HUNDRED YEARS WAR






INTRODUCTION 2 Player card & dice game. Simulation of the Hundred Years War 1337-1453 One player is the English, the other is the French. GAME LENGTH The game lasts 50 turns (It was a long war) Each turn represents 2-3 years. TERRITORY TOKENS There are 10 Territory Tokens (TT). Each player starts the game with 5 Territory Tokens. VICTORY If you ever control all 10 Territory Tokens, you automatically win. At the end of the game, if you control more TT than your opponent, you win. THE DECKS There are 2 common decks: The Event Deck The Resource Deck DICE Six sided dice are needed. SETUP Each player draws 5 cards from the Resource Deck. The English Player goes first. TURN SEQUENCE Players take turns. The current player is also called the Active player or the Attacker. The other player is the defender. Each Turn has 7 Phases: Resource Phase Recruit Phase Hostility Phase Sea Battle Phase Land Battle Phase Victory Phase Passage Phase RESOURCE PHASE Each player draws 1 card from the Resource Deck and puts them in their hand. If the deck ever runs out, shuffle the discard and draw from it. RECRUIT PHASE Players may put Armies, Fleets, and Leader cards face-up into play. A Player may have a maximum of 2 Leaders in play at a time. HOSTILITY PHASE The current player draws 1 Event card. Follow the instructions on the card. If the card is a “Negate” card skip to Passage Phase. If the card is a “Hostility” card go to Sea Battle Phase. If the deck ever runs out, shuffle the discard and draw from it. SEA BATTLE PHASE Skip this Phase (go to Land Battle Phase) if each player does not have 5 Territory Tokens. The active player is invading by sea. Each player rolls 2D6 and adds 1 for each Leader and Fleet card they have in play. Players may also add 1 for each Strategy card they play (discard). The winner is the player with the highest total. Defender wins ties. The loser discards all his Fleet cards. If the Defender wins, skip to Passage Phase. If the attacker wins, go to Land Phase. LAND BATTLE PHASE Each player rolls 2D6 and adds 1 for each Leader and Army card they have in play. Players may also add 1 for each Strategy card they play (discard). The winner is the player with the highest total. Defender wins ties. The loser discards all his Army cards. If the Defender wins, skip to Passage Phase. If the attacker wins, go to Victory Phase. VICTORY PHASE If the Attacker won in Land Battle Phase, he may take a Territory Token from his opponent. If the attacker plays (discards) a Great Victory card, he may take an Additional TT. PASSAGE PHASE Mark that a turn has ended. The game ends at turn 50. Resource Hand max = 5 cards. Discard excess cards. EVENT DECK NOTATION H = Hostility (The Active player may attack this turn) N = Negate (The active player may not attack this turn) EVENT DECK CARD LIST Card Name: Type Notes: Large Scale Raids H Draw a Resource Card Dysentary H Discard one of your Armies Starvation H Discard one of your Armies Flemish Allies H English Player draws a Resource card Rebellious Scots H French Player draws a Resource card Killed in Battle H Opponent must discard a Leader Overlords H Opponent may draw a Resource card Heavy Taxation H Opponent may draw a Resource card Invasion H Summer Campaign H Grand Chevauchee H Draw a Resource Card Renew the War H Resume Hostilities H Failure of Negotiations H Confiscate Duchy H Give a Terrain Token to your opponent Systematic Conquest H Take a Terrain Token from your opponent Weakened by Rebellion H Opponent must discard an Army Disputes over Holdings H Claim to the Throne H Break Treaty H Papal Disputes H Assumption of Title H Provoke War H Burned in Raid N Discard one of your Fleets Mutiny N Discard one of your Fleets Storm at Sea N Discard one of your Fleets Delays N Stalemate N Fiscal Setbacks N Discard all of your Fleets Medieval Economy N Succession N Discard one of your Leaders Black Death N Both players Discard all Armies Bankruptcy N Discard all of your Fleets Plague N Both players Discard all Armies Popular Revolts N Discard one of your Armies Usurpation N Discard one of your Leaders Treason N Spanish Conflict N Both players Discard 1 Army Long Truce N Death of the King N Discard one of your Leaders Uneasy Peace N Both players draw 1 card Civil War N Discard one of your Armies Minors as Kings N Insanity N Discard one of your Leaders RESOURCE DECK NOTATION L = Leader A = Army N = Naval Fleet S = Strategy G = Great Victory F = French E = English B = Both

RESOURCE DECK Card Name: Use Type Note: Edward III E L Start game with this card in play Philip VI F L Start game with this card in play The Black Prince E L Henry IV E L King Henry V E L Henry VI E L Richard II E L Bertrand du Guesclin F L John II F L Charles d’Albret F L Joan of Arc F L Charles V F L Charles VI F L Charles VII F L Professional Soldiers B A Peasant Militia F A Cannon B A Bombards & Culverins B A Artillery Train F A Feudal Companies B A Footsoldiers B A Bills & Pikes B A Garrisons B A Burgundians E A French Nobility F A Archers E A Yeomen E A Mercenaries B A Allied Troops B A Men-at-Arms B A Mounted Knights F A Crossbowmen F A Freemen E A Infantry B A Sailing Ships B N Royal Galleys B N Oared Barges B N Impressed Ships E N Genoese Galleys B N Castillian Navy B N Transports B N Merchant Vessels B N Cogs B N Roundships B N Venitian Galleys B N Great Army of the Sea F N Peace Treaty B G Kings Ransom B G Major Concessions B G Cavalry Charge F S Land Combined Arms E S Rally B S Major Siege B S Land, Attacker only Raise Siege B S Land, Defender only Fortifications B S Land, Defender only Narrow Front E S Massacre B S Intelligent Command B S Longbow E S

SOLO RULES per Ron Pehr have one side drawing/discarding randomly (probably the French) or even according to some sort of formula (E.g. "Draw one resource for each token over 5 you have"); or for that matter just play both sides, leaving the other's cards face down as you pick for the active side. CARDLIST AVAILABLE!!! Thanks Alex! Click Here





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