The Three Musketeers: The Queen's Pendants
The Three Musketeers: The Queen's Pendants Rulebook
Table of Contents
Table of Contents
How to Win
The Musketeer carrying the real pendants must pass through one of the three doors leading to the corridor, or use the secret passage, to reach the Queen on her way to the ballroom. If they succeed, their mission is complete: the pendants are returned to the Queen before she appears before the King. The Musketeers win as a team, not individually.
The Cardinal must guess which Musketeer is carrying the real pendants, seriously wounding that Musketeer while one of his favorites — a guard (or guards), Rochefort, or Milady — is standing in the same room. This means they have brought the pendants to the Cardinal.
Alternatively, the Cardinal must delay the Musketeers long enough that the Queen reaches the King, sitting on his throne at space #15, without the pendants, and thereby reveal her love affair.
Setup
One player always plays Cardinal Richelieu. He takes 3 cards representing his three favorites, controlled by the Cardinal: Rochefort, Milady, and the Guards. He takes all the red figures (14 guards, Rochefort holding a pistol, and Milady), his 15 special cards with red backs, and 4 red dice.
Distribute roles as desired depending on the number of players. Each Musketeer has their own character card, showing a number of health units (3 or 4), and a figure of the same color. They play with four blue dice.
Unfold the game board.
- Place the Queen (grey figure) in her bedroom (top right corner of the board).
- The Cardinal places 1 guard (not Rochefort or Milady) on each space marked with the Cardinal's coat of arms. 8 guards start the game on the board. The remaining 8 red figures are kept in reserve next to the favorite cards for the Cardinal, Milady, and Rochefort.
- The 4 Musketeers randomly choose 1 item of useful equipment from the blue-backed equipment tokens. They then shuffle the rest of the equipment, including the dangerous red-backed tokens. All 4 Musketeers take part in every game.
- The remaining 33 equipment items are placed face down, in stacks of 3, on the 11 chests on the board. Some of the equipment items found may be dangerous for the Musketeers.
- The 4 Musketeers start the game outside the Louvre, on the "Quai du Louvre" street on the left side of the board. It counts as a single, very large room.
- The Cardinal takes the "Cardinal's Signal" card and the "grate" token from his deck of special cards and places them face up next to his favorites' cards.
- The Cardinal shuffles his deck of special cards face down (14 cards) and draws the top card. It is his starting hand card.
- The Musketeers take the "One for all, and all for one!" card and the "door" token, which they place on their side of the game board.
- The players controlling the Musketeers must decide who will have the real pendants and who the fake ones. Every Musketeer must have a pendant card.
- The Musketeers shuffle the 12 move cards into a single face-down stack. If, at the end of 12 turns, the game is still not over, the move cards are reshuffled and play continues until one side wins.
Important notes:
- If there are fewer than 5 players, the players may agree among themselves who will control more than one Musketeer.
- Each Musketeer has a special combat ability. This ability is always active, whether attacking or defending. Rochefort and Milady also have a special ability that is always active.
Turn Order
Flip the top move card from the deck. It represents a complete turn, split into phases.
Read aloud, top to bottom, the names written on it: this is the order of play in which turns must be taken. If, at the end of the list, an image of the Queen appears on the card, then she moves along the track toward the ballroom by the number of spaces shown on the card. When a Musketeer's name is called, that Musketeer may act in whichever order they prefer, but combat always ends their movement, except when they pick up equipment or use it.
If, by the end of the 12 move cards, the game is still not finished, the move cards are reshuffled and play continues until one side wins.
Musketeer Actions
A Musketeer always can move 1 or 2 rooms in any direction.
In addition, they may perform the following actions.
- Talk. Musketeers may always talk to each other to work out a strategy, even if one of them is not in the same room on the board. While talking they may also show each other their equipment.
- Move. A Musketeer can always move through a room if the doors are open, or if none of the Cardinal's favorites are in it (Milady cannot block a Musketeer's movement through a room). The corridor to the ballroom, where the Queen is located, counts as the last room they can move into. From this corridor a Musketeer cannot move back.
