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  • 8/20/2019 Fief English Rules

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    TM

    FRANCE 1429

    DESIGNED BY  PHILIPPE MOUCHEBEUF

    Version

    105

    - Uwe

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    game setup (6 player setup shown)

    Place the Game Board in a central location. he map represents a portion o France in theMiddle Ages. Villages have square outlines and are connected by roads that allow Lord androop movement.

    Each Village is located in one o eight uniquely colored background Fies (Fiedoms).

    Each Village also belongs to one o 5 Bishoprics (Diocese). Each Bishopric is outlined with a thick linedborder and is numbered between 1-5 along the edge o the board inside a Bishop’s Mitre (headdress).

    Each Village is part o both a Fie and a Bishopric. he ive Villages with larger name banners are thePrincipal Villages o their individual Bishoprics.

    1

    Shule all Bounty &Disaster cards (grey andblack backs) togetherand place them on theBounty & Disaster CardDraw Deck space.

    Shule the Lord cards (brownbacks) and placethem on the LordsDraw Deck space.

    Each player draws a Lord card romthe Lords Draw Deck and places it

    with their starting units. I a Cardinal or

    the d’ARC card is drawn, shule it backinto the deck and draw another card.

    Now ind the corresponding Lord token orthe Lord card the Player drew.

    Players pick a color and place on their Family Board allcounters and markers associated with this color. his istheir stockpile rom which they will pull during the game.

    hese include:

    • 8 Knights, 13 Men at Arms and 2 Siege Engine counters

    • 3 Diplomacy  markers

    • 2 Vote markers

    • 3 ax  markers

    • 1 Marriage marker

    A Player begins the game with:5 Deniers, 1 Knight, 3 Men at Arms, 1 Stronghold.

    9

     

    A Bishopric’s PrincipalVillage has a larger banner.

    Fies have coloredbackgrounds and crossBishopric borders.

    BishopricBorder

    BishopricNumber

     2

    3

    8

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    Place the 3Cardinal Birettacounters, thepurchasable Cardinal 

    Biretta counter and thed’ARC itle counter ontheir respective spaces.

    Place the 8 Fie  itlecounters and the 5 Bishop itle Staff counters ontheir respective Fie andBishopric spaces.

    Place the King , Queen,Pope and Crown Prince 

    counters on their respective

    spaces.

    PlacementDetermine a starting player who takes the FirstPlayer card and chooses his starting Village.

    In it he places his 1 Knight, 3 Men at Arms, 1Stronghold, and Lord token.

    In clock wise order, the other Players do the same,placing their units into any remaining unoccupiedVillage. hen the starting Player begins the irst round.

    10 Example: heGreen player is the starting Playerand chooses to start in the Village o St Médard,where he places his 1 Knight, 3 Men at Arms,1 Stronghold, and the Lord François token.

    Sort and place within easy reach:

    Lord tokens, Stronghold/Fortiied City  counters, Mill,Assassination, Capture andExcommunication markers,Denier coins.

    1

     2 

    3 4 

    5 6

     A B

    C D 

    B A 

    C D 

    +1

    1

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    7

    11

    5

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    Game Overview In the game o Fie, each Player heads a noble amily in the medievalKingdom o France. A amily is comprised o individual Lords (noblemen and women) that strive to attain Royal and Ecclesiastical titles.hese titles not only gain the Player’s amily wealth and power, butalso the right to vote or which Lords become the next King o Franceor the Pope!

    he game map contains Villages designated by squares. he Villages

    are connected to each other by roads that allow Lord and roopmovement.

    he map consists o eight Fies (the domains o eudal Lords). Eacho the eight Fies bears its own unique colored background.

    A Bishopric is outlined with a thick lined border and is numberedrom 1-5 inside a Bishop’s Mitre (headdress) along the edge o themap. A Bishopric is a church diocese governed by a Bishop.

    Each Village is located in both a Fie and a Bishopric.

    A Player can purchase a Fie’s itle  (crown) or one o his amilymembers ater he controls all o the Villages and a Stronghold in aFie. A Player receives 1 Victory Point (VP)  or each Fie itle hisamily controls and may vote or which Lord becomes King.

    A Player may also attempt to gain a Bishop itle or one o his maleamily members. he itle o Bishop allows that Player to tithe theVillages in his Bishopric and to vote or which Lord becomes the nextPope or King.

    he titles o Pope and King bestow 1VP each to a amily. A Playerwins the game i he has 3 VPs at the end o a round.

    It is diicult to win alone, so two Players oten enter into alliancesthrough marriage to win as a team. A team o two Players needsonly 4 VPs to win the game. 

    Players may draw a new Lord card each round which allows themto place a new amily member onto the map. hey may also drawFortune Cards which bestow beneits such as ‘Bountiul Harvest’,‘Good Weather’, and ‘ax Income’. But they may also draw Disaster

    Cards that can cause ‘Plagues’, ‘Famine’, or ‘Heavy Rain’. Still, othercards can cause Uprisings, Assassinations, and other nasty ‘events’.

    Players receive income or Villages and Mills they control. APlayer’s Bishops and Cardinals can increase income by ithing theirBishoprics, and his Fie Lords can levy allages on their Fiedoms.hese incomes can then be used to purchase additional roops,Mills, Strongholds, and Fie itles. Income may also be used to bribeor ‘help’ other Players.

    Players occupy Villages with their roops o Men at Arms andKnights that are led by amily Lords. I opposing Player roops are inthe same Village, a Battle may commence.

    Expanding a Family’s territory brings more inluence and income- thus gaining its amily members the itles or Fies, Bishops,Cardinals, the Pope, or even King... signs o true power and the basiso a new French dynasty!

    game components

    TM

    Men at arms

    78 counters

    (13 per player)

    taxes

     18 markers(3 per player)

     assassin

    2 markers

     vote

    12 markers(2 per player)

    crownprince

    1 marker

    marriage

    6 markers(1 per player)

    capture

    6 markers

    Diplomacy 

    18 markers(3 per player)

    excommu-nication

    1 marker

    knights

    48 counters

    (8 per player)

    siegeengines

    12 counters

    (2 sides)

    (2 per player)

    lords

    18 tokens

    (6 emale and12 male)

    Stronghold / Fortified City 

    12 counters

    Battledice

    our black& ourwhite

    1

     2 

    3 4 

    5 6

     A B

    C D 

    B A 

    C D 

    +1

    1

     2 

    FIRST PLAYER 1 card

    LORDS22 cards

    Fortune

    25 cards

    disaster 

    10 cards

    Mill

    15 counters

    Holy relics counters

    deniers

    (Money)

    Titles

    17 counters

    d’arc counter 

    x 8

    x 3

    x 1 x 5

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    Game Play 

    1.0 Phase 1. ‘Hear Ye, Hear Ye’

    1.1. Marriage AlliancesA Marriage is a political arrangement to ally two amilies, andno alliance is possible without a Marriage. Players who agreeto a Marriage must announce it publicly.

    Note: he term “Lords” in the rules applies to both males(Lords) and emales (Ladies). Some rules speciicallydistinguish the dierence and use the terms Lord and Lady,as appropriate.

    A marriage unites an unmarried Lord (who is not a Bishop, aCardinal, or the Pope) and an unmarried Lady o two separatePlayers. Players may have only one Marriage, and thus oneAlliance, at a time. Note: A emale with the d’ARC itle maynot marry (9.1).

    I the Lord is the King, his new wie immediately becomesQueen (1.8.1).

    I the Lady is the Queen Regent (where the former King died),her new husband does not become King. A Lord can onlybecome King through an election (1.8) or i he is the CrownPrince when the King dies (1.8.2).

    o symbolize the marriage alliance between the two amilies,they exchange their Marriage markers, which are placed onthe allied married Player’s LORD cards.

    Example: The blue Player withLord Quentin  suggests analliance to the magenta Playerwith Lady Jeanne.

    Both Players agree on theAlliance and exchange their

    Marriage markers (rings) andplace them on their Lord andLady cards.

    Q UENTIN   JEANNE

    he Marriage negotiations could also include the exchangeo money or cards, i either Player plays a Diplomacy marker(8.0).

    Allied Players cannot have a solo victory. hey can only winas a team.

    Note: eam Victories are only allowed in 4 to 6 Player games(7.2). In 3 Player games, Players may only win alone.

    1.1.1 End an Alliance

    Sometimes Players are in an unwanted alliance. o end thealliance, there are only two options:

    1. Arrange the death o one o the spouses (thru Battle or Assassination 10.3).

    2. Receive an annulment rom the Pope to annul the marriage(1.7).

    1.2 TitlesIn Fie, a Player’s Lords can obtain dierent itles.

    Fie itles include: Baron or Baroness, Count or Countess, andDuke or Duchess. A Fie itle can be purchased during thePurchase Phase (4.3). o purchase a Fie itle, a Player mustoccupy all Villages and at least one Stronghold in the Fie.

    Ecclesiastical itles include: Bishop, Cardinal and Pope, andare reserved or unmarried male Lords. Bishop and Popetitles are gained through an election (1.3). Cardinal titles are

    Round Overview 

    Fie is played over a number o rounds until one Player, or analliance o two Players, have gained enough Victory Points (VPs)to win the game at the round’s end.

    Each round consists o seven Phases. During each Phase, Playersexecute each action in clockwise order.

    Phase 1. ‘Hear Ye, Hear Ye’ (Play each Action in order)

    • Announce Marriage Alliances (1.1),• Elect Bishops (1.4),

    • Elect the Pope (1.7),

    • Elect the King (1.8).

    Phase 2. Draw & Play Cards (Play each Action in order)

    • Players may discard and/or draw new Lord and Fortune cardsinto their hands (2.1),

    • Resolve all drawn Disaster cards (2.3),

    • Players play Lord and Fortune cards rom their hands (2.4).

    Phase 3. Collect Income (Collect simultaneously)

    • Players collect 1 Denier or each Village they control.hey collect an additional 2 Deniers or each Village in a Fie onwhich they played a ax card to allage (2.4.4),

    • Players collect 2 Deniers or each Mill they control.

    hey collect an additional 1 Denier per Mill, or each BountiulHarvest (2.4.2), and/or Good Weather (2.4.3) card that has beenplayed on the Bishopric,

    • A Player takes all Mill incomes in a Bishopric on which he hasplayed a ax card to ithe (2.4.6),

    • Player with the Queen itle collects 2 Deniers,

    • All Fortune cards on the map are removed and are placed onthe Fortune & Disaster Discard Pile.

