Rules The Last Knights board game

Rules The Last Knights board game

Realised by: Chinkster, Nieske, Katrina, Krogzar, Vinnie, Mav, Milamber, Damanta, Lati, Aapje, OpaLamzak, Sandworm, BazzaSmith, Sindarin, LivorMortis, Nulf, Rhodry and Rosbos

Based on: www.lastknights.com

Rules The Last Knights board game

Rules The Last Knights board game

Rules TLK board game
This is an attempt to get the massively multiplayer online real time strategy game www.lastknights.com into a board game. The basis of the game is the game risk. Every team starts with a kingdom, which has a certain number of territories. Each team can expand their territory each turn by attacking a city owned by an opponent.

Goal of the game:
The goal of the game is to conquer the whole map. This means you are the only survivor and it can take quite long. Teams can surrender though, and you can agree to end the game with two teams left when they are friendly to each other. The goal of the game is rather to have fun, than to win it.

Content:
Game board Kingdom map Garrison fiches Emperors Crowns Commanders Commanders’ hats Commander rank indicators Soldiers Follis Miliaresion Nomisma Chance cards Garrison cards Territory cards Dice Soldier table

Index:
◊ ◊ ◊ ◊ ◊ ◊ ◊ ◊ ◊ ◊ ◊ Preparation Short summary Battles Gold Territories Commanders Garrison Cards More detailed rules History of The Last Knights Source

Rules The Last Knights board game

Rules The Last Knights board game
forceheal commanders. Injured commanders can't lead any attacks and can't move. 3. Fight battles and play cards. You can attack either commanders or cities. For every big or medium city you get a garrison card. Whether you win or not is determined by dice. 4. Forceheal any commanders or units. After your commanders got injured in battle, you can forceheal them. When the commander of an army is injured, the soldiers aren't grouped and therefore can only throw one die, regardless how many soldiers are present. Injured soldiers won't participate in any battle and aren't able to move individually. (only under the command of a commander). 4b. Go back to 3, if so desired. 5. Tactical moves. At the end of your turn you can make seven moves. Each move of an individual soldier counts towards this total. 6. Receive a chance card when defeated a medium or big city. (One max)

Preparation:
Form teams with an equal amount of players. Each team gets garrison fiches and gets a kingdom. The map is divided into five areas. Each team gets one part of the game and a set capital in that area. Every commander and all the soldiers start in the capital. When there are only four teams, the French part is neutral. You start with five soldiers in your capital to explore the map. Each turn you receive the amount of territories you own divided by five in soldiers. Every team chooses at the start of the game the commander types of their commanders. This can be either infantry, cavalry or artillery. Every team gets three commanders, but you can create up to nine. Each team then gets a soldier table on which he marks how many soldiers he owns. The soldier table has eleven columns, one for every commander and one for the emperor. The emperor is always in the capital. The soldiers you do not mark on the table, will be displayed on the map. You can only keep your amount of soldiers hidden when they are in a commander’s army. Red starts the game and can decide which city to capture first. Every commander has three move points at the start of the turn. With these he can either move or attack cities. You can choose whether your soldiers follow your commander or stay in the city, however, your commander always moves to the city captured.

Short Summary:
The turns are set up like this: 1. Add soldiers. You can add #yourterritories/5 soldiers. You get at least two soldiers a turn. 2. Healing: All the units heal and you have the possibility to

Battles:
City Battle: A commander has three move points per turn. You can either use them to move or to attack bordering cities. All the soldiers present in the city will try to defend the city. This will be done by throwing

