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‘Woalih ts Power ty a. A game of dynastic conflict by Derek Carver INTRODUCTION Blood Royale is agame of treachery, double-dealing, power-politics, dynastic aggrandisement and open warfare, set in the world of 14th century Europe. It is a strategic-level political ‘wargame, with a high level of player interaction, and almost unlimited scope for co-operation and deception, alliances and treachery. It is also similar to conventional boardgames, whereby players can pursue objectives based on trade, financeand planning. Since the game is played out with individual characters, it is even agame of roleplaying, with each player representing the abstract concept of a Royal Dynasty. Each player's object is to increase the power of his realm and his exchequer, and to secure his Dynastic line. Thisis done by trade, military adventuring, and by arranging marriages for his children. Blood Royale has been designed to be played by beginners and experienced players. The Basic Game ‘THE BASIC GAME o (12) The Interphase Game Equipment 3 Placing Resources 11 introduces most of the concepts which govern the way Blood Royale is played, and allows players to quickly come to grip with the rules. The Optional Rules present some ideas for ways in which the game might be built on, allowing for a greater level of complexity. Many players will be able to develop further ideas of their own. 3t05 players can play Blood Royale. Most games will iast from three to four hours, with each turn representing a five-year period lasting about half an hour. However, if the players choose, they can make the game last for as long as they like. Blood Royale is not a wargame as such. Although conflict isa permanent feature, combat isnormally restricted to skiemishing rather than all-out war. AS was the case during the period in which the game is ser, the most successful countries will be those who fight small, short wars toachieve specific goals... and win them. Neither is Blood Royale a simulation. The game is intended to have the ‘feel’ of 14th century Europe, but the countries depicted conform to their present- day appearance, rather than to the actual geography of the time, and the divisions of each country have been simplified. Also, the very nature of thé game means that players will not be playing the actual charactersof the period. So-be warned; both history and geography have been tampered with! ONTENTS —— (1D) The Interphase - Taxation (23) Special Rules For Less Than Five Players 18 Combat With 'Non-Player’ ‘he Paping Pieces 4 (13) The leap -Msosning and ovr 8 Money 4 Raising Armies and Fleets 12 (24) the Degree of Secrecy In (2) Seng Up The Game 4 (us, The Movcent Pane ayer Nm sce Fore (3 winning ne Games Owen (25) Speci Rts and Adie Fr TH (8) The sequence ot My 5 (5) Pheoneean Phase vents 12 3) Atul Game nun tren 12 ° ‘The Dynastic Sequence - Birth 6 Effects of Events 12 OPTIONAL RULES Charter secs Kanon Prove es 13 Eflccs ofChercersics 7 (16) The Movement Fie (8) the Four Charter Sar 19 Ciing he nce ese 7 Movsnent (3) Ghircerie Rais For Te King (2) The DyouSequence=Dexh 7 mies Rings and Princes 18nd ueen 20 (The bynmteSequence- nat i (© Bipated Succession 20 Norge Resource tes 1 (5) Notemen of te ems 20 Navrage Conc 8 Aan Contig Province 14 (8) Bren ends 20 the ec ot ti) Capa Sting the ack 20 Chances (19) Comba 13 Repel 20 antage an the ec ofthe Presence of Storm ‘Sttcanon 8 Toyst hee ing ad vesting 21 sariage tnd Chien 9 FeLi rom Hale 16 nkertance of Netra 6) suceson eet roringeaKingdon 2 Tele Sucenson 9 Serene Png Newt Diaputed Sacto 10 Spe oy Cars 16 pretenders a aids 2 Pons For sng Over Spas (8) Nowea Provinces 22 ‘Lage He 10 fonthe Winner The Spoils 16 (6). Governing Povnces 2 contra to hance ti) xa Eneonement Phase 28 Counties 10 Procedure In The Case OF A Minor Ascending The Throne It Uo) End OF Dynastic Sequence 11 (20) Negotiations 16 en (22) Ending The Game 17 Naval Combat 16 Foreign Intervention 17 cashing In Resource Items 17 () Changing Caplals/Resource Areas 23 Design Notes-The Optional Ralesand Stategy Hints 23 Some Tips For Naming Dynasties and Characters 24 ——_ S$ pe eee a COMPONENTS Within this box you should find the following components A sixpiece,jig-cut playing board, showing 2 map of ‘Western Europe, and additional game information 1 King piece for each country (five in all) 5 Prince pieces for each country (twenty-five in al) 20 Army counters for each countey one hundred inal) 4 Ship countess for each country (twenty ial) One sheet of $0 stickers ‘These playing pieces and counters are catour coded for the different countries; Green(England), Purple (Italy), Yellow (Spain), Blue (France) and! Orange (Germany) Fifteen ‘metals’ resource counters Fifteen ‘cloths’ resource counters Fifteen foodstuffs’ resource counters "en semi-luxuty resource counters Five lnxury texoutce counters 12 Famine Markers 18 Rebellion Markers 25 Control Markers 15 Neutral Markers (Optional rules) 2 Mercenary Captain counters (Optional Rules) 10 Neutral Army counters (Optional Rules) 1 Year Turn Marker 5 Player Order counters 96 coins, in the following denominations: 1 50 Crowns, 12x 25 Crowns, 16x 10 Crowns (sliver) 24x 5 Crowns, 16x § Crowns, 248 | Crown (bronze) ‘A pad of 100 Crowa notes [A pad of character sheets A pad of Marriage Contracts One pack of 68 Event Cards (Optional Rules) 4 dice «3 sixsided dice, and 1 ten-sided dice “This rulebook ‘You will certainly find it useful tohave asupply ofserap paper and some pens or pencils handy. Some recor keeping is necessary in this me Copyright © 1987 Games Workshop Limited, any components are damaged or missingplease write to; Blood Royale Games Workshop, Chewton Strect Hil Tp, Eastwood, Nottinghamshire NGIG SITY, ndlindicate which components are missing or damaged. Questions about this game will be answered by Games Workshop ifaccompaniedbyan A5-sized, stamped, sll addressed enelope or 2 international ceply coupons. Questions must be typed or legibly printed, Please try t0 ask your questions in such a say than aley can be answered ‘yer or ‘no. OF that they can be answered witha shortreference. Although we welcome andenjoy ‘comments and suggestions about the game system, we ‘cannot promise to respond lo questions on theory OF design intent CREDITS == Invented by: Derek Carver Optional Rules by: Paul Cockburn evelopment: Paul Cackbura, Jervis "You've got me Girank again johnson Arcandllustation: Stephen Dukes (board at), Dave ‘Super Star’ Andrews & Colin “cavalier” Dixon ‘Gaunt at) raphe Design exeyting cle) hares ‘Dewbury ind Br Coboleigook Sedgwick | | i THE BASIC GAME (1) Game Equipment The Map “The playing surface of Blood Royaleisamap representing, Western snl Central Europe, showing the countries of England, Spain, France, Germany an Ttaly. The border fof each country is depicted in 4 panicular colour, as follows: Green England Yellow Spain Blue France ‘Orange Germany Purple aly Each country is divided into ten provinces. These provinces affect many parts of the game, Control of a Province sgovernedby the rules in Section I7. Certain Provinces carry an adlitional marker which willbe one ‘of the following: capital Food meat |) i-tuxury resource fi 4 resource xa aen crow toy at ma Qk yy ach Capitaiseevesas the locationofthe Dynasticcourt and a a castle (se Capitals (8), Each resource area is the source of the relevant resource, which will be producedeach tur forthe purposes of tad (see Pacing Resource Items (12). ‘The Ten Record Chart The Tuen Record Chart serves two functions; ist shows which year the current turn is, and second itis used store Army counters that have been removed from the imap dve to Combat oF plague The Year Track Marker should be placed on the year ‘colour, so that the current tuen's year is showing just above it. At the end of each tuen, it should be moved ‘down the coloumn so thatthe year for the next tuen is showing, [Army counters that have been removed from the map ‘due fo combat ot plague are not availabe wo be rebuilt ‘daring the next tuen, players will ave to walt 10 years before they can replace these loses. Tokeep trackoftich ‘Army counterseannot be rebuilt players should use ie Dead Army Counters boxes on the map-board in the following manner: Atte start ofthe Interphase any Army countersthat are intheboxwiththe Year Ending’ number correspording to the Last digit ofthe current turn ae taken out of the box and placed beside the gameboard, During the Movement Phase, any Army countersthatare removed from the map are placed in the box with the ‘Year Ending" number corresponding othe last digit of the current turn. (see example 1) ‘Thettoly Landboxisonly usedwiththe Optional Rules, ‘ignore it when playing the basic game. Example1— Tes the 1335 Tu. nthe “ear Ending 0° box fare 8 Amy. ‘counters. and in the “ear Ending 5 box are 4 Amy ‘counters During the interphase of the 1535 turn the 4 Army counters Im che ear Bring ~5' box fare returned to ‘he respective players force (pools In the Movement Phase of the 1335 Tur a cotal of 12 Army Counters are lost (due to combat. These are placed inthe Wear Ending ~5° box ‘on the mapboard Thy wil recur to the players force pools ae he stare Of the interphase Of the 1545 turn Note:1. The Capital, Mercenary Captain and Neutral Army are not used in the Basic game, Some of the resource tems have a black background, These shonkd not be treated differently in the basic Game. The background distinguishes these Resource Items for use with Optionat Rule (1) The Dice: Blood Royale includes 3 six- sided dice (numbered 1 to 6) and ¢ tensided dice (numbered 1 10 10). The ten-sided dice ssonly ever used when rolling on the Ramdom Province Table Note 2 Ueber aries fan 5 pe the nisin Section 25 ‘Should be read before lay starts ‘The Playing Pieces (See Note 1) Certain playing pieces are colour-coded, and can only be used by the player running that countey capitals Fleets Army Control order Counters counters Prince Pieces ing Pieces Before playing the game for the first time, the plastic pieces iced tohave thei stickers affixed, Eachset of six ‘cemtcall- coloured plastic pieces hayaset of sixstickes ‘marked 'K° and "I 2, 324° and 5" Bee! the stickers Off the bucking sheet, and fle to the plastic pieces, The remaining pieces are usable by any player Resource Items Mercenary Neutral Neutral Province Capt Army Money ‘There are two types of money atthe game: plastic ‘eos and paper notes. Bronze: | Crowe 5 Crowns 4 Crowns ¥ s silver: 10 Crowns Crowns 50.Crowns Paper Money: £00 Crown notes The use of the various game pieces will be described fn the relevant sections of the rules, (2) Setting Up The Game (see Note 2) Each player contenls a country and a family Dynasty To epin re game. cach player should select the country he contros. This ean be done by any agreed ficthod, although the simplest things is for exch player to draw one King piece froma cup or other Container, and to take that country. You ean then place the King piece inthe eapital Place the playing area on 2 suitable surface, and range the players so that each is siting Conveniently for the country Ne or she eontrots ach player should then tke the other colour-coded pieces for the country they control, and place them Conveniently to hand infront of them (if this bs the First game with this new set, you Will Reed to place the stickers on the playing pieces: each count should have one King 'K' and 5 Princes 1-5:) The Year Turn marker should be placed in the 1300 box on the Year Trick The other counters and Marriage Contracts should be placed somewhere lose to hand. Ignore the Eveat Cards and the ‘counters from the Advanced Game Place the money in a convenient place to one side of the board, This money forms the bank or ‘Treasury, lito which payments will be made for players Aemies, Fleets te, and from which they will draw ach player will require three characters to begin the fame with, These characters will be recorded on the Character Sheets provided, The three starting characters in exe Dynasty a A King aged 25 (born in 1275) ‘A Queen aged 20 (hora in 1280) ‘ne child, aged 5 (born 1295), The chiles sex should be determined by rolling a die: on a result of 13 the character fe male, on 24-6, female i Filloutthecharaetersheetsavintheexample that follows, Youwillhavetochooses Dynastiemame for you family and Christian nantes forall the members ofthe family (therearesomesuggested nantes at the endo these rule) ‘eaehehucacter must theabe given thethace Characteristic ratings. For the King and (Queen these ean be earded ts Normal. For the child, you must establish the characterstis bs rolling three dice, theee times, an ‘comparing the rile to the following table Dice Result Character $5 2 oe 1 oe 0 (Normal) 15 wt 16-18 2 (See Example 2) (3). Winning The Game Hetore the gamestarts, players should decide how long iewill st, You can either play fora et period of ‘real tiaae eg three hours), oF foraset period of game’ time {measured in units of ive years. Ast guide, each five year tuen shotild take about 20-50 minutes -akthoug Sour first game is Bound to be much slower than this, -Attheend ofthe game the player with the most money wins, A final cashing in of resourcessallowed after the last turn (see Ending The Game (22) Ifyou wish play asequence of games. each following ‘on romabe last, exch player shoul fecord the aniount fon money he of she has at the enata session, and the winner of each session will then be the player who has increased his or her weilth by the greatest percentage Example 2— (4). The Sequence of Play A) DYNASTIC SEQUENCE Survival Marriages Announcements INTERPHASE Taxation Placing Resources Removing Famine counters Removing Rebellions by payment Maintaining Forces Ratsing Forces ©) MovENnaVT Event Movement Event Movement (event) (Movement) CASHING IN RESOURCES 5) >) (5). A Full Game Turn Av Each game turn start with the Dynastic Sequence First, players will establish whether any ehildren have been hora to mafciages in their Dyn, IF this ‘happens a Character Sheetshouldbe creates forthe new character (see Birt (6). aul will be conerlling Germary. He takes 3 Character Sheets, and fils to of them as follows Same Joma pion keeacee” See di ania S| fl aE eae 2411285 | fe TES eT [a = He has chosen the Dynastic name ‘Hapsburg: This name wil appetr an most of the Character Sheets of characters he controls during the ‘game. Queen Elizabeth is not « "Hapsburg’ since ‘She married into the family. Since this character thas no background, ‘Pat! leaves the Dynastic ‘Mame space on her sheet blank. Later wives will ‘cary the Dynastic name of the family they were ‘born into (See The Dynastic Sequence - Mariage (8). Also, Raul leaves the ‘Mother’ and ‘Rather ‘spaces blank on these chanacters. The ‘Titles’ space is also lft biank - this isan option fiom the Advanced game. uu! rolls chree dice three times, and uses the cable to discover che child's characteristics, aS Sollows: Ful rolls: 6 1018 Soares 0 He then rolls one die to determine the child’ sex, Te geting a5, Techs feral: and Paul fils her Character Sheet in as follows: TF Teg heat es Um ONE Mora eter 295, Charen Anna has the Dynastic name of Hapsburg, and Johann and Ekzabeth as her parents. To see how ‘the Characteristics affect the gate, see The Dynastic Sequence - Birth (6). Note I— Ymore than tne chi ‘om 10 the samme parents during the seme a ee makes fcdltonal Birch ‘oll, the Wear af Birth Space on the character sheet Of the second Child should be Filed in with @ date one year later than the curene tar (i, 1301 inthe first turn, 1506 ‘nthe second, ete), anda third chil’ Year of Birch should be ‘avo years later Thisis inportane when ‘comes to derernining ‘Succession to ‘he Throne Note 4 Une he ar farce the ba Pack ‘Soul on cary dates of successive et Thus, for the ood mare couple incheyear” teste igyer would rae ot 1320. 