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Time of Legends: Joan of Arc – Siege

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Siege Rulebook

Table of Contents

Table of Contents

  • Miniatures Overview
  • Terrain Additions
    • Fortifications
      • Ramparts
      • Gatehouse
      • Isolated Tower
      • Keep
  • Destruction of the Fortifications
  • Other Terrain Elements
    • Palisades
    • Rampart Ruins
  • Positions
    • Outside and Inside the Castle
    • Moat
  • Siege Tower
  • Limited Movement
  • Wood Bundle and Ladder
    • Wood Bundle Tokens
    • Ladder Tokens
  • Siege Phase
    • Setup
    • Siege Phase Overview
    • Playing a Round
    • End of Siege Phase
  • Scenario: The Siege of Calais
    • Armies
    • Victory Conditions
    • Rewards
    • Special Rules
  • Scenario: The Siege of Rouen
    • Armies
    • Victory Conditions
    • Rewards
    • Special Rules
  • Scenario: The Battle of the Tourelles
    • Armies
    • Victory Conditions
    • Rewards
    • Special Rules
  • Notes on the Source

Miniatures Overview

  • 1 Siege Tower
  • 1 Battering Ram
  • 2 Trebuchets with Servants
  • 2 Ballistas with Servants
  • 2 Bombards with Servants
  • 3 Culverins with Servants
  • 12 Hacquebutiers
  • 6 Pavise Shields
  • 4 Sappers
  • 6 Palisades
  • 1 Keep
  • 8 Ruins
  • 12 Short Walls
  • 4 Long Walls
  • 6 Towers
  • 2 Gatehouses

Terrain Additions

Fortifications

Fortifications (Ramparts, Towers, Fortified gates and Keeps) are terrain elements whose summit is an area on which players may place only Infantry Troops or any Character (unless they have the Big skill), in accordance with the capacity rules.

Each fortification gives each unit placed on it the following bonuses:

  • Adds 1 additional black dice to the total defence roll
  • Retaliation skill (only on Towers)
  • Shooting attack's range increased by 1

Units located on a Rampart or Gatehouse may only move or be Pushed into an adjacent Rampart or an adjacent inner area of the castle.

Melee attacks from a Rampart towards an area outside the castle or from an outside area towards a Rampart are prohibited, except in the case of ladders, Siege Towers (see below) or Flying units.

Barricade and other deployable defences can't be used inside fortifications.

Ramparts

  • Occupies: 4 spaces
  • Capacity: 3
  • Resistance: 3

A Rampart consists of either a long wall, or short walls and a Tower. Each of the short walls and Towers take up 1 space in their area, but they count as the same area.

The inside of a Rampart isn't protected: A unit located on a Rampart attacked from an area inside the castle does not gain the fortification bonuses except for the Tower area if the Rampart has any.

Towers included in a Rampart do not possess an interior tile.

Gatehouse

  • Occupies: 4 spaces
  • Capacity: 3
  • Resistance: 3

The Gatehouse is also a Rampart. Each of the Towers and the wall take up 1 space in their area, but they count as the same area. The Besieged can open and close the door (filling the moat) at the cost of an action. The Besieger can only activate the Gatehouse if he has at least one unit in the fortification and no Besieged troops left in/on it.

Towers included in a Gatehouse do not possess an interior tile.

Isolated Tower

  • Occupies: 1 space
  • Capacity: 1
  • Resistance: 3

Units located in a Tower always benefit from the Tower's defensive capabilities, no matter where they are attacked from.

When moving into an Isolated Tower's interior tile, take one of the available tiles at random. This interior tile is adjacent to the top of the Tower and to the Tower's area. A Tower's interior is independent from its exterior.

The area at the top of the Isolated Tower is adjacent to its building interior tile, and both can contain units at the same time.

Keep

  • Occupies: 3 spaces
  • Capacity: 2
  • Resistance: 4

The area at the top of the Keep is adjacent to its building interior tile.

Destruction of the Fortifications

Each fortification has a Resistance value ranging from 1 to 4.

Certain war machines can inflict a Damage token on a fortification if they obtain at least 1 [icon] result. When such a war machine fires against a fortification, the attacking player decides before making his attack roll if he is targeting the fortification or the units located on them.

Buildings and fortifications can only suffer one Damage per turn. When the number of Damage tokens inflicted exceeds or equals the Resistance value, the fortification collapses and is removed from the board, revealing the rubble area beneath. Place a Rampart ruins miniature in the area.

