INTRODUCTORY
NOTE
In these rules, some words are underlined.
These words are
listed in the glossary, with additional information.
AIM OF THE
GAME
Each player is a Baron, in the England
of 1265.
To obtain the manor of Evesham from King Henry III he/she must
show the greatest bravery by beating the enemy and conquering the
towns in the area.
By beating the enemy and conquering towns each
player can obtain the victory points required to win the game.
PREPARING TO PLAY
The map
Bring the 4 square cardboard
pieces together at random, in any direction, so as to form a single
large square that will represent the map of the manor.
On the map are 5 types of territories:
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|
hill |
wood |
mountains |
villagge |
city |
The Plague and the
Convent
Place the blue plague pawn
on the village closest to the town of Evesham. On the
hill at the centre of the map, place the white pawn, with the
drawing of the Convent and the 4 cardinal points.
The coats-of-arms
Each
player chooses the colour with which to play, takes the corresponding
5 coats-of-arms and places one on box 0 of the Victory Chart.

The coats-of-arms of the 4 Barons
The Castles, the
pawns and the playing cards
Take the players’ coat-of-arms, shuffle and pick them up,
one at a time, randomly, to fix a sequence among the players.
In
the established order each player places 1 coat-of-arms on a hill
on the border of the map.
This represents his/her Castle,
meaning the territory from where his/herpawn will enter the map
during the game.
The coat-of-arms of the Castle cannot
be placed in the corners and in the edges where another Castle
has already been placed.
Each player sits behind his/her Castle and arranges
his/her 10 pawns.
The pawns must be positioned with the red number
side up.
The number printed on each pawn shows movement capacity, strength
and value in victory points when eliminated.
On some of the pawns,
1 or 2 small coats-of-arms are depicted.
The purpose is to identify
them easier.
Each player takes the 10 army cards corresponding
to his/her pawns, and 5 trading cards: one worth 4 shillings,
one worth 2 shillings and three without shillings.
army card |
trading card |
|
front |
back |
|
front |
back |
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DURATION
OF GAME
A basic game lasts 10 turns. To play a basic game, shuffle the
20 blue plague cards and prepare a pack of 10 cards, eliminating
the others. For other types of game, see the optional rules.
GAME
TURN
1) Diplomacy
The player with the least number of victory points establishes
who is to move and attack first, second and, if necessary, third
and fourth.With several players in last position, a coat-of-arms
is picked to establish which player will decide the order of the
play.
In the first turn only, the player who decides
the order of play is the one who has placed his/her Castle last.
2) Strategy
Each
player chooses from among his/her cards, 3 army cards
and 1 trading card, without showing them to the other players.
These 4 cards must be held in the hand, while the other cards must
be set aside, covered up.
The 4 chosen cards will be shown, meaning
played, when moving (point 4).
3) Plague
Pick 1 plague card.
At this point, and only at this point, some pawns can catch the
plague,
depending on what is written on the plague card.
When a
pawn is hit by the plague it becomes plague
stricken and the pawn must be turned round showing the side
with the black number, worth less than the red number.
The Baron is
the only pawn to remain plague stricken only
1 turn.
The turn after being plague stricken, the Baron recovers and his
pawn must be turned around, again showing the side with the red
number. His recovery occurs before the plague card of the turn is
picked.
The other types of pawns, when they are plague stricken, can recover
(meaning return to full strength) only if they manage to reach the
Convent (see point 4).
A pawn which is hit by the plague when it is still plague
stricken is eliminated.
A pawn in its Castle, in
one of its towns or in the Convent is
safe and cannot catch the plague.
4) Movement
General rules about moving pawns
To move a pawn, an army card must be played or, by means of the
trading card, shillings must be spent for moving (see sequence of
movements).
Each pawn can cross, at most, a number of territories equal to the
number (red or black) printed on the pawn, excepting any changes
due to fog, if indicated by the plague card of the turn (see
glossary).
A pawn can never pass over: the blue plague pawn, the mountains,
the central hill with the Convent pawn, the towns that are still
free, as well as the Castles, the pawns and the towns of the other
players.
A pawn can pass over its own pawns, but at the end of its movement
in each territory there must only be 1 pawn.
A player can have 2 pawns (maximum) in the same territory only if
one of the 2 pawns is the Baron or the Milady.
