Time of Legends: Joan of Arc – Village Pack
Time of Legends: Joan of Arc – Village Pack Rulebook
Table of Contents
Table of Contents
Offensive Against Plymouth
In 1376, Admiral Jean de Vienne wants to strike at England's most important strongholds to push them back. With less than a year remaining to get prepared before his attack on Plymouth, the admiral asks the surrounding lords to give him the necessary materials for his expedition.
Length: 7 Rounds
Setup: Each player (1, 2, 3 and 4) takes a Citizen token. The Civilians (Priest, Blacksmith, Soothsayer, Noble Lady, Citizen and Merchant Girl) are placed as described under Civilian Placement.
Starting units: each player has 4 Peasants and 2 Pikemen in reserve, plus 2 Bowmen, 1 Sergeants-at-Arms, 1 Mounted Knights, 1 Wolves and 1 Plague Bearers in reserve.
Victory Conditions
The player with the most Notoriety Points (NP) by the end of the 7th round or when the ship's hold is full wins the game.
Notoriety Points can be earned in the following ways:
- Filling the ship's hold with resources, 1 NP
- Recruiting Civilians (see Endgame Bonus for Civilians), X NP
- Contaminating Civilians (see Plague Bearers Special Rule), 2 NP
- Devouring animals with Wolves (see Wolves Special Rule), 1 NP
Use any generic token as Notoriety Points (NP), for example Wound tokens.
Reward
- 1 [icon] when using the Harvest or Build action.
- 2 [icon] for each destroyed Wolves or Plague Bearers unit.
Note: the reward icon is a gold coin with a crossed emblem, which is not legible at scan resolution. It is shown as [icon] above and should be checked against the printed sheet.
Deployment
Animal placement. Shuffle the following tokens, face down, into a pile:
- 4 Horse tokens
- 6 Bullock tokens
- 6 Dog tokens
- 6 Sheep tokens
Place 1 token in each marked plain area (discard all remaining tokens). Flip all tokens face up, and replace them with the corresponding miniatures.
Civilian placement. Shuffle the profile cards for the Merchant Girl, Priest, Blacksmith, Soothsayer, Noble Lady and Citizen, and place them face down at the indicated X spots on the map. Flip all cards face up, and replace them with the corresponding miniatures.
Betting phase and setup. At the beginning of the game, each player rolls 5 black dice. The turn order for the remainder of the game is determined by how many Shield results were obtained by each player. Thus, the player with the most Shield results will be the 1st player in the game, and so on. In case of a tie, players roll the dice again. If the draw doesn't involve the 1st player, they are the one to determine who comes out on top instead.
- The 1st player chooses which starting hex to put their small house in, together with their Citizen token and Rally point. They then place 3 Peasants in their starting hex, however they like.
- The 2nd player then chooses which starting hex to put their cottage in, together with their Citizen token and Rally point (out of the remaining 3). They then place 4 Peasants in their starting hex, however they like.
- The 3rd player then chooses which starting hex to put their cottage in, together with their Citizen token and Rally point (out of the remaining 2). They then place 4 Peasants and 1 Pikemen unit in their starting hex, however they like.
- Finally, the 4th player puts their cottage in the last remaining starting hex, together with their Citizen token and Rally point. They then place 4 Peasants and 2 Pikemen units in their starting hex, however they like.
Special Rules
Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 9, 10, 12, 13, 14, 15, 16, V1 (x5).
Common pool: 1 small house, 2 big houses, 3 campfires, 4 tents, 2 wagons, 1 stone bridge, 2 wooden bridges.
Place trees, bushes and rocks according to the scenario map.
There is no infirmary in this scenario. Whenever a unit is Disrupted or destroyed, return it to its owner's reserve.
A field or forest area is considered neutral when containing no units of any army.
Lone miniatures. During this scenario, all miniatures (except Wolves) are kept alone, and thus are not set on bases. The lone miniatures still use their unit cards as if there were 3 on their base. Citizen units belonging to each player are represented with Citizen tokens in this scenario. Citizen units cannot be attacked.
Unlimited capacity. All areas have unlimited capacity during this scenario.
Ship's hold. 6 cards represent the ship's hold. These cards require six resources to be filled. At the beginning of the game, draw 1 of these cards and set it down for all players to see and play on. As soon as the drawn card is filled, another one is drawn to replace it. The game ends when 5 of the 6 ship's hold cards are filled with resources.
At the beginning of each Camp phase, go around the table.
