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Time of Legends: Joan of Arc – Super Exclusives thumbnail

Time of Legends: Joan of Arc – Super Exclusives

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Super Exclusives Rulebook

Table of Contents

Table of Contents

  • Scenario 1: Joan of Arc in the City of Angels
    • Setup
    • Victory Conditions
    • Rewards
    • Special Rules
    • Scenario 1 Unit Cards
  • Scenario 2: The Battle of Brignais – April 6th 1362
    • Setup
    • Victory Conditions
    • Rewards
    • Special Rules
    • Scenario 2 Unit Cards

Scenario 1: Joan of Arc in the City of Angels

Joan of Arc is stuck inside her dreams, looking for the voices that helped her so many times in the past. Together with a small army of souls, she wanders the city of angels. While following the calming sound of an angelic voice, she hears the demonic roar of the creatures roaming the place.

Players: 3. Rounds: 6.

Setup

Joan of Arc is played by the Second Player and Gog and Magog by the First and Third Players. Use the scenario tiles shown on the map: tiles 1, 2, 3, 4, 6, 7, 8, 13, 14, 15, 16, 17 and 18, placed at the positions shown on the printed map (1B, 2B, 3B, 4A, 6B, 7B, 8B, 11B, 13A, 14B, 15A, 16A, 17B, 18A).

Gog (First Player):

  • Gog Rally Point.
  • Gog with 5 Skeletons.
  • 2 Ghosts.
  • 3 Skeletons – Danse Macabre.

Joan of Arc (Second Player):

  • Joan of Arc (Holy Level 2) and Gilles de Rais (Holy Level 2).
  • 1 Penitents, 1 Flagellants and 1 Heretics.
  • The Horse token is placed on the board as shown on the map.

Magog (Third Player):

  • Magog Rally Point.
  • Magog with 3 Flying Demons.
  • 2 Voracious Demons.
  • 6 Wolves.

Civilians: Bonesetter, Blacksmith, Priest and Citizen are placed as shown on the map.

Other units: Archangel Gabriel, The Unicorn, Bear Tamer and 4 Angels are placed as shown on the map. Angels are neutral and belong to no player's army until recruited.

Victory Conditions

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

For all players:

  • For each destroyed enemy troop: 1 Victory Point.
  • For each destroyed enemy Character: 2 Victory Points.

Joan of Arc must rally the Angels and Archangel Gabriel to her cause:

  • Recruiting an Angel: 1 to 4 Victory Points (see Angelic Recruitment).
  • Recruiting Archangel Gabriel: 4 Victory Points.
  • If any unit from Joan of Arc's army is located in the church or in the church's area at the end of the 6th round: 4 Victory Points.

Gog wants to kill all the animals in the land of dreams to gather the necessary materials for his hexes. A Wolves or Bear Tamer unit attacked from an area containing Gog is destroyed if it suffers a Disrupted result.

  • Unicorn or Bear Tamer destroyed: 2 Victory Points.
  • Wolves or Horse destroyed: 1 Victory Point.
  • For each destroyed Civilian: 1 Victory Point.
  • If there are no Wolves, Bear Tamer and Unicorn units on the board at the end of the 6th round: 4 Victory Points.

Magog wants to gather souls. A troop from Joan of Arc's army or a Civilian attacked from an area containing Magog is destroyed if it suffers a Disrupted result.

  • For each destroyed Character: 2 Victory Points.
  • For each destroyed Civilian: 1 Victory Point.
  • If any unit from Magog's side is located in the church or in the church's area at the end of the 6th round: 4 Victory Points.

If several players have the same number of Victory Points at the end of the 6th round, the Joan of Arc player wins the game. If only Gog and Magog players are tied for the win, the Joan of Arc player also wins the game.

Rewards

  • 1 XP token for each destroyed enemy troop.
  • 1 XP token for each destroyed Civilian.
  • 1 XP token for each destroyed Wolves, Horse or Bear Tamer (Gog player only).
  • 2 XP tokens if the enemy Unicorn is destroyed.
  • 3 XP tokens for each destroyed enemy Character.

