Dark Ages - Holy Roman Empire - Manual

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Introduction

BECOME A RULER OF A MEDIEVAL BARONY AND MAKE YOUR WAY


INTO THE MEDIEVAL CHRONICLES. BUILD CITIES, CONSTRUCT FAMOUS
LANDMARKS, DEVELOP TECHNOLOGIES, AND RAISE ARMIES. DRAW LORDS
TO YOUR BANNER AS YOU GROW IN POWER. CONQUER NEW LANDS
AND SECURE VICTORY BY STRENGTH OF ARMS OR BY TECHNOLOGICAL
AND CULTURAL DEVELOPMENT. YOUR HISTORY BEGINS NOW!

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

Dark Ages – Holy Roman Empire Board&Dice:


Game Design: Adam Kwapiński and Andrei Novac Executive Manager: Andrei Novac
Game Development: Błażej Kubacki, Andrei Novac, Operations Manager: Aleksandra Menio
Dávid Turczi Head of Marketing: Filip Głowacz
Solo and Cooperative Mode design: Dávid Turczi Head of Sales: Ireneusz Huszcza
Solo and Cooperative Mode development: Xavi Bordes Art Direction: Kuba Polkowski
Illustrations: Joel Holzman, Aleksander Zawada, Head of Development: Błażej Kubacki
Zbigniew Umgelter
Graphic Design: Zbigniew Umgelter Although we take a lot of care to make sure that your
Rulebook: Błażej Kubacki, Dávid Turczi game is complete, manufacturing mistakes can still leave
Rulebook editing: Weronika Rędziniak, Rainer Åhlfors you with a missing or damaged component. If that hap-
Rulebook DTP: Katarzyna Fiebiger pens, please contact us to receive replacements swiftly,
Primary Testers: Kamil Lazarowicz, Jarek Chmiel, and with our sincere apologies.
Joanna Gleń, Marcin Gleń, Rafał Gleń, Mateusz Customer support:
Gospodarczyk, Martyna Machnica, Maciej „mat_eyo” https://boardanddice.com/customer-support/
Matejko, Michał Sieńko.
The designers and developers would like to thank all © 2021 Board&Dice. All rights reserved.
Kickstarter backers and fans who helped to improve and For more information about Dark Ages please visit
test the game – and helped make this game a reality! WWW.BOARDANDDICE.COM

2 Introduction – CREDITS
Components

COMMON COMPONENTS

• Main board, with the Victory Point (VP) track around it • 7 Ruler cards

• 6 Title cards

• Culture board, with the Culture track and card offer,


the action spaces, and the Church track
• 6 Barbarian Military unit cards

• For each player, in 4 colours:


• 5 Action cards ◦ 1 Player board

• 248 Culture and Module cards


◦ 5 Cavalry miniatures

4 Components
◦ 6 Archer miniatures • 25 Barbarian tokens (with blue symbols)

• 100 resource tokens


◦ 7 Infantry miniatures
◦ 25 Wood

◦ 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

• Lordlings and Raiders module cards (numbered CS01–CS36).

• 10 Church miniatures

• Grand Buildings module cards (numbered C049–C054 and


the cards for Rulers Marozia and Henry the Fowler).

• 19 Dice

• Alchemists module cards (numbered CT01–CT04).

• 25 Transient units
◦ 5 Cavalry miniatures

• Alliances module cards (numbered CA01–CA08).

◦ 10 Archer miniatures

• Commanders module cards (numbered CG01–CG05) and


large Commander Miniatures.

◦ 10 Infantry miniatures

6 Components
• 25 Skirmisher Barbarian tokens (with red symbols). • The Pope module card (numbered CP01).

• Wyrd module cards (numbered CY01–CY12).


• Travels of Benjamin module cards (numbered CB01–CB12).

• Ages of War module cards (numbered CW01–CW21) and


12 War tokens. • Crusades module cards (numbered CC01–CC12).

• Rise of Poland module cards (numbered CR01–CR20).

• Distant Campaigns module cards (numbered CM01–CM15).

BEFORE YOUR FIRST GAME

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.

8 BASIC GAME – Setup


Randomly determine a starting player. Starting with the Note: each straight wall of a City provides
player on the right of the starting player, proceeding a single space for exactly one building:
counter-clockwise, each player chooses a Ruler, adding its one of the coloured Production buildings
two starting cards to their hand. Remove any remaining or a grey Church.
Rulers and their starting cards from play.
Place 11/13/15 Cities into the supply for a game with
2/3/4 players. Return any unused Cities to the game box.
From the supply, each player takes a City and places it
in the Province depicted on their Ruler card (becoming
their Capital), along with a Farm of their player colour
onto the first Farm space of the Capital’s Province.
Place a Church on each space of the Church track of the
Culture board. Each player places their VP marker on the 0 space of the
VP track around the Main board.
Mix all Barbarian tokens together, and place one token,
with a random side facing up, in each Province with the Each player places their Culture marker on the first (left-
following exceptions: Provinces showing a player count most) space of the Culture track on the Culture board.
higher than the current number of players, and Provinces Each player places their Warehouse marker on the top-
that are player Capitals. most space of the Warehouse track on their Player board.
Place Player markers of an unused colour into Prov-
Each player places all their remaining Farms onto the
inces with no Capital and no Barbarian token. These
Farm track on their Player board, covering all spaces ex-
Provinces are blocked off, and out of play.
cept the leftmost one.
Remove any unused Barbarian tokens from the game,
returning them to the game box. Shuffle the common Culture cards together to form the
draw deck, and place it on the Culture board. Deal one
Place one of each (Infantry, Archer, Cavalry) Barbar- face up Culture card into each space on the Culture board,
ian Military cards with its regular side up (full illustra- forming the Culture card offer.
tion) next to the main board. Return the other three
cards to the box. Each player receives 1 Gold and 1 of each basic resource
(Wood, Leather, Stone, Iron).
In each Province, place a Production building matching its
depicted resource. Production buildings placed in Capital Each player keeps 6/5/4 Noble discs (with 2/3/4 players)
Provinces are placed so that they occupy one of the three in their personal supply, removing the remaining Noble
building spaces of the City. discs from the game, returning them to the game box.
Beginning with the starting player and going clockwise, the
first 1/1/2 players (in case of a 2/3/4-player game) places
one of their Noble discs in the Exhausted Nobles area of
the Culture board.
Each player places 2 of their Infantry units in their Capital.
The starting player takes the first turn of the game.

BASIC GAME – Setup 9


General Concepts

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

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.

GOLD AND CULTURE POINTS

Another very important asset in a game of Dark Ages is Gold.


Gold is not considered a resource, but whenever you need to
spend any resource (Wood, Leather, Stone, or Iron) you may
spend a Gold instead. Gold is also required for several crucial
effects, most notably Researching.
Besides VP, resources, and Gold, keep an eye on your Culture
Points. They are measured on the track in the centre of the
Culture board. Whenever you gain a Culture Point, move your
marker one space to the right.

A Province is considered to be neighbouring another Province


if they share a border or if they are connected by a water link.

10 BASIC GAME – general concepts


The first player to reach a new red space on the Culture
track immediately receives one Gold. Each red space you have
reached gives you access to an additional Culture card from UNITS
the offer. The more Culture Points you have, the more options
you can select from. For a detailed explanation of the Culture card
offer, see the Development of Culture action on page 16.
PLAYER UNITS
A unit is a single Infantry, Archer or Cavalry miniature.
THE PLAYER BOARD The game comes with a supply of unit miniatures in four play-
er colours:

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.

