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Musketeers (1985)

Musketeers (1985) Rulebook

Table of Contents

Table of Contents

  • Section One: Introduction
  • Section Two
  • Section Three: Acts of Bravado
  • Section Four
  • Section Five
  • Section Six
  • Section Seven
  • Section Eight
  • Section Nine
  • Tables and Cards

Section One: Introduction

(A1.0) INTRODUCTION

(A1.1) MUSKETEERS is a game that describes France in the seventeenth century. More than a historical simulation, it is really a simulation of the characters created by Alexandre Dumas. Athos, Porthos, Aramis, D'Artagnan and Cardinal Richelieu are only some of the characters the players will encounter. There are several situations (called scenarios) in the game. Some scenarios are for one player, others are for two players, and there is one that can be played by three or more players. Additionally, new game situations will appear from time to time in our magazine, NEXUS.

(A1.2) MUSKETEERS is structured so that the players do not have to learn all the rules before starting to play. Only the rules necessary to play the introductory scenario are given before that scenario is presented. The rules that belong to the introductory scenario begin with a prefix "B" [for example, (B1.1)]. The additional rules for playing the second scenario are given after the introductory scenario and have a prefix "C". The following scenarios follow the same format. A scenario will use the rules introduced in its section as well as the rules indicated previously. Any exception to the rules indicated previously will be explained in the special rules section of the scenarios.

(A1.3) A brief explanation of the terms "personality", "character", "named character" and "guard character" will be helpful.

The term "personality" applies only to the following counters in the game: King Louis, Queen Anne, the Marquise d'Lyon, Cardinal Richelieu, the Duke of Buckingham and Philip. An easy way to remember this is that all members of royalty in the game are referred to as personalities.

Each game counter that represents a person is considered a "character". The group of characters is divided into the subgroups "named characters" and "guard characters". When the term "characters" is used without modification, it refers to both subgroups. If the term "named characters" is used, it refers to the game counters that are not royalty and that have a person's name on their counter (for example, Aramis). The term "guard character" refers only to the game counters that do not have a person's name on their counter.

Additionally there is another designation that is a subgroup within guard characters. This designation, "stationary guard", refers to the guard character counter that does not move (that is, they are generally placed in one location on the map and remain in that location for the whole game). Stationary guard counters have an "S" printed on them.

(A1.4) GLOSSARY OF TERMS

ROOM - Refers to any area of the palace that is separated by doors. Therefore, a hallway is also considered a room.

DESIGNATED ROOM - A room that has a specific objective in a scenario. Designated rooms come into play in the last two scenarios.

SPACE - A unit of movement. The word "space" is generally interchangeable with the word "room". However, the staircase requires a space of movement but is not considered a room. In addition, the terrain outside the palace is divided into spaces.

PERCENTILE DIE - The 20-sided die used to resolve activities such as combat and searches.

PERSONALITY - Refers to the following game counters: King Louis, Queen Anne, the Marquise d'Lyon, Cardinal Richelieu, the Duke of Buckingham and Philip.

STATIONARY GUARD (or S-4) - These game counters represent 4 guard characters of the palace. They cannot be moved except in a specific situation (D7.0), or when used to Patrol the Grounds.

STACK - This is when counters are placed on top of one another. Generally they move as a single group (or a "stack").

SCENARIOS - Game situations.

TURN SEQUENCE SUMMARY - A summary given for each scenario. This gives the order in which events unfold in each scenario.

(A2.0) GAME COMPONENTS

(A2.1) GAME COUNTERS - The game counters mainly represent individual characters and personalities. There are also stationary guard counters (B9.0) that each represent four individuals. Additionally there are game counters that represent objects such as jewels or ropes with grappling hooks. On the other hand, there are game counters that are markers bearing several words. Markers are used to indicate certain situations, such as closed doors (D3.0).

(A2.2) THE BOARD - The board represents a summer palace of King Louis XIII of France. The board shows two levels of the palace as well as an outside building (Stables/Carriage House). All rooms have letters and numbers. This relates to various functions of the game, which will be explained later. Likewise, the board has several boxes and a key that illustrate elements such as doors, windows, etc.

(A2.3) LIST OF GAME ELEMENTS

A complete game of MUSKETEERS contains:

  • 108 game counters (144 with mine)
  • 1 Board
  • 1 Rules booklet
  • 1 Percentile die (or 2 d10)
  • 1 Six-sided die

Writing material is also needed for the game, which is not included.

Translator's note: the Spanish source reads "108 fichas de juego (144 con las mías)". The parenthetical is printed as in the source and its meaning is not clear from the text; it is retained as printed.

(A3.0) PERCENTILE DIE ROLLS

The percentile die is a 20-sided die that has two sets of the numbers "0" through "9". To obtain a percentage, the player must roll the die twice. The first roll represents the "tens" and the second the "units". For example, if the player rolls a "4" and a "1" respectively, the result would be "41%". If the first result had been a "0", then it would be "01%". A result of two zeros represents "100%".

During the course of the game, players will often have to use the percentile die. For example, if there is a 25% chance that a door is closed, any result between "01" and "25" will mean that the door in question is in fact closed. A result of "26" or higher will mean that the door is not closed. Players should keep in mind that if the number resulting from the die roll is the percentage chance or lower, the event will occur. A result of 100% will always be automatic.

Translator's note (from the Spanish text): "I think it is much easier to use 2 ten-sided dice of different colours, assigning one colour to the 'tens' and the other to the 'units', and rolling both at the same time."

Section Two

(B1.0) THE INTRODUCTORY SCENARIO

The first scenario is designed to familiarize players with the game system. This scenario will cover the basic rules of movement and combat, in addition to some other basic rules, and will allow players to begin playing the game quickly. In this scenario there are versions for both a solo player and for two players.

(B2.0) TURN SEQUENCE

MUSKETEERS is played in turns. (Some scenarios will have a set number of game turns in which the player must achieve the objective. Others will continue until the objective has been achieved.) The objective (known as the victory condition) will be given for each scenario.

(B2.1) Each turn, the player will carry out each of the actions indicated in the Turn Sequence Summary for that scenario, in the exact order indicated. However, this does not mean that a player carries out every action indicated in every turn. For example, there will be many turns in which no combat takes place.

(B3.0) MOVEMENT

The game counters listed as a player's forces will always be moved by that player. Game counters may be moved together as a stack, may be separated and moved individually, or any combination of the two. In a solo scenario, opposing forces are moved at random (B3.2). In a two-player scenario, each player moves his own specified characters. Counters may only be moved in the appropriate movement phase (for example, musketeers may only be moved in the musketeer movement phase).

(B3.1) PLAYER-CONTROLLED MOVEMENT

Counters controlled by a player may move two "spaces" per turn, except when entering a room that contains a character of an opposing force, in which case they must immediately stop movement for the turn. A space generally refers to a room, a hallway, an area of grounds, a secret passage or a staircase.

Example: Aramis begins the musketeer movement phase in hallway "1E". The player moves him to hall "1J" (one space), and toward the staircase that connects with hall "2Q" (second space). Note that the staircase and the secret passages (B5.0) count as one space.

(B3.11) In a solo scenario, whenever a musketeer enters a room that contains a palace guard or one of the Cardinal's forces, he must stop movement for the turn, even if he has not used his full movement allowance for the turn.

Example: In the situation above, if there was at least one palace guard or one Cardinal's guard in hallway "1J", Aramis would have to stop movement for the turn.

(B3.12) MOVEMENT OVER THE GROUNDS

It costs any character two spaces of movement to enter any space of grounds. On the palace grounds, each space is divided by a dashed line. However, entering the palace from the grounds costs only one space of movement.

(B3.2) RANDOM MOVEMENT

Whenever a random movement must be made (in the solo version of the introductory scenario both the palace guards and the Cardinal's guards move at random; in the two-player version, only the palace guards move at random), the character moves at random by means of a die roll. Random movement of palace guards that begin a scenario in the same room moves as a stack unless otherwise indicated. Named characters (that is, the Cardinal's guards in the solo scenario) move individually. The player rolls 1d6 and checks whether the number of the die result is printed in the room where the character is currently located. If the number of the die result is printed on a door, the character will move through that door. If the number of the die result is printed on the staircase, the character will move toward the staircase. If the number of the die result is printed on the central area of the room, that character will not move for this die roll; however, if this were the first die roll, the player will still roll the die again for the second space of movement. (Guard characters and named characters that use random movement will move two spaces per turn. The player will roll the die for each space separately.)

There are some areas where characters will never go by random movement. For example, they will not enter the chapel, nor will they leave the palace. The die must be rolled for each stack (or individual, if there is only one counter in a room), separately.

Example: Two stacks of guard characters are in hall "1J". The player rolls a "3" for one stack and a "6" for the other. One stack will move toward hallway "1E", and the other will move toward the staircase that connects with hall "2Q".

(B3.21) Stationary guard characters (B9.0) do not move in the movement phase.

(B3.22) Guard characters that move randomly move face down (unless otherwise indicated). They are turned face up whenever they are in the same room as a player-controlled character.

(B3.23) Whenever a character that moves randomly moves toward a staircase, his next movement will be in a direction opposite to the one from which he arrived. In other words, if he started upstairs and moved toward the staircase, his second movement must be toward the corresponding room downstairs.

(B3.3) EXCEPTIONS TO RANDOM MOVEMENT

(B3.31) Whenever the guardroom is activated (B4.0), characters will automatically be moved in stacks toward hallway "1S".

(B3.32) No character will ever leave a room in which there is a living character that is an enemy.

(B3.33) Whenever a character withdraws from combat (B8.0), there is a chance that any character that moves randomly and is in the same room may follow him. All characters that move at random and are in the same room must roll the die separately (B8.2).

(B3.34) During the palace guard movement phase, palace guard characters will be moved automatically toward any adjacent room where combat continues or where combat took place in the last phase (even if some or all of the combatants subsequently left the room). The characters will then attack any non-friendly force in the room in the next combat phase. If a character is adjacent to more than one room where combat is taking place, the player may determine at random the room that the character will enter.

Example: At the start of the palace guard movement phase, a musketeer and a Cardinal's guard are in hallway "1E", and a musketeer and two Cardinal's guards are in hallway "1I". There are two palace guards (face down) in hallway "1G". Since there are two adjacent spaces to choose from, the player decides that with a die result of "1" to "3" a guard will move toward hallway "1E", and with a result of "4" to "6" a guard will move toward hallway "1I".

The player rolls a "2" and a "5", so a guard moves into each hallway and is immediately revealed. One musketeer and one Cardinal's guard will fight a palace guard, and the other musketeer and the two Cardinal's guards will fight a palace guard (B6.6).

(B4.0) ACTIVATION OF THE GUARDROOM

(B4.1) Palace guards who begin the game in the guardroom cannot move until they are activated. Palace guards are activated automatically on turn two in the introductory scenario. (In the following scenarios, the activation of the guards will be explained in more detail.)

(B4.2) On turn two of the introductory scenario, palace guards will be moved automatically toward hallway "1S", in stacks of three, in the guard movement phase. They will receive one more space of movement on this turn (rolling the dice for each stack separately). In the following turns, each stack will receive two spaces of movement.

(B5.0) SECRET PASSAGES

There are six rooms in the game that have secret passages. These rooms are marked on the board with an asterisk. Although there are only six rooms with a secret passage, there are many different ways in which they can be connected. (The connections will change from scenario to scenario.) To use a secret passage, a character must first search for it and find its location in the room. In the activity phase a search is made for a secret passage.

(B5.1) During the activity phase of a player-controlled character who is in a room with a secret passage and in which there is no non-friendly character, the player may consult the Secret Passage Search Table (B5.8) and roll the percentile die to determine whether the entrance to the passage has been found. There is an additional percentage chance of finding it on each turn (for example, 25% on the first turn in which the search is made), plus an additional 5% for each search after the first in that room.

Example: In the activity phase of the musketeers, Athos and Aramis are in room "1B" searching for a secret passage. This is the second consecutive turn of searching (they failed to find the entrance on the first turn). The chance of finding the secret passage is 55% (50% + 5% because there are two searches). The player rolls a "46%", so the musketeers have found the entrance to the passage.