Rules The Last Knights board game
dice. Each player (3 at most) in the team will have a die. You have 3 dice. Everyone in the team has to be present to get the full amount of dice though. Every player missing means one die less. The defender and attacker throw at the same moment. Other than with risk, you cannot decide to throw only one or two dice because the enemy has thrown high numbers. After throwing the dice and adjusting the scores with modifiers, the one with the highest result will win. If the results are equal the defender will win. If the difference is 2 or less, the losing side will get one injury. If the difference is greater than 2 a unit will be killed (6-3 e.g.). After that you look at the second highest number. You can defend with as much dice as there are soldiers left, so if you got two soldiers left you can throw two dice. You have a disadvantage when the commander of the army is injured. The soldiers are not led anymore and you can only throw one die. It doesn't matter how many soldiers are present in the city then. Each city also has garrison. This is indicated by the fiche laying on the territory. The garrison will defend for one soldier in villages and medium cities. In big cities it will also count for one, but will have an advantage of 1 on the die. Meaning that if he throws a four, it will become a five. The garrison will not count for the amount of dice unless there are no soldiers in the city. When there is one soldier and garrison you can throw one die. When the soldier is defeated you can throw another die. An exception is the capital, where you can throw one more die than you could for normal cities. For example, when you have eight soldiers in your capital you can throw four dice instead of three. The attacker will not have this advantage. There are five soldiers in the capital by default. They revive and heal when the capital is kicked or at the end of the turn. The garrison will only defend, not attack. It is not possible to retreat from a battle. Commanders cannot get injured or killed in a City Battle. After the battle, the commander has to move to the captured city. You can

Rules The Last Knights board game
choose for the soldiers to stay in the city. One soldier can move and another can stay if you want him to. When there was a commander defending in the attacked city, he will be kicked back to the capital. Cities can only be attacked by commanders. Commanders do not really participate in the battle, he will not count for a die. Only players present can throw a die. When one player is off to the toilet or getting something to drink, he won't be able to throw a die. Example city battle:

In this case, the attacker injures one unit of the defender, since the difference is one. However, the defender also injures one unit of the attacker since when the difference is zero, a unit of the attacker gets injured. The attacker would have killed a unit when it was 5 against 2 e.g. Note when you lose a battle while being the attacker you risk getting captured. Throw a die, if it is a 6 you are captured and lose half of the gold you own. Commander Battle: When two hostile commanders border each other, you can choose to attack the other commander. It is not allowed to PvP a commander of a lower rank. A Marquess cannot attack a general. When PvPing a higher rank the opponent gets a +1 bonus on the die for each rank

Rules The Last Knights board game
higher. Captains cannot be PvPed or PvP at all. It's advised to spy first. Spying costs two gold. Cavalry has an advantage over infantry, and a disadvantage over artillery. If you spy, you spy the whole city. The opponent has to tell you what type their commander(s) is and an approximate number of soldiers in the city. You can deviate with a maximum of 10%. When you have 5 soldiers in the city, you can deviate one. 10 percent of 5 equals 0,5. Half a soldier is in fact one soldier as you cannot have half soldiers. When PvPing you both throw one die. To the number thrown the commander type bonus will be added. The player who has the advantage will throw 6 instead of 4 this way. You only have to show your type to the opponent. Not all players have to see your type, although, other players can see it as well. The player who loses the battle will get injured when the difference is equal or less than two (6-4 e.g.) or killed when the difference is equal or bigger than three (4-1 e.g.). The defender has the advantage in the fight. When it's 3-3 the attacker will get injured for two turns. Example commander battle:

Rules The Last Knights board game
anymore, but they can be forcehealed at the start of your turn for gold. Note when your commander is injured, your soldiers cannot defend very well. You can only throw one die, regardless how many soldiers are present. You can use gold to forceheal your commander when it has got injured in a commander or city battle. This can cost a lot though. Costs forcehealing: 1 turn Captain 2 gold General 4 gold Marshal 6 gold Marquess 8 gold Soldier 2 gold

2 turns 6 gold 12 gold 18 gold 24 gold -

Gold:
Gold is used to spy a commander/city. When you border a commander you can spy it. You can look at the downside of the commander. There will be marked whether it's artillery, cavalry or infantry. This can be useful information for PvP later. You are advised to remember the type of the commander. Commanders can get mixed though when there are more commanders on the same territory. Gold can also be used for forcehealing. Gold is gained by defeating cities: Village: 1 gold (circle) Small city: 2 gold (square) Big city: 3 gold (bigger square) Capital: 5 gold (marked by an emperor) Beware gold can be stolen by a certain chance card and you lose gold if your commander dies or gets injured.