BASIC GAME – general concepts 11


BARBARIANS CULTURE CARDS

Barbarian tokens start on the Main board: some of them show


their reward, some of them show the enemy you will be facing When gained (usually via the Development of Culture action,
if you attack them. For the exact procedure of attacking, see or the Cultural Exchange reaction — see pages 16 and 19,
page 18 for the Manoeuvre action and page 23 for Bat- respectively), Culture cards go into your hand. From there, they
tle resolution. can be played either during a Research action (see page 17)
or when triggered by specific circumstances, depending on the
Note: There are two types of neutral enemies: Bar- card type. You have a hand limit of 10 Culture cards (shared
barians and Skirmishers. Barbarians (recommended between all types). If you exceed this at the end of your turn,
for your first play) have blue unit symbols. Skirmish- discard cards until you have 10 cards left in your hand. Title
ers (added by Module 7 — Skirmishers) have red cards and your Ruler card are not Culture cards and do not
unit symbols. count towards the limit, nor do Technology cards you already
played onto your player board. In the base game, the types of
Culture cards are: Common Technology, Military Technology,
Relic, and Cognomen. Modules add various new types such as
Grand Buildings, or Raiders.
Discarded Culture cards are placed into a discard pile next to
Barbarians Skirmishers the Culture card offer. They are never shuffled back into the
draw deck.

12 BASIC GAME – general concepts


On your turn

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

BASIC GAME – on your turn 13


generates one Transient Infantry unit (page 11). If your
Army Upkeep limit is 7 or higher at the end of the game, you
will also score VP (see page 24). REACTIONS
If an ability instructs you to remove a Farm from your player
board, remove the leftmost Farm still on your player board
from the game, returning it to the game box. The only effect After performing your action(s) and any free actions, check the
of this is to permanently increase your Army Upkeep limit. Action cards. If there are 3 discs stacked on top of each other,
move the bottom one out. The owner of that disc — that may
be you or another player — must select one of the two adja-
COGNOMEN CARDS cent reactions to perform.
The reacting player performs the effect of the reaction imme-
diately, and then their Noble disc is placed in the Exhausted
Nobles area, to the right of the Action cards.
After a player turn finishes (and a possible reaction has been
resolved), check if the end of the game has been triggered
(see conditions on page 24), then the next player clockwise
becomes the new active player and begins their turn.
Example: The white player places their disc on top two discs already
stacked on the Research action: yellow disc on top, white on the bot-
tom. After performing the Research action, the white player slides the
Another free action available to you on your turn is to play bottom disc out, allowing them to perform one of two reactions.
a Cognomen card from your hand. Each Cognomen card has
a scoring condition: evaluate it, score VP, then place it in the
common discard pile. You may not keep Cognomen cards in
your hand during Passing, so you must play all Cognomen
cards in your hand when you Pass. For details, see page 20.

14 BASIC GAME – on your turn


Description of actions
and reactions

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.

BASIC GAME – description of actions and reactions 15


Example: The yellow player Builds a Church in Carinthia. They Farms increase your Army limit (see Manoeuvre action,
receive 5 VP, and then another 1 VP because this is the first Church page 18), can score VP during final scoring (page 24),
built in the Region Carinthia belongs to. Another 1 VP is scored for and allow you to control a Province without having units
the yellow Region, since there is no Church in any of its Provinces. present. When defending a Province, each Farm generates
There is already a Church in Swabia, so the yellow player does not one Transient Infantry unit (page 11).
receive the 1VP from the orange Region. Thus, the yellow player
receives a total of 7 VP. WAREHOUSE
Warehouses are not built on the main board. When you
build a Warehouse, advance your marker on the Warehouse
track one space down. The cost of this Build action is de-
picted on the space you are moving onto.
Note: The first two Warehouses cost or ,
not both.
Example: The yellow player builds their second Warehouse. They
pay 1 to slide their Warehouse marker down 1 space on the
Warehouse track.

When you build a Church, you may immediately play a Relic


card from your hand. Unless specifically stated otherwise
on the Relic card, its effect is evaluated before you have to The number of Warehouses you have built matters when
pay the Church’s cost and may result in the reduction of you Pass (see page 20), to hold or sell your goods. If
the cost of that Church. Discard the played Relic after the you build three or more Warehouses, you will also score VP
Church is built. during final scoring (page 24).

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.

The first Farm of each Province has to be placed via a Settle


free action (see page 13). Each Province can hold two
Farms, and the second can be built using a Build action at
a cost of . When building a Farm, take the leftmost
available miniature from your Farm track and place it in
a Province you control that already has a Farm.

16 BASIC GAME – description of actions and reactions


Various card types can appear in the offer: Common and • Pay a Gold to play a Military Technology onto the corre-
Military Technologies (see Research action below), Rel- sponding unit type of your player board.
ics (see building Churches on page 15), and Cognomen ◦ A Military Technology of a higher level replaces the
cards (see on page 14). Modules introduce additional card corresponding one of a lower level (including the
types: Special Buildings, Raiders, and many more. pre-printed, first level). Infantry can only be replaced
by Infantry, Archers can only be replaced by Archers,
After picking a card, slide every card in the offer to the
and Cavalry can only be replaced by Cavalry.
left (to fill the gap), then draw a new card and put it on the
◦ Military Technologies can only be played to replace an-
rightmost space of the offer. If you repeat this action using
other of the same type, exactly one level lower. Level
a Title card, refill after each pick.
II Technologies can only replace the pre-printed ones,
level III Technologies can only replace level II ones.
◦ Most Military Technology cards show two different
RESEARCH unit types (a level II and a level III one). You may play
it as either of them. Orient the chosen unit type up-
wards when placing it on your player board.
◦ When you play a Military Technology, its values imme-
When you take the Research action, select one of three options: diately affect all your units in play, whereas the new unit
• Play a Common Technology from your hand into one of costs only affect future Recruit actions (see below).
the empty slots at the top of your player board. Place the ◦ The level of the Technology is also relevant as the
card so that only the first level is visible. unit’s level during Battle Result (page 23) and Set-
tling (page 13).
Note: You may not remove previously researched
Technologies. Example: The white player is playing a card that can be played as
Level 2 Archer or Level 3 Infantry (C074). Since all their Mili-
◦ If the first level of the played Technology is marked
tary technologies are on Level 1 (pre-printed on the player board),
“Immediate!”, resolve its effect. “Immediate!” effects
the white player is only allowed to play the card as a Level 2 Archer.
are one-time use only.

• Pay a Gold to increase the level of one of your Common


Technologies: slide it further out from underneath your
board to see its next level’s effect. Each Technology has
three levels, so this option can be chosen at most twice
per card.
◦ All visible levels are in effect unless one explicitly
replaces an earlier level.
◦ If the newly revealed level of the played Technology
is marked “Immediate!”, resolve its effect.

BASIC GAME – description of actions and reactions 17


RECRUIT MANOEUVRE

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.

Abilities triggered by the Recruit action (for example Lev-


ied Archers Technology) also get triggered by the Recruit
reaction, but do not get triggered when other effects allow
you to place units on the board (for example Revanchism, If you move your units this way into an occupied Prov-
page 23). ince — whether controlled by an enemy or occupied by
a Barbarian unit — a battle starts. See page 22 for details.

18 BASIC GAME – description of actions and reactions


REGROUP RECEIVE RESOURCES

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 take this reaction, select one of two options:


When you take the Cultural Exchange reaction, select one
of two options: • Spend 1 Iron to gain 1 Gold; or
• Sell any 1 resource to gain Culture Points according
• Discard a Culture card (of any type, including any Tech- to its Trade Value:
nology you started the game with) from your hand to ◦ 1 Culture Point for one Wood or one Leather
gain 1 Gold; ◦ 2 Culture Points for one Stone
• Spend 1 Gold to take any Culture card from the offer, ◦ 3 Culture Points for one Iron
ignoring the position of your Culture marker.
◦ After picking a card, slide every card in the offer to the
left (to fill the gap), then draw a new card and put it on
the rightmost space of the offer.

BASIC GAME – description of actions and reactions 19


Passing

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!

