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Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 1 of 28 characters who do not perceive the coming treachery until it is revealed to them. A full example of a chapter of play is found at the end of these rules.

If you don't know a Pict from a Pendragon, not to worry: Arthur's Realm Knights, Nobles, Ladies, Adventure teaches players the elements of Arthur's tale through play.

For a thousand years the tales of have been told. Songs sung Players want to score personal goals because achievements earn by minstrels and bards. Legends inked on parchment by scribes tell of the boons and boons can be used to buy improvements and Boy King tutored by the Magician. The wizard Merlin helps advantages. Arthur unite the lands in peace. Loyal players cannot score boons unless there are provisions in Arthur marries Queen and he gathers a the Kingdom. legendary group of men sit at his . Sir , , , , , , Sir and more. The Knights of the Round Table are the deadliest and most valiant Winning the Game warriors the world has ever known. To win the game, the Loyals must achieve one of two goals: Many of these knights make brides and lovers of fair and wonder ladies. • Bring the Grail to ; Some of the most intrepid leave to for the . • Kill both Morgan and . But this peace won’t last forever. The Usurpers also have two ways to win: Hungry giants roam the hills. The dragon who long slept in the • Kill Arthur; mountains has been roused from his great slumber. And other forces gather against the realm of King Arthur. • Control 5 realms. and his Picts, King Cheldrich and his Saxons are raising armies against the Rightful King. Surely, the cruelest cut of all is that —Arthur's half-sister—together Arthur's bastard son Mordred plot to destroy Camelot and kill the king. Arthur will be betrayed by the people he loves most. His closest friends and allies will become traitors. The realms of King Arthur will fall in war and fire. Camelot’s towers will burn; its streets run red with blood. Merlin vanishes, spellbound in Vivienne’s secret trap. In the darkest hour, King Arthur rallies his loyal knights and rides out to face his enemies one last time. Out on the battlefield the warring armies will fight and die. Will you ride into battle with King Arthur? Will you cast spells with the wizard Merlin? Or will you stab the king in the heart and burn Arthur’s kingdom to the ground? Overview of Play Players are dealt characters who travel across Britain fighting, romancing and adventuring, pursuing personal goals and teams goals. There are two teams of players, one loyal to King Arthur and another team that plays the usurpers. All players know at all times who is loyal and who is a usurper, but players control

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 2 of 28 Reference COMPONENTS There are a total of 6 reference cards with quick reference data and explanations of iconography used in the game. Cards There are 5 decks of cards in this game. Also included are 3 sets The Board of two different reference cards. These include Character, The board fold-out and is placed with the map up. Advantage, Event, Asset, and Play cards. Tokens Characters The game contains 165 of tokens and pawns that are used to There are two character decks. One deck track characters, and mark locations and effects. includes 39 loyal characters. The other includes 33 usurpers characters. Boons Hands and Displays There are a total of 20 boons. These rules will refer to a player's “hand” and his Commoners “display”. There are differently colored pawns for A player's display is the set of cards on the table in commoners. The colors of commoners correspond front of him. All players may view a display. to the colors on the board for Lothian, Mercia, Character cards are in a player's display. Cambria, Hibernia, , Camlann, Logris, the Saxon Shore, and . There are 3 of each of these A hand of cards is different from a display of cards. A player holds a pawns. hand of cards. Cards in a hand are private and known only to the player holding the hand. Play cards are in a player's hand. Romans Roman soldiers are the similar to subjects except Advantages instead of being linked to a space they are linked to There are 46 Advantage cards. Advantages are earned through Emperor Lucius. There are 4 Romans of each these game play and they improve the abilities of characters. colors. Most Advantages are single-use (usually) bonuses. Provisions A few Advantages, called Assets, are items which stay with a character and can be used time and time again. For example the There are 10 provisions in the game. sword is an asset. Wounds and Charms Events There are 12 red wounds (representing blood) and 12 blue charms (representing tears) in the game. There are 56 Event cards. Events cards cause events from King Arthur's legends to manifest. Events are drawn as required by play and players can also “buy” events to put more events into The Holy Grail play. There is of course but one Holy Grail. Whereas Advantage cards are resolved at a time chosen by the Magic Tokens player holding the card, Event cards are resolved when they are There are 10 loyal magic tokens and 10 usurper drawn. magic tokens. Loyal magic is red. Usurper magic is gold. Play Play cards are used to bid for turn order and to track who has Avatar activated each turn. Later, we'll explain in more detail how play There are 6 differently colored avatar discs in play. cards also walk a player through what actions he can take each Each avatar represents the location of the cards in the turn. There 36 play cards. display of one player.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 3 of 28 Tally Chips Tally chips are used to keep track of events such as SETTING UP TO PLAY the number of successfully completed. Tally chips can also be used to mark blighted farmlands. There are 10 tally chips. Teams Arthur's Realm is a team game, meaning players are on teams of Loyals versus Usurpers. Use the tables below to determine how Not Included many people are on which team. Determine the number of There are a number of components which are not included in players and what team they will be on before dealing cards. the game but which are referenced in the rules and needed for Total Usurper Loyal play. Grail Difficulty Players Players Players Dice 3* 1 2 9 This game requires 2 or more six-sided dice. 4 1 3 7 Paper clips 5 2 3 6 Paper clips are not absolutely required for play, but they can be 6* 2 4 5 very useful. The first use of clips is to keep companions and assets with a character card but clipping them together. 7 2 5 6 8 2 6 5 The second use of clips is to track which character are posing as loyal characters. Loyal characters assume that Usurpers are loyal 9* 3 6 4 to the king until they commit some act of treachery. This means * The ideal number of players is 3, 6, or 9. that Loyals cannot attack Usurpers with impunity, even though Usurpers may certainly attack Loyals at any time. 2 player variant If you only have 2 players available, set up and deal as if you When a Usurper player draws a new character card, that player may mask have 3 players. One of the two players plays the usurper the character's true identity. (Certain characters such as the dragon cannot position. The other player plays 2 loyal player positions from the do this.) A Usurper pretending to be loyal may enter and pass through 3 player game. Keep all cards and tokens separate for the second Loyal strongholds and may take other actions not normally allowed to a position and deal the loyal player two sets of Play cards. Usurper. A clip on the card indicates that the Usurper is masked as loyal and until the clip is removed the Loyals may not attack this Usurper. Setting Up Put all decks on the board in the indicated places. Place 5 provisions in the Kingdom. Place one commoner on each farmland. Commoners should reflect the color of the nearby realm as indicated on the board. Put all boons in the boon bank. Place a number tally chips equal to the Grail Difficulty at the Grail Portal. (Grail Difficult is determined by the number of players in the game and is found in the previous section.) Place the Holy Grail at the Grail Portal on top of these tally chips. Each player takes 1 avatar and 1 boon. Deal Play Cards Shuffle the Play deck and deal 4 Play cards into each player's hand. Players may not discuss what numbers are in their hand, but

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 4 of 28 they may discuss the suits of the cards in their hand: In Haste, Treachery, Treason & Villainy Presently, etc. So, just what reveals a character as evil? In general, evil acts are anything which harms subjects of the kingdom or the king Deal Character Cards himself. Here are examples of acts of treachery, treason, villainy and hostility: Deal each usurper player one character from the usurper deck. The loyal characters also get one card but one of those players • Pillaging; always gets King Arthur. • Harming any loyal character whether by spell or melee; • Blocking the deployment of another character; Remove King Arthur from the character deck. Draw a number of loyal • Preventing loyal control or use of any area; characters so that together with King Arthur there are • Assisting any any known usurper. enough cards for each player to receive one card. The following acts are not treacherous or illegal: Shuffle those cards with King Arthur, then deal one card to each loyal player. In this way, King Arthur is • Romancing, cuckolding and taking companions; guaranteed to start in the display of a loyal player. • Questing; • Securing a stronghold. Character cards are placed in display in front of each player and all players can examine any Communication character card on display at any time. There are more loyal players than usurper players. As a handicap to offset their greater numbers, loyal players may not coach Each player examines the character card in his display and then active friendly players. The penalty for coaching is that the places his avatar in the space indicated on that card. coached player may not take the action which was advised by For example, if a player has drawn the Luckless, that the friendly player. This penalty is enforced at the discretion of player's avatar starts play in Logris. the opposing player. Although coaching is not allowed, it is appropriate to remind players not to coach or interrupt the State of Affairs active player. Loyal players may conference and plan at the end of the chapter All players know which players are on their side and who is opposed to before Play cards are selected. It is advisable to set a 5-minute them. But player knowledge is not the same thing as character knowledge. limit to this conference. Lengthy conferences are not particularly The characters of Arthur's Realm do not know that there are traitors productive anyway because this is a game of changing amoung them. circumstances. Highly coordinated schemes and long range Other than a very limited number of infamous characters (the giants and plans rarely pan out. When the loyal players are planning, the dragon), all other characters are presumed to be friendly king-loving usurper players are allowed to listen to the conference. Usurper law-abiding subjects. In game terms, this means that usurper characters that players may also conference but the loyal players may not listen seem to be loyal enjoy immunity at the start of the game. to these private discussions.