Note: The Secret Passage Search Table shows that the first search has a success chance of 25%, the second of 50%, the third of 75% and the fourth of 100%. In addition to this percentage, 5% (+5%) is added for each search. That is, if it were the third search, the percentage would be 85% (75% base percentage + 5% for the second search and + another 5% for the third). Let us not forget that the searches must be consecutive in order to apply the base percentages and their bonuses.

(B5.2) If a secret passage search is interrupted (for example, the passage was not found on the first search turn and any non-friendly character enters the room before the second consecutive search turn), the player must use the percentage he used on the last search turn when he starts searching again. (In the case cited in this paragraph, the player would have to start searching with the percentage of the first search turn, plus the bonus for being the second search. That is: 25% + 5% = 30%.)

(B5.3) Whenever a secret passage is found, the characters are removed from the board (it is assumed that the player wishes the characters to enter the passage). In the next movement phase, the player will roll 1d6 to determine the room with which the passage connects. The player may then move the characters toward the room that the passage leads to, or back to the room they just left. This will count as one space of movement.

Example: Athos and Aramis were in room "1B". The player rolls a "5" and cross-references row "5" with the column "Room 1B" of the Secret Passage Connection Table. The player finds that room "1B" is connected with "2V" by a secret passage. The player then notes this (in secret, if he wishes to save the passage for later use) on his player sheet.

From Room "B" on the first floor of the palace, the passage in this example leads to room "V" on the second floor.

(B5.31) In a solo scenario, only one room connects with another room by a secret passage. If, when rolling the die to determine the room, a result comes up that has already been used for a connection, the player should roll the die again until he obtains a room that has not been used.

(B5.32) In a two-player scenario, a room with a secret passage may be joined to two different rooms (one for each player); however, each player will only know and use the connection that he has discovered by his own die roll.

(B5.4) When the player wishes to end the movement of one of his characters inside a secret passage, the character is removed from the board. When the character resumes his movement, he will be placed in either of the two rooms connected by the secret passage. This will be the first space of movement for the turn. This rule also applies to a stack of characters.

(B5.5) A character who was present when a secret passage was discovered may use the passage for the entire game. Likewise, characters that have been in contact with (for example, in the same room as) friendly characters who know the location of a secret passage may also use the passage.

(B5.6) Combat cannot take place in a secret passage.

(B5.7) Characters that move randomly cannot use secret passages.

(B5.8) SECRET PASSAGE SEARCH TABLE

(See the end of the rules -page 45-)

(B5.9) SECRET PASSAGE CONNECTION TABLE

(See the end of the rules -page 45-)

(B6.0) COMBAT

Combat between enemy characters (e.g., musketeers, Cardinal's guards, and palace guards) is mandatory. (Note: Some later scenarios will specify that combat is not mandatory.) Each combat phase is considered one combat round. Combat is simultaneous (that is, no damage is resolved until each character in the combat has had a chance to make an attack).

(B6.1) Each character engaged in combat has a percentage chance to "hit" (touch) an opponent. The percentage is printed on his game counter.

Example: Several turns later, Athos and Aramis use the secret passage, and come into contact with D'Artagnan (that is, they are all in the same room). D'Artagnan would be able to use the secret passage from then on, even though he was not with the other two when it was discovered. It is assumed that they would have told him where to find the passage. Therefore, D'Artagnan would not have to search for the secret passage entrance.

(B6.2) Each time a named character is hit, he loses a certain amount of his percentage to "touch" (B7.1). If a character's percentage reaches "0", he is considered dead and is removed from the scenario. If a guard character is hit, there are only two possible results — the guard will either receive a light wound (in which case he continues fighting normally) or be eliminated. It would be very cumbersome for a player to keep track of the wounds and current percentage of each individual guard.

(B6.3) An eliminated palace guard is placed in the replacement box on the board (B10.0).

(B6.4) It is up to each player to determine the opponents in combat for each of his characters. Each non-friendly combatant situated in the room must face one attacker, but not all attackers have to face an opponent. In other words, if there are two musketeers and four palace guards in a room, one musketeer could face all four guards, or one could face three and the other one, or they could face two guards each. However, each character not controlled by the player must take part in every attack in a room in which he is situated. Each time a character faces more than one opponent, 5% is subtracted from his percentage when the player rolls the attack dice for that character. (However, that 5% is not subtracted permanently, as occurs in the case of a wound.)

(B6.5) Although a character may face more than one opponent in a combat round, in reality he can only attack and actually damage one opponent per combat round. In reality, he is actually attacking one of them, while keeping the others at bay.

(B6.6) In the case where there are three sides and only one or two players, the player (or players) must determine at random whom the characters who do not belong to any of the players actually damage in an attack. All adversary forces must be involved in the engagement (B6.5), but only one character may receive the damage from each attack.

(B6.8) If at the end of a combat phase there are non-eliminated opponents remaining in a room, one of two things will happen:

  1. Combat will continue in the next combat phase, or
  2. A player may attempt to withdraw his characters (B8.0).

(In solo scenarios, only musketeers may attempt to withdraw.) In two-player scenarios, if both sides wish to withdraw, the players do not have to roll the die for withdrawal; withdrawal will be automatic as long as there is no palace guard character in the room. If there is, the players would have to roll the die for withdrawal. In any other case, the player who wishes to withdraw must roll the die to determine whether the withdrawal is carried out successfully. (B6.7) Combat is considered simultaneous, so no result is applied until the end of the combat phase. Each die roll for each character's attack is made separately.

(B6.9) Combat can never take place in the chapel. It is considered a sacred place.

(B7.0) HOW COMBAT WORKS

Each character has a percentage for "touching". This percentage number is printed on the game counter. That percentage may drop permanently (if a named character is wounded) or drop temporarily (if any character faces more than one opponent). Players should keep a record of the current percentage of a named character on a sheet of paper.

To reach ("touch") an opponent, the player must roll on the percentile die a result equal to or lower than the attacking character's current "touch" percentage. Any other die result is a miss.

Example: In a two-player game, there is one palace guard (unowned) and one musketeer and two Cardinal's guards in a room. To determine the attack of the palace guard, the players randomly assign certain numbers to their own characters. In this case, the musketeer has the "1" and the "2", one of the Cardinal's guards the "3" and the "4", and the other the "5" and the "6". One of the players rolls 1d6 and the result is a "3". The palace guard will attack the first of the Cardinal's guards, leaving aside the musketeer and the other Cardinal's guard. Note that this does not mean that this Cardinal's guard will attack the palace guard. He could attack the musketeer, and the other Cardinal's guard could attack the palace guard. In the same way, the musketeer could also attack the palace guard while "keeping at a distance" the two Cardinal's guards.

(B7.1) If the player obtains a die result equal to or lower than the current percentage, that character has "touched" his opponent. If the character who has been reached is a guard character, the player consults the Wound Table (B7.2) under the "Guard Character" section and rolls the percentile die. If the result is between "01%" and "30%", the result is a light wound, which has no consequence (that is, the player does not have to keep a record of the guard's wound). If the result is between "31%" and "100%", the guard is immediately eliminated and is placed in the replacement box on the board (B10.0).

Example: Aramis and Porthos are in hallway "1O", and face two palace guards and a named character (let us suppose it is Gesvres). Aramis (who has 75%) faces the two guards (both at 40%), and Porthos (who was wounded earlier and has 65%) faces Gesvres (who has 60%).

(B7.11) If the character reached is a named character, the procedure is a little more complicated. First the player must determine whether the die result was half or less of what was needed to "touch". (For example, if the character had an 80% chance to "touch" and the player rolled on the die a figure between "01%" and "40%", then it would fall within that category.) In this case, the player will consult the Wound Table (B7.2) and roll the percentile die under the "Named Character" section. The effects of the die roll are indicated on the Table. If the player obtains a die result that is not half or less of the number needed to "touch" (in the example above, this would be a figure between "41%" and "80%"), this will result in a loss of 5% for the character that has been reached.

The player rolls the dice for the musketeers' attacks first. He must subtract (temporarily) 5% from Aramis since he faces more than one opponent. This means he needs 70% or less to "touch". The player rolls a "53%", so one guard is reached. The player rolls a "73%" on the Wound Table to determine the effect of the attack, so the guard is eliminated (but will still get one attack against Aramis before being withdrawn).

Porthos needs 65% or less and the player's die result is "63%", so Gesvres, who faces Porthos, will lose 5%, but will still attack at 60% in this turn.

The player now rolls the dice for the two palace guards. He rolls "87%" and "06%" for the guards facing Aramis. The 6% is a "touch", and since it is less than half the number needed to "touch" (20% would be half), the player rolls the die again. He rolls a "46%" on the Wound Table, which means Aramis receives a medium wound and loses 10%. Since Aramis has already made his attack for this phase, the player may now adjust Aramis's percentage on his player sheet.

This is the current situation in the hallway. Porthos keeps his 65%; Aramis, with a medium wound, has dropped from 75% to 65%; Gesvres has dropped from 60% to 55%; one of the guards has been eliminated and the other remains at his 40%. In the next combat phase, either there will be another round of combat in the hallway, or the musketeers may attempt to withdraw (B8.0).

(B7.2) WOUND TABLE

(See the end of the rules -page 45-)

The player rolls a "63%" for Gesvres, which is a miss.

The eliminated guard is placed in the replacement box on the board, and this ends the combat round in this room for this phase.

(B8.0) WITHDRAWAL FROM COMBAT

At the start of a combat phase, any player-controlled character in a room where there are non-friendly characters may attempt to withdraw. Characters must, however, fight at least one combat round, which means that the player cannot attempt to withdraw characters until the second consecutive combat phase. Withdrawal is a type of movement that occurs in the combat phase. Withdrawal movement costs one space.

(B8.1) For a character to withdraw, the player must roll on the die a result equal to or lower than the character's current percentage. In addition, the player must subtract 1% for each opponent who is present in the room.

Example: To continue the previous example, if Aramis and Porthos decided to withdraw instead of facing the palace guard and Gesvres in the next combat phase, the player would have to roll a 63% or lower for Aramis (65% - 2%) and a 63% or lower for Porthos (65% - 2%). If one die result were successful and the other not, the player could withdraw the character who succeeded, or could decide to leave both in the room to fight. Also, if at least one additional guard had entered the room, the player could not attempt to withdraw the musketeers, since they would have to fight at least one combat round with the new opponent.

(B8.2) If an attempt to withdraw fails, there must be another combat round. If the attempt succeeds, the player may move the withdrawing character (or characters) one space. If all friendly characters leave a room, there is a 25% chance that any opponent not controlled by any player and located in the room left behind may pursue them. (The die must be rolled separately for each opposing character.) If any character pursues, combat will immediately take place in the new room. If a player-controlled character wishes to pursue the withdrawing character (or characters), the player who controls him may roll the die to pursue in the same way a character not controlled by any player would (25% chance).

Example: D'Artagnan and two palace guards are in hallway "1E". The player attempts to withdraw D'Artagnan and succeeds. The player moves him one space to hallway "1G". The player now rolls the die to determine whether any of the guards will pursue D'Artagnan. He rolls "86%" and "23%", so the last guard will pursue D'Artagnan. D'Artagnan will have to fight the pursuing guard immediately.

(B8.3) If more than one character withdraws, and they withdraw in different directions, any pursuing character not controlled by a player will follow the last character to withdraw. If the pursuing characters are those controlled by a player, the player who controls them may decide which character to pursue.

(B8.4) Guards not controlled by a player will never pursue a character who withdraws toward the chapel, a secret passage, or some other room that they would not normally be able to enter by random movement.

(B8.5) If a character withdraws into a room where there is a non-friendly character (or characters), combat will take place immediately.

(B8.6) There may only be one withdrawal attempt per character per combat phase. Therefore, a character who withdraws must fight any character who pursues him.