Remember that:
• the First Knight must always be alone
• only the Baron, the Mercenaries and the Infantrymen can pass
over or stay on villages and their towns
• only 1 pawn can remain in each wood
• any pawn that enters a wood must stop
The central
hill and the Convent
Only the plague stricken pawns
can enter the central hill, to recover in the Convent,
that is returning to full strength in the game.
As soon as a plague
stricken pawn enter the central hill,
it must be positioned underneath the Convent pawn.
At the start of each turn, all the pawns inside the Convent are
considered recovered and are turned round, again showing the side
with the red number.
When inside the Convent,
a pawn cannot attack and cannot be attacked, it is safe from the
plague and
can remain in the Convent for
as long as it wants, including in the company of other pawns, friend
and foe, whatever the number.
A pawn can move from the Convent in
any direction.
Sequence
of movements
All the players must have 3 army cards
and 1 trading card,
chosen during the previous stage of the strategy.
Following the
order of play established during the diplomacy stage, all the
players show 1 army card, then they all show a second army card,
then they all show their third army card, and finally
they all show their trading card.
Every time an army card
is shown, the corresponding pawn can either be moved or not.
When the army card of a Mercenary is shown and that Mercenary moves,
during the same turn a 4 or 2 shilling trading card must also be
shown, because every Mercenary that moves has to be paid 1 shilling
during the same turn.
After paying any Mercenary moves,
each further shilling on the trading card permits the
additional movement of 1 territory (a sort of forced march,
which is paid
for).
Each player can use this additional movement as he/she
wishes: if, for instance, the player still has 3 shillings to spend,
he/she can move a pawn by 2 territories and another by 1 territory,
or else pay just one pawn and move it by 3 territories.
The Milady is
the only pawn that cannot make additional movements with shillings.
Consequently, when a 4 or 2 shilling trading card
is shown, the Mercenaries that have moved in the turn
must first of all be paid, and then, with the remaining
shillings, any pawn (except the Milady) can be moved,
1 territory for each shilling, that has either previously moved
or not during the turn.
When, on the other hand, a trading card
is selected without shillings, the Mercenaries cannot
be moved (because there are no shillings to pay them)
and when the trading card without shillings is shown, no pawn is moved.
When a pawn is eliminated,
the corresponding army card must
be thrown away, at the end of the turn.
Discarding the trading
card
After all the movements are finished, the
players regain possession of the 3 shown army cards, to be chosen
perhaps in the next turns. The trading card shown on the
other hand must be discarded (covered) and will not therefore be
available for the next turns. So as not to confuse them with the
others, we suggest placing them underneath the map.
Consequently,
while during the 1st turn the players have all 5 trading cards
at disposal from which to choose the one to be played, in the 2nd
turn, they only have 4, in the 3rd turn only 3, in the 4th turn
only 2 and in the 5th turn only 1.
After the 5th turn, all the trading cards
will have been played and set aside.
At the beginning of the 6th
turn, each player again takes possession of all 5 trading cards
and the same procedure starts again: one card is chosen, and after
this has been played, it is discarded.
The next turn, the same
procedure, and so on until the tenth and last turn.
5) Attack
General rules for attacking
After movements
have been completed, the attacks are made.
The first to
attack is the player who moved first, then the player who moved
second and so on.
To attack the player must be next to the target,
but attacking is optional, not obligatory.
When a player is next
to several targets, the one to be attacked can be selected.
Several
pawns of the same player can attack the same next target, joining
forces, but each pawn can only complete 1 attack every turn.
To
win an attack, it is necessary and enough to have a greater force
than that of the target.
The force of each pawn is indicated by
the number (red or black) printed on it.
The Milady is
the only pawn that does not attack and cannot be attacked.
One
pawn and its Baron on the same territory are considered
as a single entity: when they attack or defend themselves, they
do so together and their force is the total of their forces.
There
are two types of attack: battle in open field and town
attack.
Battle in open field
To win, it
is necessary to overcome the force to be attacked taking into
account that the defendant has a force increased by 5 when
in a wood and by 3 when in a village(these modifiers are only
valid in defence).
The First Knight and the Knights cannot cross the villages,
but they can attack the pawns above the villages.
Town attack
At the start of
the game, all the towns are “free” and
can be conquered by the players. Any combination of pawns can
attack a town.
The First Knight and the Knights cannot
cross the town, but can attack the pawns on the town.
But to attack
a town, it is indispensable to have at
least 1 Mercenary or 1 Infantryman among the
attackers.
No town can be attacked without at least one of these
two pawns.
