Warrior Knights
Warrior Knights Rulebook
Table of Contents
Table of Contents
- The Object
- Equipment
- Preparation
- 1: The Sequence of Play
- 2: Organisation of a Faction
- 3: Commencing Play
- 4: Assembly - Opening Phase
- 5: The Voting Phase
- 5/1: Allocation of Votes
- 5/2: Assembly Motions
- 5/3: Private Motions
- 5/4: Governors
- 5/5: Ambassadors
- 5/6: Concessions
- 5/7: Offices
- 5/8: Resigning Offices
- 5/9: The Vote
- 5/10: Voting in Two-Player Game
- 5/11: The Veto
- 5/12: The Veto in a Two-Player Game
- 5/13: Refusing Assembly Decisions
- 5/14: Turning New Assembly Cards
- 6: Stronghold Attack Phase
- 7: Trading Fleet Phase
- 8: Conclusion Phase
- 9: Income Phase
- 10: Wages Phase
- 11: Movement/Attack Phase
- 11/1: A Baron's Turn
- 11/2: Drawing Fate Cards
- 11/3: Fate Cards in Two-Player Game
- 11/4: A Baron's Movement Turn
- 11/5: Nobles Without Troops
- 11/6: Normal Movement
- 11/7: Mountains
- 11/8: Occupied Spaces
- 11/9: Cities, Castles & Strongholds
- 11/10: Movement on Roads
- 11/11: Passing Through Lenz
- 11/12: Siege Movement
- 11/13: Overseas Movement
- 11/14: Ambassadors and Governors
- 11/15: A Baron's Attack Turn
- 11/16: Attacking Other Nobles
- 11/17: Attacking Cities
- 11/18: Attacking Castles
- 11/19: Attacking Strongholds
- 11/20: Announcing Attacks
- 11/21: Transfer of Troops
- 11/22: End of a Baron's Turn
- 11/23: End of Movement Round
- 12: Fate Cards
- 13: Combat
- 14: Sieges
- 15: Surrender Terms
- 16: Capturing Cities
- 17: Castles
- 18: Death of a Noble
- 19: Money & Loans
- 20: Alliances
- 21: Strongholds
- 22: Stronghold Attacks
- 23: Winning
- 24: Additional Notes
- Summary of Game Sequence
- Credits
The Object
Each player plays a Baron with voting power at the Assembly and a faction of Nobles at their command.
The winner is the first Baron to capture and hold more than half of the un-razed Cities of the Kingdom.
Note
Warrior Knights, although complex, is not a complicated game. The game system allows a great variety of strategies but the rules are easily learned. At least one player should read the rules through carefully before play. However, they are presented roughly in the order that they occur in play for easy reference, so you can commence play immediately if you wish and work your way through the rules as you play. Since decisions have to be made early in the game, some tactical hints for your first game are appended in the relevant sections. The various die-cut counters and cards should be carefully separated before play commences.
Equipment
1 Playing Board: The framed central area depicts the Kingdom and is divided into 36 spaces. The outer frame contains the four overseas Cities in the corners, the four Trade Routes and the Combat and Siege Tables. At the bottom are spaces for indicating the Game Round.
24 Plastic Noble Pieces: These shield pieces are used to represent the Nobles on the board. The 48 stick-on shield symbols should be carefully peeled from their backing sheet and stuck onto the shields of the matching colour. There are two of each coloured symbol; one for each face of the shield. The symbols identify the individual Nobles and the colour is that of their Baron's faction.
24 Coloured Noble Cards: These comprise four Nobles of each colour. The shields relate the Noble Card to the playing piece on the board. A Noble's Troops are assembled beneath these cards.
6 Coloured Baron Cards and Stronghold Cards: These are used to indicate which player is which Baron and the strength of their Stronghold at any particular time.
24 Regular Troops Cards: These comprise twelve 100 Troop Cards and twelve 50 Troop Cards plus one blank spare to replace any that may become damaged.
6 Sets of 10 Mercenary Troop Cards: These comprise one 300, two 200, three 100, and four 50 of each of English, Lombards, Poles, Rumanians, Swiss and Tuscan Mercenaries. There are also two blank spares to replace any that may become damaged.
18 Town Levies Troops Cards: These represent the troops that can be raised from each of the Cities of the Kingdom. There is one blank spare to replace any that may become damaged.
54 Assembly Cards: These are the Motions that will come up during the Assemblies. There are 6 blank spares of differing types to replace any that may become damaged. Experienced players can also use these to invent their own Assembly Motions.
59 Fate Cards: These produce the random events during the game. There is one spare to replace any that may become damaged.
One Assembly Card and One Veto Card: These are used to indicate which Baron is Chairman and which is Veto holder at each Assembly.
One Sheet of Die-Cut Coins: This is the game money and comes in denominations of ½, 1, 5, 10, 50, 100 and 500 Crowns.
Three Sheets of Die-Cut Counters: These contain sets of counters for each Baron comprising 14 City Control markers; 6 Improved City Control markers; 1 Stronghold counter; 18 Garrison counters; and one blank counter used to represent the Baron overseas. There are also 114 Vote tokens; 6 End of Line counters (death symbol); 4 Fleet counters (plus 2 spares); 2 Royal Pretenders (plus 1 spare); 12 Razed City markers; and a Game Turn counter (plus 2 spares).
One Die: This is used for Combat, Sieges and some random effects.
Note on Components
Fleet Counter, End of Line Counter, Garrison Counter (shows Defensive Strength and Cost of Garrison Upkeep).
City Control Marker (shows the Siege Turn Record numbered 1–4 around its border).
Improved Control Marker (as the City Control Marker, but marked "Double Income").
A City space on the board shows its Basic Income from City (in a circle), its City Name, and its Defensive Strength of City, for example: Kovel — 200 Defensive Strength, 20 Basic Income.
Stronghold Counter (also carries a Siege Turn Record numbered 1–4 around its border).
Preparation
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One player is appointed Treasurer and is in charge of the game money. Another player is chosen to take charge of the various markers, counters, Vote tokens, etc.
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Each player takes a Baron card and the matching colour Stronghold card and counter, four Noble cards and Noble pieces. Each also receives 320 Crowns from the Treasury, two 100 Regular Troops cards and two 50 Regular Troops cards. Each player should also have a pencil and paper for use in the game.
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Take all '50' Mercenary Troops cards from the Mercenary pack and deal four at random to each player. The remaining 50's are shuffled back into the pack which is placed face down beside the board. For a 2 or 3 player game, only eight of the remaining 50's are replaced, the rest are removed from the game.
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Other adjustments to be made depend on the number of players:
Number of Cities: For 2 or 3 players place Razed markers over 7 Cities in the central playing area; 5 Cities for 4 players; and 3 for 5 players. Razed Cities play no part in the game. The Cities can be chosen by generating random areas (see 12/1) or players, in turn, place a Razed marker up to the required number. The Town Levies cards for the Razed Cities are also removed from the game.
Adjustments to Fate Pack: Remove all Crisis cards for Barons not in the game. For 6 players, remove one Disaster at Sea. For 5 or 6 players, remove one General Council (not the Shuffle Pack card).