- Help. If a Musketeer without the real pendants reaches the Queen in the ballroom corridor, she moves back 2 spaces along the ballroom track.
- Pick up equipment. A Musketeer may pick up equipment only in a room that has a chest, and only if there are no Cardinal's favorites in that room (Milady does not count). To do this, the Musketeer only needs to move into such a room. A Musketeer can carry a maximum of 3 items of equipment. They are not visible to the Cardinal. But if, while picking up equipment, a Musketeer finds a "Trap" or "Poison", they must reveal it and immediately suffer its effect. A Musketeer may pick up equipment from a chest room after combat with a Cardinal's favorite, if they win.
- Use equipment. This action is performed without spending action points, and takes effect immediately. A Musketeer may use as much equipment as they are carrying, and in whatever order they wish, combining it with movement or combat. If indicated, they are allowed to use certain equipment items outside their own turn. Once equipment has been used, it is discarded for the rest of the game.
- Trade. Musketeers in the same room may trade pendants, real or fake, or equipment, at the end of their movement or combat. Even a "seriously wounded" Musketeer may trade pendants, trade or give equipment, or receive it.
- Block. If, at the end of their movement, a Musketeer who is not "seriously wounded" is standing in a room marked with the Cardinal's coat of arms, then none of the Cardinal's favorites may appear there.
- Duel. Musketeers must fight guards or Rochefort if they are together in the same room (this does not apply to Milady). No one may move through a room if it is occupied by a favorite of the opposing side, except for Milady when she is alone. See details in the "Duel" section.
Recovery
A "seriously wounded" Musketeer returns to play the next time their name is called (this can happen within the same turn). At that point, they restore all their health units in the same room where they were wounded. However, during this turn they cannot move or use equipment. But they may trade, block, or fight.
Cardinal's Actions
When his name is called, the Cardinal may act in whichever order he prefers, but the duel must always come last, since it marks the end of the turn. The Cardinal spends action points. The number of action points he may use is shown on the move card. In addition, he may add several action points to increase his phases, using special cards.
All actions listed below cost one action point. They may be performed in any order.
- Reinforcement. Introducing 1 new favorite into play, only onto a space with the Cardinal's coat of arms. There is no limit on the number of favorites on that one space. Reinforcement cannot happen if the room with the Cardinal's coat of arms does not contain a Musketeer who is not "seriously wounded." Rochefort may enter as reinforcement only once per turn, even if he was wounded during that same turn. He then returns with the next move card.
- Move. Move 1 favorite 1 or 2 rooms, if there is no Musketeer in them and the doors are open. Each favorite can be moved only once per phase. The Cardinal can move groups of favorites simultaneously if he has enough action points for it. Naturally, 1 action point can be spent to introduce a favorite into play, and then another point spent to move them 1 or 2 rooms.
All actions listed below are performed without spending action points.
- Playing a special card. The Cardinal receives special cards if this is indicated on the move card. He may hold 3 special cards. He may only play them when his name is called, and only 1 card per phase. The "To Arms!" and "Elite Guards" cards may be played during the Musketeers' action phase. If he ends up with more than three cards, he must immediately discard 1. Some cards show two options for action. The Cardinal must choose only one of them.
- Seduction. Milady's abilities do not cost action points. She may attempt to seduce a Musketeer if she is in the same room with them; if there are several Musketeers in the room, Milady must choose who her target will be. She may attempt only 1 seduction roll per Cardinal phase. Milady can attempt to seduce after all the favorites have moved, and also before combat. The special card "A Delightful Scent of Perfume" may be played only if Milady is in one room with one or more Musketeers. Playing this special card automatically succeeds for her.
- Duel. Combat with one or more Musketeers in one room. Milady never fights. Rochefort always fires his pistol before any combat, and only once per battle, both when attacking and defending. Before this, the Cardinal must first say who he is aiming at. Rochefort cannot fire if the Musketeer has used the "Sword" equipment item against him. See details in the "Duel" section.