Special Rules

3 Players. There are no alliances among armies in this scenario.

Angelic Recruitment. In this scenario, Joan of Arc can recruit the neutral Angels located on the game board. In order to recruit Angels, Joan of Arc must be located in their area and spend some Legend tokens as a bonus action.

The first recruited Angel requires the player to spend 1 Legend token, and rewards them with 1 Victory Point upon recruitment. Each following Angel requires 1 additional Legend token to be recruited, and rewards the player with 1 additional Victory Point, up to a total of 4 Legend tokens per recruitment that will yield 4 Victory Points.

Archangel Gabriel can also be recruited following the same method, at the cost of 4 Legend tokens. Recruiting Archangel Gabriel rewards the player with 4 Victory Points.

If an unrecruited Angel or Archangel Gabriel is attacked by Gog or Magog's side, place them in the infirmary. If these units are rallied through the Doom dice roll, deploy them on Joan of Arc's Rally point. These units can still be recruited by Joan of Arc.

Prayer. During this scenario, Joan of Arc's Prayer action awards 3 Legend tokens. If Joan of Arc is located in the church or in the area containing the shrine, the Prayer action awards 1 additional Legend token.

Taking Hold of the Horse. If Joan of Arc moves into an area containing the Horse, she becomes Mounted Joan of Arc (same level, same allegiance). Remove the Horse from the board. If a unit from Gog's or Magog's side moves into the area containing the Horse, destroy it.

The Unicorn. If Joan of Arc moves into an area containing the Unicorn, or if the Unicorn is attacked by a unit from Gog's or Magog's side without getting destroyed, it joins Joan of Arc's army.

The Bear Tamer. If Joan of Arc moves into an area containing the Bear Tamer, or if the Bear Tamer is attacked by a unit from Gog's or Magog's side without being destroyed, it joins Joan of Arc's army.

Civilians. Gog and Magog's units treat Civilians as if they were enemy units in this scenario.

Scenario 1 Unit Cards

Gog. Big – Heal – Reroll – Ruthless. The cost of your [icon] is reduced by 1. When an enemy unit in an adjacent hex to Gog declares an attack, remove one dice from the unit's attack pool.

Skeletons (Danse Macabre). Immortal. If at least one other Skeletons Troop is in the same area: [icon] +1.

Skeletons. When defending: Cancel 1 [icon]. If at least one another Skeletons unit is in the same area: [icon] +1.

Ghosts. Immortal. Once per turn, if you spend 1 [icon]: Ghosts gain Haste 2 and can move through enemy area (but not stop into it). Ghosts are not affected by terrain modifiers.

Joan of Arc (Holy Level 2). Tough – Terror 1 – Prayer. Once per round, when Joan is activated: You may play 1 [icon] from the common pool in an allied area located up to 3 areas away from her. Once during the Camp phase: [icon] → [icon].

Gilles de Rais (Holy Level 2). Charisma – Slayer. When Gilles de Rais is activated, you may move all allied Rally points by one area. When attacking: if you roll at least one blank result, reroll one dice once.

Penitents. Tough. If a Flagellants unit is located in the Penitents' area, gain Charge. Once per round, if an Unholy unit is destroyed by an attack involving the Penitents, gain [icon].

Flagellants. Tough – Charge. If at least one Penitents unit is in the same area: [icon] +1 [icon].

Heretics. Tough. When attacking, if the Heretics inflict at least 1 [icon] to a level 2 Character, this Character is downgraded to level 1. When defending: [icon] → [icon].

Magog. Big – Charge – Bodyguard – Slayer. Once per Round, if you spend 1 [icon]: prevent one enemy unit adjacent to Magog from moving. At the start of the Round, designate an enemy Character adjacent to Magog: if this Character doesn't attack Magog during this Round, their owner loses 1 [icon] and 1 [icon].

Voracious Demons. Charge. When defending against a melee attack: [icon] → inflicts [icon] on the attacker.

Flying Demons. Jump 2 – Immortal. When attacking: [icon] → [icon].

Wolves. Haste 2 – Dodge.

Citizen (civilian). Bonus Action: Once per turn, gain 1 [XP token].

Priest (civilian). Prayer – Heal. The Priest's Heal action can be performed in an adjacent area.