Adjustments to Assembly Pack: Remove all Private Motions for Barons not in the game. For 2 to 5 players, take all Office cards except Lord High Overseer, count off four per player and shuffle these back into the pack. Remove the remaining Offices from the game. For 2 or 3 players, remove both Governor cards.
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Shuffle the Assembly cards and place them face down beside the board. Do the same with the Fate cards.
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One player is chosen as Chairman for the first Assembly and given the Chairman card. The player on the Chairman's left is given the Veto card. For reference in play, the Assembly procedure is given on the Chairman card and the Veto powers on the Veto card.
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Starting with the Chairman and moving anti-clockwise, players place their Stronghold counter on any space on the central area. However, with 2 players, Strongholds must be within the two central columns; and with 3/4 players, within the four central columns. No two Strongholds can occupy the same space. Strongholds may not be in a City but can be in a space containing a City.
Beginner's Hints on Stronghold Placement
Strongholds are best placed near the edge, away from other Barons and in the same space as, or adjacent to, a 200 strength City.
1: The Sequence of Play
1/1: Game Sequence
The game proceeds in Rounds.
The first Round of the game is an Assembly Round. Thereafter, the Rounds occur in the following order:
1: Movement Round 2: Movement Round 3: Assembly Round
This sequence continues throughout the game. To help keep track, there is a Game Round sequence at the bottom of the board. A Game Turn marker is placed in the appropriate box and moved on each Round to indicate the Game Round.
1/2: Game Sequence For 2 Players
In a 2 player game, the sequence is:
1: Movement Round; 2: Movement Round; 3: Movement Round; 4: Assembly Round.
1/3: Sequence of an Assembly Round
Each Assembly Round comprises the following Phases in this order:
1: Opening 2: Voting 3: Stronghold Attacks 4: Trading Fleets 5: Conclusion
1/4: Sequence of a Movement Round
The Movement Round comprises the following Phases in order:
1: Income Phase 2: Wages Phase 3: Movement/Attack Phase
Each Baron acts simultaneously in the Income and Wages Phases. Each Baron then has a turn in order in the Movement/Attack Phase.
2: Organisation of a Faction
2/1: The Layout of Cards
There are over 800 components in this epic game. Therefore to help the flow of the game each Baron must clearly display all the cards and tokens relating to their faction as shown in the diagram below. This allows the Barons to see each others force's easily at a glance, thus saving time and aiding decision-making.
The display comprises, for each Baron: the Baron Card; six Vote Tokens (each displayed clearly during Assemblies); the Stronghold Card, which must have the relevant side face up to show whether the Baron is 'In Residence' or not, with the Troops allocated to the Stronghold slipped underneath so the bottom strip is clearly visible, next to the Total Defensive Strength of the Stronghold; any Concessions, Governor & Ambassador cards granted to the Baron, with the Income from Concession shown and the Troops allocated to run the Concession slipped underneath; and the four Noble Cards of the faction, each showing Attack Strength, Troop Type/Office and Wages, and Defence Strength for every Troops and Offices card allocated to that Noble, slipped underneath so the bottom strip of each is clearly visible.
3: Commencing Play
3/1: Preparing Assembly Motions
The top four cards in the Assembly pack are turned face up and placed on the table in the order they occur. The Chairman announces each so that all Barons are aware of what is to be voted on at the Assembly. It is important that the cards are kept in the order that they are drawn since this will be the order in which they are voted upon at the Assembly.
3/2: Assembly Cards in 2 or 3-Player Game
In a two or three player game, only three Assembly cards are drawn.
3/3: Allocating Troops
Each player then allocates their Regular Troop and Mercenary Troop cards to their Nobles. Troops with a Noble are placed under the relevant Noble as in the diagram below.
There are no restrictions. Troops can be split between Nobles or all allotted to just one. These Troops form the Noble's fighting strength.
3/4: Placing Nobles on the Board
The playing piece for all Nobles that have been allocated Troops are placed on the board. They must be placed on their Baron's Stronghold or on their own Castle (see 17/1). A Noble's Castle is the matching shield symbol printed on the board.
Nobles without Troops cannot be placed until they have been allocated some Troops. Once the Movement Rounds have begun, Nobles can only enter on their Castle (ie. the option to start at the Stronghold only applies for the initial placement at the start of the game).
Once all Barons have placed their Nobles with Troops, the first Assembly Round begins with an Auction of Mercenaries (see 4/1).
Beginners Hints on Allocating Troops
Spread the Troops between your Nobles giving three of them 100 and one 200. Mix Mercenaries with Regulars. It may be advantageous to start all your Nobles at your Stronghold.
4: Assembly - Opening Phase
4/1: Auction of Mercenaries
Each Assembly Round begins with an Auction of Mercenaries conducted by the Assembly Chairman (ie the Baron holding the Chairman card). A number of Mercenary cards equal to the number of Barons in the game is turned face up from top of the Mercenary pack. These are the Mercenaries to be auctioned.
4/2: Bidding
Starting with the Mercenary card for the highest number of Troops, the Chairman invites bids. If there are two or more of the same value, the Chairman selects the order.
All Barons, regardless of whether they are to attend the following Assembly or are overseas, secretly write their bid on a piece of paper. The bids are then revealed and the amounts stated, starting with the Baron on the Chairman's left and then clockwise around the table.
The highest bidder pays the Treasury and takes the Mercenary card. The Chairman then invites bids for the next Mercenary card as before.
Barons must keep any Mercenaries purchased in the auction to one side. They can only be allocated in the Assembly Conclusion Phase.
4/3: Options
If there is more than one Mercenary card of the same nationality in the auction, the Chairman can choose to offer 'options' to speed things up. However, the Chairman must state this before any of the cards are auctioned. The 'options' must apply to each nationality of which their are more than one card in the auction.
If an 'option' is offered, the highest bidder for the first Mercenary card of a nationality has the option to purchase all other Mercenaries of that nationality in this particular auction at the same rate per head (fractions are rounded up). To exercise the option, the Baron must take all of the others included in the option. The Baron cannot choose to purchase just some of them.
Example
There are a 200, a 100 and a 50 English Mercenary cards, two 100 Tuscan Mercenary cards and a 50 Swiss Mercenary card to be auctioned. The Chairman decides to offer 'options' which must apply to both the English and the Tuscan Mercenary groups. The first card auctioned is the 200 English. This goes for 28 Crowns. The purchaser now has the option of buying the 100 English Mercenaries for 14 Crowns and the 50 for 7 Crowns. The Baron decides to exercise the option and buys both the remaining English Mercenary cards. If the Baron had decided not to exercise the option, the 200 English Mercenaries have been bought but the option still applies to the remaining two English Mercenary cards. Whoever purchases the 100 English Mercenaries will still have an option on the 50 at the rate per head that they paid for the 100 card.
Beginner's Hints on Auction of Mercenaries
In the first auction, try to buy at least 100 Mercenaries to make your Troop total 600. This will allow you to besiege one 200 strength City at 2:1 and another at 1:1. Note that each 100 Troops will cost 5 Crowns in wages each Movement Round. How much you bid in the auction depends on the other Barons. If they are experienced players and you are not, bid low initially to see their bidding levels.