(B9.0) STATIONARY GUARDS

Stationary guards never move in the movement phase. A stationary guard counter represents more than one man. Each "S-4" counter represents four stationary guards. Players must keep a record on a sheet of paper when any of the four guards is eliminated.

(B9.1) Stationary guards must be attacked as individuals. In other words, an "S-4" counter is attacked as if it were four separate individuals. Each one should be recorded separately on the player's sheet.

(B9.2) An eliminated stationary guard counter is never placed in the Replacement box.

(B10.0) GUARD REPLACEMENTS

Each time a palace guard character (not a stationary guard) is eliminated, his game counter is placed in the Replacement box on the board. (Note that some later scenarios will specify that no replacement is available.) Whenever there are three palace guard counters in the Replacement box at the start of the guard replacement phase, the 3 counters are placed face down and shuffled. One of them is selected at random and placed in the "Eliminated" box and can never return to the scenario. The other two counters are placed in the guardroom and will enter hallway "1S", as a stack, in the next random movement phase. Any counter beyond the three is left face down in the Replacement box until there are again at least three counters.

(B11.0) INTRODUCTORY SCENARIO

SETTING: Four musketeers and four Cardinal's guards fight in the Ballroom (1A) of the palace. Suddenly, the palace guards are alerted to the brawl. The combatants must finish their fight and escape the palace before being captured by the palace guards.

NUMBER OF PLAYERS: One or two.

Translator's note: To avoid so many annotations, and since there are only 3 counters, I have made 4 counters for each stationary guard and assigned the letters "A", "B" and "C" to each of the three counters. One only needs to STACK all the counters with the same letter to have the equivalent of one stationary guard counter. A number inside a blue box serves to separate each of the 4 individuals within the counter. Here we see an example that corresponds to the guard with the 45% percentage. In this way, each part of a counter can be treated individually and, if any is eliminated, it is removed from the game. In this way, one always knows how many "individuals" there are on each counter. (Translator's note, Spanish text.)

SETUP: The following musketeers and Cardinal's guards are paired and placed in the Ballroom (1A): Athos, Porthos, Aramis, D'Artagnan, Cahusac, Jussac, Bernajoux, and Bicarat. Fifteen palace guards are shuffled and placed face down in stacks of three in the Guardroom (1U). A stationary guard counter (selected at random) is placed in the Entrance.

VICTORY CONDITIONS: Victory is based on the number of Victory Points earned. A player receives three Victory Points for each of his characters who is outside the palace at the end of turn ten. A player receives five Victory Points for each of his characters who wins a duel. (A duel is considered won when more damage is inflicted on an opponent than the character receives. If the damage is equal, no points are awarded.) In the two-player game, the winner is the player with the greater number of points. In the solo game, the player wins if he manages to have all four musketeers outside the palace at the end of turn ten. In this scenario, a character is considered safe once he has left the palace through the Front Entrance, the Guardroom or the Chapel.

TURN SEQUENCE SUMMARY:

  1. Musketeer Movement Phase (B3.1)
  2. Combat Phase (B6.0)
  3. Musketeer Activity Phase (Secret Passage search) (B5.0)
  4. Cardinal's Guard Movement Phase (B3.1) or (B3.2)
  5. Combat Phase (B6.0)
  6. Cardinal's Guard Activity Phase (same as above) (B5.0) (two players only)
  7. Guard Replacement Phase (B10.0)
  8. Palace Guard Movement Phase (B3.2) (from turn two)

(Note: On the first turn, the players begin with step number five. Characters may attempt to withdraw in the next combat phase.)

SPECIAL RULES:

  1. Palace guards will not climb the staircases. Players treat that result as meaning they remain in the room.
  2. Characters cannot withdraw from a duel until turn two.
  3. A result of "disarmed" on the Wound Table means that the character has lost the duel, and the opponent receives five points. The character is then understood to be re-armed for the rest of the scenario.
  4. Only palace guard characters may be used as replacements.

Section Three: Acts of Bravado

(C1.0) ACTS OF BRAVADO

The bravado rules add a Hollywood "cloak and dagger" film flavour to the game. These rules should be used in any scenario.

(C1.1) During combat, named characters controlled by a player may attempt an act of bravado instead of making a normal attack. There are a certain number of such acts, as indicated on the Acts of Bravado Card.

(C1.2) Several characters may attempt acts of bravado in the same combat phase; however, two characters may not attempt the same action unless it is expressly indicated that this is possible. In solo situations, only the player's characters may attempt acts of bravado unless the player uses the optional rule (C2.0).

(C1.3) Many acts of bravado require that the character be in a certain position, or that the room contain certain objects. For example, for a character to obstruct with a table, the room must have a table (see the key on the board).

(C1.4) For many acts of bravado, there is a modifier to the die roll. For example, an act of bravado may ask a player for a die result of the current percentage of the player with a "DM" (or die modifier) of "+25". This die modifier is added to the percentile die result before determining whether the attempt has succeeded. If a character (with 60%) obtains a die result of "40%" and had a DM of "+25", then he would have failed (40 + 25 = 65%).

(C1.5) Most attempts require the character to forgo his normal attack. This means that all he can do in the combat phase is attempt the act of bravado. He cannot attempt to withdraw afterwards unless the act of bravado specifies that he can do so.

(C1.6) There is a penalty for the failure of some acts of bravado (that is, if the player does not obtain the necessary percentage result).

(C1.7) Certain entries on the Acts of Bravado Card will allow a character to damage more than one character in a combat round. This is an exception to (B6.5).

(C1.8) If more than one character in a room is going to perform acts of bravado, they will do so in the order of their current unmodified percentage. In other words, the character with the highest unmodified percentage will make his attempt first, then the character with the next highest percentage, and so on. If the percentages of two or more characters are equal, the player should roll the die to determine the order at random. Acts of bravado are not considered to take place simultaneously, as normal combat does. Therefore, if a character has succeeded in an act of bravado performed against another, and the result indicates that this second character loses his attack, then he may not attempt an act of bravado or make a normal attack. The results of acts of bravado are applied immediately.

(C1.9) The act of bravado comes just before normal combat in the combat phase. The opponents for any normal combat should be determined before any act of bravado is carried out. Most of the combat results of acts of bravado are applied during the next normal combat phase.

(C1.10) ACTS OF BRAVADO CARD

(See the end of the rules -page 46-)

(C2.0) ACTS OF BRAVADO FOR NAMED CHARACTERS NOT CONTROLLED BY A PLAYER (Optional)

(C2.1) It is possible for a player to use the acts of bravado rules for named characters controlled randomly. For each combat round in which acts of bravado are carried out, the player should roll the die for the named characters not controlled by a player on the Acts of Bravado Table (C2.3).

(C2.2) If a player's die result is an action that cannot be undertaken by the character in question (for example, he should obstruct with a table in a room that has no table), the player may either roll the die again until he obtains an action that is possible, or he may simply carry out the next possible action above or below it on the Table. The only acts of bravado options available to a character who is disarmed are the options to re-arm or to attack bare-handed.

(C2.3) ACTS OF BRAVADO TABLE

(See the end of the rules -page 45-)

(C2.4) DETERMINING INITIATIVE

Whenever a scenario requires that initiative be determined, this will be done by a die roll (of 6 sides) for each player. The player with the highest result will have the initiative for the turn (that is, he will move his characters first). Players should roll the die each turn to determine initiative. Initiative has no effect on normal combat, since that is considered simultaneous.

(C3.0) SCENARIO TWO: THE DUEL

SETTING: This is a slight variation of the introductory scenario. The acts of bravado combat has been added to this scenario, and there are some different special rules.

NUMBER OF PLAYERS: One or two.

VICTORY CONDITIONS:

A. Solo - The player must have at least 15 Victory Points at the end of turn 10. If any palace guard enters a room where a duel is taking place, the player loses the characters involved in the duel. They are considered to have been taken prisoner.

B. For 2 Players - The players receive points for various events. At the end of the game, the player with the greatest number of points wins. Points are given as follows:

EVENTVICTORY POINTS
Winning a duel*3
For each character who leaves the palace without being seen by any palace guard†3
For each character who has been taken prisoner‡-2

* The opponent has died or is incapacitated.

† The player has five turns after the duel has ended to get his characters out through the Front Entrance, the Guardroom or the Chapel.

‡ See special rule number 4.

TURN SEQUENCE SUMMARY (Solo only):

  1. Musketeer Movement Phase
  2. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  3. Musketeer Activity Phase (Secret Passage search)
  4. Guard Replacement Phase
  5. Palace Guard Random Movement Phase

TURN SEQUENCE SUMMARY (Two players only):

  1. Initiative Determination Phase
  2. First Player Movement Phase
  3. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  4. First Player Activity Phase (Secret Passage search)
  5. Second Player Movement Phase
  6. Combat Phase (same as above)
  7. Second Player Activity Phase (same as above)
  8. Guard Replacement Phase
  9. Palace Guard Random Movement Phase

PREPARATION: The duel protagonists are selected first. The recommended pairings would be: Athos and Cahusac, and/or D'Artagnan and Bernajoux. Three additional named musketeers and three named Cardinal's guards are also selected (two if the two recommended pairings are used). The duelists begin in room "2G", the other characters in hallway "2F". The palace guards are deployed as in the introductory scenario. (Translator's note, from the Spanish text: "That is: Fifteen palace guards are shuffled and placed face down in stacks of three in the Guardroom (1U). A stationary guard counter (selected at random) is placed in the Entrance.") The scenario begins with the first combat phase of turn one.

SPECIAL RULES:

  1. In the solo version, the player controls the musketeers. The Cardinal's guards do not move. Palace guards may climb the staircase in this scenario.

  2. In the two-player version, each player may freely choose the actions of his characters.

  3. In the solo version, each time a musketeer meets a palace guard, the player should roll a die on the Identification Table (below) to determine whether the character has been recognized. If the characters are recognized by the palace guards, the player will automatically lose the recognized characters, and they will be considered to have been taken prisoner unless the guards in question are killed or incapacitated.

IDENTIFICATION TABLE

CHARACTERCHANCE OF BEING RECOGNIZEDNUMBER OF TIMES SEEN*
Palace Guards10%First
Palace Guards20%Second
Palace Guards30%Third
Palace Guards40%Fourth
Palace Guards50%Fifth and more

* Refers to being seen by any guard - not by one in particular.

  1. In the two-player version, the Identification Table is not used. Instead, the moment a player's character is in a room with a palace guard, he is seen and is detained (that is, removed from the game) unless the palace guards are eliminated. This means that the players will have to cooperate until the randomly moved palace guards have cleared hallway "2J".

  2. Only palace guard characters may become replacements.

Section Four

(D1.0) MOVEMENT OF PERSONALITIES

(D1.1) Personalities that are specified as able to move at random are treated somewhat differently than the random movement of the guards. Las

[Source note: the printed text of (D1.1) breaks off after the word "Las" at the foot of page 19; the rest of the sentence is not printed in the source, and it is reproduced here as printed.]

Example: King Louis is alone in room "2P". The player rolls a "36%", so King Louis will move this turn. The player rolls a "2" for King Louis's first space of movement, which would be hallway "2Q". However, there is a musketeer and a guard in hallway "2Q", engaged in combat since the last turn, so King Louis will not move randomly there (D1.2). The player rolls a "6" for the second space of movement. Since the number "6" is located in the centre of the room, King Louis will not move. Even though King Louis did not move, he has used his two spaces of movement for the turn. However, since King Louis did not in fact move, the movement percentage for the next turn will not be increased by 10%.

(D1.2) Each turn, there is a base 40% chance that an unaccompanied personality will move at random. If the personality moved toward a different room in the previous turn, the chance that it will move in the current turn is increased by 10%. An additional increase of 10% is added if the personality is currently in a hallway. The die is rolled for each personality separately to determine whether it will move [exception: see (D1.4)]. A personality will not move at random into a room where combat is taking place.

(D1.3) If a personality moves, it will move two spaces per turn (that is, the player will roll the six-sided die twice for the movement).

