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Dark Ages - Holy Roman Empire - Manual
Dark Ages - Holy Roman Empire - Manual
Dark Ages - Holy Roman Empire - Manual
These rules concern playing Dark Ages without the use of additional modules,
for 2– 4 players. For 5–8 player rules, see the “Great Domain” module on page 31.
For 1-player rules, see the “Lordlings and Raiders” module on page 26.
credits
2 Introduction – CREDITS
Components
COMMON COMPONENTS
• Main board, with the Victory Point (VP) track around it • 7 Ruler cards
• 6 Title cards
4 Components
◦ 6 Archer miniatures • 25 Barbarian tokens (with blue symbols)
◦ 25 Leather
◦ 12 Farm miniatures
◦ 25 Stone
◦ 6 Noble discs
◦ 25 Iron
◦ 1 large (VP) and 2 small (Warehouse and Culture) markers • 25 Gold tokens
• 15 City miniatures
◦ +100 / +200 VP token
◦ 14 Player markers
• 30 Keep miniatures
Components 5
• 88 Production building miniatures
MODULE SPECIFIC COMPONENTS
• 10 Church miniatures
• 19 Dice
• 25 Transient units
◦ 5 Cavalry miniatures
◦ 10 Archer miniatures
◦ 10 Infantry miniatures
6 Components
• 25 Skirmisher Barbarian tokens (with red symbols). • The Pope module card (numbered CP01).
Before performing setup for the first time, carefully punch out
all cardboard components, sort all tokens and tiles, as well as
cards (the numbers on cards will help you identify all module
cards and set them aside for your first game).
Components 7
setup
Place the Main board in the middle of the gaming area. Remove every Culture card, Ruler card, and Title card
Place the Culture board next to it. showing a player count higher than the current number
of players, returning them to the game box — leaving the
Shuffle all Action cards and place one card face up onto
each of the five spaces in the centre of the Culture board. 2 players: , 3 players: , 4 players: .
Give each player a Player board, and all components of Place all Rulers with their 2 matching starting cards on
their chosen player colour. the board.
Note: The game comes with player markers of every co- Note: Marozia and Henry
lour. In the base game they may be used to mark wounds the Fowler require Module
sustained by your units or Barbarians. However, some 3 — Grand Buildings.
of the modules will instruct you to use a number of them. If playing without this Mod-
ule, remove these Rulers and
their starting cards from play.
The goal of the game is to score the most Victory Points (VP). Example: Marca Geronis and Bohemia share a border. They are
Whenever you gain VP, advance your marker along the track. neighbouring. Croatia and Benevento are connected by a water link.
If you exceed 100 or 200 VP, place the corresponding token They are also neighbouring.
underneath your scoring marker.
The Main board is divided into Provinces. Most Provinces are Neighbouring Provinces Neighbouring Provinces
grouped into Regions (sharing matching background colours). via border : Marca Geronis via water link: Croatia
Provinces with white backgrounds count as Regions with a sin- and Bohemia and Benevento
gle Province. Each Province depicts which resource it can pro-
duce (if the appropriate buildings are built in it), its name, and Provinces can be either controlled or uncontrolled. A Prov-
two Farm spaces. There are 4 basic resources: Wood, Leather, ince is controlled if a player has at least one miniature of their
Stone, and Iron. You can gain them (taking them from the sup- colour (a Unit or a Farm) in that Province. Otherwise a Prov-
ply) and spend them (returning them to supply) through vari- ince is uncontrolled. Production buildings, Cities, etc. are not
ous effects. Some Provinces also have small red hexagons with player coloured, therefore they do not count towards the con-
numbers in them. These hexagons are only used during solo trolled status of Provinces! Uncontrolled Provinces can be oc-
play and have no meaning in multiplayer games. cupied by a Barbarian token, or unoccupied. All controlled
Provinces are occupied (by their controlling player, obviously).
Your starting Province is your Capital, shown on your Ruler
card. You can never lose control of your Capital.
Each player has their own player board. You will tuck Com-
mon Technologies (maximum 4 of them) under the top side
of this board . The higher the level of a Technology, the
more the card will be visible from underneath your board. The
board itself also acts as a player aid for all things you can build
(see Build action on page 15), and shows your Farm and
Warehouse tracks . On the bottom half of your player
board, you can see your available Unit types (Infantry, Archer, Yellow unit miniatures (left to right): Infantry, Archers and Cavalry.
