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The League of the Scarlet Pimpernel

The League of the Scarlet Pimpernel Rulebook

Table of Contents

Table of Contents

  • Components
  • Learning the Game
  • Special Setup for Low Player Counts
  • Object of the Game
  • Before the Game Begins
  • Setting Up the Game
    • Optional Module Setup
  • A Game Round
    • Actions
  • Incomplete Transcription

Components

  • 1 - Board: On which the game is played.
  • 7 - Mini Boards: Used to track various elements of the game.
  • 9 - Player Pawns: Used to represent each player as they travel from England to the French countryside.
  • 9 - Player Cards: Large card to describe each player's options and special ability.
  • 1 - Retribution Die: An 8 sided die that determines the actions the revolutionaries take after French noble(s) are rescued.
  • 1 - Rage Die: A 6 sided die that demonstrates the additional actions the revolutionaries take after too many nobles are rescued.
  • 15 - Jail Tiles: Tiles that represent jails to be set up across the French countryside to exterminate nobles. Includes the cost (in resources) league members will have to pay to rescue nobles from each jail.
  • 12 - Noble Meeple: Meeple indicate the location of a noble in the French countryside or shows their progress toward the chopping block at a jail.
  • 1 - Dauphin Token: A small bust representing the location of the Dauphin.
  • 15 - Guillotines: Models of guillotines that sit on each jail tile.
  • 1 - Last Player Marker: A tile in the shape of a pimpernel, a common wayside flower, that is part of Blakeney's family crest. The Pimpernel is the last player before the board takes its turn.

Learning the Game

The league of the Scarlet Pimpernel has three different sets of rules.

  • Tutorial rules for learning the game and/or playing with younger children
  • Experienced rules for those that have played before.
  • An optional module for more thematic play and rules for more challenging play.

Included in the game are 2 quick reference cards to remind players how to play and what the icons mean, so players don't need to constantly reference the rule book.

Special Setup for Low Player Counts

Special change for a two player game:

  1. Do not place a fortress token beside the jail tile in Paris.
  2. Do not use noble cards that have either 3+ or 4+ (this keeps the cities from central and southern France from being included.)

Special changes for a three player game:

  1. Do not use noble cards that have 4+ (this keeps the cities from southern France from being included.)

Object of the Game

The League of the Scarlet Pimpernel is a cooperative game. You and your fellow players make up the league of the Scarlet Pimpernel. You will need to rescue the crown prince. After enough Nobles have been rescued (number of players times 2), the location where the Dauphin will be held will be revealed. Once two more Nobles are saved, the Dauphin will appear at the appointed jail. You will need to save him to end the game victoriously.

The game will end in defeat under any of the following conditions:

  • Too many nobles are lost (number of players *2 + 2) this represents the loss of hope as too mantrty [sic] nobles have been killed.
  • Half or more members of the league are killed. Percy could not go on after losing so many of his closest friends.
  • The Scarlet Pimpernel (Percy) is killed.

Before the Game Begins

One of the most fashionable and wealthy members of the English court is the leader of the League, Sir Percival Blakeney Baronet. After hearing of the deaths of his dear French friend, the Marquis de Saint Cyr and his family, Sir Percy gathers his loyal friends together and prepares to cross the channel to save more friends from the terror. But Percy cannot tell his new wife, for she was credited with turning the Marquis over to the revolutionaries.

Setting Up the Game

  1. Place the board in the center of the table within easy reach of all the players.

  2. Place the thin boards along side the board.

  3. From the escort deck, draw as many Escorts as there are players, and place them face up on a thin board in the spaces that show the back of the escort card.

  4. From the noble deck, draw as many nobles as there are players and place them face up on top of the escort cards that you just placed on the thin board. Place the noble cards so that you can still see the icons on the left and button sides of the escort cards.

  5. Place the colored meeple on the spaces on the thin boards that match their color. Place the colored disks on their spaces on their thin board.

  6. Take the meeples whose color matches each space on the smaller board that has an escort card next to them and place them on the larger board in the cities that are featured in the title of the noble. The map at the bottom of the card should help you locate each city. (Example: If the Baronne de Bordeaux was placed beside the yellow meeple, the yellow meeple would be placed on the larger board on the city of Bordeaux in the south west of France.).

    The yellow meeple represents the captured noble who is to be escorted to the nearest city with a jail tile.

  7. Unless you are playing a 2 player game, place a fortress token in Paris For all games, place a Jail tile in Paris, and guillotine on top of the jail tile.

  8. Draw as many jail tiles as there are players and place them on the map board in the following locations: St. Malo, Reims, Limoges, Grenoble, Mulhouse, Epernay and Carcassonne.

    Only place as many jail tiles as there are players.

    (Example: if there are only three players, you will only place three jail tiles on St. Malo, Reims and Limoges).

  9. Draw as many noble cards as there are players and place jail tiles on the cities in the nobles' title as you did in step 4.