Cardinal's Signal
The Cardinal may play this card whenever he wants. The card immediately starts a special phase within the established turn order. The Cardinal can move ALL of his favorites present on the board 1 room in any direction he wants, provided they are not blocked by doors.
Duel
- When a group belonging to one side enters a room where the opponent is located, the duel takes place at the end of that side's turn.
- The duel is considered to happen simultaneously. It lasts until one of the sides leaves the room, or is neutralized.
- Each side rolls six-sided dice a number of times equal to their combat strength (shown on the character cards).
- A roll is considered successful if the value rolled is greater than or equal to the number shown on the character cards.
- For each hit, the Cardinal loses 1 guard. If Rochefort is present, he is always neutralized last. His figure is placed back in the Cardinal's reserve. Musketeers lose health units. Hits are divided equally among the Musketeers. In the case of an odd number of hits, the Cardinal chooses who receives the remaining hits.
- If a Musketeer has used up all their health units, they are considered "seriously wounded." Their figure is placed in the same room, to show their state. If a favorite is still standing in that room, the Musketeer must reveal their pendant card to the Cardinal. If it is the real pendants card, the Cardinal immediately wins the game. If it is not, the game continues. In addition, the Queen moves 1 space toward the King. Attention! The first favorite to enter a room with a "seriously wounded" Musketeer may check the Musketeer's pendant card before he recovers!
Example of a Duel
The Cardinal's turn phase begins with 3 action points, and he draws 1 card. The Cardinal drew the special card "Reinforcement 3", which gives him 3 additional action points, for a total of 6 action points. He spends the first action point moving Milady through two rooms to where the Musketeers are. Milady attempts to seduce d'Artagnan to find out whether he has the real pendants, rolling a die. The die shows a 4. Her attempt succeeds, since a successful seduction requires rolling 4, 5, or 6. d'Artagnan must show the pendants he is carrying. Milady learns that they are a fake — he is not carrying the real pendants.
The next action point the Cardinal spends on bringing 1 guard into a room adjacent to the room where Rochefort is standing. He now decides to attack the Musketeers, moving 3 guards and Rochefort into the room where the Musketeers are, using his last 4 action points. The Musketeers have only 2 health units each, having already lost 1 health unit each before this.
First Rochefort fires his pistol at d'Artagnan (when facing several enemies, d'Artagnan is the most dangerous of the Musketeers). Rochefort rolled a 5 on the die, meaning d'Artagnan is wounded. Since d'Artagnan was already wounded before this, he now has only 1 health unit left! The Cardinal's guards and Rochefort roll 5 dice (3 for the guards + 2 for Rochefort), hitting on 5-6. The values rolled are 1, 3, 5, 5, and 6 — 3 hits land. The two Musketeers roll 6 dice (2 for Aramis + 4 for d'Artagnan, thanks to his special combat ability), hitting on 4-5-6. They rolled the following values: Aramis rolled 1 and 3, and d'Artagnan rolled 2, 3, 6, and 6. Since the duel happens simultaneously, both sides' hits land at the same time.
The Cardinal's favorites received 2 hits, so 2 guards are removed from the duel and sent to the reserve. Of the Cardinal's escort, Rochefort is always the last to be removed from a duel. 1 guard and Rochefort remain. The Musketeers receive 3 hits, since Aramis rolled a 1 during this round of combat and avoided the attack thanks to his special ability. For d'Artagnan not to be seriously wounded, he must use the "Medicine" equipment item, or he will lose his last health unit. d'Artagnan used the "Medicine" equipment item and immediately restored himself 1 health unit, thereby neutralizing one attack. But, unfortunately, the number of hits was not divisible evenly among the Musketeers, so the Cardinal has the right to distribute the remaining hit himself. Since Aramis rolled a 1 and avoided all attacks in this round, the Cardinal deals the last, third hit to d'Artagnan, which results in him being seriously wounded.
The second round of the duel takes place between Aramis, the remaining guard, and Rochefort. The Cardinal rolls 3 dice (1 for the guard + 2 for Rochefort). The result is 2, 5, and 6! That is, 2 hits land, meaning Aramis needs to roll a 1 to use his special ability — dodge all attacks — otherwise he will be seriously wounded. Aramis rolls a 4 and a 6; the guard and Rochefort are sent to the reserve, but he himself ends up seriously wounded.