    Phase 4. Purchase (Purchase ALL units and titles in order)

    • Men at Arms cost 1 Denier each (4.1),

    • Knights cost 3 Deniers each (4.1),

    • Mills cost 3 Deniers each (4.2),

    • Strongholds cost 10 Deniers each (4.2),

    • Fie itles cost 4, 6 or 8 Deniers each (4.3),

    • Te Purchasable Cardinal itle costs 5 Deniers (4.4).

    Phase 5. Movement (Move ALL Troops and Lords in order)

    • Each Lord may move up to two Villages away (5.0),

    • Men at Arms and Knights (roops) must move with a Lord,

    who can pick them up and drop them off along the way.

    Phase 6. Battles (Play ALL Battles in order)

    Opposing roops in the same Village can engage in battle. ABattle (6.0) can last several rounds.

    • Men at Arms = 1 Strength Point (SP), Knight = 3 SPs,

    • Each Male Lord or itled Female Lord = 1 SP,

    • In battle, use the ollowing number o Battle Dice orcorresponding number o SPs: 1 to 6 SPs = 1 Battle Die, 7 to 12SPs = 2 Battle Dice, 13 or more SPs = 3 Battle Dice.

    Phase 7. End Round

    • All Disaster cards on the map are removed and are placed onthe Fortune & Disaster Discard Pile.

    • Determine i there is a winner or winners. A Player wins with3VPs. An Alliance wins with 4VPs,

    • I there are no winners, pass the First Player card to the lefand a new round begins.

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    gained by randomly pulling a Cardinal itle card rom theLords Draw Deck (1.5) or by purchasing the Cardinal itlecounter that is available or purchase at the right edge o thegame board (4.4).

    Royal itles include: King, Queen (Queen Regent), and CrownPrince. he King (1.8) is elected by Lords with itles.

    A itled Lord is any Lord with at least one o the above itles.When a Lord receives a itle, its corresponding itle Crown orSta Counter is placed next to the Lord card.

    Note: a Lord can have several Fie itles and/or only oneBishop’s itle.

    1.3 Elections and Votinghe itles o Bishop, Pope, and King are gained throughelections. First Bishops are elected, then the Pope, then theKing. Each election ollows the same procedure:

    1. In turn order, a Player can declare one o his eligible Lords asa candidate. Eligibility or each itle varies, as explained below.

    2. Voting begins, ater all candidates are declared. Each Playerhas two Vote markers with his colored background:

    • A ‘FOR’ Vote with a white circle.

    • A ‘DECOY’ Vote with a black circle.

    In turn order, each Player with a right to vote placesnone, one or both Vote  markers ace down on thecandidates o his choice.

    3. Once all Players have voted, the Vote markers are lippedand tallied.

    A Player’s ‘FOR’ vote marker gives the target candidate ALL othat Player’s votes.

    ‘DECOY’ votes have no eect on an election. A Player mayhave placed a Decoy vote in order to mislead other Players onhow he was voting.

    Note: Use the Decoy Vote marker wisely, since a Player canmake an opponent think that he is voting or a candidate, whenhe actually is not. his may throw the election and postponethe awarding o a itle to a uture round.

    When a candidate is elected, place the corresponding itleCrown or Sta Counter next to the winning Lord’s card.

    1.4 Bishop Electionshe Game Map isdivided into 5Bishoprics whichare outlined with a

    thick lined borderand are numbered rom 1-5 inside a Bishop’s Mitre (headdresspictured at let) along the edge o the map.

    I all Villages in a Bishopric are occupied by Players (5.1) andthere is no current Bishop o that Bishopric, then an electionor Bishop is held.

    Candidates: Any male Lord who is unmarried (1.1), and NO already a Bishop, a Captive (6.2.3), Excommunicated (1.7), orthe King (1.8), can be a candidate. A Lord does not have to bepresent in the Bishopric to be a candidate to become its Bishop.

    Votes: A Player receives:

    • 2 votes or controlling the Bishopric’s Principal Village (the

    Village in the Bishopric with the largest name banner).• 1 vote or every other Village he controls in the Bishopric,

    • 2 votes or every uncaptured Lord Bishop the Player had inplay at the beginning o this round. (Newly created Bishopscannot cast 2 votes this round.)

    • 3 votes or every uncaptured Cardinal and/or Pope Lord

    the Player controls.

    • Only votes rom a Lord’s highest itle counts.

    Example: Grady  controls our areas in a Bishopric - 3 Villages(3 votes) and the Principal Village (2 votes). his gives him atotal o 5 votes to cast or his Bishop choice.

    Example: A Lord that is a Cardinal has both a Bishop’s Stacounter and a Cardinal’s Biretta counter next to his Lord card.Only the Cardinal’s 3 votes count.

    1.4.1 Bishop Election ResultsA candidate wins i he has a simple majority (he receives more votes than any o the other candidates). In case o a tie, nobodywins and the itle is not awarded this round.

    A Bishopric with an elected Bishop is considered Governed.

    A Bishop is elected or lie, unless excommunicated (1.7).

    FRANÇOIS

    Example: Players are voting or theBishop o Bishopric 5, which has 4Villages, one o which is the PrincipalVillage o SIGY . David  controls the villages o St Paul and Sigy , worth 3 votes. Grady  controls the two villages

    o St Ciers D’Abzac  and Beaujeu,worth 2 votes. Kirsten  controls theBishop o Bourg, which gives her 2 votes. Grady  and Kirsten both cast

    their votes or Grady ’s candidate Francois, giving him atotal o 4 votes. David casts his 3 votes or another candidate.Francois has a simple majority and wins the Bishop’s election.

    Example: François, is now the Bishop o SIGY . he Bishop’sitle Sta counter is placed to the right o his Lord card.

    I more than one Bishop’s itle is up or election, each electionis held separately, beginning with the lowest number Bishopric.

    I a Bishop’s itle becomes available again (due to death or

    excommunication) and all o the Villages in the Bishopric arecontrolled by Players, a new election to appoint a successoroccurs during the next Elections Phase.

    THE BISHOP

    • Must be an unmarried male.

    • May also have Fie Lord itles (4.5).

    • May become a Cardinal or the Pope.

    • Adds 2 votes when electing another Bishop.

    • Adds 1 vote when electing the King.

    • May ithe his own Bishopric by playing a ax card

    (2.4.4).• May attempt to stop an Uprising (10.1) in his Bishopric,even i he is not physically present. o attempt to stop anUprising, the Bishop rolls a six-sided die (1D6):

    On a 1-4, the Uprising is stopped and the Uprising card isdiscarded.

    On a 5-6, the attempt ails, the Uprising occurs, and theBishop is stoned to death. he dead Bishop’s Sta Counteris placed back on the map. All o his Fie itles are given toother Lords in his amily (i possible).

    1.5 Cardinals

    Unlike the title o Bishop and Pope, Cardinal titles are notobtained through elections.

    here are two ways to become a Cardinal:

    1. hree Cardinal itle cards are in the LordDraw Deck. A Player drawing one o these

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    cards may give the itle, any time during the game, to anyBishop already in play, making this Bishop a Cardinal.

    Place the used Cardinal itle card under one o the availableCardinal Biretta (hat) counters at the right edge o the boardgame. ake this counter and place it above the new CardinalLord’s card.

    2. A ourth purchasable Cardinal Birettacounter is placed during game setup on itsown board space. his itle can be purchased

    or 5 Deniers during the Purchasing Phase(4.5)  and must immediately be given to aBishop.

    FRANÇOIS

    Example: François, Bishop o SIGYhas been elevated to Cardinal and cannow vote during the Papal Election.he Cardinal Biretta counter is placedabove the Lord’s card. Place theCardinal card at the right edge o thegame board, since it will need to beplaced in the Lords Discard Pile i the

    Cardinal should die.

    THE C ARDINAL• Must be a Bishop.

    • May become the Pope.

    • Adds 3 votes when electing a Bishop.

    • Adds 1 vote when electing the Pope, or whom onlyCardinals vote.

    • Adds 1 vote when electing the King.

    • I the Pope is in play - amilys need the Pope’s consent to

    play Cardinal cards and to purchase the Cardinal Birettacounter.

    • May ithe (2.4.6)  ANY  governed Bishopric, whenplaying a ax card. Te first Cardinal to do so has priorityover the Pope and the other Cardinals, but the Bishop othe specific Bishopric still has priority over everyone.

    • May attempt to stop an Uprising in any Bishopric bypaying 3 Deniers, even i he is not physically present. TeCardinal rolls 1D6:

    On a 1-4, the Uprising is stopped and the Uprising cardis discarded.

    On a 5-6, the attempt ails and the Uprising occurs. Note:he Cardinal does not die, since he sends out subordinates

    to do his dirty work!I the Cardinal does not want to spend 3 Deniers to stopan Uprising, he may still attempt to stop it as a Bishop, ithe uprising occurs in his own Bishopric. But i he ails hisdie roll, he is stoned to death by the angry mob.

    1.6 Bishop or Cardinal DiesI a Lord with a Bishop or Cardinal itle dies, the Bishop Staand/or Cardinal Biretta counter is placed back on the gameboard and any associated Cardinal itle card is placed in theLords Discard Pile. he purchasable Cardinal Biretta Counter

    is placed back on the game board.

    1.7 Pope ElectionI at least two uncaptured Cardinals are in play (they may not beCaptives 6.2.3) and at least one uncaptured Bishop or Cardinal iscandidate, an election is held.

    Candidates: Only uncaptured Bishops and Cardinals can beelected Pope.

    Note: Elections are held in order. So a Bishop that was justpreviously elected could now be elected Pope.

    Votes: Uncaptured Cardinals have one Vote each.

    1.7.1 Pope Election Results

    FRANÇOIS

    A candidate wins the election i hehas the absolute majority (morethan hal o all votes). he Popecounter is placed next to the newPope Lord’s card.

    he Pope is elected or lie. Shouldhe die, a new Pope can be electedduring the next Elections Phase.

    Example : Cardinal françois,Bishop o SIGY has been electedPope. he Pope counter is placednext to the Cardinal’s Birettacounter.

    THE POPE

    • Must be a Bishop or Cardinal.• Keeps all o his other itles and is worth 1 VP.

    • Adds 3 votes when electing a Bishop.

    • Adds 1 vote when electing the King.

    • Cardinal cards cannot be played and the Cardinal Birettacounter cannot be purchased without the Pope’s consent.