(D1.4) When several personalities are together in the same room, the total chance of movement is reduced by 10% for each personality present in the room. (In other words, if there are three personalities, the chance of random movement would be reduced by 30%.) In this situation, the die is rolled only once, and the members of the group move together if they must move. All die modifiers are cumulative.

(D1.5) The random movement of personalities may be cancelled by the presence of appropriate characters controlled by a player. For example, Rochefort and Richelieu may be moved by the player who controls the Cardinal's units if the Cardinal's guards are currently accompanying those personalities. If the personalities are left alone, random movement begins again until the next time they are accompanied by friendly characters. In the same way, the King may be moved by the player who controls the palace guard, and the Queen may be moved by the player who controls the musketeers.

(D1.6) PERSONALITY MOVEMENT TABLE

(See the end of the rules -page 47-)

(D2.0) PERSONALITIES AND COMBAT

Personalities, in some cases, may take part in combat if there is a combat force in parentheses on their game counter. A personality may only become involved in combat if it is accompanied by a group of friendly characters (as indicated in the scenario descriptions), and if its party is greater in number. The King, the Queen, the Marquise and the Cardinal never take part in combat, and they cannot be attacked either, unless the scenario gives specific permission for this. If combat begins in a room where a personality is situated, the personality will flee from the fight if it is not allowed to take part. If random movement is used for this, the die is rolled until a result is obtained that allows it to leave the room. If no escape route is available, the personality remains in the room.

(D3.0) CLOSED DOORS

Several of the palace doors may be closed. The doors that may possibly be closed are clearly marked on the board (see the key on the board). The first time a character attempts to enter such a door, the player should consult the Closed Door/Window Table (D3.2) and roll the percentile die. (Note: The rules for closed windows will be covered in another scenario.) If the door is open, the character may enter immediately. It will remain open for the rest of the game. If it is closed, it cannot be passed until a character forces it (D4.0) in the next activity phase. Once a character finds a closed door, he must end movement for the turn if he wishes to enter the closed room.

(D3.1) Palace guards and personalities that move at random do not have to check closed doors, since they are assumed to have a key to enter.

(D3.2) CLOSED DOOR/WINDOW TABLE

(See the end of the rules -page 47-)

Translator's note (from the Spanish text): "As I do not much like having to keep a separate sheet noting which doors are open as a reminder, I have also made markers for the 'open' doors."

(D4.0) FORCING A DOOR

For characters to force a door, the player should consult the Forcing a Door Table (D4.4). The player must then roll the percentile die to determine whether the characters succeed in their attempt. A maximum of three characters per turn may attempt to force a given door.

Example: Aramis and D'Artagnan have found a closed door. They have a 30% chance (25% + 5% because there are two characters) to force the door on the first attempt. The player rolls an "87%" and they fail. In the next activity phase, they may try again. This time they have a 55% chance to force the door. The player rolls a "38%" and the lock has been forced. The player places a "forced" marker on the door. However, Aramis and D'Artagnan cannot enter the room until the next musketeer movement phase.

(D4.1) The player may attempt to have characters force a door in the same turn in which they found it closed. However, even if the door is successfully forced, the characters cannot pass through the door until the player's next movement phase. This is true even if the characters still have an unused space of their movement allowance; in the sequence of play, movement comes before the activity phase.

(D4.2) Checking whether a door is closed does not require a space of movement. If it turns out that the door is open, the characters may pass through it, provided they still have a space of movement remaining.

(D4.3) Players may use "closed" and "forced" door markers to indicate the state of the doors. No markers are included for open doors. If the player has trouble remembering which doors have been found open, he may keep a record of this on a sheet of paper.

(D4.4) FORCING A DOOR TABLE

(See the end of the rules -page 47-)

(D5.0) BLOCKING A DOOR

It is possible for characters to block a closed door and attempt to prevent others from entering a room. A maximum of three characters may attempt to block a given door, and a maximum of three characters may attempt to force a door that is being blocked.

(D5.1) Characters that move at random may only attempt to force a blocked door if they have rolled the number for that door during the random movement phase, or if combat takes place in the room. Characters controlled by a player may attempt to block or force a door at the discretion of the player who controls them.

(D5.2) A player must determine, when characters enter through a door, whether he wishes them to attempt to block the door. To do so, he must leave the counters at the entrance and announce (if there is another player) that these characters are attempting to block the door.

(D5.3) There is a base 50% chance that the characters will be able to block a door and prevent others from entering. To determine the percentage needed to force it, the players should do the following:

  1. Add the current percentage of all characters blocking the door.
  2. Add the current percentage of all characters attempting to enter.
  3. Subtract the lower figure from the higher figure to obtain a modifier.
  4. If the higher figure belongs to the character (or characters) blocking the door, the modifier is subtracted from 50%. This will give the number (or less) that the player must roll on the die to force the door.
  5. If the higher figure belongs to the character (or characters) attempting to enter, the modifier is added to 50%. This will give the number (or less) that the player must roll on the die to force the door.
  6. If the percentages are equal, the chance will be 50%.

Example: Aramis (70%) and Porthos (65%) attempt to block a closed door to prevent two guards (45% each) from entering a room while Athos searches for a Secret Passage. The total of the musketeers is 135% and the total of the guards is 90%. The total of the guards is subtracted from the total of the musketeers to obtain a modifier of 45%. Since the characters blocking the door have the higher figure, the modifier is subtracted from 50%, and the result is 5% (50% - 45% = 5%). The player will have to roll a 5% or less on the die for the guards to force the door. If the guards had been blocking the door, and the musketeers trying to enter, the player would have had to roll 95% or less (50% + 45% = 95%) for the musketeers to force the door.

(D6.0) ACTIVATION OF THE GUARDROOM

The palace guards who begin the game in the guardroom (1U) will remain there until one of two events occurs. Once activated, they will enter in stacks of at least two counters

(D6.1) If any of the guards who move at random enters a room (including a hallway) where he is able to see a forced door or a dead character, the guardroom will be activated. All guards in the guardroom (1U) move to hallway "1S" in stacks of at least two in the next guard movement phase. The guard who discovers the forced door does not have to travel to the guardroom for the guards to be activated.

(D6.2) The first three times that combat takes place, the player must consult the Guardroom Activation Table (D6.4) and roll the percentile die. If the die result indicates activation, all guards in the guardroom (1U) move to hallway "1S" in stacks of at least two in the next guard movement phase.

(D6.3) If combat takes place in hall "1J" or in hallway "1O", there is an additional 10% chance of activation. If combat takes place in hallway "1S", activation is automatic.

Example: In turn one, there is combat at the Entrance. In the first turn there is a 20% chance that the guards in the guardroom will hear the commotion. The player rolls a "17%", so the guards are activated and will enter in the next guard movement phase. Note that if the combat had taken place in hall "1J" or in hallway "1O", the chance of activating the guardroom would have been 30% (20% + 10%). If the combat had taken place in hallway "1S", activation would have been automatic.

(D6.4) GUARDROOM ACTIVATION TABLE

(See the end of the rules -page 47-)

(D7.0) LIMITED MOVEMENT OF STATIONARY GUARDS

Stationary guards may pursue an opponent that withdraws one space, but they cannot move further from the place where they were initially placed. Any stationary guard that is not eliminated and that has moved a space, and has no opponent, must be immediately returned to its place. For stationary guards to pursue a character that withdraws, the player must roll a 25% or less on the die. The player rolls the die for the entire counter - not for each individual guard within the counter.

(D8.0) GROUNDS PATROL

There is a regular path that the characters who patrol the grounds will take in each game. There are six spaces on the grounds that are numbered from "1" to "6". During the preparation part of the scenario, the player will roll a six-sided die. The number that matches the result will correspond to the number of the space at which the patrol will begin the scenario (for example, if the player obtains a result of "4", the patrol will begin at space four). Each turn, during the appropriate movement phase, the patrol will move to the next space with the highest number until space number six is reached. The patrol will then begin to move backwards, one space per movement phase, until space number one is reached. Movement will continue in this way until the grounds patrol is eliminated or until the scenario ends.

(D8.1) If a patrol is in a position from which it has a clear view (that is, not obstructed by the corner of the palace) of any intruder (for example, any character who attempts to infiltrate or escape from the palace), the patrol will move toward the intruder, in the appropriate movement phase, at a rate of one space per movement phase. It will continue this movement until it reaches the intruder (in which case combat will take place) or until the intruder has entered the palace. A patrol that pursues an intruder does not have to remain on the numbered spaces, but if the intruder enters the palace, then the patrol will be placed on the nearest numbered space and will return to its patrol movement. A patrol may enter the Carriage House and Stables in its pursuit of an intruder, but a patrol will never enter the palace.

(D9.0) RAPID MOVEMENT

All characters and personalities normally move one space per turn when moving over the grounds, and two spaces per turn when moving within the palace. However, players may attempt rapid movement. A successful attempt will add one space to the movement of the character or personality that succeeded for the turn.

(D9.1) All characters may attempt rapid movement. The only personalities that may attempt it are the Duke of Buckingham and Philip.

(D9.2) Rapid movement may not be attempted in two consecutive turns. There must be a turn of normal movement (or no movement) between attempts, even if the attempts have failed.

(D9.3) If the player attempts to use rapid movement for his characters in solo scenarios, he must also make a rapid movement attempt for any character not controlled by the player that may pursue him.

(D9.4) Rapid movement may not be used in a withdrawal.

(D9.5) To use rapid movement, the player must roll a result on the die that is half or less of the current percentage of the character or personality. If the player succeeds, the character or personality may use one extra space of movement for the turn (that is, three spaces inside, two outside). If the die result is the current percentage or less, but not half of the current percentage or less, the attempt fails, but there is no penalty. If the die result is more than the current percentage, the character will only have one space of movement for the turn.

(D10.0) SCENARIO THREE - A SECRET RENDEZVOUS

SETTING: The musketeers must sneak the Duke of Buckingham into the palace to see the Queen. However, they must achieve this without the Duke being identified.

NUMBER OF PLAYERS: One.

SETUP: (Guards are placed face down.)

PALACE UNITSNUMBERPOSITION
Palace Guards (S-4)1Entrance (Stationary)
Palace Guards3Hallway 1G
Palace Guards2Hallway 1O
Palace Guards21U
De la Coste (Cardinal)11U
Richelieu11B
Palace Guards (S-4)12V (Stationary)
Palace Guards (S-4)1Grounds Patrol
Palace Guards

MUSKETEERS: The Duke of Buckingham, and between two and four named musketeers (at the player's choice), enter from anywhere outside the palace on turn 1.

VICTORY CONDITIONS: The secret of this scenario is to avoid combat for as long as possible. For the player to win, the Duke must enter, find the Queen, spend two turns with her (while the musketeers keep the guards occupied), and then the Duke must leave the palace safely without having been recognized by the King or by the Cardinal. If the Duke is recognized by the King or by the Cardinal, the player has lost the game. Being identified by the named characters (de la Coste or d'Essart) will not make the player lose the game - it will simply make combat mandatory against all guards and named characters from that moment on. If the player fails to fulfil the victory conditions by the end of turn 20, then he has lost the game.

TURN SEQUENCE SUMMARY:

  1. Personality Movement Phase.
  2. Musketeer Movement Phase.
  3. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  4. Musketeer Activity Phase (Secret Passage search and Forcing Doors).
  5. Guard Replacement Phase.
  6. Palace Guard and Named Character Random Movement Phase.
  7. Combat Phase a) Acts of Bravado Combat b) Normal Combat

SPECIAL RULES:

  1. Buckingham is treated as a player-controlled character. He may take part in combat within the restrictions of (D2.0). The King, the Queen and the Cardinal move at random, and do not take part in combat.

  2. While the Duke is meeting with the Queen, she will not move at random - she will be controlled by the player.

  3. The Duke cannot have an audience with the Queen if she is in a room with the King, the Cardinal, or with any palace character.