6. Receive 1 Gold, and resolve any Technology effect that


triggers “immediately after passing”.
7. If you hold any Cognomen cards in your hand, you
must resolve them immediately and then discard them.
If you resolve multiple Cognomen cards, you may choose
their order.

20 BASIC GAME – passing


8. For each Province that you control, receive resources:
the first Production building of each type in a Province
produces 1 matching resource, the second and the third
produces 2 matching resources each (having more than
one production building in a Province requires the pres-
ence of a City).
9. Refresh all of your Title cards: rotate them straight up,
ready to be used again.
Example: Having Passed, the yellow player (who controls Carin-
thia, Bavaria and Verona) produces resources.

The City in Bavaria has 1 Production building and 1


Production building , so it produces 1 and 1 .

The City in Verona has a single Production building and


2 Production buildings, so it produces 1 and 3 .

Thus, the yellow player receives in total:


2 , 1  ,3 ,5 .

The City in Carinthia has 3 Production buildings,


so it produces 5  .

BASIC GAME – passing 21


Battles

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.

BATTLE AGAINST BARBARIANS

1. Take the Barbarian token present in the Province you in-


vaded. If it is showing the reward side, flip it to the unit
side.
2. Take Transient unit miniatures to represent the Barbarian
army. If this is not your first battle against Barbarians, you Barbarian units in multiplayer will always have the above character-
may have to also add another Transient unit as depicted on istics. Player unit characteristics depend on the top Military Technol-
your Player board. ogy card on each unit type on their Player board.
4. If your Battle Result (see below) is higher than the Bar-
barian’s (even if Barbarian units survived the battle), you
are victorious. Place the Barbarian token on the topmost
empty trophy space on your player board (or stack on the
bottom one if they’re all full), receiving the VP shown to
the left of it. Additionally, immediately receive the benefit
shown on the reward side of the token.
• If it is “Take another turn”, that means that after the
resolution of your turn, it is your turn again to take
a Noble action, or Pass (or do any one ability that would
normally take up your turn).
5. If your Battle Result is tied or lower than the Barbarian’s,
you lost the battle. Retreat your surviving (non-Transient)
When fighting your first Barbarians, there are no Transient units units to the Province where you moved from.
or extra rewards . When fighting Barbarians after beating 6. Regardless of the battle’s outcome, return all Transient
1 Barbarian token, add 1 Transient Infantry, and receive 2 VP units from the Province to supply.
when you win  . When fighting Barbarians after beating
2 Barbarian tokens, add 1 Transient Archer, and receive 3 VP
when you win the battle . When fighting Barbarians after
beating 3 or more Barbarian tokens, add 1 Transient Cavalry,
and receive 4 VP when you win .

22 BASIC GAME – battles


BATTLE AGAINST AN OPPONENT BATTLE SEQUENCE
BATTLE RESULT
1. Add 1 Transient Infantry to the defender’s army for each
Farm present in the Province. Add a Transient Archer to
the defender’s army if there is a City present. In each battle phase, both sides roll dice for all of their participat-
2. Resolve the Battle Sequence as detailed in the next section. ing units simultaneously. Use green dice for Infantry, blue dice for
Both sides use the topmost visible values on their respec- Archers, and red dice for Cavalry units.
tive player boards or Military Technologies. Note: Transient units are considered to be of the same
3. If your Battle Result is higher than your opponent’s, you level as your regular units.
are victorious. The rolling player distributes damage to the opposing player’s
• If this is not the opponent’s Capital: units. If a unit is dealt equal to or more damage than its Armour
◦ Your opponent must retreat their surviving value, it is killed (and returned to its owner’s supply, or to the
(non-Transient) units to a neighbouring Province they common supply if Transient). For units with more than 1 Armour,
control. If no such Province exists, all of their units you may use player markers in your colour ( ) to
are killed, and therefore returned to the supply. track damage, but that damage is removed at the end of the battle
◦ Return each opponent-owned Farm to the rightmost (i.e. surviving units return to full health). Units may be targeted in
empty space of their Farm track. For each returned the same phase they rolled, mutual destruction is possible. Units
Farm, the opponent triggers Revanchism: they may that are killed before a phase in which they would roll forfeit their
place an Infantry unit for free in their Capital. corresponding rolls.
◦ Do not destroy the City, Production buildings, or the
Church present. They are now under your control. Some Common Technologies add additional dice, increase the
• If this is your opponent’s Capital: amount of damage a roll deals, or cancel opponent’s damage.
◦ Steal 1 Gold or a resource of your choice from the
opponent (if they have any). Important: a final value of 1 is always a miss,
◦ Score VP equal to their Army limit (the rightmost regardless of any modifiers applied.
visible number on their Farm track).
◦ Retreat your surviving (non-Transient) units to the 1. Volley phase: Roll for each unit with a Volley skill.
Province where you moved from. Each roll at or above the unit’s Volley skill value deals
1 damage.
4. If your Battle Result is tied or lower than your opponent’s,
you lost the battle. Retreat your surviving (non-Transient) Note: Lower skill values are better.
units to the Province where you moved from. 2. Charge phase: Roll for each unit with a Charge
5. Regardless of the battle’s outcome, return all Transient skill. Each roll at or above the unit’s Charge skill value
units from the Province to supply. deals 1 damage.
3. Melee phase: Roll for each unit. For each level of Keep
the rolling player has in the contested Province or any
neighbouring Province, they may increase the value
of a single die by one. Increases from multiple levels of
Keeps may be distributed freely, adding to a single die or to
multiple dice. by one. Each roll at or above the unit’s Melee
skill value (after increases) deals 1 damage.
4. Calculate Battle Result: Each surviving unit contributes
1 to 3 to the Battle Result, depending on the level of the
corresponding Military Technology / Barbarian Military
card. The defending player adds an additional 0 to 3 to
their Battle Result, depending on the level of the Keep
present in the contested Province. Some Technologies
might allow you to reduce your opponent’s Battle Result.

BASIC GAME – battles 23


Ending the Game

TRIGGERING THE END OF THE GAME FINAL SCORING

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 a level 3 Keep in Lombardy and a level


1 Keep in Verona. The Keep in Lombardy scores 3 VP for each of
the following Provinces under the control of the yellow player : Tusca-
ny, Verona, Swabia, and Bavaria, for a total of 12 VP. The Keep
in Verona scores 1 VP for each of the following Provinces controlled
by the yellow player : Bavaria, Lombardy, Tuscany, and Romagna,
for a total of 4 VP.

24 BASIC GAME – ending the game


• Score the highest VP value your marker has reached on the • Score the VP value shown on each Title card you control.
Culture track.

Example: Yellow player scores 4 VP for their position on the Cul-


ture track. Example: Yellow player has 2 Titles at the end of the game: King-
dom of Italy (7 VP) and Kingdom of Benevento (7 VP). Therefore
• Score the highest VP value your marker has reached on the
the yellow player scores a total of 14 VP.
Warehouse track.
• Score 1 VP for each leftover Gold.

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.

Example: Yellow player scores 7 VP from their Warehouse track.


• Score the highest VP value not covered by a Farm on your
Farm track.

Example: Yellow player scores 20 VP from their Farm Track.