    • May immediately annul a marriage, i a spouse requestsit. He can only annul a King and Queen’s marriage i noCrown Prince (1.8.2) exists.

    • Can ithe ALL  governed Bishoprics, by playing a axcard. But Bishops and Cardinals have ithing priority(2.4.6). Example: Te Pope plays a ax card to tithe all

    governed Bishoprics. Te titular Bishop o Bishopric 3also plays a ax card and has priority to ithe his ownBishopric. Te Pope then ithes all remaining governedBishoprics.

    • Can excommunicate a Lord once per round, at any time.(Te Pope could change his mind or a nice ‘donation’! - Tis would require a Diplomacy oken  8.0 ). However, therecan ONLY be one excommunicated Lord at a time.

    • Excommunicated Lords cannot vote or be a candidateor elections. I the Lord is a Bishop and/or Cardinal,he loses these Eclesiatic itles. Te Excommunication

    marker is placed on the Lord’s card. Te Pope canlif the excommunication at his discretion. I the

    Pope dies, the excommunication ends. Lords thathad their excommunication lifed can attempt toregain their ormer Ecclesiastical itles through normalelections, i the Bishopric does not have a new presidingBishop and still meets the conditions or an election (1.4).

    • Is immune to the Justice card.

    In 1305, Bertrand de Got, Bishop of Bordeaux (he was not aCardinal!), was elected pope and named Pope Clement V. Dueto a conflict between the Papacy and the French crown, he wasthe first of seven popes to reside in Avignon, France, instead ofin Rome!Born in Villandraut Gironde, he died in 1314 at the age of 60 years. During his pontificate, he helped destroy the Order of theKnights emplar.

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    1.8 King ElectionI the King itle is available and at least one Lord is a candidate,an election is held.

    Candidates: Any male itled Lord without an Ecclesiasticaltitle, who is not captured or excommunicated.

    Votes: Any itled Lord, male or emale, who is uncaptured, has1 vote - no matter how many or which itles they have (Baron,Count, Duke, Queen, Bishop, Cardinal or Pope).

    Election Results: o be elected King, a candidate must receivea minimum o 3 Votes, have a simple majority (more votes thanany other candidate), and the votes must include at least:

    • Te vote o two Bishops, or

    • Te vote o one Cardinal, or

    • Te vote o the Pope.

    When a King is elected, place the King   Crowncounter above the Lord’s card. A King remains Kinghis entire lie.

    1.8.1 Queen and Crown Prince

    • I the King is married or marries later in the game, his wieimmediately becomes the Queen. Place the Queen Crowncounter above her Lord card.

    • I the King dies and there is no Crown Prince (1.8.2), theQueen becomes the Queen Regent and gains the King’sPrivileges (see King’s Privileges at right).

    • A new King is elected normally during a Queen Regent’sreign, afer which she loses her Queen Regent’s title, but none

    o her other titles.

    1.8.2 Crown Prince

    • I a new male Lord card is played by the Queen’s amily andshe is uncaptured, the Crown Prince counter may be placedon this new Lord’s card.

    • I the King dies, the Crown Prince immediately becomes thenew King and gains the King’s itles. Te ormer King’s Queenloses her Queen’s itle.

    • I the Queen dies, the Crown Prince retains his title.

    THE K ING

    • Keeps all o his other itles and is worth 1 VP.

    K ING’S PRIVILEGES

    • Can reely give, during the Purchase Phase, an unclaimedFie itle to a Lord, i the Lord meets all o the conditionsto buy the Fie itle. (Te King can negotiate or some‘avor’ to do this, which could require a Diplomacy Token - 8.0 )

    • Can allage an ungoverned Fie, when playing a ax card.• Is immune to the Justice card.

    THE Q UEEN

    • Keeps all o her itles when she becomes theQueen.

    Q UEEN’S (R EGENT) PRIVILEGES

    • Receives 2 Deniers during the Income Phase.

    • Becomes the Queen Regent i the King dies and thereis no Crown Prince. She gains the King’s Privileges listedabove.

    • She is worth no VP.

    • Can give birth to the Crown Prince, i the King is aliveand she is not a Captive.

    • Is immune to the Justice card.

    THE CROWN PRINCE PRIVILEGES

    • Is the amily’s first-born son afer a King iselected, so there may be only one Crown Princein play.

    • Loses Crown Prince status i he becomes a Bishop.

    • Becomes King on the death o the current King. Hismother loses her Queen title.

    • Is immune to the Justice card.

     2.0 Phase 2. Discard, Draw &Play Cards

     2.1 Discard and Draw CardsPlayers may want a new Lord card (brown back) or Fortunecards (grey backs) that could beneit them during play. In turnorder, a Player may:

    • Discard some or all o his cards rom his hand, showing

    On July 1st, 987, Hugues Capet, Count of Paris, was electedKing of the Francs under the name Hugues the First. He wascrowned by the Bishop of Reims within two days. A few monthslater, his son was elected to be his successor.

    1 2 3

    B A C D

     2

    LordsDiscard

    Pile

    fortune& disaster

    Discard Pile

    Lordsdraw deck 

    fortune& disasterdraw deck 

    disaster card track 

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    them and placing them ace up in the corresponding DiscardPiles. A Discard Pile may not be inspected.

    • Draw new cards, when he is finished discarding cards. He maydraw up to two Fortune cards OR one Lord and one Fortune card. He may never draw two Lords cards. Example: Dave drawsa Fortune card, looks at it, and then decides to draw a Lord card.

    A Player may only hold up to 3 cards in his hand.

    DisasterCard

    FortuneCard

    When a Player wants a new Fortunecard, he must draw rom the Fortune

    & Disaster Card Deck, whichincludes both grey backed Fortunecards and black backed Disastercards.

    Some Fortune Cards aect allPlayers in the Bishopric they areplayed on and include ‘Bountiul

    Harvest’ (2.4.2), ‘Good Weather’ (2.4.3), and ‘axes’ (2.4.4) cards. Other Fortune cards only aect individual Lords orVillages and include ‘Uprising’ (10.1), ‘Secret Passage’ (10.2),‘Assassination’ (10.3), and ‘Justice’ (10.4).

    Disaster cards include ‘Heavy Rain’, ‘Famine’ and ‘Plague’ and

    aect all Players in the Bishopric they are played on.A Player wanting to draw a Fortune card may have to irst drawa Disaster card, i it is at the top o the Draw Deck. Disastercards do not count towards a Player’s card draw or hand limit.He continues drawing cards until he draws a grey backedFortune card.

    I a Player draws a Disaster card, he places it ace down,without looking, on the irst empty Disaster Card rack spacenumbered 1, 2 and 3. I all three Disaster rack Spaces areilled, a newly drawn Disaster card is discarded ace up ontothe Fortune & Disaster Discard Pile.

    A Player does not have to discard or draw cards, i he likes the

    cards in his hand or i he is trying to avoid drawing Disastercards.

    Once a Player has completed discarding and drawing cards, itis the next Player’s turn, until all Players have had the chance todiscard and/or draw cards.

    Example: Kirsten  draws one Lord card and now wants todraw a Fortune card or her second card. However the topcard on the Fortune & Disaster Draw Deck is a black backedDisaster Card. She draws this Disaster card, and withoutlooking, places it ace down on an open Disaster Card rackspace. he next card is also a Disaster Card, which she placesin the next open Disaster Card rack space. Finally, there is agrey backed Fortune card, which she draws into her hand.

     2.2 Replenish a Depleted Deck When a Player wishes to draw a new card and the ‘Lord’or ‘Fortune & Disaster’ Draw Deck is empty, reshule thecorresponding Discard Pile and place these cards ace downon the appropriate Draw Deck space.

    Note: Returning Lord cards represent new Lords who have thesame name as a predecessor.

     2.3 Resolving Disaster CardsOnce all Players have discarded and drawn cards, any Disastercards that were drawn and placed ace down on the Disaster

    Card rack are turned ace up and resolved consecutively.Note: We suggest that in a game with new Players, Disastercards are discarded instead o being resolved in the irst round.

    urn the irst Disaster Card. Roll 1D6 to determine whichBishopric is aected by the disaster. (Remember that each

    Bishopric is numbered along the edge o the map inside theBishop’s Mitre.) Place the Disaster card along the edge o theMap next to the aected Bishopric’s number.

    A die result o 6 is a alse alarm and the Disaster did not occur.he Disaster card is discarded.

    Ater the irst Disaster card has been placed, turn the secondDisaster card and roll 1D6 to determine which Bishopric itaects, and so on. he same type o Disaster card may not beplaced in the same Bishopric more than once. I this should

    happen, re-roll the die.wo dierent types o Disaster cards may aect the sameBishopric.

    here are three types o Disaster cards: Heavy Rain, Famineand Plague. hey aect all Players in the Bishopric they areplayed on, until the end o the round.

     2.3.1 Heavy Rain (4 Cards)

    No movement or battles are allowed in theaected Bishopric. his applies to all Villagesin the Bishopric, and also movement intoand out o the Bishopric.

    A Good Weather card (2.4.3) cancels HeavyRain and both cards are discarded.

    A Player may not play a Bountiul Harvestcard (2.4.2) on a bishopric with Heavy Rain.

    Uprisings (10.1) and Secret Passage movement(10.2) are not aected by Heavy Rain.

     2.3.2 Famine (4 Cards)

    Mills in the Bishopric do not produce incomeduring the Income Phase.

    A Bountiul Harvest card (2.4.2)  cancels aFamine card and both cards are discarded.

    he Player may not play a Good Weathercard (2.4.3) on a bishopric with Famine.

    Note! Famine can cause an Uprising(10.1).

     2.3.3 Plague (2 Cards)

    All Villages in the Bishopric are aected bythe Plague! Players immediately resolve theollowing:

    For each Lord in the Bishopric, roll 1D6. Ona die result o 1, 2, or 3, that Lord dies!

    All armies in the Bishopric automatically losehal o their units in each Village. Knightsand Men at Arms count the same, and lossesare rounded down. he Lord o these roops

    decides which counters are removed. Siege Engines are notaected by the Plague.

    Example: Gunter  has an army in a Village hit by the Plague.His army consists o 3 Men at Arms and 2 Knights. 3 + 2 = 5.Divided in hal and rounded down, he must remove 2 roops.He decides to remove 2 Men at Arms.