Since the attacker is Cavalry and the defender is Infantry the attacker gets a bonus of +2. This changes his 4 into a 6 and he kills the defender. A killed commander has to give his gold (he owns two gold) to the defender. The killed commander can be bought back as a captain later in the game. Injured commanders can't attack cities or move

Rules The Last Knights board game

Rules The Last Knights board game
There are five different garrison cards, displaying the five different teams. It's not obliged to have a soldier present in every territory. Although, the commander needs to move to the defeated city after the battle. You can then choose where the soldiers will end up. When a soldier is in the same territory as a commander, he can join him. However, soldiers cannot join their commander in villages. The more territories the team has, the more soldiers he will receive at the start of his turn. When you have no big cities left you do not have a capital anymore and there is no possibility to appoint another capital. In this case the country is defeated. The players of a defeated country are divided over the other teams.

There are three types of coins: 1. Nomisma: 288 gold

2. Miliaresion: 24 gold

Commanders:
3. Follis: 1 gold Commanders all have a commander type. This determines the advantage it might get in PvP (see commander battle). The commander type is chosen at the start of the game. It can be changed during the game though. In order to rebuild you need to stay in the capital for two turns with the commander. Then you can change it for eight gold. Commanders can have five different ranks. They can be Captain, General, Marshal, Marquess or Bishop. Each rank has other possibilities: Captain: When you want another commander, you can hire a Captain. You can have up to nine commanders. A new commander costs a lot though. You need 2000 XP and it needs to participate in a fight under the command of another commander to promote to General in order to form his own army.

This means a Nomisma is worth 12 Miliaresia and 288 Folles.

Territories:
Each team starts with a Kingdom. The map is divided into five parts. Each part contains around twenty territories. Every kingdom starts with a set capital. This will be the place where all your commanders start and where new soldiers join.

Rules The Last Knights board game
General: A General can have 25 soldiers under his command. At the beginning of the game all commanders start at General. Meaning you will have 9 Generals. He can form an army with a captain. With 2500 XP a General can promote to Marshal. A General can also promote to Bishop with five noble deed cards. When you have the least commanders on the map, you can also immediately buy a general, instead of a Captain. This costs a lot though. You need 3000 XP for that. Marshal: A Marshal can have 50 soldiers under his command. He can form an army with a captain or general. When he forms an army with a General, the army can contain 75 soldiers. You can also join with more than one General. You will move them all when you attack. A Marshal can promote to Marquess with 3500 XP. A Marshal can also promote to bishop with three noble deed cards. Marquess/Marchioness: A Marquess can have an unlimited army. He can form an army with a marshal, general and/or captain. A Marquess can not promote any further. Bishop: You can have only one bishop. He will give some advantages: 1. At the start of your turn you have a 1/3 chance of recruiting a new soldier. Throw a die, when it is 1,2, you will get a soldier. With 3,4,5,6 you don't get any. 2. At the end of your turn you can throw a die, you get the number thrown in gold. So a minimum of 1 and a maximum of 6 gold. 3. When two bishops border each other they will both be kicked back to the capital. 4. When the territory on which the bishop is attacked, two soldiers of the attacker will be killed automatically. 5. He won't participate in any fights. When the city he is in is defeated, he will be bounced to the capital. He cannot be PvPed. He

Rules The Last Knights board game
can't form an army, however, he can join every army. There are commander rank indicators to mark what rank a commander has. When a commander has none, it is a Captain. When it has a hat, the commander is a General. With one indicator ring the commander is a Marshal, and with two a Marquess. A Bishop is marked without a hat, but with an indicator ring. When a team has no commander left, the team is game over. All his soldiers and territories will become neutral.

Garrison:
In a city the garrison will defend when there are no soldiers present. This will be 1 for every city, but will count for 4 in a capital. The garrison in a big city has an advantage of 1 on the die. When you have defeated a big city, you will receive a garrison card. The garrison is indicated on the map with a fiche, and with an emperor in the capital. There are five different garrison fiches, displaying the five different teams:

Cards:
There are different cards you can gain: - Capital cards: They are used to determine your new capital in case you've lost it. All the big cities you own will get selected from the territory cards and the team will pick blindly a new card. Each card contains only one big city.

Rules The Last Knights board game

Rules The Last Knights board game

- Chance cards: you get them at the end of your turn, if you have defeated a medium or big city. Villages or unprotected cities don't count. Chance cards allow you to do nice actions. You can either play them on yourself, on an ally or an enemy. You can own at most 5 chance cards. - Garrison cards: You get them when you have defeated a big city. When there are no garrison cards left on the pile, the team with the most garrison cards has to create the pile again by giving their cards back. It is often the case that you have to use the garrison card when drawn. Only experience and Noble Deed Cards can be saved for later. Garrison cards can bring you money, or kill some of your soldiers.