BASIC GAME – ending the game 25


Module 1 — Lordlings and
Raiders: Solo play

a Lordling Farm in the starting Provinces of each of these


Rulers. Remove all unused Rulers and starting cards from
ADDITIONAL COMPONENTS the game, returning them to the game box. There should
be 7 Cities in the supply at this point.
5. Do not place wooden disks on Provinces showing 3+ and
• 3 Lordling Military unit cards 4 player counts. Instead place disks (of a third colour) into
• 3 Raider Military unit cards any Province showing the icon. There should be a ran-
• 9 Lordling cards dom Barbarian token on every Province except: your Cap-
• 18 Raider cards ital, the Lordlings’ three starting Cities, and the blocked
• 1 Lordling Farm track card off Provinces.
• 1 Raiding Party card 6. Shuffle the 9 Lordling cards to create the Lordlings’ deck.
• 1 Player aid card
• 1 20-sided die 7. Take 6 Noble discs of one colour and give them to the
Lordlings. Also give the Lordlings 2 Noble discs of a dif-
ferent colour (these are referred to as Preparation tokens).
This module uses cards numbered
CS01 – CS36. 8. After including any module-related cards in the Culture
deck, but before placing the initial cards on the offer, split
These rules will refer to the lone human player as “you”, and the Culture deck into 5 even piles.
your opponent as “Lordlings” or “they”. Even though the • Shuffle 1 Reinforce card into the first pile.
text refers to them in the plural, they collectively represent • Shuffle 1 Reinforce and 1 Raid card into the sec-
one opponent. ond pile.
• Shuffle 1 Reinforce and 1 Surprise card into the
third pile.
SETUP • Shuffle 1 Reinforce, 1 Raid, and 1 Surprise card into
both the fourth and the fifth pile.
• Then stack the piles on top of each other, maintaining
order (first pile on the top, fifth on the bottom).
Set the game up for 2 players, as described in the core rules, • Return the unused Raider cards to the game box.
with the following changes:
9. Select a third player colour and use their Infantry, Cavalry,
1. The Lordlings do not use a player board. Select one player and Archer miniatures for Raider units.
colour to use for them. They track Culture Points and VP
10. Place 1 Warehouse marker (same colour as the Raider
as one player, the same way you would, but they do not use
units) on your Ruler card. This disc will be referred to as
a Warehouse track or collect Trophies. They do not collect
the Raiding Target marker.
or spend Gold or resources.
11. Place the Raiding Party card near the Main board, draw
2. Place all Lordling Farms on the Lordling Farm track card,
a Barbarian token and place it on the card with the unit
which is placed next to the play area. When an effect plac-
side up.
es or destroys a Lordling Farm, use this track the same way
a human player would. 12. Place the solo player aid within your sight.
3. Use Culture cards showing 2+, but use all Rulers and Ti- 13. Place the 3 Lordling Military unit cards next to the Main
tles (even 3+ and 4 player ones), except the ones marked board, and the 3 Barbarian Military unit cards with their
with this symbol: . Raider side up next to them. Use player markers of the
Raider’s colour as markers to indicate the Military Tech-
4. You may select any of the available Rulers, and place your
nology of the Lordlings and the Raiders.
Capital as usual. Then shuffle the remaining available
Rulers together, and draw 3 randomly. Place a City and

26 Module 1 — Lordlings and Raiders: Solo play


14. Play is ready to begin, with the Lordlings taking their Province from a Province controlled by you, the closer it is
first turn. to you.
If the Lordlings reach any red space on the Culture track,
nothing happens. You must reach it before them in order to
gain Gold.

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

From left to right: a Level 1, 2, 3, 4 Archer unit.


You play your turns normally.
When battling Lordling or Raider units, always use the values
If you fight a battle with any opponent (Barbarian, Lordling, shown in the section with the marker. Each unit type is tracked
Raider), distribute hits rolled in that phase against yourself us- separately, and Lordling and Raider units of the same type are
ing the following logic: tracked separately as well.
• Kill injured units before injuring new units.
Barbarian units never upgrade, always use the top row (of ei-
• Kill as many units able to roll in the following phases
ther card, they are the same) for their values.
as possible.
• If you cannot kill any units, injure units using the
same priority.
• When deciding between multiple units, hit ones with less
Armour remaining. ON THE LORDLINGS’ TURN
• When deciding between multiple units with the same re-
maining Armour, hit the ones with higher unit level.
• If still tied: hit Cavalry first, Archers second, and Infantry last.
When it is the Lordlings’ turn to act, and they have zero avail-
If one of your units is killed and there are Transient and able Noble discs, they will Pass (see page 20). If they have at
non-Transient units to select from, kill the non-Transient unit. least one Noble disc, draw the top card of the Lordling deck,
and perform the effects described below, depending on which
If you win a battle against the Lordlings, their remaining units
card is drawn. After cards are resolved, they are kept in a face-
retreat to an adjacent Province they control. If multiple such
up discard pile (in order), and they will be reshuffled during
Provinces exist, they retreat to the one with fewest total units.
Passing.
If still tied, pick randomly. Destroyed Lordling Farms are re-
turned to the leftmost space of their Farm track. Since the Placing a Lordling Noble disc can trigger a reaction the same way
Lordlings do not have a Capital, Revanchism allows them to it would in a multiplayer game. When you gain a reaction, resolve
place an Infantry in a Province neighbouring the captured one it normally. For resolving Lordling reactions, see page 28.
instead (one with fewer units; if tied, select randomly).
If any effect instructs you to pick randomly, use the 20-sid- LORDLING: RESEARCH
ed die. Provinces are numbered to help you quickly select one If there is a Preparation token next to the Research Action card,
amongst them. return it, and place a Lordling Noble disc on the Action card.
Some effects will instruct you to find a Province “closest to Then roll the 20-sided die, and perform one of the following:
you”. The fewer Manoeuvre actions required to get to a given • 1–4: They gain 3 Culture Points
• 5–12: Upgrade a Lordling unit

Module 1 — Lordlings and Raiders: Solo play 27


• 13–20: They score 2 VP, plus 1 VP for each Common Tech- LORDLING: BUILD
nology they collected.
Place a Lordling Noble disc on the Build Action card. Then, roll
If there is no Preparation token next to the Research Action card, the 20-sided die.
simply place one.
• 1–8: Select a Province the Lordlings control without a City
Note: Preparation tokens are NOT stacked with Noble (closest to you if tied, then select randomly), and place a City
discs, and do not count towards triggering reactions. there. The Lordlings gain 2 Culture Points. If no such Province
exists, reroll.
LORDLING: RECRUIT • 9–13: Place one level of a Keep in a Province the Lordlings
Place a Lordling Noble disc on the Recruit Action card. Then, control with a City. Select the City (ignoring ones with 3 levels
place a unit (in the Lordlings’ colour) of the type they have the of a Keep already) with the most adjacent Lordling controlled
fewest into a Province they control. (If tied, pick the unit with Provinces, closest to you if tied, breaking further ties randomly.
higher level first; if still tied, pick Infantry, then Archer, then Cav- If no such City exists, reroll.
alry.) Select the Province closest to your Provinces, if multiple op- • 14 –17: Place the leftmost Farm from the Lordlings’ Farm
tions are available select the one with fewer Lordling units, if still track in a Province they control with a Farm already present.
tied select randomly. Select the closest to you if tied, then select randomly. If no
such Province exists or all Lordling Farms are in play, reroll.
Then, roll the 20-sided die, and if 16 or higher is rolled, imme- • 18–20: Place a Church in a City the Lordlings control (without
diately upgrade the Lordling unit type corresponding to the one a Church), choosing the one where it would score the most
that was just recruited. (select randomly amongst tied options). If no Church can be
legally placed, reroll.
LORDLING: MANOEUVRE
If an invalid option is selected, keep rolling until you roll a valid
If there is a Preparation token next to the Manoeuvre Action card,
one. In the case that none of the options are valid, the Lordlings
return it, and place a Lordling Noble disc there. Then, randomly
do not place a Noble disc and Pass instead.
select a Province neighbouring a Lordling controlled one, remove
the Barbarian token, replacing it with a Lordling Infantry (from LORDLING: SETTLE
the supply).
Do not place a Lordling Noble disc this turn. Instead, select
If there is no Preparation token next to the Manoeuvre Action a Province the Lordlings control without a Farm (select randomly
card, place one. if multiple options exist), and place the leftmost Farm from their
Note: Preparation tokens are NOT stacked with Noble Farm track there.
discs, and do not count towards triggering reactions. If no such Province exists or all Lordling Farms are in play, draw
LORDLING: DEVELOPMENT another card to resolve, leaving this card in the discard pile.
OF CULTURE
LORDLING: PERSEVERE
Place a Lordling Noble disc on the Development of Culture Ac- Perform the topmost card of the Lordling discard pile, ignoring
tion card. Then, take the rightmost accessible Culture card. Then, Persevere and Settle cards. If no such card exists, draw another
based on its type, do the following: card to resolve, then shuffle this card into the remaining draw deck.
• Common Technology: The Lordlings collect Common
Technologies. Keep them face down in a pile next to the Lord- There are two copies of Persevere in the Lordling deck. If they
ling deck. There is no limit to how many they can collect. are drawn one after another, the previous action will be resolved
• Military Technology: Upgrade a unit type (regardless of a total of three times.
what is on the card), as described at page 27. Then, discard
this card. LORDLING: RUSH
• Relic: The Lordlings immediately place a Church in a City they If there are 2 or fewer available Lordling Noble discs, the Lord-
control, choosing one where it would score the most VP (select lings Pass. The Lordlings are eligible to claim a Title if they control
randomly amongst tied options). If no Church can be legally at least half (rounded up) of the Provinces in the Region.
placed, nothing happens. Then discard this card.
• Cognomen: The Lordlings immediately gain 5 VP. Then, dis- LORDLING REACTIONS
card this card. When given a choice between reactions, they never select reactions
• Raider: Trigger its discard effect (see page 29), then discard that would give them resources. When given a choice between Re-
this card. group and Recruit, they select Recruit.
• When selecting the Recruit reaction, resolve the procedure de-
scribed on the Lordling: Recruit card.