At the start of the game any unoccupied or unclaimed realm is You're now ready to begin play. considered loyal to Arthur. Any unplayed Lord is loyal to King Arthur. At the start of the game, all Lords are unplayed. Pace of the Game Many times players will have lots of options and one of the The loyals may not attack or impede any of the usurpers until challenges of this game is seeing your best option quickly. When that character is a known usurper. Characters are known to be you are learning to play the game—and even after you have usurpers after they've actually done something treacherous, learned to play the game—you will sometimes overlook your treasonous, villainous or evil. best option. Nonetheless it is recommended that each player be This is tracked by placing a clip, penny or tally chip on the card limited to 1 or 2 minutes of deliberations. of a usurper that is pretending to be loyal. Once the usurper's As a general rule, this game should be played at the speed of treachery is discovered that marker is removed and that character American football and not at the speed of chess. If each player is forever known as a usurper. takes the time to ponder his moves and examines all his possible If one character knows another character is an usurper, all choices the pace of the game will become agonizing. If each characters know that character as an usurper. player makes his choices like a quarterback about to be sacked, then the game will be exciting and produce often unexpected results. If you think it's a good idea, add a timer to your game.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 5 of 28 ORDER OF PLAY About Play Icons Play icons appear at the top and bottom of each Play card. These icons include commoner, Event, Advantage, Boon, and The Chapter Character. Each of these icons triggers a specific game mechanic The game is divided into chapters which are divided into turns. the active player must resolve at a point in the turn indicated on Each player has one turn per chapter. At the beginning of each the card. turn, all players select a Play card to bid for order of play that chapter. Players will act in order from lowest Play value to Commoner highest and cards are discarded when a player finishes his turn. The Commoner icon calls for the active player to place a Hence, the player with the lowest remaining card is the currently commoner on the board. The player may place the commoner in active player. the same realm as the active player's avatar or in a space adjacent As each player finishes his turn, he moves his Play to bottom of to the active player's avatar. Commoners can also be placed in a the Play deck. Discarding Play tracks who has acted and who has space adjacent to a similarly aligned commoner or Lord. not acted. When all revealed Play cards have been discarded, the chapter is at an end. Where should I place my commoner? That depends on your strategic or tactical goals Play Cards and what team you're on. There are 4 suits of Play cards: In Haste, Presently, In Due Time Loyal commoners that end their turn in a farmland produce provisions. and Late. In addition, there are 3 wild cards: Timely, Very Timely Both Loyal and Usurper subjects can secure a stronghold. Usurper and Most Timely. subjects that end their turn in a farmland can blight the land. At the beginning of each turn, each player will have 4 of these cards in his hand. All players select 1 card, place it face down and reveal simultaneously. The lowest card goes first. The Event highest card goes last. In Haste cards call for an Event after the player has completed his actions. Presently cards call for an Event before the player has Wild cards that allow a player to choose whether he will act first, last or completed his actions. at a specific time. Timely cards can play at any time. Very Timely Either way, at the indicated phase of the player's turn, an Event outranks Timely and Most Timely outranks all cards. is drawn and resolved before any actions are taken. Play cards also guide a player through his turn. The icons and The player who draws an Event makes any choices allowed by words above the number occur before the player takes his turn. the card. Unless the card says otherwise, the location of the event The player's turn proceeds below the number and then down to is the location of the avatar of the player who drew the card. the bottom of the card. It can happen that a player begins his You don't have to remember or memorize anything about these turn without any characters in his display. When this happens, cards as everything you'll need is on the card itself. Event cards the player immediately draws one character and puts it in his cause occurrences from King Arthur's legends to happen. When display. He then moves his avatar to the start location of that an event card is drawn, that card is resolved immediately. Unless character. the card says otherwise, discard the event after it's resolved and The turn resolves in the following order: do not use it again this game. 1. Icons at the top of the Play card. If an Event card calls for or allows a choice, the player who drew 2. Provisions the card makes the choice. The location of the Event is the location of the avatar 3. Movement of the player who drew the card. Both of 4. Deeds these rules can be trumped by anything on the card itself. 5. Icons at the bottom of the Play card 6. Spend boons / purchase upgrades. Advantage 7. Next player's turn In Due Time cards call for an Advantage before the turn begins. The active player draws an Advantage and adds it to his hand.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 6 of 28 Most Advantages can be played at any time and are discarded character can drop an Asset in any realm where any other player after use. A few Advantage are “Assets”. in that realm may use a deed to take the Asset. Assets are noted as such on the card. The If a character with an Asset is discarded or killed the Asset is player who draws the Asset must be placed at the closest realm. If there is a tie, the player with the immediately assign that card to any Asset chooses where the Asset is placed. character in his display or on any character in the same realm. Advantage cards are generally played at any time, even when the Character player is not active. Advantages generally bestow benefits upon a Late cards call for a player to draw a character card before the character or situation. Advantages are discarded after use, unless turn begins. The active player draws an allied Character and the card specifically says otherwise. Advantages are marked with plays that card in any one of several ways. The active player can a crossbow icon. return the card to the bottom of the deck, keep the card in his display or put the card on the board as described under Control Assets of the Realms. Assets are a special type of Advantage cards. Assets held by a player and assigned to a character. An asset can be used by the A player can have up to three characters in display, so character holding the item as many times as the character is when you need or want more characters you might play a Late card. eligible to use the card. An asset is returned to the character deck Character management is an important part of the game. only when character cards are shuffled or if the character changes Another important part of game play is control of realms and this is from one display to another. Assets have a treasure chest icon at accomplished by putting cards on the board. All of this will be explained the bottom of each card. in more detail in following sections. Boons Some cards allow a player to draw boons after moves and deeds. At the end of each turn and after completing all actions, a player may use his store of boons to purchase cards and other benefits. Boon tokens are retrieved from the bank until there are no boons left. After that, boons are pulled from other players. The player drawing the boons can pick which players to draw boons from. As explained later, boons are used to buy upgrades and advantages. Provisions Provisions represent the health and well-being of Arthur's subjects. It's very important for loyal players to keep some provisions on the board. At the same time, usurpers will find it helpful to pillage and destroy those provisions.

In the middle of the Play card, before actions and movements, most Play cards call for a certain number of Provisions from being added or subtracted from the Kingdom. In addition, add 1 provision to the Kingdom for each subject who is on a farmland. These provisions are tallied before any moves.

In Due Time cards neither add nor subtract Provisions from play, but commoners still add provisions to play. Assets usually remain with the character until that character is discarded or otherwise removed from a player's display. A

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 7 of 28 It's important to know that if there are no provisions in the Love and friendship is an important part of Arthurian lore and a Kingdom, Loyal players may not draw any boons from any complication players have to consider. Companions can be used to create actions. ultra-powerful alliances. At the same time, companions are a check against If the tally of provisions added to the Kingdom exceeds the the accumulation of powerful characters. number of provisions in the game, then the Kingdom is at maximum happiness and no more provisions can be added. Start of a Companionship The player who played the wild card may pick any two Usurper players will want to consume, loot or otherwise discard provisions characters in any display as companions. The bonds of affection so that Loyal players don't have access to the benefits of boons. Loyal between the selected characters are more important than loyalty players will want to make sure there are boons in the Kingdom so that to any Lord or country. Loyal players can access boons. To reflect this relationship, the two characters are “stacked” into one player's display. The wild card player picks which player receives the two cards, but the beneficiary of the companionship must have had at least one of the two cards in his display before For example, on the Presently card, before acting the wild card was played. the player draws an Event and resolves that card. The character acts in turn order 8 with 2 moves The effect of stacked characters is that the companions now and 1 deed. After the deeds are done, the player move and act as a single more powerful character. Companions draws 3 boons. Lastly, the player may use boons may use the Attributes of either character at any time. to buy upgrades. Then, the next player begins Companions may spread wounds and charms between them in play. any manner they wish. Companions only count as 1 card in a player's display. Wild Cards End of Companionship Although we often wish otherwise, relationships don't always Wild cards are particularly dangerous because love last forever. The Companions action can be used to end a is powerful and can happen at any time. relationship. When the relationship ends, the player holding the companions returns one or two of the two cards to the bottom When a player plays a wild card, he may act of the character deck. first, last or at any time turn the turn. The player doesn't need to commit to his turn The card which was not returned must be placed in the display order before the turn begins. of a player of the same alignment as the remaining character.