Cavalry) and their combat stats in battle . These spaces will Units stay in your supply until they are recruited onto the
be covered by your Military Technologies. To their right, you board. Killed or spent units are returned to your supply, avail-
collect trophies of Barbarians defeated in battle . able to be recruited later. You may not recruit more units of
a given type than what’s available in your supply. The charac-
teristics of your units are defined by the Military Technologies
on your player board.
TRANSIENT
UNITS
Some game effects will grant you
Transient units. These do not
count against your supply. Use the
neutral coloured (grey) miniatures
to represent them in battle if
necessary. They will immediately
return to the supply at the end
of the battle. Neutral miniatures
are considered to be unlimited.
In the unlikely case of them
running out, use any proxy
as desired.
There are no rounds or phases in Dark Ages. Instead, the game one particular action only affect one of your two actions —
is played over the course of an undetermined number of turns, not both — since the additional action is a completely sepa-
clockwise from one player to the next. Each turn, there is one rate action.
active player. These rules will refer to “you” as the active player,
Some abilities in the game grant you an action “without using
unless explicitly noted otherwise.
a Noble”. You may NOT repeat such actions using Title cards;
On your turn, you must either perform a Noble action, or Pass. only Noble actions may be repeated using Title cards.
Note: Some modules introduce additional options,
prefaced by “instead of placing a Noble”. Important Restriction: You may use a Title
to repeat a Manoeuvre action if you did not
To perform a Noble action, take a Noble disc from your per- initiate a battle (not even against Barbar-
sonal supply, and place it on one of the action cards. There ians!) on your original action.
may already be other Noble discs on the card, including your
own. Stack your disc on top of any existing Noble discs on
the same action card, creating a clear hierarchy to show whose
Noble was placed first. Then, resolve the selected action. A de- SETTLING
tailed description of each action starts on page 15.
When you Pass (instead of placing a Noble disc), you retrieve
all of your Noble discs, check your resource limits, and pro- Before or after your Noble action(s), as a free action, you may
duce. For details on Passing, see page 20. settle one or more Provinces that you control. You may only
settle a Province that has no Farms at all. When settling:
• Determine the settlement cost of
USING TITLES that Province.
◦ For Provinces neighbouring your
Capital and in the same Region
as your Capital: use the first (left-
most) value on your Ruler card.
◦ For Provinces neighbouring
your Capital (but not in the same
Region) or in the same Region as your Capital (but not
neighbouring it): use the second value on your Ruler card.
◦ For every other Province: use the third value on your
Ruler card.
• Return units from that Province equal to the
settlement cost of this Province to supply.
Immediately after finalizing your Noble action (but before any Level II units count as two units for settling
reaction, see below), you may exhaust a ready Title card you purposes, level III units count as three. For
own to perform the same Noble action again (without having more on unit levels, see Research action (page 17) and
to place another Noble disc). Exhausting means rotating the Battle Result (page 23).
card sideways, and a non-rotated card is considered ready. • Place the leftmost Farm from your Farm track onto the first
Some Technologies allow you to do something “whenever you Farm space of this Province.
resolve” a particular action; when you use a Title, the addition- Farms increase your Army Upkeep limit (see Manoeuvre ac-
al action is resolved as a completely separate action, therefore tion, page 18), and since they are in your colour, they al-
abilities like these can be used again. “One use” abilities (most- low you to maintain control of a Province without keeping
ly found in modules) giving discounts or secondary effects for units stationed there. When defending a Province, each Farm
In the rules below, “you” refers to the player executing the The City will enable you to collect Production when you Pass
action (active player) or reaction (the player whose Noble (page 20), recruit units (page 18), build more buildings,
disc has been pushed out). Recruit exists as both an action and score points at the end of the game (page 24). When
and a reaction, while all options marked with blue are ac- defending a Province, a City generates one Transient Archer
tions, and all options marked with red are reactions. unit (page 11).
The supply of Cities is limited. This supply running out is
an endgame condition.