Since Milady was present in the room, she can freely search the Musketeers for the real pendants. She discovers that Aramis was carrying the real pendants. The Cardinal wins the game.
Equipment
Musketeers may use their equipment whenever they want, even during a duel.
Outside of a Duel
- "Key." Allows the use of the secret passage marker to move from one room to another during movement. You must have action points for movement in order to use the "Key."
- "Boots." Allows moving 1 additional room during your turn.
- "Door." Allows blocking passage between two rooms. The "Door" cannot block a character's movement out of a room if there are no other passages out of it. You cannot block any of the three paths leading to the ballroom. Musketeers may pass through the door.
In a Duel, When Attacking or Defending
- "Sword." Allows instantly sending 1 guard, or Rochefort when he is alone, to the reserve, without combat.
- "Medicine." Allows instantly gaining 1 health unit.
- "Cloak." Allows avoiding combat during the duel phase, but only by retreating 1 room in the direction of the entrance to the Louvre. When retreating into a room with a chest, the Musketeer cannot pick up equipment from it that turn.
Dangers
- "Trap!" Instantly wounds the Musketeer. They lose 1 health unit.
- "Poison!" Slows the Musketeer's movement by 1 room, only during their next turn.
Example of Equipment Use
Porthos begins his turn in a room with a chest, which he cannot use yet, since he has not moved. He crosses the first room, which is empty. He then enters the second room, where he must stop — the room contains 1 guard and a chest. Porthos must take part in a duel, but he prefers to use the equipment item "Sword" to eliminate the guard without a fight. The room is now free of enemies, and Porthos can open the chest, from which he draws the equipment item "Boots."
Porthos decides to use the equipment item "Boots," which he has just found, to move into the neighboring room. He then uses the equipment item "Medicine" to restore 1 health unit. Porthos has moved through three rooms this turn and gotten closer to the ballroom. He used 3 equipment items and restored 1 health unit.
Cardinal's Special Cards
- "Secret Passage." Works the same as the key, but the Cardinal may move as many favorites as he wants from one room to another during their movement, if they have enough action points.
- "Move the Grate." Works the same as the door. Only the Cardinal's favorites may pass through a grate blocked by the Cardinal.
- "A Delightful Scent of Perfume." Milady may look at the "Pendants" card of a Musketeer standing in the same room, without using "Seduction."
- "Reserve." The Cardinal may withdraw Milady, Rochefort, and any number of Guards into the Reserve.
- "Reinforcement." Gives the Cardinal several action points (from 2 to 4), which must be used immediately during his phase.
- "To Arms." Gives the guards 2 additional dice for the first roll during a duel.
- "Elite Guards." Allows the guards to hit on 4-5-6 on the first roll during a duel.
Example of the Cardinal's Turn
The Cardinal's turn phase begins with 4 action points and 1 card, which he draws. The Cardinal drew a Special card, "Move the Grate or use the Secret Passage." He spends his first action point on bringing a guard into a room (above the room occupied by Athos). He spends the second action point moving his guard through 2 rooms, into the room with the chest, adjacent to the room where Athos is. Now the Cardinal decides to play his Special card, "Move the Grate or use the Secret Passage." He places the grate in the doorway between the rooms where Athos and d'Artagnan are, thereby preventing the two Musketeers from joining forces.
The Cardinal decides to attack Athos. He spends his last two action points moving Rochefort and 1 guard into the room with Athos, which is blocked by the Cardinal's coat of arms. A duel must take place. But no! Athos uses the equipment item "Cloak" to avoid the fight, which would have been dangerous for him. He can only move to the neighboring room, occupied by 1 guard. This means he cannot avoid the duel, but at least the odds are far better for him in this fight. But even if he wins, he will not be able to use equipment items right after the duel, since it is not his turn phase. The Cardinal, for his turn, has freed the room through which the guards enter the Louvre, and has separated the two Musketeers.