Blacksmith (civilian). Peasants in the same area as the Blacksmith gain Riposte and [icon] +1 [icon].

Bonesetter (civilian). During the Camp phase, reroll the Doom dice once for up to two allied Disrupted units.

Archangel Gabriel (other unit). Bodyguard – Jump 2. When attacking: if you roll at least 1 [icon], the Archangel Gabriel may perform a move action after the attack.

The Unicorn (other unit). Heal – Haste 2. Cost of [icon] is reduced by 1. When attacking or defending: turn one [icon] into the result of your choice.

Angels (other unit, see Angelic Recruitment). Prayer – Jump 3 – Carrier. [icon] +1 [white die] against [icon]. Recruited through the Angelic Recruitment rule above.

Bear Tamer (other unit). Retaliation – Terror 2. After a Follow-up after combat, the Bear Tamer may perform an extra attack.

Horse token. Used by the Taking Hold of the Horse rule above.

Notes on Scenario 1 card text. The unit and civilian card faces on printed page 66 are small, and the resolution icons inside them are shown in brackets where the scan does not make them legible. The card-face numbers (hits, movement and command values) are not reproduced here.

Scenario 2: The Battle of Brignais – April 6th 1362

In 1360, peace was signed with the treaty of Brétigny. Mercenary troops all around France lost their jobs, and started attacking their surroundings to survive. These mercenary troops consolidated under the same banner to be able to attack bigger settlements. They were known as the Tard-Venus (the Latecomers). Their biggest force was led by Seguin de Badefol, occupying the Priory of Brignais. The entire region was in turmoil – Even the Pope felt unsafe. The French King decided to do something about it, and sent his cousin, the Constable of France, with a huge army to stop the rampaging mercenaries.

Players: 2 to 4. Rounds: 6.

Setup

Players 1 and 3 command the Tard-Venus side; Players 2 and 4 command the French side. See Special Rules for the seating and player order by player count.

Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16, 17 and 18, placed at the positions shown on the printed map.

The Good Place Inn is placed on the board as shown on the map. Its interior tiles (Ground Floor, 1st Floor and Cellar) are set beside the board as shown.

Rally points: Player 1, Player 2, Player 3 and Player 4 each have a Rally Point on the map.

Player 1 – Tard-Venus:

  • Seguin de Badefol.
  • 2 Heavy Sergeants-at-Arms.
  • 4 Sergeants-at-Arms.
  • 2 Pavisiers.
  • 2 Pikemen.
  • 4 Bowmen.
  • 4 Rocky Outcrops (see Special Rules: Mercenaries Up on the Hills).

Player 2 – French:

  • Jacques de Bourbon.
  • 4 French Mounted Knights.
  • 4 Gentry Mounted Knights.
  • 4 Peasant Militia.
  • 1 Standard Bearer.
  • 1 Musician.

Player 3 – Tard-Venus:

  • Petit Meschin.
  • 1 Bear Tamer.
  • 4 Guisarmiers.
  • 2 Mounted Bowmen.
  • 2 Heavy Sergeants-at-Arms.
  • 4 Voulgiers.
  • 2 Wagons (in possession of Player 3 at the start of the game; see Capture a Wagon).

Player 4 – French:

  • Arnaud de Cervole.
  • 2 Impetuous Knights.
  • 2 Foot Knights (Two-Handed weapon).
  • 4 Provincial Militia.
  • 2 Crossbowmen.
  • 1 Standard Bearer.
  • 1 Musician.

Civilians placed on the map: Executioner, Merchant Girl, Apothecary, Priest, Citizen and Blacksmith.

Inside the Good Place Inn: Robert Knolles, John Hawkwood, Jacques the Troubadour, Leo the Innkeeper and Monsieur Quirk.

Mercenaries (Robert Knolles and John Hawkwood) start in the Inn; see Special Rules: Recruitment.

Victory Conditions

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

French Side:

  • Each Mercenary Character destroyed or Disrupted at the end of the 6th round: 3 Victory Points.
  • Each Mercenary unit destroyed or Disrupted at the end of the 6th round: 1 Victory Point.
  • Each building occupied by French units (except The Good Place Inn) at the end of the 6th round: 3 Victory Points.
  • Each captured Wagon at the end of the 6th round: 2 Victory Points.