28 Module 1 — Lordlings and Raiders: Solo play


• When selecting the Sell goods reaction, they simply gain If you do not take them, and they are discarded from the Culture
2 Culture Points. card offer (either during your or the Lordlings’ Passing, or if the
• When selecting the Cultural Exchange reaction, they take the Lordlings take them), their discard penalty triggers, causing you
rightmost Culture card from the offer (even if not accessible) additional trouble.
and perform the action described on the Lordling: Cultural De-
These cards affect another type of opponent: the Magyar (Hun-
velopment card.
garian) Raiders. They collect units (in the form of Barbarian to-
• When selecting the Regroup reaction, check Manoeuvre and
kens or miniatures of a third colour) on the Raiding Party card,
Research and place a Preparation token on each of those ac-
and then they strike at your Provinces, regardless of your position
tions that does not have any Preparation tokens yet.
on the board.
LORDLING PASSING • Whenever any Raider card is revealed and the Target marker
When the Lordlings Pass, perform the following: is on your Ruler card, randomly select a Province you control
(except your Capital) and place the Target marker there.
1. Discard the leftmost card of the Culture card offer, and slide ◦ If you lose control of the Province with the Target marker,
every card in the offer to the left (to fill the gap), then draw select a new Target.
a new card and put it on the rightmost space of the offer. ◦ If you need to select a Target and you only control your
2. If the Lordlings are eligible to claim a Title, they claim all the Capital, place the Target marker back on your Ruler card.
Titles they can. • When an effect instructs you to Upgrade a Raider, roll to see
• To be eligible to claim a Title, they must control all the which Raider unit to upgrade, as described on page 27.
Provinces of a Region (or half rounded up, if Passing due • When an effect instructs you to Add a Raider, roll and instead
to a Lordlings: Rush card). of upgrading a unit, add a miniature of that type to the Raiding
• They score the depicted VP for founding a Kingdom. Party card.
• When an effect tells you the Raiders Attack:
Note: The Lordlings do not use the Titles for any in- ◦ If the Target marker is on your Ruler card, you lose 5 VP
game purpose. (if able).
3. Take all their Noble discs (from any boards and cards) and re- ◦ Otherwise, roll the 20-sided die:
turn them to their pool of available discs. Leave Preparation · On a roll of 1–15, all units on the Raiding Party card at-
tokens in place. tack your Province with the Target marker.
· On a roll of 16–20, they attack a non-Capital Province
4. Collect all Lordling cards (both draw deck and discard pile),
you control, adjacent to the Target marker, selecting the
and shuffle them together to form a new draw deck.
one with fewest units present, if multiple options are pos-
5. The Lordlings gain 2 Culture Points. sible. If no such Provinces exist, they attack the Province
with the Target marker.
6. Depending on the number of Provinces the Lordlings con-
trol, they score VP: The “Played from hand” ability of the Reinforce card can be
Provinces used by you in any battle, against Raiders, Barbarians, or Lordlings,
1–3 4–5 6–7 8 9 or more to grant you a +1 on any one die, after rolling the dice, in any
controlled

VP 1 3 5 8 12 phase. The card is then discarded.


The “Played from hand” ability of the Raid card is played on your
turn instead of placing a Noble disc, as a special option. When
RAIDER CARDS AND you do, perform a special Manoeuvre action:
• Perform an Army limit check, as explained during the Manoeu-
vre action.
FIGHTING RAIDERS • Then select any number of your units in one Province, and
resolve a combat between them and the Raiding Party.
When fighting Raiders (either in offense or defence), exchange the
Raider cards are a new type of Culture card that appears in solo Barbarian token(s) on the Raiding Party card with the correspond-
play. There are three types: Reinforce, Raid, and Surprise. They ing Transient miniatures.
all have an immediate effect when the card is added to the Culture
card offer. Surprise is immediately removed (and its space refilled), RAIDERS ATTACK
while the other two stay on the offer. You may pick them up via
a Development of Culture action (or any other effect allowing If the Raiders attack a Province you control, and:
you to take a card), and add them to your hand, where they count • You win: gain 1 Gold. Then discard all units and tokens from
towards your hand limit of 10 cards. Both Raid and Reinforce the Raiding Party.
cards have a printed ability that you can use as a one time effect, • You lose: after retreating your surviving units following usu-
then discard the card. al rules, remove all buildings (including Grand Buildings), the