If two wild cards are played and both players For example, a Usurper player holding a pair of companions of mixed want to go at a specific time (first, last etc.) loyalty cannot hold on to the Loyal character. The Usurper player may then the highest ranking wild card has first opt to send the Usurper character back to the deck, but if he does so, choice. then the Loyal character must be put in the display of a Loyal player or returned to the deck. Companions At the start of his turn, the player who played the wild card Change of Heart must resolve the companions at the top of his card. The The bonds of companionship trump the bonds of loyalty, but companions icon indicates one of three things: the beginning of there are complicated politics inside of relationships. This means a relationship, a change in a relationship or then end of a that it is entirely possible for a pair of companions to switch relationship. The wild card player chooses how this plays out. loyalties. Instead of ending or beginning a relationship, the companion Companions represent the bonds of friendship, lovers, fealty and other action can be used to move the bonded pair into the display of human bonds of affection and loyalty that sometimes run counter to another player. Keep this in mind when and if you create a politics and party goals. powerful relationship.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 8 of 28 Use your imagination and common sense to describe the companion. A end of the chapter (not the end of the turn) reset the card to female companion could be described as a wife, girlfriend, paramour, a indicate that the character is again eligible for actions. lady-in-waiting, friend or confidante. A male companion can be described If a player assigns an action to a Lord, tip the Lord's character as a husband, boyfriend, liaison, man-at-arms, henchmen, comrade or card and reset the card at the end of the chapter as you would follower. The descriptor is limited only by your imagination and who is any character in a display. taking the companion. It's my turn . . . what do I do? The back of each character card has a summary of deeds that most Moves characters can take. The number on the horse icon on the Play card indicates the number of movement points that the If you're not sure which deed to do, pick the deed that seems the most active player can spend this turn. Movement points may be fun at the time. spent to move the active player's avatar. In addition to the basic deeds, most characters have special deeds that Movement points can be combined with movement that is they can do. These deeds include counseling, healing, magic spells and allowed by other cards, including character cards. Many more. It's not important for every player to understand every deed, activity characters have a free point of movement. or reaction before starting your first game. Players can focus on understanding the few actions that accomplish their characters' goals. Movement points may be spent to move any allied Lords. Movement points may not be spent to move commoners. Commoners are moved by Commands. About Character Goals Each character has a character goal at the bottom of his If a space or realm has a horse or ship icon it costs a point of movement character card. Character goals are often simple and explained by to move into or through this space. If a space has a horse icon with a “2” the card itself. When the character does the action described on on the horse, it costs 2 points to move into or through the space. The the card he has achieved his character goal. minimum cost of movement is 1. When a character goal is achieved immediately give the player the reward described on the card. Usually that reward is a boon. Deeds If the bank is out of boons, the player can take a boon from any player. There are two types of deeds: actions and reactions. Reactions are deeds that occur when another player is active. When a player is active he assigns actions to characters in his After Actions control. After a player completes all the actions on his turn, resolve the The fanfare (trumpet and banner) indicates how many character Play icons found on the bottom of the Play card. Then the turn deeds a player can initiate on his turn. A player can initiate more finishes with the player executing any character management than one action per turn, but a character can only do one deed and spending boons. per turn. Subsequent rules will explain exactly what deeds character can do as well as how to resolve those deeds. Spending Boons Lastly, the player can purchase commoners, provisions, Which Characters Can A Player Control? Character cards or Advantage cards. Players pay boons into the A player can assign an action to any character in his display. boon bank. The cost of each type of card is found on the back of That action occurs in the space where the player's avatar is the card. located. A player can also assign an action to any allied Lord or To purchase a commoner, pay 1 boon to the bank and Challenger. immediately place the commoner on the map. Commoners must be placed in spaces adjacent to allied Lords or in spaces Tracking Character Deeds adjacent to allied commoners who are adjacent to allied Lords. Because characters can only do one deed per turn, a fanfare Provisions may be purchased at a cost of 2 boons per provision. cannot be used on a character that has already done a deed or reaction. This is tracked by “tipping” character cards. Character Management When a character does a deed tip (turn) the character card in the At the end of a player's turn, the maximum number of cards display to indicate that the character has acted this turn. At the allowed in his display is 3 cards. Pairs of companions only count as 1 card. If the player has purchased or received additional cards

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 9 of 28 he must either discard those cards to the bottom of the character deck or he must place those cards on the board. ABOUT CHARACTER CARDS Cards placed on the board can affect control of the realms and Character cards are readily identifiable because the back of each act to support or challenged the Lords of realms. A player character card says “Character” on the top of the card. cannot cause a Lord or Challenger to have more than three cards on the board at the end of player's turn. Board placement rules Most of the time you'll find most of the rules that you'll need to are explained in full detail in Control of the Realms. play the game on the character cards themselves. The cards are written in an abbreviated fashion and the rules are provided to flesh out those rules and provide some clarity where the Adding Characters to Play possibility for confusion exists. When a card adds a character, those characters can only be placed in spaces or features specified on the card. Those The backs of all the loyal characters are red. Red is the color of the placements do not follow normal deployment rules. Pendragons and is Arthur's color. The usurper characters are gold, the color of Mordred's armor. Otherwise, if a player has characters in his display then the character is added to his display and appears at the location of Character cards are analogous to character sheets in a role-playing game. his avatar. If the player has no characters in his display, then the On a character card you'll find information about a character's strengths, avatar is placed at the character's start. weaknesses, special-abilities, and loyalties. Player's push the game forward by resolving actions for their characters.

The back of the character card has a list of the actions that a player can choose from. There are two types of actions: deeds and reactions. Deeds are actions that a player does when it's his turn. Reactions are actions that a player may do when it's someone else's turn. Each character is only allowed 1 action per turn. The boons at the bottom of the card indicate what a player must pay if he wants to buy another character and add it to his display. Character Name At the top of the card is the character's name. To the left of the character's name is the character's archetype.

Note that not all female characters are ladies, in the same way that not all male characters are knights. This can affect out the game plays out at times. Archetype The game's characters are built upon a framework of archetypes. Some of the archetypes are knights, ladies, nobles, commoners, fay and Pendragons.

There is no need to memorize archetypes. There is no requirement that you read about archetypes before play. But you may notice that some characters have similar sets of icons depending upon their archetype.

Archetype icons are found below the character's name. These icons indicate limits and advantages of the character's particular archetype. Archetype icons are described in detail in a following section related to the reference cards.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 10 of 28 For example, all knights, loyal and usurper both, are bound by the rules of Each character also has a special ability. A special ability can be chivalry. The icons below the Sir Marhault's name indicate: an extra attribute or something that gives a unique twist on the game. The special ability is usually described in the text after the • A knight must help a lady that cries out. word “Bonus”. • A knight must accept lawful challenges. Movement Icons • A knight cannot wound a lady. Some characters have a movement icon located below their • Marhault can suffer 4 wounds before perishing. heraldry. The movement icons are a horse, a boot and wings. If the character has a silhouette of the horse, then each turn that The reference card also contains a list of icons and what they mean. The character has additional 1 point of movement which cannot be appendices contain full explanations of archetype icons. assigned to another character. The wings indicate the character can fly and as a result that character does not pay a movement Health Icon point to cross mountains and forests. The boot indicates that the character only pays 1 point of movement to cross mountains. The health icon is shaped like a drop of blood and has a number inside. The heath icon is always the last icon on the right beside You won't need to commit this to memory. These special abilities are the general icons. That number describes the number of wounds summarized on one of the reference cards. that character can suffer before dying. All characters can suffer no more or less than 4 charms. Vignettes Attributes Some characters have the name of a vignette on the card. On the left is a column of attributes that define how this Vignettes are games within the game. They refer to tales from character performs in game play. Every character card has Arthurian legend. If you're unfamiliar with tales of King Arthur 5 attributes: Combat, Social, Quest, Command, and and his knights or if this is your first time playing the game, you something special. Attributes have numeric values like 1 can ignore vignettes. If you're curious or when you want to add or -2. The higher numbers indicate greater skill. vignettes, you'll find full details on each vignette in the Appendix. A character attacks and defends with Combat. A character resolves discourse, debate and charm with the Social. Quest is used to resolve quests. Character Description The text on the card has 3 sections. A character's Command indicates the number of companions the character can take. Companions are • Known for – Some characters are well known to characters that are stacked together, increasing and almost everyone. Some of our characters need a bit of complimenting each other's strengths. Command also explanation. This text is found in italics and has no indicates the number of subjects (or minions) the character can bearing on game play. move. • Bonus and Restriction – Each character has a unique On each character card, some Attributes are underlined by an limit and a special action. action indicator. Action indicators underlines which attributes a • Goal – Personal goals score boons and open up the character can use offensively. A character without an action opportunity to achieve team goals. indicator can only use the attribute defensively. A sword is an action indicator on Combat. The sword indicates that the character can attack with combat. Characters that don't Start have a sword use the Combat skill to defend but they cannot Start indicates the default realm where a character enters play. attack. For example, Sir Marhault starts in Hibernia. Similarly, a rose indicates a character may make a social attack. At game start, or when a player has no other cards, if Marhault is drawn the character begins play at Hibernia. There are cards, events and abilities For example, the Marhault has a sword below Combat, so he can attack. that can cause a player to draw additional characters. When this happens, Marhault doesn't have a rose below Social so he cannot make a social these character appear where the player's avatar is located. attack.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 11 of 28 If there is no lord of the realm than the lord of that realm is ABOUT THE BOARD King Arthur. The board features a stylized map of Arthurian Britain depicting A friendly realm is a realm where the lordly court is a character realms, paths, spaces and the Grail Quest. of the same presumed loyalty as the active player. A vacant realm is a realm that has no characters in it. A contested realm is a Realms realm that has both a lord and a challenger. On that map from north to south, Arthur's realms are Lothian, Mercia, Cambria, Hibernia, Lyonesse, Camlann, Logris, the Paths Saxon Shore, Avalon. Paths indicate how realms and spaces connect. Avatars and commoners cannot end a turn on a paths. Paths simply indicate that one realm or space connects to another realm or space. Any number of commoners or There is no cost for moving over a path, but there are movement avatars can be placed on and pass costs related to moving into some spaces and realms. For through realms. Moving into a example, as already stated, it costs 1 movement point to enter a realm costs 1 point of movement realm. and this is indicated by a horse on the frame of the realm. When a player is active he can use one or more of his characters to quest in a realm. The quest difficulty is highlighted in a box inside the realm. For example, the quest difficult at Logris is 9. (More on all this in a bit.) Card Placement Areas Spaces The board defines areas where decks and stacks of cards are Spaces are points along paths and between realms where avatars, placed. The Play, Advantage and Event decks are placed where and commoners may be placed. There are several types of spaces indicated at the start of the game and players draw from these and we'll explain these in detail in a bit. decks as explained below. There are two areas for character Like a realm, any number decks. Usually the Usurper deck is placed near Brocéliande at of of any alignment tokens the top of the board and the Loyal deck is placed at the bottom may pass through a space. of the board. Except at a stronghold, characters cannot prevent Courts characters or commoners from passing through a In addition the places for space. the decks, there are card placement areas called Unlike realms, only one avatar, may be in a space at the end of a “courts”. Each court turn. Similarly, only one commoner may be in a space at the end correspond to a particular of a turn. However, an avatar can share a space with an allied realm. commoner.