B UILD
PRODUCTION
BUILDING
When you take the Build action, select one of the follow-
ing options:
• Build a City in a Province you control without a City.
• Build a Production building in a City you control.
• Build a Church in a City you control.
• Build a Keep in a City you control. A Production building costs if it matches the re-
• Build a second Farm in a Province you control. source depicted in that Province. If it matches the resource
• Build a Warehouse on your player board. of a neighbouring Province, it costs instead. You
are not allowed to build a Production building of a resource
CITY that is not depicted in that Province or a neighbouring one.
You may only build a Production building in a Province you
The cost of a City is a and a . Each Province can control that has a City with at least one free slot remaining.
only have one City. When you build a City, immediately gain Each Production building and each Church uses a slot.
2 Culture Points, and move the Production building already
present in that Province to occupy one of the three slots The more Production buildings of the same type you have
around the City. in a City, the more resources of that type you will gain when
Passing. You can find a detailed description of Passing and
production on page 20.
CH URCH
A Church costs . You may
not build a Church in a Province that al-
ready contains a Church. You can only
build a Church in a Province you con-
trol that has a City with at least one free
slot remaining. Production buildings and
Churches take up a slot each. You must
build the first available Church from the Culture board’s
Church track. Building the last Church is an endgame trig-
ger. If there are no Churches left on the Church track, you
may not build one.
When you build a Church, score 5 VP, then 1 VP if there is
no Church in the Region you have just built in, and another
1 VP for each Region with at least one neighbouring Prov-
ince and no Churches.
KEEP
The cost of the Keep depends on the level of the Keep. The DEVELOPMENT OF CULTURE
first (bottommost) level of a Keep costs , the second
level costs , the third (topmost) level costs .
You can only build a Keep in a City you control, and no City
When you take the Development of Culture action, select
may have more than 3 levels of a Keep. With a Build action,
one accessible card from the Culture card offer to add to
you may only build one level. Some special effects will allow
your hand.
you to place multiple levels of a Keep at the same time.
A card on the Culture card offer is accessible if it is below
The Keep and its levels are useful during battle, both de-
or to the left of your Culture marker. You gain access to
fensively and offensively in its own, as well as in neighbour-
new cards from the Culture track when your Culture Marker
ing Provinces (see page 23), and during final scoring (see
enters a new red space on the Culture track.
page 24).
Example: The yellow player has access to the first, second and third
FARM card in the offer, but not to the fourth and any subsequent cards.
When you take the Recruit action or reaction, select a unit The Manoeuvre action allows you to move one group of
type, and place a matching miniature from your supply into units from one Province to a neighbouring Province. How-
a Province you control with a City. Your supply is limited: if ever, before you do that, you must check your Army limit:
all miniatures of that type are already in play, you may not if the total number of units in play (even the ones not in-
recruit more. volved in the movement) is larger than the rightmost visi-
ble value on your Farm track, you must either:
The price of the Recruit action or reaction depends on the
unit type and its corresponding Technology. See the cost on • Return one or more of your units to your supply until
the player board’s matching unit slot, or the topmost Mili- this is no longer the case; or
tary Technology card covering it. • Pay one Gold for each excess unit.
Example: As part of a Recruit action, the yellow player pays You may choose to have some of the units in excess of your
1 and 1 and places an Archer unit in Lombardy. Army limit return to the supply and pay Gold for others.
Example: The yellow player has 3 Archers in Verona and 3 In-
fantry units in Lombardy, and an Army limit of 4. After se-
lecting the Manoeuvre action (but before moving any units), the
yellow player chooses to pay 1 Gold and return 1 Infantry unit
to the supply.
The Regroup reaction allows you to move one group of There are two reactions that involve gaining a resource:
units from one Province to one neighbouring Province, “Wood or Stone” and “Wood or Leather”. Simply select one
but unlike Manoeuvre, it does not involve an Army limit of the available options, and immediately take the chosen
check. However, when performing Regroup, you may NOT resource from the supply.
move your units into an opponent-controlled or Barbarian
occupied Province. In other words: unit movements during
a Regroup may not result in battles. SELL GOODS
EXCHANGE IRON FOR GOLD
CULTURAL EXCHANGE
When you Pass, do not place a Noble disc. If, at the start of
your turn, you have no Noble discs left in your personal supply Important: A Title once gained is not lost
(nor any other “instead of placing a Noble” option to select), automatically, even if its holder does not
you must Pass. However, you may decide to Pass earlier even control enough Provinces. A Title card is
if you have Noble discs left. You may not Pass, however, if all only lost if an opponent takes it away.
of your Noble discs are available. When you Pass, resolve the
steps below in the following order: 3. Take all your Noble discs (from any boards and cards) and
return them to your pool of available discs.