4/4: Attending the Assembly
All Barons must attend the first Assembly of the game. Thereafter, each Baron must decide whether to attend an Assembly or not.
After the Auction, the Chairman invites all eligible Barons to the Assembly. Barons who are overseas as Governors, those banned from Assemblies and those besieged in their Stronghold cannot attend, nor can those engaged in Combat against a Stronghold or besieging a Stronghold without breaking off the action.
Each Baron, including the Chairman, then takes up their Baron card and places it on the table with their hand concealing it from the others. If they are attending, they must place their card with the Baron side face up. If they are not attending, they must place their card with the side that states this face up. Once all Barons have done this, the cards are revealed. The Barons are bound by their decision. Those with the Baron side face up are at the Assembly, and those who stated that they were not attending are not there.
4/5: Chairman or Veto Holder Not at Assembly
If the Chairman is not present, then the Chairman card is passed to first Baron to the right who is. That Baron then becomes the Chairman.
If the Veto holder is not at the Assembly, that Baron retains the Veto card but cannot use its powers.
5: The Voting Phase
5/1: Allocation of Votes
The Chairman gives each Baron at the Assembly Vote tokens as follows:
1 Vote (a Baron always has one statutory personal vote).
1 Vote for each 100 Crowns cash that the Baron has.
1 Vote for each City of the Kingdom (ie not overseas Cities) under the Baron's control.
3 Votes if the Baron controls the sole Royal Pretender (see 12/6).
5/2: Assembly Motions
The Motions before the Assembly are then discussed. The Chairman must allow reasonable time for 'vote trading' and deals to be made before calling for the vote.
Most of the Motions are fully explained on the Assembly card. Those requiring additional information are detailed below:
5/3: Private Motions
The Chairman must invite the specified Baron, who need not be at the Assembly, to propose the Motion at the start of the Assembly. The Baron may decline, in which case there will one less item on the agenda.
A Baron can only specify ONE of the following as a Private Motion:
1: The reversal of a previous Assembly decision. For example, the withdrawal of an Office, Concession or Motion still in force (eg Hereditary Offices), or the recall of a Governor or Ambassador.
2: The granting of an Office or Concession that had previously been granted but has lapsed due to the death of the holder or resignation, or was withdrawn by a previous Private Motion.
3: The pardon of a Baron barred from attending the Assembly due to refusal to abide by a previous Assembly decision (see 5/13).
4: Experienced groups of players may allow additional Motions.
5/4: Governors
The Baron appointed Governor takes the Assembly card (see 2/1). The blank counter of the Baron's colour is used according to the instructions on the card. This represents the Baron overseas. The Baron must turn the Stronghold card over to show 'Not in Residence'.
The Baron continues play as normal except that all the Baron's Nobles attack at half strength but defend at full strength.
5/5: Ambassadors
When a Noble is appointed Ambassador, the Assembly card is handed to the appropriate Baron (see 2/1) who immediately places the Noble's playing piece on it and follows the instructions. The deserting Mercenaries are shuffled back into the Mercenary pack for auction.
5/6: Concessions
The Baron granted a Concession takes the card (see 2/1). Income will be received as instructed on the card once Troops have been allocated to run it. Town Levies cannot run a Concession.
Troops can only be allocated to the Concession from the Baron's Stronghold in the Baron's Movement turn or from Mercenaries just purchased at the start of an Assembly.
A Concession is lost when the other Assembly card for that Concession is voted to another Baron or it is withdrawn by a Private Motion (5/3).
5/7: Offices
A Noble is eligible for an Office if:
1: The Noble currently holds no Office (other than Lord High Overseer).
2: No other Noble in the same faction has been granted an Office at that Assembly. Note: This does not apply in a two-player game.
A Noble granted an Office has the Office card placed as in 2/1, unless besieged, when it is allocated once the siege is lifted (if he survives!).
5/8: Resigning Offices
Barons at the Assembly can announce that one of their Nobles is resigning an Office granted at a previous Assembly. This can only be done after the Voting but before the new Assembly cards are turned. The Chairman does not invite resignations, Barons must speak promptly and interrupt proceedings to do so. The resigned Office is returned and set aside. It may be reallocated by a Private Motion (5/3).
5/9: The Vote
The Motions are voted on one at a time in the order that they were turned up.
In any one vote, Barons must either cast all their votes or abstain.
In all votes, Barons at the Assembly, including the Chairman, secretly write their choice on a piece of paper. The choice depends on the type of Motion:
Yes/No Motions: The choices are 'yes', 'no' or 'abstain'.
Offices, Concessions, Ambassadors & Governors: Barons must vote for an individual Baron or abstain. The Chairman then selects the particular Noble from the winner's faction to receive the Office or Ambassadorship.
Other Motions: For other Motions which have various options, the Barons record their choice or 'abstain'.
When all have done this, the Chairman calls for the vote. All Barons then simultaneously reveal their choice. They state their number of votes and their choice aloud. The Chairman keeps tally and announces the result. The Chairman has an additional casting vote if there is a tie.
5/10: Voting in Two-Player Game
One Vote is taken on all of the Motions simultaneously. The Motions are discussed as normal. The two Barons then secretly write how many of their votes they are allocating to each Motion. They can put all their votes on one Motion or spread them between the Motions. The total must not exceed the number of votes a Baron has. The Chairman still has a casting vote to decide ties. If a Motion receives no votes, it is ignored and placed on the discard pile.
5/11: The Veto
The holder of the Veto, only if present at the Assembly, may Veto the result of one Motion only. The Veto must be used immediately after the vote on the Motion the holder wishes to Veto.
The effect of the Veto depends on the type of Motion:
Yes/No Motions: The use of the Veto nullifies a Motion of this type only if the Motion were passed (ie. it can only nullify a 'Yes' decision).
Other Motions: In all other Motions, a Veto disqualifies the winning choice and the Motion goes to the second choice. If there was a tie for second place, the Chairman has an additional casting vote.
5/12: The Veto in a Two-Player Game
The Veto's powers cannot be used in a two-player game. The card is passed as normal simply to indicate the game leader.
5/13: Refusing Assembly Decisions
A Baron can only refuse to abide by Assembly decisions that require a specific action on that Baron's part, (eg paying a tax, accepting a Governorship, or Ambassadorship for their Noble).
No Baron can refuse to abide by Motions activated by the Assembly such as the withdrawal of Concessions or an Office held by the Baron's Noble.
Any Baron refusing to abide by an Assembly decision is banned from attending further Assemblies until any debt is paid or they are pardoned by a Private Motion.
Hints on Assembly Voting
Try to form a voting alliance with enough strength to carve up the agenda. The Veto holder is powerful, and the Baron to the Veto holder's left (the next Veto holder) is also worth befriending.
Hints on the Motions
Concessions are worth having as they bring a regular income of 40 Crowns. Offices are also valuable because of the free Troops. Governorships are a definite hazard later in the game but are not too bad early on. (They bring in 300 Crowns at a time when cash is likely to be short and you cannot then be sent away a second time later in the game.) Nobody likes having a Noble sent away as an Ambassador unless it is a weak Noble. Private Motions in the first Assembly are useless.