  4. Doors may be closed.

  5. Combat is not mandatory until the Duke has been recognized. Each time the Duke is in a room with a palace guard, a named palace guard, the King or the Cardinal, there is a chance that he will be recognized. (The player must roll the die once for each stack and once for each individual in the room, and consult the table below.) If the King or the Cardinal recognizes the Duke, the player automatically loses the game. If the palace guards or the named characters recognize the Duke, combat between the characters and the musketeers is mandatory for the rest of the game.

  6. Only palace guard characters may become replacements.

DUKE OF BUCKINGHAM IDENTIFICATION TABLE

CHARACTERCHANCE OF BEING RECOGNIZEDNUMBER OF TIMES SEEN
King/Cardinal70%Any
Named Character50%Any
Palace Guard10%First
Palace Guard20%Second
Palace Guard40%Third
Palace Guard80%Fourth
Palace Guard100%Fifth and more

Example: Athos, Porthos and the Duke have been in the palace for three turns. On the first two turns, they came into contact with palace guards, but the Duke was not recognized. On the third turn, they did not come into contact with anyone. However, on the fourth turn, they again meet palace guards. Since this is the third time the Duke has been seen, the chance of him being recognized is 40%. The player rolls a "26%" and from that moment, combat is mandatory between the musketeers and the Duke against the characters. (Players may realise, from the Identification Table above, that it is important to avoid at all costs the Duke coming into the same room as the King or the Cardinal.)

Section Five

(E1.0) CLOSED WINDOWS

It is possible that all the windows shown on the board may be closed. (Note: The windows marked on the board do not represent all the windows of the palace. They are, however, the only windows available for entry/exit.) The first time a character attempts to enter through any window, the player must consult the Closed Door/Window Table (D3.2) and roll the percentile die. If the window is open, the character may enter immediately. It will remain open for the rest of the game. If it is closed, it cannot be passed until the characters have broken it (E2.0).

(E2.0) BREAKING A WINDOW

For characters to pass through a window on the second floor, they will need to have a rope and a grappling hook (E3.0) - the scenarios will indicate whether the characters have them. For characters to break a window, the player must consult the Breaking a Window Table (E2.4). The player must then roll the percentile die to determine whether the characters have succeeded in breaking it. A maximum of one character per turn may attempt to break a window.

(E2.1) The player may attempt to have a character break a window in the same turn in which he finds it closed. However, even if he has succeeded in breaking the window, the character cannot move through the window until the next movement phase. This is true even if the characters still have an unused space of their movement allowance.

(E2.2) Checking whether a window is closed does not require a space of movement. If it turns out that the window is open, the characters may pass through it.

(E2.3) Players may use the "closed" and "broken" window markers to indicate the state of the windows. No markers are included for open windows. If the player has trouble remembering which windows have been found open, he may keep a record of this on a sheet of paper.

Translator's note (from the Spanish text): "As I do not much like having to keep a separate sheet noting which windows are open as a reminder, I have also made markers for the 'open' windows."

(E2.4) BREAKING A WINDOW TABLE

(See the end of the rules -page 47-)

(E3.0) USING A ROPE AND GRAPPLING HOOK

There are two game counters, each representing a rope and a grappling hook. The rope and hook may be used to climb up to a window on the second floor or to the balcony. They may also be used as a means of descending from the second floor.

(E3.1) A character who is on the grounds and who wishes to climb must first throw the grappling hook and attempt to "hook" it. (If a character who is on the second floor wishes to use the rope and hook to descend, the player does not have to roll the die to determine whether the hook "catches".) There is a 50% chance that the throw will succeed. If the attempt fails, no further attempt may be made until the next friendly movement phase. However, if the attempt succeeds, this does not require a space of movement.

(E3.2) Only one character per turn may climb up a rope. Two characters per turn may descend a rope. Each time a character climbs up or descends a rope, the player must consult the Climbing/Descending Success line of the Miscellaneous Table (E5.1), and roll the die to determine whether the character succeeds. If the character fails, this means that he has fallen. The player must then consult the Rope Injury line of the same table and determine whether the character has been injured. If the character has not been injured, it is assumed that the fall was from a low height. If he is injured, he will lose five percentage points. If a character falls while climbing up, he may not attempt to climb again until the next turn.

Example: Porthos attempts to climb up to the palace through a window on the second floor. First the player rolls a "13%" on the die, so the hook has "caught" (the chance was 50%). The player consults the Climbing/Descending Success line and obtains "96%". This means that Porthos has fallen and there is a possibility that he has been injured. The player then consults the Rope Injury line of the Miscellaneous Table and obtains "67%". This means that Porthos has been injured and his combat percentage has dropped from 75% to 70%.

(E3.3) Characters or personalities that use random movement may never use a rope. However, if guards using random movement enter an empty room where there is a grappling hook and a rope hanging from a window, there is a 75% chance that the guards will discover it and remove it (and this will activate the guardroom if it has not yet been activated). If any player-controlled character moves toward such a room, the rope and hook will be discovered automatically.

(E3.4) A character who takes part in combat carrying a rope and grappling hook fights with half of his current percentage (rounded up). He may drop them and then take part in combat normally, but this will cost him one space of movement in the next friendly movement phase if he picks them up again.

(E3.5) The only personalities that may use a rope and grappling hook are the Duke of Buckingham and Philip, and they may only do so if they are controlled by a player.

(E4.0) JUMPING FROM THE SECOND FLOOR

(E4.1) Characters (except those that use random movement) may jump from a window or from the balcony. However, there is a 33% risk that the character will be injured and lose 5 points of his percentage.

(E5.1) MISCELLANEOUS TABLE

(See the end of the rules -page 47-)

(E6.0) ADDITIONAL MOVEMENT RULE

(E6.1) Climbing up a rope requires one space of movement; however, descending a rope does not require any.

(E7.0) SURRENDER

Each time it becomes evident that a named character is going to be eliminated in combat, the player may have the character surrender instead of allowing him to be eliminated. Surrender is always accepted. If a named character surrenders, his weapons are removed. However, he may attempt to escape by making a disarmed attack as an act of bravado, or he may be rescued.

(E7.1) A disarmed prisoner cannot be attacked unless he first attacked by means of a disarmed attack.

(E7.2) Each time the percentage of a named character falls to 35% or below, he is considered incapacitated and must surrender. An incapacitated character cannot carry out a disarmed attack, but he may be rescued.

(E8.0) MOVEMENT OF PRISONERS

Personalities and characters who have been forced to surrender are considered prisoners. Prisoners are assigned to an escort by the player who controls the captured characters. In a solo scenario, all non-friendly characters present in the room when a player-controlled character surrenders are the ones who form the escort. In solo scenarios, this escort and its prisoner(s) move as a single unit, at random, until they enter a room (not a hallway). (In multi-player scenarios, the group is moved by the player who controls it and may be taken wherever the player wishes.)

(E8.1) Once the prisoner and the escort reach a room, the escort is divided evenly and placed outside the possible exits of the room, and must remain in place from then on (unless an active player controls the escort, in which case the escort may be increased or decreased as he prefers).

(E8.2) The prisoner is considered to be disarmed. If the prisoner is a personality, it may not carry out any action. If it is a named character, the player who controls him may attempt an escape by re-arming him (if possible) or by making a disarmed attack.

(E8.3) If the prisoner is a named character of a force that is not controlled by any player, the prisoner may not carry out any action unless he is rescued by a force that moves at random toward the room and that engages the guards, and then enters the room on a later turn.

Example: Athos has become incapacitated (35%) and has been taken prisoner. He is taken, under guard, to the Ballroom (1A) where he has been held as a prisoner for three turns. His percentage has now risen to 50%, and the player decides to make an escape attempt.

(E9.0) RECOVERING FROM WOUNDS

For each turn in which a named character does nothing (that is, he does not move, carry out an activity, or engage in combat), the player may add 5% to that character's percentage. However, a character's percentage may never be higher than the original percentage he had.

(E9.1) In this way, an incapacitated character (E7.2) may lose his incapacitated status. A prisoner will recover 5% for each turn he is held in a room.

(E10.0) SCENARIO FOUR - AN EYE FOR AN EYE... PRISONER FOR PRISONER

SETTING: One of the musketeers has been taken prisoner by the Cardinal's forces. Now the remaining musketeers must take a member of the Cardinal's faction prisoner, in order to exchange him for the musketeer.

NUMBER OF PLAYERS: One or two.

VICTORY CONDITIONS:

A. Solo - The player will win if he finds the designated Cardinal's character and captures him before the end of turn 15.

B. For 2 Players - The same as solo, but the Cardinal's player will win if the musketeer player fails to achieve his victory condition.

TURN SEQUENCE SUMMARY (Two players only):

  1. Initiative Determination Phase
  2. First Player Movement Phase
  3. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  4. First Player Activity Phase (Forcing a Door/Breaking a Window, Secret Passage search)
  5. Second Player Movement Phase
  6. Combat Phase (same as above)
  7. Second Player Activity Phase (same as above)

TURN SEQUENCE SUMMARY (Solo only):

  1. Musketeer Movement Phase
  2. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  3. Musketeer Activity Phase (Forcing a Door/Breaking a Window, Secret Passage search)
  4. Guard Replacement Phase
  5. Random Movement Phase of the Cardinal's Forces
  6. Combat Phase (same as above)

PREPARATION: The Cardinal's guard characters are placed and moved face up. (Note: the player must choose twenty-one of the Cardinal's guard characters at random.) The Cardinal and his named characters are placed face down, shuffled, and then placed face down in the designated places on the board. These characters will move face down until they are in a room with a musketeer.

CARDINAL'S FORCES:

COUNTERSNUMBERPOSITION
Cardinal's Guards3Hallway 1G
Cardinal's Guards3Hallway 1O
Cardinal's Guards3Hallway 1I
Cardinal's Guards31U
Named Character11B
Named Character11N
Cardinal's Guards3Hallway 2J
Cardinal's Guards3Hallway 2K
Cardinal's Guards

* These are considered to be part of the Cardinal's forces.

(Note: One of the characters designated as a named character will actually be Cardinal Richelieu - a personality. Richelieu cannot take part in combat.)

MUSKETEER FORCES: Only three musketeers are available (see the Special Rules), plus one rope and its grappling hook. The musketeers may enter from anywhere on turn one.

SPECIAL RULES:

  1. Before the game begins, one musketeer must be removed at random. This represents that he has been taken prisoner. He is not placed on the board. To determine which musketeer is held as a prisoner, the player will roll a six-sided die on the following Table:
DIE RESULTPRISONER
1Roll the die again
2Athos
3D'Artagnan
4Porthos
5Aramis
6Roll the die again
  1. The musketeer player must now roll the die (in secret in a two-player game) on the following Table to determine which Cardinal's character must be taken prisoner. (He will write it on a piece of paper, but will not reveal it to the Cardinal's player until after the character has been captured.)
DIE RESULTPRISONER
1Richelieu
2Jussac
3Cahusac
4Bicarat
5Bernajoux
6R [as printed in the source]
  1. The character may be captured: a) By disarming him (an act of bravado attack). b) If the musketeers outnumber the character two to one, and the musketeer player rolls a special disarm die and obtains a result of 25% or less. Only one attempt may be made per combat phase. If the special die roll fails, the player must fight. c) Cardinal Richelieu will surrender automatically.

  2. In the solo scenario, all the Cardinal's counters move at random. In the two-player game, the Cardinal's counters always move at random until the musketeer player has taken the designated named character prisoner. From that moment on, the Cardinal's player will control the movement of all his characters.

  3. In the solo scenario, combat between the musketeers and all the Cardinal's forces (except the Cardinal himself) is mandatory. In a two-player game, combat is left to the discretion of the players.

  4. Doors and windows may be closed.

  5. Replacements are only available in the solo game.

  6. The Cardinal's guard characters who begin the scenario in the Guardroom (1U) are activated under the normal conditions (D6.0) or are activated after the designated named character has been captured by the musketeers, whichever occurs first.

Section Six

(F1.0) HIDING

Named characters may attempt to hide from the named characters and guard characters who search for them. When searching characters enter a room in which characters are present, these may attempt to avoid being detected. To attempt this, the player must consult the Hiding Table (F1.4) and roll the percentile die. Each time a character attempts to hide, the player who controls him must note the code of the hiding place (for example, "AR" for the wardrobe) on his sheet.