Rubble areas have the following effect: When attacking into this area, you may remove one Shield obtained by the defender when resolving an attack action.

Collapse of a Fortification: If units are present on or inside a fortification area as it collapses, each unit suffers 1 red dice of damage but may roll for defence. War machines get an automatic shield for this defence roll.

Other Terrain Elements

Palisades

Palisades are a border element, and like stakes, they don't occupy any space in an area. They are always placed in an area along one of its borders.

When defending against a shooting attack declared from an area located behind a palisade, each defending unit gains 1 white dice.

A palisade blocks all direct shots and melee attacks targeting all areas behind it. Units cannot move through a border containing a palisade.

A player can declare a melee attack against a palisade in order to automatically remove it from play. When they do so, all units located in the area attacking the palisade must use their action towards this goal, and cannot perform any other action.

War machines can also declare an attack against a palisade: On a Kill or Disrupted result, the palisade is destroyed.

You cannot Follow-up after combat when destroying a palisade.

Rampart Ruins

When any fortification is destroyed, a Rampart Ruins miniature is put in its initial area. These Ruins take up 1 space in an area, and have no effect.

Positions

Outside and Inside the Castle

On a castle hex, areas located in front of the Ramparts or Towers are considered outside the castle. Areas located behind the Ramparts or Towers are considered inside the castle.

Ramparts and Towers are placed so that the Ramparts' arches or the Towers' doors are facing the areas inside the castle.

A unit located in an area inside the castle can move onto an adjacent Rampart or Tower with a normal movement action (there are stairs inside the castle).

A unit located in an area outside the castle must use a Ladder token or a Siege Tower to reach adjacent Ramparts/Towers. All three areas (Outside, Fortification/Rubble, Inside) have a capacity of 4.

Moat

Unless otherwise specified in the scenario, only Flying units can move into a moat area.

Siege Tower

The Siege Tower, when located in an area adjacent to a fortification, makes its area, and all areas adjacent to it, adjacent to that wall, and negates the defence bonus of a black dice awarded by a wall or Tower. This only affects Infantry units.

Limited Movement

A war machine can never move more than one area during a turn and, not being Infantry or Cavalry, is not eligible for any effect that can move it more than 1 area.

Wood Bundle and Ladder

The Besieger has a limited stock of special tokens to help their forces access the fortifications.

Wood Bundle Tokens

An Infantry unit in an outside area adjacent to a moat may use their action when activated to place an available Wood Bundle token on the moat. An area containing a Wood Bundle token is considered a plain.

Ladder Tokens

An Infantry unit in an outside area adjacent to a Rampart may use their action when activated to attempt to hang an available Ladder on the wall.

To hang the Ladder token, roll 1 black dice: On a [icon] result, the ladder is hung; place the Ladder token on the wall. On any other result, nothing happens. You don't lose the Ladder token.

Tips: Ladders can be a major part of your assault plan. If it fails to hang, don't forget to check your Character, Musician or Standard Bearer's command to reactivate a unit close to the fortification!

A Ladder token can only be hung on a Rampart.

Once placed, the Ladder token makes the area outside the Rampart in which it is placed adjacent to the Rampart. Infantry units located in this area may therefore perform a melee attack against the top of an adjacent Rampart, or move there if the area is allied or free.

Siege Phase

A Siege phase occurs before the beginning of a Siege scenario, and will have an impact on the game board and both armies. Units will be destroyed, fortifications will be attacked… the Siege phase can completely change how a battle plays out.

Setup

After setting up the chosen scenario, each of the two players is assigned a role and the Siege phase can begin:

The player attacking the castle is the Besieger. The player to defend it is the Besieged.

Each player takes the Siege card deck that corresponds to their role and receives a number of Supply and Morale tokens as described below:

  • Besieger: 6 Morale, 6 Supply
  • Besieged: 12 Morale, 12 Supply

The player who is designated as first player by the scenario takes the First player token.

Siege Phase Overview

The Siege phase takes place over 3 rounds.

During each round, each player has 3 slots in front of them where they can place their Siege cards (see Playing a Round).

Each deck contains 16 cards. Both these decks contain a Treason card, which must be placed in each player's hand at the beginning of the Siege phase (shuffle the decks afterwards).

Each player therefore has a 15 card deck to draw from, and a Treason card in hand when initiating a Siege phase.

Playing a Round

  1. Players draw 5 cards from their respective decks (Besieger or Besieged).

  2. The players choose and place a card from their hand, face down, on each of the three slots in front of them, until all slots are filled with a card. They then discard all the remaining cards in their hand, except one, which they will Keep for the next round.