The Three Musketeers: Characters and the Novel
Alexandre Dumas
Alexandre Dumas was born on July 24, 1802, in the small town of Villers-Cotterêts. He was the son of a general of the Republic, who was himself born on the Caribbean island of Saint-Domingue as the result of an affair between a French marquis and an enslaved Creole woman. Losing his father at the age of four, Alexandre Dumas became a notary's clerk in his home town in 1817. In 1823 he moved to Paris and took a job in the office of the Duke of Orléans. There he discovered the literary life of Paris. He began writing, and in 1825 staged his first theatrical play. His real success came in 1829, after the premiere of the romantic tragedy "Henri III and His Court." In 1836 Dumas began writing for the publication "La Revue de Paris," with which he worked until 1844. In 1837 he was made a Knight of the French Legion of Honour. In 1843 he came across a book by Gatien de Courtilz de Sandras titled "The Memoirs of d'Artagnan," which inspired him to write his novel "The Three Musketeers." While writing it, Dumas had many collaborators, including Auguste Maquet. Having become a wealthy man, he commissioned the building of the Château de Monte-Cristo. Debts, arising from the upkeep of his own theater, forced him to sell his property and move to Belgium. Nevertheless, his literary legacy remains highly important, including such works as "The Count of Monte Cristo," "La Reine Margot," and the sequel to "The Three Musketeers," "Twenty Years After." Dumas died in poverty on December 5, 1870, from a heart attack, not far from Puys.
The Novel "The Three Musketeers"
This adventure novel about France in 1625 was written in collaboration with Auguste Maquet and was first published as a series in the daily newspaper "Le Siècle" between March 14 and July 14, 1844. As a book it was published a little later that same year. It formed the first part of a trilogy, which also included the novels "Twenty Years After" (1845) and "The Vicomte of Bragelonne" (1847–1850), which carry the reader from the restless period of Anne of Austria's regency to the first years of the reign of Louis XIV.
Louis XIII
In history: The son of Henri IV and Marie de' Medici, he was born in Fontainebleau in 1601. He married Anne of Austria in 1615. His mother was regent during his childhood, and ruled under the influence of Concini. The young king had Concini killed in 1617. This happened when he clashed with one of the first uprisings by the kingdom's aristocrats, backed by the queen mother. Louis XIII prevailed over his internal enemies in 1620 at Les Ponts-de-Cé. When Cardinal Richelieu became chief minister, Louis XIII's policy was directed toward matching Richelieu's own considerable power in the affairs of the French state. This led to the siege of the Protestant city of La Rochelle (1628), the struggle against Gaston of Orléans, who sought to seize the throne from his brother, and the so-called "Day of the Dupes" (1630), when Richelieu foiled a plot against himself. In 1635 Louis XIII drew France into the Thirty Years' War. Eventually, in 1638, the future Louis XIV was born. After Richelieu's death in 1642, Louis XIII appointed Cardinal Mazarin as his successor. Louis XIII himself died the following year at Saint-Germain-en-Laye.
In the novel: The King is portrayed by Dumas as a rather weak man compared with his wife, and as being entirely under the political influence of his monstrous chief minister, Cardinal Richelieu. Nevertheless, the King has a good heart, and warmly supports the Musketeers, who restore his authority and prestige by hindering the actions of the Cardinal's guards.
Anne of Austria
In history: The eldest daughter of King Philip III of Spain and Margaret of Austria, Anne of Austria was born in Madrid in 1601. On December 25, 1615, at the age of 14, she became Queen of France, marrying Louis XIII. Mother to Louis XIV (born 1638) and the Duke of Orléans (born 1640), she had a turbulent relationship with the King and was in political opposition to Richelieu. The Duke of Buckingham adored her without any confirmation of a reciprocal feeling on her part. She died in Paris in 1666.
