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MidEvil

MidEvil Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Game Components (Base Set)
  • Rules
  • Game Setup
  • Turn Sequence Overview
  • Placing Map Tiles
  • Skeleton Combat Rules
  • Player Combat Rules
  • Player Movement Rules
  • Event Card Rules
  • Skeleton Movement Rules
  • Winning The Game
  • Additional Rules

Object of the Game

Suddenly you find yourself back in time and have been told that the only way to get back to the present is to go to the graveyard, find the Necronomicon and take it back to the altar. Or, you could just get midieval on some Skeleton butt!

Game Components (Base Set)

  • 40 White Skeletons - 1 point
  • 40 Red Skeletons - 2 points
  • 20 Blue Skeletons - 3 points
  • 50 Gray Human figures (life tokens)
  • 30 Map tiles
  • 50 Event cards
  • Two Dice
  • 6 Player pawns

Rules

Game Setup

  • Take the "Necronomicon" card (See above) from the event deck and place to the side.
  • Shuffle the rest of the Event cards.
  • Each player takes a pawn.
  • Each player gets 3 Gray Human (life token) figures and 3 Event cards.
  • Place the remainder of the Gray Human (life token) figures to the side.
  • Separate the Skeletons by color and place to the side. (Referred to as Skeleton pool).
  • Remove the "Altar" (See above) tile from the tile deck and place in the middle of the table. Each player places their pawn on the middle square.
  • Shuffle the remaining tiles and place to the side.
  • Randomly choose a player to go first.

Turn Sequence Overview

During a turn, you must perform the following steps in exact order:

  1. Draw a tile from the tile deck.
  2. Attach the map tile to any legal space on the current map.
  3. Combat any Skeletons on your current space.
  4. Draw back up to 3 event cards, if you have less than 3.
  5. Roll a six-sided die, the result is your movement roll.
  6. Move up to the number of spaces indicated by the movement roll.
  7. Combat any Skeletons encountered while moving.
  8. Roll a six-sided die. Move a number of Skeletons one space equal to that number.
  9. You may discard one event card from your hand.

After deciding to discard an event card or not, the turn is over and play proceeds clockwise around the table.

Placing Map Tiles

  • A newly drawn map tile must be placed on the map in such a way that it does not cut off a road or the entrance on any other tile (See Fig.1).
  • When a "named" map tile is placed, Skeletons and Humans (life tokens) are added to the tile according to the numbers on the tile (See "C" Fig.1). If a building is present on the tile, all tokens must be placed inside the building. The player who places the tile decides which colored Skeletons are placed on the tile. (Ex: Alex draws a tile that calls for three Skeletons. After placing the tile, Alex decides to put 1 Red Skeleton and 2 Blue Skeletons on the tile).
  • There may never be more than one Human (life token) or more than one Skeleton on the same square. There may be one Skeleton and one Human on the same square.
  • For the tiles without a specific name on them (See "D" Fig.1), roll a six-sided die. That is how many POINTS of Skeletons are placed on the tile (White=1 point, Red=2 points, Blue=3 points). If there are not enough Skeletons to place on the tile, the closest amount should be used (without going over the total). If there are not enough spaces to accommodate a number of Skeletons rolled, the closest amount should be placed. (Ex: Marissa rolls a 6 when determining how many Skeletons are put on to the non-named tile she just placed. There are only 3 White Skeletons and 1 Red Skeleton left in the Skeleton pools but there are only three spaces to place Skeletons on the tile. She would then place the Red Skeleton and 2 White Skeletons).

Fig. 1 (map diagram) is not reproduced in text form.

Skeleton Combat Rules

  • Any time you begin your turn on the same space as a Skeleton or land on a space with a Skeleton, combat takes place.
  • Combat is resolved by rolling a six-sided die. A roll of 4, 5 or 6 is needed to kill a Skeleton.
  • If a combat roll is unsuccessful (lower than 4), you may remove from play any number of Skeletons that you have previously killed (any color) to raise the roll by the point value of the discarded Skeleton. NO CHANGE IS GIVEN REGARDLESS OF THE VALUE NEEDED TO BE SUCCESSFUL! (Ex: Jonathan starts his turn on the same square as a Skeleton. He rolls for combat and only rolls a 1. He then removes from play one White Skeleton and one Red Skeleton to raise his number to 4 in order to win the combat).
  • Instead of spending Skeletons to raise a combat roll, you may spend a Human (life) token to re-roll the combat roll.
  • Combat continues until you roll at least a 4 (with added Skeletons if needed) or die by running out of Humans (life tokens). Once you die, you are placed back on the Altar tile; must remove from play all of your remaining Skeleton tokens (if any) and any cards you have played in front of you. The remainder of your turn is forfeited. Begin your next turn by taking three Human (life tokens) and starting over.
  • Skeletons that are spent in combat are REMOVED from play (they may not be used again in the game). Human tokens are NEVER REMOVED from play and can be used again as needed in the game.
  • Only one weapon may be used for each combat roll.