125, 13 aes in the first four spaces of the Berne Also, players will need 10 see if their characters survive the turn, by making 4Suesival Roll see Death) Characters who fail hisollare removed fromthe game Should a reigning monarch die hisvher successor wii ascend the throne (see Succession (9). “Thied, playersarrange mariagesfortheieDynasty’S children (see Marriages (8). Characters cannot actually Imiery until they are 15 yeas old, although marriages ‘ane arnged fortnematany tine even belor they atthe end of the Dynastic Sequenee, players must Announce the events that have occurred within theit Dynasty. They must givea verbuheportto all ghe other players ofthe Births, Marriages and Death (cluding the succession of any new rulers), so that players wha ‘wereotherwisc occupied withtheieow aft will now what is going on. At this point, any widows (except Queens) are returned to their original ruling house (see Deaths (7)), Players should also announce the Characteristic Seores for new characters horn that year. “These scores are never secret, and should be Fevealed for other characters if requested, 1B. ‘There fotiows the Interphase. This comprises 1 Tasation| 2 Placing of New Resources 3. Removal of Famine Markers i. Removal of Rebellion markers a a east of 15 crowns per province Malnwaining existing semies andl Fleets 6. tising new armies and Meets, During the Fist turn only items 1, Zand 6 apply As with the DynastieSequesc:alltheplayerscan pertorm theseactionsatthesame ime althooRh each player mst po through points bointheseque ce mordes @axation, Pisingnew resources, removal famine tokens removs bf rebelliontokeas optionad, malntainingrmieslects raising armiesflcets), © Then come the Movement Turns, These should take place inthe following order 1. The 5 Player Order markers should be placed in a eup or similar container, and 4 player should draw one, and show i the other players, The country indicated by the marker will play through the Moxement Phase fest The player of the eouatey revealed by this draw thea rolls one dice, and. ‘compares the resull to the Events Table {see Events (15)) The Event cers Immediately 5. The first player takes his or her move and resolve any attacks (see Movement (16) and Combat (19). 4. The first player then deaws another Player Order Marker from the vantaines, to establish the seeand player (the draw Markers should be placed to one side ‘until they have all been drawn). "The second plager then takes his or her turn to move and resolve combat, and to draw the next Player Order Marker Thi ‘ontinues until all players have taken a tuen to move and resolve vombat ‘The Payer Order Markers are then returned to the container, and steps 1 should be followed throsgh a second time, With the first player making doe roll for Events, and each player aking 4 ten to move and resolve any combats {na 3-plaver game, players should repeat steps Io for 1 third ound of Events, Movement and Combat D: The Fall Game Turn ends with Cashing In Resources (sce Ending The Game (22) (6). The Dynastic Sequence - Birth ach Player rolis two dice for each married couple in ‘heir Dynasty, Ona result of 7orbigher, aeblla isborn in that Year Turn. During the Dynastic Sequence, playershave the chance to increase the size oftheir Dynasties through births Each married couple controlled by a player is capable fof producing children, so long asthe female partner is 50 years oldor younger (although Bish rollsshould not bbe made i either partaer Is being held prisoner) ach ive-yeartuen, duringthe DynasticSequence,each player with marrie@ couples within his or her Dynist) may make Birth Rolls for each wife aged 50 years OF younger. To discover if birdh has taken place within that marriage the player shouldrollewodce theresult {87 oF more, a child has been born, ‘The player may then make up to two more additional ierollsforeach married couple (egardless of not their Fest die roll was successful, Each of these additional rolls takes one potat away from the wifes Constitution Characteristic see below) for that 5-year «uet onl: a thee words, excessive child-bearing lessens the mother's chance of snreval The births generated by this process do not represent all the live birth a femate character has during her life, Since a great many children born tn the lath Century dignotsurviveto becomeadults, This processrepreserts ‘only those births where the children will ive tobe 15 {eats old. Payers will note that no Survival Rolls have {o be made for a character unit he or she has reached the age of 15, Character Sheets Foreich new characterbrought into tbe game, the player ‘must fill out a character sheet asexplained under Setting Uip(2h,threecharactersheets hhave to be made out to start the game. ¥ach time there fsabirth, the controlling player mustalsomake outvew character sheets for these new characters. To explain the procedure fully we will describe the making of a Character Sheet for a newly bora child Having made a successful Birtt Rol. the player should tien roll a singe die o establish the sex of the child ‘On a result of 1-3, the new characte is male, and on a ‘+-ozesul,thecharacterisfemmale Playeasmay make this sex determination die rol before they decide whether ‘or not to make additional Birth die rolls (see above -2 Family producing too many gies ight choose to make next effort in the hope 9f producing boy to ensure a trouble-free Succession) “The player should then roll three dice thece times 10 xenerate the Characteristics for the new character smpare the resulting dice score to the following able to find the Characteristic scores for Strength/Guile Constitution and Charisma Dice Result Characteristic Score 35. 2 os t on 0 (normal) racy +1 os 22 ‘The character sheet ean then be completed, a follows: YEAR OF BIRTH: This can be filled in with the date of the current turn (ie, 1300 for the First tara, 1305 for the second turn, ete) as indicated by the turn track. (See Note 3) BORN: The topbox on the Character Sheet's year track shouldbeilledin withthe year of the curent tur (1300 in the firs turn, ete. Each successive box underneath shouldbe fled in withthe year ofsuccessve tens (1305, 1310, 1315 ete), at Feast up until the year in which the childs 15, Aste characterages, additional dates should be filled in as required. (See Note 4) SEX: As determined above NAME: Each child must be given Christian nameof the Player's choice DYNASTY: Write the name of the father's Dynasty, followedby themother’sand father snames, Achild wil ‘normally carey the father's Dynastic name, although the childgen of female character whois Queen inher own right Will carry her Dynastic name. TITLE: This space is not used in the Basic Game. CHARACTERISTICS - Steength/Guile, Constitution, Charisma: As determinedabote, The importance of the different characteristics is explained below. PRINCE NUMBER Thisrefersto the playing piece which ‘sused torepresentamale character when movingabout the boued, It should read either 'K’for the King, or be ‘numbered 15 tomatchone oftheplayingpieces or that Country. Itshould not befilled in when the child is fist ‘born, bur only when a male child reaches the age of 20, ‘When a royal male character reaches the age of 20, he smusthe placed oa the board ina Home Province, using fone ofthenumbered Prince pieces(seeUsing The Prince Pieces, below). Hecan subsequently bemoved, and can ‘command Azmy counters in battle Effects of Characteristics StrengtbiGuile affects the Outcome of Battles Constitution affects the length of time characters will live inthegame. ChartsmaatfectsRebellonsand brings cath rewards/penalties for female characters 1 marriage STRENGTH/GUILE: Boys have latter Thisaffectsamale character's performance battle (See Combat (19)). His wife's rating s added to (or subtracted from)his, Since characters eannever berated higher than » 2orlowerthan-2,fawite’sscore would ‘modify the husband's score outside of this tinge. the ‘excess is ignored. (See Example 3) CONSTITUTION: This affects the character's chances ‘of Survival. A-2 score means that the character je ‘unhealthy whilstat the other endofthe seale +2 meins hat the character Is healthy and should be long lived (oe Death (7) (CHARISMA: This represents the character's popularity. ‘A-2mieans that ebellions are most likely wherever that ‘character goes, whereas» 2 ualies popular support and far less chance of rebellions (See Events (15) Inaddition, if Brides havea Charisma score of + 1, theit hhusband’s Dynasty will receive 30 Crowns from the ‘Treasury tthe time of their wedding (this becomes 60 Crowns ifthe bride is +2). Conversely, a character _mateying a giel with -1 Charisma will cost his Dynasty 30 Crowns (which becomes 60 Crowns for a -2 score see Marriage (8) Using The Prince Pieces Asstated above, wheneveramale character ina Dynasty reaches the age of 20, the player should place a Prince piece onthe hoardina Home Province The player should Fecord the Prince Number on the playing piece on the Prince's Character Sheet. If there are already five Prince playing pieces of that Dynasty ontheboard, the’ aew’ Prince annotbe placed onthe board. That character remains inthe capital, and ‘may not be moved. IfaKing ot Prince diesanda playing piece istteed, the oldest Princenot epresentedby apiece Should now use the one that has been freed aPrince character of one Dynasty becomes controlled by the player of another Dynasty (because ofa Mariage ‘Contractor the play of an Event Card), his playing piece should be swapped for one of the ‘new" Dynasty. and the change inthe playing piece recorded, If theres n0 free playing piece of the "new" Dynasty the character ‘cannot be represented on the boatd, is assumed to be ‘movedto the new" Dynasty’scapital,and cannot move until a piece becomes available (1). The Dynastic Sequence - Death Each turn, players should mate Survtval Rollsfor all ‘adult characters. Ifthe roll failed, thecharacter dies land is removed from the game. the second part of the Dynastic Sequence, Survival [ols are made for all characters in a player's Dynasty aged 15 or older. This will determine Which characters ‘willsurvive fora further five years (i, go forward tothe forthcoming Movement Rounds). ‘On the Character Sheet's the players should record the ‘current year insuccessiveboxes on the Year Track. This. ‘immediately shows, ro the left, how old the character is. Italso shows, 10 the right, the number the player is. equired:oolloatwo dice for that character to survive the Dynastic Sequence, Thus a charactet born i 1310 ‘wouldbe 25 n 1335, and would havetomakea Survival Roll of 4 or more to stay in the gime. Each player rolls 2 dice for each character, clearly {indicating which character he of she is rolling for. The ‘esult of this die roll must be modified by any plus oF ‘mins romathat character sconstitutionscore andthis ‘must include ny additional penalty a female character thas through attempting to produce additional child.en that turn), (See Example 4) Survival Rollsmay alsoberequiredfor charsctessuffering theetfects of Plague ee Evenis(I5)}oras acest of defeat in Battle (sce Combat (19), IMaicharacter doesnot survive hisorher Character Sheet {s torn of crossed through, and any playing piece used torepresentthat character On the dosed s removed. ADY “Marriage Contract still ineffect through that character's ‘marriage Is terminated, If dead chacacter leaves @ Surviving spouse who came originally from another Dynasty, that characteris eturned see Marriage (9), with ‘one exception. The widow ofa King is simply retired from the game (Queen mothers cannot te-ma*ty), Ifa King or Queen dies, anew Monareh comes 10 the Throne (see Succession (9). fa ynasty dies out, a player may stat anew Dynasty, following therulesunderSetting Ip (2). Thenew Dynasty starts with the money left by the previous one, and controls the Provinces left under the control of the previous Dysasty. (See Note 5) (8). The Dynastic Sequence - Marriage Players may arrange marriages for any unmarried ‘adult characters These marriages shouldbe thesubject of a Marriage Contract All characters can enter into marriage from the age of 15. When the wedding’ takes pave, the player with the female character passesher charactersheettothe player ‘with the male character, who will decide on all future actions for that character (until either partner dies see below). Marriages cane arranged beloreether partner is 15 -even before characters have been bora! - but the Marriage Contract only becomes binding once the charactersare actualy wed, whichcannotbebeforethey are both 15 of older Because the game embraces just a small number of families, the only other restriction on marclages is that Example 52 Maghilde (-2 Guile) marries Francisco (-1 ‘Strength Paes now effectivel ‘2 in combat. The Spanish player now has useless war- leader 50 there had better have deen some good reason why he ‘marred her in the fre place. Example 4= A mother aged Sonceds 4 or Inore to survive ‘She started wich ‘constitution Of +1, but has ‘nade ovo additional attempts t0 prodtice children, reducing her Consticution for that turn to The player rolls Z which is ‘modified to 6. ‘She has rolled higher chan the required 4, and so survives Note 5. Sura os ‘are not requi Brehiden ‘bom that curn, nor for children aged 5 oF 10. Characters automatically survive 100 age of 15. u do not “make Survival Polls for your King’wail che 1310 tum at the earliest. This wl avoid the sight possi of a ‘King dying in the fst turns, whilst you are sail riascering the basic routines. ‘wo characters carrying the same Dynastic name may rot marry. inthe right circumstances, this might mean for example, that a man could marry his niece oF even his grandchild, but we have to turn a blind eye to this! Marriage Contracts Marriage Contracts are binding agreements between players, and should be writien out on the blank ‘Marriage Contracts provided. Marriages can be-and usually are-subject toa Marriage Contract. The nature of these contracts is extremely varied. They ean cover agreements about erade, safe passage Of tad, non-aggression, exchange of land, texchange of goods, money, et, Anything is permitted JnaMatriage Congract hat doesnot contravene thegame rules, These contracts cannot be broken under any circumstances Foras longus he marriageexst(le, whist both partners remain alive), the conditions of the Marriage Contract apply. ‘There may be circumstances in whieh a player finds it Impossible to meet one of the conditions of a Marriage CConteact that is entered into ia good faith, Obviously if Player A has agreed to send a clothing trade item £0 Player B each turn as part of 2 marriage treaty, and subsequently loses the supply centre that produces that item, then that player is polag to find kt very difficult to meet that obligation, Simialy.if Player A ageees 3 ‘mutaalnon-aggression clause with Payer 8 anda mutual upportin time of war clause with Player C. that player Isgoing obe in grave difficulty sf Payer B declares War onc ‘There is no penalty if a player becomes incapable of meeting an obligation in'a Marriage Contract through no fault ofhis oe her own. However, players may never place themselves deliberately insuchasituation. [athe examplesabove. Player Amay notsell the clothingtrade good toanother payer aslonguasitiscontactedioanother player. With bit of experience, players will learn to {Include clauses in the contract which allow for the possibility of alater problem. Player & could state that the elothingtrade item willbeseat to Player B for as long asthesupply centre isin Player As hands (which would hhave the beneticial effect of ensuring tha Bassistedhim {in holding onto it, likewise, Player A could exclude support for any war between Band C when signing the ‘mutual support treaty with C Playersshouldalsomakeevery effort. full the sarge ‘Contract. Salling or findingexcuses not to dosomerhing that is part ofa Marriage Contract, even if this places the player at disadvantage, is against the spirit ofthe game. “The details ofthe Marriage Contract should be written fon the blank Contracts provided. The terms must be precise. there isa fixed term for any claus, this must be clearly stated. Likewise, srthere is a starting date for a part of the agreement (sich asa regular exchange of ‘Wade Items), this should be recorded as part of the Contract. (See Example 5) 1 Farce mo etme, wie Tenet we owt es Rout ance tee mmo Wek ee oo seme er ae hea foes a ‘The Effects of Characteristics A bride's Guile scoreshoutd be added toberbusband's ‘Strength score Brides with positive or negative Charisma seoresbring ‘acash honusipenalty t0thetr bushand's player of 30 Crowns x the Charisma score A character marryinga King or Queen ora character who ater becomes King or Queen bringea 100Crowns bonus to bis or ber Dymasty. Brides confer additional military strengeh bomusesipenaliestotheichusbandsinaccondanceto their Guilerating see Birth -Characteristies(6)) Abide with 2 +2 Guile seore who married a character with a 0 (normal) Strength rating, would make him eftretvely “+2 as long as the Marriage lasted (see Combat (19), However, a bride can never modify 2 husband's score shove +2 07 below -2. Brides with positive Charismascorebring acashbenetit, to thelr husbands, and those with a minus eating bring cash penalty. A the time of the wedding, a bride with 2 I score confers 2 30 Crown benefit om the player of themale chanicter andabride with + 2Charismaconfers 260 rownbenefit Thiscan be thought of asadonation from thehappypeopleof the player'scountry. thebride hhasanegativescore, thenthe player of themalecharacter ‘must pay 30 Crowns to the Treasury fora -1 Charisma bride, and 60 Crowns for a 2 Charisma bride. This representstheextramoney that hastobe spent foranyone tn the country to recognise that this was such 2 good ‘dea, Wa bride marries King or a Prince who later becomes King, the player from whose Dynasty shecame receives 100 Crowns from the Treasury, either a the time of the marriage or when the male character succeeds (0 the throne The same applies toa male child who marries A Quecnor Princess who becomes Quecninher own right i, succeeds to her Dynastic throne). The people Df the player scountry areshowing theiedelight a suc & fortunate match Marriage and the Succession Players must guard against losing control of their Dynasty's Crown through another player's character inberiting the Throne Each player munt try to protect the interestsorhis orher Dynasty. Ifa player is short of sons (or his sons are somewhat sickly!) hemust look tohis daughters. they areomarry the playercantey w ensure thatthe Martiage Contract incluces a clause that says that the prince ‘elinguishes any claim tohis own Dynasti throne, and ‘that any children ofthe marriage will be Brought Up as part of the beide’s Dynasty 1 the ewo players agree that the husband will join the female character's Denasty. the husband s character see should be given to the player ofthe female character Hecan fight aya prince of her eountey and any children ofthe marriage whether they carry his Dynastic name fois wite's-willbe treated jus anthey were theehildeea ‘of amale character. This could lead o situations where Prince did battle against his father - history has many ‘examples ofthis! Should a matried female character ascend the throne, her husband will become Consort, and -if not alread the ease the player controlling the Queen's original Dynasty will take control of the Queen, her Consort sacl any children of the martiage. The only benefit to the male character's original player is Bho LOO Crown, payment fora marriage to 4 monzech (see above). fa player fink no other player will provide on ithe amdrriageunderthese conditions hemay endlup who a Kingdom, and another player may ead up With characters ruling two Kingdoms (see Succession = Controlling Two Counteies 9) —). CC Marriages and Children ‘Thechildren ofa marriage arealways brought up by the male character's Dynasty, except where the Marriage Contract says otherwise, or in cases where the wile becomes Queen other original county (sce Succession ©). (9). Succession When a King dies, benext-in-lnecomesto the Throne, In the majority of cases, the 2ct of succession is quite sieaightforward. Thekingdiesandhiseldestsonbecomes King. Butontheoceasions where there sno obvious candidate for the throne, itis necessary to search wider for the successor (making use of the parents’ names and Year Of Birth information on the Character Sheets). The order of Succession is 3s follows ‘The eldest son then dowa through his family, boys and then gies ‘The second son and down through his family «first the hoys then the girls “The thied son. and s0 on; ‘The eldest daughter and down through the sons in her family, then the girl “The second daughter, and x0 on (See Example 6) Mnosuecessorcanbe traced, the Kingisassumed io have 4 relative, who ean then be ereated and played by thst Dynasty’s player This relative is 5 yeare younger man the deceased King (oF 20 years old - whichever Is the ‘olde, ismacriedioa wife 5 years younger thap ims and has a child for every five years of theie marriage, Starting fromwhenthemalecharicter was 20.The player should create Character Sheets for the pew royal fay \Whena Princeascendsthe throne, thecontrollingplayer shoulda once exchangethe King piece for the Princes pleceon the board, The King piece can either be placed Inthe capital, inthe province where the Prince washetore the Succession, or in the province where the previous King was. The change in the piece representing the character shouldbe recordedon the character sheet (by substituting 4 °K" for the prince's number) Female Succession 4 femate character who becomes Queen is always controlled by that country’ player, f she is married. ‘and controlled by another player when she becortes (Queen: she isretumedto beroriginal player alongwit> ber busband =the Consort ~ and any children Of the marriage: I the new Queen ts married toa King, or a character whobecomes King, a Dynastic Union takes place, and the player of the mnale character takes control of both countries ‘whena Queenascends the throne: therulesof Secession become slightly more complicated. The King piece is removed from theboard, since the Queen maynever leave hhereaptal Her Charismaratingsstllused foe Rebellions {see Events (15)), and she performs at ether functions ‘ofa King, thoughshe may fot be moved fom theeapita, fr lead armies, Inaddlition, if due Queen is married, and controlled by {Nother player atthe time she inherits the throne, she [sretumned to her original Dynasty at once, She brings any unmarried children from the marriage, and her husband, who sthen Prince Consort. His Prince piece ‘swapped for one inthe Queen's country scolout and this is placed in the Queen's capital. To all intents and purposes, all these characters are aow controlled as normal by the Queen's player. fa married Queen dies, her Consort is returned 0 his original Dynasty, in the same way 2s most female characters return to thes original Dynasty when their hnusbands die (sce Marriage (8)). The children of the marriage stay with the late Queen's player, The exception to allthis is when the Queen is married toaking.ortoacharacter whobecomes Kingof another country In this case, control of the King, Queen, 2nd all children ofthe mareiageremainsorcevertsto te male ‘haracter's player. In such 2 case, t00, aDynastic Union ‘would have taken place,and the male character's player Kark-Pranz } 1500-1335 a |] Karl Franz It 1315-1560 sohann™ 1516-1555 Sj Karl Biizabet Wilhelm Rudolf Johann 1550-1385 1335-1585 1340-1390 1345-1390 1335-1385 eS —, igismund Catharine foachim —_-Florenz 1355-1400 1360-1396 1350-1580 1355-1415 German Farnily Tree * Nore joann the Elder's Date of Birth. He wis bar ds te result of @ second roll by the German player in the Same turn as Kar-Prane, and has one added ro Ris Year of Birth to show this Ths also shows that Nhe would only inher the Throne after his elder brother. When Ring Rarl-Franz | des in /335, the onder of succession is (1) Ras-Franz Hl, (2) Kar, (3) Elaabet, (8 johann the Elder (3) han the Younger. When King Narl-Frans dies i 1360, the order of succession is (1) Karl, (2) Wilhel, (3) Siismurd, (4) ‘atharin, (5) Budely. (6) Franz, (7) Johann the Wunyger (7) joachim, (9) Flrenz. When King Kart dies in {585, the order of succession is (1) Wilheim, (2) Sigismund, and his ets incur, (3) Catharine and fer ‘irs, (4) Rudolf (8) Forenz and her heirs Franz Si 1350-1370 ‘wouldbein controtofwo countries seebelow). Toavoid this, aplayer may passovera female characterasa Queen, ina Disputed Succession (see below), Disputed Succession Players may choose to pas the rightfulbetr tothe throne inonly two circumstances ifthe character isa prisoner, rif the character isafemale,andmarried toa foreign ‘character(andcontrolledbyanother player asaresult). There are penalties for doing 80 A player can pass over a character who isthe legitimate heir to the throne in certain rare circumstances, These are when: 4) the heir isa prisoner in another country. >) the heie isa female character controlled by another player as a result of a Marriage: There are likely 10 be penalties tobe paid in the form ‘of unrest at home orantagonism rom abroad, bua player might feel these were preferable to allowing the suctession to follows female line, or toallowing a King to-come (othe throne when he is a captive iheheirisa peisoner,and the player does not pass over that character the player will be running an inereased tisk of Rebellion through the King being away Trom the Capita (see Events (15) Players are mote likely to want to pass over a female character for the Succession, when she is martied 0 3 Foreign King, ora Foreign Prince who might come to inherit his own Throne Normally a female character who comes tothe Throne ‘would bereturned:o her original Dynasty, beinging with hher her Consort and any’ children of the martiage. BY compensation, all the other player receives is the 100 Crowns orhavinga character marriedtoa Monarch see above and Marriage and the Succession (8)). However, the complication arises when the Consort is King, of hhecomes King while sil marred tothe female charicter Im this case, a Dynastic Union has taken place, and the player withthe mate charaeter will have gained control ‘ofboth countries (sce Controlling Two Counties, clo) A player witha female character who islikely toascend the throne (i, isthe heis presumptive) can attempt tO insist on a clause in any potential Marriage Contract ‘whereby the husband renounces any caimtothethrone ofhishomecountry:Inthis way. the husband willcome tolivewiththe female character andwilldecome Consort Ashe becomes Queen: the childeen ofthe marriage will also remain within the mother's Dynasty (See Example 7) ‘hese ules only apply for matters of Succession when a reigning Monarch dies, Monatchsmay not abdice, nor be deposed, Example CO Penalties for Passing Over A Legitimate Hele Sa player passesovera legitimate bein allotber mate ebaracters in bis or ber Dynasty recetwe aI Penalty {oStrength Male characters nthe Dynasty controling thepassed-over characterbave a +1 bonustossirengi teben in combat with the ‘usurper’ Dynasty -taplayer passes over anit tothe Throne because she isa female character married into anothet Dynasty, smal characters in the player's Dynasty fight with 3-1 penalty to theie Strength scose (which can reduce a ‘character's Strength below -7 see Birth - Elfects of {Characteristics (6) for as long asthe legitimate Lei (0 the throne, or her heirs isstil alive. This represents the resistance of the countzy's population to the wronghul Additionally, the Dynasty controlling the rightful heie hnasa ~ I bonusto Strengthforallitscharacters whenever they are fightingthe usurper Dynasty Thispesalty too {s retained by the players Dynasty for as long as the legitimate heir to the throne, Or her heirs, s stil alive player controllinga passed-over character must agree torenounce theclaim of passed-over character, oF het heirs, as part of Marriage Contract with the ‘usurper Dynasty. Alteratively tis possible or there tobea rival claimant to the throne for theres of the game - making the player's ask permanently dificult. tt would be as \wellto arrange fora marriage contract by which the rival renounces the claim 3s soon 4s possible (this dropping ofthe claim would astevenaltertheendofthe Marriage Conteaed). Haplayerchooses to passovera rightful male heit who is being held prisoner by another player, al his or her ‘male characters fight with the 1 Steength penalty, 36 ‘outlined above. Additionally, the Monarch receives 2 penalty to his or her Charisma score, representing the {actions that will eauseouble once they havebeengiven 2 cause. The phycrshould rolladie. Aresultof 13 means thenew monarch sCharismaisreduced hy -I.ands result ff 4-6 reduces i by -2 (Chis may reduce the characters ‘Charisma score (0 -3 or -4!). This penalty cannot be Inherited by any of the new monarch’s heirs, but can reduce the monarch’s Charisma below -2, (See Example 8) Controlling Two Countries {fa Dynastic Union takes place, because the Queen of ‘one country ismarvtedto the King of anotber the male ebaracter’s player will control both countries. For the player controlling two countries, there are obvious advantages, anlsome disadvantages The payer Controlling the anniexed country has complete control Dover it (and can therefore tax, aise tade items, raise troops. et) Existing Army and leet counterson the map remain in play, controlled now by the new player The Player Order marker forthe controlled countey should 4978 ng Lous of Pres des leaving his daughter, Isabelle, to become Queen. A long time ago, be, Fee tfoaked likely that she might become het. she married Carlos of Spain, @ nephew of King Miguel, and they have had a child, Fernando Fre Brench player & now faced with a difficle choice. If he allows Isabelle to become Queen, the Spanish player wil recitrn her character sheet, along with Cacios - who will become Consort and Femando’s who wil be heir (othe Throne. Spain wit recetre 100 Crowns for having a character married to a Monarch as some sort of compensation. ‘However, the French player ts faced with the danger of losing conirol of France if he does this If King Miguel dies, Carlos is his hey, and if he becomes Ring of Spair. the 6x0 thrones wl be joined 1” a Dynastic Union, and conarol of both countries will be given (0 the male character's player (Spain) Therefore the French player chooses to pass over Isabelle's claim, in favour of the next in tine, ouls' younger brother, Henri. Isabelle remains as a character controlled by the Spanish player. be placed to one sie: inthe Movement Phase the Army and Fleet counters willbe moved thesametime as (HOS Of the controlling county. However, the unrest a foreign ruler causes will have a negative effect. Apply a 2 modifier on the monaze's Charisma when rolling for Rebellion in any Home Province in the annexed country (this can reduce 4 ‘character's Charisma below -2 - see Events (15)) This continues foraslongasthe country isruledby a oreiga! ‘monarch (e.acharacter who isconteolledbyadifferent player), Also, the foreign monarch may raise only 1 Army per controlled Province, and not to Since Rebellioncanbe costly. andmightevenspread into theplayer sowncouptry,andsince theannexedcountry mightbemore difficulttodefend, aplayerin hispositon -might prefertoabandon any rightstoit, and allow anew Monarch tobe established by the landles” player. The player ust returaall Home Provinces (ut not captured ‘ones, necessativ), unless a Marriage Contract can be arranged which cede certain Provinces 1 his or her control 1a player lost control of country becawse his oF her Dynasty died out, the player should be allowed to establish a new Dynasty, following the procedure followed whea no heir can be found (see above), Cn the other hand. if player remains landless for any lengeh of time, he or she isin real difficulties, though the player might have hopes of regaining the throne through normal rules of Succession. In the meantime that player can only continue the game as Baronial Dynasty. At the time the player loses control of his of her country, he or she will still have control of the Dynasty’ money, and any Prince counters onthe map. He orshe would stil be pare of the Dynastic Sequence, Dutcould only Raise Taxes o Trade tems with theexpress peemission of another player, who would forfeit the fncome from his own Tax or Trade revenues. The aim Of such 4 player would have t0 be 10 place one of his children inan advantageous marfiage, Which inherited ‘throne from another player through the normal rules Of succession, The odds on his happening twice in 2 fame are very slight, however, and ths player could be effectively out ofthe game (See Example 9) Procedure In The Case of a Minor Ascending The Throne 17a character who ts less than 15 years old inberitsthe throne, the player should establish a Regent, who will beregarded as King asfarastherulesareconcerned. Example (PALDOKy ‘King Louis of Prance 1320-1375 } Isabelle = Carlos 1540-? 