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Time of Legends: Joan of Arc – Teutonic Knights thumbnail

Time of Legends: Joan of Arc – Teutonic Knights

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Teutonic Knights Rulebook

Table of Contents

Table of Contents

  • Snow Tiles
  • Number of Players and Difficulty
  • Of Fire and Thunder
    • Forces
    • Setup
    • Special Rules
    • Victory Conditions
    • Rewards
  • The Battle of Streva
    • Forces
    • Setup
    • Wagon
    • Intrigues
    • Special Rules
    • Victory Conditions
    • Rewards
  • Raiding a Pagan Banquet
    • Forces
    • Setup
    • Special Rules
    • Victory Conditions
    • Rewards
  • The Wyvern
    • Forces
    • Setup
    • Victory Conditions
    • Special Rules
  • The Great Ferré
    • Forces
    • Setup
    • Victory Conditions
    • Rewards
    • Special Rule
  • The Battle of Auray
    • Forces
    • Setup
    • Victory Conditions
    • Rewards
    • Special Rules
  • The Emissary of the Devil
    • Forces
    • Setup
    • Deployment
    • Victory Conditions
    • Special Actions
  • The Battle of Tannenberg
    • Forces
    • Setup
    • Special Rules
    • Victory Conditions
    • Rewards
  • The Battle of Konitz
    • Forces
    • Setup
    • The King's Retreat
    • Intrigue
    • Victory Conditions
    • Rewards

Snow Tiles

Snow-covered terrain has the same effect as the equivalent standard terrain, but with 1 less maximum capacity.

Snow tiles are shown as: Forest, Swamp, Village, Hill and Plain.

Number of Players and Difficulty

Each scenario lists its number of players and is rated for difficulty:

  • Easy: 1 star
  • Medium: 2 stars
  • Hard: 3 stars

The scenario sections below show each side's faction: Lithuanian, Teutonic or Polish.

Of Fire and Thunder

During their campaign against the ungodly, the Teutonic forces led by Winrich von Kniprode are standing before a very unsettling forest. Inside, ancient rituals are performed to invoke false gods, seemingly protected by the forest itself. Only purification by fire will end those barbarian practices.

September 4th, 1346 – August 3rd, 1347.

Players: Lithuanian player and Teutonic player. Difficulty: 2 stars (Medium). Rounds: 5 rounds (the round track segments show 4 and 1). Legend: M.

Forces

Lithuanian player:

  • Perkunas (see Perkunas Summoning Ritual special rule)
  • Sacred Tree
  • Lithuanian hero
  • 4 Forest Striders
  • 2 Tatar Archers
  • 2 Pikemen with Pavise
  • 2 Mounted Lancers
  • Civilians: Apothecary, Farmer, Bonesetter, Guide, Soothsayer
  • Intrigue deck: Of Fire and Thunder (Lithuanian)

Teutonic player:

  • Winrich von Kniprode
  • Teutonic hero
  • 3 Mounted Teutonic Knights
  • 3 Teutonic Knights
  • 4 Teutonic Sergeants
  • Intrigue deck: Of Fire and Thunder (Teutonic)

Card and unit abilities as printed:

Perkunas — Keywords: Big – Terror 1 – Jump 2. Units cannot roll for defence against Perkunas' shooting attacks.

Sacred Tree — Keywords: Big – Terror 1. If the Sacred Tree is located in a forest area, it can declare a melee attack from another forest area containing a tree. Remove this tree from the board after the attack. The Sacred Tree is immune to Retaliation.

Lithuanian Hero — Keywords: Parry.

Forest Striders — Keywords: Dodge – Haste 2. When performing a melee attack from a forest area: [icon] → [icon] [icon]

Tatar Archers — Keywords: Dodge – Haste 2. If the Tatar Archers successfully perform a Dodge, roll 1 [icon] as Retaliation against the attacking units.

Pikemen with Pavise — Keywords: Support. When attacking: [icon] → [icon] When defending against [icon], Pikemen with Pavise gain Retaliation.

Mounted Lancers — Keywords: Haste 2 – Dodge. When attacking: For each [icon] cancel 1 [icon] from your opponent's defence roll.

Apothecary — Keywords: Heal. Once per turn, if you discard 1 Legend card: gain 2 [icon] or 2 [icon] or draw 1 Legend card.

Farmer — Keywords: Reroll.

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

Guide When defending: cancel 1 [icon]. Once per round, if you spend 2 [icon]: move all units located in the Guide's area to an adjacent area.

Soothsayer Once per turn, if you spend 3 [icon], search for the card of your choice in the Legend Deck. Shuffle the deck afterwards. When defending, gain 1 [icon].

Winrich von Kniprode — Keywords: Charge. When attacking, if Winrich von Kniprode rolls at least 2 [icon], this unit's attack roll cannot be blocked by [icon].

Teutonic Hero — Keywords: Charge – Impetuous – Prayer. When attacking: For each [icon] rolled, roll 1 extra [icon]. This extra die benefits from this effect.

Mounted Teutonic Knights — Keywords: Charge – Impetuous – Prayer. +1 [icon] against [icon].

Teutonic Knights — Keywords: Charge – Impetuous – Prayer. When defending: [icon] → [icon]

Teutonic Sergeants — Keywords: Parry – Retaliation.

Intrigue cards (Lithuanian, Of Fire and Thunder):

  • 2 – Green Thumb: Place 1 tree in 2 forest areas that contained a tree during setup.
  • 1 – Nature's Madness: Add 2 [icon] to the Sacred Tree's next melee attack roll.
  • 1 – Knowing the Terrain: Move a Civilian into the Lithuanian Hero's area.

Intrigue cards (Teutonic, Of Fire and Thunder):

  • 1 – Burn the Heathens: Place a Fire token in an area adjacent to one of your units.
  • 2 – Charge!: Gain 1 [icon] or 1 [icon].
  • 2 – Follow the Grandmaster: Place all units from an area located in a hex adjacent to Winrich von Kniprode's area into his area.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 and T1), with the Sacred Glade at the centre.

Place the Lithuanian forces on the map as shown:

  • Sacred Tree, Lithuanian hero and 3 Forest Striders at the top of the map.
  • Soothsayer at the top right.
  • Apothecary on the right, in the area with the Pikemen with Pavise and 1 Forest Striders.
  • Farmer on the left.
  • Bonesetter on the left.
  • Guide on the far right.
  • 2 Mounted Lancers near the top centre.
  • 2 Tatar Archers near the top centre.
  • 1 Pikemen with Pavise on the left, near the Farmer.
  • 1 Pikemen with Pavise and 1 Forest Striders on the right, near the Apothecary.

Place the Teutonic forces on the map as shown:

  • Winrich von Kniprode, 1 Mounted Teutonic Knights and 1 Teutonic Knights in the centre-bottom area.
  • 1 Mounted Teutonic Knights and 2 Teutonic Sergeants in the bottom-right area.
  • 1 Mounted Teutonic Knights, 2 Teutonic Sergeants and 1 Teutonic Knights in the bottom-left area.
  • Teutonic hero and 1 Teutonic Knights in the bottom-centre area.

The setup page also shows two round markers beside the Farmer and two beside the Apothecary. The page prints no label for them, so they are not described further here.

The card marked with a "K" on the setup page has no printed text on that page.

Special Rules

Heathen Clearing Units from the Teutonic side cannot move into the sacred glade in this scenario.

Civilians In this scenario, all Civilians are considered units from the Lithuanian side. They don't have any powers or skills. You cannot perform a Discussion action in this scenario.