The more ornate court is Farmlands for the lord or lady of the Farmlands are spaces that produce provisions when realm. This is called the lordly court. The simpler court, known occupied by a Loyal at the end of a turn. Farmlands as the “challenger court”, is where an opposing player may place cost nothing to move into. one or more cards to indicate that there is a challenger for control of the realm. Mountains This example shows the courts that corresponds to Logris. Mountains are spaces that are harder for most characters to travel through. The horse icon on this

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 12 of 28 space as a “2” on it and that indicates that it costs 2 points of Special Locations movement to enter this space. If a player does not have 2 points There are a number of special spaces on of movement available he cannot move a character into or the board, including Stonehenge, the through the mountains. Lake, Almesbury, the Fens and the Enchanted Forest. Certain cards may Forests point to actions, events and abilities in The horse icon on a forest space indicates that it these specific locations. costs most characters 1 point to enter or pass through. No avatar can end it's turn on a forest Grail Quest Spaces space. Any avatar which ends it's turn on a forest On the Grail Quest there are a number space is immediately move to Brocéliande. No commoners can of spaces that characters must travel. These move to Brocéliande. include several spaces of desolation and some Additionally, a character may opt to enter a mountains. These are just like any other forest at a cost of one movement point. space. A horse icon indicates that it costs 1 And then with another movement point point of movement to enter. A horse icon appear in Brocéliande. with a “2” indicates a cost of two points of movement to enter. Any character which has moved to, or starts in, Brocéliande can move to any forest space at a cost of 1 movement point. The Boon Bank The boon bank is located at the center of the One of the special things about forests is that all board and it's the where boons are stored forest spaces connect to Brocéliande. This is indicated by the path from that are not in the possession of any Brocéliande to the smaller map of Great Britain. The forest is the domain particular player. of and she has special powers in the forest. Players need There are a fixed number of boons in to be warned that that forests are a magical place where strange and play and when all the boons are spent wonderful things can happen. from the bank, players that have earned boons take those boons from other Strongholds players. (This discourages boon There are a number of strongholds on hoarding.) When a player spends boons the board including this example to purchase cards boons are paid back . Stongholds are chokepoints into the boon bank. where commoners can prevent characters from passing. This is more fully described in subsequent rules. The Kingdom The Kingdom is not a space on the board and characters neither Sea enter nor leave the Kingdom. Rather, the Kingdom is the place Characters may follow paths across water. It on the board where we account for the health of Arthur's realms. costs 1 point of movement for most On the board, the Kingdom is a depiction of farms between characters to use an sea space. All sea spaces London and the Fens. connect to the At Sea realm which also costs 1 point to enter. Characters At Sea may move to any sea space at the cost of 1 movement. Any space or realm that has a path to a sea space is a coastal space.

The sea and coastal spaces and the Lake are the domain of the . Usurper characters should tread carefully here.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 13 of 28 When there are provisions in the Kingdom then Arthur's realms prevent others from entering or passing through a stronghold. are in good order. When there are no provisions in the Kingdom This is called securing the stronghold. then Arthur's realms are suffering famine or pestilence. The loyal A stronghold is secure if there is a commoner in the space. players cannot collect or spend boons when there are no Players may choose to fortify this even further by adding an provisions in the Kingdom. For this reason, loyals want to keep Avatar or a Lord to the commoner. A stronghold cannot be the Kingdom well stocked. The usurpers want to knock secured without a commoner, as the commoner represents provisions out of the Kingdom. soldiers, knights, minions, men-at-arms etc.

Broceliande Storming a Stronghold As mentioned above A player can attempt to evict enemy subjects by force. To be Brocéliande is a forested region. eligible to take a stronghold a player must be active and able to In the game we call it a region spend enough movement points to move an allied subject token rather than a realm because into the targeted stronghold. there will ever be only one lord An Avatar or Lord alone may not storm a castle. An Avatar or of Brocéliande. Brocéliande begins and ends the game as the Lord alone cannot hold a castle. However, and Avatar or Lord domain of Morgan Le Fay. can increase the effectiveness of subjects who are storming, or Characters at Brocéliande can move to any forested space, to the holding, a castle. sea or the Enchanted Forest. Commoners cannot enter This means that an usurper can cleverly move into a stronghold disguised Broceliande. as a loyal. Disguised as a loyal the usurper is immune to attack. Only at the end of the turn when the loyals try to claim control is the usurper's treachery and actual loyalty revealed. The Grail Quest The Quest for the Holy Grail begins at the Grail Portal and ends at Listenoise. The Grail Quest consists of a number of spaces, 3 challenges and 3 stations: Desolation, Despair and the Questing Beast. Strongholds In the rules that follow, we'll describe in detail how to enter the Strongholds are named spaces, such as Warwick and London. Grail Portal and how to meet the They are identified by a depiction of a castle or tower alongside challenges of the Grail Quest. a shield with a number on it. Strongholds differ from other spaces in that when a stronghold is secured only allies and presumed allies may pass through this space. We'll talk more about rolling combat later and dislodging pieces later, but the number in the shield indicates a bonus added to a defender occupying a stronghold. The defender is allowed a bonus to defense based upon which stronghold he is holding. This is marked on the board as a “Defense +3” or “Defense +4”.

Securing a Stronghold Players cannot prevent characters from entering or leaving a location, like Stonehenge or the Lake, but a character can

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 14 of 28 commoner that ends a player's turn on a farmland generates AVATARS, LORDS & COMMONERS 1 provision for the Kingdom. The maximum provisions in the Kingdom is capped by the number of provisions in the game.

Avatar Attacking A Commoner Each player has a unique Avatar token and a display of character If a commoner takes a wound or a charm, the commoner must cards. An avatar represents the location of the characters in that retreat toward its home realm. If a commoner takes a wound or player's display. a charm when it's in the same commoner's home realm, then On his turn, a player can use movement points to move the that commoner is removed from play. avatar from location to location. When the player does so the characters in his display are moved from location to location. Placing Commoners Commoners may start in their own realm or any space adjacent At the beginning of the game, each player has 1 character card, to their realm. They can also be placed in a space adjacent to a but event and circumstances will cause players to add character commoner from the same realm. to their display. A player may have up to 3 characters in his display. Moving Commoners Commoners do not use movement points to move. Rather they Lead and Supporting Characters are moved by Commands from their lord. For each command One of those characters is the “lead” character. The other cards the lord expends, the commoner can move one space, regardless are supporting characters. At the end of each turn, all players of terrain. This is explained fully under “deeds.” should recognize one of the characters in a player's display as the lead character. Support All commoners are dependent upon their lords for support and Sharing Spaces guidance. At the end of each turn, commoners must be able to Avatars can share spaces and realms with commoners, but no trace a line through allied and vacant spaces to their starting two avatars can end their turn in the same space. If a player realm or they are removed from play. plans to attack a character in a space, he can move his avatar to the same space as an opposing avatar. Allegiance Commoners owe allegiance to their lord. At the start of the Retreating an Avatar game, all of the realms of on the board are controlled by Arthur, After combat is resolved, the losing avatar must vacate the space the one Rightful King. Commoners are always the same loyalty by retreating. The loser retreats to the closest vacant space or any as their lord. realm vacant or occupied. The retreating player picks the location if two or more realms or spaces are equidistant from the If the lord of Cambria is loyal, commoners of Cambria are loyal. If the space where the conflict occurred. lord of Lothian is King Lot, the commoners of Lothian are usurpers. Only loyal commoners generate provisions for the Kingdom. When calculating a retreat, each space counts as 1 space. Movement points are not considered in the calculations for determining the closest space in a retreat. Lords Lords determine control of realms. If a realm has no lord, then Commoners King Arthur is considered the lord of that realm. On any turn Commoners represent subjects, minions, allies, unknown in which a player ends his turn in a realm where the lordly court knights and ladies and other minor characters in the story. They is vacant that player can place any or all characters in his display are used to hold territory and to work the lands. All commoners in the lordly court. have a “home realm”. For example, commoners of Lothian are Up to three cards can be placed face up in the lordly court. The orange and the home realm of red commoners is Logris. card on the top of the pile is considered the lord of the realm. The remaining characters are in court as “court characters.” Commoner Attributes Once a lord has been installed, the lord cannot be changed, All commoners have a Combat and Social of zero. Commoners unless that lord is driven out or killed by enemy attacks. may not quest, nor may they become lords or challengers. Commoners have a Labor of 1, which is to say that each Loyal