Module 1 — Lordlings and Raiders: Solo play 29


City, and its Keep from the lost Province, except the starting Your score is calculated exactly the same as in a multiplayer game.
Production Building. The Lordlings’ score is calculated the following way:
◦ Removed components are out of the game and should be • For each Common Technology they collected, they score 2 VP.
returned to the game box. • For each level of Keep they control, they score 1 VP per neigh-
◦ Any surviving Raider units are left in the lost Province, then bouring Province they control (even without a City).
a random Barbarian token is added to it. • They score the highest VP value their marker has reached on
◦ If you attack this Province in the future, you fight Barbar- the Culture Track.
ians (not Raiders!), but the extra units are added to the battle. • They score the highest VP value visible on their Farm Track.
• Either way: draw two new Barbarian tokens, and add them • They score the VP value shown on each Title card they control.
with the unit side up to the Raiding Party card.
If you have more VP than the Lordlings, you win the game. If you
have equal or fewer VP, you lose.
PLAYER COUNTERATTACK
If you attack the Raiders using the “Play from hand” ability of the
Raid card, and…
ADJUSTING THE DIFFICULTY
• You win: gain 1 Gold for each Raider unit you killed, and place
one of your units matching each surviving Raider unit, for free,
into the Province you started the counterattack from. Then, all
surviving Raiders are discarded from the Raiding Party card, Select any of the following options to customize the solo play’s
and one new Barbarian token is drawn and added with the unit difficulty to match your skill level.
side up to the Raiding Party card. Your surviving units remain
in the Province where you started the counterattack from. DECREASING
• You lose: Your surviving units remain in the Province where THE DIFFICULTY
you started the counterattack from. The surviving Raider units
• When Passing, the Lordlings only score for Provinces they
stay on the Raiding Party card.
control with a City.
• At the end of the game, the Lordlings only score 1 VP per
Common Technology they collected.
END OF THE GAME
INCREASING
THE DIFFICULTY
The game end is triggered similarly as in the multiplayer game, • At setup, use the following distribution of Raider cards instead:
with one new possibility: ◦ Shuffle 2 Reinforce cards into the first pile.
• There are no more City miniatures remaining in the supply. ◦ Shuffle 2 Reinforce and 1 Raid cards into the second pile.
• The 7th Church is built. ◦ Shuffle 1 Reinforce and 2 Surprise cards into the third pile.
• You or the Lordlings have reached the last space of the Cul- ◦ Shuffle 1 Reinforce, 2 Raid, and 2 Surprise cards into
ture track. both the fourth and the fifth pile.
• You have 4 (or more) level 3 Technologies (including Common • When Passing, the Lordlings also score 2 VP for each Title
and Military ones). they hold.
• The last card of the Culture card draw deck is drawn. • When Passing, the Lordlings gain 3 Culture Points instead of 2.
• The number of Common Technologies collected by the Lord- • When Lordlings arrive first to a red space on the Culture track,
lings plus the Lordlings’ Military upgrades (unit levels beyond they score 2 VP.
the first) equal to 9 or more. (The Raiders’ Military upgrades • When evaluating Cognomen cards (or other cards that score
do not count.) points), the Lordlings score 10 VP instead of 5.
• When the end of the game is triggered, the Raiders attack im-
When this happens, perform a Pass action both for yourself and mediately, instead of after the end of the game.
the Lordlings (as described in the multiplayer rules), then play until • After collecting two Barbarian Trophies, every future Barbarian
you and the Lordlings Pass one more time. Once they Pass, do not has +1 Infantry (not just the second one). After collecting three
draw more cards from the Lordling deck. Barbarian Trophies, every future Barbarian has +1 Archer
During this round (in other words, until the next Pass), do not (not just the third one). This means the fourth (and onwards)
trigger any Raider attacks. You may no longer use Raid cards to Barbarian has an Infantry, an Archer, and a Cavalry added to
counterattack either. Once the game is over, the Raiders automat- its army.
ically attack, as described on page 29. • When Raiders lose a battle, they immediately upgrade a unit
(using the usual die roll).
After resolving this attack, proceed to final scoring.

30 Module 1 — Lordlings and Raiders: Solo play


Module 2 — The Great Domain

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

In a 5-player game, reactions trigger after 3 Noble discs are


stacked, just as in 1–4 player games. In 6–8 player games, reac-
Slide the two boards together to form a single large board. tions trigger after 4 Noble discs are stacked instead.

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.

Module 2 — The Great Domain 31


Module 3 — Grand Buildings

Supported Player Counts: 1– 8


GAMEPLAY CHANGES
Added Complexity: Minimal

This module adds Grand Buildings


to build using Culture cards. They provide Grand Buildings can be taken from the Culture offer using the
a localized special effect in regular rules of a Development of Culture action, and while in
the Province they are built in. hand, they count towards your hand limit.
From your hand, you can play them as an action, instead of
Passing or placing a Noble disc (including when you have
no Noble discs remaining) by paying the resource cost shown
on the card. Take the matching Grand Building miniature and
ADDITIONAL COMPONENTS place it in a Province you control. Each Province can have
a maximum of one Grand Building. Then, place the card face
up next to your player board, and execute its effect, referring to
the Province where you placed the Grand Building itself. Built
• 2 Additional Rulers and starting cards Grand Building cards no longer count against your hand limit.
• 4 Common Grand Building Culture cards
• 6 Grand Building miniatures If you lose control of the Province with a Grand Building, put
the Building’s card next to the Title offer. When another player
gains control of that Province, they take the card. They do
This module uses cards numbered not re-execute any immediate effects, but ongoing effects now
C049 – C054 and the Rulers Marozia benefit them instead of the Grand Building’s original builder.
and Henry the Fowler.

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.

32 Module 3 — Grand Buildings


Module 4 — Alchemists

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

• 4 Alchemist cards (8 in a 5–8 player game)

This module uses cards numbered


CT01–CT04. Each Alchemist card details its functions as a reminder.

SETUP CHANGES SOLO SUPPORT

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

When performing a Research action, you may place any num-


ber of your resources on the Alchemist card. These resources
are no longer considered yours. They cannot be stolen, lost, or
retrieved in any way.

Module 4 — Alchemists 33
Module 5 — Alliances

During Alliance negotiations, players may agree to give each


Supported Player Counts: 3–8 other one of their respective Alliance cards. If they agree
(knowing which card they receive), they put the other player’s
Added Complexity: Moderate chosen Alliance card face up, next to their player board, and
place one of the other player’s player markers on it. (Agree-
Mutually beneficial political alliances stabilize ments are binding, you must give the card you agreed upon.)
the region, leading to fewer wars between the
rival Rulers. Each Alliance in play provides a benefit:
• “When Received” benefits are resolved immediately after
the Alliance is established.
• “Pass” benefits are resolved each time you Pass.
If you start a battle with a player who has a player marker on
ADDITIONAL COMPONENTS one of your active Alliances, your Alliance is broken. When
an Alliance is broken:
• You (the attacking player) lose 5 VP and place all of your
• 8 Alliance cards (16 in a 5–8 player game) unused Noble discs in the Exhausted Nobles area.
• Both you and the other player remove the corresponding
This module uses cards numbered Alliance and player marker from play, returning them to
CA01–CA08. the box.

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

A Commander may move alone or with other units as part of


Supported Player Counts: 1– 8 a Manoeuvre action or Regroup reaction, but cannot enter an op-
ponent or Barbarian occupied Province by itself. You cannot leave
Added Complexity: Significant a Commander alone in a non-settled Province, as the Commander
is not player coloured and does not offer control. When you par-
Ally with the greatest military minds ticipate in a battle with your Commander (and its card is ready),
of the time, adding an extra layer of strategy to as the first step of the battle you may select to use its effect and
your military conquests. then exhaust it (rotate it sideways like a Title card). If both partic-
ipating players have their Commanders present, the attacker must
declare first whether they’re using their Commander or not.
A Commander is not considered a unit, cannot be assigned
ADDITIONAL COMPONENTS damage, does not contribute to Battle Result and it does not
count against your number of units when checking your Army
Upkeep limit.
If you lose a battle with your Commander present, it retreats along
• 5 Commander cards (10 in a 5–8 player game) with your units. If all your units died in the battle, move your Com-
• 5 Commander miniatures (10 in a 5–8 player game) mander to the closest Province you control (your choice if tied).
When you Pass, refresh your Commander card (turning it straight
This module uses cards numbered up), at the same time when you would refresh your Title cards.
CG01–CG05.

SOLO SUPPORT
SETUP CHANGES

At setup, randomly draw a Commander (or select one), and put


Randomly select one more Commanders than the number of it next to your board, face down. You may recruit it for 2 Gold
players in the game. Lay their cards out next to the main board, in the same fashion as in the multiplayer game. Having access
next to the Title cards. Place the corresponding miniature on to a Commander might make the game easier. To compensate,
them, and return all unused Commander cards and miniatures we suggest drawing an additional (4th) Lordling Ruler card
to the game box. during setup, adding a Lordling Farm and 1 Archer (instead of
a City) to its shown starting Province.

GAMEPLAY CHANGES

When you take a Recruit action or reaction, you may pay


2 Gold to select one of the available Commanders. You can
do this in addition to the normal Recruit effect, but you may
do so even if you do not recruit anything else. Put the selected
Commander card next to your Ruler card, and place its minia-
tures in a Province with a City you control. You may only have
1 Commander during the whole game. You may not exchange,
return, lose, or steal a Commander.