Ship's hold cards. The 1st player decides whether or not to fill 1 of the ship's hold's empty spaces using their resources. To fill one of the spaces in the hold, put one of your resources over one of the resources indicated in the hold. If the resource you place corresponds to the one that is indicated on the card, you earn 1 NP. If a player is unable or unwilling to fill the ship's hold, they may pass their turn. Once a player has passed their turn, they must do so until the end of the round. Continue around the table until everyone has skipped their turn.
Players can attempt to trick the ship's captain by putting a resource in one of the hold's slots that don't correspond to the indicated resource. If you attempt to trick the captain, roll a black die. On a Shield result, the captain is tricked. The resource stays in place, and the player gains 1 NP. On a Disrupted result, the Captain caught the player and keeps the resource as a bribe (discard that resource). The player is allowed to continue filling spaces in the hold. On a Killed result, the captain is offended and gets angry: the resource is discarded and a unit from the player's army (of the player's choosing) is destroyed. The player is allowed to continue filling spaces in the hold.
The rare resources Fish and Flour can be substitutes for any resource indicated in the ship's hold. They can be put anywhere in the hold without needing to trick the captain.
New Actions
In this scenario, players have 7 new actions at their disposal:
- Harvest Wheat (see Harvesting Resources Special Rules)
- Build (see Habitations, Tent, Campfire, Wagon and Bridge Special Rules)
- Recruit (see Recruiting Special Rules)
- Fish (see River Special Rules)
- Transform (see Wagon Special Rules)
- Devouring (see Wolves Special Rules)
- Contaminate (see Plague Bearers Special Rules)
There is also one new Bonus Action, Harvesting Resources (other than Wheat).
Harvesting Resources
When a Peasants unit moves into an area containing a tree, a rock or an animal (except Dogs, see Dogs), its owner can immediately pick up the element from the area and add it to their reserve. These resources can be used when Building, or to fill the ship's hold.
A Peasants unit located in an area containing a bush can, at the cost of an action, Harvest 1 Wheat token. Doing so doesn't remove the bush from the area, which can be harvested indefinitely.
Habitations
Habitations are separated into 3 levels (from lower to higher level):
- cottage
- small house
- big house
A habitation can be upgraded to the next level through a Build action, at the cost of 1 Wood and 1 Stone (as long as the building is still available). At the beginning of the game, there are 1 small house and 2 big houses available in the common pool. (The source sentence reads "1 simple house"; the common pool list on the scenario sheet gives 1 small house, and the small house is used here.) When a habitation is upgraded, it is put back into the common pool and is replaced with the corresponding miniature.
- The Cottage lets the controlling player deploy either a Peasants or Dogs (if they possess the corresponding token) unit in its area for free at the beginning of each of their turns.
- The small house lets a player deploy either a Peasants, Pikemen or Dogs (if they possess the corresponding token) unit in its area for free at the beginning of each of their turns.
- The big house functions just like the small house, with the added benefit of allowing its owner to gain either 1 XP or Legend token at the beginning of each of their turns.
Tent
A Peasants unit can use the Build action and spend 1 Wheat and 1 XP token to set a tent in the controlling player's starting area. Once a tent has been built, its owner can Recruit a Pikemen, Bowmen, Sergeants-at-Arms and Mounted Knights unit in its area using the Recruit action (see Recruiting special rule below).
Each player can only build 1 tent per game.
Recruiting
To go along with the unit deployment players can do at the beginning of their turns thanks to their habitations, the Citizen can use the Recruit action and spend 1 Wheat and 1 XP token to deploy an additional unit (from the ones available). Units recruited in this way can be deployed in any area containing an allied Rally point. Recruiting a Mounted Knights unit requires 1 Horse token along with the basic recruitment cost. Any destroyed unit is put back in its owner's reserve.
Campfire
At the beginning of the game, 3 campfires are available in the common pool. Each player can only possess 1 campfire. If a campfire is available, a Peasants unit can use the Build action and spend 2 Wood tokens to set a campfire in its area. The campfire serves as another Rally point for the player who controls it at the beginning of the round. At the beginning of each of their turns, they can move it to any allied area. A campfire cannot be destroyed or pushed.
Wagon
At the beginning of the game, 2 wagons are available in the common pool. Each player can only possess 1 wagon. If a wagon is available, a Peasants unit can use the Build action and spend 1 Wood and 1 Cattle token to set a wagon in its area.