Player Combat Rules

  • The first player to reach the center square of the Graveyard is to take the "Necronomicon" and place it in front of them.
  • When a player possesses the "Necronomicon", player combat can take place between the one who possesses the item and any other player.
  • When you land on the same space as the player with the "Necronomicon", both players roll a die.
  • The player trying to take the "Necronomicon" must beat the roll of the player who posseses the book in order to take it from them.
  • After the dice are rolled, each player may take any number of Skeletons and/or Human tokens they currently possess and secretly place them under their hand (secretly, covering the remaining tokens with the other hand). When both players are ready, they reveal the number of Skeletons and Human tokens that they will use to modify the roll.
  • Each player should take turns re-rolling the dice for each Human token starting with the active player. Players may stop rolling at any time. If not all Human tokens in your hand are used, the remaining are discarded.
  • After all rerolls, players use the Skeletons from their hand to raise their final totals. All of these Skeletons are removed from the game after combat.
  • No weapons may be used when fighting another player.
  • After all modifications, the player with the highest total becomes the new owner of the "Necronomicon."
  • In the case of a tie, the "Necronomicon" does not change owners.

Player Movement Rules

  • Movement amount is determined by rolling one six-sided die.
  • You do not have to use the whole amount of your roll and may stop at anytime during your movement phase.
  • You may never move diagonally.
  • Any Skeleton encountered during your movement must be fought before movement continues.
  • If you move on to a space with a Human (life token) and no Skeleton, you immediately add it to your collection. If there is a Skeleton on the space, you must fight it before you can take the life token.
  • Players and Skeletons may only move in and out of "named" buildings/locations through the entrance/exit or doors. The Human tokens will never move.
  • All squares on the tiles in this set are legal except for squares containing trees, squares on the "Bridge" tile that are not the bridge, and the furnace on the "Smith" tile. All other squares are accessible.
  • The "Horse" card allows a movement roll to be doubled. If you take another player's "Horse" in the middle of your movement, double the remainder of your movement. The "Horse" is considered an item.
  • When you are using a "Horse" and enter a building, the "Horse" is considered to be left outside the building. While in the building all remaining movement is normal. You may use the "Horse" again when you exit the building.
  • While you are in a building, the "Horse" is considered to be on the entrance square of that building. Any player that enters a square with a "Horse" but not another player may claim the "Horse" from the owner.

Event Card Rules

  • Event cards may be played at any time.
  • You may only play one event card per round. This means from the beginning of your turn to the beginning of your next turn.
  • Cards already in play in front of you do not affect the "one card per round" rule.
  • You may never have anymore than 3 event cards in your hand at the end of your turn.
  • You may discard one card at the end of your turn. Discarding signals the end of the turn and no further actions may be taken.
  • When an event card violates the normal rules of the game, the card supercedes the rules.
  • Line of sight is required for all ranged weapons except the "Catapault."
  • Ranged weapons may not be used to shoot into or out of a building.

Skeleton Movement Rules

  • At the end of your turn, a six-sided die is rolled which determines the number of Skeletons moved. You must move that number if possible and no Skeleton may be moved twice in one turn during the Skeleton movement phase.
  • The Skeletons move only one space and may not move diagonally.

Winning The Game

  • To win the game, you must get the "Necronomicon" from the graveyard (or another player) and take it to the center square of the "Altar" tile OR collect 30 POINTS worth of Skeletons.

Additional Rules

  • Once the Life tokens (Humans) are placed on the board, they may never be moved.
  • You may not have more than 5 Life tokens (Humans) at one time.
  • Each player may have only one copy of each card in play.
  • The White Skeletons are worth one point each, the Red Skeletons are worth two points each and the Blue Skeletons are worth three points each.
  • Once the Skeleton supply runs out, no more can be used without an event card action.
  • Skeletons used to raise combat rolls or discarded due to player death are completely removed from play for the rest of the game.
  • If the player with the "Necronomicon" dies, the book is considered to be back at the "Graveyard" as if it had never moved.
  • For purposes of the game, an "adjacent" tile is one that touches that tile orthogonally but not diagonally.