Source note: the printed text has no rule numbered (F1.1); the numbering runs from (F1.0) to (F1.2).

(F1.2) Only two characters may benefit from the same hiding place in a room. Thus, in the King's Chamber, two characters could hide in the wardrobe (that is, the cloakroom), and a third behind the window curtains overlooking the courtyard.

(F1.3) Bodies and/or ropes and grappling hooks that would normally cause the alarm to be raised if discovered may also be hidden. This task requires the expenditure of one space of movement for each object hidden. The player must note on a sheet the places where he has hidden any object. When searching characters enter a room containing a hidden object, the player must check to determine whether the characters discover the hidden object.

(F1.4) HIDING TABLE

(See the end of the rules -page 48-)

(F2.0) BREAKING THE SWORD

Each time a player obtains a result 20% or more above the current percentage needed to "touch", the character has broken his sword and must surrender, fight unarmed, or obtain another sword. He can obtain another sword by entering a room where there is a dead or incapacitated character.

Example: Porthos (with 65%) fights against a Cardinal's guard. The player obtains a die result for Porthos's attack of "89%". Since this is 20% or more above the result needed to "touch" (89% - 65% = 24%), Porthos has broken his sword.

(F3.0) SCENARIO FIVE - MASQUERADE

SETTING: Athos, Porthos and Aramis have been taken prisoner on the orders of Rochefort. D'Artagnan has been informed of this, and now must find Rochefort and force him to confess where his friends are being held prisoner. Unfortunately, a costume ball is being held in the palace, and everyone - including Rochefort - is in disguise.

NUMBER OF PLAYERS: One.

VICTORY CONDITIONS: The player must locate Rochefort and defeat him in a duel (or disarm him and take him prisoner) before the end of turn 20 to win the game. Any other result is a defeat for the player.

PREPARATION: The following personalities and named characters are placed face down and shuffled: King Louis, Queen Anne, the Marquise d'Lyon, the Cardinal, Bernajoux, Jussac, Bicarat, Cahusac, Rochefort, Gesvres, d'Essart, Duhallier, de la Coste, Buckingham, and Philip. (The last two will represent unspecified individuals.) These game counters are then placed at random, face down, in the following positions:

QUANTITYPOSITION
31A
21L
11N
11R
12A
12B
12G
12H
22W
22X

Palace guards are placed face up in the following positions:

COUNTERSQUANTITYPOSITION
Palace Guards (S-4)1Entrance (Stationary)
Palace Guards (S-4)1Grounds Patrol
Palace Guards3Hallway 1G
Palace Guards2Hallway 1O
Palace Guards21U
Palace Guards (S-4)12V (Stationary)
Palace Guards2Hallway 2J
Palace Guards2Hallway 2K

TURN SEQUENCE SUMMARY:

  1. D'Artagnan Movement Phase
  2. Activity Phase (Breaking a Window, Secret Passage search)
  3. Identity Determination Phase (see Special Rules)
  4. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  5. Random Movement Phase
  6. Combat Phase (same as above)

SPECIAL RULES:

  1. Personalities and named characters will move each turn. Palace guards move face up; all others move face down until D'Artagnan discovers their identity.

  2. The player must determine the identity of the characters who are face down. To do so, the player rolls the die on the following Table:

DIE ROLLRESULT
01-30Identity discovered. The counter will move face up from now on.
31-50Uncertain. Roll again. If the result is less than 45%, the identity is discovered. The counter will move face up from now on.
51-95Cannot be identified. The character will move in the next random movement phase.
96-00The character takes offence and challenges the player to a duel. He may decline, but if he does, the character remains face down. If he accepts, the character is turned face up. If the character turns out to be the King, the Cardinal, or a woman, there will be no challenge.
  1. The only possible combat (except when the player accepts a challenge to a duel) is between Rochefort and D'Artagnan until D'Artagnan has taken Rochefort prisoner. After Rochefort has been taken prisoner, any palace guard in the same room as D'Artagnan will attack him. (Exceptions: see sections a and b of point 4 below.)

  2. Combat is not permitted in the following conditions: a) In the Ballroom (1A). b) In a room where the King, the Cardinal or a woman is, when they are face up. If any of them enters a room (face up) where combat is taking place, the combat will cease until they leave. c) In a room where there is a palace guard, before Rochefort has been taken prisoner. If any of them enters a room where combat is taking place, the combat will cease until they leave.

  3. There are no closed doors, but windows may be closed. D'Artagnan has a rope and a grappling hook available.

  4. There are no replacements for this scenario.

Section Seven

(G1.0) NOISE

When a character moves, there is a chance that he attracts attention. In all situations where guards use random movement, the following rules must be used to simulate the noise factor.

(G1.1) When two or more characters or personalities are present in a room adjacent to one or more characters that move at random, the percentile die must be rolled on the Noise Table (G1.5) before random movement. If the die result is 20% or less, a noise will attract the attention of the character (or characters) that move at random, causing them to move to the room in question instead of moving at random. If the noises could cause the guards to move toward two different rooms, the player will choose between the two rooms at random.

(G1.2) An additional 5% is added to the base chance of attracting attention for each character or personality above two who is present in the room.

(G1.3) An additional 10% is added to the base chance of attracting attention if the party in question has attempted (successfully or not) to force a closed door this turn.

(G1.4) Combat in any room will attract the attention of all guards within two spaces of that room. While combat takes place, the guards who are within reach will move by the shortest possible route toward the scene of combat. If there are two or more equally valid routes, the player should choose the route at random. If the battle ceases before the guards reach their destination, they return to normal random movement. If their route makes them enter a room they normally cannot enter at random, then they move toward an adjacent room that they can normally enter (the player chooses at random if more than one option is available), and then continue random movement.

(G1.5) NOISE TABLE

(See the end of the rules -page 48-)

(G2.0) SCENARIO SIX - THE MAN IN THE IRON MASK

SETTING: During the reign of Louis XIV, the musketeers and D'Artagnan are together again when Aramis discovers that the King has imprisoned his own twin brother, Philip, a man much more agreeable and less tyrannical than the King. Aramis fosters a plot to put Philip on the throne.

As described in The Man in the Iron Mask, the plot fails. Philip is discovered, and sentenced to be imprisoned - and to wear a mask concealing his face for the rest of his life. Dumas writes that Aramis and Porthos rebel in the name of Philip, while D'Artagnan remains loyal to Louis. But he feels deeply tempted to join his old friends and help Philip win the throne.

This scenario simulates the consequences of a decision by D'Artagnan to join his friends. Philip, still sealed in his mask, has been freed. The musketeers have devised a daring plan to smuggle him secretly into the palace, take the key that Louis wears around his neck, and swap the two royal brothers.

NUMBER OF PLAYERS: One.

TURN SEQUENCE SUMMARY:

  1. Personality Movement Phase
  2. Musketeer Movement Phase
  3. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  4. Musketeer Activity Phase (Forcing/Breaking and Secret Passage search)
  5. Guard Replacement Phase
  6. Random Movement Phase of the Guards
  7. Combat Phase (as above)

VICTORY CONDITIONS: The player must see Philip and at least one other character spend two turns alone with Louis XIV as a prisoner. Philip cannot be recognized at any time by any non-friendly character who is not subsequently eliminated or taken prisoner, or the player loses. Philip must then make his appearance, without the iron mask, in the Ballroom (1A) on or before turn 30.

PREPARATION: The forces indicated for the King are placed face down and shuffled (except the King, the named characters, and the stationary guards, who are deployed and moved face up, as indicated). The counters are then placed according to the table below.

COUNTERSQUANTITYPOSITION
Gesvres11A
d'Essart / Duhallier21U
Palace Guards (S-4)1Grounds Patrol
Palace Guards (S-4)1Entrance (Stationary)
Palace Guards4Hallway 1G
Palace Guards4Hallway 1O
Palace Guards4Hallway 1I
Palace Guards14*1U
King Louis

* Placed in 7 stacks of 2.

MUSKETEER FORCES: Porthos, Aramis, D'Artagnan, and Philip, plus the iron mask and one rope and grappling hook. They may enter from anywhere on turn one.

SPECIAL RULES:

  1. Philip is treated as a normal character of the musketeers, and is moved freely by the player at all times. Philip may take part in combat.

  2. The iron mask counter is stacked with Philip (that is, he wears it) at the start. Any character carrying the iron mask will have his combat percentage halved.

  3. The iron mask may only be removed if King Louis is taken prisoner, and one space of movement is spent to take the king's key and remove the mask. The mask may then be transferred to Louis, thus completing the swap.

  4. The Ballroom (1A) is the place where a magnificent ball is being held in honour of the King. No combat is permitted in the Ballroom. Philip may not enter the Ballroom while wearing the iron mask.

  5. King Louis may be attacked in this scenario, but only with the intention of disarming him. The King may fight in his own defence, but may not initiate combat.

  6. Philip will automatically be recognized as an intruder while wearing the iron mask. The alarm will be raised unless a musketeer character can achieve a "deception". The player must use the table below to determine the success of the deception. If the die result is the percentage or less, the deception succeeds.

DECEPTION TABLE

DECEIVED CHARACTERCHARACTER ATTEMPTING TO DECEIVE: D'ArtagnanAramisPorthos
Gesvres40%50%30%
Other Named Characters50%60%40%
Guards60%70%50%
  1. The musketeers will fail in their task, even if they carry out the swap successfully, if any of the following situations occurs:

    a) A guard enters the room where the swap is taking place before two turns have passed and the guard has not been killed, incapacitated or taken prisoner.

    b) The alarm has been raised because Philip has been recognized.

    c) Louis enters the Ballroom at random before the swap.

    d) Philip fails to get into the Ballroom by the end of turn 30.

  2. This scenario takes place later in the lives of D'Artagnan and his friends. Because of their age, the percentage of the three musketeers is reduced by 5% in this scenario. The other named characters (apart from Gesvres, who was a younger man) represent different individuals from those shown on their counters, so their percentages are not reduced.

  3. Doors and windows may be closed.

Section Eight

(H1.0) SEARCHING FOR THE PRISONER

There are ten possible rooms on the board where a prisoner may be held. These ten rooms form part of the rooms known as "designated rooms".

(H1.1) The first time a musketeer enters a room (other than a hallway, the guardroom or the chapel) that does not contain any enemy character, the player consults the Table of Possible Prisoner or Jewel Positions (H1.5) and rolls a six-sided die. (Note: The jewels are used in the next scenario.) Next to the die result are ten possible rooms. These are the ten possible positions for the prisoner for this scenario. (Note that the room in which the musketeers currently are may not be on the list, even though it is a designated room.) The player must then place a "Designated Room" marker in each of the ten possible rooms. If the room in which the musketeers currently are is on the list, then they may immediately search for the prisoner in that room. If not, they may not search until at least one of them enters a room with a "Designated Room" marker.

Example: The musketeers are in room "1C". The player rolls a six-sided die and the result is a "1" (this result is: 1A, 1B, 1N, 2A, 2E, 2H, 2I, 2M, 2U and 2V). Since "1C" is not on the corresponding list, they may not search in this room.

(H1.2) If the musketeers enter a room with a "Designated Room" marker, then they may search for the prisoner. (The reason they must search is that the prisoner is probably tied up in a wardrobe, or hidden in some other way.) The player consults the Prisoner Search Table (H1.6) and rolls the percentile die.

Example: The musketeers have entered room "1B", which is one of the ten rooms that have a "Designated Room" marker. Since this is the first room (that is, the first designated room in which they have searched), they have a 10% chance of finding the prisoner there. The player rolls a "49%", which means that the prisoner is not in the room and the player removes the "Designated Room" marker. Each designated room in which the musketeers search for the prisoner increases the chance of finding the prisoner by 10%. (In the example, the next room with a marker in which they search would have a 20% chance that the prisoner is there.)

