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Arthurian Legends Expansion Pack The politics of the high courts are elegant, shadowy, and subtle. Both players start with the usual step-up of two Footman to go Not so in the outlying duchies. Rival dukes contend for unclaimed along with their Arthur and Morgana tiles, respectively. lands far from the king’s reach, and possession is the law in these To win the Arthur player must capture Morgana (and as lands. Use your forces to adapt to your opponent’s strategies, cap- well, if he’s on the board before Morgana is captured). For the Morgana turing enemy troops, before you lose your opportunity to seize these player, capture Arthur wins the games. lands for your good. In The Duke, players move their troops (tiles) around the board Morgana/Mordred: In place of moving a tile or drawing from the and flip them over after each move. Each tile’s side shows a different bag, the controlling player of Morgana/Mordred may sacrifice any of movement pattern. If you end your movement in a square occupied his tiles fully adjacent to Morgana or Mordred (simply remove it and by an opponent’s tile, you capture that tile. Capture your opponent’s place it on the side of the board), to initiate the “Escape” ability. To use Duke to win! the Escape ability, simply move Morgana or Mordred back to one of the two starting squares where that tile (i.e. the Duke tile) may set-up “FORT TILE” CLARIFICATION before play begins (even though Mordred doesn’t set up there, it can The following clarifies the “Fort Tile” (unless stated otherwise, all still use this ability); Morgana/Mordred automatically reverts to its the rules for the Fort Tile as noted on pages 7-8 of the rulebook still starting side. If one of the squares is occupied by an opponent’s tile, apply): The Fort Tile can only be moved into using the Move or Slide Morgana/Mordred may automatically capture that tile; if both tiles are icon, not the Jump icon (it also can’t be jumped into). A tile cannot occupied by a friendly tile, Morgana/Mordred sacrifices a tile of the move through the Fort Tile without stopping. For example if a player player’s choosing (i.e. it’s captured and removed from the game). (Hint: wants to move a tile with the Slide icon through the Fort, the first turn This can be particularly useful to remove Morgana/Mordred from a of movement will move the tile into the fort where it must stop; on the “Guard” situation.) player’s next turn he can then continue moving on with the tile. A tile inside the Fort can still use its Strike icon to capture tiles outside the : If the Morgana player captures the Guinevere tile, it may Fort; it still flips over to the other side, as usual. be ransomed back for either Mordred or Morgana, in one of two ways. The standard “Ransom” ability is exactly like the Escape ability “Slide” CLARIFICATION (see Morgana/Mordred above), with the following exception: in place The following clarifies the “Slide” movement icon (unless of sacrificing a tile, the player ransoms back Guinevere to the Arthur stated otherwise, all the rules for “Slide” as noted on page 4 of the player (see below). rulebook still apply): If a Slide icon is not adjacent to the central The “Enhanced Ransom” ability is exactly like the Escape ability tile icon, that tile may move in the direction of that Slide icon and (see Morgana/Mordred above), with the following exceptions: In place completely ignore any tile that might be adjacent, along the direc- of a standard move or draw from the bag, the player may trade a tion indicated. (This will not allow a tile to “slide past” either the captured Guinevere tile for a previously captured Morgana/Mordred mountain or fort tile.) tile; the Morgana/Mordred tile is placed back on the board using the previously noted Escape rule (see below). Arthurian legends expansion pack RULES In both instances of ransoming Guinevere back, the Arthur player Arthur, Guineviere, , Lanceot and Perceval replace the light places the Guinevere tile next to his bag. The next time the player stained Duke, Duchess, Wizard, Champion and one Pikeman tiles. wants to draw from the bag to place a tile, he must automatically Morgana and Mordred replace the dark stained Duke and Duch- select Guinevere and place that tile instead. ess tiles.

LEVY, MANEUVER, CONQUER ™

Arthurian Legends Expansion Pack

Fort Tile: Players can use the Fort Tile as shown on pages 7-8 of NEW MOVEMENT ICONS the rulebook for any game with these tiles. However, they can also The following rules define the new movement icons of this expan- play with the reverse side of the Fort, . Camleot is an Ex- sion pack. panded Play tile (see p. 6 of the rulebook) and so both players should agree to its use before play begins. Specter: If, after movement, an opponent’s tile occupies Randomly place Camelot in any square in one of the two middle the same square(s) as a “Specter” icon, that tile(s) is rows of the board. flipped back to its starting side (if it’s already on its start- For the Arthur player, if one of his Arthurian Legends’ tiles is in- ing side, nothing happens). For example, Morgana is on its side Camelot (, , Guinevere, Percival, or Merlin), starting side, moves and then flips to its non-starting side; then the Camelot Tile gains Command ability in all eight squares automatically any tiles in the two left/right adjacent tiles to Morgana surrounding Camelot. On his turn, any time those conditions are met, would flip to their starting sides. the player may use the Command ability of Camelot; the tile does NOT flip and on the next turn the player can once again use the Com- Defense: A tile cannot capture a target tile if its move mand ability of Camelot if he wishes. That is the players entire turn, would pass through a square with a Defense icon as however; no other tiles are moved or flipped, or drawn from the bag. indicated on the target tile; even if the tile starts the turn For the Morgana player, if one of his Arthurian Legends’ tiles adjacent to the target tile, if the square it starts on indi- (Morgana or Mordred) moves into Camelot (i.e. it’s “seized”), the cates a Defense icon on that tile, it cannot be captured. player may automatically “turn” any non-Arthurian Legend tile of Additionally, just like the Mountain Tile (see p. 6 of the rulebook), a the opponent to his own use right then; simply re-orient the piece to Strike icon cannot be used if a straight line between the target square face the Morgana player (neither Camelot, nor the “seizing” tile are and the center of the square occupied by the Troop Tile crosses any flipped). The Morgana player must leave Camelot and “seize” it again part of a square occupied by a Defense icon on the target tile. Note on a future turn to be able to turn another non-Arthurian Legend tile. that the Command ability can always move a tile and capture the target tile, regardless of Defense icons.

PRINT AND PLAY As with the The Duke Print & Play, simply print out the page, cut out the tiles, fold them and paste/tape the front and back together.

THE DUKE The complete, full rules of the game are available in a free PDF found at www.catalystgamelabs.com/casual-games/the-duke/

LEVY, MANEUVER, CONQUER LEVY, MANEUVER, CONQUER