    In another Village, he only has 1 Men at Arms. 1 divided in haland rounded down, equals 0. So he does not remove the Men at

    Arms rom this Village.Note: Concentrated populations helped spread the Plague.he more the Player’s units are centralized, the more losses thePlayer can suer rom the Plague.

    Any Lord entering a plague inested Bishopric mustimmediately roll to see i he/she dies. A Lord leaving and

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    re-entering the same Bishopric does not roll again.

    A Lord leaving a plagued Bishopric and entering an adjacentplagued Bishopric does not roll again.

    roops entering a plagued Bishopric lose hal o their number,rounded down.

    New roops placed in the Bishopric during the PurchasePhase are not aected by the Plague. Note: hese new units areconsidered to be recruited rom Plague survivors.

    A new Lord played rom the Player’s hand onto the Player’sNoble Family Board during the Play Cards portion o thisphase (2.4.1) is not aected by the Plague.

    Disaster cards remain in eect until they are removed anddiscarded to the Fortune & Disaster Discard Pile at the end othe round (7.0).

     2.4 Play CardsOnce all Disaster cards have been placed on Bishoprics, Playersmay play any number o Lord and Fortune cards rom theirhands in turn order.

    All Fortune cards have one o two symbols at the top o their

    card.Cards with a white card symbol can be played only at thistime. I not played now, Players may hold the cards, but haveto wait until the next round’s ‘Play Cards Phase’ to play thesecards.

    Cards with a green lightning symbol are Opportunity cardsand may be played at any time during any phase except duringthe Draw phase ( See card descriptions in sections 9.0 and 10.0).

     2.4.1 Lords (18 cards)

    PHILIPPE

    Playing a Lord card allows the Player to gaina new Family member. A Player is limited to4 Lords in his Family. He may hold additionalLords in his card hand. New Lords may onlybe placed during the Play Cards Phase.

    he Player places a new Lord  card on hisFamily Board, inds the associated Lordoken and places it in any Stronghold (4.2) orFortiied City (4.3) he controls. I the Player

    has no Stronghold or Fortiied City, place the new Lord in anyVillage occupied by another o his Lords. I no other Lords areavailable, place the new Lord in any Village he controls, thenin any empty uncontrolled Village or Allied Player controlledVillage. he new Lord is ready to play.

    Note: Lords may occupy a Village without roops, but are very

     vulnerable to Uprisings (10.1) or Battles. During an Uprising theyare immediately killed and during a Battle immediately  captured.

     2.4.2 Bountiful Harvest (5 cards)

    Bountiul Harvest can be played on aBishopric without Heavy Rain (2.3.1):

    • o cancel a Famine  card located in thisBishopric. Both the Bountiul Harvest andthe Famine cards are immediately discarded.

    • I the Bishopric contains no Famine card,then place the Bountiul Harvest card on theMap next to the Bishopric’s number. Playersnow receive an additional +1 Denier income

    or each Mill that they control in this Bishopric.

    he Bountiul Harvest aects all amilies in the Bishopric.

    Example: A Bountiul Harvest card is played on a Bishopricwith Famine. he Famine card and the Bountiul Harvest cardare discarded. he Famine does not occur.

     2.4.3 Good Weather (5 cards)

    Good Weather can be played on a Bishopricwithout Famine (2.3.2):

    • o cancel a Heavy Rain card located in thisBishopric. Both the Good Weather and theHeavy Rain cards are immediately discarded.

    • I the Bishopric contains no Heavy Raincard, then place the Good Weather card onthe Map next to the Bishopric’s number.

    Players now receive an additional +1 Denierincome or each Mill that they control in this Bishopric.

    he Good Weather aects all amilies in the Bishopric.

    Example: A Good Weather card could be played to removeHeavy Rain. hen a Bountiul Harvest card could be played toincrease Mill income.

     2.4.4 Taxes (5 cards)

    A ax card can be played on a Fie as a allageor on a Bishopric as a ithe, even i the Lordis captured!

     White playertax marker 

    When played, the ax cardis discarded and the Playerplaces one o his ax

    markers on the Fie orBishopric it will aect.

    Note! A allage or ithe can cause anUprising  (10.1).

     2.4.5 Tallage can be played by:

    • A Fie Lord on his own Fie, or

    • Te King on any  one ungoverned Fie (the King need notcontrol any o its Villages).

    he taxing Player places one o his ax markers on the Fie.

    During the Income Phase, this Player receives:

    • +2 Deniers or each Village in the Fie, even i controlled by

    other Players.Example: Kirsten’s Lord is King and plays a ax card as aRoyal allage on the Duchy o Bourg. O the our Villagesin Bourg, Grady   controls 3 Villages and David  controls1 Village. During the Income Phase, Kirsten will receive 8Deniers (2 Deniers or each Village). Grady  and David willstill receive their normal income o 1 Denier per controlledVillage (3.0), so 3 Deniers or Grady  and 1 Denier  or David.

     2.4.6 Tithe can be played by:

    • A Bishop on HIS own Bishopric,

    • A Cardinal on ANY one governed Bishopric,

    • Te Pope on ALL governed Bishoprics.he taxing player plays a ax card and then places one o hisax markers on the Bishopric Mitre icon o the Bishopric hewishes to tithe.

    I several Players have played ax cards to ithe the sameBishopric, only one will receive the Mill incomes, in the

    T ALLAGE  AND TITHESIn the Middle Ages, the Tallage was a tax placed by a Lord onhis vassals in exchange for his protection. In 1439, the RoyalTallage was created in order to finance France’s army for the

    Hundred Years War.he Tithe  was a tax imposed by the Church, which tookone-tenth (or more) of all agricultural and product income.

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    ollowing order o priority:

    First the Bishop > then a Cardinal > then the Pope.

    During the Income Phase, the ithe allows the taxing Player tocollect all o the Mill incomes in the Bishopric instead o thePlayers that control those Mills.

     2.4.7 Multiple Different Fortune Cards

    Multiple Dierent Fortune Cards may be played in the sameBishopric. But an identical Fortune Card’s ‘income bonus’ may only

    be applied once.

    Example: A Player may play a Bountiul Harvest and a GoodWeather card in the same Bishopric. Each Mill in this Bishopricwill now produce an additional +2 Deniers bonus during theIncome Phase, or a total o 4 Deniers per Mill.

    Example: Famine has hit Bishopric 1. his Famine would aectDavid. Luckily he has two ‘Bountiul Harvest’ Fortune cardsin his hand. He plays his irst Bountiul Harvest card to cancelthe Famine. He then plays its second Bountiul Harvest card sothat each Mill in Bishopric 1 produces an additional +1 Denierbonus during the Income Phase.

    I there had been no amine in the Bishopric, David could not

    have played the second Bountiul Harvest card on it.

    3.0 Phase 3. IncomeEvery Player collects the ollowing incomes: (his may be donesimultaneously by experienced Players.)

    • 1 Denier or each Village he controls (5.1).

    • 2 Deniers or each Mill that is on a Village he controls.

    • Each Mill produces an additional +1 Denier or eachBountiul Harvest and/or Good Weather card currentlyaffecting the Bishopric in which the Mills are located (2.4.7).

    •  A allage gives the taxing Player an additional +2 Deniersper Village in the Fie (even i controlled by other Players).

    • A ithe  takes all Mill income away rom the Players thatcontrol the Mills and gives it to the taxing Player (2.4.6).

    • 2 Deniers or the Queen itle.

    Once all Players have collected their income, all ax markersand Fortune cards are removed rom the map. Disaster cardsremain on the map until the end o the round (7.0).

     4.0 Phase 4. PurchaseEach Player now purchases and places, in turn order, asmany roops, Buildings, and itles he can aord and wishesto purchase. roops and Buildings are limited to the numbersupplied in the game.

    Ransoms (6.2.4)  are paid and Captives are reed beore anyPlayers’ purchases.

     4.1 TroopsMen at Arms cost 1 Denier each, add 1Strength point in battle and take 1 Hit to kill.

    Historical Note: Men at Arms  were ootsoldiers in the service o a Lord, Bishop orFortiied City.Knights cost 3 Deniers each, add 3 Strengthpoints in battle and take 3 Hits to kill.

    Historical Note: Knights  were Noblemounted warriors.All newly purchased roops are immediatelyplaced on Villages that are occupied by

    a Player’s uncaptured Lords (including besieging Lords 6.4.1),Strongholds, and/or Fortiied Cities. here is no limit to how

    many roops a Village can hold. However, during the PurchasePhase, the Player can only add up to our newly purchasedroops to each Village. (It is orbidden to place new roopsinto besieged Strongholds or Cities.)

    Example: David controls the Village o St Médard with LordThierry , 4Men at Arms and 3 Knights. He wants to reinorcethis Army. He purchases 3 Men at Arms and 2 Knights or atotal cost o 9 Deniers (3 x 1 + 2 x 3). He can place only 4new roop counters in a Village. He decides to place 2 Men at

    Arms and 2 Knights in St Médard and his last Men at Armsin another Village.

    he St Médard army now consists o 6 Men at Arms and 5Knights.

     4.2 BuildingsStrongholds cost 10 Deniers each.

    A Stronghold counter is placed on a Villagecontrolled by the Player. here can only beone Stronghold on any Village. Control oStrongholds can change (5.1), but they canonly be destroyed by an Uprising (10.1).

    Mills cost 3 Deniers each.

    A Mill counter is placed on a Village controlledby the Player. A Village can have up to 2 Mills.

     4.3 Fief TitlesA Fie ’s itle may be purchased by a Player i he controls allo the Villages in the Fie and at least one o these Villagescontains a Stronghold.

    he cost o a Fie itle is determined by multiplying thenumber o Villages located in the Fie by 2 Deniers.

    Example: he Fie with the greencolored background on the rightside o the map includes 3 Villages(one o which is the PrincipalVillage o Tournus).

    his Fie itle would cost 3 x 2 = 6Deniers.

    A Fie with 4 Villages is calleda Duchy, one with 3 Villages aCounty, and one with 2 Villages a

    Barony.I there is a King, he may during histurn choose to give an unclaimedFie itle to any Lord at no costduring this phase, i the Lord

    controls all o the Villages in the Fie and at least one o theseVillages contains a Stronghold.

    he Fie ’s itle Crown counter, ound on the Fie map space, isplaced above one o the Player’s Lord cards.

    his Fie is now considered Governed.

    he Player chooses a Stronghold in his newgoverned Fie and lips the counter over to

    its Fortiied City  side.Note: Fortiied Cities cannot be purchased.hey are only created when a Playeracquires the itle to a Fie. A Fie may neverhave more than one Fortiied City.

