1 - Spiele-Offensive

Vote
For
France
1429
Conditions
•Every Village in the Bishopric
is controlled by one or more
Players.
Bishop
Elections
A Prisoner or
Excommunicated Lord can
not be a Candidate or vote
in any election.
cardinal
Plurality Vote: Has more
votes than any other
candidate.
•If the Pope is in play:
Cardinal cards or the Cardinal
Biretta counter cannot be played
without the Pope’s consent.
He may instead take it and give
it to another Bishop.
•Requres at least two Cardinals in
play.
Majority Vote: Has more
than half of all votes.
.
candidate
votes
title privilages
•A male Lord (with
or without a Title).
•Not married.
•Not a Bishop
•Not King.
•Not a Prisoner or
Excommunicated.
•1 vote per Village controlled
in the Bishopric.
•2 votes for controlling the
Bishopric’s Main Village.
•3 votes per Cardinal.
•3 votes for the Pope.
A candidate wins if he has
plurality.
•Can become a Cardinal or the Pope.
•Two votes when electing Bishops.
•One vote when electing the King
•May Tithe his own Bishopric by playing a Tax card.
= 5 or 6 =
).
•Can attempt to stop an Uprising. (
•May not marry.
•A Bishop.
•Not a Prisoner or
Excommunicated.
Cardinal Titles are not voted
for. Instead Players:
•Play a Cardinal Title card
pulled from the Lords Draw
Deck.
•Purchase the Cardinal
Biretta counter.
•Can become the Pope.
•3 votes when electing Bishops
•1 vote when electing the King or the Pope.
•May Tithe any one Bishopric not already Tithed by a
Bishvop or other Cardinal.
1-4.
•Can attempt to stop an Uprising. Success
• A Bishop.
• A Cardinal.
•Not a Prisoner or
Excommunicated.
• 1 vote per Cardinal.
A candidate wins if he has
the absolute majority (more
than half of all votes).
Pope
Lord
(Male or
Female)
•Requires at least 3 Titled Lords
in play.
Note: To be elected, the King’s
vote must include at least one
Cardinal, or the Pope, or two
Bishops.
Titled Lords
Diplomacy marker
allows Players to
give each other
cards or Deniers, or
initiate a 3 minute private
discussion.
King
•Marries the King (rings are
exchanged).
OR
•Already married to a Lord who is
elected King.
queen
•New Lord placed by the
family of the Queen, while
King is still alive.
crown prince
Fief Lord
baron - Earl - duke
•Every Village in the Fief is
controlled by a Player.
•At least one Stronghold is
present in the Fief.
OR
•Occupying and Controlling an
opponent’s Capital City.
•Any male Titled
Lord who is not a
Bishop, a Cardinal
or the Pope.
•1 vote per Titled Lord, male
of female, no matter how
many orwhat Titles they
have.
A candidate wins if he has
plurality and at least one
Cardinal, or the Pope, or two
Bishops.
•Worth 1 VP.
•Receives 5 Deniers during the Income Phase.
•He adds 3 votes when electing a Bishop.
•He adds 1 vote when electing the King.
•He can immediately annul a marriage.
•He can Tithe ALL governed Bishoprics.
•He can excommunicate a Lord
•He is immune to the Justice card.
•Worth 1 VP.
•Receives 5 Deniers during the Income Phase.
•He can Tallage an ungoverned Fief.
•He can give the Title bound to a Fief for free.
•He inherits a Fief Title if a Lord dies and that family
has no member who can claim the Title.
•He is immune to the Justice card.
•Keeps all of her Titles when she becomes the Queen and is worth no VPs.
• Female Lord.
• Male Lord.
• Both parents alive.
•Male or Female
Lord. May already
have other Fief or
Eclesiastic Titles. .
•Receives 3 Deniers during the Income Phase.
•She becomes the Queen Regent If the King dies and there is no Crown Prince.
She inherits all of the King’s Fief Titles, until a new King is elected.
•She can give birth to the Crown Prince, if the King is alive and she is not a prisoner.
•She is immune to the Justice card.
• Becomes King on the death of his father and inherites all of his Titles.
• He is immune to the Justice card.
A Lord retains all of his Titles
when he gains another Fief
Title. If he should die, all of his
Fief Titles, go in priority to:
1. Another Lord in his family,
2. Then his Spouse,
3. Then the King.
•Worth 1 VP.
•Can Tallage his Fief, receiving +2 Deniers for each
Village in the Fief, even if controlled by other
Players.
Purchases
4
Playesr, in turn order, purchase and place
additional Troops, Buildings and Titles.
• Fief Titles A Fief’s Title may be purchased by a
Player if he controls all of the Villages in the Fief
and has at least one Stronghold on one of those
Villages. The Title costs 2 Deniers for each Village
in the Fief. Once purchased, replace a Stronghold
with a Fortified Village counter. This is the new Fief
Capital.
• Troops Men at Arms (1 Denier) and Knights (3
Deniers) are immediately placed on a controlled
Village with a Stronghold, a Fortified City or a
Lord that is not imprisoned. You can place only 4
new Troop counters per Village. There is no limit
to how many Troops a Village can hold.
• Mills (3 Deniers) are placed on a Village
controlled by a Player.
A Village can hold up to 2 Mills.
• Stronghold (10 Deniers) A Stronghold tile is
placed over a Village controlled by the Player.