(H1.3) The player may only roll the die once for each room that has a "Designated Room" marker. The "Designated Room" marker is removed if the prisoner is not in the room. When the prisoner is found, the prisoner's counter is placed in the room. The prisoner must then be escorted out of the palace safe and sound.

(H1.4) The player may not roll the die for a search while the musketeers are in a room with d'Essart or any guard.

(H1.5) TABLE OF POSSIBLE PRISONER OR JEWEL POSITIONS

(See the end of the rules -page 48-)

(H1.6) PRISONER SEARCH TABLE

(See the end of the rules -page 48-)

(H2.0) ROOM CAPACITY (Optional)

In order to add realism to the game, players may wish to limit the number of characters and personalities who can be in a particular room at the same time. The maximum number for each room is as follows:

ROOMSCAPACITYFLOOR
Ballroom (1A), any hallway, Dining Room (1N), Guardroom (1U) and Chapel (1D)Unlimited1st
Throne Room (2V), Hallways 2J, 2K, 2Q and 2YUnlimited2nd
Library (1B), Salon (1R) and Kitchen (1L)161st
King's Chamber (2M), Council Room (2P) and Children's Room (2I)122nd
Sitting Room (1F) and Courtyards101st
Hallway 2O, Queen's Chamber (2U), Guest Chamber (2W) and Music Room (2X)102nd
Hallway 2C, Hallway 2F, Chambers 2A, 2B, 2D, 2E, 2G and 2H, and King's Antechamber (2L)62nd
Clergy's Chamber (1C), Servants' Chambers (1P and 1Q) and Pantry (1K)

* The first number indicates the total capacity. The second number indicates the number of characters who may take part in a combat on the staircase.

Example: During the musketeer movement phase, the player wishes to move three of his musketeers into hallway "2C" on the second floor. However, there are already four palace guards in that hallway. Since the capacity of the hallway is "6", only two of the musketeers may enter.

(H2.1) The room capacities apply only to the number of individuals who may be in a given room at the end of a movement phase. An unlimited number of individuals may pass through any room in a movement phase.

(H3.0) SCENARIO SEVEN - THE CARDINAL'S MADNESS

SETTING: The King, his family, and most of his guards are far away in the countryside. Cardinal Richelieu uses the King's Palace to carry out what he calls "the business of the Church". In reality he has taken the widow, the Marquise d'Lyon, prisoner, because his spies told him that she had witnessed a secret meeting between Queen Anne and the Duke of Buckingham. He plans to "persuade" the Marquise to confess, and then confront the King with his wife's infidelity. However, before he can interrogate his prisoner, he receives a message about a dispute between two factions of the Church which must be resolved immediately. He is unaware, however, that the musketeers have been alerted to the Cardinal's plan through a servant, and have invented an "emergency" to make the Cardinal and most of his guards abandon the palace. The musketeers must rescue the Marquise quickly before the Cardinal and his guards return.

NUMBER OF PLAYERS: One.

VICTORY CONDITIONS: The player must locate the prisoner and escort her outside the palace by the end of turn 30 (that is, the prisoner and at least one musketeer must be outside the palace). Once outside the palace, characters cannot be attacked by the grounds patrol. If the player does not achieve this, he has simply lost.

PREPARATION: The forces indicated for the Cardinal are placed face down and shuffled. Then they are placed face down on the board, according to the table below. The named character d'Essart is placed and moved face up. Guards who begin in the same room are stacked together and move together unless otherwise indicated.

CARDINAL'S FORCES:

COUNTERSNUMBERPOSITION
Cardinal's Guards3Hallway 1G
Cardinal's Guards3Hallway 1O
Cardinal's Guards3Hallway 1I
Cardinal's Guards10*1U
Palace Guards (S-4)1Hallway 1E by the door of the Chapel (Stationary)
Palace Guards (S-4)1Entrance (Stationary)
Cardinal's Guards3Hallway 2J
Cardinal's Guards3Hallway 2K

* Placed in 5 stacks of 2.

† These are chosen at random.

(Note: the palace guards are considered to belong to the Cardinal's faction in this scenario.)

MUSKETEER FORCES: Athos, Porthos, Aramis and D'Artagnan, together with one rope and grappling hook. The musketeers may enter from anywhere on turn one.

TURN SEQUENCE SUMMARY:

  1. Musketeer Movement Phase
  2. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  3. Musketeer Activity Phase a) Forcing doors / breaking windows b) Searching for Secret Passages c) Searching for the Marquise
  4. Guard Replacement Phase
  5. Random Movement Phase of the Guards
  6. Combat Phase (as above)

SPECIAL RULES:

  1. The Marquise begins as a prisoner. She moves only if musketeers accompany her. She may not take part in combat.

  2. The named character d'Essart does not stack with the guards. Roll the die for his movement separately.

  3. All guard characters may come as replacements in this scenario.

Section Nine

(I1.0) SEARCHING FOR THE JEWELS

(I1.1) Players may search for the jewels with any of their characters. The process for determining the ten possible rooms in which the jewels may be hidden is the same as the process used in the last scenario to determine the positions of the prisoners. The "Designated Room" markers are used to mark the possible rooms. The first player who enters a possible designated room (that is, one that is not a hallway, the guardroom or the chapel) will roll the die to determine the ten designated rooms.

(I1.2) A player may not carry out a search for the jewels unless his characters, or characters friendly to him, are the only ones in the room. For example, the musketeers may search a room where the Queen is also present, etc.

(I1.3) To search for a jewel, the player will consult the Jewel Search Table (I1.5). Until the first jewel is found, the "None Found" column is used. After a jewel has been found, the next room number is used in the "One Found" column. (For example, if the first jewel was found in "Room Number 3", the next search will be made on the line for "Room Number 4" in the "One Found" column.) The room number refers to all the rooms that have been examined during the game and not only to those examined by one player. If a faction has searched a room and the jewel was not there, the other players may not search that room.

Example: It is turn five, and the musketeer player searches for a jewel. The first jewel has just been found in room number 4, by the Cardinal's player. The player locates the "One Found" column and, on the line for "Room Number 5", finds that there is a 33% chance of locating the second jewel. If he fails, the next search by any player will be made on the line for "Room Number 6" in the same column. If he succeeds, the next search by any player will be made on the line for "Room Number 6" and under the "Two Found" column.

(I1.4) Personalities may not search for the jewels.

(I1.5) JEWEL SEARCH TABLE

(See the end of the rules -page 48-)

(I2.0) POSSESSION OF THE JEWELS

(I2.1) When a jewel is found, the player receives a jewel counter. Once a jewel has been found, it must be carried, at all times, by (that is, have its counter placed on top of) one of a player's characters. When a character carrying a jewel is killed or incapacitated, and all the other friendly characters in the room are eliminated in some way, the player must place the jewel counter in that room. Any victorious character could then pick it up. If a character carrying a jewel is taken prisoner, the captors will receive the jewel. A jewel may not be transferred to another character except when the character carrying it is eliminated or taken prisoner.

Example: Aramis and Porthos are in hallway "1O". Aramis is carrying a jewel. If both Aramis and Porthos are eliminated, the player must place the jewel counter on the board in hallway "1O". Any victorious character could then pick up the jewel. However, if Porthos has been the sole survivor of the combat, he could pick up the jewel.

(I3.0) DELIVERY OF THE JEWELS

(I3.1) Jewels may not be handed over to the faction's leader until the player possesses all three. They may only be handed over to the faction's leader if there is no non-friendly character or personality in the room at the moment of the handover.

(I4.0) SCENARIO EIGHT - THE QUEEN'S JEWELS

SETTING: After a recent visit to France, the Duke of Buckingham has a secret meeting with Queen Anne and gives her, with numerous declarations of his eternal love, a necklace of diamonds, a tiara and a brooch made by the finest goldsmith in all England. The Queen, afraid that the gift will be discovered, hands the jewels to her maid so that she may hide them somewhere in the palace.

The maid hides the jewels, but later, moved by greed, leaves the palace and several days afterwards sends a letter to the Queen telling her that, unless Anne pays her (the maid) generously, she will inform the King of the Duke's gift, and where the jewels have been hidden. At the same time, the maid writes to the Cardinal, informing him of Buckingham's jewels that are hidden in the palace. For a price, she tells him, she will reveal their hiding place.

The Queen sends for M. de Treville, the captain of the King's musketeers, and informs him of her fear of being discovered because of the maid's betrayal. Treville promises the help of the musketeers in the search for the jewels, and immediately returns to his barracks and sends out his best men. Meanwhile, the Cardinal, hoping to blackmail the Queen into admitting her love for the Englishman, sends his guards to search the palace for the jewels.

The King, in the library, accidentally overhears two of the Cardinal's guards discussing in the hallway the Duke's gift to the Queen which is supposedly hidden in the palace. Hoping to confront his wife once and for all with the proof of her infidelity with the Duke, and also wishing to deprive the Cardinal of the opportunity to gloat if it is the Cardinal's guards who find the jewels, the King sends for his own palace guards to join the search.

NUMBER OF PLAYERS: Two, three or more. In the two-player version, the King and the palace guards are not used. Players may play with more than three if each player controls part of a faction.

VICTORY CONDITIONS: The first faction that finds and obtains the three jewels and delivers them to its respective leader wins. There is no limit to the number of game turns.

PREPARATION: All game counters are placed face up. They may be stacked or unstacked at the discretion of the player who controls them. The turn of entry is indicated. The Cardinal's player must discard some of his units at random. First he sets aside his named characters, since these will all be used. Then he turns his remaining counters face down and shuffles them. Then he chooses nineteen of these counters at random. These are the nineteen counters that will be used in the game.

KING'S FACTION:

COUNTERSNUMBERPOSITION
Palace Guards (S-4)1Entrance (Stationary)
Palace Guards (S-4)1Hallway 1E - by the door of the Chapel (Stationary)
Palace Guards (S-4)12V (Stationary)
King Louis XIII12M

REINFORCEMENTS:

COUNTERSENTRY
Gesvres, 4 GuardsEnter on turn 1 from anywhere
d'Essart, 4 GuardsEnter on turn 2 from anywhere
Duhallier, 4 GuardsEnter on turn 3 from anywhere
de la Coste, 3 GuardsEnter on turn 4 from anywhere

CARDINAL'S FACTION:

COUNTERSNUMBERPOSITION
Cardinal Richelieu12W
Rochefort12G

REINFORCEMENTS:

COUNTERSENTRY
Bernajoux, 4 GuardsEnter on turn 1 from anywhere
Jussac, 4 GuardsEnter on turn 2 from anywhere
Bicarat, 4 GuardsEnter on turn 3 from anywhere
Cahusac, 4 GuardsEnter on turn 4 from anywhere
3 GuardsEnter on turn 5 from anywhere

1 Rope and Grappling Hook available.

QUEEN'S FACTION:

COUNTERSNUMBERPOSITION
Queen Anne of Austria12U

REINFORCEMENTS:

COUNTERSENTRY
Aramis, Athos, 4 MusketeersEnter on turn 1 from anywhere
Porthos, D'Artagnan, 4 MusketeersEnter on turn 2 from anywhere
4 MusketeersEnter on turn 3 from anywhere
3 MusketeersEnter on turn 4 from anywhere
3 MusketeersEnter on turn 5 from anywhere

1 Rope and Grappling Hook available.

TURN SEQUENCE SUMMARY:

  1. Random Movement Phase of the Personalities (all players)
  2. Initiative Determination Phase
  3. First Player Movement Phase
  4. Combat Phase a) Acts of Bravado Combat b) Normal Combat
  5. First Player Jewel Search / Secret Passage Search Phase
  6. Second Player Movement Phase
  7. Combat Phase (as above)
  8. Second Player Jewel Search / Secret Passage Search Phase
  9. Third Player Movement Phase
  10. Combat Phase (as above)
  11. Third Player Jewel Search / Secret Passage Search Phase

SPECIAL RULES:

  1. Combat is never mandatory. Except for the palace guard player, a player may not carry out an attack in a hallway where there are stationary guards unless he attacks the stationary guards. No combat may take place until the first jewel has been found.