Tard-Venus Side:

  • Each French Character destroyed or Disrupted at the end of the 6th round: 3 Victory Points.
  • Each Mounted Knights or Foot Knights Troop destroyed or Disrupted at the end of the 6th round: 1 Victory Point.
  • Each ransomed Civilian: 1 Victory Point.
  • Each recruited renowned mercenary that is not destroyed or Disrupted at the end of the 6th round: 1 Victory Point.

If there is a draw, the Tard-Venus side wins the game.

Rewards

  • 1 XP token for each destroyed Infantry unit, Cavalry unit or ransomed Civilian.
  • 2 XP tokens for each destroyed Character or captured Wagon.

Special Rules

4 Armies, 2 Sides. When played with 4 players, this scenario functions as follows:

  • Player 1 and Player 3 are part of the Tard-Venus side.
  • Player 2 and Player 4 are part of the French Side.
  • Units can't be in the same area as units belonging to another army, even their allies.

Player Order. Player 1 – Tard-Venus, Player 2 – French, Player 3 – Tard-Venus, Player 4 – French.

2 Players. When playing with 2 players, one player controls the French side, while the other controls the Tard-Venus side.

3 Players. When playing with 3 players, one player controls the Tard-Venus side, while the 2 others control each French side.

Mercenaries Up on the Hills. Player 1 can place 4 rocky outcrops on the Hill areas of the board, to their liking. There can't be more than 1 rocky outcrop per area. They then set all their units on the Hill areas of the board.

Ransoming the Civilians. All units from the Tard-Venus side moving into an area containing Civilians can ransom them (one per Order played), as a bonus action. Once ransomed, a Civilian is removed from the board, awarding 1 XP Token and 1 Victory Point.

Arnaud de Cervole, Seasoned Mercenary. Arnaud de Cervole knows his old Mercenary colleagues all too well: Once during the game, Player 4 can, with their consent, take their turn when Player 2 should have done so, and vice versa.

Stone Throwing. Player 1 units present in a Hill area containing a rocky outcrop can throw rocks at their opponents. As an action, they can attack an adjacent area with a ranged attack, using 1 Yellow Dice per attacking unit. Remove the rocky outcrop from the game board after resolving this action.

Famous Apothecary. The Priory of Brignais belongs to Guy de Chauliac, Father of medicinal surgery, and author of the "Chirurgia Magna". Once per game, if Jacques de Bourbon moves into an area containing the Apothecary, remove any Wounds from his unit card. Remove the Apothecary from the game afterwards.

Recruitment. 2 renowned mercenaries, Robert Knolles and John Hawkwood, are drinking in the nearby tavern. A Character present in the same area can recruit each of them to his side at the cost of 1 action by spending 2 XP tokens per Character.

Capture a Wagon. At the beginning of the game, 2 Wagons are in possession of player 3. When activated, a Wagon can only move 1 area. It cannot attack or be attacked, and is size 1. If a Wagon is in an enemy area, it is captured and belongs to the player who owns at least one unit in this area.

The Good Place Inn. The Inn is made up of 3 interior tiles which are connected:

  • Ground floor and cellar are adjacent to the Inn's area.
  • Ground floor is adjacent to cellar and 1st floor.
  • 1st Floor is only adjacent to ground floor.

Scenario 2 Unit Cards

Seguin de Badefol (Player 1). Mercenary – Cruel – Genius – Parry. (Printed in French: Mercenaire – Cruel – Génie – Parade.) Once per round, if you spend 1 [icon]: draw 2 Legend cards, keep the one of your choice and discard the other. Once per turn: reduce the cost of a [icon] by 1.

Translation note: the printed card text for Seguin de Badefol is in French and is translated here. "Génie" is rendered as "Genius" and "Parade" as "Parry"; these keyword renderings are the translator's and may differ from wording on the English-language cards.

Heavy Sergeants-at-Arms. Retaliation – Cohesion.

Sergeants-at-Arms. Retaliation.

Pavisiers. When defending: one unit in the same area as the Pavisiers may reroll 1 die.

Pikemen. Cohesion. [icon] +1 [icon] against [icon]. When defending against [icon] Pikemen gain Retaliation.