There can only be one Stronghold on any
Village..
• Cardinal Biretta (5 Deniers) There is only
one Cardinal Biretta Title counter that can be
purchased. (The other three Cardinal Title cards
need to be pulled from the Lord Card Draw
Deck.) Place the Biretta counter above a Bishop
Lord’s card.
Round Overview
1
B
“Hear Ye, Hear ye !”
This phase is divided into four actions that must be
executed in order:
C
A • Marriages = alliances. Players announce their
A
Marriage Alliances in turn. The marriage between
D
female and male Lords of two players is the only
way to form an alliance. This alliance may be broken by the Pope at the
request of one spouses or the death of either spouse.
B • Bishop Elections (details on the reverse side of this sheet).
C • Papal Election (details on the reverse side of this sheet).
D • King Election (details on the reverse side of this sheet).
2
A
Draw & Play cards
A • Discard and Draw: In turn order, Players discard
some or all of their cards. They then draw up to two
new Lord and/or Bounty cards. A Player may draw
C
only one Lord card. If a Disaster card is drawn, it
does not count toward the Player’s card draw limit.
Disaster cards are placed face down on an empty Disaster Track space.
Only 3 Disasters can occur in a round. Excess Disaster cards are discarded.
B • Resolve Disaster Cards: Disaster cards on the Disaster Track are
revealed are resolved one by one.
C • Play Cards: Players may play Lord and Bounty cards from their hand.
Lord cards allow the Player to place a new Lord Token on the map. Lord
Tokens must first be placed in a family Stronghold or Fortified City,
then any any Village with another family Lord, then in any Village the
family controls.
Bounty cards allow Players to cancel Disaster cards placed on the board,
improve revenues with Good Weather or Good Harvest cards, or collect
Tithes and Tallages with a Tax card.
B
3
Income
Players collect: 1 Denier/Village and 2 Denier/Mill
that they control, plus extra income from Good
Weather cards (+1 Denier/Mill) and Good Harvest
cards (+1 Denier/Mill) that were played.
Title Income: for the Pope (5 Deniers), the King (5
Deniers), and the Queen (3 Deniers).
Tax Cards: Tithe - the Player takes ALL Mills income from the Bishopric.
Tallage - the Player takes +2 Deniers for each Village in the Fiefdom.
Movement
5
+1
The Lords can take 2 moves, with or without
Troops. These moves include any Secret Passage
moves. (Exception - the d’Arc Title allows a female
Lord to take 3 moves).
If you wish to pass thru an opponent occupied
Village without permission from the owner, you can try to fight your
way thru during the Movement Phase with a Cavalcade. A Cavalcade
may only be attempted by an Army composed of Lords and Knights.
You can also simply ask an Opponent to let you pass!
6
battles
In turn order, Players decide if they want to
initiate and immeidately resolve Battles. A Lord
must be present to initiate a Battle, but Troops
without a Lord may defend themselves. Opposing
Troops do not have to fight each other.
• Sieges: A Player may decide to Besiege a Stronghold or Fortified City,
instead of attacking it. The defender still controls the Village, but may
not collect any incomes from it or place any Troop Reinforcements. The
besieging Player may place reinforcements and pillage Mills.
• Battles: Each side counts up its Strength points (SPs).
A Player receives:
• 1 SP per men at arms counter.
• 3 SPs per Knight counter.
• 1 SP for every male Lord.
• 1 SP for every female Titled Lord.
A side’s SP total determines the number of Battle Dice that Player
may roll.
• 1 to 6 SPs..........
• 7 to 12 SPs........
• 13 or more SPs.......
The female D’Arc Lord Title automatically adds +1
Battle Die. This
is the only case where a Player may roll up to 4 Battle Dice.
Attacker Penalties:
Battle Die if the defender is in a Stronghold.
-1
Battle Dice if the defender is in a Fortified City.
-2
These Penalties are decreased by Siege Engines. Each Siege Engine taking
.
part in the attack reduces the Attacker Penalty by 1
A Secret Passage card played by the attacker negates all Attacker
Penalties!
Players roll their Battle Dice and losses are taken simultaneously.
Battle Dice have faces with either zero, one f, two f f, or three f f f symbols
on them. Each f on a face represents one hit.
It takes 1 hit to kill a Men at Arms, 3 hits to kill a Knight, and 1 hit
to kill a Lord. Lords are hit and killed last, after all other Troops are
dead. Titled Lords are killed before Untitled Lords. If a Player rolls
enough hits to kill all enemy Troops, but not enough to also kill any
remaining Lords, the Lords are taken prisoner (6.2.1) .
Prisoners: A Prisoner is under his captor’s control and his captor can
move the Prisoner along with his own Troops at will. The Lord remains
a prisoner as long as he occupies the same space as his captor’s Troops.
A prisoner may never be killed by his captors, unless an Assassination card
(10.3) is played!
A prisoner keeps his Titles and incomes, but cannot be named a
candidate for any position or vote in any election.
7
Victory Conditions
3 VPs
for a Solo Victory or
4 VPs
for an Alliance Victory.
A Player cannot win a Solo Victory if he is married
and in an Alliance.
A Solo Victory beats an Alliance Victory!
If Players are tied, a winner is determined by who has the following
in order: The Title of King, then Pope, then Queen Regent, then
controlling the most Fiefs, then Bishoprics, then Villages.