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Each game round consists of five phases:

I. Place Knights
Players take turns placing knights one at a time in 3 kinds of locations:
Lancaster by Matthias Cramer

1. County 2. Conflict 3. Castle

D 3
+ + + +
3

3 Gloucester
1

Place knight Your knight (without


on empty or squires) must be at least
occupied this minimum strength. Place knight on topmost empty
county space. space next to a conflict. Place knight on an empty
3 or 4 3 First six knights to enter conflict +
? space in your castle.

If space is occupied, your knight immediately take reward of one


must exceed the strength of face-up "King's Favor" tile, then flip tile.
the current occupant.
Each player may occupy only one of
Add squires to increase strength, the 3 spaces next to a conflict. But
but can't use squires you may reinforce your knights by 3
to reach minimum 3 > 4 stacking them in a single space. 2
strength.

Expelled knights return to owner. You cannot use squires


Expelled squires are lost. in a conflict.
You may not expel your own knights.

II. Parliament
1. Vote on New Laws
Players vote on the 3 laws max max = Approved laws enter the top row
in the bottom row, in order of current laws from the right,
from left to right. shoving the old laws to the left,
1 3 and pushing out the leftmost law.
Everyone votes secretly by
taking their chosen voting
tile and supporting voting Rejected laws are discarded.
markers into their fist, then
revealing simultaneously.

= = = 1 vote
Each tile and voting marker =
count as 1 vote. In case of a
tie, the law is approved.
3
Used voting markers are
returned to the general supply.
1st 2nd 3rd
2. Apply Current Laws
After voting is finished, apply the 3 current laws (top row) in order from left to right.
Player with most Player with most All players gain Each player may Each player may
max money may max squires recruits = 3 victory points buy any number of buy victory = All players may
upgrade one of a knight with for every 2 voting markers at a points at a cost take 1 extension
their deployed strength 1. In counties cost of 1 gold each, of 1 squire and 1 tile for every 2
knights. In case of case of tie, all occupied by starting with start gold per every 3 conflicts they are
tie, all tied players 1 tied players 3 3 involved in.
their knights. player. victory points.
receive reward. receive reward.

Each player with


= 2 Players receive 1 Players receive a Players without 3 a deployed
= squire, voting = 2 = Players gain 5 = Players gain 3
squire for each of deployed knights knight of victory points victory points
their deployed marker, and of strength 2 strength 3 may for every 3 for each conflict
knights with a gold for every 2 may upgrade 1 swap it for a extension tiles they are
strength of 2. conflicts they of their knights. 4 knight of
are involved in. 5 in their castle. 3 involved in.
strength 4.

1 Players may Players may buy Players may buy 1 2


= Players gain 8 = 1 Players who have = recruit a knight any number of any number of = Players with
victory points for 1 deployed all of victory points victory points for
3 4 deployed knights
every 3 counties their strength 1 of strength 1 of all 4 strength
occupied by knights receive 5 for every 3 for 1 gold each, 1 squire each, levels receive 6
their knights. victory points. 1 nobleman tiles beginning with beginning with victory points.
8 5 at their table. 1 the start player. 1 the start player. 6
III. County Rewards
County rewards are collected in order from A to I.
A player whose knight occupies a county must choose
one of three options:
D Take a castle
extension.
Take 2 voting
markers.
: Take 1 nobleman tile from the county 3
(you may not take the same nobleman twice).
: Take the reward shown next to the county. Gain 6 victory

-
3 Gloucester Upgrade
1 knight.
6 points.
: Pay 3 gold to take both the nobleman tile
and the reward. Take 2 squires.

Knights return to the player's court. Put a knight


Supporting squires are discarded. 1 of strength 1
into your supply. Take 2 gold.
The reward of Dorset lets you move the knight occupying
Dorset onto a conflict space. However you do not receive
a "King's Favor" tile in this case.
In Surrey, the player also chooses the new start player,
which takes effect immediately. If no player occupied
Surrey, the start player does not change.

IV. Castle Rewards


In turn order, each player collects rewards from their castles. These rewards come from:
Knights placed in their castle.
Castle extensions. 1
Company at table: Spend 3 squires Gain 2 gold Gain 1 gold Gain 2 squires Gain 2 Spend 2 squires
to get a knight of and 1 squire voting markers to upgrade 1 knight
strength 1 (once only) (once only)

For each nobleman seated at their table, including


themselves, the player receives 1 voting marker.
A player's voting markers are not secret.
Voting markers are not received in the final game round.
Blue receives 1+2 = 3 voting markers

V. Conflict Rewards
Conflicts are resolved in order left to right, top row first. For each conflict card, complete the following steps:
1. Determine if England or France wins
If the combined strength of all knights involved in the conflict is greater than or equal to the strength of France, then the
winner is England. Otherwise the winner is France.
2. Rank each player's contribution
Player contributions are ranked according to the strength of their involved knights. In
the case of a tie, the player who entered the conflict later ranks higher.
3. Assign victory points
England Wins! France Wins
The highest ranked No one receives the highest score.
player receives the 1 1
highest score. The highest ranked player
receives the 2nd highest score.

<
The 2nd highest
ranked player The 2nd highest ranked player
receives the 2nd 3
receives the lowest score. 2
highest score.
The lowest ranked If first battle (conflict in top row) then
player receives the 1 conflict card and all involved knights 1
lowest score. are moved down to bottom row,
keeping knights in same order.
Knights are returned 1+3+1 5 so England wins. 1+2+1 < 5 so France wins.
If second battle (conflict in bottom row)
to their players and Red receives 4 points, then all involved knights are captured. Red receives 2 points,
the conflict card is Yellow receives 2 points, Players may ransom their knights by Yellow receives 1 point,
discarded. and Blue receives 1 point. paying gold equal to the knight's and Blue receives nothing.
strength level. If ransomed, the
knights return home, otherwise they
are placed back into the reserve. The
conflict card is discarded.

End of Round
Add two new conflict cards to the top row of conflicts.
Flip over all face-down "King's Favor" tiles.
Add three new laws to the bottom row of parliament.

End of Game Scoring


Gain 8/4 points for highest combined knight strength/2nd highest. Use leftover squires to break ties.
Gain 8/4 points for most extension tiles/2nd most. Use leftover gold to break ties.
Everyone gains victory points for nobles sitting at their table.
} Divide points equally if still tied.

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