Warning! A Permanent card played during a previous round occupies its location from one round to another, therefore limiting the available slots.

  1. Starting with the player with the First Player token, each player reveals and applies the effect of a card placed in front of them, then their opponent does the same until all cards played by both players have been revealed. Players must reveal their cards in the order they were laid, from left to right.

Example card, "Bridge the Gap": Effect (marked A): Remove up to 2 Damage tokens from one of your fortifications. Cost (marked B): 4 Supply and 2 Morale.

Effects (A) of a Siege card may require the spending of one or more Morale or Supply (B) tokens. If the player does not have enough tokens, the card is discarded without applying its effect and no tokens are spent.

The cost of a card marked Permanent is paid only when it is first revealed. It remains active during the following rounds at no additional cost.

Effects that happen before the end of a Round happen here.

  1. At the end of each round:
  • Players may discard one or more Permanent cards placed in front of them.
  • At the end of the 1st and 2nd round, the Besieger gains 3 Supply and the Besieged loses 1 Morale.

End of Siege Phase

At the end of the 3rd round of the Siege phase, players can buy resources for the scenario by spending their remaining Morale or Supply tokens, at the following costs:

ResourceSupplyMorale
[banner icon] × 168
[gold round icon] × 145
[crossed-swords icon] × 145
[gold card icon] × 133

Unspent Morale or Supply tokens are lost and discarded.

The scenario can now begin.

Scenario: The Siege of Calais

September 4th 1346 – August 3rd 1347

After a splendid victory in Crécy, Edward III decided to lay siege to Calais to secure a stronghold and a harbour in a strong position, letting him connect his lands and the continent. At first, he ordered multiple attacks with his bombards, torsion, swinging arm and explosive machineries, anything he could attack with. After seeing the besieged men's resilience, he then resorted to starving the city. Tightening his grip around Calais on both sides, like Caesar in Alesia, he waited. Meanwhile Philippe VI, the French king was moving in with fresh levies.

Length: 6 Rounds.

Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, S1 (x6), S2 (x2), S3 (x4).

The map diagram for this scenario is printed on book page 195 and is not transcribed.

Armies

English Army

  • Edward III, English King
  • 10 Bowmen
  • 5 Foot Knights
  • 4 Sergeants-at-Arms
  • 3 Voulgiers
  • 2 Sappers
  • 1 Standard Bearer
  • 1 Musician
  • 1 Bombard
  • 2 Trebuchet
  • 2 Ballista
  • 6 Pavise Shield
  • 1 Battering Ram
  • Intrigue card: Siege of Calais
  • Tokens: 1 Ladder, 2 Wood Bundle, and 1 round token, as pictured

Besieged Army

  • Jean de Vienne (Level 2)
  • 1 Foot Knights
  • 4 Provincial Militia
  • 2 Crossbowmen
  • 3 Pikemen
  • Intrigue card: Siege of Calais
  • Tokens: 2 [crossed-swords icon]

French King's Army

  • Philippe VI de Valois (Level 2), French King
  • 6 Mounted Knights
  • 3 Provincial Militia
  • 1 Standard Bearer
  • 1 Musician

Civilians

  • Apothecary
  • Farmer
  • Citizen
  • Merchant Girl
  • Blacksmith
  • Priest
  • Guide
  • Soothsayer

Victory Conditions

The player with the most Victory Points at the end of the 6th round wins the game.

If a king is destroyed (Edward III or Philippe VI), the opposing side immediately wins the game.

French Side

  • Enemy war machine (Bombard, Trebuchet, Ballista, Battering Ram) destroyed: 2 Victory Points
  • English unit destroyed or Disrupted at the end of the 6th round: 1 Victory Point

English Side

  • Jean de Vienne Disrupted or destroyed at the end of the 6th round: 3 Victory Points
  • Unit from the besieged army Disrupted or destroyed at the end of the 6th round: 1 Victory Point
  • English units in Calais at the end of the 6th round: 1 Victory Point per English unit

In case of a draw, the English side wins the game.

Rewards

  • 1 [crossed-swords icon] for each enemy Infantry or Cavalry unit destroyed.
  • 2 [crossed-swords icon] for each Character / war machine destroyed.

Special Rules

Board & Setup

The French side first places the units from the besieged army in any areas inside the castle or on the Ramparts (both of these count as being in Calais).

Then, the English side places their units between the city walls and the palisades. There can't be more than 1 Pavise per hex.

