaker to get the 3 subsidy to another upgrade that phase? Same with Printing Press/Warehouse. Once bought, do you have to play them to get the benefit of the increased hand size for just that phase?

A: Brickmaker is 3 off for all upgrades you play for the rest of the game. The hand size increase of the PP & WH is also for the rest of the game. Note that all your upgrades are permanent acquistions that provide you benefits every turn.

Q: Feudal Dues - Steal 1 card from another player. We assume this means a card from the hand, not an already purchased upgrade?

A: Yes, from the hand.

Q: Peasant Rebellion - We assume this means there is a feeding phase but otherwise just an empty round?

A: Actually there is still a Work Phase. You cannot place cards, but you can still take the option where you discard 2 cards from your hand to gain 1 Good of any type.

Q: Fortress - Though expensive, it seems unfair that one player could buy this upgrade, then place it on the castle every turn first thing and lock up the Lord of the Manor for the whole game (an an easy VP per turn).

A: Upgrades are only placed once when they are first played, then they are kept next to their owner off board where they still have their effects but no longer interact directly with the map.

Variants

  1. Remove some or all of the Hardship cards from the deck.
  2. Increase/decrease the number of VP needed to win.
  3. Players get more/less goodies in setup.
  4. Increase/decrease max hand size.
  5. Play without the map (all cards are always playable).
  6. Players share a common hand (draw = number of peasants in play).
  7. Keep out the Hardship cards as a separate deck. At the beginning of each Draw phase roll 2D6: On a roll of 11 a random player draws 1 Hardship card.
-
MarketB-
ChurchB-
CastleB-
Irrigated FieldsEC+2
Hunting GroundsEA+1
MountainsER+1
ForestER+1
TournamentBCastle2VP
Feudal DuesBCastle1VP & Steal 1 Card FO
Feudal ObligationsBCastle1 VP & Steal 1 Good FO
Minstrel TroupeBViMkRo1G & 1VP
Cloth TradeBRoMkRv2G & 1R
Slaughter LivestockBFlPa4A
Fallow FieldBFieldsD2X
Clover & RapeBFieldsD2X & Compost, Fodder
TurnipsBFields2C & Fodder
PigsBWoFl3A & Manure
StoneBHills3R
Honey & WaxBWoFl1A & 1R & Pollination
CornBFields4C & Compost, Fodder
BeansBFields3C
HerbsBFlViWo1C & 1G
Small GameBWoods1A & Draw 1 Card
RyeBFields3C
Resin, Tar, PitchBWoods2R
ApplesBFields2C & Compost, Fodder
MilletBFields2C
TaxesBMkVi2G
Stag HuntBWoods2A
Iron OreBHills3R
WheatBFields4C & Compost, Fodder
FlaxBFields1C & 1R
Oysters & CrabsBRiver2A
Plow TeamBFields3C & Cultivar
BanditryBRoRvHiSteal 2 Goods from Opponent
Berries, Acorns, NutsBWoods1C & Draw 1 Card
BarleyBFields3C & Fodder
GoatsBFlHiPa2A
SettlersBRvRo1P
PoultryBMkVi2A
MarriageBChViCa1P
SheepBFlPa2A & Manure
Spice TradeBRoMkRv2G & 1C
Cob, Straw, ReedsBFields2R & Fodder
IndulgencesBChurch2G
Collect TollsBRoad2G
MidwifeBVillage1P
Fur TrapperBWoods1A & 1R
Wild BoarBWoods2A
CabbageBViFl2C & Compost
Money LenderBMarket4G & lose 1 VP
TitheBChVi2G
HorticultureBViMkFl1C & 1G
WoolBFlPa2R
OatsBFields2C & Fodder
Gold & SilverBHills3G
TimberBWoods3R
PotatoesBFields3C
Herring & CodBRiver3A & Compost
Salt TradeBRoMkRv2G & 1A
OrchardUFields1C. C2L
WoodcuttersUWoods1R. C2L
TavernUVillage1G. C2L
StablesUViMkCa1A. C2L
WatermillURiver1C also Convert 1 Card --> 1C
QuarryUHills1R also Convert 1 Card --> 1R
Royal Hunting GroundsUWoods1A also Convert 1 Card --> 1A
MineUHills1G also Convert 1 Card --> 1G
WarehouseUMkViHS +1 also Convert G --> R
WeaverUVillage1G also Convert C --> R
TanneryUMkVi1R also Convert A --> R
BazaarUMarket1G also Convert G --> C
Cattle EnclosuresUPasture1A also Convert C --> A
DocksURiver1G also Convert G --> A
Fishing BoatsURiver1A also Convert A --> G
VineyardUFields1C also Convert C --> G
Cheese MakerUViMk1G also Convert 2A --> 1 Card
BreweryUViMk1C also Convert 2G --> 1 Card
Carpenter WorkshopUMkViCa1R also Convert 2R --> 1 Card
Printing PressUViMkHS +1 also Convert 2C --> 1 Card
Brick MakerUFlHiEnd 1VP. Upgrades cost 3 Less
Wind MillUFields1C & End 2VP
UniversityUVillageEnd 1VP per Upgrade you own
BakeryUViMkConvert 2C --> 1VP
InnUMkViRoConvert 2G --> 1VP
SmithyUViCaMkConvert 2R --> 1VP
ButcherUMkViConvert 2A --> 1VP
Guild HallUMarketConvert 1R + 1G --> 1VP
AbbeyUHillsConvert 1A + 1C --> 1VP
Renaissance MasterUViMkCaChConvert 2 Cards --> 1VP
FortressUCastle1VP. C2M
CathedralUChurch1VP. C2M
BlightH-NPM gain Crops TT
Peasant RebellionH-NPM play cards TT
FireH-TP loses 1 Random Upgrade
ThievesH-TP loses all Resource Tokens
ScandalH-TP loses 2VP
HeresyH-AP discard their Hands
PlagueH-AP lose 1 Peasant
Foraging ArmyH-AP lose all Food Tokens
Kings Tax CollectorH-AP lose all Gold Tokens
PestilenceH-AP lose all Animal Tokens