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    I another Player takes control o this Fortiied City, he alsotakes the Fie itle.

    A Lord can have several itles (but only up to two Fie itles),and usually keeps them until he dies (4.3.1).

    Example: One could have Charles, Duke o Bourg, Countand Bishop o Sigy .

    I a Lord has several Fie itles, he may transer his Fie itlesto other Lords in his amily during the Purchase Phase, but hemust keep the itle o his largest Fie or himsel. Largest to

    smallest itle order:• Duchy > County > Barony.

    Example: Lord Charles  has two Fie itles: a County and aBarony. He can transer Barony title, but must keep the Countytitle.

     4.3.1 Titled Lord Dies

    When a itled Lord dies or any reason (Plague 2.3.3, Battle 6.2,Uprising 10.1, Assassination 10.3 or Justice 10.4), his Fie itle isimmediately transered to another Lord or Lady in his amily.

    I the Lord was the last living Lord o the amily and he happensto be married to a Lord o another amily, the Fie itle is given

    to his/her spouse. I roops are in the Fortiied City o the Fiewhose itle is given to a spouse, then all o these roops arereplaced with equal roops rom the spouse’s amily.

    I the Lord was the last living Lord o the amily and he was notmarried, the itle Counter is placed back on the map.

    his itle can be recovered (at no cost) by this amily as soonas a new Lord is born and the amily still controls the Fie’sFortiied City.

    Note: his Fie itle can be gained by another amily i theytake control o the Fie’s Fortiied City!

     4.4 Cardinal Titlehis Cardinal itle counter costs 5 Deniers.

    here is only one Cardinal Biretta (hat)itle counter that can be purchased (the other three Cardinalitle cards need to be drawn rom the Lords Card Draw Deck).

    When a Cardinal itle card is played or the one Cardinal Birettaitle counter is purchased, immediatly place the respectiveBiretta counter above a Lord Bishop’s card.

    5.0 Phase 5. MovementA Player moves all o his uncaptured Lords and roops, beorethe next Player moves all o his uncaptured Lords and roops.

    Movement is along the roads rom Village to Village. Movingrom one Village to an adjacent Village is considered one Move.

    Lords may take up to 2 Moves during the Movement Phase.A Lord can move to a Village and then return to where hestarted, or he can move two Villages away. A emale Lord withthe d’ARC itle can take up to 3 Moves during the MovementPhase.

    When moving, a Lord can take roops with him. roops canbe dropped o or picked up by a Lord as he moves. his is theonly way roops can move. roops cannot be relayed betweendierent Lords to extend their movement.

    A Lord and his roops may move into an unoccupied or

    occupied Village.Example: Grady  moves his white Lord Beaudoin and histhree Men at Arms rom Blaye to Charolles (Move 1). Heleaves one Men at Arms in Charolles and moves with therest o his roops on to L’épervier (Move 2).

    MOVE 1

    MOVE 2

    I a Lord wishes to pass through a Village occupied by anopponent, the Lord must get the opponent’s permission (eveni the opponent is an ally). Place the moving Lord and roopson the road leading into the Village.

    I the opponent gives permission, the Lord may continuemovement in any direction, i the Lord has a Move available.

    I the opponent denies the Lord permission, the Lord mayreturn to where he moved rom (i the Lord has a Moveavailable), or the Lord can remain in the Village with the

    opposing roops. (he Lord that moved the roops into theVillage may NO abandon his roops by moving away, leavinghis roops stranded in the enemy Village!)

    Afer movement has been completed, opposing roops remainingin a Village are not required to fight. I they do, a Battle will occur inthe next Battle Phase (6.0).

    I a Player moves ater opposing roops moved into his Village,the Player can exit the Village along any road except along theroad the opposing roops entered rom (unless that opponentgives the Player permission to move through his roops or thePlayer plays a Secret Passage card (10.2)).

    A Lord and his roops may not leave a Stronghold or Fortiied

    City that is under Siege (6.4) except with the besieging Player’spermission or by playing a Secret Passage card.

    5.1 Controlling a VillageA Village is either Uncontrolled or is Controlled by one Player.Village control cannot be shared!

    At the beginning o a game, most Villages are uncontrolled. AVillage becomes controlled as soon as a Player occupies it withLords and/or roops.

    Previous example: Grady  controls the Villages o Charolles and L’Épervier  ater his move. But he let Blaye empty, so nolonger controls it.

    Opposing Lords without roops may occupy the same Village,but the irst to arrive in the Village controls it.

    A Lord without roops can take control o a Village, but is vulnerable to capture by opposing roops or immediate deathduring an Uprising (10.1).

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    I allied or opposing Player roops occupy the same Village,the irst to arrive controls it. Players that arrive aterwards placetheir counters on the road leading into the Village, indicatingthey do not control it.

    he controlling Player may transer control o a Village toanother Player with a Lord and/or roops occupying theVillage.

    Once a Fie itle has been purchased, the Fie is Governed.

    Unoccupied Villages in a Governed Fie are consideredcontrolled by the Fie ’s itled Lord.

    he presence o a Stronghold or Fortiied City on a Village doesnot change control rules. Control o a Stronghold or FortiiedCity is linked with the control o the Village.

    5.2 CavalcadesI the Player wants to move through opponent roops withoutpermission rom their Lord, the Player can try to ight hisway through during the Movement Phase with a Cavalcade.Cavalcades allow Players to battle and then keep moving.

    A Cavalcade may be used to:

    • Exit rom a besieged Stronghold/Fortified City or,• Exit a Village along a road occupied by an opponent or,

    • Pass through a Village occupied by an opponent.

    Cavalcades may not pass through a Stronghold or a FortiiedCity.

    A Cavalcade may only be attempted by an Army composedexclusively o Lords and Knights. his Army can only initiatea Cavalcade i it has another move remaining   ater theCavalcade Battle. A Cavalcade Battle is resolved immediately,not during the Battle phase.

    Example: An Army initiates a Cavalcade on its irst Move, winsthe Battle, and moves on to the next Village with his second

    move.he Deender against a Cavalcade receives a +1 Hit Bonusor each Battle Die he rolls (6.2).

    Example: he Deender has 2 Knights and 3 Men at Arms. Herolls 3 hits with two Battle Dice (6.2) , then adds his 2 Hit Bonusor a total o 5 hits against the Cavalcading Attacker.

    I the Cavalcading army wins the battle and at least one Lordis still alive, the army must complete the Cavalcade move. hePlayer may not decide to stop the army in the Village wherethe Cavalcade took place. But he may leave a Knight behind tooccupy the newly conquered Village beore moving on.

    I a Player moves into a Village controlled by an opponent

    using his last move, the Battle is not a Cavalcade and is insteadresolved in the Battle Phase (6.0).

    A Cavalcade may be initiated rom the Village the Player’sKnights begin their movement rom, i another Player’s roopsmoved into the Village along a road the Player wants to moveon.

    Example: he white Lord Beaudoin  and 2 Knights moverom Blaye to Charolles (Move 1). A Cavalcade Battle takesplace immediately, which the white army wins without a loss.he blue Men at Arms counter is destroyed and removed romthe map.

    MOVE 1

    MOVE 2

    With his second Move, Lord Beaudoin  leaves a Knight inCharolles  and then moves on to L’Epervier with hisremaining Knight. I the blue deender in L’Epervier does notmove out o this Village, a battle could occur during the BattlePhase.

    6.0 Phase 6. BattlesIn turn order, Players may declare a Battle in each Village wherethey and opposing Players have roops. Opposing Players do

    not have to Battle each other and can declare a ruce (6.3),which can be broken at any time. A Battle occurs immediately.Ater a Battle is resolved, the Player whose turn it is decides inwhich Village, i any, he resolves his next Battle.

    Note: A Player is allowed to attack an ally.

    roops without a Lord can not initiate a Battle, but they candeend themselves i attacked.

    I three or more Players have roops in a Village, some maydecide to ight together against other opposing Players. heycombine their roops and the Player with the most StrengthPoints (6.2) decides which roops take hits and which Lordtakes Captives. Allies may betray each other anytime during

    the Battle, even switching sides mid-battle!I only opposing Lords are in a Village, they do not Battle .he irst to arrive in the Village retains control o it.

    Example: Grady   and Gunter  are allied thru marriage andoccupy Blaye together. Kirsten moves her roops into Blaye to attack Gunter . She convinces Grady  to join her side andhe agrees. hey combine their roop strength points (6.2) and deeat Gunter , killing Grady ’s spouce in the process.Grady  is no longer allied to Gunter .

    6.1 Length of a BattleA Battle can last several battle rolls. A Battle ends when:

    • One side’s army is eliminated, or• One army surrenders (6.3), or

    • All involved Players decide to end the Battle by declaring aruce (6.3), or

    • 3 battle rolls in a row result in no losses.

    Note: A Player attacking an opponent that is in the saety oa Stronghold or a Fortiied City can alone decide to end theBattle. he deending opponent can orce the continuation othe Battle by giving up the saety o his Stronghold or FortiiedCity and ighting in the open.

    6.2 Battle Progression

    Each side counts up its Strength Points (SPs).A Player receives:

    • 1 SP per Men at Arms counter.

    • 3 SPs per Knight counter.

    • 1 SP or every male Lord.

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    • 1 SP or every emale itled Lord.

    A side’s SP total determines the number o Battle Dice thatPlayer may roll.

    • 1 to 6 SPs ............

    • 7 to 12 SPs ..........

    • 13 or more SPs ...

    he emale d’ARC Lord itle (9.1) automatically adds +1Battle Die. his is the only case where a Player may roll up to4 Battle Dice.

    Allies in a Battle combine their SPs to determine their BattleDice total.

    6.2.1 Attacker Penalties

    -1 Battle Die i the deender is in a Stronghold.

    -2 Battle Dice i the deender is in a Fortiied City .

    hese Penalties are cancelled by Siege Engines (6.4.2). SiegeEngines participating in an attack cancel Attacker Penalties byup to 2 Battle Dice.

    A Secret Passage card (10.2.2) played by the attacker cancelsall Attacker Penalties or that Battle!

    Attacker Penalties do not apply when the army occupying aStronghold or Fortiied City attacks out at their besiegingopponent.