Exception: when a player has no more Mercenaries nor Infantrymen,
he/she can attack a town if his/her Baron takes part
in the attack.
To conquer a town without pawns (free or enemy) simply
attack it from an adjacent territory with a force of at least 8,
thereby overcoming only the walls of the town defence,
which counts 7. To conquer an enemy town with pawns inside, the
attacking forces must always be greater than the defending forces,
equivalent to the force of the pawns inside the town + the force
of 7 provided by the walls of the town. For example, a
town containing 1 Infantryman can be conquered
by attacking with a force of at least 10.
The victorious player
can place his/her coat-of-arms over a conquered town to symbolise
dominion.
In both types of attack consequently, the greater force
attacks and wins, while the lower force pawns are immediately eliminated
from the game, before the outcome of other attacks.
Every time a Baron is
eliminated, it is his men who
are really eliminated, not the Baron in person, who
is only wounded and manages to escape.
In this case, his
pawn must be removed from the map and he cannot be moved the
next turn (he is recovering from his wounds).
The turn
after that, the Baron can be moved, starting
from his Castle.
The elimination of enemies and the conquering
or loss of towns results in a change to victory points (see glossary).
6) Advance
After terminating their attacks, the winning
players can move ahead, free of charge, over the territory left
free by the enemy defeated in battle or in the conquered town,
with 1 of the attacking pawns having survived or 2 if there is
also the Baron.
Only 1 pawn moves forward in a wood.
In a town or village, only
the pawns of the Baron, Mercenary and
Infantryman can move forward.
Forward movements are made
according to the order of play and are optional.
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THE
FORCE OF THE DISPERATION
As soon as a player has less than 4 fighting pawns, the red number
and black number on the pawn of his/her Baron become 6 and 3 respectively.
In this case therefore, the Baron can cross more territories and
attack with greater strength.
The fighting pawns
are all the types of pawns except the Milady.
THE KING AND
THE COWARDS
As soon as one of the players reaches or exceeds 12 victory points,
the King intervenes (virtually) in the dispute: immediately, for
each fighting pawn still inside the Castle at that time, the players
lose as many victory points as is the value of the forces of all
of these pawns.
The fighting pawns still in the Castle when the King arrives
are considered cowards: their dishonour is a loss of prestige,
and consequently of victory points. This loss of points is only
applied once during the game, on that occasion and for all the
players.
THE
KING'S
HELP
From that time, until the end of the
game, the King, to prevent
a Baron becoming too strong, helps the weakest Baron, meaning
the player with the least victory points:
when the player with
the least victory points, even if he/she has the same points
as other players, shows a trading cardwith
4 or 2 shillings, he/she is considered to be playing with 2 additional
shillings, given to him/her by the King, and therefore
with 6 or 4 shillings.
This help from the King often permits
a player who is behind in victory points to regain ground and often
even to win.
When the player with the least victory points shows
a trading card without shillings, he/she cannot receive
any help from the King.
VICTORY
After the last turn, the King declares the end of hostilities and
assigns the manor to the strongest Baron.
The player with most victory points wins the game. In case of a
draw:
• the pack of trading cards is put together
again. At the start of each turneach player takes 1 trading card
which he/she shows after playing his/her3 army cards
• the game continues until only one player remains
in the lead, at the end of the turn, on the Victory Chart
• in this appendix to the game, the plague card is not picked,
and the blue pawn of the plague is taken off the mapì
OPTIONAL
RULES
Longer game
In this scenario, instead of the 10 turns
of the “basic
game”, 15 or 20 turns are played, as preferred, and a pack
of 15 or 20 plague cards is prepared.
At the start of
the 11th and 16th turn, all the players regain possession of their
5 trading cards, to play them in the
next turns according to the same rules as the “basic game”.
To
make the events less predictable, at the end of the
10th turn all the plague cards are shuffled again and
a pack of plague cards is prepared for the remaining turns
(5 or 10). The extra cards are discarded.
This scenario is suitable
for more expert players.
Virulent plague
In this scenario, as soon as a pawn is hit by the plague
is immediately eliminated, except the Baron. The pawn of a Baron
hit by the plague is turned round, for that turn. At the start of
the next turn, his pawn is turned back round, again showing the
side with the red number.
This scenario
is played without the pawn and the Convent rules
and the vocation event is ignored.
Only strategy
and tactics
In this scenario, the game is played without
the pawn and the rules of the Convent, without the plague pawn
and without picking the plague cards.
The plague cards
are only used to count the turns the players have decided to play.