Lastly, the French side places the units from the French king's army behind the English palisades.

Scenario: The Siege of Rouen

July 29th 1418 – January 19th 1419

Edward III had been victorious at Crécy and taken Calais. Henry V, after winning in Agincourt, tried to match Edward and laid siege to Rouen. He surrounded the city and set up a chain in the river to prevent boats from reaching it. Rouen's inhabitants were defending themselves with all they had. With cannons and troops, they attacked several times to break the siege. The English prisoners were hung on the city's walls in an effort to dissuade Henry V. This didn't stop him from starving the city. The helpless were soon banished for lack of food but found themselves trapped between the city's walls and the English army. Anything was good to eat in the streets: dogs, cats, rats… In a desperate attempt to raise the siege, Rouen's citizens sallied forth into the English lines.

Length: 6 Rounds.

Scenario tiles: 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 16, 17, 18, S1 (x6), S2 (x5), S3 (x3).

The map diagram for this scenario is printed on book page 199 and is not transcribed.

Armies

French Army

  • Alain Blanchard, Crossbow Captain
  • Jean Jourdain, Artillery Master
  • Guy le Bouteiller
  • 1 Foot Knights
  • 4 Peasant Militia
  • 3 Peasants
  • 2 Pavisiers
  • 3 Pikemen
  • 4 French Mounted Knights
  • 2 Culverin
  • 1 Ballista
  • 1 Hacquebutiers
  • 3 Crossbowmen
  • Intrigue card: Siege of Rouen
  • A King card (K) and one round token, as pictured

English Army

  • Henry V (English King)
  • 5 Foot Knights
  • 4 Sergeants-at-Arms
  • 3 Voulgiers
  • 2 Sappers
  • 1 Standard Bearer
  • 1 Siege Tower
  • 8 Bowmen
  • 3 Hacquebutiers
  • 1 Bombard
  • 1 Culverin
  • 1 Ballista
  • 6 Pavise Shield
  • 1 Musician
  • Intrigue card: Siege of Rouen
  • Tokens: 2 Wood Bundle, 1 Ladder
  • 2 Wagons

Civilians

  • Apothecary
  • Farmer
  • Citizen
  • Merchant Girl
  • Blacksmith
  • Priest
  • Guide
  • Soothsayer

Victory Conditions

The player with the most Victory Points at the end of the 6th round wins the game.

If the English King Henry V is destroyed, the French side immediately wins the game.

French Side

  • English war machine (Bombard, Culverin, Ballista, Siege Tower) destroyed: 2 Victory Points
  • English wagon destroyed: 3 Victory Points
  • French Character on the board at the end of the 6th round: 1 Victory Point for each.

English Side

  • French character destroyed or Disrupted at the end of the 6th round: 3 Victory Points
  • At least 1 English unit in the city at the end of the 6th round: 1 Victory Point
  • For each English unit in the Keep at the end of the 6th round: 3 Victory Points

In case of a draw, the English side wins the game.

Rewards

  • 1 [crossed-swords icon] for each Infantry or Cavalry unit destroyed.
  • 2 [crossed-swords icon] for each Character/war machine destroyed.

Special Rules

Board & Setup

The English side first places their wagons and war machines in the plains, field and/or village areas outside the castle.

The French side then places all of their units (except their French Mounted Knights) on the Ramparts, Gatehouse, Towers or any village area adjacent to Ramparts (French Deployment Zone). War machines may be placed on the Walls but, if so, they cannot move during the game. Whenever a war machine in this situation gets pushed, it suffers 1 Wound. If the fortification is destroyed, the war machine is also destroyed.

The English side then places all of their remaining units in any area outside the castle. There can't be more than 1 Pavise per hex.

The French side then chooses which Gatehouse is open and which one is closed and places the bridge overlay over the moat of the chosen Gatehouse. The Bridge is considered a plain area and has a capacity of 2.

The French side finally places their French Mounted Knights in the inside area of the open Gatehouse.

Wagons

The two English wagons cannot move in this scenario. They are destroyed if they suffer a [icon], [icon] or [icon] result from an attack.

Scenario: The Battle of the Tourelles

May 6th, 1429

Joan of Arc, together with Jean de Dunois, marches on the fort of the Tourelles. Their objective: lift the siege currently laid on Orléans' south door. Captain Glasdale, from atop the Tourelles' Ramparts, harasses Joan of Arc and and prepares his troops for the terrible battle ahead which will decide the fate of the city.

Length: 5 Rounds.