    Example: David  occupies a  Stronghold and is attacked byGrady  who has a 15 SP army. Grady ’s 15 SPs = 3 Battle Dice.But he is attacking a Stronghold, which imposes a 1 Battle DiePenalty. Grady  attackes with only 2 Battle Dice.

    6.2.2 Taking Losses

    Players roll their Battle Dice and losses are taken rom bothsides simultaneously. Each Player chooses which o his unitsto remove, but must remove as many SPs as possible up to the

    number o hits taken.Battle Dice have aces with either one  , two  , or three   symbols on them. Each   on aace represents one hit.

    It takes 1 hit to kill a Men at Arms, 3 hitsto kill a Knight, and 1 hit to kill a Lord. AKnight can only be killed i a total o 3 or

    more hits are rolled. I only 1 or 2 hits are rolled, a Knight isnot aected.

    All hits that can be taken, must be taken. Players can choosea mix o Men at Arms and Knights as casualties. Lords are hitand killed last ater all other roops are dead, so i there are

    insuicient hits to kill the last Knight, then the Lord does notdie even i there are 1 or 2 hits let to take.

    I a Player rolls enough hits to kill all enemy roops, but notenough to also kill any remaining Lords, the Lords are takenCaptive (6.2.3).

    Continuing with the previous example: Grady   rolls his twoBattle Dice resulting in a 1 and a 3, or a total o 4 hits. David’sdeending army consists o 2 Men at Arms and 3 Knights.David has no choice and must remove 1 Men at Arms and 1Knight to match the 4 hits.

    But David gets to roll at the same time. His 2 Men at Armsand 3 Knights have a total o 11 SPs = 2 Battle Dice. He rolls a

    3 and a 2 = 5 hits.Grady 

     loses 2 Men at Arms and 1 Knight.roops remain on both sides and Grady does not want to stophis attack, so the Battle continues and both Players will rollagain.

    Grady  has only 10 SPs remaining (15 - 5 losses), so rolls only1 Battle Die (because o the Stronghold Attacker Penalty).

    David has 7 SPs let (11 - 4 losses) and rolls 2 Battle Dice.

    A urther example: Gunter   is attacked and he has theollowing deending units: male itled Lord Gauvain, emaleUntitled Lord Blanche, 1 Men at Arms and 1 Knight.

    I his opponent rolls:

    • 2 hits - the first hit kills the Men at Arms. Te second hit isignored, since it takes 3 hits to kill a Knight, and Lords are notaffected until all roops with them are killed.

    • 3 hits - the Knight is killed and the Men at Arms and Lords

    are not affected. (I there were 1 Knight and 3 Men at Arms, thePlayer would choose which roops to remove.)

    • 4 hits - Te Men at Arms and Knight are killed, and both Lordsare taken Captive.

    • 5 hits - All roops and one Lord are killed, and the other Lordis taken Captive.

    • 6 hits - All roops and both Lords are killed.

    6.2.3 Captives

    When a Lord is taken Captive, lay the Lord’sFigure token on its side and place a Captivemarker on his Lord card. Captives still counttowards a Player’s our Lord limit.

    he Captive is now under his captor’s controland his captor can move the Captive along with his Lord’sroops. he Lord remains a Captive as long as he occupies thesame space as his captor’s roops and/or Lords. A Captive maynever be killed by his captors, unless an Assassination card(10.3) is played!

    A Captive may escape using a Secret Passage card. He can alsobe set ree by his Captor or any reason, including the paymento a Ransom (6.2.4).

    A Captive becomes ree i all o his captor’s roops are killedin a Battle.

    A Captive keeps his itles and incomes, but cannot be named acandidate or any position or vote in any election.

    I the Queen is captive, she cannot play the Crown Princemarker when a new male Lord is played by her amily (1.8.1).

    6.2.4 Ransom

    Ransoms are paid at the beginning o the Purchase Phase ( 4.0  ),beore any other purchases, including new roops, Buildingsor itles. A Captive’s Ransom is 2 Deniers, plus 2 Deniers peritle he holds. Example: A Lord who is both a Bishop and aBaron is worth 6 Deniers.

    Paying a Ransom is mandatory,  i the Player has enoughmoney to pay the ull price at the beginning o the Purchase

    Phase. A Captor must accept a ull Ransom amount during thePurchase Phase and ree the Captive.

    However, a Captor may accept or reuse a lower Ransomamount. (Negotiating or a lower Ransom payment does notrequire a Diplomacy marker.)

    I the Player does not have enough Deniers to pay the ullRansom, he may then use all o his Deniers or other purchases.

    Example : Gunter ’s Lord Baudoin is Grady’s Captive. Hisransom value is 6 Deniers. At the beginning o the PurchasePhase, Gunter  has 10 Deniers. He may negotiate with Grady  to pay less than 6 Deniers, but i Grady  disagrees, he must paythe 6 Deniers to ree Baudoin and Grady  must accept.

    A reed Lord is placed on one o his amily’s Strongholds orFortiied Cities. I the Player has no Stronghold or FortiiedCity, place the reed Lord in any Village occupied by another ohis Lords. I no other Lords are available, place the reed Lordin any Village he controls, then in any empty uncontrolledVillage or Allied Player controlled Village.

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    6.3 End of a Battle• At the end o a Battle Roll, i both sides have roopsremaining, an Army can decide to surrender. All remainingroops o the surrendering Army are disbanded and takenoff the map. All Lords in the surrendering Army are takenCaptive.

    • A Battle can also be ended by declaring a ruce. In this case,all Lords and roops rom both armies remain in the Villageand the original Player that controlled the Village keeps

    control. However, control o the Village can be transeredbetween Players as part o a ruce agreement.

    • I a Player is attacking a Stronghold or Fortified City, healone can decide to end the Battle afer a Roll. In this case, theStronghold or Fortified City remains under siege. (Te deendercould orce the continuation o the Battle by leaving the saety ohis Stronghold or Fortified City and attacking out.)

    • I only Lords remain on both sides, they all remain in theVillage and the Battle is over. Village control does not change.

    • I no side takes any losses or 3 Battle Rolls in a row, theBattle ends and all roops remain in the Village. Villagecontrol does not change.

    I both armies are destroyed and no roops or Lords remain in

    a Village, the Village is controlled by the Fie ’s itled Lord (5.1).

    6.4 Sieges and Siege EnginesAter resolving his battles, a Player thatstill has roops in a Village with anopponent occupied Stronghold orFortiied City may initiate a Siege. Hedeclares a Siege and adds a 1 Battle DieSiege Engine counter to his besiegingtroops.

    I during the next round this Player decides to continue theSiege ater he has resolved his battles, he will lip the 1 Battle

    Die Siege Engine counter to its 2 Battle Dice Siege Engineside.

    I allies each have roops and are besieging a Stronghold/Fortiied Village together, they may each place a 1 BattleDie Siege Engine counter, or a total 2 Battle Dice bonus (soalliances are eective during Sieges).

    Example: Kirsten  moved herwhite Lord and Knight toL’Epervier, but eels that herroops are not strong enough toattack because o the StrongholdAttacker Penalty.

    She decides not to attack, butinstead to besiege the Strongholdand adds a 1 Battle Die SiegeEngine counter to her roops.

    Example: Kirsten attacked L’Epervier , but ater one BattleRoll elt that her chances o winning were not good. She decidesto call o the attack and begins a siege by placing a 1 Battle DieSiege Engine counter with her roops.

    6.4.1 Siege Effects

    • A Besieged Village is still under the control o the BesiegedLord.

    • Incomes are not collected rom a Besieged Village or the Millsin it.

    • Besieged roops cannot move out o the Village during theMovement Phase, unless using a Secret Passage (10.2.1) cardor making a Cavalcade move (5.2).

    • Te besieged Lord and his allies may move additional

    roops directly into the besieged Stronghold or Fortified Cityrom an adjacent Village without having to fight the Besiegers.

    • Te Besieged Player may not add new roops to his besiegedArmy. However, he may add new Lords.

    • Te besieging Player may add new roops into this Village.

    • Te besieging   Player may Pillage  the Mills during thePillage phase (6.5).

    A besieged Player can decide to initiate a Battle, but in doing sohis units lose the protection o the Stronghold or Fortiied City

    and its Attacker Penalties. A normal Battle (6.0) takes place.A Siege may be ended at any time by the Besieger, in which caseall Siege Engines in this Village are removed rom the map.

    6.4.2 Siege Engine Effects in Battle

    A 1 Battle Die Siege Engine cancels 1 Attacker Penalty, soPlayers attacking a Stronghold have no Attacker Penalty andlose only 1 Battle Die when attacking a Fortiied City (6.2.1).A 2 Battle Dice Siege Engine cancels 2 Attacker Penalties, soPlayers have no Attacker Penalties when attacking a Strongholdor Fortiied City.

    • Siege Engines do not add to a side’s SP total (6.2), they only

    cancel Attacker Penalties.• Siege Engines do not take hits. Tey only represent a Player’sability to lower the Attacker Penalty.

    • When a Player moves all o his roops out o the Village ori all o his roops are destroyed, his Siege Engine counter isremoved rom the map.

    Continued rom the previous example: Kirsten  besiegedL’Epervier  last round and decides to attack this round with herLord, Knight, and Siege Engine. She will not lose a Battle Die,because her 1 Battle Die Siege Engine cancels the Stronghold’s1 Attacker Penalty.

    I instead Kirsten  decided to besiege L’Epervier   anotherround, she would lip her 1 Battle Die Siege Engine counterto its 2 Battle Dice Siege Engine counter side. In uture attacksagainst Stronghold L’Epervier , her 2 Battle Dice Siege Enginewould cancel the Stronghold’s one Attacker Penalty. he SiegeEngine gives her NO additional beneits or Battle Dice.

    6.5 PillageWhen ALL Battles are resolved, Players (in Player order) maypillage all Mills on Villages they control or are besieging. Apillaged Mill is removed rom the map and the Pillager takes 1Denier rom the game stockpile.

    Note: Players may wish to pillage to destroy an opponent’suture income. Or a Player may wish to initiate a scorched

    earth policy by pillaging his own Mills!

    7.0 Phase 7. End RoundWhen a round ends, all Disaster cards remaining on the mapare discarded to the Fortune & Disaster Discard Pile (2.2).

    Victory conditions are now checked. A Player has:

    • 1 VP or each Fie itle he controls (4.3),

    • 1 VP or controlling the King itle (1.8),

    • 1 VP or controlling the Pope itle (1.7).