Perkunas Summoning Ritual When a Civilian moves into the sacred glade area, remove it from play. The Lithuanian player gains 1 [icon]. Once 3 Civilians have been removed from the game following this method, the Summoning ritual is complete: place Perkunas in the sacred glade area, under the Lithuanian player's control. The Lithuanian player also immediately gains 1 Command Order.

Witch Hunt The Teutonic player gains 1 [icon] for each destroyed Civilian.

Incendiary All Teutonic units can place a Fire token in their area before moving one area, at the cost of an action.

Pagan Rites When a unit from the Teutonic side enters the ruins' area or the shrine's area, its owner immediately gains the resources located in said area.

Teutonic Fervor At the cost of 2 [icon], the Teutonic player may transform one of their Command Orders into a Charge Order during their turn, as a player action.

Victory Conditions

The Teutonic side wins the game if:

  • 3 Civilians are destroyed before Perkunas has been summoned (see Perkunas Summoning Ritual special rule).
  • Perkunas is destroyed or disrupted at any point during the game.
  • 8 trees are destroyed at any point during the game.
  • Perkunas has not been summoned before the end of the 5th round.

The Lithuanian side wins the game if:

  • Both Teutonic Characters are destroyed, or disrupted, at the end of the 5th round.
  • Perkunas is on the game board at the end of the 5th round.

Rewards

  • 1 [icon] for each destroyed enemy unit.
  • 2 [icon] for each destroyed Teutonic Knights or Mounted Teutonic Knights unit.
  • 3 [icon] for each destroyed enemy Character.

The Battle of Streva

Winrich von Kniprode uses a truce in the Hundred Years' War to recruit French and English knights to unite under his banner for a campaign. Reinforced with this heavy cavalry, he launches a knighthood in Lithuania. Full of loot but far from their base, the Teutonics harassed by enemy light cavalry troops find themselves stranded on the Streva, a small river which has frozen over, and the Teutonics must pass at all costs. After a final prayer to Mary, under a shower of arrows and galloping on the ice, the knights of the Order attempt a violent and decisive breakthrough.

February 2nd, 1348.

Players: 2. Difficulty: 1 star (Easy). Rounds: 5 rounds. The round track segments show 1, 3 and 1. Legend: T.

Forces

Teutonic player:

  • Winrich von Kniprode
  • Teutonic hero
  • 2 Mercenary Cavalry
  • 2 Mounted Teutonic Knights
  • 2 Teutonic Sergeants
  • 2 Teutonic Knights
  • 2 Pikemen with Pavise
  • Intrigue deck: The Battle of Streva (Teutonic)
  • Wagon (see Wagon special rule)

Lithuanian player:

  • Narimantas
  • Manvydas
  • 3 Forest Striders
  • 2 Tatar Archers
  • 2 Mounted Lancers
  • 4 Light Infantry
  • 2 Lithuanian Heavy Cavalry
  • Intrigue deck: The Battle of Streva (Lithuanian)

Card and unit abilities as printed:

Winrich von Kniprode — Keywords: Charge. When attacking, if Winrich von Kniprode rolls at least 2 [icon], this unit's attack roll cannot be blocked by [icon].

Teutonic Hero — Keywords: Charge – Impetuous – Prayer. When attacking: For each [icon] rolled, roll 1 extra [icon]. This extra die benefits from this effect.

Mercenary Cavalry — Keywords: Charge. Bonus action: Once per round, if you spend 1 [icon], gain Haste 2 until the end of your activation.

Mounted Teutonic Knights — Keywords: Charge – Impetuous – Prayer. +1 [icon] against [icon].

Teutonic Sergeants — Keywords: Parry – Retaliation.

Teutonic Knights — Keywords: Charge – Impetuous – Prayer. When defending: [icon] → [icon]

Pikemen with Pavise — Keywords: Support. When attacking: [icon] → [icon] When defending against [icon], Pikemen with Pavise gain Retaliation.

Narimantas — Keywords: Charge – Bodyguard. When defending, for every result allocated to Narimantas, inflict 1 [icon] as Retaliation to the attacking units.

Manvydas — Keywords: Haste 2. When attacking, if Manvydas is located in a forest area, add 1 [icon] result to your attack roll for every [icon] result rolled by Manvydas.

Forest Striders — Keywords: Dodge – Haste 2. When performing a melee attack from a forest area: [icon] → [icon] [icon]

Tatar Archers — Keywords: Dodge – Haste 2. If the Tatar Archers successfully perform a Dodge, roll 1 [icon] as Retaliation against the attacking units.

Mounted Lancers — Keywords: Haste 2 – Dodge. When attacking: For each [icon], cancel 1 [icon] from your opponent's defence roll.

Light Infantry — Keywords: Dodge. When defending against [icon], Light Infantry gain Retaliation.

Lithuanian Heavy Cavalry — Keywords: Charge – Feint. When defending: cancel 1 [icon].

Intrigue cards (Teutonic, The Battle of Streva):

  • 1 – Saint Mary be Blessed: Swap 2 Ice tokens.
  • 2 – Cavalry Breakthrough: Gain 1 [icon].
  • 2 – Unstoppable: When defending, cancel 3 [icon].

Intrigue cards (Lithuanian, The Battle of Streva):

  • 2 – Terrain Knowledge: Place 2 rocks in 2 different free or allied areas that aren't frozen river areas.
  • 3 – Ambush: During your turn, before playing an Order, place all your Forest Striders units and Manvydas in any free or allied forest area.
  • 2 – Comeback: Move your Rally point into an adjacent free or allied area and Rally 1 unit.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 6, 9, 11 and T1 to T12). The Exit area is at the top of the map.

Place the Teutonic forces on the map as shown:

  • Winrich von Kniprode and 1 Mounted Teutonic Knights in the far-left area.
  • Teutonic Sergeants and 1 Pikemen with Pavise in the area in the middle-left.
  • Teutonic hero, 1 Teutonic Sergeants, 2 Teutonic Knights, 1 Mercenary Cavalry and 1 Pikemen with Pavise in the bottom-left area.
  • 1 Mounted Teutonic Knights and 1 Mercenary Cavalry in the bottom-centre area.
  • Place the Wagon in the area marked on the setup page.

Place the Lithuanian forces on the map as shown:

  • Narimantas and 1 Lithuanian Heavy Cavalry on the right.
  • 1 Lithuanian Heavy Cavalry at the bottom right.
  • Manvydas, 1 Tatar Archers and 2 Light Infantry in the centre-right area.
  • 1 Mounted Lancers and 2 Light Infantry at the top-right, next to the Exit area.
  • 1 Tatar Archers and 1 Mounted Lancers in the centre area.
  • 3 Forest Striders in the lower centre-right area.

Wagon

In this scenario, the Wagon counts as a unit from the Teutonic side. It occupies 1 space in its area, and rolls 1 [icon] when defending.

The Wagon cannot perform more than 2 movement actions per round. It is destroyed if it suffers a [icon] or [icon] result. The Wagon can suffer [icon] results.

Intrigues

In this scenario, Intrigue can be activated using [icon].

Special Rules

Escape Point All units from the Teutonic side can escape the battlefield when entering the exit area (see setup map). When a unit from the Teutonic side enters the exit area, remove it from the game board. The Teutonic side then wins Victory Points based on the unit that was removed from play (see Victory conditions).

Setup During setup, shuffle the Ice tokens face down, and place one in every frozen river area. Reveal all tokens afterwards.

Frozen River Each frozen river area holds an Ice token. The value shown on each token indicates the ice's resistance. If a number of units greater than the token's value performs a movement action into a frozen river area, after said movement, place as many units as needed in the infirmary until their numbers are equal to the token's value. Units pushed into a frozen river area that already has reached maximum capacity are immediately placed in the infirmary.