5/14: Turning New Assembly Cards
After all Motions of the current Assembly have been voted on, any that remain in force are kept face up nearby as a reminder. Others that did not need allocating to Barons are placed on the discard pile. The Chairman turns up, in order, the same number of new Assembly cards as originally drawn (see section 3/1-2). These form the agenda for the next Assembly.
If one specific Motion appears twice on the same agenda (eg two Wine Concessions), the second is shuffled back into the pack and a replacement is drawn.
If the Assembly cards run out, the discards are shuffled and re-used.
6: Stronghold Attack Phase
6/1: Announcing Stronghold Attacks
The Chairman now asks if those Barons NOT at the Assembly will be launching any Stronghold attacks. Stronghold attacks are carried out as detailed in section 22: Stronghold Attacks. The Assembly Round continues only after any Stronghold attacks have been launched.
7: Trading Fleet Phase
7/1: Fleet Launches and Progress
Unless there are already four fleets at sea, a new fleet now sets sail on one of the four trading routes (The Indies, China, Spice Islands or Ceylon). The Chairman calls for investments in the new Fleet and then places a Fleet counter on box 1 of a trading route that has no fleet.
Barons besieged in their Stronghold cannot invest. All other Barons may do so by placing their investment on their colour square on that route. No Baron may invest more than 100 Crowns on any one Fleet.
The Chairman then moves all the other Fleet counters on trading routes forward 1 space.
The Chairman then separately rolls 1 die for each Fleet on box 4 of its route and consults the result stated there. If the result is a pay-out, all investors receive their investment back plus the established pay-out from the Treasury. If the Fleet is lost, the Treasury takes all investments. If the result is 'no news', the Fleet remains on box 4 and the die is rolled again next Assembly. Once a pay-out has been made or the Fleet is lost, the Fleet counter is removed and is available for future sailings.
8: Conclusion Phase
8/1: Passing the Chairman & Veto Cards
The Chairman now passes the Chairman card to the Veto holder who then passes the Veto card to the next Baron clockwise. The new holders will fill those posts at the next Assembly.
8/2: Mercenary Allocation
Barons must now allocate any Mercenaries they bought. Mercenaries must be allocated as follows:
1: To any of the Baron's Nobles who are not besieged or overseas.
2: To run a Concession held by the Baron.
3: To the Baron's Stronghold (unless it is besieged).
The Mercenary Cards are slipped under the card to which they are allocated so that the bottom strip is clearly visible to all Barons (see 2:1). All Mercenaries must be allocated. Any Mercenaries that cannot be allocated immediately desert and are shuffled back into the Mercenary pack for auction.
8/3: Nobles Previously Without Troops
If Troops are allocated to a Noble who previously had none, that Noble's playing piece can now enter play according to rule 3/4.
8/4: End of Assembly
The Game Round marker is moved on to the first Movement Round space. The Movement Round then starts.
Hints on Nobles
Don't make one of your Nobles too powerful. He could die in a Crisis and will also become a prime candidate for an Ambassadorship at Assemblies. Also don't allow a Noble with a small Mercenary force too near a stronger opponent. Combat between Nobles is not a strong feature early in the game but it is a good way of acquiring Mercenaries cheaply.
9: Income Phase
9/1: Receipt of Income
Income is received from Cities, Governorships, Ambassadorships, and Concessions that a Baron holds and is denoted by an amount (in Crowns) in a yellow circle. The Basic Income from a City is printed on the board. Barons receive double this basic income if they have improved the City (see 16/5).
Barons total their income and are paid from the Treasury.
10: Wages Phase
10/1: Payment of Outgoings
A Baron's outgoings comprise wages for all Regular Troops and Mercenaries in the Baron's faction and the upkeep of any Garrisons (see 16/4) in Cities under the Baron's control. All outgoings are denoted by an amount (in Crowns) in a white circle.
Barons total their outgoings and pay it to the Treasury.
10/2: Failure to Pay Troop Wages
If a Baron cannot or will not pay all wages, then desertions occur.
Besieged Troops are unable to desert. There is no effect on them until the siege is lifted. For Troops not under siege, the effect of unpaid wages is as follows:
Mercenaries: Any unpaid Mercenaries immediately desert and are shuffled back into the Mercenary pack for future auction.
Regulars: Regulars do not desert immediately but a die must be rolled for each unpaid Regular Troops card at the start of each of the Baron's Movement turns until arrears are cleared. They immediately desert on a roll of 1 or 2 and are removed from the game. However, if any other Troops in the Baron's faction have been paid, they desert on a roll of 1, 2 or 3.
Town Levies: If there are any remaining unpaid Troops in a Baron's faction, one die is rolled separately for each Town Levies card in the faction. They desert on a roll of 1, 2, 3 or 4 and are placed with any as yet unclaimed Town Levies cards. They may be raised again (see 16/7).
10/3: Failure to Pay Garrison Upkeep
Any unpaid Garrison is immediately removed. It may be raised again later (see 16/4).
10/4: Recording Arrears
The Baron must keep record of how many Wage Phases Troops remain unpaid. Die rolls for desertions continue until the arrears for any remaining unpaid Troops are paid.
11: Movement/Attack Phase
11/1: A Baron's Turn
In the Movement/Attack Phase, each Baron has a Movement/Attack turn in order starting with the Veto holder and proceeding clockwise.
A Baron's Movement/Attack turn comprises these actions in order:
1: Draw Fate Card
2: Movement Turn
3: Attack Turn
4: Transfer of Troops
Once a Baron has completed all these actions, play passes to the next Baron on the left until all Barons have had a turn.
11/2: Drawing Fate Cards
Each Baron at the start of their turn must draw a Fate card. If the card is not one which may be kept for later use, the Baron reads it aloud and follows the instructions on the card.
Some Fate cards require further notes. These are detailed in section 12 opposite.
11/3: Fate Cards in Two-Player Game
Each Baron separately draws two Fate cards before moving.
11/4: A Baron's Movement Turn
On a Movement turn, each of the Baron's Nobles may be moved once except those without Troops. A Noble need not be moved.
11/5: Nobles Without Troops
If for some reason there is a Noble on the board who has no Troops, the Noble must be removed from play at the start of the Baron's Movement turn and can only re-enter play once he has been allocated some Troops (see 3/4).
11/6: Normal Movement
On the main playing area, a Noble has a movement of one space in any direction, including diagonally.
11/7: Mountains
Mountains cannot be entered or crossed.
11/8: Occupied Spaces
Nobles may freely enter or traverse spaces containing other Nobles.
11/9: Cities, Castles & Strongholds
Cities, Castles and Strongholds are a part of the space containing them. Nobles may always enter or traverse the surrounding space.
A Noble can only enter a City if it is controlled by his Baron. However, Lenz may be passed through by road (see 11/11).
A Noble can only enter his own Castle (see 17/1) or his own Baron's Stronghold.
The Noble must be clearly placed, either in the City, Castle or Stronghold or outside in the surrounding open country. To show that a Noble is in his Castle, the Baron must place a City Control marker around the Noble (see 17/1).