    Players can win alone or as part o an alliance.

    I there is no game winner, pass the First Player card to the let

    and a new round begins.

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    7.1 Solo Victory A Player wins the game i he has 3 VPs at the end oa round.

    Example: A Player could win by controlling 3 Fies at the end o around, or 2 Fies AND the itle o King or the Pope, or 1 Fie andboth itles o King and Pope!

    7.2 Alliance Victory

    An alliance o two Players (through marriage) wins i they have4 VPs at the end o a round.

    In a game with at least our Players, the Players may ormalliances and win the game together. A Player may only haveone ally.

    A Player may not have a Solo Victory i he is in an alliance withanother Player.

    Note: An Alliance Victory is only allowed in games with 4 or morePlayers, not in 3 Player games. However, Players can still marry, butthis will not orm an Alliance.

    7.3 Ties

    A Solo Victory beats an Alliance Victory.I Players are tied, a winner is determined by who has the ollowingin order: he itle o King, then Pope, then Queen Regent, thencontrolling the most Fies, then Bishoprics, then Villages.

    Example: At the end o a round, none o the Players are allied.Grady   has 3 Fies, David  has 1 Fie, Gunter   has 1 Fie,and Kirsten has 2 Fies and the itle o King. Kirsten winsbecause she has the King itle.

    Example: Grady   and David  are allied. Grady  has 3 Fies,David has 1 Fie and the King. Gunter , who is not allied, has3 Fies. Grady  is in an alliance, so he cannot win Solo, eventhough he has 3VPs by himsel. Grady  and David’s alliance

    has 5VPs, so they ulill the victory condition or an Alliancewin. Gunter has 3 VPs and meets the Solo victory conditions.A Solo Victory beats an Alliance Victory, so Gunter  wins thegame, even though he has ewer VPs than the alliance.

    8.0 Diplomacy Fie is a game o diplomacy. Players can talk with each other,orm Alliances, give cards and money, and negotiate actions.

    Each Player begins the game with three Diplomacy markers.At any point in the game, a Player may spend one o hisDiplomacy markers to take the ollowing actions:

    • Receive up to 3 Deniers rom another Player.

    • Receive one or more cards rom another Player, includingLord and Fortune Cards. Te receiving player is still limitedto 3 cards.

    • Initiate a private discussion with one or more Players o hischoice, during which they may secretly exchange Deniers andCards. Each Diplomacy marker entitles these Players up to 3minutes o private discussions. I this time is not enough, it ispossible to spend another Diplomacy marker to continue thediscussion or another three minutes.

    Note: Without playing a Diplomacy marker, Players may speakand negotiate reely around the table, but may not exchangeDeniers and cards or hold private discussions.

    9.0 Lord Opportunity Cardshese cards are part o the Lords Draw Deck. hey may be held in aPlayer’s hand and can be played at any time during the game, unlikeother Lord cards which must be played during the Draw & Play CardsPhase.

    9.1 d’ARC (1 card)

     MIREILLEd’A RC

    he d’ARC card can be playedat any time on an unmarriedemale Lord, even onebelonging to another Player.

    his emale Lord may nownever marry. (he d’ARCcard is based on Joan o Arc.)Place the d’ARC counter abovethe emale Lord’s card. Shereceives the ollowing newabilities:

    • She can take 3 Moves, instead o the usual 2. roops, Captives,and other Lords traveling along with her also benefit, andmay take one additional Move.

    • She receives an additional Battle Die  in all battles. Ted’ARC Lady is the only Lord that can roll 4 Battle Dice.

    • She receives a +1 SP in Battle, like other emale itled Lords.

    I she dies, the d’ARC card is placed in the Lords Discard Pileand the d’ARC counter is placed back on the board.

    Example: Gunter   has played the d’ARC card on Mireille who now becomes Mireille d’ ARC.

    9.2 Cardinal (3 cards)

    ERIC

    A Cardinal card can beplayed on a Lord Bishop atany time. he card isexchanged or a CardinalsBiretta counter, which isplaced at the top o thechosen Lord’s card. heLord immediately gainsCardinal privileges (1.5). I

    the Cardinal dies, theCardinal card is placed inthe Lords Discard Pile.

    Note: Remember that there is also a ourth purchasableCardinal Biretta counter (4.4).

    I the Pope is in play, he must approve new Cardinal itles andcan prevent a Lord rom becoming Cardinal (1.7).

    10.0 Opportunity CardsOpportunity Fortune cards may be held by a Player and canbe played at any time during the game. Regular Fortunecards may be held, but can only be played during the Play

    Cards phase (2.4).

    10.1 Uprising (4 cards)An Uprising card can be played at any time ona Village that is:

    • axed through allage or ithe (2.4.4),

    • Experiencing a Famine (2.3.2).

    A Player may not play an Uprising card i heinitiated the event causing the Uprising.

    Example: A Player taxes a Bishopric with aithe. He cannot play an Uprising card in this

    Bishopric based on this tax, since he initiated it. However, i aFamine aects this Bishopric, he could play an Uprising cardbased on the Famine.

    When an Uprising card is played on a Village, any roops in theVillage are immediately attacked with 1 Battle Die +1 bonus hit(or a possible 2-4 hits), even i it is not the Battle Phase.

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    I several opponents have roops, the Player who played theUprising card chooses which roops are attacked first.

    Stronghold and Fortiied City Attack Penalties still applyagainst an Uprising. A Secret Passage card can be played by anyPlayer to help the Uprising cancel the Attack Penalty (10.2.2).Note: I no Battle Dice are rolled due to Attacker Penalties,then no Uprising +1 bonus hit takes eect.

    Heavy Rain does not aect an Uprising.

    An Uprising card can be played beore a Battle to weaken the

    deenders beore the main attack occurs.Multiple Uprising cards can be played on a Village at the sametime, even by dierent Players.

    Example: hree Uprising cards are played or a possible 3-12hits (3 Battle Dice, plus the +1 Bonus hit or each).

    I the Uprising kills all roops in a Village, then:

    • Any remaining Lords are killed, since Captives are not taken,

    • All Mills and the Stronghold in the Village are destroyed.Fortified Cities are not affected.

    Once resolved, the Uprising card is discarded onto the Fortune& Disaster Discard Pile.

    Example: David  plays an Uprising card on the Village oMazilles, which has a Stronghold and 2 Men at Arms onit. he Uprising card attacks with 1 Battle Die +1 bonus hit,but the Battle Die is cancelled due to the Stronghold AttackPenalty. he Uprising would ail, since the +1 bonus hit onlycounts i the Battle Die is rolled. But David had previouslymade an agreement with Grady  who plays another Uprisingcard. With the two Uprising cards, they now have: 2 Battle Dice- 1 Stronghold Penalty = 1 Battle Die to resolve the Uprising.

    David  rolls the Battle Die or a 1, adds +1 bonus hit, or atotal o 2 hits. Both Men at Arms are killed and thereore theStronghold is destroyed.

    Bishops (1.4)  and Cardinals (1.5)  may attempt to stop  anUprising.

    10.2 Secret Passage (3 cards)he Secret Passage card has dierent eectsdepending on when it is played. he eectsare detailed below. Once resolved, the card isdiscarded onto the Fortune & DisasterDiscard Pile.

    10.2.1 Played During Movement

    When played during movement, the Player can utilize one othe ollowing eects or his own Lords and roops:

    • Escape rom a Besieged Stronghold or Fortified City 

    Allows roops with a Lord to escape rom a besiged Strongholdor Fortiied City into an adjacent Village. hey may take Captiveswith them. his is not an additional Move, but a irst Move thatnormally would not be allowed. hey now can take a secondMove.

    • Move in Heavy Rain

    Allows an Army (roops and Lords in the same Village) to take

    one Move in a Bishopric with Heavy Rain. his can includemoving into or out o the Bishopric. his is not a bonus Move,but only allows one Move in a Bishopric where movement isusually not allowed due to the Heavy Rain.

    • Avoid a Battle

    he Secret Passage card can be used in several ways to avoidBattle. A Player can pass through an enemy occupied Villagewithout asking permission or using a Cavalcade (5.2). Or i anopponent just moved into the Village a Player occupies, the Playercan move out o the Village along the same road the opponent just entered rom. In general, i a Player usually needed to askpermission to move through an enemy, he no longer needs to.But the Player’s roops still always needs a Lord to lead them.

    10.2.2 Played during a BattleWhen a Secret Passage card is played during a Battle, the Player can:

    • Attack rom the unnels

    Allows an attacker to attack a Stronghold or Fortiied Cityrom the tunnels, cancelling all Attacker Penalties.

    Example: Kirsten attacks a Stronghold with 5 SPs, whichwould nomally give her 1 Battle Die. he Stronghold imposesa -1 Battle Die Attacker Penalty, which would leave her with 0Battle Dice. By playing the Secret Passage card, she can ignorethe Stronghold Penalty and roll 1 Battle Die.

    10.2.3 During any phase

    • Avoid Assassination or Ambush  - A Lord can ignore anAssassination or Ambush attempt i he plays a Secret Passagecard afer an Assassination (10.3)  or Ambush (10.5) card hasbeen played. Both the Secret Passage and the Assassination orAmbush cards are then discarded.

    • Escape - Allows a Captive(s) to escape without paying aRansom (6.2.4). Te escaped Lord(s) is placed on one o hisStrongholds or Fortified Cities. I the Player has no Strongholdor Fortified City, place the escaped Lord in any Village occupiedby another o his Lords. I no other Lords are available, placethe escaped Lord in any Village he controls, then in any emptyuncontrolled Village or Allied Player controlled Village.

    10.3 Assassination (1 card)he Assassination  card can be played at anytime against a Lord, including the King, theQueen and the Pope!

    When played:

    • Te Lord must roll 1D6. He is immediatelyassassinated on a 1 - 3 result.

    • Te Lord may ignore the assassinationattempt i he can play a Secret Passage cardbeore the die roll.

    A Player can target the Lords o an ally or an opponent, but

    may never assassinate his own Lords!he Player who played the Assassination card must choosewhich o his own Lords sponsored the assassination. Place theAssassin marker (with the bloody knie) on this Lord’s card toidentiy him, because Justice may catch up with him! (10.4)

    his is done even i the targeted Lord escaped the assassinationattempt!

    Once resolved, the Assassination card is discarded onto theFortune & Disaster Discard Pile.