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 15 of 28 Lordly Deeds take that reaction again on the same turn if the lord is attacked Any allied player can take an action with a lord or a character in again. court. To do so, that player must be active and he must expend deeds granted by his own Play card. Attacking a Character in Court A character in court can be attacked in the exact same manner as When a player does so, he can act with the lord or characters in a lord. If a character in court is attacked this character cannot court as if they were his own characters. When they act or react, call for defense as a lord might. The character rolls defense and lords and characters in court are tipped, just like characters in a takes and gives wounds or charms normally. display, to indicate when they have acted. If a character which defended a lord is attacked, that character Movement & Character Management rolls defense normally. Defending an attack on your own Lords and characters in court may not move from their home character is not an action or reaction, so a character can roll his realm, but they can quest. When a player is active he can defense no matter how many times he is attacked. exchange a supporting character in his display for a character in court in the same realm as his avatar. If an exchanged character Challengers has acted this turn then that character may not act again this If the lord of the realm is of an opposing alignment a player can turn. challenge that lord's authority. To challenge a lord's authority, a Excess Court Characters player must move his avatar to the targeted realm and then place one or more cards in the challenger court. Any excess cards in the lord's court at the end of a turn are returned to the bottom of the character deck. Although the This is exactly analogous to the lordly court. There can be a player which placed the cards decides which cards to cycle back maximum of 3 cards in the challenger's court. The card on the to the deck, such an action cannot cause the lord of the realm to top of the challenger's court will assume the lordship if/when change. the lord is deposed. A loyal character may not challenge a loyal character's authority. Attacking a Lord To attack a lord, socially or with combat, a player must either Except as explicitly stated below, the challenger's court is move his avatar to the realm where the lord resides or the player managed exactly as a lordly court. must use the challenger or a member of his court. The Lord is Dead. Long live the Lord. Of course, when attacking a lord, the attacker must expend an If a challenger manages to depose or drive off a lord, then the action to attack as if he was attacking a character in another challenger and his co-conspirators are moved to the lordly court. player's display. The Price of Turmoil Defending a Lord When the authority of a lord is challenged commoners of that The team controlling the lord can opt to defend with the lord, realm do not produce provisions for the Kingdom. or with any of the characters in court. There is a cost to defending a lord though. Each time a challenge deposes a lord, then the incoming lord removes one of his commoners from play. If a court character comes to the defense of his lord, this counts as a reaction, which means that Moving Lords & Challengers the character cannot do any Lords and challengers do not move from their realm. However, actions this turn. the characters in court may be placed in, or removed from, the card courts during the movement phase of the turn. This also means that if the supporting character has already The active player can move any of the character's in his display completed an action, then that into court. At the end of the turn, if there are more than 3 character may not come to the characters in an allied court, then the active player must remove lord's defense later in the turn. characters until all allied courts are at or below maximum. Any Furthermore, this means that if removed characters are cycled to the bottom of the character a supporting character comes to deck. his lord's defense, he cannot

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 16 of 28 To determine the outcome of a battle roll Combat DvD. The DEEDS result is the number of wounds inflicted upon the character with the lowest total. There are two types of deeds: actions and reactions. Dice Notation: DvD means “die vs die”. This indicates that each player Actions are deeds that an active player can cause a character can rolls a six-sided die and adds the related attribute. Players then compare do. Reactions are deeds that characters can do when another results and the higher total succeeds. character is active. A player can do a deed with a character by expending an action point from his Play card. A player can only Discourse is the same. To determine the outcome of an attack, perform actions with character in his display or with allied roll Social DvD. The result is the number of charms inflicted characters in court. upon the character with the lowest total. Each character can do one deed per turn. As described in Order of Play, each turn allows the active player a number of actions. Wounds The effect of combat is that participants can take wounds. A player can take actions with any character in his display. The Wounds are stacked are placed on the character card taking the active player can also take actions with any allied character in damage. Subtract wounds from a characters health to determine court. the effects of wounds. The actions are Attack, Command or do a special ability. Current Health Effect

Attack 3 or more No effect Attack is a deed which wounds (or charms) opposing players. A character can attack another character using either Combat or 2 -1 to all rolls Social. Combat represents everything from jousts and melees to battles and physical attacks. Social attacks represent debates, 1 -2 to all rolls seduction, and discourse. 0 Incapacitated Defense against an attack is not considered a reaction. no actions or reactions allowed

To initiate a conflict a character must: -1 or less Dead remove from play • Have the capacity to attack – A character must have a sword on his character card to start a combat. A character must have a rose on her card to start a discourse. Charms Charm tokens denote mental or emotional fatigue of a character. • Have an opponent in the same space or realm – The Use charm tokens to track the number of charms a character has active player moves his avatar to the realm or space taken. where the combat will occur. At the end of the turn, either the defender or the attacker will vacate the All characters have a mental strength of 4 and this is diminished space. as charms are placed on the character. Charms affect characters exactly as wounds, but when a charmed character reaches -1 or • Have an action to expend – If the character's card is more, the character is not killed. Instead that character changes tipped because of a prior action or reaction, the loyalties and the card is given to the player who placed the character may not attack. charms. • Loyals may only attack an opponent – Loyal Immediately place the character card in the opponent's display characters may only attack usurpers. Usurpers may and remove all charms from this character. If that character is attack anyone in the same space when it suits their returned to the deck by card management or game play, that schemes and whims. character is placed in the deck where his loyalties currently lie. Conflicts are resolved by each side rolling dice and adding the appropriate stat. The side with the lower outcome takes wounds or charms.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 17 of 28 A loyal character that flips loyalties is not immediately known as an Each time a player begins a turn with no characters in his usurper. Unless and until that character does something treasonous, the display, he draws a new character card. The player's Avatar is flipped character enjoys the same immunity that usurpers enjoyed at game moved to the starting realm of the new character. start. Questing Recovery Quest is a deed, like any other deed. When active, a player can Wounds and charms placed on a character's card, track with the initiate at the cost of 1 action. Questing helps reveal the location character until they are removed by healing, magic, etc. of the Grail Portal and as such is an important part of loyal Subsequent wounds and charms are added to the card. Wounds victory. and charms are discard when the card is cycled to the bottom of Questing only occurs in realms and the difficulty of the quest the character deck. depends on the realm where the character is questing. Each realm has a Quest difficulty from 1 to 9. The higher that Rounds of Conflict number is the more difficult it is to solve a quest in that realm. Each roll of die versus die is a “round” of conflict. Attacks continues until one character can or will fight no more. To solve a quest, the active player selects one character in his display and rolls Quest D-d equal to or higher than the At any time after the first round, either character may yield. difficulty of the quest in the same space as the questing character. Yield A character may yield (i.e. retreat) after suffering one or more Dice Notation: Throughout these rules and in all references, we will rounds of conflict. If a character yields the character card is reference 2 specific dice notations. DvD “die vs die” and D-d “die minus immediately moved to the bottom of the character deck. All die.” For D-d, the active player rolls two six-sided dice and subtracts the wounds and charms are removed. lower number from the higher number. Add the result to the related attribute to determine the outcome. The yielding character drops any Assets or hostages. The victor may claim these as his own or he may place them in the closest The space where the quest occurs is called the quest space. A realm. If the yielding character had a companion the character cannot quest in the same space twice in a row. Many companionship is at an end and only the yielding character is characters receive boons for questing successfully. returned to the deck. For example, Gawain rolls D-d and adds his Quest attribute for a total of The way this works is that the attacker offers a yield at the end of each 7. The difficulty of the space is 4. Therefore he solves the quest. round of combat. For example, an attacking knight might declare, “Wilt thou yield the field, sire?” The defender may agree to yield and such a yield would end combat. Command Command is a deed, like any other deed, that an active player On the other hand, the defender may reply, “Nay, sire. I ask, wilt thou can initiate at the cost of 1 action. Commands are useful for yield the field?” moving commoners. At that point, the attacker may choose to yield.. Or, the attacker may Each point of command allows a reply, “Nay, sire. We shall tilt again!” And combat resumes. point of movement for a commoner After declining to yield, an attacker or defender may not yield until the or Lord. A Lord (or Challenger) can following round. move any allied commoner. Most knights and ladies have 1 point Character Death or Enchantment of Command which means they can move one commoner 1 space. Most Events and actions may cause nobles have 2 points of command, the death of a character or may which means they can move 2 cause a character to switch sides. commoners 1 space or 1 commoner Both events can cause a player 2 spaces. Sir Bedevere has 2 points to lose some or all of his of command and thus can use 1 characters. action to issue 2 commands.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 18 of 28 Pillage REACTIONS Pillage is a deed that only usurper characters do. Pillaging destroys provisions. Provisions are of no use to usurpers and Reactions are character deeds that occur when other characters their destruction harms the Kingdom and loyal players. are active. That means that reactions most usually occur when another player is active. When a character reacts, tip the To pillage, a character must be in a farmland space. Pillage D-d character card in the display as you would when a character does equals the number of provisions removed from the Kingdom. A an action. This indicates that the character can neither react nor character must have an axe under to pillage. do an action until the next chapter. Blight The reactions are: If a usurper pillages when there are no provisions in the • Assist – An assist gives an allied character in the kingdom then the space is “blighted”. Cover the space with a location a bonus of +1; tally chip. That space will not produce provisions until after a commoner spends one turn of Labor removing the blight. • Challenge – Invite an opponent to Combat; • Hide – Some characters can hide when they are Special Actions attacked (If a character can hide, it will say so on their Most characters have special-abilities described on their card.); character cards. Unless specifically stated otherwise, these special • Surrender – A character can avoid injury by abilities can only be done as deeds. surrendering to become a hostage. Much of what is needed to use these deeds is found on the character cards, but these rules provide expanded clarification. You don't need to Assist read or memorize or understand these special circumstances or deeds Assists are an important part of getting things done and helping unless and until they arise. teammates. For this reason you may not want to assign activities to all Any deed based upon Magic is called a spell. Only a few your characters! characters can cast spells and this is indicated on their character An assist is a reaction that adds a one-time +1 to a particular ally card, along with which spells they can cast. The character casting who needs help with a DvD or D-d. the spell is often called the caster. Assisting an usurper always reveals a character as an usurper. See Spells and Magic for details about spells. Limitations of the Assist The assisting character must be eligible to take an action or reaction. Firstly, a character whose card is tipped because the character has already acted this turn may not assist. Secondly, the character must be eligible to take the type of action that he is assisting. For example, only characters who may initiate combat may assist in combat. Only characters that can initiate social actions can assist in social conflict. Only characters that can do magic can assist magic, etc. Thirdly, the character must be situationally eligible to assist. For example, a character may not assist a combat that is occurring in another space unless he has the capacity to affect combat in another space. After a character gives an assist, tip the character's card to indicate that the character is no longer eligible for actions or reactions this turn. Although a defender is not charged for an