1. Discard the leftmost card of the Culture card offer, and
• Do not change the order of remaining discs after re-
slide every card in the offer to the left (to fill the gap), then
moving your own.
draw a new card and put it on the rightmost space of the
offer. 4. Check your Warehouse track: you may sell as many re-
sources as indicated by the “sell” value of your current
2. If you are eligible to claim a Title, you may claim 1 now.
position.
• To be eligible to claim a Title, you must control half of the
• For each resource sold, gain Culture Points according
Provinces of a Region — rounded up if necessary (2 out of 3,
to its Trade Value:
2 out of 4, 3 out of 6, etc.), and have one unused Noble
◦ 1 Culture Points for each Wood or Leather
disc in your personal supply for each Province you do
◦ 2 Culture Points for each Stone
not control.
◦ 3 Culture Points for each Iron
• If you claim a Title from another player, simply take it
from them. If you are the first to claim a Title, score the 5. Check your Warehouse track: if you now have more
depicted VP for establishing it. resources than indicated by the “hold” value of your
current position, discard resources until you equal your
Example: The yellow player controls Lombardy and Verona. As they
“hold” value.
Pass with one available Noble disc, they can claim the Kingdom of Italy
Title. Since the Title card is claimed for the first time, the yellow player
receives 7 VP for establishing the Title. Important: Gold does not count towards
your resource limit!
If a Manoeuvre action leads your units into a Province con- 3. Resolve the Battle Sequence as detailed on page 23. Bar-
trolled by an opponent or occupied by Barbarians, a bat- barians use battle values printed on the Barbarian cards,
tle commences. whereas your units use the topmost visible values on your
player board or Military Technologies.
At the end of each player’s turn, check to see if any of the In addition to VP collected during the game, you score points
following end-game conditions have been met: for the following:
• There are no more City miniatures remaining in the supply. • For each Common Technology, score VP shown on its
(This means 11/13/15 Cities built for a 2/3/4 -player game.) highest visible level. Some Technologies may score addi-
• The Church marked with the current player count on the tional points:
Church track is built. (This means the 7th/8th/9th Church
in a 2/3/4-player game.)
• A player has reached the last space of the Culture track.
• A player has 4 (or more) level 3 Technologies (including
Common and Military ones).
• The last card of the Culture deck is drawn.
When at least one of these conditions is met, trigger the end
of the game. Each player immediately Passes, performing
the entire Passing procedure except the first step: do not cycle • For each City controlled with 1/2/3 buildings (Churches
the Culture card offer at this time. Players with all Noble discs and Production buildings), gain 2/4/7 VP.
available also resolve the Passing procedure, but in step 6 they • Each level of Keep controlled scores 1 VP per neighbour-
receive one additional Gold. ing Province you control (even if controlled without a City).
Then, continue playing with the player next in turn order as
usual. After this point, when a player Passes, they stop after
step 3 (retrieving Noble discs), and finish their game — they
will be taking no more turns. Once all players have finished
their games, the game is over. Proceed to final scoring!
Example: Yellow player has 4 Gold left at the end of the game,
scoring 4 VP.
The player with the most VP wins. In case of a tie, players
share victory.
UPGRADING
UNIT TYPES
Whenever an effect instructs you to upgrade a Lordling or
a Raider unit type, roll the 20-sided die:
• Roll of 1–8: Upgrade the corresponding Infantry
• Roll of 9–15: Upgrade the corresponding Cavalry
• Roll of 16–20: Upgrade the corresponding Archer.
When upgrading a unit type, move the marker on the card
showing the matching unit type to the next level.
All Lordling and Barbarian Military unit cards marked to indicate Level 1.