In the novel: Alexandre Dumas explains Richelieu's hostility toward the Queen by her refusal to grant him favor, having instead given her love to the Duke of Buckingham. To him she gave her famous diamond pendants, which d'Artagnan sets off for England to recover, in order to save her honor.
d'Artagnan
In history: Charles de Batz-Castelmore, Count d'Artagnan, was born around 1618 in the hamlet of Lupiac in Armagnac. He was recruited into the royal guard and became a musketeer around 1640. He took part in the siege of Arras during the war campaign of Roussillon in 1642, and was sent on a diplomatic mission to England in 1643. His whole career was devoted to Louis XIII, and then to Louis XIV, under whose reign he served under the command of Turenne. d'Artagnan was also the personal guard of the arrested Fouquet, the finance minister caught embezzling the royal treasury. Having been promoted to commander of the Musketeers, he died during the siege of Maastricht on July 25, 1673. His unreliable memoirs, written in the 1700s by Gatien de Courtilz de Sandras, were discovered in 1843 by Alexandre Dumas and inspired him to write his famous trilogy: "The Three Musketeers," "Twenty Years After," and "The Vicomte of Bragelonne."
In the novel: The main hero of the book. His story begins with his arrival in Paris and his meeting with Captain de Tréville, commander of the Musketeers. He becomes acquainted with his three companions during the famous duel in which all three took part. In the future, the famous motto "One for all, and all for one" unites them, whatever they encounter. Faithful to the Queen, he is in love with her lady-in-waiting, Constance Bonacieux, and clashes with Milady. Brave and courageous, he is the symbol of the adventurous spirit of the novel.
Athos
In history: Armand de Sillègue d'Athos d'Autevielle was born in 1615 in the village of Athos on the right bank of the Gave d'Oloron river, in the province of Béarn. The younger son, he made use of the patronage of his cousin, the Comte de Tréville, and joined the Musketeer regiment in 1640. He died young, most likely in a duel, on December 21, 1643, near the Pré-aux-Clercs, a popular meeting place for Parisian duelists.
In the novel: Dumas gave this little-known figure a distinguished birth, land of his own, and a past full of secrets, including a marriage to Anne de Breuil, who is none other than Milady. He is the oldest and most thoughtful of the Musketeers. And he lived 30 years longer than in real life! Dumas also made him the father of a son named Raoul, the future Vicomte de Bragelonne...
Porthos
In history: Isaac de Portau, son of a Protestant family from Béarn, was born in Pau in 1617. His father served as a notary to the Provincial Estates of Béarn and was a wealthy landowner with a noble title. Having taken up a military career, Porthos joined the French guard on the recommendation of the Comte de Tréville. He transferred into the Musketeers in 1643, the year Athos died.
In the novel: Alexandre Dumas made Porthos a loyal companion, simple and straightforward, endowed with Herculean strength. Coarse but kind-hearted, with vanity but without undue tact, he left military service after the terrible siege of La Rochelle (1628). Later he married and became Baron de Bracieux de Pierrefonds.
Aramis
In history: Henri d'Aramitz, or Aramis, was a lay abbot of noble and military origins. He came from a Protestant family in the province of Béarn. His father, Charles d'Aramitz, was a sergeant in the Musketeer regiment. Having become a nephew of the Comte de Tréville, Aramis became a musketeer in 1640, at the same time as Athos, but before Porthos. In 1654 he married Jeanne de Béarn-Bonasse. He had two sons and two daughters. The dates of his birth and death remain unknown.
In the novel: Aramis seeks a spiritual career, mainly as a path to power. At the same time, he remains, of all the Musketeers, the most attractive to women. Thus, he has several mistresses and a son.
Richelieu
In history: Armand Jean du Plessis, Cardinal Richelieu, was born in 1585 and died in 1642 in Paris. As the youngest son, fate marked him for a military career, but he chose the clergy instead in order to keep the diocese of Luçon in the family's control. Marie de' Medici, regent of the Kingdom of France, appointed him Secretary of State in 1616, even before he was exiled from 1617 to 1624, following the disgrace of the queen mother, whose favorite he had been. Although reserved toward him, knowing him to be full of ambition, Louis XIII needed him to restore the unity of France and its finances before beginning the struggle against the dominance of the Habsburg dynasty in Europe. Richelieu was responsible for the construction of the royal palace in Paris. He also became the founder of the French Academy.