Victory Conditions

The Teutonic side gains Victory Points for each unit that escapes the battlefield (see Escape Point special rule):

  • 1 Victory Point for each troop
  • 2 Victory Points for each Character
  • 4 Victory Points for the Wagon

If the Teutonic side reaches 4 Victory Points before the end of the 5th round, they win the game. If the Teutonic side hasn't won the game by the end of the 5th round, the Lithuanian side wins the game.

Rewards

  • 1 [icon] for each destroyed enemy troop.
  • 2 [icon] for each destroyed enemy Character, or if the enemy Wagon is destroyed.

Raiding a Pagan Banquet

The Teutonic forces, lost in the cold in unknown territory, are short on resources and food. Dancing lights and chanting emanate from the nearby woods, attracting the knights' attention. Between the trees, a huge banquet is being held, thanking pagan gods for their blessings with mighty servings of food. Pushed by their hunger, the Teutonic knights ready their weapons and march towards the small village, not only to cull the heathens, but also to get their hands on their supplies...

December 11th, 1348.

Players: 2. Difficulty: 1 star (Easy). Rounds: 6 rounds (the round track segments show 4 and 2). Legend: M. Components: Food and Blessed Food tokens.

Forces

Lithuanian player:

  • Aitvaras
  • Laima, Goddess of Luck
  • Wickerman
  • 2 Mounted Lancers
  • 4 Forest Striders
  • 2 Tatar Archers
  • 3 Light Infantry
  • Intrigue deck: Raiding a Pagan Banquet (Lithuanian)

Teutonic player:

  • Teutonic Hero
  • Mounted Teutonic Hero
  • 4 Teutonic Knights
  • 3 Teutonic Sergeants
  • 3 Mounted Teutonic Knights
  • Intrigue deck: Raiding a Pagan Banquet (Teutonic)

Card and unit abilities as printed:

Aitvaras — Keywords: Terror 1 – Dodge – Fireproof. When defending: If the Aitvaras successfully Dodges, place a Fire token in its area before it moves. After rolling for any Fire damage, for each unit suffering from a [icon] result, gain 1 [icon].

Laima, Goddess of Luck — Keywords: Tough – Terror 1 – Feint. When attacking: for each [icon] result rolled by Laima, gain 1 [icon] or 1 [icon]. After any one of your dice rolls, if you spend 1 [icon], reroll 1 dice from the roll once.

Wickerman — Keywords: Big – Haste 2 – Terror 2 – Fireproof. When attacking: After your attack roll, if the Wickerman rolls 3 [icon] results, transform those results into 1 unblockable [icon] result. When attacking: All blank results rolled by the Wickerman count as 2 [icon] results.

Teutonic Hero — Keywords: Charge – Impetuous – Prayer. When attacking: For each [icon] rolled, roll 1 extra [icon]. This extra die benefits from this effect.

Mounted Teutonic Hero — Keywords: Charge – Impetuous – Prayer.

Teutonic Knights — Keywords: Charge – Impetuous – Prayer. When defending: [icon] → [icon]

Teutonic Sergeants — Keywords: Parry – Retaliation.

Mounted Teutonic Knights — Keywords: Charge – Impetuous – Prayer. +1 [icon] against [icon].

Mounted Lancers — Keywords: Haste 2 – Dodge. When attacking: For each [icon], cancel 1 [icon] from your opponent's defence roll.

Forest Striders — Keywords: Dodge – Haste 2. When performing a melee attack from a forest area: [icon] → [icon] [icon]

Tatar Archers — Keywords: Dodge – Haste 2. If the Tatar Archers successfully perform a Dodge, roll 1 [icon] as Retaliation against the attacking units.

Light Infantry — Keywords: Dodge. When defending against [icon], Light Infantry gain Retaliation.

Intrigue cards (Lithuanian, Raiding a Pagan Banquet):

  • 1 – Slithering Flames: Move the Aitvaras into a neutral or allied area containing a building.
  • 1 – Spontaneous Combustion: Place a Fire token in an allied area or in a neutral area adjacent to an allied area.
  • 1 – Focus the Supplies: Move a Food token into an adjacent area.
  • 1 – Sabotage: Discard 1 [icon] from the Teutonic player's reserve.

Intrigue cards (Teutonic, Raiding a Pagan Banquet):

  • 1 – Zealous Knight: When attacking: The Teutonic Hero gains +1 [icon].
  • 1 – Battle Frenzy: Activate an allied Character.
  • 1 – Battle Frenzy: Activate an allied Character.
  • 1 – Cavalry Breakthrough: Gain 1 [icon].

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 9, 11, 17 and T4 to T12). The three Objective areas are highlighted on the map.

Place the Lithuanian forces on the map as shown:

  • Aitvaras at the top of the map.
  • Laima, Goddess of Luck in the snowy forest area near the top centre.
  • Wickerman and 2 Mounted Lancers on the left.
  • 1 Light Infantry, 1 Forest Striders and 1 Tatar Archers at the top left.
  • 1 Light Infantry and 2 Forest Striders in the centre, next to the Objective areas.
  • 1 Light Infantry, 1 Forest Striders and 1 Tatar Archers at the bottom left.

Place the Teutonic forces on the map as shown:

  • Teutonic hero, 1 Mounted Teutonic Knights, 1 Teutonic Knights and 1 Teutonic Sergeants on the right.
  • 2 Mounted Teutonic Knights, 1 Teutonic Knights and 2 Teutonic Sergeants on the bottom right.
  • Mounted Teutonic hero and 2 Teutonic Knights at the bottom.

The setup page also shows round Food-style markers on several areas. The page does not print a placement rule for them beyond the map, so they are not described further here.

Special Rules

Offering to the Gods Laima, Goddess of Luck can Bless a Food token located in her area as a bonus action. Flip the token to its Blessed Food side. The Lithuanian player then gains 1 [icon]. A Food or Blessed Food token occupies one space in its area. When a Food token is placed in the area containing the Teutonic Rally point, remove it from the game. The Teutonic player then gains 1 [icon].

The Sleeping Guardian At the beginning of the game, the Wickerman is sleeping and cannot be activated. The Wickerman is awake while at least 1 Blessed Food token is located in one of the 3 Objective areas on the map (see setup diagram). If all Blessed Food tokens are removed from the Objective areas, the Wickerman falls back asleep, and cannot be activated anymore.

New Special Action: Moving Food All units can perform the Move Food action in this scenario: At the cost of an action, a unit can move into an adjacent area, taking a Food or Blessed Food token located in its area with it. The area they move into must be able to contain both the unit and the token.

Surprise Attack During the first round of the game, the Lithuanian side gains one less Command Order than the value shown on the Round card.

Pagan Pillaging When a unit from the Teutonic side moves into an area containing a building and no Pillage token, place a Pillage token in the area. The Teutonic player gains 1 [icon].

Victory Conditions

The Lithuanian player wins the game if at least 1 of these conditions is met at any point during the game:

  • Both Teutonic Characters are Destroyed.
  • Have 1 Blessed Food token in each of the 3 objective areas of the game board (see Offering to the Gods special rule).
  • The Teutonic player hasn't fulfilled their victory conditions by the end of the 6th round.

The Teutonic player wins the game if at least 1 of these conditions is met at any point during the game:

  • The Aitvaras and Laima, Goddess of Luck are destroyed.
  • 3 Food or Blessed Food tokens have been placed in the area containing the Teutonic player's Rally point.
  • Both houses and both cottages from the village have been pillaged (see Pagan Pillaging special rule).