1535-7 Femando 13557 allow tsa If the legitimate heir to the Throne is less than 15. Regency isesiablished, The player cinbring inany other character to act as Regent (ithe of she isof age) fone areavailable, abaronorcousinolthelate KingiscFeated, Heis 5 years younger than the late King (or 30¥eas ld, whichever solder), and characterstiedie rollsare made Tor bie fan existing characters made Regent, he orshe merely assumes the role of King nd al its vested powers until thetrue King reaches 15. Atthat tie, the character reverts tohis normal role fa character was cremed 0 be made Regent, hes sinply retired from the game at this stage ehasno wife, doesnot marryandproducesno children 25 far as the game is concerned. (10). End of Dynastic Sequence Players should inform each other ofall Births, Deatbs ‘and Marriages which took place during the Dynastic Phase At the end of the Dynastic Sequeee, players must [Announce what has happened to theit Royal House. 1a ‘other words, they must give a verbal report on Births, Deaths and Marriages, so that players who have been otherwise occupied with their ow affairs know what hasbeen happening, leisat this stage that any thebrides ff dead Princes (oF the husbands of deceased female characters) are returned to their Original Dynasty, Players must iaclude the information about new: chatacters’ Characterstc scores. These are never kept (11). The Interphase - Taxation Playerstaxthe Provincestbeycontrl: they may tase la ever 5 Crowns or 7 Crowns per province. ‘Duringthe faxation pase each player recevesS Grovens foreachprovincehe contros(see Controling Provinces (17)sthatisnotaectedby Famine o° Rebellion Gee Events (05) Playersmayifthey wish-Inereasetheitocrevene by taking 7 Crowns per province; if they choose this Option they must apply 2-2 modifier when determining ifa Rebellion breaks ot during the Evert section ofthe Movement Phase Players must eal thei Provinces t either the 3 Crown ore 7 Crowa ate= they may not {ax provinces at ufferemt rates Payer should ecordshetr ation eves onserap paper din! reveal thet dectsions simultaneously (02), The Interphase -Placing Resources Players should place one Resource Item on each of the relevant Resource Areas ou the board. No Resource Itent Should be placed an area affected by Famine. (TOLEDO) aris ‘ing Juan of Spain 1508-1355 1510-1340 j Carlos = Isabelle King Miguel of Spain 1335-7 1540-7 1330-2 Femando 1305-7 Cancining the example ofthe succeson of adele co the tron, the rnc leer could le to Become Queen, in the hope that she dits quickly, and that Femando has no ‘ews. If this happens, when Femando dies, Henri or his hetrs wil inherit the throne « the ‘Succession cannot pass through Carlos to the rest of the Spanish Dynasp), since Carlos never ‘had any claim to the chrone (ie, Succession is noc granted through marriage, only through Birth). In the meantime, che Walots player would det as a Baronial Dynasp, and Spain woul control owo countries: Example 8 sere made’ the "6 coragis Rela, all male Ve Ee ca ee ie eet Eee Bees onus for his Sera rene forthe Sanpete. inhenver fe incombat with sherry ie French pier deelaes he must Shean a ae EE wn oy See aaah ae Note 6. At the ‘beginning ofthe Matraain Reise troops part of the Interphase inthe Fist Sear Turn (7300), mo ‘Amy councers gut on he there al therefore al tm? Ae. Players should [Rate te roops they equ bios ant place these ‘oops in fone them fa site en ‘other players ‘nave placed him ona disadvantage by the numbers they have reeruted, he or she may raise ‘additional ‘Amnyifleet counters, and this should egrnueuna al players are Sayed or broke! Ac this point, the ‘Amnyifleee cau canbe laced on the Soar st cur, Instead of them ail being placed inthe capital, layers shoul lace ‘ArnyiFleet ‘counters they raise anywhere in their Home Provinces, placing them one ata time and taking tin turn round the able. Certain provinces are considered to be Resource Areas. They are marked on the board with the appropriate symbol, signifying that they are major producers or Importers of basie commodities - food, metal de cloth goods ete-orofinished goods semi lexury orluxury During the Placing Resources part of the Interphase plaversshouldplacethe appropriate Resource Counters fonevery Resource Arca wichis not affectedby Famine (see Events (15). Therefore, a maximum tou of nine basic, (wo semi-luaury and one luxury Trade Item countess will be placed on the board each Interphase Resource tem counters are placed on the board during the Interphase even ifthe Resource Area still contains previously-placed counters. Only Famine -sighified By 2 Famine marker - automatically stops the production fof Resource items that province, Players, however, choose to destroy Resource Items in any Province they control during any Movement Phase, prior to the resolution of any Combat (13). The Interphase - Maintaining and Raising Armies and Fleets Each player must pay’2 crowns foreach Army counter land Fleet they bave on the map. The player my raise new Armies or Flets by paying 5 crowns In the Maintaining Forces patt of the interphase, each player must pay 2 Crownstomainuaineach ofthe Armies find Fleets he or she has on the map. This money is paid {nto the Treasury. Any Army Coutters or flects that are ‘not mainiainedare removed romthemap. Whena player ‘pays maintainence for some, but not all, of thelr Aemy ‘Counters or lets, the player may decide which are be removed, Each playermay increase the siz ofhis focesand replace losses by paving 5 Crowns foreach additional Aemy and Fleet le wishes (0 place on the map. Eich country has maximum of20 Army and4 Fleet counters, this being the maximum forceany player can deploy on the board (unless, under the rules of Succession, a player comes to control more than one Kingdom), New armies ate placed in the Capital and Fleets in any coastal Home Province (le, a province of his beiginal athe still controls, ignoring any provinces srined at the expense of other counties). Additionally, player may neverbringadditional Armiesoncothemap i'that would increase the number of armies he has deployedtoa figure greater than two times the number fof Home Provinces he currently controls and which fot in Rebellion. However, ifthe number of Armies already on the map exceeds two times the number of Controlled Home Provincesatany time, the player isnot forced to cemove Armies from the map. Troops raised as replacement for losses ate drawn feom. the stock of Army Counters to the side ofthe board. Players may not raise troops fromthe Army counters on the Year Track_Instead,at the beginningot the Interphase, players may recover Army counters from the space representingthe current year on the Year Track, and place ‘themat thesideof the board. This off map ‘poo! of Armay ‘counters represents the full potential ofthe country 10 ‘alse troops Fora ulldeseription ofhow the Turn Record ‘Chaet works (see Game Equipment (1. (See Note 6) (14), Movement Phase - Player Order {In the Movement Phase, the playees move in a strict sequence kemown as the Player Order. Facb player, in turn, moves and resolves combat for their Army Counters, Royal Pieces, Fleets and Resource Markers The Player Orde islecidedusingthe colour coded Payer (Order markers, using the following procedure: 1. The 5 Player Onder markers should be placed in cup or similar container, and 4 player should deaw one, and show itt the other players. The country indicated by the marker will play through the Movement Phase fist 2. The payer of the country revealed by this draw then rolls one dice, and ‘compares the result to the Events Table (see Events (15), The Event occurs Immediately 3. The firs player akes his of her cura 10 move and resolve any attacks (see Movement (16) and Combat (19). 4. ‘The frst player then draws another Player Order Marker from the container, to establish the second player (he drawn Markers should be placed to one side until they have all been drawn). The second player then takes his or her turn ‘fo more and resolve combat, and 10 draw the next Player Order marker, This continues until all players have taken 2 turn to move and resolve combat 5. The Player Order markers are then returned to the container, and steps Tol should be followed through a second time, with the frst player making the roll for Events, and each player king a {uta t0 move and resolve any combats ‘Note that their only one event per Movement Phas, not one event per plaver, (15). The Movement Phase - Events The first player rolisa diceand comparesthe result with tbe Events Table. The Event takes place immediately Plague destroysarmies,andcbaractersaivay from tbe capital make Survival ROUs at 1 ‘Army counters must be moved from areas affected by Famine: no Trade tems willbe raved na Faminearea next turn; No counters can be moved into or throtigh the area Rebellion areas may not be tad Trade lems are not raise in Rebellion areas; Tre lems may notbemoved Trowgh Rebellion areas without accompanying Army ‘Ships at sea in an area affected by Stormsare lost on ‘adie roll of 12 During each Movement Phase, before any Movement is ‘made, the First player (determined atthe beginning of the Movement ase) rolls one die todetermine faztevent hastaken placethat $year Turn. ThereisonlyoneTvent per Movement Phase, The result is as follows EVENT TABLE Die Result Eveat PLAGUE TAMINE REBELLION STORMS No Etfect Roll again, and if the eesult is 1's FAMINE 46 REBELLION Effects of Events PLAGUE: A second dierollismadeto estabishhow many provinces are affected by the Plague. The players will then need to establish which provinces are affected. by rolling on the Random Provinces table (see below), a All Army counters ina Province afectedby Plaguemust bbe removed and placed on the Turn Record Chart (SeeGame Equipment (1) A KingorPrinceina Province affected by Plague must makea Survival Roll (see Death (7), subtracting one from the die roll. Characters who {ail his roll aretemoved fromthe game in the same way asifthey had diedin the Dynastic Phase. Characters (not ‘Armies) resident in theie capital are never affected by Plague FAMINE: A second rol is made to establish how many provinces areaffectedby Famine, The players will thea cedto establish which provinces areaflected, by rolling ‘on the Random Provinces table (see below), Place # Famine marker in every Province affected by Famine All Army units in a Province affected by Famine must evacuate the Province duringtheir next Movement turn No Army counters may be moved through a Province affectedby Famine,andthe Province produces Pxes for Resource lems during the next Interphase. Famine markers are removed after Taxes have been raised and Resource Items placed, REBELLION: Each player rolls a die once for each province he owns, andmodifiestheresultby considering any ofthe following citcumstances which apply. No die roll is made fora province containing 4 or move Army units (a King or Prince picee counting as one unit) ‘The following circumstances modify the die rol: ‘TheMonarch's Charismaratingisapplied toall die ols {the Monarch is away frombhis eapitala-1 modifier {s applied to all die rolls If there has been additional Taxation (see The Interphase Taxation (11), 3-2 modifier is applied to all die rolls: Ia Royal Male is presentin the province (represented by'the Prince's numbered pavsn), his Charisma eating is also applied to the die rol for that Province fan adjacent province’ isin Revolt from a previous round, 2-1 modifiers applied “The Monareh’s charisma can be affected by a Disputed Succession (see Succession (9) Arollof Lorless(afteragjustment)meansthataRebellion has occurred inthat Province. Face a Rebellion market fn the Province ‘A ebellion is automaticaly put down, and the market removed, if Army counters are movedino the Province and remain there 2t the end of a Movement tura (the ‘marker is removed during the Combat section of the ‘Movement Phase) King or Prince plecescousias | Army ‘counter. Rebellion markers can also be removed by * which must be in the same Kingdom (le, controled by the same player) - Calais counts as adjacent to Kent Random Provinces Table payment of 15 Crowns pet marker during the next Interphase, after Taxes have been raised and Resource Iemsplaced, AProvince marked witha Rebellion marker produces no ies ornew Resource tems duringthenext Taverphase Army counters, and Trade Items Accompanied by Army coumtess, may move normally though aProvinee affected by Rebelion. Unaccompanied Resource Items may n0t bemovedintoor out ofa Province affected by Rebellion. STORMS: Foreach Flectatsea(ie, not placed on the const), rollone die. Onarollof lor2, the Fleetandallitscontents fre lost. The Flea is retuned to the side of the board Any Army counters ost are placed on the Year Track a5 {hey hadbeen lost in Combat (se (19), Resource tems are returned tothe side of theboard. Any Royalcharactes aboard the Fleet when it sas lost die Random Provinces Table Tp establish the location of a Fimine or Plague Event, ‘olla six-sided die, and then the tet-sided die Ifthesame Provinces rolled wice, ignore the econd rolland roll again. (see table below) (16). The Movement Phase - Movement Armies may move up to 3 Provinces each Movement tum, Fleets may move up to 3 Sea Areas, and may carry up 10.6 army counters oF Royai pieces, and any number (of Resource Items. Resource Items may move up to 4 Provinces each Movement Turn Armies, Kings and Princes Army counters, and Kings and Princes pieces may be ‘moved up to 3 Provinces during the Movement phase by the owning player, provided that: {@) the player controls those provinces, oF (©) the provinces ae friendly to the moving player (ie, the owning player esther grants permission Yerbally, or access is permitted through dhe terms of a Marriage Contract) [As soon as Movemeat takes the piececounters into an ‘unfriendly country, those pieces must stop Movement atone, namatter now many Provinces hey have already moved ‘Embarkation and Disembarkation costsone Movement point out of the possible 3 If any countey controls both Kent and Calais, Army ‘counters and Kings and Princes pieces may be moved 6 sided Die t 2 England France 3 Germany aly spain ser Lancashire ‘Yorkshire Warwicke ‘Champapre Flanders Britany Normandy Aquitaine ‘Anjou Burgundy Bordeaux Angouleme Dauphine E-Anglia Herefestire Comal Wessex Kent Calas Saxony Friesland Brand’ burg Tomine Franconia Bohemia Monivia ‘Swabia Bavaria carina caste Galle Amrias Nasir ‘Argon Pongal 12 ¥taneha ‘Agave Andakia Granada “iscay Pledmon Lombacty ‘enice Liguria Parma Romagna Unbria sicily pula across the Channel ata cost of | Movement point if no Unfriendly Fleets are at sea in that Sea Area, No Feet is needed (0 accomplish this move. Fleets Fleets may move 3 sea areas, Putting to sea costs one “Movement Point (ie, moving From the coast into the sea area isconsideredas being one move). Once a Fleet has puttosea, i canbe placedin that sea area(in which case {is at sea), of anywhere on the coast of that area (in ‘which case itis in port’ This means that a Fleet could Teave Cornwallandplace tselfin Herefordshire, Wessex, Normandy, Brittany, Aquitaine or Bordeaux for one Movement Point. AA Fleet can carry a maximum of 6 Army counters and King of Prince pieces combined, and an unlimited number of resources. Players may combine land and sea movement, so long asthe counteripieces involved have sulicint Movement points Royal pleces, Army counters andResource tems ‘donot coum Sea Areasthey move through when aboard a Fleet, Therefore, an Aemy counter or a Resource Item ‘canbe moved intoa Province erabarkedon Fleet, moved 8 Sea Areas by the Feet, and debarked athe other end, Ia Fleet at seaencounters Flets from another player's ‘county, and that opposing force is greater insiz than theirs, that Fleet's movement must eease for that wen (Fleetsinporthave noetfectonthis, they must beatsea) No battle ensues, Movement may continue in the followingtuen, Fleets from two or more playersmay not bbe combinedto prevent the movement of another player’ Fleet Fleets may seek refuge in the countey of any player. Permission may be given atthe time, oF asa result of a Marriage Contract. If permission is given, any Army counters on board remain there, and have no effect on the control ofthe Province in which they nave docked! ‘They areaffectedby Plague, should thatreak out inthe Province, and if there is Famine they must put to sea at the exeiest opportunity: Ifa Fleet has no permission to dock, and has no Arfay ccountersaboard with whic to launch invasion, ia) snot dock player may move any Resource unit upto 4 provinces ‘during the Movement Phase provided that he ot she: (2) controls those provinces ()__has another player's permission to move freely through his or her courtey 38 4 result of a Marriage Contract (verbal permission is not enough), ‘Example 10. 