More detailed rules:
Garrison cards
There are different garrison cards you can get. You will get one each time you have defeated a big city. The garrison cards will form a big pile on the board. Take one card each time, you can have unlimited at hand. When there are no cards left, the team with the most cards will have to form the pile. There are seven different garrison cards. The pile of cards contains mostly Experience and Noble deed cards. Those are also the only cards you can keep in your hand. The other cards you have to play directly when you draw them. Here is a list of the garrison cards: Experience cards: This will give you either 500, 750, 1000, 1250 or 2000 experience points. You can use the experience to promote your commanders. Noble deeds cards: These cards can only be used to promote a general to bishop. A general needs five noble deeds cards to become a bishop and a marshal needs only three. Soldier death card: A soldier couldn't stand the slaughter in the city and committed suicide. You hear about the suicide when you picked up this card. Remove a soldier from the just defeated territory at once.

Garrison cards

Rules The Last Knights board game
Spy card: A spy revealed your commander type. He directly runs to all his friends to tell them. All the players directly heard about it. Show them the commander type of all the commanders who participated in the fight. End of tick approaching! You have the time for only one more battle with the attacking commander(s). Meaning you can do only two battles this turn when this was your first fight, when this was your third fight, you can do another. Treasure card: The opponent has left stocks in the city you have just defeated. Take four gold from the opponent providing they can give it. Treasure card: The opponent has left stocks in the city you have just defeated. You get four gold.

Rules The Last Knights board game

Chance Cards
There are different Chance cards you can get. You receive one at the end of your turn when you have defeated a big or medium city. It will form a big pile on the board. You can have at most five chance cards in your hand. If you receive another chance card when you have five cards already, you have to throw one away. The possibilities with each card are different. You can get either more soldiers, disable an opponent’s commander for a few turns, allow you to do more battles or disallow an enemy to do all his battles or get/lose soldiers. There are more options though, who are to be seen when playing the game!

Territory Cards
Each territory is marked on a territory card. Terrirory cards are used to determine the capital of a team. You receive a capital together with your empire at the start of you turn. However, when you lose your capital during the game, all the cards on which a big city you own is marked will be selected and the team chose one card blindly. The big city picked will becomfe the new capital. When a team has no big cities left, no capital can be chosen and therefore he does not get any capital. This means he will not receive any soldiers at the start of his turn and cannot produce new commanders or change a commander type. The team is therefore removed from the game, and is game over.

Chance cards

Rules The Last Knights board game

Rules The Last Knights board game

Terms and abbreviations:
Team: group of players (3 at most) who fight under the same flag/colour. Commander: a player specific unit. You can chose the commander type of each commander. One commander can get a bonus over the other in PvP. The type of commander is hidden, and can only be seen by spying the commander or by simply attacking him. PvP: When two commanders border, one can choose to attack the other. Spy: When two commanders border, one can choose to spy the other. This costs two gold. Garrison: Each city has one soldier in the garrison. When all the defending soldiers are defeated, the garrison will fight. The garrison will count for 1 soldier, and in the capital - marked by a flag- for 4 soldiers. Garrison cards: you get them when you have defeated a big city. Territory cards: these cards determine with which cities you begin the game. Chance cards: These are special cards you get as a reward for defeating a medium or big city with defenders.You get them at the end of your turn, if you have defeated medium or big city. Villages or unprotected cities don't count. Chance cards allow you to do nice actions. You can either play them on yourself, on an ally or an enemy. Capital cards: These are the same as the territory cards. They are used to determine your new capital in case you've lost it.

Tables:
Commander rank table: Rank: Needed: Captain 2000 XP General Battle Marshal Marquess Bishop Emperor 2500 XP 3500 XP 3/5 noble deed cards Capital PvP: None Gen, Ms, Mq Ms, Mq Mq none none Army: None 25 50 none Extra:

Gets +1 to Gen Gets +1 to Ms, +2 against Gen Bishop bonuses Stays in Cap

Territory table: City: Garrison: Village Medium Big Capital 1

Garrison/ Chance* Card: No

Gold received: 1 2 3 5

Extra: Armies cannot regroup.