Rewards

  • 1 [icon] for each destroyed enemy troop.
  • 2 [icon] for each destroyed enemy Character.

The Wyvern

Hidden in the swamplands for years, the legendary Wyvern leaves its den one day to satiate its appetite, feeding on the locals. Terrorized for weeks now, the few remaining survivors enlist Étienne Marcel's help to organize their defences and plan a counter-offensive, ridding their lands of the beast feasting on their comrades.

April 22nd, 1356.

Players: 2 (Holy player and Unholy player). Difficulty: 1 star (Easy). Rounds: 6 rounds (the round track segments show 4 and 2). Legend: M.

Forces

Holy player:

  • Étienne Marcel
  • 2 Foot Knights
  • 2 Sergeants-at-Arms
  • 2 Almogavars
  • 3 Peasants
  • 3 Angry Peasants
  • Priest
  • Intrigue deck: The Wyvern (Holy)

Unholy player:

  • The Wyvern
  • Intrigue deck: The Wyvern (Unholy)

Card and unit abilities as printed:

Étienne Marcel — Rally. Étienne Marcel's Command and Rally can only be applied to Peasants and Angry Peasants units.

Foot Knights — Retaliation. When defending: Cancel 1 [icon].

Sergeants-at-Arms — Retaliation.

Almogavars — Dodge. When attacking: Almogavars are immune to Retaliation.

Peasants — Support. Special Action: You can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.

Angry Peasants — Support.

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

The Wyvern — Keywords: Big – Terror 2 – Jump 2 – Targeting. When attacking: if The Wyvern rolls at least 2 [icon], inflict 1 Wound to a unit of your choice located in the defending area after damage allocation. If The Wyvern is destroyed by a melee attack involving a Character, equip said Character with the Wyvern's eye Equipment card. Otherwise, this equipment is lost.

Intrigue cards (Holy, The Wyvern):

  • 1 – Handling the Situation: Move Étienne Marcel into an adjacent area.
  • 2 – Fumigation: Smoke out one of the Wyvern's dens: place a Fire token in the area, even if the Wyvern is currently located inside it. The Wyvern can no longer move into this den: remove its Wyvern Den token.
  • 2 – Hardened Soldiers: Swap places: a Peasants unit with an Angry Peasants unit.

Intrigue cards (Unholy, The Wyvern):

  • 1 – Ferocious Instincts: At the start of your turn, swap 2 Target tokens.
  • 2 – Countermeasure: Gain 1 [icon].
  • 2 – Beastly Gorging: You may discard up to 2 Activation Orders of your choice to remove as many Wounds from the Wyvern's profile card.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 2, 3, 5, 6, 7, 8, 9, 11, 13, 17 and 4 Sewer areas).

Place the Wyvern's Den and Sewers areas as shown on the setup page: four Wyvern's Den areas and four Sewers areas.

Place the Holy forces on the map as shown:

  • Étienne Marcel and the Priest in the central area next to the church.
  • 1 Peasants in the upper-left area, 1 Peasants in the upper-centre area and 1 Peasants in the lower-left area.
  • 1 Angry Peasants in the upper-right forest area, 1 Angry Peasants in the centre and 1 Angry Peasants in the lower-left area.
  • 1 Foot Knights in the left area and 1 Foot Knights in the right area.
  • 1 Almogavars in the centre-left area and 1 Almogavars in the centre-right area.
  • 1 Sergeants-at-Arms in the upper sewers area and 1 Sergeants-at-Arms in the lower-centre area.

Setup of the Wyvern (Unholy player):

Take all 8 Wyvern Den tokens (4 pairs of identical tokens) and split them into 2 piles of 4 different tokens. Randomly place, face up, all tokens from 1 of the piles in all the Wyvern's Den areas. Randomly place, face down, the remaining 4 tokens in the 4 Sewers areas.

The Wyvern side places its 3 Target tokens (2 Minor Targets, 1 Major Target) on different Peasants or Angry Peasants units. They then place the Wyvern in a Wyvern's Den area. Place any token in its area, which will be used as a Marking token for the remainder of the game.

Victory Conditions

The side with the most Victory Points by the end of the 6th round, or when the last Peasants and Angry Peasants units are destroyed, wins the game.

The Holy side immediately wins the game if the Wyvern is destroyed or Disrupted.

If both sides have the same amount of Victory Points at the end of the game, the game results in a tie.

Special Rules

Units cannot move into building interiors in this scenario.

Wyvern's Appetite At the beginning of each round, after resolving the War Council phase, the Wyvern side places its 3 Target tokens (2 Minor Targets, 1 Major Target) on different Peasants or Angry Peasants units.

Holy Side's Turn When Étienne Marcel ends his activation or is activated in a sewers area, he can secretly look at the token located in his area, leaving it in place face down afterwards. Remove Étienne Marcel from the board.

At the beginning of each of the Holy side's turns, if Étienne Marcel is not on the board (either removed from play or destroyed / Disrupted), deploy him in the church's area.

When Étienne Marcel ends his movement action in an area containing at least one Peasants or Angry Peasants unit, he can perform an additional movement action.

The Wyvern cannot allocate its attack dice results to Peasants or Angry Peasants units if other eligible units are located in their area.

The church's area is the Holy side's Rally point.

Wyvern's Turn All Wyvern's Den areas that are destroyed, smoked out (see Fumigation Intrigue) or containing a Marking token are considered unavailable. At the end of its turn, place the Wyvern in any available Wyvern's Den area. Move the Marking token into the Wyvern's area.

Any Peasants or Angry Peasants unit destroyed by the Wyvern are removed from play. Any other unit destroyed by the Wyvern is placed in the graveyard as usual.

If the Wyvern devours (destroys or Disrupts) one of its targets, it gains:

  • 1 Victory Point for each devoured Minor Target
  • 3 Victory Points for each devoured Major Target

The Wyvern cannot perform Gigantic attacks in this scenario.

Crypt Tiles Only the Wyvern and Étienne Marcel can move into a sewers area in this scenario. These areas are adjacent to the closest Wyvern's Den and to the closest area containing a building. Sewers areas are all considered adjacent to one another.

Traps At the end of its turn, when the Wyvern returns to its Den, Étienne Marcel can reveal a token located in a sewers area which he has already checked. If the revealed token is identical to the one located in the Wyvern's current Den, the beast falls into a trap, suffering 1 Wound. The Holy side gains 3 Victory Points and the Den is then destroyed: remove all tokens located in its area. The Wyvern can no longer be placed in this area for the remainder of the game.

Intrigue

  • The Holy side gains 1 [icon] every time one of its units is destroyed.
  • The Unholy side gains 1 [icon] every time the Wyvern suffers a Wound.

The Great Ferré

In the city of Creil, The Great Ferré and Captain Guillaume d'Alloue defend their homes against English pillagers aiming to raid the nearby Longueil Sainte Marie manor. Armed with only their tools and their hearts, the ill-equipped peasants will try their best to defend their livelihood and their lives. Thankfully, The Great Ferré turned out to be quite the phenomenal fighter...

May 13th, 1359.

Players: 2 (French player and English player). Difficulty: 1 star (Easy). Rounds: 6 rounds (the round track segments show 1, 3 and 2). Legend: T.

Forces

French player:

  • Guillaume d'Alloue
  • The Great Ferré
  • 5 Provincial Militia
  • 3 Militia Bowmen
  • 4 Peasants
  • Intrigue deck: The Great Ferré (French)

English player:

  • Mounted Hero
  • Hero
  • 3 Sergeants-at-Arms
  • 5 Guisarmiers
  • 2 Mounted Bowmen
  • 4 Light Infantry
  • Intrigue deck: The Great Ferré (English)

Civilians: Soothsayer, Priest, Bonesetter, Blacksmith.