Module 6 — Commanders 35
Module 7 — Skirmishers

Supported Player Counts: 1– 8


SETUP CHANGES
Added Complexity: Minimal

Europe can be a dark place in these dark ages. The


barbarians got a whole lot scarier, and you will Replace all Barbarian tokens with Skirmisher tokens. All rules
need tougher armies and a bit more luck to get the governing Barbarian tokens now apply to Skirmishers. We do
land away from them! not recommend mixing the two sets since doing so would cre-
ate an imbalanced map setup.

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

A card with a Wyrd card attached is considered accessible for


Supported Player Counts: 2– 8 all players, regardless of their position on the Culture track.

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

GAMEPLAY CHANGES At the end of the game, the


player with most Wyrd cards
(active or fulfilled) score 7 VP.
When a Culture card with a Wyrd card is slid down the offer,
slide the Wyrd card along with it as if the two cards were at-
tached. If a Culture card with a Wyrd card is discarded from
the offer, move the Wyrd card under the rightmost Culture
card (that does not already have a Wyrd card).

Module 8 — The Wyrd 37


Module 9 — The Ages of War

Supported Player Counts: 3– 8

Added Complexity: Moderate

You wanted all out war? You wanted more


attacks?! Then come and taste the blood.

ADDITIONAL COMPONENTS From left to right: example Common Combat card, Title Combat card
and Ruler Combat card.

• 8 Common Combat cards


• 6 Title Combat cards
• 7 Ruler Combat cards
• 12 War tokens
Double the amounts when playing with 5–8 players.
War tokens.
This module uses cards numbered
CW01–CW21.
GAMEPLAY CHANGES

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.

38 Module 9 — The Ages of War


ATTACKER VICTORY END OF GAME CHANGES
If the attacker wins a battle after a Combat card is played, they
receive a War token and 3 VP, and the losing defender
receives the Reclaim bonus depicted at the bottom of the
played Combat card. When playing with this module, there is another end game
trigger: when the last War token is taken, trigger the end of
the game. Combat cards can still be used during the remaining
DEFENDER VICTORY
actions, but no more War tokens are given out.
If the defender wins a battle after a Combat card was played,
At the end of the game, score based on the relative majority of
neither player receives anything.
War tokens held. In case of a tie, tied players score the higher
value and the next value is skipped. Players with zero War to-
kens always score 0 VP.

Most War 2nd most 3rd most 4th+ most


tokens

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 9 — The Ages of War 39


Module 10 — Distant Campaigns

Supported Player Counts: 2– 8


SETUP CHANGES
Added Complexity: Minimal

Europe is far and wide. Most Rulers only look


at their own neighbourhood to conquer and Remove all Campaign cards marked with a player count higher
expand. Do you have a better vision, to look than the current number of players (including cards marked
at far-away lands and create the greatest with “4” in 5–6 player games). Then, shuffle all remaining
Kingdom in Dark Ages? Campaign cards together, and deal 3 to each player, removing
unused ones without revealing them. Each player removes one
of the 3 from play (without revealing them), and keeps the re-
maining 2 in their hand. (Campaign cards do not count against
the hand limit of 10 Culture cards.)
ADDITIONAL COMPONENTS
GAMEPLAY CHANGES
• 15 Campaign cards (30 in a 5–8 player game)

When using a Manoeuvre action (after performing the Army


limit check), you may move your units from one Province to
one neighbouring Province as usual, OR play one Campaign
card from your hand and place it face up next to your Rul-
er, allowing you to move to the Province shown on the Cam-
paign card, regardless of the distance between your army and
the target.
If you are forced to retreat in the ensuing battle, all your sur-
viving units are killed, unless you also control a Province neigh-
bouring the target (in which case, you must retreat into that
Province). Then, remove the failed Campaign’s card from play.
If you win the ensuing battle, keep the Campaign card in play.
This module uses cards numbered It allows you to settle the shown Province at the lowest (left-
CM01–CM15. most) printed settling cost of your Ruler while the card is in
play. (This cost cannot be further discounted.) When you use
this benefit OR the next time you Pass, remove your in play
Campaign card.

40 Module 10 — Distant Campaigns


Module 11 — Tribute

Supported Player Counts: 2– 8


GAMEPLAY CHANGES
Added Complexity: Minimal

What greater glory is there than to force an


opposing Ruler to pay tribute to your greatness? If you win a battle in an opponent’s Capital, in addition to the
Ride upon their Capitals and force them into rewards explained in the core rules, also place one of your play-
submission! er markers from your Ruler card into the defeated Capital. (If
any other player already has a player marker there, return that
player marker to their Ruler card.) This marks that the target is
now due to pay tribute to you.
SETUP CHANGES The tributary player may free themselves from the tribute in
two ways:
• Win a combat in their suzerain’s Capital (in which case the
Each player places 3 of their player markers on their Ruler card. roles are reversed), or
• As a Free action pay 2 Gold to their suzerain to pay off
their debts.
Either way, return the player marker to their (former) suzerain’s
Ruler card.
Unless freed using one of the above options, whenever a trib-
utary player Passes, they must give one of their produced re-
sources (of their choice) to their suzerain.

Module 11 — Tribute 41
Module 12A — The Pope

Supported Player Counts: 1– 8


GAMEPLAY CHANGES
Added Complexity: Minimal

This module adds another Title to the mix, one


that changes ownership more easily than the When you build a Church, you may claim the Pope Title by
Kingdom titles. paying a number of resources (or Gold) to take control of
the Papacy. The number of resources required depends on
the total number of Churches on the main board, as shown
on the Pope card:

ADDITIONAL COMPONENTS

• 1 Pope Title card


When taken, the Pope card is placed next to your player board,
This module uses the card and becomes an immediately ready Title card (even if the pre-
numbered CP01. vious owner exhausted it) that can be exhausted in the same
way as the Kingdom Title cards from the core game. However,
unlike Kingdom Title cards, do not score any VP when first
taking the card.
SETUP CHANGES
During Passing, the Pope Title is refreshed the same way other
Titles are.

Add the Pope Title to the offer of


Title cards. END OF GAME CHANGES

The player who holds the Pope Title at the end of the game
scores 5 VP.

SOLO SUPPORT

Whenever the Lordlings build a Church, if they control equal


or more Churches than you, they immediately take the Pope
card from the offer or you (but you can later purchase it back
using regular rules).

42 Module 12A — The Pope


Module 13A — Travels
of Benjamin

Supported Player Counts: 1–8


GAMEPLAY CHANGES
Added Complexity: Minimal

Collect the journals of Benjamin of Tudela as he


brings back more and more knowledge of the Medie- A Travels of Benjamin card can be taken from the Culture offer
val world.. using the regular rules of a Development of Culture action. Once
taken, put it in play face up next to your player board immediately,
stacked together with any other Travels of Benjamin cards you
have collected before. It does not count towards your hand limit,
nor it is a Technology.
ADDITIONAL COMPONENTS When you gain a Travels of Benjamin card, you immediately re-
ceive one of the benefits listed on the card:
• If this is your first Travels of Benja-
• 12 Travels of Benjamin cards min card, receive the first reward.
• If this is your second, receive the
first or the second.
This module uses the cards numbered
• If this is your third, receive one of the
CB01–CB12.
first three rewards.
• If this is your fourth, receive one of
the first four rewards.
SETUP CHANGES • After that, whenever you receive
a Travels of Benjamin card, you may
receive any one of the five rewards
shown.
When playing with fewer than 4 players, remove any Travels of All benefits are listed on
Benjamin card showing a player count larger than the current Note: The fourth reward can only be the bottom half of each Travels
number of players. received once by a player. of Benjamin card.
Then, shuffle an equal number of Travels of Benjamin cards
to the corresponding sections of the Culture deck, depending
on the number of players: SOLO SUPPORT
• 4 to the top half, 4 to the bottom half in a 2-player game
or when playing solo
• 5 to the top half, 5 to the bottom half in a 3-player game Whenever the Lordlings take a Travels of Benjamin card, they
• 6 to the top half, 6 to the bottom half in a 4-player game keep it, and score 1 VP for each Travels of Benjamin card they
• 5 to the top third, 5 to the middle third in a 5- or have collected, including the newly taken card.
6-player game
For example, when they collect their 7th Travels of Benjamin card, they
• 6 to the top third, 6 to the middle third in a 7- or
score 7 VP, having already scored 21 VP over the previous 6 cards.
8-player game
To increase difficulty, include only 3 Travels of Benjamin cards in
the top half and 3 in the bottom half of the deck during setup,
and give the two additional cards to Lordlings (i.e. they start from
3 VP the first time they gain a new Travels of Benjamin card).