1 Yes 1 and +1 Yes die bonus 5+ Yes bonus**

Add starting soldiers here.

*You can only earn one chance card a turn, which you receive at the end of your turn. ** The bonus you get in the capital is that you can throw with one extra die. Instead of three, you can then throw with four.

Rules The Last Knights board game

Rules The Last Knights board game
In the first age we had a conversation on MSN with like ten people and we organised the conquer of England. This was rather easy and quickly done as armies didn’t disband after a battle and you could hire as many soldiers as you wanted. As the game became bigger and bigger and the organising went more diffecult we moved to IRC. Everyone used the server he preferred so it was possible you had to connect on three different servers for only one country. The ally channel, country channel and HC channel were all on a different server. From the original Last Knights server the FUN and PRO server were created. The FUN server was said to be for the noobs and included war slots and random joining. PRO server was for the experienced players. The game was rougher than FUN, free joining and no war slots. Diplomacy was a real aspect of that game, as you were dead when you made a mistake. The FUN server was then followed by the Medieval Last Knights server and PRO by the King and Country server. That server also includes navy. Two really nice and big games! The players really begin to know each other. Meetings have been held to meet the players in person. Not only by our #ba but also the olders and the loozer group and possibly more. The game led to real friendships and a lot of drama, but also love. The game has got more and more his own vocabulary. Words like SF wheel, philcote, cannon fodder have been created by the players. When I now discuss the game with my brother during a dinner with family the other family members have no idea what we are talking about. The game might have reached it top now, but the big players keep on coming back. We recently welcomed the big CowTown back. - Rosbos

History of Last Knights:
Last knights is an online game. The concept is that you start as a country with a group of players. You need to cooperate with your fellow players in order to expand your territory. The goal has been to keep the game as realistic as possible and leave all the dragons and fairy-tale creatures out. After playing a few internet games himself, Vincent decided he wanted to make one as well. When he saw me playing a game a classmate of mine has made he thought ‘what he can, I can do better!’. He started his project with the help of Lucumo. Two weeks later he came back with the start of Last Knights. A lot still had to be edited and adjusted of course. To give an example, there were no move points or PvP protection. When the first age was passed a lot got perfectionised and the game got better and better. It quickly went from 10 players to 100 and adding up all the time. The map became bigger and bigger and new additions were implemented like the Court Martial. The game went from personal – at one point half of my class joined the game – to international. It has not all been very easy. At times it was diffecult to keep the game running, then the game was sold to Bram and he made the game grow even more. This came together with an investment so the ads and duke accounts were introduced to make the game profitable. The big playerbase got Vincent to split the server in two. Pro and Fun were created. Fun had random joining and war slots, where Pro was free joining and no war slots. The two servers had a very different atmosphere. With much grief to some players, the Fun server was replaced for King and Country. The navy and army have to cooperate now. Some time later the Pro server was replaced with Medieval Last Knights, with a smaller map and heroes. Since the game is very interactive, players really need to talk to other players and at first MSN was used, but later it moved to IRC.

Rules The Last Knights board game

Rules The Last Knights board game
All information on the TLK board game can be found on: www.freewebs.com/rosbos/mtlkgame Game is made by: Nulf, Sindarin, Rhodry, LivorMortis and Rosbos Thanks to: Vinnie, Mav, Milamber, Lativalente, Aapje, OpaLamzak, BazzaSmith, Zeta, Hugo, Chinkster, Krogzar, Damanta, sandworm, Nieske, Fanaat (http://www.fanaat.utwente.nl/)

Source:
www.lastknights.com www.king-and-country.com Nulf

Images: Images:
Back territory cards : http://www.nieuwsbronnen.com/veronakapel/utrecht.jpg Follis based on: http://imagedb.coinarchives.com/img/lanz/138/00958q00.jpg Miliaresion based on: http://imagedb.coinarchives.com/img/lanz/138/00978q00.jpg Nomisma Histarion based on: http://www.muenzauktion.com/ritter/pic/thumb/5760.jpg Treasure card based on: http://www.digischool.nl/po/community12/IMAGES/schatki st.gif Noble deed card based on: http://www.willemspans.nl/images/mijter_360.jpg Garrison fiches: http://www.yeatsvision.com/images/graphics/z4.gif

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