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 19 of 28 action, an assist (even a defensive assist) costs the character an knights must accept a lawful challenge. Other characters may action. decline lawful challenges. The attacker must declare all assists before the defender declares his assists. When a non-player character assists, tip the token. Hide This is done by leaning the assisting character's token against the Some characters, ladies for example, can Hide from attacks. character or stack that is being assisted. Knights on the other hand will never hide. If a character can hide, it will say so on that character's card. Hide is a reaction to Call for Help an attack and hiding occurs before the attack. When a lady is attacked, as a reaction she can call for help and a To hide, a character is immediately moved to the bottom of the knight who is in the same space must help the lady. character deck. If there are multiple knights eligible to assist the lady, the lady chooses one champion to fight for her. The lady must select Surrender from the volunteers if they are available. If there are no Surrender is a reaction that allows a character to escape harm in volunteers available, the lady may select a recruit. combat. A character can surrender before or after any round of A volunteer is a knight who is in a display, eligible for a reaction combat begins. The effect of the surrender is that the and whose player wishes to fight for the lady. A recruit is a surrendering character becomes a hostage to the opponent. The knight in a player's display, but whose player does not wish to token of a hostage is stacked with the captor. When so stacked, a fight for the lady. hostage can do no actions. The selected knight fights for the lady as if the knight was Pendragons will not surrender. The dragon will not accept a surrender. attacked. Knights must accept a surrender. Other characters can ignore a surrender and continue to attack the character who wishes to surrender. For example, if is attacked and helps Enide, Gareth's skill is used for the defense. When this happens, Gareth, not Enide, suffers the wounds. Hostages A hostage is a character which is captured by another character. A knight fighting for a lady can accept assists as if he was Hostages are most commonly taken when an opponent attacked normally. surrenders or when a knight attacks a lady. Hostages cannot do actions or take reactions until released by their captors. A knight successfully defends a lady when he drives the attacker from the field or if he incapacitates the attacking knight. If the Any character may have up to 3 hostages. When a captor is knight successfully defends the lady, then the defending knight attacked and wounded, the captor can drop hostages one for one may immediately takes the lady as a companion. to avoid taking wounds.

Madam Enide has the “cry for help” icon below her name between the Example hide/run icon and the health icon. Tarquine is holding 4 hostages. Lancelot attacks and scores 3 wounds on Tarquine. Tarquine releases 2 Challenge hostages and takes 1 wounds. A challenge is an invitation to join in combat. If a challenge is Lancelot attacks again next accepted the active character's turn is interrupted and a normal round and scores 1 wound. combat is rolled out. The challenger must specify whether the Tarquine releases a hostage and challenge is just a challenge or if the challenge is a lawful Tarquine takes no wounds. challenge. The challenged character may decline the invitation and if that happens, the challenging character expends the action but combat does not occur.

Lawful Challenges A “lawful” challenge is a challenge of 1 to 1 combat, which is to say, no assists and no companions are allowed to participate. All

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 20 of 28 discipline challenge. To overcome this challenge a character must QUEST FOR THE HOLY GRAIL roll Social D-d greater than 3. The Quest for the Holy Grail involves a journey through three Once this station is resolved, move the Holy Grail to the Grail Stations: Desolation, Despair and the Questing Beast. Grail Questing Beast. This indicates that other characters may now stations are unlocked by game play. Characters cannot enter a pass to the Questing Beast. Grail Station until the previous Grail Station is solved. The Grail token is placed on Desolation at start, but each time a The Questing Beast step is resolved the Grail is moved a step further away until the The Questing Beast must be defeated before the Holy Grail will Grail stops at the Listenoise. appear. If a character attacks the Questing Beast it has a Combat of 3. Any usurper player rolls for the Questing Beast. Wounds to Movement from space to space between Grail the Questing Beast are placed on the board. When the Questing Stations is exactly like movement anywhere Beast suffers 4 Wounds, the beast is defeated. Place the Holy else on the board. Grail at Listenoise. If a character yields to the Questing Beast, the Questing Beast The Grail Portal instantly recovers all wounds. The Questing Beast is immune to The location of the Grail Portal is known to all players, but it Social and Magic attacks. begins the game hidden to characters. This is represented by tally chips which are placed upon the Grail Portal during the set- up of the game. Recovering the Each time a loyal player solves a quest, remove one of the tally Grail chips from the Grail Portal. When all the chips have been The first character in Listenoise removed, the Grail Portal is revealed and avatars may move may recover the Holy Grail. through the portal as they would any other space. Place the token on that After the Grail Portal is resolved, the Grail token is moved from character's card. Track back Desolation to Despair. When the Grail token is moved a step through the Grail Quest to forward this is called “advancing the Grail Quest.” return the Grail to Logris. Returning the Grail It is not uncommon for enemy knights to challenge the bearer of the Grail to a duel. A knight is only required to answer one challenge per location. After a challenge duel, the knight may continue his movement if he has movement remaining. If the bearer of the Grail is killed, the Grail is dropped in the location where the character fell. To pick up the grail, a character must use an action to Quest at the difficulty of the current Desolation location. The path to Desolation ends at Questing icon. No character may enter Desolation until a character successfully uses a deed to Using the Grail solve this Quest with a difficulty of 3. Once the quest is solved As an action, the bearer of the Grail may remove all wounds the Holy Grail is advanced to Desolation and any character may from any character in the same location as the Grail. enter Desolation. Despair The path to Despair ends at a Social icon. This means represents a