0 $< Failing the above, a Resource lem mustcease movement ‘onceitenters another conntry, even though that county ‘may be prepared in is turn to continue its movement a Resource Item is transfered across a frontier inthis sway, the receiving player may move the Resource era Up to another four Provinces, subject to the same restritions, dutinghis orherturn, AlsoaResource tem ‘may be placedon the coast of 4 Province by one player, ‘who may give permission to another player to embark andship heresourcesin theitwuen, Aplayer can captureanother player's Resousceltemsby any of the following method: (2) by capturing the province in which they are located; () by confiscating any that are in transit, through the player's Country (©) by capturing a capital in which they are being held fa Resource Item is accompanied by an Army counter, that army mustbe defeated inbattle before the Resoutce Item can be captured (see Combat (19), (See Example 10) (17). Controlling Provinces Control of Provinces is signified by Control markers. 4 player may place a Control marker on a Province solely occupted by bisor her Army counters at the end 2f a Movement Phase [A player can be said to be contrctlinga Province it (@) itis one of that player's Home Provinces (ie, one he or she controlled atthe beginning of the game), and is ‘unoceupied by any other player's control sarkers (©) itis other than a Home Provinee, and is ‘occupied by the control markers of that player, Control ofa Province affects Taxation. the ownership fof Trade Items when they are frst placed uponthe board, Rebellion and Movement, The Provinces of Denmark, Wales and Poland, though smarkedonthemap,may neverbe controlledby any player Players may never move pieces or countersintoorthrough ‘ese Provinces, ‘Whenaplayertist gainscontrolofa Provines.tshould bbemarkedwithone oft player’scontr markers, This ‘snot neeessary when the Province isone ofthat player's Home Provinces. Control of a Province is gained when the following conditions ocer Ifa player accupics a Province that tis Player A's turn during the Movement Phase. He has a Prince piece and three Army counters in Kent, thtee Army counters and a Fleet (on the coast) in Essex, the King and three Army counters in Calais and one Army counter and one Food Trade Item in Lancashire. Player A moves as follows. Fist, he moves the Army courter and the Trade Item from Lancashire 2 Provinces 10 Essex (2 Movement points). All the counters now in Essex embark on the Fleet (1 Movement poine) and sail 0 Fresland (1 Movement pond), where the Trade Item ts disembarked (1 ‘Movement pomno, The Fleet puts back t0 Sea (1 aovemene point) and sails to the coast of Normandy (L Movement poind. The Feet has completed its allowed Movement, as has the army from Lancashire. The Trade Item may be moved no further by Player A, since i & now in d Province canto by anche player Buc the ema payer may move ions or ert flows on fom Player A's The Army counters that started in Essex have used only one Movement point (embarking). They use another disembarking, but may move no further since they are nos in an unyjrendy Province ihe French player is being very negative abot this invasion). The Prince and the 3 Army counters in Kene cross the Channel (1 Movement point). The Prince and one Amy then move through Calais o Normandy (2 Movement Points). The King, the Amy courcers brought over by the Prince and the three Army counters in Calais move to Champagne (1 Movement Point). Since the Province is hostile (), the King's army must hale in Champagne. PN tt ‘was previously controlled by another player with one Df more Army countersat the end of 2 Movement Phase, And there re no Army counters belonging any other playersin the Province. thatplayer isentitiedto(butdoes hot have to)placea conteolmarkerin that Province, Unless prohibited from doing so by a Mareiage Contract. (18). Capitals A player's capitals also. Castle, The Capital counts {45-10 Strenga points in defence A courtry’s capita is considered to be the permanent base for those of his or her characters Who are not represented by royal pieces, The capita salso a caste And gives the owning player an advastage in combat ‘The capitals considered to bave a Strength equivalent to 0 Army counters. Ths represents both the defences ‘ofthe castle and a garrison of troops. Adlitional Army ‘counters can be placed ia the Castle which will add 0 its Strength (however, once an attack is under way, additional troops cannot be broughtintothe Castl;they are considered to becampedoutside, andcanbeattacked separately - see Combat (19), ACastle'sStrengih canbe gradually depleted by Combat luringthe Movement rounds ofasingle turn, ut -ifstill “uncaptured - i returns to full Steength (le, 10) atthe beginning of the next Interphase ‘The Province in which a capital Is situated cannot be captured unless the ‘castles aken thecapitalis taken, the defeated player may nominate any other controlled tome Province 1o be his of her ‘apital, and should place his or her Capical Marker i thatProvinge. Thisnew Capital would othe considered tobea caste, Once a castle is destroyed, it may not be ‘rebuilt, The Capital Marker isremovedassoonasa payer Fecaptues his or her original Capita IF the “new” Capital is captured, the Marker should be replaced inanavercontrolled Home Province. IFatime ever comes wher! a player has no controlled Home Province inwhicintolocatea Capital, allother Provinces they control are eturned to their original owners, and the player must contiaue as 2 Baronial Dynasty (see Succession = Controlling TWwo Countries {}) ‘The Fuler ofa county which loses or has lost its capital shouldhave hisor her Charismascore reduced by | tnt the capital isretaken, This adjustment may aot take the ‘minimum/maximm Charisma score outside of the formal +22 range. Allcharactersina Dynasty other than those represented fon the map by King/Prince pieces are assumed 10 be i ‘the capital at all times. Ifthe eapital falls 36 the result ‘of combat,heyautomaticallyescapetothe new Capit (19). Combat When two oF more players bave Army counters in a Province, combat may take place Players mae adie roll andthe opposing player loses Army counters, whieh fare Placed on the Turn Record hart Combat can take place at the end of each player's ‘ovement phase, whenever Army counters of two oF ‘more playersare present ina Province Either player may dleclareanatiack. in Which case he oF she is deemed the Attacker andthe other player the Defender. The moxing player decidesif they wish to attack fist; they decline the non-maving player may electro attack Allthe Royal pieces and Army counters in the Province ‘ake part in the battle. Combat is conducted 3 follows {@) Before the battle takes place. there may be one of more presbattle rolls va reflect the advantages gained by 2 superior Royal leader. See the sub-section Effects of the Presence of Royal Pieces below: ©) Combat between the surviving forces of eich player is then resolved. Exch player should make a single die roll, and Femove casualties from the opposing front-line Force, as explained below. All these die rolls are considered to be simultaneous, even though the rolls will be made one after the other in practice. Theeffect ofthe dierollissummarisedon the following, table Die Number of Army counters Rol 1 2 3 4 5 6+ Poradrrare 2 022222 3 0 0 3 5 3 8 4 0004 4 4 5 0 0 OO HS 6 0 0 0 0 0 6 + Only ifa King oF Prince is present, otherwise 0 Only iF The King is present, otherwise 0 CCros.reference the number of Army counters inthe army ‘of Prince counts as one Army counter) with the I the result sthenumberof casunties whichmust be removed by the other player. Casualties removed in ‘this way ae placedon the Turn Record Chart(eceGame Equipment (1) Battles continue - with Rounds of both players making simultaneous die rolls - until one side of the other is liminated, surrenders, of Nees the field, The victors ‘remain in the Province in whieh the bate took place: Aeeing losers may be moved by their owalng player to any adjoining Province (where they could, theoretically, Deattackecagain by any unfriendly Army courtersthere). {1 will be noted thatthe optimum size for any force is our Army counters (although thepreseace ofRoyalpieces smay change players mindson this) Ifasmalles number (of Army counters is deployed ina force, the greater the chance that that force will have no effect Effects of the Presence of Royal Pieces A King of Prince with a positive of negative Strength Scorehasaneffect on the outcome of abattle, even before the batte itself takes place Ifa Royal Piece with a +1 Strength score is part of an army ina Province, he gets fone free die roll Before the battle starts with whieh he caninficteasualties. Ona resultof I (ithereareat least four Army counterspresent, 1-4 casualties are removed from the opposing force if the roll is 5 or 6. or more than the number of Azay counters in the force, no casualties are inflicted. 1f the Royal character has a +2 StrengJh score, he gets two preattle role, Ifthe Royal characte bas a minus iting, the opponeat gets the pre-battle rolls. The ‘opposing player eannot retaliate to these fre rolls For the purposesof these pre-batle rolls, the Royal piece does not countas an extra ‘man’, and does not alter the ‘maximum casualties Which canbe inflicted, These two bonuses only court for the main battle Although no single Royal Piece can aceurnulatermorethan ‘e2or-2 ons strength score, if there sore than one Royal piece onthesimeside, they canco-operatetogive that side more shan 2 freerolls in this pre-batle phase {thisalso applies to free rolls guined by the opponent's ‘minus ratings). Ifa King is present on either side, his Strength bonusipenalty must be counted. Any Princes present may be counted athe owning players discretion However, when there are only Princes present on one side all their bonusesipenalties must be counted ‘nly oneside makes the pre-bate fol Whereboth ses are entitled to pre-atile rolls, these should cancel out. (See Example 11) Example 112 France and Italy are at war France mvades Lombardy, ed by the King erent) Gand the Gown Prince (Strength “Daly's dejence is led by 2 Princes (Strength +1 and). Prance mst cou the ‘Kings borus, hut has a choice as 0 whether the Prince ‘counted ‘obviously he ‘chooses not to ‘count the Crown Prince. So Panceis ‘entitled to one pre-batte rol. ‘aly must count ‘oth Princes the penalty and the borus cancel out. The end result 18 that Prance will ‘make one pre battle roll. If the weaker Italian Prince hhad not been reser, both ftaly and France ‘woul have been entitled 10 pre-batte rolls, ‘0 they would have cancelled each other out. —_— Inhebatelepropen ifa Royal Princeispresent, hecounts as one Army counter for die roll purposes, and the ‘maximam number of exsvalties he Foree can inflict ‘creases fom 440 5 (though once the Force dropsbelow 5, chis advantage Is los. fa King is present in a Foree, he counts as one Army counter and themaximumcasualtiesthe Forcecaninglicy Increases to 6 Ifa Royal piece is present at abattle, and that character's armay suffers cassities which wipe out tstotal strength (including the Royal piece), the Royal character must suffer the consequences; he will be captured or killed. ‘Theplayershould makea Survival Rolfor the character, subtracting one from the die roll Ifthe results that he ‘would have died, the characters removedteom the game Ta the ustal way (see Death (7), I he survives this rll the character iscaptured see below), Captured charieters ‘may not be killed Fleeing From Battle A Royal character can escape from abattle at any time even if i the only surviving ‘unit’ jaan army after ‘asualtesare removed. A Royal character canbe reteeated to any neighbouring Province in whieh there are oaly Army counters from his own country, oF none at al, aKingor Prince wishestomakegoodhisescapebetore ‘Combat starts, he is not permitied to make use of his Strength bonus. If his Strength rating js ken into ‘consideration in the pre-battle rolls, the Royal Charater ‘must remain Tor at least one round of combat Retreating At the start of a Round of combat, either player may choose ro retreat with hisor her surviving army coueters “The opposing plaverisallowed one free attack, Retreaing forces may move to any neighbouring Provinces, ogatdlessofthe preseaceofather Army counters. They may notatack Army be attacked Surrender Attheend ofa Roundof combat, either player may offer surrender to the other side. Terms may be negotiated fr the players may be unable to agece- Ifthe lit battle continues. Ifthe former, hesurrendering player :must comply with the surrender termsasthey affect the piecesicounters in that army andthe Province in which the battle is fought. Any other arrangements ean be ‘conveniently forgotten" oncethe beatenarmy leavesthe field. Surrendered Royal characters may not be illed(although ‘Army counters canbe). though they may be Ransomed {see below) Captured Royal Characters As mentioned above, Royal characters can be eaprured ‘na number of ways. Ifthe character survives a Survival Roll (where applicable), he or she can be captured by the victorious playerts)’ army, and held for Ransom A captured royal character can be immediately ‘transported othe victorious player's Capital. The object ‘wouldbet Ransom the eharacierinsome way that would be beneficial for the eaptor He oF she could demand money. Trade tems, an advantageous Marre Contract, Anything which the other payer can give withinth limits “ofthe rules, Assoon asthe captors satisfied thecharaeter ‘canbe returnedto the capital of his or her own country, No Birth rollscanbe made for chieren forthat character \whilsthe orshe\sprisones ofcoune Shouldthe character Inherit the throne whilst still prisoner. ihe captives player could pass over him or her forthe succession, following the rules for Penalesasif the charactet ere still controlled by his ar her normal Dynasty Capitals As stated above, Capitals count as the equivalent of 10 “Army courversincombat-Only the defending player may ‘count a Capital as part of his force; they may not be included in the Atacking force. 