Player CountCount of noble cards to be placed on the smaller board without an escort card beneath them.Count of nobles that start on the guillotine.Count of nobles that start in any of the jail cells
2 and 3000
4101
5211
6312
7422

(Example: In a six player game, the first noble card drawn was the Compte de Metz. This noble card is placed on the smaller board beside the gold meeple. After placing the jail and guillotine on Metz, the gold meeple is placed on the guillotine. The second and third new noble cards are placed beside the silver and pink meeples on the thin board. After the jail tiles and guillotines are placed on the cities featured on the nobles cards, the silver and pink meeples are placed in one of the cell spaces in both cities. For the next three noble cards that are drawn, only jail tiles and guillotines are placed. The last three noble cards are not placed on the thin board.)

  1. Find Jeeves Baily from the courier deck and place him on the thin courier board on the courier card beside the red disc.

    Place the red disk in England. This represents the location of Jeeves, a courier for the League of the Scarlet Pimpernel.

  2. Randomly choose either Jeeves Baily, Grayson Miles or Alfred Smith from the courier deck and place the selected card on the thin courier board on the courier card space beside the red disc.

  3. Shuffle the:

    • remaining courier cards
    • resource cards (excluding the foppery cards)
    • noble cards (including those used to set up jail tiles that didn't get set on the thin boards)
    • escort cards .
  4. Take the dauphin token and place it on the noble track on the number that is twice the number of players.

    This will be used to remind players how many nobles need to be saved till the location where the dauphin will be held is revealed.

  5. Place the coffin token and the pimpernel calling card token near the noble track, these will be used to keep track of the number of nobles killed and nobles saved throughout the game.

  6. Place the 8 sided retribution die beside the larger board where anyone can reach it.

  7. Place the 6 sided rage die on the noble track on the number that is the same as one more than the count of players.

    This will be used to remind the players when they will be required to start rolling the rage die each time a noble is saved.

  8. Shuffle, then deal out a player card to each player. One of the player cards must be Percival Blakeney.

Optional Module Setup

  1. Place one of the heart tokens on the noble track on the number that is the same as the number of players.
  2. Place the other heart token beside the noble track with the coffin and pimpernel calling card tokens.
  3. Place the purple Marguerite cube in England and the Marguerite card near England as well.
  4. Place the black Chauvelin cube in Paris.
  5. Shuffle the foppery resource cards into the resource card deck.

A Game Round

Play proceeds clockwise around the table with each player taking turns in order until each player has had a turn. Then the French revolutionaries advance. Each turn the player must take any combination of the following four actions. Meaning they can do the same action many times if they chose to.

Actions

  1. Move

    Players can move from England to any coastal French city. A player can also move from any French coastal city to England. Coastal cities reachable from England with this action include: Calais, Le Havre, Caen, St. Malo, and Roscoff. The dotted lines through the English Channel trace these paths.

    [Map omitted: shows the coastal paths between England and northern France.]

    A player can move from one French city along roads connecting to another French city.

    (Ex. A player in Metz could travel along the brown roads to either Strasburg, Nancy or Reims)

    A player may also use a move action to move a courier between England and any French coastal city, or they may move a courier token between connected French cities on their turn. Any courier may be moved by any player on their turn.

  2. Draw Cards (3 in England or 1 in France).

    A player can draw cards from the resource deck (3 if the player's token is in England, 1 if a player's token is anywhere in France.) Each player has a hand limit of 5 resource cards. Players must discard down to this limit at the end of their turn.

    Note: It is possible to be given cards when it is not your turn and the number of cards in your hand would exceed your limit. You are only required to discard down to your limit at the end of your turn.

  3. Share card(s)

    A player may share, exchange, and receive any number of their own resource cards with another player as long as they are in England together, or they are in the same French city.

    A player can take, trade, or share up to five of their resource cards with a courier as long as they are on the same French city with the courier, or they are both in England.

    A courier may never hold more than 5 cards, unless they have a double hand limit ability.

  4. Duel an Interceptor

Incomplete Transcription

This transcription covers only the first 7 pages of the official rules document (part 1 of 3, BGG file 255000). It ends partway through the action "Play Foppery card" in the "A Game Round" section. The rules that follow in parts 2 and 3 (the rest of the round and the revolutionaries' advance, dueling and rescue resolution, retribution and rage dice, the end of the game, and any remaining optional-module rules) are not included here and have not been reconstructed.