  2. Characters need not stop movement when they enter a room where there are characters of another faction, but they must stop movement for the turn when they enter a room where the leader of another faction is (for example, palace guards who enter a room where the Queen or the Cardinal is must stop movement for the turn). They must also stop movement for the turn when they enter a room where combat took place in the previous turn and the combatants have not yet withdrawn.

  3. Personalities may never be controlled by a player. They will always move at random.

  4. Withdrawal is automatic in two conditions: a) If all the players with characters in the room wish to withdraw their characters, withdrawal is automatic. b) Any player who has the greater number of characters in a room (for example, a player has four characters and his opponent only two) may automatically withdraw the excess characters.

  5. There are no closed doors, but windows may be closed.

  6. There is no replacement available.

  7. A character carrying one or more jewels may not spend more than two consecutive turns in the chapel.

Tables and Cards

(C2.3) ACTS OF BRAVADO TABLE

DIE ROLLACTIONDIE ROLLACTION
01-10Attack Normally51-55Berserker Attack*
11-15Swing on the Lamp56-60Attempt to Disarm
16-20Attack Normally61-65Attack with the Cloak
21-25Obstruct with the Table66-70Distract
26-30Fight on top of the Table71-75Intimidate with Swordsmanship
31-35Fight from the top of the Staircase76-80Pull the Rug

* Berserker = fierce Viking warriors who fought with great savagery in battle.

(C1.10) ACTS OF BRAVADO CARD

Key: (L) = Limitations; (D) = Die roll needed to complete; (A) = Results of success; (F) = Results of failure*.

* Failure results apply to the character who attempted the act of bravado.

  • ATTACK WITH THE CLOAK. (L) Any character may attempt it. (D) Percentage or less. (A) The opponent may not make any attack this turn. (F) The character loses his normal attack in this combat phase of this turn.

  • BERSERKER ATTACK. (L) An unlimited number of characters may attempt it. Characters may only begin a Berserker attack once per game. It may be continued in successive phases by rolling the die again for each attempt, but once the character stops or fails the die result, that character may not perform a Berserker attack again for the rest of the game. (D) Percentage or less. (A) The character may make two normal attacks in each combat phase. These attacks may be against one or two characters. (F) The character loses his normal attack in this combat phase of this turn.

  • DISARMED ATTACK. (L) The character must be disarmed. Any number of characters may attempt it. He loses his normal attack in this combat phase of this turn. (D) Percentage or less (+25% DM). (A) The opponent may not attack this turn. The opponent is disarmed if the die result is less than half of the number required. (F) The opponent (or opponents) receives a DM of -25% in its normal combat phase.

  • SWING ON THE LAMP. (L) The room must have a chandelier. Only one attempt per chandelier. He loses his normal attack in this combat phase of this turn. (D) Percentage or less. (A) Automatically disarms up to two opponents in the combat phase of this turn. (F) None.

  • OBSTRUCT WITH THE TABLE. (L) The room must have a table. Only one attempt per table present. He loses his normal attack this turn. (D) Percentage or less. (A) Prevents up to 2 opponents from attacking this turn. (F) None.

  • CUT THE CURTAINS. (L) The room must have curtains. One attempt per curtain. (D) Percentage or less. (A) Prevents up to two opponents who could attack this turn. The character may attack or withdraw in this turn without rolling the die, unless the other characters in the room can prevent it. (F) The character loses his normal attack in this combat phase of this turn.

(D1.6) PERSONALITY MOVEMENT TABLE

CONDITIONMOVEMENT CHANCE
Did not move in the previous turn40%
Moved in the previous turn50%
Is in a hallway+10%
More than one in the room-10% per Personality

(D3.2) CLOSED DOOR/WINDOW TABLE

  • 45% chance that the DOOR is closed.
  • 30% chance that the WINDOW is closed.

(D4.4) FORCING A DOOR TABLE

TURNCHANCE
First turn25%
Second consecutive50%
Third consecutive75%
Fourth consecutive100%

(+5% for each additional character beyond the first)

(D6.4) GUARDROOM ACTIVATION TABLE

COMBAT TURNCHANCE OF ACTIVATION
First20%
Second40%
Third80%
Fourth100%
Hallway 1J/1O+10%
Hallway 1Sautomatic

(E2.4) BREAKING A WINDOW TABLE

TURNCHANCE
First turn20%
Second consecutive40%
Third consecutive70%
Fourth consecutive100%

(E5.1) MISCELLANEOUS TABLE

EVENTCHANCE OF OCCURRING
Pursuing a character who withdraws25%
Hook catches50%*
Success to climb / descend by rope75%
Rope injury (5%)50%
Wound (5%) from jumping from the 2nd floor33%
Hook discovered hooked on the window75%

* +10% for each new attempt.

(B5.8) SECRET PASSAGE SEARCH TABLE

SEARCH TURNCHANCE OF FINDING IT
First25%
Second consecutive50%
Third consecutive75%
Fourth consecutive100%

(+5% for each search after the first)

(B5.9) SECRET PASSAGE CONNECTION TABLE

DIEROOM 1BROOM 1KROOM 1RROOM 2PROOM 2MROOM 2V
11R2P1B1K2V2M
22M2V2P1R1B1K
32P1R1K1B**
41K1B2M

* Roll the die again.

(B7.2) WOUND TABLE

DIE ROLLNAMED CHARACTER RESULT
01-10Dead. Remove the character from the game.
11-25Incapacitated. The character may not move or fight. He must be carried by companions if possible. Two companions may carry him at normal speed, or one companion may carry him one space per turn. A character who carries an incapacitated character may fight at half his percentage (rounded up), but may not perform any Act of Bravado.
26-40Serious wound. Subtract 20%.
41-75Medium wound. Subtract 10%.
76-00Disarmed. Must re-arm, fight disarmed, or surrender in the new combat phase.
DIE ROLLGUARD CHARACTER RESULT
01-30Light wound. No consequences.
31-00ELIMINATED.

(H1.5) TABLE OF POSSIBLE PRISONER OR JEWEL POSITIONS

DIEPOSSIBLE POSITIONS
11A, 1B, 1N, 2A, 2E, 2H, 2I, 2M, 2U, 2V
21B, 1C, 1L, 2A, 2D, 2E, 2H, 2U, 2X, 2V
31A, 1K, 1N, 1R, 2B, 2D, 2I, 2P, 2M, 2W
41C, 1K, 1L, 1R, 2B, 2E, 2G, 2P, 2U, 2X
51C, 1K, 1L, 2A, 2D, 2G, 2I, 2P, 2W, 2X
61A, 1B, 1N, 1R, 2B, 2G, 2H, 2M, 2W, 2V

(H1.6) PRISONER SEARCH TABLE

ROOM NO.CHANCE OF FINDING HIM
110%
211%
313%
414%
517%
620%
725%
833%
950%
10100%

Translator's note (from the Spanish text): the source's example in (H1.2) gives a 20% chance for the next designated room searched, whereas this table gives 11% for the second search. Both are reproduced as printed; the table is the value applied in the search.

(I1.5) JEWEL SEARCH TABLE

NONE FOUND: ROOM NO.NONE FOUND: CHANCEONE FOUND: ROOM NO.ONE FOUND: CHANCETWO FOUND: ROOM NO.TWO FOUND: CHANCE
130%222%313%
233%325%414%
338%429%517%
443%533%620%

(F1.4) HIDING TABLE

PLACECODECHANCE OF BEING DISCOVERED
Behind the curtains(CO)40%
Outside the window(VE)20%
In the wardrobe(AR)50%
Under the bed(CA)20%

(G1.5) NOISE TABLE

SITUATIONCHANCE THAT THE GUARDS REACT
Group in a room adjacent to randomly moving Guards20%
For each Character or Personality present in the room beyond the first+5%
Group attempting to Force a Door this turn+10%

COMBAT MODIFIERS (quick reference)

  • Facing more than one opponent: -5%.
  • Withdrawing from combat: roll the current percentage or less; -1% for each opponent present.
2
Hallway 2J
Palace Guards2Hallway 2K
Palace Guards2Hallway 2Q
Palace Guards2Hallway 2O
D'Essart1Hallway 2O
King Louis XIII12M
Queen Anne12U
3
Hallway 2Q
Named Character12W
Named Character12D
Named Character12V
Named Character12X
Palace Guards (S-4)1Grounds Patrol*
Palace Guards (S-4) (Stationary)1Entrance
Palace Guards
2
Hallway 2Q
Palace Guards2Hallway 2O
1
2M
de la Coste1Hallway 2K
Palace Guards (S-4)12V (Stationary)
Palace Guards4Hallway 2J
Palace Guards4Hallway 2K
Palace Guards4Hallway 2Q
Palace Guards4Hallway 2Y
4
1st
Servants' Chambers (2Z and 2AA), Queen's Antechamber (2T) and Throne Antechamber (2S)42nd
Staircases (wide) and Secret Passages8/4*----
Staircases (narrow)6/2*----
Cardinal's Guards2Hallway 2Q
Palace Guards4†Hallway 2Y
Palace Guards (S-4)1Grounds Patrol*
d'Essart1Hallway 2Y
36-40Slide down the Banister81-85Throw a Vase
41-45Throw Furniture86-00Attack Normally
46-50Cut the Curtains
  • SLIDE DOWN THE BANISTER. (L) He loses his normal attack in the combat phase. (D) Percentage or less. (A) The character moves to a lower level and may attack disarmed without penalty. (F) The character falls and loses 5% of his percentage from the fall.

  • DISTRACT. (L) Any character may attempt it. (D) Percentage or less. (A) The opponent attacks with a DM of +5% in the normal combat phase of this turn. (F) The character attacks with a DM of +5% in the normal combat phase of this turn.

  • ATTEMPT TO DISARM. (L) Any character may attempt it. (D) Percentage or less with a DM of +15%. (A) The opponent is automatically disarmed. (F) Any attack against the character who has failed has a DM of -5% in the normal combat phase.

  • INTIMIDATE WITH SWORDSMANSHIP. (L) Roll the die only in the first round of this combat. (D) Percentage or less. (A) The character has a DM of -5% for 3 consecutive combat phases, and the opponents have a DM of +5% during the same time. (F) Exactly the reverse.

  • THROW FURNITURE. (L) The room must have tables and/or chairs. An unlimited number of characters may attempt it. He loses his normal attack in this combat phase of this turn. (D) Percentage or less. (A) One opponent loses his attack this turn. (F) None.

  • THROW A VASE. (L) The room must have a vase. One attempt per vase. (D) Percentage or less with a DM of +15%. (A) The opponent is stunned and may not attack this turn. He cannot be attacked while unconscious, but he can be taken prisoner. (F) The character loses his normal attack in this combat phase of this turn.

  • FIGHT FROM THE TOP OF THE STAIRCASE. (L) Two persons per side may fight on a wide staircase - one per side on a narrow staircase. (D) Percentage or less. (A) He does not lose his normal attack in this combat phase of this turn. DM of +5% to the opponent's attack die in this combat phase of this turn. (F) The character falls and loses his normal attack in this combat phase of this turn.

  • FIGHT ON TOP OF THE TABLE. (L) The room must have a table. Only one attempt per table present. (D) Percentage or less to climb onto the table. No die roll is needed to get down. (A) DM of +5% to the opponent's attack die in this combat phase of this turn. The advantage continues while the character remains up on the table. (F) None.

  • RE-ARM. (L) The room must have dead or incapacitated characters, or the character attempting to re-arm must have been disarmed in the room he currently occupies. (D) Percentage or less. (A) The character may fight normally in the normal combat phase of this turn. (F) The character must use the disarmed attack or surrender.

  • PULL THE RUG. (L) The room must have a rug. One attempt per rug. (D) Percentage or less. (A) Up to two opponents lose their attack this turn. (F) The character loses his normal attack in this combat phase of this turn.

  • 2V
    1R
    2P
    52V2M**1K1B
    6**2V2M2P1R
    5
    50%
    6
    40%
    7
    25%
    660%750%833%
    775%866%950%
    8100%9100%10100%