GENERAL RULES
This module allows 5–8 players to take part in an epic game 6. Shuffle all in play Culture cards together to form one
of domination over medieval Europe. To play this module you (large) draw deck, and fill the Culture offer from it. Note
need both Dark Ages boxes: Heritage of Charlemagne and that there are twice as many spaces on the Culture offer.
Holy Roman Empire.
7. Place 16 Churches on the combined Culture board’s
Church track.
SETUP CHANGES 8. Place 18/20/23/25 Cities for 5/6/7/8 players into the
supply before setting up Capitals in the usual way. Return
any unused Cities to the game box.
9. Each player takes 4 Noble discs into their available pool,
All steps of regular setup apply, unless noted otherwise. removing the remaining discs from the game.
1. Flip both Main boards and both Culture boards to their 10. Starting from the starting player and going clockwise, the
5–8 player side and combine them together as shown in first 3/4/5/6 players (in case of a 5/6/7/8 players game)
the image: move one of their available Noble discs to the Exhausted
Nobles area of the Culture board. Additionally, the first
1/2/2/3 players (in case of a 5/6/7/8 players game) move
a second of their available Noble discs to the Exhausted
Nobles area.
GAMEPLAY CHANGES
2. Flip both Culture boards to their 5-8 player side and com- While the Culture track’s length is unchanged, each red space
bine them together as shown in the image: grants access to two Culture cards. When you reach a red
space, the card beneath it and the one right to it both be-
come accessible.
Provinces across the two boards behave the same way in terms
of neighbouring, as if it was one big board.
3. Use only one set of Action cards, returning the other set END OF GAME CHANGES
to the game box.
4. If playing with 5 or 6 players, remove every component
marked “4 players only” and block off all Provinces All end game triggers remain unchanged from the 1–4 play-
marked with a higher number of players than those at er game. Note that the Church end game condition triggers
the table. after 11/12/14/15 Churches built (in a 5/6/7/8 player game),
5. Players pick Rulers the same way as before. We recom- as indicated on the (longer) Church track.
mend maintaining a balance between Western and Central
European Rulers.
SOLO SUPPORT
SETUP CHANGES
You may take and build Grand Buildings the same way as you
would in a multiplayer game. If the Lordlings take a Grand
Building card, they immediately score 5 VP and then discard
New Rulers (Marozia and Henry) become available during set- the card (same way as if it was a Cognomen card).
up. One of their starting cards is a Grand Building which only
they can build using the rules outlined below.
Place the 6 Grand Building miniatures next to the Culture
board to form a supply.
Shuffle the 4 common Grand Buildings’ Culture cards into the
top half of the Culture deck at setup.
Supported Player Counts: 1– 8 Anytime (including during your reactions or Passing) you may
discard 3 resources from your Alchemist card (and return them
Added Complexity: Minimal to the supply) to gain 1 Gold.
This module adds new ways of using your excess
resources besides selling and holding
in your Warehouse.
ADDITIONAL COMPONENTS
Give each player an Alchemist card. They put it in play next You may take an Alchemist and use it as described above. This
to their Ruler card. It does not count towards any hand limits. makes the solo game slightly easier. The Lordlings do not inter-
act with the Alchemist, and they do not receive one.
GAMEPLAY CHANGES
Module 4 — Alchemists 33
Module 5 — Alliances
SETUP CHANGES
After setting the game up, shuffle the 8 Alliance cards, and
deal 2 to each player. Alliance cards do not count against the
hand limit of Culture cards. Give each player two of their own
player markers.
GAMEPLAY CHANGES
Alliance card in the white player’s area. Since it has the purple
player marker, it denotes an alliance with the purple player. If white
Two players may conduct Alliance negotiations as soon as and purple players ever fight a battle, this card will be removed from
they share a border (control Provinces neighbouring each oth- the game.
er) for the first time, if both of them have at least one Alliance
card remaining in their hand. This is the only time players may
conduct such negotiations. If an action causes you to share
borders for the first time with multiple opponents, you may se-
lect one or two to negotiate with, in the order of your choosing.