4 Capital can take casualties ike normal Army counters, but these should be recordedoona piece ofpaper Only when the Capita? ie reduced to 0 ts removed from the baule itis considered destroyed, Army countersinside a Capital need not take casualties ‘until the Capital is destroyed, of may be removed as ‘casualties to prevent the Capitals destruction. Army ‘counters aitsde a capital may be attacked separately ithout the Defender countingthe Capitalas part of his Or her force. The defender must announce at the beginning oFabatle whether his Army countersareinside the Capital or not; Army’ counters inside a Capita may Nore that a castle which takes damage in one of morc battles is assumed to be repaired during the next Interphase, and starts each Movement Phase with a Stiength of 10. To The Winner... The Spoils Any Resource hems located with he forces ofthe lodag player are captured when he oF she is defeated in the battle, even if the loser Manages to erent (See Example 12) Alliances Atvatioustimesin the game, playersmay enter int formal \e,boundby a Marriage Costract)andinformal Alliances. All Alliances that involve joint military ventures must bbe made in writing, This affects combat a8 follows: During the Movement Phase, whichever member of an Alliance moves before the other (as determined 3t the bourse of the pase), may omittomove any teoops which aretobe involvedin he joint batle plan. The last Alliance ‘member fo move then moves all the troops covered by the Alliance treaty. Combat isconductedasagreedin the teeaty (le the players shold agree who il to make the dle rolls for the combined forces). Alliances can be broken at any time (unless covered by a Marriage Contract) A player may refwe 10 move his ‘orher military unitsat thetime wha the alliance sbatte plan calls for them to be maved, if circumstances have chaaged in such # way that the previous plan is inadvisable. There is ao penalty for this, beyond the possibilty ofupseting your former Alliance partners). ‘Naval Combat “There is no naval combat in the game. Ifa province is ‘captured withenemy Fleets inport, they muste moved. Avsay during the owner's fist turn (they are considered to be stood off shore together with their contents). Some players might be tempredttointroducenaval combat Into the game, but this hasbeen purposely omitted from the rules Because naval combat was nota featute of the ith Century, and - secting aside this objection - its introduction would push the game further towaeds ‘wargaming (20). Negotiations Inorderto prevent the game from getting bogged down innegotiationsthese shouldbe restrctedto" men oathe spot” Inother words, wo armies have to confront one sanotheraratrading piece has 0 move toaprovince and ‘hea negotiate its passage, If no agreement is reached themoveis wasted. Payers shouldnot indulge in ‘radio ‘communicationbetween heads of state prior to making ‘Obviously, the above only applies to Negotiations ‘conducted outside of the Dynastic Phase a Foreign Intervention AMonarcheanenlist foreign sidunderanytermsagreed. ITuhisinvolvesmaltary assistance (to pit down cebellions, for example), the monarchs Charisma scores reduced by 1. This ean have the effect of redueing a monarch's Charisma below -2 Foreign assistance can be ageved as par of a Marriage Contzact (in which case the conditions are binding), oF as part of 2 more snformal arrangement. The rules for Alliances (see Combat (19)) apply for the purposes of Movement and Combat whena Monarchaccepts foreign lnterveation, except that the player controlling the Monarch should make all moves and combat die rolls for the foreign troops, until such time as theie normal Downer choosesto take controlof them. Inviting forelga troops onto your soil without guarantees of Hhelr behaviour isa dangerous thing 0 do. (21). Cashing-In Resource Items A player with Resource Markers at their capsial may ‘cash hem inandadaltbe money raised fotberrtreastry I player ean transport Resource Itens to his oF her Capital, they may be ‘cashedt-in atthe end of ny 5-year “Turn including the onein which they arive tte capita The basic goods are epresented by metals, cloths and food resonrce markers. A player who has One each of these three asie Resource tems in bisor her Capitalcan ‘ash them in tothe Tecstry atthe endof any 5-year Turn Example 12 Player A (Prance) invades Navarre. He has a total Strength of 7 Army counters lead by +2 Strength King and a 4? Strength Prince. Player B (Spain) has 0 Army counters dnd a +2 Strengih Prince ‘Bolre combar commences, the Pench have one fice die rot, the net diference beawcen the Seine of. hs Raya pices (9) aed the nish player's (+2). Player A makes Cs rll, dnd mle © hs dkappooment the rest 5, This falls outside fhe range 1-2, and thus ‘here is ro effec. The feld of bate looks like chs: France: 7 Anny counters, 1 King. 1 Prince Spain: 6 Army counters, 1 Prince Player A rolls: 3 Player B rolls 4 for 50 Crowns They can ont sets) of, ceased in asa set (or {a player cashes im one exch of the three basie Trade huems, plus onesemi luxury Trade em, heorshereceives {toatl of HO Crowns from the Treasiry Ifa player cishes in one each of the three basic Trade ‘tems, plusore semi-luxury Trade item, plusone luxury ‘Trade tem, heorshereceivesatotalof [20Crownsfrom the Treasury “These arethe only combinations in which Trade tems ‘canbe traded inforcash. Any surplus, orany sets which the player does not wish to eash in because he or she Ishoping to adda semi-luxury or tuxury Trade item (0 ‘hem may be beld inthe Capital until the player is able toand wishes to cash them, of untl they are traded to another player. Players ca hold on to Resource Items alongs they wish i the hope of improvingshe value of their set (22). Ending The Game At the end ofthe agreed time, the game is terminated. Players may cash inany seisof Resource items they have Jnthei Capitals (see Cashing Resourceltents(21), The player with the most money is the winner Alternatively, at theeginaingor the game players.could setamonetary vieiory target eg, 800 Crowns). player "vith this sum or more alter the ‘Cashing-ln" Phase of ‘turn is declared the winner. If more than one paver thas more than 800 Crowas, the player wththemost ins This results in the French suffering 4 casualties, and the Spaniards 5, leaving them as follows: France: 5 Army counters, 1 King. 1 Prince Spain: 5 Amy counters, 1 Prince ‘nthe second round, the French player rolls & 6, ‘and the Spanish player rolls @ 5, No casuaties fre caused. Although the French player’ King is present the maximum casualties Ws reduced army can cause snow only &. Likewise, with @ Prince and three Army cotaters. the Spanish player may onby cause a maxima of four easuatties In che dd rod, the rnc plyer rls a 5 and che Spanish player & 1. The Pench lose o Army counter the Spanish tase all thes leaving ‘only the Prince. the French player had roled or 5 the Spanish Prince would have had f0 ‘mabe @ Survival rol to See he was captured or filed. tastead the Prince ts able 0 escape, Which the Spanish payer chooses to have fin do (23). Special Rules For Less Than Five Players Four Players Although obviously best suited to five players, Blood Royale canbe played withasmaller number there ate {ous players one particular changes required inthe rule. England becomes anon-player count. much the same as Poland, Denmark or Wales in the 5 player game. It 's completely out ot bounds toall players, Payers may ‘not move counters or pieces into oF through the English provinces (not even Calais. Experienced players might choose to alter this rule so thatthe odd country-out’ is selected atthe beginning ‘ofthe game Inaddition playersmay agreethat the country Is not out-of bounds’ and that anyone may invade Ie (possibly making France the add-one our, sothat alle playerscanexpand into France, fthey desire), Thisoption ‘may unbalance the game, however; 4 ‘neutral’, fOr feximple, gives Germany the chance to swallow up Lombard in whieh case the German player hasall three Basic Resources, and need never teide ‘Whichever country is chosen, the players need to re balance the Basie Resourees: HE nglandis the non-player country. Andalusiashould beconsideredasaFood Resource Area, instead of Cloth {Frances the non-player country, Bavaria shouldbe considered as 1 Semi-Luaury Resource Area, instead of Meus 1 Germany is the non player county, Warwickshire shouldbe consideredtobeaMetalsResource Are, instead ‘of Food Ir taly isthe nom player countey, Bavaria should be ‘considered asa Seri Luxury Resource Area, instead of Metals tnd if Spain s the non-player country, Lancashire shouldhe considered tobe aSemi-Luxury Resource Area {instead of Food Combat With ‘Non Player’ Countries (Optional) In.a game with four players, tis possible that players will want to attack a Province which is part of the fifth ‘neutral’ country (ie, One nok being run by one of the player) ‘When usingthis option, atthe outset of the game, Army counters shoud be placed in the "neutral country 1 ‘outlined bel0w for the 3-player game: Ifa player invades the neuttal country. that country will defend eaci invaded Province only with the forces present there. ‘Neuteal Army countersnevermove. Hates are fought following the voemal Combat rales, with the 'neutfl” ‘Country Raving rolls ade for itby the player tothe felt ofthe vader, Neutral countries always defend, never Tice and never surrender There are no royal pieces Controlling Neutral Provinces (Optional) For games with ess than playersonly,playersmayfiise E-stmy counter from any controlled Province in a ‘neutral country ‘Three Players Preparation: Allow a fee selection fomallfive countries {do not exclude England), Players may deaw lots and ‘choose the country they play or decide their countries randomly. Because certain combinations of countries will bbeseen to unbalance the game, players might decide to ‘mit the choice; each eombination has its own set of challenges. Beware of combinations which allow one player to immediately gain control of Resource Areas producing the thee Basie Trade Items, The 20 Army countersofeach ofthe neutral” countries are then distributed as follows: 4 in each Province ‘containing Resource Area, 2in the Capitaland 1 ineach bother Province, Dynastic Sequence: Create an additional ‘aristocratic family, who will be available for making mareiages. At the beginning ofthe game there should be a five year ‘ld child (determine sex and characteristics normally) and daring each tur fom 1300 onwards, one player should make twobsnt ollstosce if additional children are born there isd need to mak Survival Rolls forthe parents, who do Not Featuee inthe game). Survival rules ate made as the children become old enough ‘When the children become oldenough tobe considered as marriage partners, players may’ make bids (0 secure the match, Inetested players announce thei Wish 10 secure the child as a marriage partner Tor one of theit Characters, and pay the Treasury 10 Crowns as sign of Serious inten. They then weite the amount of thet bid ‘on paper Whenthis iscompleted all players reveal theit bffers andthe highestbidsecuresthematch, That player pays the Tressury the amountbid, and takes the character from thisadditional family into his or herown Dynasty ‘Male children from the ‘aristocratic family always join theie wite’s Dynasty Resources Itsassumeditha' the ‘neu countries make tise of eit own Resources. Although Resources ate plicedia’neuteal countries during the Interphase, they dre rentoved atthe end of the first Movement round if fot captured first Movement: There ae three Movement rounds instead of two. Combat: Ia player moves any Asmy counters into a ‘neutral Province, he must attack the defending forces ‘ofthat Province (ifany). The die rolls forthe defending. army are made by the player to the left ofthe invader. ‘Combat proceeds asnormil, Nevtral Army counters are not placed on the Year Track when killed atthe end ‘of Combat, a Neutral Province has not been captured. the number of Army countersin the Province should be returned to full strength. Controlling Neutral Provinces: Players may ese 1 Army counter from any controlled Province 10 2 ‘neutral (24). The Degree of Secrecy inthe Game Players may keep the details of Marriage Gonteaetsaseeret {although some details willbecome obvious through what follows) and they may alo conceal the amount of cash they have. They may not keepthe characteristics of Royal children secret, but must give tis information upon request tisbestifasimultancous decision smade on the subject of taxation. ‘Whenit comestoraisingarmiesandleess,ifyoudecide to aise, say, aly 4 armies but your neighbour rises 6, You are a liberty to fase further armies, if you wish Tihs continues until all players are saute. (25). Special Rules and Advice for the Beginning of the Game -Atthebeginning ofthe game, each player hasa Kingand ‘Queen, anda child, The King and Queen are “ormal” inevery respect, which meansthatexch playerisincharge ‘ofacountey with ten provinces ruled over by Kingsand ‘Queens of identical age andcharacteristies, AUthis stage the only differences between the countries will be the sexesand characteristis of the children, These childeen Could eange rom the strongandhhealthy tothe weakand Siekly! Later in the game, you will want 10 arrange marriages sn aeder to establish fim treaties with other players, hopefully negeaiatedto your advantage, But 2 this stage 5 a a oo vou eannot seal these areangements, because no el Is yet old enough (and new players to the game would beat the merey of oldet hands in these negotiations). You can then cxery Out your first action in the Dynastic Sequence, finding out if your Xingand Queen produced Any childreaia 1300. As you will ee fromthe rules, ou ‘canmake three die rolls (and, ifsuccessul. produce thece ‘children, but there is the gecater danger of the Queen ‘dving if you roll more than once, If children ace bora, ‘Character sheets have 10 be made out for them, You then have to make a Survival Roll for all adult charictersIneffet, thismeansonly yourKingand Queen inthe fest turn (and - optionally not even the King, you are not yet experienced players of this game). To survive, your King wall have to roll 4 or more on two dice (bis Constitution being normal). Your Queen will also have roll 4 6¢ more although this might be Lor 2 higher if you have tried more than once 10 obtain a ‘child, Should the Queen dic, you will have to wait until abride is available when one ofthe cildreniathe game reaches 15. Ifyour King dies, oncof your child characters becomes ruler and a Regent is invented You thea receive your Taxes of 5 Crowns per province, ‘optionally boosting this to 7 Crowns a Province i You are prepared orunthe greater tisk of Rebellion, Unless youlintend to beaggressive, or fear that another player ‘ight be, you would be well advised not to tax igh in the first tarn, as you fun a very real risk of Rebellion. (Once youshavea Monarch with high Charisma, this sk ts rede Youthen buy yourarmiesand fleets, Themaximam you willbe able to uffordif you taxed normally is 10. athe rest ofthe game, Army counters are always brought on fathe capital, but for the fest turn they can be placed anywhere in the Kingdon - players should place their ‘Army counterson the map in order. You might consider ‘wise to protectall yourborder, asthey aeallyolinerable atthisstage and opponentsneed only sendasingle army intoa vacant provinceto capture it, There sno secrecy Also remember - once bought you cannot return them, ‘nor can you buy more once players havestarted placing ‘Atmy counters on the map. Keepinmind that Blood Royale isnota wargame. Ifplayers continuously indulge in contlict, the wine willalniost tlwaysbe the playce that stayed relatively peaceful. One has only to consider the economics 0 realise this, Each ‘owned province brings inan income of 5 (oF 7)Crowns pertiveyears. Every Army counter raisedtoachieve this Costs 5 Crowns, plus 2 Crowns for each tens ‘maintenance, Three (or four) Aemy counters parisoning ‘Aeaptured Provinceagainst counter attackcow more than Cinbe rived in Tas. Andeach Army counter lost while ‘capturinga province means anextra outlay of 3 Crowns {Gito raise tops rather than 2 to maintain) to replace when the time comes, aot to mention the potential problemsot havingthen ut ofthegame forawholeturn, ‘Bur conflict wil occur eheap vietory may only have a marginal positive elfect on your own economy: but it will have a much greater negitive effect on your ‘opponent's Most confit, however, willakmost certainly beconnected with securing trade Each 5 Year ten sees the intgoduetion of up to 250 Crowns worth of Trade ltems-50per phyer.Ifyoulose out ontrade, your chances ‘of winning areslim, Evenso, you should try to te ade up with marriage contezets eather than eorsbat Rebellion isa facet ofthe game that should never be underestimated. As wastypicalorthe athcentary, armies abroad tended 10 love everything they had gained by having tobe brought home in order to put down unrest ‘Sending the Monarch abroadis always a danger, unless he oF she is very high in Charisma, So, what must you look for ina marriage contract? For certain countries especially France -a non-agression treaty with England is of considerable use. Armies are limited and expensive, s0 a secure border is of major advantage Atthesametime,itisinother players imereststo prevent France from getting thissecurity -and they might even ‘consider having a contract with England that prevents France getting such an alliance Italy ean also be troublesome, unless other players can persuade Spain, for example, to provide a permanent threat totaly ssouth. And tayisboundtobe Germany's furs target, given that Lomibardyand Veneto areso close "The mece existence of such a threat forces Italy okeep tecaps at home “Thesearejast afew examples ofthe needto secure Dorders id to give ater players something to think DOU SO that they Teave you alone 1t will be seen that no single countey in the game ‘commandall of the theee Basie Resources Items. They ‘must teade Furthermore, there are not enough Resource Items togoround, So, these dealsshouldeate very highly ‘onthelistofpriorites Securingttadealso means ensuring that you can get the goods 0 your capital. A player who rogrcts the tctms of a Mastiage Contract he ageeed with ‘youmight minimise the effect by making it ifficult for ‘You to get the Resource Items home, Donotunderestimateinany way the power of such things as martlageable childeen with 12 strength/Guile oF ‘Gaughters with +2 Constitution, These place you in a Strongbargaining position. Similaely, youare inasteong, position you are secking a bride or your heir to the throne Sometimes tis worth hanging ontothese children father than marrying them off early Although itis tempeation to have extra dice colls for children, you must remember that-should the wife die amos useful marriage contract willbe terminated. Then