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 21 of 28 SPELLS & MAGIC Cause Fear The targeted character is placed at the bottom of the character The magic reference card lists all the spells and summarizes what deck. Lead characters, lords and challengers are immune to fear. they do. Most spells are self-explanatory, but what follows are a Supporting characters and characters in court are susceptible to few extra notes about special circumstances with some spells. fear. If a character can use magic then the character will have the magic icon (a wand) similar to the one on the magic reference Dispel card. Dispel is a magic reaction. Dispel cancels the effect of a spell. Dispel is cast only when another caster is casting a spell. Dispel Magic Duel cancels the effect of the spell being cast. To succeed at a Dispel a It is possible for two magic-using characters to engage in a magic caster must roll Magic DvD. The caster must be in the same or duel. A magic duel is resolved exactly like any other combat, an adjacent space as the opposing caster to attempt a dispel. pitting the attacker’s Magic DvD versus defender's Magic DvD. Place Magic tokens as you would place wounds to track combat. Fly Magic tokens do not stack with wounds or charms. This spell allows a targeted character to fly. The target must be in the same location as the caster when the spell is cast for the Magical Tokens spell to take effect. Place Magic DvD tokens on the character to indicate that the character is now flying. There are several spells that instruct the caster to place tokens denoting the spell's effects. The token states the effects of the The character moves as per the fly ability described on the spell as well as how and when to remove a token. Most spells last reference cards. For each point of movement the character until the next “Cycle,” which means that unless removed by spends remove one magic token. some other action, the token remains on the character until Flying creatures may pass over enemy strongholds. character cards are returned to the character deck. If a caster casts a spell that requires a token and there are no tokens remaining, the casting player can remove a token in play and Infiltrate place it as if it were his own. Infiltrate allows the object of the spell to by-pass the defenses of Magical tokens are stacked on the affected character. Magic is in a stronghold. This can be used to negate the defensive bonus of limited supply and when cast players pull Magic tokens from the a stronghold or to by-pass a stronghold. This spell only allows a Magic bank. When there are no tokens available, the caster can single character to pass a single obstacle one time. An infiltrator pull an allied Magic token from any spot on the board and place cannot be lawfully challenged to combat. it where the token could normally and legally be placed. Invisibility Buff or Curse Mark the target with a magic token. If the invisible character Magic can be used to augment an ally or curse an enemy. takes an offensive action, or assists an offensive action, that action the spell ends instantly. An invisible character cannot be Magic D-d is the number of magic tokens created. Magic can be attacked or challenged. placed on any character in the same location as the caster. When that character rolls dice the tokens allow a bonus of +1 per token to allies and a penalty of -1 per token to enemies. The casting Move Other player decides when to use these tokens but they must be This spell causes the target character to wander or get lost. The declared before dice are rolled. casting player moves the targeted character to any location adjacent to that character's current location. Move other does A single character cannot have both loyal and usurper magic. not allow a character to pass through strongholds. If cast on an Instead these tokens cancel either other out, reducing to the ally an opponent selects the character's destination. lowest possible number. Portend the Future A player uses Portend the Future to foresee and bend future events. Draw 5 cards from any deck except the Play deck.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 22 of 28 Reorder those cards as desired and return them to the top of the deck. The player may not show any of the cards to any other APPENDIX I: ARCHETYPES characters, but the player can describe what he saw after returning the cards to the deck. All of the information in this Appendix is also found in an abbreviated form on the cards themselves. You won't need to reference the archetypes information, nor do you need to Summon memorize it. It's presented here for those who are unfamiliar The caster draws 7 cards from either or both deck, then selects 1 with the setting or for those who want to understand the of these characters to put into a court or display. framework of the game. If the caster is allied with the character, that character is immediately added to the display of the player controlling the Knights caster. Otherwise, the character is put into the display of the The most common character in the game is the knight. Knights, next active opponent. even usurper knights, may not strike ladies. When a knight scores a hit on a lady, she is not wounded, but captured and Scry taken hostage. If a lady calls for help the knight come to her aid, No characters may hide in a location with or bordering a scry even if that lady is an enemy. But after the aid is given the token. Place the token in the caster's current location. Scry has knight may take that lady as a companion. no effect in the Fens. Ladies Sleep The fairer sex generally doesn't involve itself in combat, but This spell causes a character to go dormant. While sleeping, the ladies are anything but weak. Ladies use their Social skills to character may not move or do any actions. Place a magic token sway the loyalties of characters. Ladies may not initiate or assist on the character until the character wakes up. in combat. If attacked they can hide or they can cry-out for help. Any character may use an action to wake the character up. When the character or an ally spends an action to wake up the target, the Magic token is removed to indicate the spell is ended. Nobles Sleep is instantly canceled if the character is attacked or if spells Nobles can Command with their Command and Labor with are cast upon the character. their Retinue. Sleeping characters cannot be charmed. For this reason, some casters may find it useful to put allied characters to sleep. Pendragons Fay are immune to this spell. For most characters there is no The Pendragons are at the center of the game. The Pendragons resistance. are the royal family. They include King Arthur, his half-sister Morgan Le Fay and their bastard son by Morgan's magical Teleport treachery: Prince Mordred. Pendragons will not surrender and do not give or take Mercy. Teleport moves a character swiftly across the map. The caster may cast upon himself or a subject in the same location. The teleported character is moved to any vacant location. If no Commoners locations are vacant, the spell cannot be cast. When fay cast this Commoners cannot be “killed” because commoners are not spell the target of the spell must begin and end in the fay's domain. individuals. Instead commoner tokens represent large groups of people. Rather than suffering wounds, commoners lose helpers. Each time a commoner loses a helper, the commoner retreats to an adjacent space. This is not a yield. This is simply a retreat. When a commoner loses all its helpers the token is flipped and the card is moved to the opponent’s deck. At that point the commoner restocks its helpers to the starting point. Commoners may not take any companions.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 23 of 28 Hostiles APPENDIX II: VIGNETTES Hostiles are foreigners who are known to be treacherous if they enter . Some hostiles are nobles, which means they can Some characters are part of an optional and advanced part of the also do everything a noble can do. game called a vignette. Each vignette presents a game within the game and a story within our story. For those who know the tales of Arthur, vignettes will feel familiar and easy to remember. For Fay those who have no knowledge of the legends of Arthur we Nimue, also called the Lady of the Lake, and Morgan Le Fay, provide a thumbnail sketch about our vignettes. known to many as the Fairy Queen, are fay – magical creatures not from our world. They are from Fairyland, a place not far It's perfectly fine to ignore the vignettes until you have played and from Arthur's realm but far from our world today. Fay may not understand the game. take companions. Fay are immune to discourse and never suffer charms. Fay also have a number of special properties. Star-Crossed Love Fay have favored characters. The Lady of the Lake favors Arthur. Morgan Le Fay favors Morgause. No matter who is controlling This vignette revolves around Isolde the Fair, and Sir Tristan. King Mark which fay, neither of them will charm or attack their favored of Cornwall is betrothed to Isolde the Fair in a political marriage arranged characters. by her mother Isolde the Elder. Isolde the Fair is said to be one of the most beautiful women in the land rivaling the beauty of Queen Guinevere One of the fay's most important and most powerful abilities is herself. King Mark is an old and lecherous man and there are rumors of the ability to shuffle character cards. As a deed, a fay can force his many misdeeds. an immediate shuffle of character cards. The player taking this action can assign activities to the characters in his display before Isolde the Elder has great schemes for her family. If her house is united the shuffle. with the King of Cornwall. She believes they will produce a great kingdom that will rival King Arthur himself. Isolde the Fair is not After the shuffle, turn order continues and players place new particularly political, and she has heard rumors that King Mark is a characters at their first available turn. wicked old man. Isolde the Elder assures her daughter that this is what is Fay have domains. The domain of the Lady of the Lake is every best for the family so, Isolde the Fair intends to marry King Mark, and in coastal space plus the Lake. The domain of the Morgan Le Fay is so doing, Isolde will be mother to a new and powerful kingdom. the Enchanted Forest and any forest space. Fay magic only works in the domain of the fay. Therefore, if a fay character casts King Mark dispatches his trusted nephew Tristan to bring Isolde the Fair Teleport, the subject can only be moved to and from spaces that to Cornwall. In that errand, and unbeknownst to Tristan, Tristan carries a are in that fay's domain. love potion. That love potion was prepared by Isolde the Elder to ensure the success of Isolde the Fair's marriage to old King Mark. Legendary & Infamous But, Tristan and Isolde the Fair accidentally drink the love potion and fall hopelessly in love with one another. Legendary characters are unique and special. Infamous characters are legendary Isolde the Fair begins in the usurper deck. Tristan begins in the characters that are known to be usurpers loyal deck. Neither King Mark nor Isolde the Elder are in the when they first appear. The giants and the game. Place and play both Tristan and Isolde normally until dragon are both infamous and legendary. such time that both Tristan and Isolde the Fair are on the board at the same time.

Effects of Love Potion If both Tristan and Isolde the Fair are on the board then both characters must move toward one another. When Tristan is active he must move toward Isolde the Fair or suffer a charm. When Isolde the Fair is active, she must move toward Tristan or suffer a charm.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 24 of 28 Consummation The initial encounter between Tristan and Isolde is called the The Betrayal consummation. The consummation occurs when one character Queen Guinevere is King Arthur’s wife and Lancelot is one of King (called the suitor) enters the location of the other character Arthur’s most trusted knights. However, if Queen Guinevere is in the (called the beloved). The suitor may be male or female but the same location as Lancelot she will turn Lancelot to an usurper. This is suitor is the aggressor in this love affair and the beloved is the because Lancelot cannot resist her beauty but to realize his desires is a target of the affection. The suitor is the character that moves betrayal of his king and friend, Arthur. into the beloved’s location. Except at Logris, if Lancelot passes through At consummation remove all wounds and charms from both the or end ups in the same location as suitor and beloved. In addition, the beloved character card is Guinevere, their love is consummated and immediately placed in the suitor player's display. the King is betrayed. For example, if Tristan moves into Isolde the Fair's location, Isolde's Upon such event, Lancelot’s card is character card is placed in the hand of the player holding Tristan. immediately moved to the bottom of the usurper deck. In addition, immediately Consummation only occurs once per game. Once the love of move Guinevere's card to the side of the Tristan and Isolde is consummated the lovers are spiritually board. Guinevere is now considered to be bound and their tokens are stacked with each other as in the nunnery at Almesbury. She may not companions. The player in control of this stack may use the return to play until King Arthur travels to attributes and abilities of either character. Any wound suffered the Almesbury and uses an action to by one is a wound upon the other. Any charm upon one is a forgive her. charm suffered by both. This betrayal is a grave wound to Arthur's spirit and body. After consummation, no spell, no magic, no act by any player When the betrayal occurs, Arthur suffers one wound and one can separate Tristan and Isolde from each other. If the couple is charm. These wounds will not heal and may not be restored cycled into the character deck only one character is put into the until Arthur forgives Guinevere. deck. The other character is put aside. When/if that card reappears, the companions are reunited. Stolen Sword King Arthur is a fearsome character when he is armed with Excalibur. However, once per game Morgause can use her action Heartbroken to steal the sword away from Arthur. She does not need to be in the same location as Arthur to initiate this action. She can do of is hopelessly in love with Lancelot du Lac. That love is this action from anywhere on the board. unrequited as Lancelot will never lover Elaine. This action occurs as part of a grand magical bargain between Morgan Le When Elaine is in a player's display, each turn she must move Fay and the Lady of the Lake. closer to Lancelot, or she suffers a wound. Eventually, such movement may put her in the same location as Lancelot. The sword is removed from play is assumed to be at the bottom If she ever reaches the same location as Lancelot, his token is of the Lake. Only Nimue the Lady of the Lake can retrieve the immediately moved out of that location by Lancelot's player (or sword when it is under water at the Lake. She, of course, must the previously active loyal player). When so moved Lancelot is use her action and be at the Lake to retrieve the sword. pushed to the closest legal move. If there is more than one option of equal distance, then Lancelot chooses where to move. The Lady of the Lake All spaces and realms count as 1 point when Lancelot is so If Nimue retrieves the sword, Nimue cannot and will not use the moved. sword as a weapon. Nimue will keep the sword with her and the card is stacked with her until Arthur comes to her. If Nimue is When Lancelot leaves Elaine's location, she suffers a wound. cycled into the deck while she has the sword, the sword is Lady Elaine may not heal or restore herself. returned to the Lake. If Elaine is killed or dies, Lancelot suffers a wound and a charm. If Arthur is in the same location as Nimue, he can use his action to take the sword from her. It makes no difference whose display