A wagon located in an area adjacent to the hex containing the watermill can perform the Transform action, turning any number of their Wheat tokens into Flour tokens. A wagon can be attacked and destroyed. A wagon possesses 2 Hit Points and 1 white die while defending. If a wagon is destroyed, it is put into its owner's reserve and can only be rebuilt by its owner.
Bridges
At the beginning of the game, 2 wooden bridges and 1 stone bridge are available in the common pool. If a bridge is available, a Peasants unit can use the Build action in an area adjacent to the river (that doesn't already contain a bridge) to build a bridge over the river (either by spending 1 Wood token for a wooden bridge, or 1 Stone token for a stone bridge).
Rivers
The river can only be crossed by moving across a bridge or the watermill. A Peasants unit located in an area adjacent to the river (bank) or on a bridge can use the Fish action. Its owner rolls a black die: on a Shield result, they gain a Fish token. On any other result, nothing happens.
When a unit (except Plague Bearers) moves into an area containing a neutral Dog miniature, its owner can add a Dog token to their reserve for free (remove the Dog miniature from the area upon doing so). Once they possess this token, they can recruit Dog units at the beginning of their turn by spending this token. Dog units possess 1 Hit Point, the Haste 2 trait, and no attack or defence dice. Any area containing at least 1 Dog unit cannot be attacked by Wolves. Wolves cannot move into an area containing a neutral Dog miniature.
Wolves
When a unit declares a move action into a neutral forest area, roll a black die before moving: on a Shield result, nothing happens, complete the move action. On any other result, the next player following turn order decides whether or not to deploy a Wolves unit in the area from their reserve. If the player either doesn't want to or can't, the next player following turn order may do the same, and so on until all other players have had a chance to do so.
A Wolves unit's deployment in an area counts as an action for the activated units. If the area contains a tree, it cannot be harvested by the units which entered the area.
Wolves units can make a free Charge action at the beginning of each of their owner's turns, in addition to being activated like any other regular unit.
When a Wolves unit moves into an area containing a neutral animal miniature (except Dogs), it can use the Devour action to remove that animal from the board and add the corresponding token to its owner's pool. Devoured animals yield 1 NP to their owner at the end of the game if kept, and can be used when Building and Recruiting. Devoured animals cannot be used to fill the ship's hold. Keep them separately from harvested animals.
Plague Bearers
When a unit declares a move action into a neutral field, rocks or hill area, roll a black die before moving: on a Shield result, nothing happens, complete the move action. On any other result, the next player following turn order decides whether or not to deploy a Plague Bearers unit in the area from their reserve.
If the player either doesn't want to or can't, the next player following turn order may do the same, and so on until all other players have had a chance to do so.
A Plague Bearers' deployment in an area counts as an action for the activated units. If the area pushed into contains a harvestable element (Tree, Rock…), it cannot be harvested by the units which entered the area.
Plague Bearers can make a free movement action at the beginning of each of their owner's turns, in addition to being activated like any other regular unit.
When a Plague Bearers unit moves into an area containing a Civilian, it can use the Contaminate action to remove the Civilian from play and add it to that Plague Bearers' owner's pool. Contaminated Civilians yield 2 NP to their owner at the end of the game, and yield no extra bonuses (see Civilians).
Civilians
Endgame bonuses for Civilians. When a unit (except Wolves and Plague Bearers) moves into an area containing a Civilian, its owner can recruit this Civilian for free as a bonus action.
You cannot recruit a new civilian if you already control at least one. If you control a civilian at the end of the game, you will gain endgame bonuses (see Endgame Bonuses for Civilians special rule). Players may not use Civilian profile abilities in this scenario.
Civilians may not be attacked, nor be allocated dice. They may only be contaminated (see Plague Bearers special rule).
Each Civilian gives a different bonus at the end of the game:
- Blacksmith: +1 NP for each Mounted Knights and Sergeants-at-arms unit on the board.
- Citizen: +1 NP for each ship's hold card filled.
- Merchant Girl: +1 NP for every 2 Wheat tokens set on ship's hold cards.
- Priest: +1 NP for each Peasants unit you control.
- Soothsayer: +1 NP for each Legend card you played and for each Pikemen and Bowmen unit you destroyed.
- Noble Lady: +1 NP for each bridge and wagon in play and for each time you used the Build action.
The Wild Beasts
John Mandeville went back to Liège in 1355 after having travelled all around the world. He wrote "The Travels of John de Mandeville", where he described mythical beasts never seen in France. Later, in 1358, some strange creatures attacked the livestock of the Dauphin's provinces. Some see it as divine punishment for their lord's debts, others see it as John de Mandeville having stated the truth. With the plague spreading all around the world, the beasts are hungry, and looking for food, they came for them…
Length: 6 Rounds
Players: Player 1 (French), Player 2 (The Griffin), Player 3 (The Cockatrice).