again. maybe it gets you out of a bad one. There is one ‘exception to thi. The death ofthe original Queen docs not terminateany contract anit isanadvantage ro have ‘quite 3 lange Royal Family early in the game: OPTIONAL RULES “The following Optional Rulesintroduce new aspects to Blood Royale, which players of the game may findmore Challenging, It is recommended that all players enjoy several games before adopting any of these options. ‘The Optional Rules need not be aken io total, Players may introduce the ideas of Neuteal Provinces, or Event Cards, or Governing Provinces, and exclude the other ideas in this section. Obviously, players should decide ‘which rules they will choose o introduce before play commences. Make a note from the following checklist ‘of which Optional Rules are in force a the bewinning ff the game, so that disputes can be settled (ptional Rules (A) Four Character Start (B) Characeristc Rolls forall Starting Characters Disputed Succession Motement of Trade lems Event Caras Neutral Provinces Governing Provinces Extra Every Movement Phase Changing Capitals/Resource Areas (A) The Four Character Start Tw speed the development of the Dynastic Aspects of the game, each player Degins with four characters instead of three. These are A King aged 30 (born in 1270) [A Queen aged 25 (born in 1275) ‘wo chileren, one aged 10 and one aged 5 (born 1290 and 1295 respectively) “These characte should be created before the gamestars, inthe normal fashion, The effect willbe make players negotiate marsnges earlier in the game (B) Characteristic Rolls for the King and Queen Instead of all the starting Kings and Queens having ‘Notmal’ characteristics, players generate these tn the normal way. Since i could be disastous for a player «0 begin the game with 1 King or Queen with a low Constitution score, and the® to have one ofthe initial parents die in the first round, this option shoud not he ‘used unless players ageee that no Survival rlls will be ‘made for the King oF Queen in the fist ound (C) Disputed Succession ‘The normal rues for suecession allow players to pass over female characters and Princes imprisoned by other players. Otherwise, whten a King dies, the nextandine Comes tothe Throne, Players risk ebellionandloag. teem. ‘war through passing over a legitimate heir ‘This principle can be extended to allow players to pass lrer any legitimate heir atthe time 2 King dies, Players fare stil most likely 10 want to pass over the legitimate hheie when it would lead wo a female charactet Who Was ‘matried intoanother Dynasty or an imprisoned Peince ‘Coming tothe throne. However, players might also wish topreventa weak King coming to power.ortoestablish 1 jinior, ut more powerful Branch of the eoyal Family a8 the legitimate Dynasy, ‘The penalties for passing overa characterareasoutlined la Succession - Penalties for Passing Over a Legitimate Heie(9)-Allcharaetersin the player sDynastyfight with 1-L penalty t0 theit Strength score for as long as the legitimate Hei to the throne. oF his of her bets, s stil alive, Additionally, the Dynasty controlling the right hit has a 1 bonus to Strength for alls characters whenever they are fighting the ‘usurper’ Dynasty Asin the Basie Roles, ifthe passed -over characteris one ‘who could nor have been passed over according to the basic niles of Suecession, the new monarch also has 4 penalty (his other Charismascore. This represents the followersofthe deposed character causingerouble Once the decision has been made and the new Monarch ison the throne, the player should rolla die A result of 1-3 ‘means the new monarch's Charismaisreducedby-I,and alresult of 4-6 reduces it by -2 (this may reduce the ‘harscter's Charisma score 0-3 of -4), This penalty cannot be inherited by any of the new monarchs heirs, bout can reduce the monazch's Charisma below -2 This additional penalty is only taken if the characteris not one who could have been passed over according 0 the normal rules of the game Inall cases, the playerconteolling the ‘deposed character must pass the character (along with his or her spouse find any children) o the player on bis or her left 0 be ‘controlled by that Dyaasty from now on. The character snow in exile, and the receiving Dynasty receives the + 1Surength bonus fighting the ‘usurper’ Ifthe deposed character already lives withanoxher Dynasty (asamarried ‘woman), tis rule does not apply (D) Movement of Trade Items With this option, Trade Items are not actually moved about the board. Instead, during the Movement Phase playersmay announce their intention toship Trade lems from Province A to Province B.Ifno player objects, the player must then move the Trade Item as stated. If any player does object, the owning player must show which oute he or she wishes the Trae Item to take If he OF she ean show a route by which the Trade Item cannot be intercepted (ee below), the movement ofthe Item takes place immediately I theroute can be intercepted. the players involved must resolve the interception axiempris)inthe orderinwhichthey would occuralong the route A Trade Item can be intercepted if it (@) Passes through a province which contains Army counters of another ‘country (©) Passes through a sea area in whieh there are more Fleet counters of the {aercepting country than of the owning country 1 an interception is possible, the owning player must throw one die, adding the following modifiers: +1 for each intercepting Army counter, + 2 for each intercepting Fleet counter {count these only if they are in excess of the aumber of the owaing player's Fleet countess in the same Sea Are); 1 for each 15 Crowns the owning player pays to the Treasury before the die oll" +1 for each 20 Crowns the intercepting player pays to the Trexury before the die roll” + Theowningplayershouldstatehow much he willspend before the intercepting player ithe modified results 6 or more possession ofthe Tade lem passes to the intercepting player ‘Trade Items may still not be moved through a province ‘witha Famine of Rebellionmarker;noroutecanbeteaced Uitough such a province (B) Event Cards ‘The Event Dieollshouldbe replaced withthe drawing ‘of an Event Card. The cards allow for a greater variety ‘ofevents, and present the different countries with varying problems, opportunities and goals. Iryowuse the Event Cards, you should either also use Optional Rule (H) Governing Provinces -orbeaware that certaincardsrefer to opportenities to inherit titles to certain Provinces These cards should be read as allowing the characters sachanceto gain marriageable characters, money or trade items, a8 appropriae. During the Events seetion of the Movement Phase, the first payer (determined.ar thebeginaingof the Movement Phase) should draw card. The structions on the card should be followed precisely Cards which have long term effects should be kept by the player untilall heinstructions on thecudhavebeen followed. When this has occurred, the catd should be placed on a diseard pile Certain concepts introduced by the cards are furth discussed below Shuffies Certain cards instruct the drawing player to sufi the Event Cards, When he or she has completed all the Snstructions on the catd (oF as many as possible), the player should gather the emaining Event Cardsandthe ‘Siscard deck, shuffle them together, and replace them tes down, Rebeltions I rule(G)regieding Titles and Governing Provinces are being used, the Rebellion dierollshouldalsobemodiied by the Charismasevresofboth the Governorandhiswife (ifthe Governorisindeedmale;thesamedoes not apply if the Governor is female, ‘The Rebellion rollin the Capital should be modified by thescoresofallPrinces present Ihe result isa Rebellion. half of that countey’s current cash in hand should be seturned1o the Treasury. Thisonly applies tothe Capita aneutel province sindicatedby the Random Provinces “Table, that rebellion does not take place. Do not e-rll ‘on the Random Provinces Table Trade Items cannot trace a route through a Province careying 4 Rebellion marker Storms Many ofthe Event Cards havea reference onthe bottom to Storms, followed by a range of numbers, 1-2, et. facardwithsuchareference s drawn during the Events Phase, roll one die. Ifthe result falls within the eaage ‘on the card, the Storms Event will occur in addition to the Event on the card. See the Basie Rules. Bidding and Investing ‘Onseveralofthe Event Cards, playersaregiventhe option tobidorinvest Crowns in orderto makean Event kappen Srtostop tfrom happening, Notethe dstincionberween the wo, ‘Bidding means that all the layer, starting with the player who drew the card and proceeding clockwise, should ‘ake part in an auction; one player will succeed when all the others have passed, The winning player has the advantage ofthe card, and should pay the sumin Crowns he or she bid the ‘Treasury. Investing means that af the players should secretly record hhow many Crowns they Wish to spend to secure the advantage from the card, and these amounts should be revealedsimostaneously The player investingthe largest amount has the advantage of the card. All players then pay the amount of the investment in Crowns to the Treasury. Jaheritance of Neutral Provinces MKingdoms Certain Event Cards allow Dynasticsto take control’ of, Provinces and Kingdoms not normally involved in the ‘game through marriage. Players invest Resource Items ff Crowns to atract 3 marriage which will allow one ‘of them to inherit the ile ofthat ProvincerKingdom. Allsuch titles introduced into the game in this way can Deinheritedinthe normal way see Governing Provinces (1). A player whose Dynasty already included the King of England could ake advantage of caed 31 andhave the Same character of another marry the hei tothe King ‘of Denmark, ‘With cards 31 and 33, players invest Crowns to make the match, andthe rules for investing above) should be followed. For cards 30 and 32, players invest Resource Items, For the purposesofthese cards, all Resource tems count equally Also segarding cards S0and 52, the titles to beinherited are for Provinces normally part of another player's Kingdom - namely, Spain. If the Optional Rules for Governing Provinces are being used. the stle being ranted ia noble title, and final controlofthe province ontinuesto est with theexistingreigaing monarch see Governing Provinces (@). Ifa Governor already exists for the Province, the cardis ignored. Finally. for cards 31 an $5.28 wellas creating character sheets forthe Prince the sucessful player may also pice Royal Piece ontheboardinhisorber Capital, following the normal ries. This Prince caa lead armies, Govern Provinces, ce. However no children shouldbe produced forthe marriage; these are assumed tobe partofthe ruling Danish/Polish Dynasty, not the player's, Fighting Neuteals I the rules for Neutral Provinces are used, players may find themselves wishingto wage war against them. Also, aS the arrivalof the Free Companies, of ther ilitary events Inspiced by Event Cards, might draw them into war with forces whichare not under the conteojof another player: Whenever a player has to fight a battle with a Neutral Army, the Neutral Army counters should be used, The playertothelettof the playerimolvedin thebuattle should Foll the dice for the Neutral Army. Unless directed by Event Cards, Neutral Armies never ‘move ftom the Province in which they start. Unless Event Candssay otherwise, Neutral Armiesalways defend, never retreat and acver surrender If they capture a Royal ‘character, Neutrals ransom him for 100 Crowns, For Esent Card 3, Free Companies, roll one dieand halve the score, rounding up. This is the number of Free ‘Companies available: They remain upon the boarduntil destroyed in Combat or by Plague, For Event Card 10- War With the Welsh, 11 - War With the Swablans, 12 War With the Burgundians, 13 ~ War ‘With Aragon and [4 - War With the Moors, the number ff Neutral Armies that appear is stated on the card. At the end ofthe last Movement Phase n that rurn, these ‘counters are removed. Ifa Neutral conquers Province, that Province becomes Neutral a5 wel, For Event Cards51 -Albigensian Crusade and6t - Crusade, the number of Neutral Armies that appear is stated on the card, The Cathar rebels remain until the end ofthe last Movement Phase in that urn; unless defeated, the Cathars will make the Dauphinea Neutral Province, The Saracens should be removed at the end of the last Movement Phase in that tuen Pretenders and Bastards Cards 18-22 allow for character to leave the Dysasty lof thei birth, adjoin another player’ characters. The character sheet shouldbe passed the plaer onthe lft land a Royal playing piece of the appropriate Dynasty Substituted, Characters can only become Pretenders if they are atleast 15 yeats old, andi they arenot the only male child ofthe monarch. A Pretenders wife though ‘not 4 husband, who should be returned to his origieal Dynasty) and any children less than 15 years old should aobe passedto the pyer ontheleft, The aew owning playermay usethe characterasifhe orshe wereamember ‘of isiher own Dynasty from then on, perhaps even tatrying the character tosomeone in his own Dynasty {no Marriage Contract would be made). For a ‘bribe’ of 50 Crowns, the Pretender’s original Dynasty may ‘buy back’ the character, his wife andany clildren, All sins are foniven. APretender character or any ofhisorherbeirsmay inherit thethronethrough he normalrules whilestilicontrolled bya foreign’ Dynasty (the ‘claim’ should be inherited ‘exactly the same way as any normal ttle) The player ‘who hasbeen controling the disputed country up tothat point may pass over the Pretender'sclaim see Succession. (9)and Optional Rule (C)above), orbecomes Baronial player in the normal way I player controlling a Pretender actually managed to conquer the whole ofthe disputed country by military ‘means, he or she could either set the Pretender up a8 separate monarch (still eontroled by that Dynasty, of Course), oF phy safe and rule the conquered 2fea just like ay’ other Pretenderscarely get whatthey thiak hey deserve, ‘Cards $8 and 39 allow for the creation of bastard sons ‘of unmarried Kings, These characters are passed:0 the player on the ight, who controls them from aow on. ‘Any time the characterlandsina Province ofhs father's Kingdoms, thereisanimmediate ebellionsol-Ifafemale characterever comes the throne whilethebastard lives, ‘every Province in the Kingdom must be checked for Rebellion. ‘Bastards’ claims can neverbe inherited, even though the character can marry and have chitdten, The player ‘operating the character may control the character ashe ‘or she wishes, including marrying the character to 3 female in his of her own Dynasty. (F) Neutral Provinces ‘Neutral Proviocesare those which are controlled by none Of the players in a game, With this option, ten such Provinces are markedat the beginningot the gime, using the Neutral markers. These are England Yorkshire, East Anglia France. Burgundy, France Germany, Friesland, Swabia Italy: Piedmont, Silly Spain: Aragon, Portugal [Neutral Provinces may alsobecreated duringthe course ‘of the game. Certain Event Cards may, in the right ‘circumstances, cause » Province to become Neutel All Neutral Provinces are consideredhave a garrison When a Province is invaded, place two Neuisl Army ‘counters on the map inthe relevant Province: This force ‘will defend the Province, with the player to the left of the invader making diceollson ts behalf. The Province ‘cannot be occupied until both the defending Army ‘counters ate defeated, If the Province would have been part ofthat player's country inthe Basie Game, itbecomesa Home Province alter conquest Neutral Provinces do not rise taxes, They do not raise Resource Items, or allow themto e tansported through. ‘They do not invade neighbouring Provinces, ualess directed to do so by an Event Card ‘Once conquered, a Province which has been Newt is subject robe normal rules (G) Governing Provinces ‘This optional rule allows players to make more use of their Prince characters, without having t0 go 19 82 [AC any time during the Dynastic Phase, or as ditected byan Event Card, aplayer may choose tobringa Province Into the direct ownership of his or her Dynastic house bby making a Prince the “Governor” ofthe Province. To do this, the player announces which character Will be fiventhe ttl, and which Province the decisionalfects ‘The Province must be one coatrolled by the player at that moment. Oaly Prince (aged at least 15) can be created Governor of a Province (unless directed by 20 Event