Module 13A — Travels of Benjamin 43


Module 14A — Crusades

Supported Player Counts: 3– 8

Added Complexity: Moderate

Dispatch your troops to fight Crusades and


reap the riches of plunder, but be prepared to
face the shame of defeat!

ADDITIONAL COMPONENTS

• 4 First Crusade cards


• 4 Second Crusade cards GAMEPLAY CHANGES
• 4 Third Crusade cards

This module uses the cards numbered


CC01–CC12. CALLIN G A CR U SADE
After a Church with a Gold token underneath is built
(resolve its scoring and any Relic effects fully), return the
SETUP CHANGES Gold to supply and reveal the next Crusade card selected
at setup. This Crusade is now active, and players may
contribute to it. Immediately resolve the previous Cru-
sade according to the rules below (except when starting
Shuffle the three types of Crusade cards separately. Ran- the First, of course).
domly select one card from each of the three piles, and
place them face down next to the Culture board (First
CONTRIBU TIN G
Crusade on the top, Second in the middle, Third on the
bottom). Place a Gold token under the 2nd, 4th, and 6th TO A CR U SAD E
Church on the Church track. (For 5–8 player games, place You may contribute to a Crusade during a Manoeuvre
it under the 2nd, 5th, 8th Church.) action: before checking your Army limit, you may take
Give each player all their player markers. any number of your units from the Main board and place
them next to the active Crusade card.
Units on a Crusade do not count towards your Army
limit (during Manoeuvre actions). You cannot take back
units from a Crusade to recruit them elsewhere.

44 Module 14A — Crusades


RESOLVING A CRUSADE • In case of a tie, tied players score the higher value
and the next value is skipped.
A Crusade is resolved immediately when the next one is • Players who contributed with units, but without
called, or during final scoring. player markers score no VP.
1. Resolve the special effect shown on the card, starting • All players who did not contribute with units
from the current player (last player to Pass if end of lose VP (if able) equal to the Defeat Penalty of
the game) and proceeding in clockwise order. the card.
• If this is not the end of the game, each contrib-
2. If no player contributed to the Crusade, skip to uting player (starting with the current player, pro-
step 7. ceeding clockwise) eliminates one of their crusad-
3. Determine the Crusade’s Defence Value. On most ing units (return it to their supply), and places the
cards it is pre-printed, on some, a die roll is required. rest of their units back into one or more Provinces
they control.
4. Each player (simultaneously) rolls one die for each of
6. If the total number of player markers on the card
their contributed units, using their best skill (Volley,
is smaller than its Defence Value, the Crusade ends
Charge, or Melee). For each hit, they place a player
in defeat:
marker on the Crusade card.
• All players who did not contribute with units gain
5. If the total number of player markers on the card
VP equal to the Defeat Penalty of the card.
equals or exceeds its Defence Value, the Crusade
• If this is not the end of the game, each contrib-
ends in victory:
uting player (starting with the current player, pro-
• The player with the most player markers receives ceeding clockwise) moves one of their crusading
the first shown VP value, the player with the units back to a Province they control, and elimi-
second most player markers receives the second nates the rest.
shown VP value, etc. 7. Return the resolved Crusade card to the box.

Module 14A — Crusades 45


Module 15A — Rise of Poland

Supported Player Counts: 2– 4

Added Complexity: Significant

Poland went from barely adopting Christianity to


a major regional power in just a couple of decades.
Now you can interact with this volatile new enti-
ty, as you compete to carve out a bigger influence
in the rising Polish Kingdom.
Place each player marker above the top action of the Polish Church,
Veleti and Building of Santok cards.

ADDITIONAL COMPONENTS GAMEPLAY CHANGES

• 2 Culture cards (Mieszko I, Bolesław Chrobry)


• 6 Chrobry event cards AIDING POLAND
• 4 sets of 3 double-sided Poland cards (Veleti/Polish Mili- You may aid Poland by fighting the Veleti, contributing to the
tary Alliance, Building Santok/Santok, Polish Church/Jor- Building of Santok, or strengthening the Polish Church. To do
dan’s Bishopric) so, perform the action listed immediately below your player
marker on the corresponding card. You must meet any of the
This module uses the cards numbered action’s additional requirements but you get to score additional
CR01–CR20. VP as instructed by the card.
For example, to aid against the Veleti, first you must take a Ma-
noeuvre action, then remove 1 of your units from the board to receive
SETUP CHANGES VP equal to the number of resources that unit costs.
Then, slide your player marker down, to cover the effect you
just performed. To aid Poland again in the same category, you
Shuffle the Mieszko I Culture card into the top 5 cards of will have to perform the next action in the list, and so on.
the Culture deck after dealing out the initial cards of the Cul-
ture offer. FLIPPING
Shuffle the Chrobry event cards, and place them in a face down POLAND CARDS
event deck next to the Culture board. Place the Chrobry Cul- The last step of all three cards will instruct you to flip the card
ture card on top of them. itself. This represents the completion of efforts: defeating the
Give each player 3 double sided Poland cards, with the follow- Veleti, the completion of Santok, or the establishment of the
ing sides up: Veleti, Building Santok, Polish Church. Players new religious structure of Poland. If you are the first to do
place these cards face up, near their Ruler card. this, you may subject the other players to a Levy. Santok and
the Polish Military Alliance cards describe a Levy: each other
Give each player 3 player markers which they place on the top player may select to transfer the instructed Gold/VP to and
of their 3 Poland cards: flip their matching card OR remove their matching Poland card
from play. Either way, no other player can aid Poland in that
category. The card of Jordan’s Bishopric has no Levy effect

46 Module 15A — Rise of Poland


printed; when you flip it, all other players must remove their When the Chrobry Culture card is revealed, do not place it in
Polish Church card from play. the Culture offer. Instead:
When you flip a Poland card (whether by finishing it, or by 1. Draw the top card of the Chrobry event deck, resolve it
paying a Levy to the player who did) you immediately receive completely, then remove it from play.
the benefit printed on each of the three cards: take the leftmost
2. If there is at least one more Chrobry event card remaining
Farm from your Farm track and permanently place it on the
in the Chrobry event deck, shuffle the Chrobry Culture
flipped Poland card.
card into the top 8 cards of the Culture deck.
When you flip or remove a Poland card, return the correspond-
3. If there are no Chrobry event cards remaining, remove the
ing player marker to the game box. It will no longer be needed.
Chrobry Culture card from play.

BENEFITS OF These cards represent the unpredictable nature of the emerg-


A STRONG POLAND ing new Polish leadership, and can sometimes punish, some-
times reward players for interacting with Poland.
After controlling a flipped Poland card, a number of benefits
are available to you, as listed on the card itself. Most of these
effects are tied to a particular Action: you may use them when
you place a Noble disc on the corresponding Action, in addi-
END OF GAME CHANGES
tion to the Action’s effect. When you use a benefit, exhaust
the card. You may not use the benefits of an exhausted Po-
land card. At the end of the game, players score 7 VP for each flipped
When you Pass, refresh all your exhausted Poland cards, just as Poland card in front of them.
you would refresh Title cards.

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.

Module 15A — Rise of Poland 47

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