34 Module 5 — Alliances
Module 6 — Commanders
SOLO SUPPORT
SETUP CHANGES
GAMEPLAY CHANGES
Module 6 — Commanders 35
Module 7 — Skirmishers
SOLO SUPPORT
ADDITIONAL COMPONENTS
You can make the solo game harder by using the Skirmisher
• 25 Skirmisher tokens (50 in a 5–8 player game) tokens on the map at setup. When placing Barbarian tokens
on the Raiding Party card for Raiders, still use regular Barbar-
ian tokens!
Regular (blue) Barbarian tokens on the right hand side, and Skir-
misher (red) tokens on the left hand side.
36 Module 7 — Skirmishers
Module 8 — The Wyrd
Added Complexity: Moderate If you take a card with a Wyrd card attached, you must make
a choice before looking at the Wyrd card:
Do you believe in your Destiny? Are you willing • Remove it from play, or
to grab what is your due, even if it brings misfor- • Put it face up in play in front of you (next to your Ruler
tune and hardship? card) as an active Wyrd, and place as many player markers
on it as the number of players. If you select this option,
every player (including you) takes one player marker off all
of their other, active Wyrd cards. (Do not take a marker off
the Wyrd card you just activated.)
ADDITIONAL COMPONENTS
Important: If the Culture card was only ac-
cessible because of the Wyrd card, you must
select the second option!
• 12 Wyrd cards (24 in a 5–8 player game)
• 12 player markers per player If a Wyrd card has no player markers remaining on it, the curse
is fulfilled: you must select one of the two penalties listed on it
to suffer. If one of the penalties cannot be completely fulfilled,
This module uses cards numbered you must select the other one. If one of the penalties has no
CY01–CY12. effect, you must select the other one. If both penalties can only
be fulfilled partially, you must select the bottom one. Flip the
fulfilled Wyrd card face down, but keep it.
SETUP CHANGES After a Wyrd card has been taken from the Culture offer (and
the offer is refilled), take the next Wyrd card from the Wyrd
deck and attach it (face down) to the current rightmost Culture
Shuffle the 12 Wyrd cards, and create a face down deck of card in the offer the same way as described above.
them next to the Culture deck. After laying out the initial Cul- If there are no more Wyrd cards, immediately resolve all in-
ture offer, take the top Wyrd card without flipping it face up play Wyrd cards (as described above), even if there are player
and tuck it underneath the rightmost (least accessible) Culture markers remaining on them (which are now removed).
card. In 5–8 player games, shuffle all 24 Wyrd cards together,
and place one beneath each of the two rightmost Culture cards.
Give each player all their player markers. END OF GAME CHANGES
ADDITIONAL COMPONENTS From left to right: example Common Combat card, Title Combat card
and Ruler Combat card.
SETUP CHANGES
When you gain a Title, take the corresponding Combat card
and place it either in your hand or in your Combat discard pile.
When using a Manoeuvre action to attack another player, you
Shuffle all Common Combat cards, and deal 2 to each player. may select to play a Combat card. It provides two benefits to
Each player removes one of the two without revealing it to the the attacker (you) printed on the card. After the battle, place
other players. the card in your personal Combat discard pile. If you have no
Give each player the Ruler Combat card matching their Rulers, Combat cards left in your hand, take every Combat card from
remove the unused ones from play. your discard pile. Combat cards do not count against your
hand limit of 10 Culture cards.
Attach the Title Combat cards to the core game’s Titles.
Create a stack of 12 War tokens next to the Culture board. In Important: When playing with this module,
5–6 player games, create a stack of 17 War tokens (returning the attacker wins ties in Battle, as long as at
the rest to the game box). In 7–8 player games, create a stack least one of their units survives battle. This
of 24 War tokens. is applicable even in battles against Bar-
barians or if the attacker selects not to play
a Combat card.
4 or more 9 VP 6 VP 3 VP 0 VP
players
3 players 9 VP 4 VP 0 VP
2 players 6 VP 0 VP
Module 11 — Tribute 41
Module 12A — The Pope
ADDITIONAL COMPONENTS
The player who holds the Pope Title at the end of the game
scores 5 VP.
SOLO SUPPORT
ADDITIONAL COMPONENTS
CHROBRY EVENTS
When the first Poland card is flipped, take the Chrobry Culture
card, and shuffle it into the top 8 cards of the Culture deck.