11/10: Movement on Roads
The normal movement rules apply except that if a Noble is in a space containing a road, the Noble may be moved up to three spaces along that road. The Noble piece need not be physically on the road printed on the board, merely in a space containing a road.
11/11: Passing Through Lenz
Nobles can pass through Lenz by road unless it is besieged or under the control of another Baron who refuses permission for the Noble to pass. Permission may be sought before the Noble is moved, but can be withdrawn when the Noble actually reaches Lenz. If the Noble cannot pass through, the move stops in the space containing Lenz.
11/12: Siege Movement
Nobles besieging a City, Castle or Stronghold are first moved onto the corner square marked 1. They may do this on first moving into the surrounding space. Thereafter, if the Siege is to continue, on the Baron's Movement turn the Noble is advanced one number round the corners. The number shows the turns of Siege (Sieges are detailed in section 14).
11/13: Overseas Movement
A Noble may move from the Baron's Stronghold to the 'To' space of an overseas City (Syracuse, Acre, Alexandria or Cadiz). On subsequent Movement turns, the Noble may move on one space. The central space contains the City. Nobles move from the 'From' space to the Stronghold.
11/14: Ambassadors and Governors
The marker or playing piece is moved as instructed on the card.
11/15: A Baron's Attack Turn
Once the Baron has completed all movement of Nobles, they may attack. Each Noble is permitted one attack in the turn.
Attacks take two different forms: Combat (detailed in section 13) or Siege (detailed in section 14).
If there are two or more Nobles of one faction in a space, they may team together for an attack or may each attack a different target. If they team together, this counts as the attack for both Nobles that turn.
Nobles of different factions cannot team against a third.
11/16: Attacking Other Nobles
A Noble in the same space as a Noble of an opposing faction not in a City, Castle or Stronghold may attack the Noble by Combat only.
All Nobles of an opposing faction in the same space are involved unless one is in a City, Castle or Stronghold and the other(s) are outside it. There is no partial combat.
11/17: Attacking Cities
Nobles in the same space as a City that is not controlled by any Baron, or is controlled by an opposing Baron, may attack the City by Combat or Siege. A City already under Siege cannot be attacked, though an attack may be made on the besieging force.
Nobles in the same space as a City containing an opposing Noble cannot just attack the Noble. The City must be attacked.
11/18: Attacking Castles
A Noble in the same space as a Castle may attack it only if its Noble is in it. The Castle may be attacked by Combat or Siege as for Cities above. An empty Castle can never be attacked.
11/19: Attacking Strongholds
Stronghold attacks cannot be launched in a Baron's Attack turn. They can only be launched during the Assembly Round (see 6/1).
However, a Stronghold attack already launched and as yet unresolved may be continued in the Baron's Attack turn (ie a Siege continues as normal and a No Result Combat may be re-engaged). Reinforcements for both the attack and defence may be brought up and included in a continuing Stronghold attack as detailed in sections 13 and 14.
11/20: Announcing Attacks
The Baron whose turn it is is the attacker. If the Baron is involved in more than one attack, the Baron must resolve each one separately, in any order, and indicate clearly which is being resolved.
The attacker announces the attack and, perhaps, offers surrender terms (see 15/1-2). If no terms are agreed, the attack takes place and is resolved as detailed in section 13: Combat or 14: Sieges.
11/21: Transfer of Troops
Once the Baron has performed all movement and attacks, Troops, other than Offices, may be transferred as follows:
From a Noble in the Stronghold to the Stronghold.
From the Baron's Stronghold, or a Noble in the Stronghold, to a Concession held by the Baron.
Between two or more Nobles of the Baron's faction occupying the same space.
11/22: End of a Baron's Turn
Once a Baron has completed movement, attacks and any Troop transfers, play passes to the next Baron on the left.
11/23: End of Movement Round
Once all Barons have had a Movement/Attack turn, the Movement Round ends. The Game Round marker should be moved accordingly.
Hints on Your First Move
A Noble with 300 Troops could be sent to besiege an overseas City as this will bring useful income later in the game - but it is risky as the Troops could be lost as the result of a Fate card. If you managed to buy 100 Mercenaries in the auction, a safer ploy is to move Nobles to besiege one City at 2:1 and another at evens. If you bought more, you will have more options. If you failed to buy any, then it is best to send Nobles with at least 400 Troops between them to besiege a City. If you were granted a Concession, allocate 100 Troops to it as soon as you can. If you bought no Mercenaries, ensure that there are Troops in your Stronghold at the end of your move to allocate to the Concession.
12: Fate Cards
Rules in addition to those on the individual Fate Cards are as follows:
12/1: Generation of Random Areas
Some Fate cards require random areas to be established. Each row and column of spaces on the playing area is numbered 1 to 6 in the frame. First the die is rolled to determine a row. The die is then rolled again to determine a column. The space where the two intersect is the established area. Where more than one area is required, they must all be different. If one occurs a second time, this result is ignored and a replacement generated.
12/2: Line Wiped Out
Some Fate Cards result in a Noble's Line being wiped out. When this happens an End of Line counter is placed on that Noble's Castle (see 17/3). That Castle then plays no further part in the game. If that Noble dies at the same time or subsequently, then there will be no heir and the playing piece is removed from the game on the Noble's death (see 18/1).
12/3: Forced March
This permits the Baron to move one Noble twice in one Movement turn, including the free Movement turn for launching a Stronghold attack. It only applies to normal/road movement on the main playing area.
A Baron may not use more than one Forced March card per Noble in a turn.
12/4: General Council
Nobles overseas or besieged cannot attend. A Noble holding the Office of Lord High Overseer need not attend regardless of any other Office held by the Noble.
All Nobles summoned are immediately placed in the established space. Play then continues as normal.
Combat may not take place between Nobles in the Council space until after all have had an opportunity to move away.
When the Council Meeting card with the instructions to shuffle the Fate pack is drawn, the discards are shuffled back into the Fate pack and the pack replaced face down as before.
12/5: Crisis For Noble
The Noble affected by the Crisis is the one in the stated faction with the shield symbol corresponding to the one determined by the die roll.
Nobles overseas or under Siege elsewhere cannot return to their Castle or Stronghold. If this is the result of the Crisis, the Baron must instead pay 30 Crowns to the Treasury.
If the Noble is engaged in a Siege and is 'sick', the Siege can move on but no Siege die roll may be made for the Noble that turn. The die may be rolled if another Noble is in the group laying Siege.
A 'sick' Noble still defends normally if attacked but cannot attack.
A 'sick' Noble on the 'To' or 'From' space of an overseas City can move on as normal.
12/6: Drought
The areas which border the established area include those which are diagonally adjacent.
12/7: Royal Pretender
A Royal Pretender counter is placed in the established space. A Noble ending his move on that space claims the Royal Pretender. It is then placed on the Noble's card and is with that Noble.
The Pretender may be transferred between two Nobles in the same manner as Troop Transfers (11/21).
The Noble in possession may kill the Royal Pretender. This can only be done at the end of the Baron's Movement/Attack turn. The Baron simply states the fact and returns the Royal Pretender counter.