Scenario tiles: 1, 3, 5, 6, 7, 10, 16, 17, S1 (x3).

The map diagram for this scenario is printed on book page 203 and is not transcribed.

Armies

French Army

  • Joan of Arc
  • Jean de Dunois (Haste & Parry)
  • Master Jean's Culverin
  • 1 Bombard
  • 3 Crossbowmen
  • 2 Halberdiers
  • 4 Pikemen
  • 4 Sergeants-at-Arms
  • 4 Foot Knights
  • 1 Standard Bearer
  • 1 Musician
  • 4 Pavise Shield
  • 1 Battering Ram
  • Apothecary
  • Tokens: 2 [banner icon], 2 Ladder, and 1 round token, as pictured
  • Reinforcements from the Island (see Special Rules): 1 Halberdiers, 1 Foot Knights, 1 Crossbowmen

English Army

  • William Glasdale
  • Guillaume de Molins
  • 6 Bowmen (without Stakes)
  • 4 Sergeants-at-Arms
  • 1 Standard Bearer
  • 2 Foot Knights
  • 2 Pikemen
  • 2 Culverin
  • Tokens: 1 round token, as pictured

Victory Conditions

The French player wins if they have at least one unit in the Tourelles' Tower before the end of the 5th round.

The English player wins if they prevent the French player from achieving their objective. The game ends immediately in an English victory if Joan of Arc is destroyed.

Rewards

  • 1 [crossed-swords icon] for each enemy Foot Knight or Bowmen unit destroyed.
  • 2 [crossed-swords icon] for each enemy Character destroyed.
  • 1 [dark token icon] for every other enemy unit destroyed.

Special Rules

No Moat

Moats are considered plains in this scenario.

Setup

No units can be deployed in 1B and 7A.

The English player sets up their units in the areas inside the castle. Only one unit can be deployed on each fortification.

Then, the French player sets up their units in the areas outside the castle. There can't be more than 1 Pavise per hex.

In the Tourelles' Tower

The Tourelles' Tower is a massive fortification, canceling all Push results suffered by units located inside it.

Fatigue

At the beginning of the Council phase in the 3rd, 4th and 5th rounds, the English player may place a Fatigue token (use any generic token) in an area containing French units. No area can contain more than 1 Fatigue token.

To activate units in an area containing a Fatigue token, players must discard 1 Order in addition to the Order used for the activation. Doing so destroys the Fatigue token.

English Preparations

Once per turn, the English player can spend 3 [crossed-swords icon] to gain 1 Interruption Order.

Master Jean's Culverin

Master Jean's Culverin rolls 1 red dice in place of one of its yellow dice when attacking.

Emergency Bridge and the Tourelles Bridge

Starting from round 3, by spending 3 [crossed-swords icon], the French player can build an emergency bridge.

Place this bridge between the island and the Tourelles (hexes 7A and 1B). Place the Reinforcement units in any area of hex 7A. The emergency bridge is, just like the Tourelles' bridge, considered a plain area and has a capacity of 2.

If you own the Village Pack expansion, you can replace this overlay with the Wooden Bridge miniature.

Incendiary Boat

The French player can set fire to the Tourelles bridge by spending 3 [crossed-swords icon].

If a unit tries to cross the bridge while it is burning, it must roll a yellow dice:

  • On a blank result, the unit is destroyed. If the unit is a Character, it suffers 1 Wound.
  • On any other result, nothing happens.

Joan of Arc's Prayers

If Joan of Arc prays while in the area containing the shrine she gains 1 additional [dark token icon].

No Civilians

There are no Civilians in this scenario, only units from their respective armies. As such, it is not possible to perform a Discussion with the Apothecary.

Notes on the Source

  • Transcribed from the publisher's PDF page images, checked against the text layer page by page. Page 187 (the cover painting) and the blank or art-only pages carry no rules and are not reproduced.
  • Icons carry no printed name on the page. They are shown in square brackets by appearance: the attack-result icons in the Destruction, Wagons and Ladder sections are shown as [icon]; the reward and cost icons as [crossed-swords icon] and [dark token icon]; the resource icons in the End of Siege Phase table by their appearance. Their meaning should be checked against the printed page before relying on the bracketed name.
  • The round tokens and banner counts pictured on the army boards have no printed name on the page and are listed as pictured.
  • The Siege card deck contents are printed on the individual cards and are not part of this section; the rules above are the Siege rules as printed.
  • The scenario banners on each scenario page (round count and star or number icons) are shown as their round count only.