Card and unit abilities as printed:

Guillaume d'Alloue — Rally. All Peasants and Peasant Militia units located in Guillaume d'Alloue's area gain [icon] +1 [icon]. Bonus action: if you spend 2 [icon], you may move an allied Character located in an area adjacent to Guillaume d'Alloue 1 area.

The Great Ferré — Tough. Any [icon] result allocated to The Great Ferré counts as a [icon] result. The Great Ferré is upgraded to its Level 2 as soon as 4 allied and/or enemy units are located in the infirmary at the same time.

Provincial Militia — Support.

Militia Bowmen — Dodge.

Peasants — Support. Special Action: You can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.

Mounted Hero — Charge.

Hero — Prayer – Feint.

Sergeants-at-Arms — Retaliation.

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

Mounted Bowmen — Haste 2.

Light Infantry — Dodge. When defending against [icon], Light Infantry gain Retaliation.

Soothsayer Once per turn, if you spend 3 [icon], search for the card of your choice in the Legend Deck. Shuffle the deck afterwards. When defending, gain 1 [icon].

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

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

Blacksmith Peasants in the same area as the Blacksmith gain Retaliation and [icon] +1 [icon].

Intrigue cards (French, The Great Ferré):

  • 1 – Instantaneous Paving: Place a wall in an allied area.
  • 1 – Battle Frenzy: Remove 1 Wound from a friendly Character's unit card.
  • 2 – The Greatest Peasant: Activate The Great Ferré.

Intrigue cards (English, The Great Ferré):

  • 1 – Fast Advance: Give all friendly units located in an area Haste 2 for their next activation.
  • 1 – Heavy Strike: When attacking: add 2 [icon] to your attack roll.
  • 2 – Tactical Rethinking: Move all friendly units located in an area into an adjacent area.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 3, 5, 6, 13, 14, 15 and 16).

Place the French forces on the map as shown:

  • The Great Ferré at the top of the map.
  • Guillaume d'Alloue, 1 Peasants and 2 Militia Bowmen at the bottom right.
  • 2 Provincial Militia, 2 Peasants on the right.
  • 1 Provincial Militia, 1 Peasants at the top right.
  • 2 Provincial Militia and 1 Militia Bowmen in the centre-right area.

Place the English forces on the map as shown:

  • 1 Sergeants-at-Arms and 2 Guisarmiers at the top left.
  • 1 Mounted Bowmen and 2 Sergeants-at-Arms on the left.
  • Hero, 1 Light Infantry and 1 Guisarmiers in the centre.
  • Mounted Hero and 1 Mounted Bowmen at the bottom left.
  • 1 Light Infantry and 1 Guisarmiers in the bottom-centre area.
  • 2 Light Infantry and 1 Guisarmiers in the lower centre-right area.

Place the Civilians on the map as shown: Priest in the upper-centre area, Bonesetter at the top right, Soothsayer in the centre-right area, and Blacksmith at the bottom right.

Victory Conditions

The English side immediately wins the game if they earn at least 17 Victory Points before the end of the 6th round.

The English side earns:

  • 1 Victory Point for each destroyed enemy troop.
  • 3 Victory Points for each destroyed French Character.
  • 3 Victory Points for each pillaged building (see English Pillagers special rule).

The French side wins the game if the English side hasn't fulfilled their objective by the end of the 6th round, or if 2 English Characters are destroyed at any point during the game.

Rewards

  • 1 [icon] for each destroyed enemy troop.
  • 2 [icon] for each destroyed enemy Character.

Special Rule

English Pillagers If a Character from the English side moves into or is activated in an area containing a building and no Pillage token, place a Pillage token in the area. The English player earns 3 Victory Points.

The Battle of Auray

In 1341, Jean III the Good is offered a dog, called Yoland, by a witch he saved from a lynching. It is said that this beast will only ever be faithful to the true King of Brittany. In 1364, during the war for the throne of Brittany, the last battle opposing both pretenders to the throne, Jean III of Montfort and Charles de Blois, is about to erupt. To settle things once and for all, both sides will fight to the end, showing Yoland who its rightful King truly is. The winner of this battle will rule over Brittany for years to come...

September 29th, 1364.

Players: 2 (French player and English player). Difficulty: 1 star (Easy). Rounds: 5 rounds (the round track segments show 1, 3 and 1). Legend: T.

Forces

French player:

  • Mounted du Guesclin
  • Hero
  • 2 Mounted Knights
  • 2 Foot Knights
  • 4 Crossbowmen
  • 3 Pikemen
  • Intrigue deck: The Battle of Auray (French)
  • 3 Mounted Crossbowmen (see Intrigue)

English player:

  • Jean III of Montfort
  • John Chandos
  • 3 Sergeants-at-Arms
  • 2 Pikemen
  • 4 Bowmen
  • 1 Mounted Knights
  • 1 Foot Knights
  • 2 Halberdiers
  • Intrigue deck: The Battle of Auray (English)

Card and unit abilities as printed:

Mounted du Guesclin — Keywords: Charge – Slayer – Haste 2. When attacking, if Mounted du Guesclin rolls a [icon], Retaliation results cannot be applied to Mounted du Guesclin.

Hero — Keywords: Prayer – Feint.

Mounted Knights — Keywords: Charge.

Foot Knights — Keywords: Retaliation. When defending: cancel 1 [icon].

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

Pikemen — Keywords: Cohesion. [icon] +1 [icon] against [icon]. When defending against [icon], Pikemen gain Retaliation.

Mounted Crossbowmen — Keywords: Haste 2. When attacking: If the Mounted Crossbowmen are located in a field or plains area: [icon] → [icon]

Jean III of Montfort — Keywords: Parry. When defending: 1 allied unit in Jean III of Montfort's area gains Bodyguard. When attacking: if a [icon] result rolled by Jean III of Montfort is applied to an enemy unit, gain 1 [icon].

John Chandos — Keywords: Retaliation – Slayer. During the Council phase: Draw 1 Legend card.

Sergeants-at-Arms — Keywords: Retaliation.

Halberdiers — Keywords: Retaliation. [icon] +1 [icon] against [icon].

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.

Intrigue cards (French, The Battle of Auray):

  • 2 – Cavalry Breakthrough: Gain 1 [icon].
  • 2 – Battle Frenzy: Remove 1 Wound from Mounted du Guesclin's profile card.
  • 4 – Heavy Reinforcements: Deploy 3 Mounted Crossbowmen units in the plains area of tile T2B.

Intrigue cards (English, The Battle of Auray):

  • 4 – Until the End: Redeploy up to 3 destroyed allied troops into an allied Character's area.
  • 2 – Cocked Arrows: Add 2 [icon] to your next ranged attack.
  • 2 – Countermeasure: Gain 1 [icon].

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 2, 4, 5, 6, 13, 16, 18, T2 and T3). The English side is at the top of the map and the French side at the bottom. Yoland is placed in the centre area, which is neutral.

Place the English forces on the map as shown:

  • 2 Bowmen at the top left, and 2 Bowmen at the top centre.
  • Jean III of Montfort and 1 Foot Knights at the top left.
  • John Chandos and 1 Mounted Knights at the top right.
  • 2 Halberdiers on the left.
  • 1 Pikemen and 2 Sergeants-at-Arms in the centre-right area.
  • 1 Pikemen and 1 Sergeants-at-Arms at the right.