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 25 of 28 she is in or which deck she is in, Nimue will never harm Arthur and she will never resist him if he asks for the sword. CREDITS Unrequited Game Concept & Art Direction: Will Nesbitt Edited by: Dr. Andy Birtle, Seth Williams When the game starts, all characters are Play Testers: Aubrey Nesbitt, Alain Clerinx, Andy Birtle, Stefan presumed to be friendly king-loving law- Tahmassebi, Matt Royle, Stefan Ginion, Elizabeth Panarelli, Joe O' abiding subjects. Merlin's foresight Connor, Seth Williams, John Newsome, Katy Newsome, Shaun pierces this veil of propriety and he can Church, Coleman Carlton and many others. see who is traitor and who is loyal. Merlin can use an action to reveal any About the Creator usurper. Will Nesbitt is from the Shenandoah Valley of Merlin has a weakness though, and that Virginia but for the past twenty years he has weakness is young and fair women. He made his home and raised his sons in Alexandria has trained many young maidens in the Virginia, just outside Washington DC. He is dark arts and this generally has not worked out well for Merlin. Merlin is married and proud of his two grandchildren. no fool, and once he realizes that his student is not of good character or Will Nesbitt has been playing and designing games for almost not interested in him, he ceases his training---reserving the most powerful forty years. He doesn't pretend to be an Arthurian scholar and secrets for himself. knows that some of the portrayals in this game can be argued. But, Merlin is a fool for one young and beautiful enchantress and her Will believes that the Arthurian legend remains popular after name is Vivien. Because Vivien is Merlin's greatest temptation, Merlin one thousand years because the stories and subplots have been cannot see her treachorous heart even if she attacks him. Unless another adopted, embellished and reshaped to mirror the sensibilities of character witnesses her treachery or her attack against Merlin, her treachery the current generation. Even though details, perspectives, and is unknown. Merlin will never speak ill of her. sometimes even the names change, the Arthur legend sits firmly on a foundation of unchangeable truisms of human nature. He Vivien is +1 to all actions when confronting Merlin. This is believes that stories which describe relationships between because he still believes that she truly loves him. She will never humans and reckon mankind against his lofty ideals will never love Merlin. If she manages to confuse him or incapacitate him, lose their appeal. he is imprisoned in ice. He doesn't not change loyalties, but Merlin cannot take any actions or move for the remainder of the About the Artists game. Ivan Miña Ivan is from Quezon City, Philippines. He enjoys Doomed doing character design, digital arts and sequential Many knights tried and failed to solve the Grail Quest. Uwaine, art. Ivan created more images for the game than Gawaine’s younger brother, represents those young brave knights any other artist. He was also responsible for that did not complete the quest. Uwaine may never touch or coloring and finishing numerous images. Ivan move the Grail. created the cover art for the game, Vivien and Foreign Allies. However, Uwaine can advance the Grail Quest by one step. To accomplish this Uwaine must use an active action and he must Tan Kwokyeoh be at the current limit of the Grail Quest. Taking this action, Tan is from Kuala Lumpur, the federal capital extinguishes Uwaine's life and he is immediately removed from of and most populous city in Malaysia. He play. enjoys doing concept sketches and portrait art. King Arthur is a childhood hero for Tan. Tan If Uwaine moves to the location where the Grail Portal is located, he can created many images for Arthur's Realm open the Grail Portal and reveal Desolation with his sacrifice. If he is in including the image of Prince Mordred and Desolation, he can by sacrificing his life reveal Despair. If Uwaine is in Galahad. Despair, he can reveal the Questing Beast with his sacrifice. If Uwaine is at the Questing Beast, he can cause the grail to manifest, extinguishing both himself and the Questing Beast at the same time.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 26 of 28 Priscilla Grippa George M. Young Priscilla is from Turin, Italy. She is a hyper- George is Puerto Rican born and bred in the usurper realistic artist, her principal skills Caribbean islands within the great city of San are character design, and illustration of Juan. His favorite art to draw has always been comics and book covers, but she always the comic book art style. For George, King tries to satisfy the clients in any field of Arthur represents the concept of the wise king illustration. She has worked with pleasure that serves the people and believes in equality, for this project because the story of King Arthur fascinates her the dream of a just and noble government. (in particular the character of Guinevere) since she loves George created the Herald and the Pict. everything about the medieval ambient. Priscilla created Love and Mercy.

JPT Mack Mack is a happily married man living in Eloy Canto Alexandria, Virginia. He prefers comic-book Eloy Canto Vasquez is from Mérida in the Yucatán of Mexico. art, tattoo design, and real-life replication; He is an illustrator, designer and however, he is open to any style based on a animator. Eloy is also a biker, sometimes client's needs. He likes creating art that makes philosopher and an adventurer. He people happy and inspired, while at the same created the Challenge. time amazing them. The Arthurian legend has been of great interest to him ever since he was a kid as it was in many ways, his introduction to fantasy and storytelling. Among other images, Mack created the image of Morgana Find Out More summoning the dragon and the Lady of the Lake rising from the For more information about this game or our other great games, water for Arthur. check out our web sites at: http://swn2.com Oscar Bodin Oscar runs his own company as an illustrator and concept artist. He has experience in both traditional and digital artistry. As a 2D artist, Oscar has worked mostly for game development including on concepts, illustrations, graphic- user-interface-design and 2D game graphics. Oscar lives in Trollhattan Sweden. Oscar created Lailoken and Augury.

Andrei Posea Andrei is a freelance artist with a Master of Fine Arts degree from the National University of Arts in Bucharest, Romania. Andre's fields of work include illustration, visual development, and storyboard art. He enjoys painting, both digitally and traditionally. Andrei believes that the legend of King Arthur provides any artist with a large collection of ideas, symbols. This allows the possibility to create in, an unique and personal style, images of long ago that reflect bygone times. Andrei created Intrigue and Accomplice.

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 27 of 28 Setting Up...... 4 Surrenders, hostages...... 20 Alphabetical Index Sharing Spaces...... 15 Tally Chips...... 4 Adding characters to play..10 Fly...... 22 Shuffle Characters by Fay..24 Teleport...... 23 Allegiance...... 15 Forests...... 13 Sleep...... 23 The Questing Beast...... 21 Almesbury...... 25 Grail Stations...... 21 Spaces...... 12 Tokens...... 3 Archetypes...... 23 Guinevere...... 25 Spending Boons...... 9 Treachery...... 5 Assist...... 19 Hand...... 3 Star-Crossed Love...... 24 Treason...... 5 Attack...... 17 Hands and Displays...... 3 Start...... 11 Tristan...... 24 Attacking a Character in Heartbroken...... 25 Start of a Companionship...8 Unrequited...... 26 Court...... 16 Hide...... 20 State of Affairs...... 5 Victory...... 2 Attacking A Commoner....15 Holy Grail...... 21 Stolen Sword...... 25 Vignette...... 11 Attacking a Lord...... 16 Hostages...... 20 Storming a Stronghold .....14 Vignettes...... 24 Attributes...... 11 Hostiles...... 24 Strongholds...... 13p. Villainy...... 5 Avatar...... 3, 15 Infiltrate...... 22 Summon ...... 23 Winning the Game...... 2 Betrayal of Arthur, the...... 25 Invisibility...... 22 Support ...... 15 Wounds...... 17 Blight...... 19 Isolde...... 24 Surrender...... 20 Yield...... 18 Boons...... 3 Kingdom, the...... 13 Surrender - hostages...... 20 ...... 20 Buff or Curse...... 22 Knights ...... 23 Call for Help...... 20 Ladies ...... 23 Cause Fear...... 22 Lady of the Lake...... 25 Challenge ...... 20 Lady of the Lake, see Fay...24 Challengers...... 16 Lancelot...... 25 Character enchantment.....18 Lead and Supporting Charms...... 17 Characters...... 15 Combat...... 17 Legendary & Infamous...... 24 Command...... 18 Lords...... 15 Commoner...... 6 Magic...... 19 Commoners...... 3, 15 Morgan Le Fay,...... 24 Commoners ...... 23 Morgause...... 25 Companions ...... 8 Mountains...... 12 Consummation...... 25 Move Other...... 22 Death...... 18 Moving Commoners...... 15 Deeds...... 17 Nimue...... 24 Desolation...... 21 Nobles ...... 23 Despair...... 21 Offensive...... 22 Dice Notation: ...... 17p. Pendragons...... 23 Dispel...... 22 Pillage...... 19 Display...... 3 Placing Commoners...... 15 Doomed...... 26 Portend the Future...... 22 Elaine of Astolat...... 25 Provisions...... 3 End of Companionship...... 8 Quest...... 18 Event ...... 6 Reactions...... 19 Excalibur...... 25 Realms...... 12 Fairy Queen, see Fay...... 24 Retreating an Avatar ...... 15 Farmlands...... 12 Rounds...... 18 Favored characters...... 24 Scry...... 23 Fay...... 24 Sea...... 13

Arthur's Realm 9 by S. William Nesbitt II © 2019 All rights reserved. Revised 02/20/19 Page 28 of 28