In the novel: The character is portrayed as a genius of Machiavellian principles. He leads a plot against the Queen aimed at stripping her of her political influence over King Louis XIII. Richelieu knew that the Queen was in love with the Duke of Buckingham and that she had rashly given him several diamond pendants given to her by the King. Richelieu suggested to the King that the Queen wear the pendants at the upcoming ball, while sending his agent Milady to England so that she could steal them from Buckingham. But the Musketeers managed to prevent this plot. Richelieu then vainly sought a way to recruit d'Artagnan.
Milady
In the novel: A creation of Alexandre Dumas's imagination, she bears the names Anne de Breuil, Lady de Winter, otherwise Lady Clarick, otherwise Charlotte Backson. At first a Benedictine nun in a monastery, she used men for her own ends... A rejected wife, left by Athos to die, she becomes an agent of Richelieu. Mother and widow of Lord de Winter, she will be deceived by d'Artagnan, whom she will want to avenge at any cost. Milady is portrayed as a black angel, whose crimes, including her role in the murders of the Duke of Buckingham and Constance Bonacieux, will lead her to her doom. She will be beheaded by an executioner from Lille.
Rochefort
In the novel: Count Rochefort is marked by a scar on his face. He is Richelieu's agent in all his important missions and acts on behalf of the Cardinal himself. He accompanies Milady de Winter at the beginning of the novel, when their paths first cross with d'Artagnan's. In pursuit of him, d'Artagnan will meet Athos, Porthos, and Aramis. Rochefort is especially responsible for the later abduction of Constance Bonacieux. But this will not last until the end of the novel, in which he finally faces the hero in a duel. Having defeated Rochefort several times, d'Artagnan eventually makes peace with him.
Variants
These may be used separately or all together. They are intended to add complexity to the game and introduce several additional directions of play.
- To increase the difficulty for the Musketeers, you can make it so that they lose when the Queen steps onto space #14 of the track to the ballroom, then #13. In the end, the very best Musketeers can try to win with space #12! (By choice of the Musketeers.)
- Cover 1 or 2 chests on the board with the "Carpet" tokens. (By choice of the Musketeers.)
- Add 1 or 2 chests to the board wherever you want. (By choice of the Musketeers.)
- Add 1 or 2 Cardinal's-coat-of-arms spaces to the board wherever you want. (By choice of the Cardinal.)
- Cover 1 or 2 of the Cardinal's-guard spaces on the board with the "Carpet" tokens, or do both, in order to change the situation in the game for the Cardinal! (By choice of the Cardinal.)
- Play with the "Surprise" movement tokens for the Queen! Instead of counting the space the Queen will move to at the end of the turn, quickly flip over one of her tokens and use the result. In every other respect, spending points on movement remains exactly the same.
All of these variants can be combined to make the game easier or harder, and to have fun doing it...
Long live the Queen!
Game Contents
- 1 grey Queen figure.
- 1 red Rochefort figure (holding a pistol), 1 red Milady figure (holding a goblet), and 14 red Cardinal's Guard figures.
- 1 blue d'Artagnan figure, 1 orange Porthos figure, 1 green Athos figure, and 1 yellow Aramis figure.
- 1 "Door" token, 1 "Grate" token.
- 37 equipment items.
- 4 red dice for the Cardinal and 4 blue dice for the Musketeers.
- 12 move cards.
- 3 Cardinal's favorite cards: Rochefort, Milady, and the Guards, and 14 special Cardinal cards.
- 1 "Cardinal's Signal" card.
- 4 Musketeer cards and 13 health-unit tokens.
- 4 pendant cards; the real pendants card is colored differently, the other three are fakes.
- 1 "One for all, and all for one!" card.
Additional tokens for the extended rules
- 6 equipment-item tokens (with a gold corner).
- 2 additional-chest tokens and 2 Cardinal's-coat-of-arms tokens.
- 4 "Carpet" tokens.
- 12 Queen-portrait tokens.