Place the French forces on the map as shown:

  • 3 Pikemen on the right.
  • 1 Crossbowmen on the left, 1 Crossbowmen in the centre-left area, and 2 Crossbowmen at the bottom left.
  • 2 Foot Knights in the centre.
  • Mounted du Guesclin (Hero) and 2 Mounted Knights at the bottom right.

Victory Conditions

The battlefield is split in two halves, one for each side (see setup diagram), except for Yoland's starting area, which is neutral. If Yoland is located on a camp's side of the map at the end of the game, they win the game. If Yoland is located in its starting area at the end of the game, the game ends in a draw.

Rewards

  • 1 [icon] for each destroyed enemy troop.
  • 3 [icon] for each destroyed enemy Character.

Special Rules

For the Throne! There are no Rally points in this scenario: all Disrupted units are immediately destroyed.

Faithful Companion In this scenario, Yoland the dog is located in the middle of the battlefield (represented by a lone War Dogs miniature). Each time a unit is destroyed, the player who destroyed said unit can move Yoland into an adjacent area. Units destroyed by an attack trigger a movement from Yoland before units destroyed through Retaliation. Players cannot move Yoland into the area it was just in, and thus cannot cancel its movements. If Yoland moves into an area containing units from any player's army, said player gains 1 [icon].

The Emissary of the Devil

Strange events have been taking place in the streets of Paris lately. Insane elderly men have been claiming to see divine beings, swarms of rats escaping the tunnels... And this strange feminine voice, echoing from the depths, beckoning men towards her. Several have already fallen for the Succubus' tricks, and she isn't planning on stopping anytime soon. It's about time someone did something to stop this. May the Heavens come to their aid.

October 2nd, 1364.

Players: 2 (Holy player and Unholy player). Difficulty: 2 stars (Medium). Rounds: 5 rounds (the round track segments show 2, 2 and 1). Legend: M.

Forces

Holy player:

  • Glorious Angel
  • Hero (French)
  • Hero (English)
  • 2 Provincial Militia
  • 3 Sergeants-at-Arms
  • 4 Peasants
  • Beggar
  • Priest
  • Intrigue deck: The Emissary of the Devil (Holy)

Unholy player:

  • The Succubus
  • 6 Rat Swarms
  • Intrigue deck: The Emissary of the Devil (Unholy)

Card and unit abilities as printed:

Glorious Angel — Keywords: Jump 3. Bonus Action: Once per round, you may spend 3 [icon] to benefit from the effects of a War Council card.

Hero — Keywords: Prayer – Feint.

Provincial Militia — Keywords: Support.

Sergeants-at-Arms — Keywords: Retaliation.

Peasants — Keywords: Support. Special Action: You can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.

Beggar Bonus action: The Beggar can allocate 1 [icon] result to an adjacent enemy area, which cannot defend against this effect.

Priest — Keywords: Prayer – Heal. The Priest's Heal action can be performed in an adjacent area.

The Succubus — Keywords: Jump 2 – Prayer. When attacking: gain 1 [icon] if The Succubus rolls at least 1 [icon]. When attacking: you can spend 1 [icon] to replace 1 [icon] of The Succubus' attack dice with 1 [icon].

Rat Swarm — Keywords: Support. When attacking, if 2 Rat Swarm units are attacking together, add 1 [icon] to their total attack roll. When attacking, if at least 3 Rat Swarm units are attacking together, add 1 [icon] to their total attack roll.

Intrigue cards (Holy, The Emissary of the Devil):

  • 1 – Stop the Floodgates: Close down any Sewer or Crypt area.
  • 5 – Divine Intervention: Deploy the Glorious Angel in the church's area.

Intrigue cards (Unholy, The Emissary of the Devil):

  • 2 – Bottom Dwellers: Move a friendly unit 1 area.
  • X – Vermin: Place X Rat Swarm units into any crypt or sewers area of your choice.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 2, 5, 9, 13, 15, 16, 17, 4 Crypt areas and 4 Sewer areas).

The Holy player takes all 8 Garment tokens, shuffles them face down and places 1 in each area containing a building (other than the church), or sewers. The Garment tokens are:

  • Blank (x2)
  • Jewelry (x1)
  • Balm (x2)
  • Noble clothes (x3)

Place the Holy forces on the map as shown on the setup page. The labelled areas are: Hero with 1 Sergeants-at-Arms (two such areas on the left), 1 Sergeants-at-Arms next to the church, Priest, Beggar, 1 Peasants in the upper-centre area, 1 Peasants in the lower-right area, 1 Provincial Militia in the centre-right area, 1 Provincial Militia in the lower-right area, and 1 Peasants in the lower-left area.

Deployment of the Unholy player is described below.

Deployment

At the beginning of the game, the Unholy player deploys all their units in different crypt and sewers areas (up to one unit per area).

Victory Conditions

The Unholy player wins the game if they gain at least 6 Victory Points before the end of the 5th round while The Succubus is still on the game board (see Corruption special rule).

The Holy player wins the game if they fulfil at least one of these conditions at any time during the game:

  • The Succubus is destroyed.
  • The Succubus is trapped in the crypts or the sewers.

If the Unholy player has less than 6 Victory Points by the end of the 5th round, the Holy player wins the game.

Special Actions

In this scenario, any Disrupted unit is immediately destroyed.

Picking Up a Garment When The Succubus ends her movement or is activated in an area containing a Garment token, the token is picked up by the Unholy player: remove it from the board. An empty token is immediately discarded. These tokens are used to Corrupt units from the Holy side.

Corruption The Succubus can Corrupt a unit from the Holy side located up to 2 areas away from her if she is not located in a sewers or crypt area. In order to do so, The Succubus can, at the beginning of her activation, discard 1 and only 1 Garment token to attempt to corrupt an enemy unit within range before performing her action. A corruption attempt automatically succeeds if the discarded Garment token corresponds to the targeted unit:

  • The Jewelry Garment corrupts Nobles (Hero).
  • The Balm Garment corrupts Soldiers (Provincial militia and Sergeants-at-arms).
  • The Noble Clothes Garment corrupts Peasants.

The Succubus can also discard a Garment token that doesn't correspond to its target. In this case, roll a [icon]: on a Shield result, the corruption attempt is successful. On any other result, the Holy player gains 1 [icon]. Nothing else happens.

When a unit is corrupted, remove it from the game. The Unholy side gains 1 [icon] and the number of Victory Points based on the corrupted unit:

  • 1 Victory Point for each corrupted Peasants unit.
  • 2 Victory Points for each corrupted Provincial militia or Sergeants-at-arms unit.
  • 3 Victory Points for each corrupted Hero.

Destroying The Succubus Only the Glorious Angel can destroy The Succubus in this scenario. If any other unit attacks The Succubus, the Holy player gains 1 [icon] if The Succubus suffers at least 1 [icon] or [icon] result. She is then placed in any crypt or sewers area by the Holy player.

Crypt and Sewers Areas Only Rat Swarms, the Beggar, The Succubus and the Glorious Angel can move into crypt or sewers areas. All areas containing buildings are considered adjacent to the nearby crypt tile. In the same manner, all tiles containing a Sewer Entry token are considered adjacent to the nearby Sewers area. Units can move from any sewers or crypt tile to any other sewers or crypt tile (while respecting capacity limits). All these areas are considered adjacent to one another.

Closing Down a Crypt or a Sewer Entry Any unit located in an area containing a Sewer Entry token can, at the cost of an action, close down the access to the sewers (remove the Sewer Entry token from the board). Units cannot move into a sewers area from the nearby area if said area does not contain a Sewer Entry token.