  • 10 - Interceptors: Small brown wooden cubes that represent revolutionaries seeking the league and their couriers.
  • 1 - Chauveline Cube: Represents the Chauvelin character, a powerful interceptor. Used in optional module (Marguerite, Chauvelin, and foppery resource cards).
  • 1 - Marguerite Cube: Represents the Marguerite character, wife of Sir Percy Blakeny. Used in optional module (Marguerite, Chauvelin, and foppery resource cards).
  • 2 - Heart Tokens: These track the reconciliation between Percy and Marguerite. Used in optional module (Marguerite, Chauvelin, and foppery resource cards).
  • 10 - Fortress Tokens: These indicate which jails are fortified. They show that the security of a jail has increased such that the cost to rescue from this location has doubled.
  • 4 - Courier Discs: These represent couriers that can carry resources for players anywhere on the board.
  • 7 - Mask Tokens: To be placed on a player card in the event that a player's membership in the League of the Scarlet Pimpernel has been.
  • 10 - Courier Cards: Cards representing couriers that can be employed by the league.
  • 40 - Noble Cards: Multi purpose cards for determining location where:
    • Nobles are captured by escorts
    • Jails appear on the board
  • 2 - Quick Reference Cards: A quick reference guide for a list of icons used in the game.
  • 80 - Resource Cards: Cards used by league members to rescue captured nobles. Also used for fencing training and to determine the outcome of duals. This includes 8 foppery cards used in optional module (Marguerite, Chauvelin, and foppery resource cards).
  • 30 - Escort Cards: Cards representing various agents of the revolution that capture and escort nobles to the closest jail. Includes cost to rescue a noble from the escort.
  • 1 - Marguerite Card: Represents Marguerite after she has been reconciled to her husband. Used in optional module (Marguerite, Chauvelin, and foppery resource cards).
  • Noble Lost Tokens: Used to mark the number of nobles lost to the guillotine, tracked on the noble track.
  • Noble Saved Token: The calling card of the Scarlet Pimpernel. Used to mark the number of nobles saved by the league on the noble track.
  • Then place guillotines on these jail tiles. Depending on player count, (see table below) meeple may be added to these jail tiles and guillotines.

  • Each player is dealt 3 resource cards.

  • Each player takes the player pawn matching to color of the wax stamp on their player card.

  • Place all the players' pawns in England.

  • Give the last player token (Pimpernel) to Percival. The player sitting left of the player playing Percival will always take their turn first.

  • A player that is in the same French city as an interceptor token may dual that interceptor. See the rules for dueling later.

    A player may not duel an escort in an attempt to rescue a noble or a captured player from the escort. You must have and pay the appropriate resource cards.

  • Mount a Rescue

    When a player token is on the same French city that a noble token is on (either with an escort, or on a jail tile) and the player has the resources required to rescue the noble from either the escort or the jail at which they are being kept, a player may rescue a noble. See the rules for mounting a rescue later.

    If multiple player tokens are on the same space with a noble token, multiple League members may mount a joint rescue. The League member who's turn it is pays the action. Those assisting do not need to use actions to participate, and may still take their normal count of actions on their turn. A league member who has already had their turn may participate in a joint rescue.

    For example, if the revealed identity side is rolled, each members identity is revealed, but any player who desires to discard a foppery card would have their identity protected. A player who does not discard a foppery card will be revealed as a member of the league.

    A courier can participate in a joint rescue, but cannot lead a rescue.

    Special powers of any participating player may be used in the rescue.

    For example, both Armond St. Just and Marie Grosholtz are in a space with Percival Blakeney. Percy instigates the rescue and his league members opt to help. One fewer card is paid with Armond's help and afterwards, the retribution die is not rolled because of Marie's involvement.

  • Train in Fencing

    A player may take a resource card from their hand, or draw one from the top of the resource deck and master the fencing position described on the card. Mastery helps the league member when they duel with interceptors or try to evade capture. A player can train in every fencing position, but cannot train in any fencing position more than once.

    Slide the card under the bottom of their player card so that the fencing position is showing.

    If the card you draw features a position you have already mastered, discard the card. You weren't able to master a new skill for this action. This is more likely to happen after you have mastered many positions. It is also why you are allowed to take a card from your hand instead of drawing on from the resource deck.

  • Gather information (Only a captured player can only take this action, and a captured player only gets one action. This action may be taken while a player is being escorted to a jail, at a jail, or on the chopping block.)

    While a player is in custody, they can try to gain key information from their captor. They do this by correctly guessing the resource of the card on top of the resource card deck.

    Whether the player is correct or not, the resource card is discarded.

    If the player correctly guesses the resource card, they now count as a noble with key information, and if they are saved, you advance the pimpernel calling token two spaces instead.

    (Optional if playing with Marguerite, Chauvelin, and Foppery resource cards)

  • Play Foppery card (Only Percy can take this action if the following conditions are met):

    1. Percy is in England.
    2. The black Chauvelin cube has moved from France to England (after the League members have saved as many nobles as there are players.)
    3. The second heart token has not yet reached the first heart token on the noble track.

    In an effort to protect himself and his friends, Percy grew distant from his wife after she was falsely credited with turning over Marquis de Saint Cyr and his family to the guillotine. In order for Percy to discover the truth (that Marguerite was only maliciously blamed by Chauvelin), he must take off the mask of foppery he wears to protect his identity from his wife. He does this by discarding foppery cards while in England.

    In order to be reconciled to his wife, he must play the same number of foppery cards as there are players in the game. While multiple foppery cards can be played on the same turn, not all the required cards can be played in a single round. Love takes some time to heal.

    Once Percy is reconciled to his wife, she may leave England to accompany any league member at no cost. When traveling with Marguerite, a discovered league member may travel through France as though they have not been discovered. This means that no interceptors will try to apprehend them.

    The purple Marguerite cube can also be moved like a courier by any player, and she can carry resource cards like a courier. Also like a courier, Marguerite cannot instigate a rescue on her own, but she can participate in joint rescues.