Card Game for 2 + players.
Each player is a medieval Noble trying to expand his Fiefdom and
Glory at the expense of his neighboring warlords.
Be the first to accumulate 50 Glory.
Players share a common deck.
Each player starts with one land in play:
Their Manor, which generates 2 Gold per turn.
Each player starts the game with a hand of 7 cards.
Oldest player goes first.
Players take turns.
Each turn has 7 phases:
1. Gold Phase
2. Glory Phase
3. Land Phase
4. Vassal Phase
5. Fate Phase
6. Event Phase
7. Battle Phase
Income is in “Gold”.
Your Lands/vassals generate Revenue this turn.
You may buy the Kings Confidence Token this Phase.
The Token costs 5 Gold.
Your Lands/vassals generate Glory this turn.
If you control the Kings Confidence Token gain 1 additional Glory.
Put one Land card from your hand into play in your domain.
Put Vassal & Company cards from your hand into play in your domain.
Draw 2 cards from the deck.
You may buy extra cards for 5 Gold each.
You may play one Event card from your hand.
You may attack an opponent (Petty Wars).
Players total the value of all cards they control with a Battle value.
Players may play Battle Event cards to increase their Battle value.
Other players may (ally) contribute vassals, companies, and battle events to either side.
The player with a higher Battle total rolls 3D6.
The other player rolls 2D6.
The winner of the roll wins the Battle.
The winner of the Battle gets to take one Land card from his opponent or
plunder up to 6 gold from his opponent.
The loser must discard one Battle card.
Card Name: # Type: Cost Notes:
Holy Day 4 E 0 No Battles are allowed this turn
Crusade 2 E 0 Discard X Knights to gain 2X Glory
Peasant Revolt 2 E 0 Opponent collects no gold this turn
Tournament 2 E 0 Gain 1 Glory per knight you control
Kings Feast 1 E 3 Gain 6 Glory
Court Intrigue 4 E 3 Gain 5 Glory
Scutage 2 E X Gain 1/2X Glory
Scandal 2 E 4 Opponent loses 7 Glory
Royal Hunt 2 E 0 Gain 3 Glory & 2 Gold
Pageantry 2 E 2 Gain 4 Glory
Ransom Knights 2 E 0 Take 4 Gold from opponent
Harvest 2 E 0 Gain 3 Gold for each Farm you control
Market Day 2 E 0 Gain 1 Gold for each Land you control
Merchants Guild 2 L 2 Gold = 1/Turn
Vineyard 2 L 3 Gold = 2/Turn
Farm 6 L 1 Gold = 1/Turn
Grazing Lands 4 L 0 Gold = 1/Turn
Village 4 L 2 Gold = 2/Turn
Destriers 1 L 3 Gold = 2/Turn
Toll Road 1 L 1 Gold = 1/Turn
Mine 2 L 4 Gold = 2/Turn
Tax Collector 1 V 1 Gold = 1/Turn
Falconry 1 L 3 Glory = 1/Turn
Herald 2 V 1 Glory = 1/Turn
Church 4 L 1 Glory = 1/Turn
Monastery 1 L 3 Glory = 1/Turn
Abbey 1 L 2 Glory = 1/Turn
Cathedral 2 L 4 Glory = 2/Turn
Master Craftsman 1 V 3 Glory = 1/Turn
Poet 1 V 2 Glory = 1/Turn
Troubadour 1 V 1 Glory = 1/Turn
Courtiers 6 V 2 Glory = 1/Turn
Advisor 1 V 3 Glory = 2/Turn
Patronage 1 V 2 Glory = 1/Turn
Champion Knight 7 V 6 Battle = 7
Hospitaler Knights 1 C 5 Battle = 6
Knights of the Templar 1 C 5 Battle = 6
Secular Knights Order 6 C 4 Battle = 5
Sergeantry 2 C 3 Battle = 4
Armored Infantry 4 C 2 Battle = 3
Foot Soldiers 6 C 1 Battle = 2
Archers 4 C 1 Battle = 1
Crossbowmen 2 C 3 Battle = 3
Yeomen 2 C 3 Battle = 4
Mercenary Company 4 B 2 Battle = 3
Breach 4 B 2 Battle = 5 (Attacker only)
Siege 4 B 4 Battle = 7 (Attacker only)
Relief Forces 2 B 2 Battle = 5 (Defender only)
Concentric Castle 4 L 6 Battle = 6 (Defense only)
Excommunicated 1 E 4 Discard target Vassal
Murder & Foul Deeds 4 E 2 Discard target Vassal
Treachery 1 E 2 Look at opponents hand & steal 1 card
Thieves & Banditry 2 E 0 Opponent loses 4 gold
Black Plague 2 E 0 Discard target Company or Land
Inquisition 1 E 0 All players must discard one Vassal
L = Land
E = Event
V = Vassal
B = Battle Event
C = Company
Lands Rank Bonus Glory
1 Vassal Knight +0
4 Baron +5
8 Earl +7
16 Duke +9
RECOMMENDED ALTERNATE RULES
Provided by Jim Stults and friends (Thanks Guys!):
1. The manor has a battle value of 1.
2. Fate phase: Draw 3 cards and then discard 1.
3. Scutage: Maximum of 10 glory
4. Battle phase: An attacking player announces the land that they intend to attack.
If the battle is won, by the attacker, they gain control of that land.
If the battle is won by the defender, the attacker chooses a land to cede to the defender.
A player totals the value of all cards that they wish to commit to a particular combat
(whether attack or defense). These cards are set aside in an overlapping stack.
They may not be used for another combat until it is that players turn again.
They are assumed to be fighting on a particular front and unavailable to other fronts.
A defending player may opt to retreat. By retreating, the defender surrenders the targeted land.
Dice are not rolled, and no battle cards are discarded.
5. Card Numbers. 8 each of Foot Soldiers and Farms. 4 of Thieves and Banditry.
ALTERNATE CARDSET AVAILABLE