Any unit located in an area containing a building can, at the cost of an action, close down the adjacent crypt (place 1 Lock token in the unit's area). Units cannot move into a crypt area from the nearby area if said area contains a Lock token. A crypt or sewers area containing The Succubus cannot be Closed Down.

If a crypt or sewers area contains one or more Rat Swarm units when locked down, the Unholy player moves all of these units into other available crypt or sewers areas.

Faithful Priest When the Priest performs a Prayer action, destroy one adjacent Rat Swarm unit. You cannot perform a Discussion action with the Priest in this scenario.

Wandering Beggar When a Character from the Holy side performs a Discussion action with the Beggar, draw one of the special Beggar Discussion cards. Read the question written on its front, then ask your opponent to read the reply written on its back before applying its effects. Following this Discussion, do not remove the Beggar from the game: the Unholy player places him in an area of their choice containing a Sewer Entry token.

The Holy player doesn't gain any [icon] from initiating a Discussion with the Beggar.

The Battle of Tannenberg

The battle takes a turn for the worst for the Teutonic forces. Their positions have been broken and their defensive lines are being breached all around the battlefield... This day may very well be the last of the Great Teutonic knights' reign over the pagan lands.

Even if they may be defeated today, the heavily armoured crusaders don't intend to go down without a fight. With the last of their strength, they will uphold the Teutonic code of honour, and keep their Holy symbols standing until the end. The Lithuanian forces, however, fully intend to push the invaders from their lands once and for all.

July 15th, 1410.

Players: 2 (Teutonic player and Lithuanian / Polish player). Difficulty: 2 stars (Medium). Rounds: 6 rounds (the round track segments show 4 and 2). Legend: T.

Forces

Teutonic player:

  • Ulrich von Jungingen
  • Teutonic hero
  • Friedrich von Wallenrode
  • 4 Teutonic Sergeants
  • 2 War Wagons
  • 4 Teutonic Knights
  • 4 Mounted Teutonic Knights
  • Intrigue deck: Tannenberg (Teutonic)

Lithuanian and Polish player:

  • Lithuanian hero
  • Vytautas
  • Ladislas II Jagiello
  • 3 Forest Striders
  • 2 Light Infantry
  • 3 Mounted Lancers
  • 5 Polish Sergeants-at-Arms
  • 2 Polish Knights
  • 2 Lithuanian Heavy Cavalry
  • Intrigue deck: Tannenberg (Lithuanian and Polish)

Card and unit abilities as printed:

Ulrich von Jungingen — Keywords: Charge – Parry – Tough. When attacking: Ulrich von Jungingen gains +1 [icon] if at least 2 other units attack the same area he does. When attacking: if Ulrich rolls 2 [icon] after resolving the attack, you can move an adjacent unit into Ulrich's area.

Teutonic Hero — Keywords: Charge – Impetuous – Prayer. When attacking: For each [icon] rolled, roll 1 extra [icon]. This extra die benefits from this effect.

Friedrich von Wallenrode — Keywords: Charge – Prayer – Feint. When attacking: if Friedrich von Wallenrode rolls 2 [icon], recover your Reroll token.

Teutonic Sergeants — Keywords: Parry – Retaliation.

War Wagon — Keywords: Big. When defending: All [icon] and [icon] results suffered in a War Wagon's area can be allocated to the War Wagon. A War Wagon cannot suffer a [icon] result. In order to perform a move action, a War Wagon uses another infantry unit's action from its area in addition to its own action.

Teutonic Knights — Keywords: Charge – Impetuous – Prayer. When defending: [icon] → [icon]

Mounted Teutonic Knights — Keywords: Charge – Impetuous – Prayer. +1 [icon] against [icon].

Lithuanian Hero — Keywords: Parry.

Vytautas, Great Duke of Lithuania — Keywords: Feint – Charge. When attacking: if Vytautas rolls 2 [icon], roll 1 additional [icon] after resolving your attack. Units cannot defend against this roll.

Ladislas II Jagiello — Keywords: Parry – Charge. Once per defence roll, if you spend 2 [icon]: add 1 [icon] to your defence roll. When attacking, if all attacking units are [icon], add 1 [icon] to your total attack roll for each attacking unit.

Forest Striders — Keywords: Dodge – Haste 2. When performing a melee attack from a forest area: [icon] → [icon] [icon]

Light Infantry — Keywords: Dodge. When defending against [icon], Light Infantry gain Retaliation.

Mounted Lancers — Keywords: Haste 2 – Dodge. When attacking: For each [icon], cancel 1 [icon] from your opponent's defence roll.

Polish Sergeants-at-Arms — Keywords: Charge – Retaliation.

Polish Knights — Keywords: Charge.

Lithuanian Heavy Cavalry — Keywords: Charge – Feint. When defending: cancel 1 [icon].

Intrigue cards (Teutonic, Tannenberg):

  • 2 – Cavalry Breakthrough: Gain 1 [icon].
  • 2 – Battle Frenzy: Remove 1 Wound from Ulrich von Jungingen's profile card.
  • 4 – Heavy Reinforcements: Deploy 3 Mounted Teutonic Knights units in the plains area of tile T2B.

Intrigue cards (Lithuanian and Polish, Tannenberg):

  • 2 – Terrain Knowledge: Place 2 rocks in 2 different free or allied areas that aren't frozen river areas.
  • 3 – Ambush: During your turn, before playing an Order, place all your Forest Striders units and Vytautas in any free or allied forest area.
  • 2 – Comeback: Move your Rally point into an adjacent free or allied area and Rally 1 unit.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 3, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15, T2 and T3).

Place the Teutonic forces on the map as shown:

  • Teutonic hero, 1 Teutonic Sergeants and 1 Teutonic Knights at the top right.
  • 1 Teutonic Sergeants and 1 Teutonic Knights at the right.
  • Ulrich, 2 Mounted Teutonic Knights in the centre-right area.
  • 1 War Wagon in the centre area, and 1 War Wagon in the centre-left area.
  • 1 Teutonic Sergeants in the lower-right area.
  • Friedrich, 1 Teutonic Sergeants and 1 Teutonic Knights at the bottom right.
  • 1 Teutonic Knights and 2 Mounted Teutonic Knights at the bottom centre.

Place the Lithuanian and Polish forces on the map as shown:

  • Lithuanian hero and 2 Light Infantry at the top.
  • 3 Forest Striders at the top left.
  • 2 Mounted Lancers in the upper-left area.
  • Vytautas and 2 Lithuanian Heavy Cavalry on the left.
  • 3 Polish Sergeants-at-Arms in the centre-left area.
  • Ladislas II Jagiello and 2 Polish Knights on the far left.
  • 2 Polish Sergeants-at-Arms and 1 Mounted Lancers at the bottom left.

Place the Secret Rally point of the Lithuanian and Polish side in the area marked on the setup page (far right).

Special Rules

They Are Legion At the end of each round, instead of resolving the infirmary phase, the Lithuanian side rolls a red dice and can deploy, on one of their regular Rally points, the group of units corresponding to the result they rolled. If there aren't enough units available to deploy the entire group, cancel their deployment. The Lithuanian side can choose to spend 2 [icon] to deploy the reinforcements in their secret Rally point's area instead of any of their other Rally points.

The deployment groups are:

  • 2 Polish Sergeants-at-Arms
  • 1 Forest Striders and 1 Light Infantry
  • 1 Polish Knights and 1 Polish Sergeants-at-Arms
  • 1 Lithuanian Heavy Cavalry and 1 Polish Sergeants-at-Arms

A Knight's Honor When a unit from the Teutonic side moves into an area containing a Lithuanian/Polish Rally point, said Rally point is destroyed. The Lithuanian/Polish Secret Rally point cannot be destroyed.