Starting units for Player 1: 3 Peasants, 1 Sergeants-at-Arms and 3 Bowmen - Short Bow.
Victory Conditions
The side with the most Victory Points by the end of the 6th round wins the game.
Victory Points gained at the end of the 6th round:
Player 1:
- 1 Victory Point for each Sheep still on the board.
- 2 Victory Points for each Cow or Horse still on the board.
- 1 additional Victory Point for each animal present in the stable.
- 1 Victory Point for each remaining HP on the Unicorn.
- 1 Victory Point for each Peasants still on the board.
Player 2:
- 1 Victory Point for each devoured Sheep or Dog, and for each destroyed Peasants.
- 2 Victory Points for each devoured Cow or Horse.
- 1 Victory Point for each wound inflicted on The Unicorn or The Cockatrice.
Player 3:
- 1 Victory Point for each devoured Sheep or Dog, and for each destroyed Peasants.
- 2 Victory Points for each devoured Cow or Horse.
- 1 Victory Point for each Wound inflicted on The Unicorn or The Griffin.
Unit Cards
- Peasants (Support): Special Action: You can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.
- Sergeants-at-Arms (Retaliation).
- Bowmen - Short Bow: Once per round, after an enemy activation, choose an area containing allied Bowmen - Short Bow: these Bowmen - Short Bow units can attack one enemy area in range.
- The Griffin: Big - Jump 2 - Feint - Slayer - Charge. When attacking: [icon]. At the start of each round, gain 1 [icon].
- The Cockatrice: Big - Targeting - Terror 1. When attacking: [icon] or [icon].
- The Unicorn: Heal - Haste 2. Cost of [icon] is reduced by 1. When attacking or defending: turn one [icon] into any result of your choice. If a Peasants unit moves into the area containing the well, they can summon The Unicorn as a bonus action at the cost of 1 Legend token. The Unicorn is deployed in an allied or neutral forest area, under the control of Player 1 (French).
Note: several symbols on the unit cards (the dice faces and the token icons) are not legible at scan resolution and are shown as [icon]. Check them against the printed cards.
Mandragora Thickets
In this scenario, all bushes are Mandragora thickets. When a Wild Beast (Griffin, Cockatrice) moves into an area containing a Mandragora thicket, it can devour the thicket as a bonus action to heal 1 Wound, at the cost of 2 XP tokens. The thicket is removed from the board once devoured. Peasants, Bowmen - Short Bow, Sergeants-at-Arms and The Unicorn can attack Mandragora thickets: They are destroyed if they suffer a Push, Disrupted or Kill result from an attack.
Animals
Player 1 takes 1 token for each type of animal in play, and puts it in front of them. By putting an Order on an animal token, you can activate all animals of said type on the board at the same time (once per round and per animal type). When an area containing their units and animals receives an Order, player 1 can activate as many animals as there were other activated units in the area.
Animals suffering a Disrupted or Kill result from a Wild Beast's attack are devoured, destroy them. Animals suffering a Disrupted or Kill result from a Wild Beast's Big attack are destroyed, not devoured. Player 1 allocates wounds on animals when necessary.
If a side is eliminated, reduce their Victory Points to zero.
Special Rules
Scenario tiles: 1, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 15, 16, 17, 18.
The Stable. The stable cannot be destroyed by the Wild Beasts in this scenario. It also has infinite capacity. Any animal inside the stable yields 1 Victory Point token to Player 1 at the end of the 6th round. Animals located in the stable still count as being on the game board.
Wild Beasts. During each council phase, The Griffin and The Cockatrice may replace 1 of their Orders with another Order of their choice. They both have no Rally point, and thus cannot be Disrupted, being immediately destroyed instead.
Well. If a Peasants unit moves into the area containing the well, they can summon The Unicorn as a bonus action at the cost of 1 Legend token (see The Unicorn above).
Generic River and Bridges Rules
River area. A river tile is composed of 3 areas, 2 banks (which count as plains) and a river area. Each area (bank and river) contains 4 spaces each. Only flying units can move into a river area. A bridge (wooden, stone or watermill) is laid over a river area, connecting 2 opposing banks. A bridge is an area that is considered a plain area that contains 2 spaces and occupies 2 spaces in the river area.
Ford area. A ford area is considered a swamp containing 4 spaces.