If a Noble controlling a Pretender dies as a result of Combat or Siege, the Pretender is taken by the victorious Noble. If the Noble dies as the result of a Fate card, the Pretender is placed in the space where the Noble died and can be picked up by a Noble as before. If the Noble was in a City, Castle or Stronghold, then the Pretender is placed in the surrounding space. In the event of Plague, etc, a die roll is made separately for the Pretender in exactly the same way as for a Noble.
No more than two Pretenders may be in play at any one time. If a third is drawn, it is ignored and another Fate card drawn.
13: Combat
13/1: Resolving Combat
Combat is resolved as follows:
1: The attacker totals the Attack strength of all Troops with the attacking Noble(s).
2: Combat Against Noble in Open or in Castle The Defence strength of Troops with the defending Noble(s) is totalled. Note that Town Levies have no defensive strength. A Noble in his Castle gains an additional defensive strength of 100.
Combat Against a City or Noble in City The total defensive strength of a City is the strength of the City plus any Garrison there plus the defensive strength of any Nobles (as above) in the City.
3: The smaller total is divided into the larger ignoring any fraction. These are the Combat Odds. In expressing the Combat Odds, the attacker's number is always first. For example, 400 attacking 200 is 2:1; 550 attacking 200 is still 2:1, but 600 attacking 200 is 3:1. Similarly, 350 attacking 200 is 1:1 while 150 attacking 400 is 1:2. Combat cannot be engaged if the attacker's odds are worse than 1:2 against.
4: The attacker rolls one die and consults the Combat Table reading under the appropriate odds column against the die roll. If the attacker's odds are 6:1 or better, the die need not be rolled; the result is automatically Defender Eliminated (see 13/3).
13/2: Combat Table
Result for Odds (columns 1:2, 1:1, 2:1, 3:1, 4:1, 5:1; rows are the die roll):
| Die Roll | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 |
|---|---|---|---|---|---|---|
| 1 | AE | AE | AR | - | DR | DR |
| 2 | AE | AR | - | DR | DR | DE |
| 3 | AR | - | DR | DR | DE | DE |
| 4 | - | - | DR | DE | DE | DE |
| 5 | DR | DR | DE | DE | DE | DE |
| 6 | DE | DE | DE | DE | DE | DE |
13/3: Combat Results
The results on the Combat Table are:
DE (Defender Eliminated) & AE (Attacker Eliminated)
1: Nobles not in a City The beaten Noble and any Regular Troops with him are captured and will be killed off unless a deal is struck between the opposing Barons. Mercenaries, Town Levies and any Royal Pretender with the defeated Noble change sides and are immediately allocated to victorious Nobles in the battle. Any Offices held remain with the defeated Noble. The victor can offer ransom terms, for example to return the captured Noble (plus any Office held as the two cannot be separated), and, perhaps, some Regular Troops in return for some favour or money. If terms are not agreed at once, the Noble and his Regular Troops are killed (see 18: Death of a Noble).
2: Cities The City falls and is captured (see 17: Capturing Cities). Any Garrison in the fallen City is removed. If there were any Nobles in the City, they are captured and handled as detailed above.
DR (Defender Retreats) & AE (Attacker Retreats)
1: Nobles not in a City or Castle The defeated Baron rolls one die individually for each Regular, Mercenary and Town Levies Troop card in the defeated forces. On a roll of 1 or 2, that card is captured by the attacker and is dealt with as detailed in Defender/Attacker Eliminated: Nobles. A defeated Noble (and any Offices held) and any Royal Pretender with him, are always assumed to escape. The victorious Baron then moves each defeated Noble one space in any direction. Different defeated Nobles may be moved in different directions.
2: Cities and Castles If the 'beaten' force were in a City or Castle, it is treated as a No Result (see below).
- (No Result) The Combat has ended with no result. Either force is free to move away on their next turn.
14: Sieges
14/1: Siege Procedure
Immediately a Siege is started, the Baron moves the Noble(s) onto the corner box containing a 1. This indicates that it is the first turn of Siege. Thereafter, if the Siege has not yet been successful, the Baron may continue the Siege by advancing the Noble one number on each of the Baron's subsequent Movement turns to show the number of turns of Siege. A Siege may be abandoned by moving the Noble away.
14/2: Resolving Sieges
To resolve a Siege, the attacker's and defender's strengths are totalled and the odds ascertained as for Resolving Combat (see 13/1). A Siege cannot be launched if the attacker's odds are worse than evens. If the attacker's odds exceed 5:1, they are treated as 5:1 and rolled for accordingly.
The Siege Table below is then consulted with the odds cross-indexed with the turn of Siege to give a range of numbers. The attacker must then roll a number in the determined range on one die for the Siege to succeed that turn. If the Siege is successful, the City is captured that turn (see 16: Capturing Cities). If unsuccessful, the attacker may continue the Siege next turn. Note that a Siege automatically succeeds on the fifth turn.
14/3: Siege Table
Die Roll Needed for Odds (columns 1:1, 2:1, 3:1, 4:1, 5:1; rows are the turn number):
| Turn No. | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 |
|---|---|---|---|---|---|
| 1 | - | - | 1 | 1-3 | 1-4 |
| 2 | 1 | 1-3 | 1-5 | 1-6 | 1-6 |
| 3 | 1-3 | 1-5 | 1-6 | 1-6 | 1-6 |
| 4 | 1-5 | 1-6 | 1-6 | 1-6 | 1-6 |
| 5 | 1-6 | 1-6 | 1-6 | 1-6 | 1-6 |
14/4: Increasing/Decreasing Siege Force
The besieger can at any time increase or decrease the strength of the attacking force. The new odds are used from that turn of Siege on. If the attacker's odds fall to worse than evens, the Siege must be abandoned. The besieged force cannot be reinforced.
14/5: Attacking the Besieger
Any reinforcements for the defence brought up must engage the besieger in Combat. Any besieged Noble can, on their Baron's Attack turn, engage the besieging force in Combat without moving out of the City, Castle or Stronghold.
14/6: Death of Besieged Noble
If a besieged Noble dies as the result of a Fate card, his Troops remain in the City but defend at half strength. If the Siege is abandoned, the Troops are then treated according to the rules for 18: Death of a Noble. After his death, his Troops cannot be transferred to another Noble in the City.
14/7: Lifting a Siege
The Siege is lifted if the attacker chooses to do so and moves off the corner Siege turn spaces, if the besieger's odds fall to worse than evens, or if the besieging forces are engaged in Combat with the result that they are eliminated or must retreat.
15: Surrender Terms
15/1: Terms Between Nobles Not in City
Surrender terms in Combat between two Nobles when neither is in a City can only include Troops in the forces involved, payment of money, and a Royal Pretender with the forces involved.
The attacker of a Castle can only offer terms as above.
15/2: Terms Involving a Noble in a City
The attacker of a City can only offer surrender terms if the City is under the control of another Baron and there is a Noble of that Baron's faction in the City. The terms can only involve the ceding of that City, and Troops, etc, as above (ie, terms can only involve the City and its occupants - they cannot involve wider issues.) No terms may be offered if the City is not under the control of any Baron.