    10.4 Justice (1 card)he Justice  card can be played at any time

    against a Lord with an Assassin marker.Justice is served and the Lord is beheaded(killed and discarded)!

    he King, the Queen (Regent), the CrownPrince, and the Pope are immune to theJustice card.

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    10.5 Ambush (1 card)he Ambush card can be played at any timeby a Player who has at least one o his Lordsengaged in a Battle. He automatically capturesone opponent Lord o his choice engaged inthis Battle.

    Note: roops may not attack i they arenot lead by a Lord. hey may only deend

    themselves i attacked.11.0 Optional RulesPlayers may choose to incorporate any o the optional ruleslisted below.

    11.1 Holy RelicsNote: Holy Relics are associated with Saints - their bones, hairand blood, or any object o wonder that belonged to them. heHoly Relics are secretly guarded by the church.At the beginning o the game, randomly place the ive relicson each o the Bishoprics’ Principal Villages: Sigy , Blaye,

    Tournus, St Gérôme and Bourg.Only Ecclesiastical Lords, including the Bishop o the Bishopricwhere the Relic is located, any Cardinal, or the Pope, can takepossession o a Holy Relic i he is in the Principal Village whereit is located. I the Village is controlled and occupied by anopponent, the Ecclesiastical Lord must be given permission bythe owner to take the Holy Relic. Once taken, a Holy Relic iscontrolled and moved by the Lord that possesses it. Each relicgives a dierent bonus that the Lord can use to his advantage.

    Example: A Bishop may only take possession o a Holy Reliclocated in his own Bishopric.

    A Lord may sell or give a Holy Relic to any  other Lord, even

    non-ecclesiastical Lords. his requires a Diplomacy marker.A Holy Relic in a Village occupied only by roops (orexample, the Lord carrying the Relic died rom the plague) isstill controlled by the roops.

    A Holy Relic cannot be destroyed.

    I a previously claimed Holy Relic sits unclaimed in any Village(imagine or example that the owner died o the Plague), anyLord may attempt to take control o the Relic.

    As long as no Lord controls the Holy Relic, it cannot be used.In a Battle with an alliance, i all o the Lords o the Playercontrolling the Holy Relic die, the Relic passes immediately toanother Lord in the alliance.

    Note: We recommend that Holy Relics not be used by newPlayers in their irst game.

    11.1.1 Holy Relic Effects

    The Holy Grailhe Holy Grail, i part o a deending   Army,protects that Army in Battle. he opponent’sBattle Dice hit results are each reduced by one.

    Example: David’s Lord has the Holy Grail and 3Knights. Grady  attacks him with 3 Battle Dice,

    rolling 1, 1 and 3. he Holy Grail reduces these rolls to 0, 0,and 2, or a total o 2 hits.

    he Holy Grail is eective only i the possesser didn’t initiatethe Battle, nor is part o the initiating side.

    he sacred cup from which Christ drank at the Last Supperand which was then used to collect his blood at his crucifixion.

    Eyes of Saint Roseline

    Te Eyes o Saint Roseline allows the Player to attemptto move one or all Heavy Rain Disaster cards in playat the end o the Play Cards Phase (2.0).

    A die is rolled to determine the new Bishopric aHeavy Rain card will be moved to. I either the

    current Bishopric number or a 6 is rolled, the Heavy Rain card isnot moved. Otherwise, it is moved to the new Bishopric indicatedby the die roll. I the new Bishopric already has a Heavy Rain card

    on it, the second Heavy Rain card is discarded.

    Holy Scripture: “After a long time of droughts, the rain comesback.... all thanks to a procession with the relics of St Roselinede Villeneuve” (Castle of Arcs, 1263-1329).

    Teeth of Saint Géronce

    he eeth o Saint Géronce may be used only onceduring the game to resurrect a Lord who has justdied, by cancelling the death. he possessor doesnot have to be in the same Village as the Lord thatdied.

    his action must be announced immediately ater the Lorddies. hen remove the Relic rom the game.

    Saint Géronce was a Missionary Bishop of alco (near Seville,Spain), who was jailed and died a Martyr near the end of the Apostolic Age circa 100 AD. He is the Patron Saint of Bourg, a port on the river Dordogne, North Aquitaine, the hometownof the Designer, Philippe Mouchebeuf.

    The Holy Spear 

    he Holy Spear, i part o an attacking Army, adds+1 bonus hit to the possessor’s combined Battle

    Dice total, each time he rolls. he Lord and hisHoly Spear have to be part o the attacking Army.

    Example: Gunter ’s Lord has the Holy Spear and3 Knights, allowing him to roll 2 Battle Dice. He rolls 1 and3 or a total o 4 hits. he Holy Spear increases this to 5 hits.

    Note: I no Battle Dice are rolled, no +1 bonus hit takes eect.

    he Holy Spear: Discovered below a slab in the Saint Peter’sChurch in Antioche (urkey). he discovery of this Relic galvanized the Crusaders who were fighting the Saracensduring the 1st Crusade in 1098.

    Bone of Saint Rhadegund

    he Bone o Saint Rhadegund can remove one ormore Famine Disaster Cards at the end o the PlayCards Phase. he Lord does not have to be in thesame Bishoprics as the Famines.

    he Player controlling the Relic chooses which Famine(s)he wants to remove. He rolls or each Famine card and mayremove it on a 1D6 result o 4, 5 or 6.

    Holy Scripture: he Oat Miracle... “trying to hide in a fieldof oat freshly sown, the oat grew instantly to conceal her.” -Queen Rhadegunde of the Francs (529-587) founded the Abbey of Sainte-Croix de Poitiers.

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    11.2 Fog of War

    the yellowplayer counters

    face down

    All roop counters are stacked acedown on the Map in order to hidewhat roops they are. Players maynot check what roops anopponent has until a Battlecommences.

    Players must announce what newroops they are buying during thePurchase Phase. But they do nothave to disclose where they areplacing them.

    Note: We recommend Fog o War play only or experiencedPlayers.

    11.3 Open Diplomacy Diplomacy markers are removed rom the game. Players maynegotiate, exchange Deniers and cards reely and discuss asmuch in private as they wish.

    Note: Caution, game time can increase i the Player take awaythe Diplomacy markers and the limits that they impose.

    12.0 FAQ Q: I a Player does not have any roops or Lords on the map, ishe eliminated rom the game?A: No, he can keep playing by drawing cards, playing them,negotiating, etc. He cannot purchase roops or Buildings,because he cannot place them. I he places a new Lord, he hasto place it in a Village not controlled by another Player, unlessanother Player allows him to do so. Once he has a new Lordunder his control in the game, he continues to play normally.Q: Is a Player’s Deniers (money) visible to others or secret?A: It is visible, unless all Players agree at the beginning o a game thattheir Deniers can remain hidden rom others.

    Phase 1. Hear Ye, Hear YeQ: Can I break an alliance?A: he only way to break an alliance is to end the marriage.Either one o the spouses dies (through a Battle, Uprising,Plague or Assassination) or the Pope annuls the marriage (1.6).Q: Can I attack my ally, possibly taking his Fie Fortified Cityand itle? Can I attempt to assassinate my ally’s Lord?A: Yes, the Player can attack and assassinate his ally. he Playercan also take control o their Fortiied City and itle. But, thealliance stays in place until the marriage ends!

    Q: Can we marry in a three Player game?A: Yes, it is allowed, but the Player can only win the gameindependently in a three Player game. So the only reason tomarry would be or the ability to get a itle rom a spouse, orbecoming Queen Regent in case the King dies.Q: Can a Player decide not to vote in an election?A: Yes, a Player either abstains rom voting or plays his ‘Decoy’Vote marker during the election.Q: How are the ‘Decoy’ Votes counted or the vote total?A: Only ‘For’ Votes are counted to determine the absolutemajority or a simple majority o a vote. Abstentions and ‘Decoy’Votes are ignored.Q: When a Bishop becomes a Cardinal or the Pope, what

    happens to his Bishop itle?A: Bishop and Cardinal titles are kept and they still havepriority or the ithe ax in their Bishoprics.Q: Can a Lord have more than one Bishop itle? Or Cardinalitle?A: No, a Lord cannot have more than one Bishop or Cardinal

    itle. However, a Lord may have several Fie itles along withhis Bishop and Cardinal itles.Q: Does the Queen get 1 VP, especially i she is Queen Regent?A: No.Q: Can the Royal Wedding be annuled by the Pope?A: Yes, it may be at the request o the King or the Queen, butnot i the Crown Prince has been announced. A Crown Princeproves that the marriage has been consummated and thereorecan not be annuled.

    Phase 2. CardsQ: Can I play an Opportunity card during the Discard Phase?A: Yes, the Player may play it instead o discarding it.Q: Can I play an Opportunity card during the Draw phase?A: No.Q: All o the Lord cards have been drawn, but some are in theLords Discard Pile because they died. Can I draw one o these?A: Any time a Player wishes to draw a card rom a Draw Deckthat is depleted, shule all cards in the appropriate Discard Pileand place them as a new Draw Deck. he Player may now drawa new Lord card.

    Note: he newly drawn Lord is not the same man who died,

     just one who carries the same name!

    Phase 3. IncomeQ: I a itled Lord who played a ax card dies beore the incomephase (Assassination, Rebellion, or Justice) or loses his itle(excommunicated by the Pope), where does the tax income go?A: I the Fie’s itle remains in the amily, they collect theDeniers. I the Fie ’s itle is now controlled by another amily,they receive the Deniers. I the Fie ’s itle remains unclaimed,no tax is collected. I a Bishop, Cardinal or the Pope died, noithe is collected.

    Phase 4. PurchaseQ: What happens i I want to buy something, but there are nocounters lef in the stockpile?A: he Player cannot purchase an item i there are no counterslet. his applies to all purchasable things such as Men at Arms,Siege Engines, Mills, etc.

    Note: Mills oten run out quickly in the game!Q: Te King can give my Lord a Fie itle, but demands that Igive him 2 Deniers and the Village o St. Paul. Can he do this?A: Yes, he can, i the Player agrees to it. I the Player does notwant to negotiate, the Player can always pay the ull price orthe Fie title to the bank.

    Phase 5. MovementQ: I several Players have roops in a Village through which Iwant to pass, rom whom do I have to ask permission to pass?A: One Player controls the Village, while other Player roopsmay occupy the roads leading to the Village. A Player needsto get permission rom the opposing Player controlling theVillage and rom another opposing Player that is occupyingthe road the Player wants to travel on to the next Village. Ieither opposing