Backs to the Wall In this scenario, units cannot be rallied. All units placed in the infirmary are immediately destroyed.

Victory Conditions

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

Lithuanian side

For each Teutonic Flag located in an allied area at the end of a round: 1 Victory Point.

  • Teutonic hero or Friedrich is destroyed: 2 Victory Points.
  • Ulrich is destroyed: 4 Victory Points.

Teutonic side

  • For each destroyed enemy Character: 1 Victory Point.
  • For each destroyed Lithuanian/Polish Rally point: 2 Victory Points.
  • For each Teutonic Flag located in a free or allied area at the end of a round: 1 Victory Point.

If all the Characters from the Teutonic side are destroyed at any point during the game, the Lithuanian side immediately wins the game.

Rewards

  • 1 [icon] for each destroyed enemy infantry troop.
  • 2 [icon] for each destroyed enemy cavalry troop.
  • 3 [icon] for each destroyed enemy Character.

The Battle of Konitz

The Polish army has had enough of their Teutonic invaders. King Casimir IV organizes a great counter offensive, gathering nearly 20,000 men. Approaching Konitz, they are met with a wall of 15,000 Teutonic men, standing behind their war wagons. While the battle takes a bad turn for the Polish forces, King Casimir puts his heart and soul into the fight, risking his own life to save his men.

September 18th, 1454.

Players: 2 (Polish player and Teutonic player). Difficulty: 2 stars (Medium). Rounds: 5 rounds (the round track segments show 4 and 1). Legend: T.

Forces

Polish player:

  • King Casimir IV
  • Mounted Hero
  • Polish Mounted Hero
  • 4 Lithuanian Heavy Cavalry
  • 4 Polish Knights
  • 2 Light Infantry
  • 2 Forest Striders
  • Intrigue deck: The Battle of Konitz (Polish)

Teutonic player:

  • Mounted Teutonic Hero
  • Bernard Szumborski
  • 4 Mounted Teutonic Knights
  • 4 Teutonic Knights
  • 1 Teutonic Sergeants
  • 6 Pikemen with Pavise
  • 2 War Wagons
  • 3 Crossbowmen (see Intrigue)
  • Intrigue deck: The Battle of Konitz (Teutonic)

Card and unit abilities as printed:

King Casimir IV of Poland — Keywords: Charge – Parry – Feint – Retaliation. When defending, if King Casimir IV is alone in his area, transform 1 [icon] suffered into a [icon].

Mounted Hero (Polish) — Keywords: Rally.

Polish Mounted Hero — Keywords: Charge. When attacking, during a Charge action: [icon] +1 [icon].

Lithuanian Heavy Cavalry — Keywords: Charge – Feint. When defending: Cancel 1 [icon].

Polish Knights — Keywords: Charge. When attacking, during a Charge action: [icon] +1 [icon].

Light Infantry — Keywords: Dodge. When defending against [icon], Light Infantry gain Retaliation.

Forest Striders — Keywords: Dodge – Haste 2. When performing a melee attack from a forest area: [icon] → [icon] [icon]

Mounted Teutonic Hero — Keywords: Charge – Impetuous – Prayer.

Bernard Szumborski — Keywords: Feint. Special action: Bernard Szumborski can declare an attack against an adjacent enemy unit. Only Bernard Szumborski's attack roll and the targeted unit's defence roll are resolved.

Mounted Teutonic Knights — Keywords: Charge – Impetuous – Prayer. +1 [icon] against [icon].

Teutonic Knights — Keywords: Charge – Impetuous – Prayer. When defending: [icon] → [icon]

Teutonic Sergeants — Keywords: Parry – Retaliation.

Pikemen with Pavise — Keywords: Support. When attacking: [icon] → [icon] When defending against [icon], Pikemen with Pavise gain Retaliation.

War Wagon — Keywords: Big. When defending: All [icon] and [icon] results suffered in a War Wagon's area can be allocated to the War Wagon. A War Wagon cannot suffer a [icon] result. In order to perform a move action, a War Wagon uses another infantry unit's action from its area in addition to its own action.

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

Intrigue cards (Polish, The Battle of Konitz):

  • 3 – Mercenary Forces: Deploy all destroyed allied infantry units in an allied area containing at least 1 allied Character.
  • 3 – Cavalry Breakthrough: Gain 1 [icon].
  • 2 – Valiant Heart: When defending: inflict 1 Wound to an allied Character located in the attacked area; add 2 [icon] to your defence roll.
  • 2 – Valiant Heart: When defending: inflict 1 Wound to an allied Character located in the attacked area; add 2 [icon] to your defence roll.

Intrigue cards (Teutonic, The Battle of Konitz):

  • 3 – Relocate the Blockade: Move 1 War Wagon unit into an adjacent area.
  • 2 – Strength in Numbers: Place an additional Rally point in an allied area.
  • 4 – Different Strategy: Destroy 1 allied War Wagon and deploy 3 Crossbowmen units in its area.

Setup

Lay out the map as shown on the setup page, using the scenario tiles listed for this scenario (tiles 1, 2, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 17, T2 and T3). The Objective area is at the left of the map.

Place the Teutonic forces on the map as shown:

  • Mounted Teutonic Hero, 1 Mounted Teutonic Knights and the Teutonic Rally point at the top centre.
  • 2 Pikemen with Pavise at the top left.
  • 1 Pikemen with Pavise and 1 Teutonic Knights at the top right.
  • 1 Mounted Teutonic Knights in the centre-left area.
  • 1 Pikemen with Pavise and 1 Teutonic Knights in the centre area.
  • 1 Pikemen with Pavise and 1 War Wagon in the centre-left area.
  • 2 Mounted Teutonic Knights at the far left, near the Objective area.
  • 1 Pikemen with Pavise, 1 Teutonic Sergeants and 1 War Wagon at the bottom centre.
  • Bernard Szumborski and 2 Teutonic Knights at the bottom left.

Place the Polish forces on the map as shown:

  • 1 Lithuanian Heavy Cavalry at the top right and 1 Lithuanian Heavy Cavalry at the right.
  • 1 Light Infantry and 1 Lithuanian Heavy Cavalry in the centre.
  • 1 Polish Knights in the centre-bottom area.
  • 1 Forest Striders in the centre-right area.
  • King Casimir IV on the far right.
  • 1 Polish Knights and 1 Mounted Hero at the bottom right.
  • 1 Polish Knights in the bottom-centre-right area.
  • 1 Polish Mounted Hero at the bottom right.
  • 1 Light Infantry in the lower centre area.
  • 1 Lithuanian Heavy Cavalry and 1 Forest Striders at the bottom centre-right area.

The King's Retreat

In this scenario, the Polish army attempts to retreat through the river, suffering a pincer attack from the Teutonic forces. The Polish generals escort King Casimir IV to safety.

If King Casimir IV is activated while located in the objective area (see Setup map), he can perform an exit action: King Casimir IV is removed from the board, and the Polish side immediately wins the game.

Intrigue

In this scenario, Intrigue can be triggered using both [icon] and [icon].

Victory Conditions

For the Throne! The Polish side wins the game if King Casimir IV reaches the objective area and performs an exit action (see Special Rule) before the end of the 5th round.

If the Polish side doesn't win the game by the end of the 5th round, or if King Casimir IV is destroyed, the Teutonic side wins the game.

Rewards

  • 1 [icon] for each destroyed enemy infantry unit.
  • 2 [icon] for each destroyed enemy cavalry unit.
  • 3 [icon] for each destroyed enemy Character or War Wagon unit.