In all the scenarios of the optional rules, the same winning conditions
apply as in the “basic game”.
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GLOSSARY
Trading cards
The trading cards
represent the income the Barons
receive from the wool trade with France.
Sometimes their
ships return full of shillings (4 or
2 shilling card) and sometimes not (card without shillings).
The trading cards with shillings are just 2 out of 5, but they are
basic to the game. They permit additional and unexpected movements.
It may be a good idea to play them straight away, to attack outright,
but it is also possible to wait for the others to remain without,
before playing one's own cards!
See sequence of movements at point 4.
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Plague cards |
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The blue plague pawn
moves from the village where it is to another, according
to the direction indicated on the plague card, considering
the cardinal points indicated on the Convent pawn.
Each village is in line, both horizontally and vertically,
with another 3 villages. If the blue pawn leaves the map,
it re-enters on the opposite side, above the corresponding
in-line village,and completes its movement. The plague hits
where it stops, not during its movement. Any pawn above the
village where the blue pawn stops and all the pawns in the
territories next to that village are hit by the plague.
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The blue plague pawn does not move.
All the pawns in the hills on the border of the map are hit
by the plague. |
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|
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The blue plague pawn does not move.
All the pawns in the central hills of the map, i.e. the hills
that form the cross that starts at the centre of the map and
reaches the four edges, are hit by the plague. |
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The blue plague pawn does not move.
All the pawns above and adjacent to the village where the blue
pawn is located are hit by the plague. |
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The plague does not hit anyone.
During the turn, all the pawns can move, at most, by 1 territory.
The Fog 1 event does not affect the movements made with the
trading card shillings. All the pawns in the Convent leave the
battle and become friars(or nuns). The pawns are eliminated
from the game. |
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Castle
The
pawns can cross their Castles, but, once on the map,
no pawn, except the Baron, can re-enter.
A Baron can re-enter his Castle only when he’is been wounded
in a previous attack.
A pawn in its Castle is
safe from the plague and
cannot attack or be attacked.
Milady
Her pawn cannot cross or stop on
a territory where there is an enemy pawn, unless this is another
Milady.
Any pawn on the other hand can cross or stop on a territory where
there is only an enemy Milady.
The Milady is a very important pawn. It can in fact
stop an entire enemy army, in the following way:
• during movement, the player whose turn it
is shows the army card of his/herMilady
• the Milady moves next to someone else’is Baron (or
is already next to)
• the Milady declares charming the Baron
In this case, that Baron and all his pawns can no
longer move in that turn (but they can still attack). The Milady
immediately returns inside her Castle, from where she will be able
to move again only after 1 full turn of rest.
The player of the charmed Baron, who no longer moves during the
turn, must still show, when it is his/her moment, the prepared trading
card, which cannot however be used (in actual fact this is “forfeited).
The Baron is immune to Milady’is charm only when he is in
his Castle.
Each Milady can only charm 1 Baron per turn.
A Milady that catches the plague, also becomes plague stricken.
A plague-stricken Milady cannot charm the Barons, nor therefore
stop their armies (she does not have the same charm...)
A plague-stricken Milady can damage other types of pawns, in the
following way:
• during movement, the player whose turn it
is shows the army card of his/her Milady
• the Milady moves next to one or more enemy pawns (or else
is already next to)
• the Milady declares infecting the pawns alongside
In this case, all the adjacent enemy pawns are infected
by the Milady and become plague-stricken.
The following are always immune from the plague-stricken Milady:
the Barons, the Miladies, the already plague-stricken pawns and
the pawns in their Castle or in their towns or inside the Convent.
Order of play
The order of play
is an important factor during the game.
The player who moves first
is at disadvantage because he/she reveals his/her moves before anyone
else. The advantage however is that he/she attacks first.
Deciding
the order of play is an extra weapon in the hands of the sole player
with less victory points.
Victory points
By moving the players’ coats-of-arms on the Victory
Chart the situation of the victory points can be kept updated.
For each eliminated fighting enemy pawn, as many victory
points are gained as is the number on the eliminated pawn.
When
a Baron is wounded, the victory points
for eliminating his followers must be counted even if
the pawn of the Baron is not eliminated.
Besides, for every
town conquered or lost, as many victory points are won or lost
as is the territory distance between one’s Castle and
the conquered or lost town.
To determine the distance of a town
from a Castle the
shortest road must be chosen, without taking into account the type
of territories.
Victory points can also be lost due to the cowards rule.
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