16: Capturing Cities
16/1: Moving Into the City
The victorious forces must move into the City immediately it is captured.
The victorious Baron must then decide whether or not to raze the City as described below.
If the Baron decides not to raze the City, one of the Baron's Control Markers is placed around the City. If another Baron's Control Marker is there, it is removed and replaced by an identical type marker (normal or improved) of the victor's faction.
16/2: The Defending Forces
Any Defending forces in the fallen City are treated as described in 13/3 Combat Results for Defender Eliminated.
16/3: Razing Cities
A City can only be razed on the turn of capture by the Baron capturing it. Once play has passed to the next Baron, it is too late for the City to be razed by the Baron who just captured it.
If the Baron capturing the City chooses to raze it, that Baron immediately receives from the Treasury an amount of four times the basic income from the City as printed on the board. A Razed marker is then placed on the City which plays no further part in the game.
16/4: Garrisons
At the end of the turn in which the City was captured or at the end of any of the controlling Baron's subsequent turns in which they have a Noble in it, a Garrison may be installed or increased if one is already there. The Baron places a Garrison counter of the desired strength on the City. A Garrison cannot be raised or increased if the City is under Siege.
A Garrison can be decreased or removed by the controlling Baron at the end of any of that Baron's turns. It is not necessary for a Noble to be present in the City.
16/5: Improving Cities
Barons can choose to improve any City under their control at any time. They need not have one of their Nobles present in the City. The Control Marker is replaced with an Improved Control Marker and an immediate payment of three times the City's basic income must be made to the Treasury.
The controlling Baron of an improved City receives double the basic income (as printed on the board) for the City each Income phase.
16/6: Destroying Improvements
Barons may choose to destroy improvements of any City under their control at any time except when a die roll for a successful attack against the City has just been made. The Improvement Marker is simply removed and replaced with a normal Control Marker. Once destroyed, it costs the usual triple income of the City to replace them.
16/7: Town Levies
On capturing a City, the victor takes the Town Levies card for that City if it is available. It must then be allocated to a Noble in the force that captured the City. However, the Town Levies card cannot be claimed if it is in the possession of a Noble in an opposing faction (unless that Noble happened to be in the captured City).
If the Town Levies card is not with a Noble of the faction controlling the City but later becomes available for some reason (they desert their Noble for example), it may be claimed by a Noble of the faction in control of that City who is in it at the end of the Baron's Movement turn.
Hints on Capturing a City
Try to Garrison a City immediately you capture it as this makes it less attractive to other Barons. However, it will effectively reduce the income from that City since the upkeep must be paid for the Garrison each Income Phase. If you are desperate for money, then it might be best to raze the City. This is better than failing to Garrison it and having to start over again if another Baron captures it from you, but this is a matter of choice. Remember that razing a City on the central playing area reduces the number of Cities in the game and may thus change the number to be held to win the game.
17: Castles
17/1: Noble in Occupation
The coloured shields printed on the playing board are the Castles. The colour and symbol identify the specific Noble whose Castle it is. Only that one specific Noble may ever occupy that Castle.
Whenever a Noble is in his Castle, the Baron must place a Control Marker around the Noble to indicate that he is in his Castle.
17/2 Attacks on a Castle
The capturing of Castles is not a feature of the game. They can never be captured and always remain the specified Noble's Castle.
A Castle can only be attacked when its Noble is in occupation. The Noble in his Castle can be attacked by Combat or Siege in exactly the same manner as for Cities. The Castle confers an additional defensive strength of 100. If the Noble is defeated, the victor cannot retain possession of the Castle or raze it.
17/3: Noble's Line Wiped Out
If a Noble's line is wiped out as the result of a Fate card, an End of Line counter is placed over the Noble's Castle (see 12/2). That Castle then plays no further part in the game.
18: Death of a Noble
18/1: Noble Killed by Fate Card
When a Noble dies as the result of a Fate card:
1: Any Office held by the Noble becomes vacant. The card is placed to one side. It can be re-allocated at an Assembly by a Private Motion.
2: All Mercenaries with the Noble desert and are shuffled into the Mercenary pack for future auction.
3: All Town Levies with him desert and are placed with the unallocated Town Levies cards. They may be collected by any Noble of the faction controlling the City who visits it (see 16/7).
4: Any Regular Troops with the Noble are kept with the Noble card as this will be used for the Noble's heir. However, if the line has been wiped out for some reason, there will be no heir. In this case, the Regulars and the Noble's playing piece are removed from the game.
5: On the Baron's next Movement turn, the heir (the same Noble playing piece) is placed on the family Castle. The heir cannot be moved that turn.
18/2: Noble Killed in Attack
If the Noble dies as the result of an attack with another, the above applies, except that the victor claims all Mercenaries and Town Levies with the Noble (see 13/3).
19: Money & Loans
19/1: Insolvency
The Treasury will always accept Cities in lieu of payment. They are valued at three times their basic income value regardless of any improvement. The City reverts to its neutral status and the Baron's City Control removed. Improvements are destroyed and any Garrison disbanded and removed. The Treasury does not give change but holds any excess against any future payments by that Baron to the Treasury. This is purely a facility to keep players in the game. It may not be resorted to if the player actually has the required money or to raise the 300 Crowns deposit for a Stronghold attack.
19/2: Loans
Loans between players are permitted on whatever terms they agree.
20: Alliances
20/1: Alliances Between Barons
Forming an alliance confers no special privileges. At best, Barons may agree to assist (or not to hinder) one another within the framework of the rules.
21: Strongholds
21/1: Stronghold Location
The location of a Stronghold is represented by the Stronghold counter on the board. As with Cities and Castles, Strongholds are considered as part of the space they occupy.
21/2: A Stronghold's Occupants
The Stronghold card is double-sided with a different defence strength depending on whether or not the Baron is present in the Stronghold. Barons are always in their Stronghold except: when they attend an Assembly; are overseas as a Governor; or attack another Baron's Stronghold. In these instances, the side stating that the Baron is not in residence should be turned up.
Only Nobles of the Baron's faction may move into the Stronghold. Nobles in the Stronghold are placed either on the Stronghold counter, or for ease in play, on the Stronghold card.
Troops may be allocated or transferred to a Stronghold to add to its defence (see 8/2 and 11/21). These are placed under the Stronghold card as shown in 2/1: Organisation of a Faction.
All occupants of a Stronghold are immune to most of the events in the Fate cards such as Plague and Uprisings but not the Epidemic. This is stated on the individual Fate Card.
22: Stronghold Attacks
22/1: Launching a Stronghold Attack
The purpose of a Stronghold attack is usually to secure control of the Cities held by the Baron who owns the Stronghold. Any Baron who captures an opponent's Stronghold immediately gains control of the defeated faction's Cities (see section 22/7).
Strongholds can be attacked by Combat or Siege in the same manner as Cities. However, Stronghold attacks can only be initiated during the Assembly Round in the Stronghold Attack phase (6/1).
A Baron launching a Stronghold attack must not be present at the Assembly.