Bowmen. When attacking: [icon] → [icon]. Bonus Action: A Bowmen unit may place 1 set of stakes (taken from its owner's reserve) on one free border of its area.

Jacques de Bourbon (Player 2). Card text box blank on the printed page.

French Mounted Knights. Charge – Impetuous. During a Charge action, add a [icon] result to your attack roll.

Gentry Mounted Knights. Charge. When attacking: [icon] → [icon].

Peasant Militia. Support. When attacking: you may reroll one die if Peasant Militia is in a field area.

Standard Bearer. Rally – Dodge. When defending: Cancel up to 2 [icon]. Once during the Camp phase: [icon] → [icon].

Musician. Terror 1. If an attack is declared from the Musician's area, add 1 [icon] to the total attack roll. Once during the Camp phase: [icon] → [icon].

Petit Meschin (Player 3). Mercenary – Charge – Retaliation – Bodyguard. When attacking: [icon] → [icon]. Once per turn: reduce the cost of a [icon] by 1.

Bear Tamer (Player 3). Retaliation – Terror 1. Once per round, after a Follow-up after combat, the Bear Tamer may perform an extra attack.

Guisarmiers. Cohesion – Parry. When attacking: [icon] → [icon].

Mounted Bowmen. Haste 2. Card text box blank on the printed page.

Heavy Sergeants-at-Arms (Player 3). Retaliation – Cohesion.

Voulgiers. Retaliation – Cohesion. When attacking against [icon]: [icon] → [icon].

Arnaud de Cervole (Player 4). Mercenary – Charge – Retaliation – Prayer. [card icon] cannot be played by an opponent in an area adjacent to Arnaud de Cervole.

Impetuous Knights. Retaliation – Impetuous. When defending: cancel 1 [icon].

Foot Knights (Two-Handed weapon). [icon] +1 [icon] against [icon].

Provincial Militia. Card text box blank on the printed page.

Crossbowmen. When attacking: reroll every [icon] result once.

Standard Bearer (Player 4). Rally – Dodge. When defending: Cancel up to 2 [icon]. Once during the Camp phase: [icon] → [icon].

Musician (Player 4). Terror 1. If an attack is declared from the Musician's area, add 1 [icon] to the total attack roll. Once during the Camp phase: [icon] → [icon].

Civilians:

  • Apothecary (see Special Rules: Famous Apothecary). Heal. Once per turn, if you discard 1 Legend card: gain 1 [icon] or 1 [icon], or draw 1 Legend card.
  • Executioner. When attacking: [icon] → [icon]. If the Executioner is activated by Command: [icon] +1 [icon].
  • Citizen. Bonus Action: Once per turn, gain 1 [XP token].
  • Merchant Girl. Bonus Action: Once per turn, gain 1 [icon].
  • Blacksmith. Peasants in the same area as the Blacksmith gain Riposte and [icon] +1 [icon].
  • Priest. Prayer – Heal. The Priest's Heal action can be performed in an adjacent area.

Inside the Good Place Inn:

  • Leo the Innkeeper (Civilian). Terror 2 – Heal. Once per Round, you may designate one Character in the same hex as Leo the Innkeeper. This Character's command range gains one extra hex until the end of this Round.
  • Jacques the Troubadour (Civilians). Terror 1. When defending, if Jacques is in the "Good Place" Inn or in an area adjacent to the Inn: cancel all [icon].
  • Monsieur Quirk (Civilians). Immortal. At the start of your turn, if Monsieur Quirk is adjacent to at least one enemy area: gain 1 [XP token].
  • John Hawkwood (Mercenary). Mercenary – Feint. Once per turn, if you spend 1 [icon]: gain 1 [icon]. When attacking: [icon] → [icon].
  • Robert Knolles (Mercenary). Mercenary – Charge – Ruthless. Gain 1 [XP token] each time Robert Knolles destroys an enemy unit.

Notes on Scenario 2 card text. Card text is transcribed from the printed card faces on pages 70 and 72. Where a card's text box is blank in the printed scan, it is marked as such and nothing has been added. Resolution icons the scan does not make legible are shown in brackets. Page 73 has no further unit text.