card: aso, female characters and children may inherit the ttle later, following the normal rules for inheritance) Note: All Provinces not so Governed are considered to beunder the direct control ofthe King for the purposes ‘ofthisgame,arathe normalgamerulescomtinue oapply ‘The player should record on the Character Sheet that that Prince now holds a noble ttle - his should read something like Duke of Liguria, Earl of Wessex, etc ‘This title may be inherited in exactly the same way as the rankor King, followingtherules of Succession, This ‘may causethe titi w leavethe Dynasty inwhich started, and may even lead to a situation where a Province is governed by Prince of one Dynasty, and controlled by the King of another Therulesfor Succession see Basie Game(9))donotapply {nthe following reas, The King of the relevant country ie, that in whieh the Province is situated atthe time) ‘may’choose vo dispute the normal succession. this aly affects the player's own Dynasty (ie, the Province is overned by amember ofthe same Dynasty asthe King), ‘Rebellion marker should be placed on that Provinee, bt otherwise the King’s wishes are followed. Ifthe disputed succession involves another player's Dynasty then not only is the Rebellion marker placed in that Province, but Rebellion Die Rolls must be made, with normal modifies, for the whole Kingdom. Medieval ‘nobles Were very carefulabout their rights when {came to the Crown - even if this meant "sticking up’ for foreigners! Characters may Govern more than one Province a minor inherits title, the “Regent” willbe monarch No new characteris created. ‘Tules and Governorship to Province affect the game in the following areas. ‘Characteristics Raising Taxes| ‘Commanding Troops Raising Trade Keme Events Characteristics ‘The player should immediately give the character + 1 bonus to his or er SteengthiGuile characteristic. This may take the characteristic above + 2. This bonus may only be taken once, no matter how many Provinces the character Governs Ralsing Taxes in a Governed Province Ina medieval country, taxes were mostly gathered on behalfof the monarchy Provincial nobility. Thisgives the noble some power, since he or she may rise local ‘axes by the same authority, and could even €008e (0 ‘withholdallor some othetaxrevenue romthemonarch, ‘With this option, the King of each country setsthe rate ff t4x for the witole country as usual. However, any Province governedby a character raises Crowns extra (ie, eithet 7 0F 9 Crowns). ‘A Provincial Governor from foreign Dynasty would keep those 2 Crowns for his or her own Dynasty. The Governor mayalso refuse to pay all orsome of the 5 or 7 Crowns Royal Taxes for that Province to the Crown, {in which ease the governing player shoulltake the money from he Treasury. There sno penalty for doingso except that the King isn’t likely to be very glteful) ‘Also, whenever the Provincial Lord is actually present {in that Provinee, the axes raised from there should be ‘modified by his or her Charisma. This additional Drofitoss being taken by the governing player. Commanding Troops in a Governed Province The rules for Maintaining and Raising Armies remain the sme a for the Basic Game. However, the Governor of {Province is considered to be the Commander of any ‘Army counters located in that Province. So long as the GovernorisaPrinceaged 15 +, ispresent with the Army sand 50 Tong 38 the King is not, the Governor ‘controls the Army countersfor the Purposes of Moveme ‘control ofa foreign Prince ‘A Provinetal Governor in command of such Army ‘counters may either obey the instructions of his or her ‘monarch, inwhichcasethe Movement turn will proceed as normal, or he of she may disobey. A Provincial Goveraor does not have complete control over these troops, however, and may only command them while they remain inthe Province If they move further than this. the Army counters revert the controlof the King, Ralsing Trade Items in a Governed Province Ina Resource Area Province, Governor may raise moe ‘thanone Trade tem duringthe Interphase, or may hinder trade to such an extent shat Trade Items are lost. This ‘may only occurifthe Governoris presentinthe Province ‘dice should be thrown during the Raise Trade Items part of the Interphase, and the Governor's Charisma should be added to it Ifthe result is 7 or more, the Province produces an additional Trade Item, whict. shouldbe placed there immediately. Ifthe esuits 0 oF Tess, the normal production inthe Province saffected, and the normal Trade Item is not placed Events In a Governed Province A Governor is presumed to live in the Province of Provinces heor she controlsfor some orallofthe sear Ten, Therefore, ian Event oceursina Province t should bbe assumed that it affects the Governor, and his or her family as well, iF applicable, Ia Plagucevent occursinsucha Provinee, the Governor, his of hee wife or husband, and any children aged 15 ‘or younger, must make Survival Rolls The playershould ‘dd 110 the dice rol foreach additional Province the ‘Governor controls that is not affected by Plague. a Rebellionevent occurs, the Governor's Charisma will ‘count asa modifier inthe Province in which he or she islocated. However, it shouldalsobe used asa modifier in the Governed Province, as should that of the Governor's spouse (BH) Extra Event/Movement Phase ‘With this Option, a third Event/Movement Phase is sntroduced, This optionallows for more Movesrent and Combat. The thied Phase fs conducted in thesame way as the normal two. (D) Changing Initial Capitals Snaide REsource Areas After a while players may find that they are becoming {too accustomed to the norma! pattern of playin game This might prove tobe apacicular disadvantage when anew player joinsagroupof more experienced players. (One way ofrevitalising the game's tomove the locations ofthe Resource Aressandir Capitals. By doings, players ‘ill change the emphasis of different Provinces, andopen ‘up many new possibilities, ‘The Capital Markers, and the special Resource Item on, Resource Areasshould be changed before Capitals. Obviously the markers actly on the map ate redundant with this option. “The Resource Areas are changed by using the Randor Provincestable(see fvents (14). Rollasixsidedand the ten-sided die to generate the location ofeach Resource ‘Area, obeying the following rues. (Place the Luxury Resource Area frst then the Semi-Luxury areas, then the (Cloth, Metals and Food areas. (8) No Province may have more than one Marker. (ii). No country may have more than three Markers ofall types. and no country can have a full set of the thave basic iv)_The Luxury and the two Semi-tuxury ‘Markers must be n three diferent (©) No countey should have more than 2 Basic Resources ofthe same type. [the Capitals are tobe moved, the same system s used ‘withthe additional ule thatthe Capitalmay notbe placed ina Province in which there isa Resource Area ftherules for Neutral Provincesare being used, players must agree what will happen Ifa Resource Area is re Tocated in a Neutral Province. Design Notes - The Optional Rules and Strategy Hints More than anything else, what you can achieve by negotiation and diplomacy will be longer Tasting th ‘what you can achieve by mitary means. Trade can be conducted swiftly over long distances, reducing the necessity for military adventure to secure trade routes, anditheefficien governingof provinces will depend event ‘more on the quality ofthe matriages youhave arranged. Tete isa Tite capacity for each country to expane: conce thats reached, there are no reserves with which You cam hold off auacks. Therefore, the collapse of a militarily aggressive country is often much more spectacular thaa its ise However, in the early turns, the obvious target for aggression are the Neutral Provinces you ean turn into Home Provinces (Yorkshire and East Angliafor England, aandso on) Because theseareonly defended with 2 Army ‘counters each (the Neutral army), and each player ca” deploy uptodar the beginning o the game, iis obvious that you can outnumber any neutral Provinces army easly: However withoutany Marriage Contract, nobody ‘canaffordto rustthe other players. While Germany lines “uptoinvade Swabia, aly might take Bavariaand France Lorraine. Neither of these Provinces would have any garrison, So, be prepared to wait if you don’t think you can crust theotter. After three turns, youshould have the capacity obring your army upto fll strength and the insurance fof one of two Marriage Contracts [At the same time, don’t ignore the Neutrals. The Continental ones are in important locations, andthe t2x 's going to be useful in a longer game. also, Swabia ‘Burgundy, Aragon and Granada have Event Cards which turn them into aggtessive states, Aragon is the odd one ‘out in this foursome, although t isa Spanish’ Province, Itdirectsitsaggressionagainst Italy Sicily), Areason for Italy to interfere in Spain? ther Provinces have important oles inthe Event Cards as well. I ist “unsporting’ for players to be aware of the phices where Famine more ofatheeator that Arigon dnd Portugal can be gained through marriage. Some Provincesare definitely more desirable than others, but tno two games of Blood Royale will have the same Provinces at centte stage ‘The rules for Titles and Governed Provinces allow for Interesting decisions. +2 Charisma/-2 Strength Prince isn't any use ina war, but as Governor of one or more Provinces is goingto be very useful, Exteatax revenues, possibly extra Resource Items, 2nd the lesser likelihood Df Rebellion might lead to more much-needed income. The problem would be ifthe Prince had an heir with 2 Charisma, or - worse, perhaps = the ‘Duchy” was ‘nherited by a rival Dynasty: Suddenly that income is partially controlledby somebody els, and the only time Youcanriskstoppingitiswhenyouhavea +2 Charisma King ora lange, idle army ‘Note thatthe rule about Rebellions in the capital means that itis risky jst keeping the useless members of the family at home. If Rebellion breaks out in the capital, half your cash must be returned t0 the Treasury. Finally, a few tips forthe playing of each coustry: England: England isnormallyasurebet for themilitarly tunadventurous, pariculaely since the Sects, the Welsh and a few rebellions will normally make life very Inazardous if troops are overseas, Without a long land frontier itisasafebetthatiqvasion willbea ity. England ‘might-therefore-be the counteyogambleonauacking its neighbouring neutral Provinces (Yorkshire and East ‘Anglia) fist, sheltering behind a strong fleet and an nce with France or Germany, Calais is « problem. Either secure ity a Marriage Contract with France, oF {orget it, unless our plan isto expand in France. Keep, Franceand Germany off yourback or (etter)atwar with ‘each other, and make a treaty with Spain oF Germany forthoseimportantclothitems (either would love Your food surplus). If you must venture overseas, attack Bordeaux while France is at war with Germany. oF Andalusia while Spain is occupied elsewhere France: France needs allies, and your policy has to be to secure atleast two of those borders against attack England might be one toxpproach; afterall, ou aren't ‘going io gain much roman early war, except Calais. Your second choice oughttobedictatedby the defenceot your Resource Ateas. The Dauphine s wery exposed-heware ff an Ttalian-Spamish alliance or (worse!) a German- ‘Spanish marriage. Bordeaux and Aquitaine are very tempting for Spain, also. Either make an alianee with Spain (you need Metals and Spain needs Food) and go cast if you intend to be aggressive at all, or tind some ‘way to fend off England, Italy and Germany while you -goall out for spain, possibly with talianhelp (yousdon't Actually need that Seme-Luxuey in La Mancha; Italy is ‘hot a natural tradingally since you are both ooking for metals, but the ltalians need some guarantee against Germany). The neutral Provinces, Flanders and Burgundy. right bebest lefts buffers fora while athe beginning: ifyou are going tobe warlike, try and seduce the threat on one of those borders Germany: The big tempuation is to go for that Luxury Venice. Even i you don't actually move tcoops after it, you can use your presence to bully Italy into an advantageous deal for Luxuries and Food in exchange for Metals, You only need tay as anally if youare going to invade England and don't want your back stabbed. ‘Onthe other hand, aquickly weakened ely. wi and Lombardy in Getman hand, would leave Strong for phasetwo. Alternatively, oucan either 2ta¢k your other naturalenemy, France. tomake sure Lorraine Issecure andtosteal the Dauphine, ormake the surprise joveinto England. Whichever, you must make sure Italy and France arenotallied, and youmustuse your surplus ‘Metal to get Food, ether from Italy or France. Bottle up ‘one, and deal with the other tha is the simple basis for ‘German strategy. The neutrals should only be taken 38 part ofthat strategy, Swabia iin the heart ofthe main {rouble zocinthegame,aroundSwabia, Burgundy and Piedmont Italy: Once the big problem of Germany solved, taly ‘an look forward some opportunities Those Luxuries {rom Venice aregoing tobe in big demand. Analianee with Spain to supply Lunuries for Semi- Luxuries and Metals might be 3 big money spinner, but viewally any ‘country which quickly collects sets of four Trade ems ‘vill want rotalk with you, Italy can easily getby without war, bit niust beware the threat of invasion. Be particularly avare of German-Spanishaliances. France snot a natural trading ally butamilicary alliance might bbenecessary, and you canalwaysswap LuxuriesforSemi- Luxuries. Ifyouare goingto be aggressive, you need 10 ally with one of your northern neighbours against the ‘other although its possible to have some spectacular successes bya sudden attack on an otherwise occupied Spain. I things are quiet, snatch Sicily. which no-one ‘will mind, Only try for Piedmont if you ae allie with France or Germany and they don't fee! threatened. Spain: You shouldbe looking for Food and Luxury tems 10 wie the game, which makes your normal focus of attention go towards Aquitaine of a (rade deal with England or lly. Ifthe mulary option is prefered, the lassie strategy is to ally with Germany and sleze AAngouleme- cutting of! the Dasphine and facing France ‘with war on two fronts, Then take Aquitaine, and stop there, before Geemany gets 10 close. The aliernatives {or adventurous players are sea ipeasions of lly or England. Theformerisa tvery attractive-Germany will ‘moveon Veniceand Lombards, withthe rade tems ‘wan, fi sees Kay erumble- bur itmightberasy territory to conquer. All that Food in England is an unbearable temptation, aad you can certainly not atfora England {jst sit there and reap trading profits, But Spain does have 2 problem then if rebellions break out Some Tips For Naming Dynasties and Characters England - Dynastie Names Plantagenet, Tudor, York, Lancaster, Essex, Perey Christian Names Edward, Joha, Edmund, Alfred, William, Stephen Mary, Elizabeth, ane, Mary. Maud, Mathilde France - Dynastie Names Anjou, Martel, Bourbon, Guise, Angevin, Nevers Christian Names Jean, Louis, William, Robert, Charles, Henri Houise, Marie, Charlotte, Isabelle, Odette, Philippa Germany - Dynastic Names Hapsburg, Welf, Wettin, Wittesbach, Hohenzollera, Luxemburg Cheistlan Names Maximillian, Charles, Ferdinand, Frederick, Karl Wilhelm Anna, Mary, Floren, Catharine, Elizabet, Mathilde Italy - Dynastic Names Visconti, Medics, Ordelafi, Orsini, Savoy, Sforza (Christian Names Lug, Giovanni, Giuseppe, Bernadino, Bartolomeo, Francis Carlotta, Julianna, Maria, Anna, Blanche, Joanna Spain - Dynastic Names desilva, de Idiagquer. Fajardo, de Mendava, de Guzman, ‘Toledo Christian Names Ian, Fernando, Carlos, Francisco, Sebastian, Miguel Carlota, Isabella, Maria, Jeanne, Eugenia, Sofia PRODUCED BY THE GAMES WORKSHOP DESIGN STUDIO: Managing Director: Bryan Ansell; Studio Manager: Alan Merrett; Print Buyer: Bob ‘Manager: Richard Ellard; Production Malin; Projects Manager: Paul ‘Cockburn; Develepment Manager: Jervis Johnson, art Manager: John Blanche, Graphic Design: Charles Elliott, Bi ‘dgwick; Production upervisor: Anthony Barton; Visualising: Mark Craven; Designers/Developers: Jim Bambra, Mike Brunton, Graeme Davis, Phil Gallagher, Richard Halliwell, Stephen Hand, Rick Priestley, Sean Masterton; Copywriter: Tim Pollard; Photographer: Phil Lewis; Artists: Tony Ackland, Dave Andrews, Col Types ‘Tony Osborne, Hazel Horne, Ruth Jeffrey. 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