22/2: Stronghold Attack Procedure
If more than one Baron is not at the Assembly, they must each secretly write their intentions on a piece of paper (ie 'Besiege Baron X', 'Combat Baron X', 'Defend Stronghold' or 'Continue Attack'). These are simultaneously revealed. Barons attacking a Stronghold are not now present in their own Stronghold. The card must be turned accordingly.
Any Baron launching a Stronghold attack must immediately deposit 300 Crowns in the Treasury as security. If they cannot pay this sum, then they cannot launch a Stronghold attack.
22/3: Resolving Stronghold Attacks
The Chairman asks the current Veto holder or, if the Veto holder is not launching a Stronghold attack, the first such Baron on the Veto holder's left to take their Stronghold attack turn. Each Baron launching a Stronghold attack then has a turn in clockwise order.
After the first Baron has had a Stronghold attack turn, others launching Stronghold attacks then take their turn in order. However, Strongholds already under Siege may not be attacked.
After all Baron's launching a Stronghold attack have had a turn, the Assembly Round continues.
22/4: Stronghold Attack Turn
Only those Barons launching a Stronghold attack have a turn. Those engaged in a continuing attack that was launched in a previous Assembly Round do not. They can only continue their attacks in their Movement/Attack turn in the Movement Round.
The Baron launching a Stronghold attack has one free Movement turn but can only move Nobles who can reach the Stronghold to be attacked. Such Nobles can only be moved to the space containing the Stronghold to be attacked.
That Baron then launches an attack on the Stronghold. The Stronghold can be attacked by Combat or Siege.
The Combat or Siege is then resolved in exactly the same manner as for Cities (see sections 13 & 14).
22/5: Continuation of a Stronghold Attack
Once launched, if not resolved in that Stronghold attack turn, a Stronghold attack can be continued during subsequent Movement Rounds only. This means that if there was no result in any Combat, it may be fought again and that a Siege can continue as normal. They are not continued in a future Assembly Round although the attacking Baron must then state whether the attack is to continue or not.
Barons engaged in continuing Combat or Siege against a Stronghold may not attend an Assembly while the action is continuing. Barons besieged in their Stronghold cannot attend, but Barons attacked by Combat in their Stronghold may do so.
A Baron engaged in a Stronghold attack can call it off on any of their subsequent turns. They also have an opportunity to do so in the Stronghold Attack phase of future Assemblies by writing 'Continue' or 'Defend Stronghold' if they feel threatened.
If a Stronghold attack is called off for any reason, then the attacking Baron forfeits the 300 Crowns deposit paid to the Treasury.
22/6: Money in Stronghold
While a Stronghold is besieged, no money may be transferred out of it other than to pay wages and the upkeep of any Garrisons. Income is still received as normal.
Hints on Stronghold Attacks
Remember that the threat of a Stronghold attack could possibly keep an opponent with a lot of votes away from the Assembly. The timing of an attack is also important since with the free move for the attack, depending on your relative postions round the table, you could get two turns of attack before your opponent can retaliate.
22/7: Capturing a Stronghold
Immediately a Stronghold has been captured:
1: The victor receives back the 300 Crowns deposit from the Treasury.
2: All Nobles and Troops in the Stronghold are dealt with as detailed in 13/3: Combat Results, Defender Eliminated.
3: The victor gains control of all the defeated Baron's Cities in the Kingdom (main playing area) but not any overseas Cities. The victor replaces the defeated Baron's City Control Markers and Improved City markers with their own corresponding marker. Any of the defeated Baron's Nobles in the Cities are placed outside in the surrounding space.
4: The victor takes half of the defeated Baron's money.
5: The defeated Baron retains all Foreign Cities, Concessions, Nobles not in the Stronghold and other investments.
6: The defeated Baron builds a new Stronghold by replacing the Stronghold counter in another space of the board according to the normal rules for Stronghold placement in Preparation.
23: Winning
23/1: Winning Conditions
A Baron wins the game immediately that Baron controls more than half of the unrazed Cities of the Kingdom (the central playing area).
23/2: Winning Conditions for Two-Player Game
A Baron wins the game when that Baron controls the majority of the unrazed Cities of the Kingdom (the central playing area) PLUS ONE. For example, if there were 10 or 11 unrazed Cities, the winner would need to control 7 (6 plus 1). If a longer game is preferred, this may be made plus two but should be agreed before the start of the game.
24: Additional Notes
24/1: Shortage of Components
Although components have been provided to cover most eventualities, there may be a time when there is a shortage (eg money if all fleets pay out well on heavy investments). There is no intended limitation of components. If a shortage occurs, a substitute should be used or record kept.
Summary of Game Sequence
(Rules References in Brackets)
Assembly Round:
Auction of Mercenaries (4/1-3) → Deciding to Attend Assembly (4/4-5) → Allocation of Votes and Discussion of Motions (5/1-8) → Voting (5/9-13) → Turn New Assembly Cards (5/14) → Launch of Stronghold Attacks (6/1; 22/1-7) → Trading Fleets (7/1) → Pass Chairman & Veto Cards (8/1) → Allocation of Mercenaries (8/2) → End of Assembly Round - Move Game Round Marker to Movement Round 1 (8/4)
Movement Round:
Receipt of Income (9/1) → Payment of Outgoings (10/1-4) → Movement/Attacks (11/1) - Each Baron has a turn in order in which they: 1: Draw Fate Card (11/2-3; 12/1-6); 2: Move Nobles (11/4-14); 3: Attack (11/15-20; Combat 13/1-3; Siege 14/1-7; Continue Stronghold Attack 22/5; Surrender 15/1-2); 4: Spoils of Victory (Cities 16/1-3; Defeated Nobles 18/2; Strongholds 22/7); 5: Raise/Remove Garrison (16/4); Claim Town Levies (16/7); Transfer of Troops (11/21)
After each Baron has had a turn, the Movement Round ends and the Game Round marker moved on (11/23).
In a 3-6 player game there is another Movement Round and the game then continues with an Assembly Round as above (1/1). In a 2 player game, there are two more Movement Rounds before the game continues with an Assembly Round (1/2).
At Any Time:
A City may be Improved or any Improvements Destroyed (16/5-6).
Other Rules:
Organisation of Faction (2/1); Castles (17/1-3); Death of Noble (18/1-2); Money & Loans (19/1-2); Alliances (20/1); Strongholds (21/1-2); Winning (23/1).
Note on Rules
If any situation should arise which is not covered by the rules, then players should agree on a logical interpretation from the given rules. This should then be noted for future reference. Do not be inhibited from inventing your own house rules if you feel that they would enhance your group's pleasure of the game. Once again, these should be noted down to avoid future arguments.
Experienced players will find most scope for experiment in the Assembly Motions. Several blanks have been supplied for your own ideas. The scope of Private Motions can also be extended to include new Motions.
Credits
Inventor: Derek Carver
Cover Art: Chris Achilleos
Interior Art: Duncan Wilson (Fate, Assembly & Troops cards); Philip Chidlow (board); Angus McBride (nobles).
Production Design: Albie Fiore for Games Workshop Ltd.
© 1985, Games Workshop Ltd. Eastwood, Notts.