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During the reign of Louis XIII, Queen Anne d’Autriche maintained a reckless relationship with the Duke of Buckingham. As a token of her affection, she gave him several diamond pendants that were a gift from the King. , who had been seeking an opportunity to discredit her in the eyes of the French monarch, learned of the affair and charged his most formidable agent, Milady, with the task of stealing the pendants from Buckingham in England. He then waited for the grand ball in the Queen’s honour in order to confound her. But in secret, the Queen has entrusted D’Artagnan and his brave companions with the mission of bringing the pendants back to her before the opening of the ball at the royal palace of the Louvre… The honour of the Queen is in your hands! Presentation and object of the game: Material:

The game is intended for 2 to 5 players. Each player takes either A game board representing the rooms of the Louvre palace, le the role of a (D’Artagnan, , , and ), Quai du Louvre (the street outside the palace), the locations of the or that of the Cardinal and his Henchmen: Milady, Rochefort and the chests (with the ’ coat of arms), the entrances where the Cardinal’s Guards. Henchmen appear (with the Cardinal’s coat of arms), the Queen’s chamber, and the Queen’s track within the Ballroom (with squares ’ goal is to cross the Louvre in order to arrive at the numbered 1 to 15). Ballroom and return the Queen’s pendants before she reaches the square within the Ballroom where the King is waiting for her. The Cardinal’s Henchmen appear 1 grey Queen fi gurine. in the rooms of the palace and try to 1 red Rochefort fi gurine (holding a pistol), 1 red Milady discover which of the Musketeers is fi gurine (offering a goblet) and 14 identical red Cardinal’s carrying the pendants. In order to win Guards fi gurines. the game, their objective is either to 1 blue d’Artagnan fi gurine, 1 orange Porthos fi gurine, 1 delay him or stun him in order to steal green Athos fi gurine and 1 yellow Aramis fi gurine. the pendants from him. 1 Musketeers’ Door token, 1 Cardinal’s Portcullis token and their bases. The Musketeers must therefore help one 37 Equipment (blue/30) and Traps tokens (red/7). another and outwit the Cardinal as long as 4 red dice for the Cardinal and 4 blue dice for the possible so that he does not guess which Musketeers. one of them is the pendants carrier. 12 Round of Play cards. On each round of play, one of the players turns 3 Cardinal’s Henchmen cards: Rochefort, Milady, the over a Round of Play card and reads aloud the Guards and 14 Special Cardinal cards. names that are listed upon it: this determines the 1 Cardinal Joker card: “The Cardinal’s Call”. order in which each player takes his or her turn. 4 Musketeers cards and 13 Musketeer “Heart” tokens The Musketeers and the Cardinal’s Henchmen can representing life points. move around and fi ght duels when they encounter 4 Pendants tokens, the real pendants in colour and the an opponent in a room. The outcome of duels is three decoys in shading. determined by a roll of dice. The Musketeers are better 1 Musketeers Joker card “All for one, one for all!” fi ghters but are often outnumbered by the Henchmen. When the Henchmen are eliminated they return to the Cardinal’s Reserve from which they can reappear Supplementary tokens at entrances in the rooms bearing the Cardinal’s (that can be used with the optional rules): coat of arms. The Musketeers can be stunned if they receive 6 Equipment tokens (golden corner) two many hits during duels (a Musketeer can 2 Chest tokens and 2 Cardinal’s Coat of Arms tokens never die or be removed from the game). The Musketeers can fi nd Equipment in the 4 Carpet tokens chests located in certain rooms. As for 12 Portrait of the Queen tokens the Cardinal, he can play Special cards that provide him with reinforcements or permit him to perform specifi c actions. Getting Started : Unfold the game board.

One of the players takes the role of Cardinal Richelieu. He controls his Henchmen: Milady, Rochefort and the Guards, and moves them in the best way to intercept the Musketeers. 4 The other players choose among the four Musketeers the character whose they wish to play. They place the character card of their Musketeer(s) in front of them and take the corresponding fi gurines. All of the Musketeers must take part in each game.

At the start of the game, determine which square is the one where the Queen will meet the King: when the Queen arrives on this square, the game will be over and lost by the Musketeers. To begin with, we recommend choosing square 15. For more 6 exciting games, you can increase the diffi culty for the Musketeers by setting the limit at squares 14, 13, or even 12 for the most intrepid players. 1

Shuffl e the 12 Round of Play cards and place them face down next to the game board 2. If the game is not over after 12 rounds, shuffl e the cards to form a new draw pile and continue play. 3 5 Musketeers : • The Musketeers place the “All for one, one for all” card With two players, all of the Musketeers will and the Musketeers’ Door token in front of them. be played by the Cardinal’s single opponent. With three players, each Musketeer player controls two Musketeers. With four players, one of players controls two Musketeers, or each Musketeer players takes turns playing the “shared” Musketeer. With fi ve players, each Musketeer player moves a single Musketeer.

The Musketeers use the four blue dice. The Musketeers take the 37 Each Musketeer places upon his Equipment tokens (blue and red corners) character card a number of “Heart” tokens and turn them face down. Next, each equal to the life points indicated: three or Musketeer takes one of these tokens at four. random: this constitutes his starting Equipment. If the token has a red corner, The Musketeers must the player replaces it in the pile and draws determine which of them will carry the real another (repeating this until he has drawn an Equipment pendants at the start of the game. Take the token with a blue corner). The Cardinal is not allowed to four Pendants tokens (that representing look at the Equipment tokens of the Musketeers. 5 the real pendants and the three decoys). You can place them face down, mix them The 33 remaining Equipment tokens are placed up and then deal them randomly, or you face down in piles of the three on the eleven chests can confer secretly on who should be the located in the rooms of the palace (bearing the real carrier. In both cases, each Musketeer Musketeers’ coat of arms). 6 character must possess one and only one Pendants token 3. The Musketeers can communicate at any time amongst themselves, show one another their Equipment Each Musketeer is placed on the “Quai du Louvre” 4 tokens and their Pendants token, even if their fi gurines are outside the palace. He will enter the palace by one of the six not present in the same room. gates of his choice that open unto the street. 0

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The Round of Play:

1.Turn over the Round of Play card at the top of the pile. It gives the order in which the different characters will act: these are 8 the Phases of Play, by name (a Round is thus divided into several 1 Phases). Each Musketeer can only take part in a single Phase of a Round of Play, while the Cardinal can play in several.

2. One of the Musketeers or the Cardinal announces out loud the order from top to bottom in which the names are inscribed on the card. Each player will intervene in this order. When his name is read, the player is considered to be the “active player”: his Phase of Play begins. When there is a white number on the card, it is the Cardinal who plays. This number corresponds to the number of action points he disposes of 2 7 during his Phase of Play. If the number is associated with a card symbol, this means that the Cardinal player may also draw TheCardinal : a Special card. The Cardinal player places in front of him the three characters cards (Milady, Rochefort and Guards), as well as the “Cardinal’s Call” card and the Cardinal’s Portcullis token.

The Cardinal uses the four red dice.

3. A player’s Phase of Play ends in He shuffl es his 14 Special Cardinal cards face down most cases when a Duel is engaged. This and places them, still face down, next to the game board. He means in particular that the Cardinal must fi rst draws the fi rst card and reads it. He does not reveal it to the move all his Henchmen before engaging in one Musketeers. 7 or more Duels. These Duels will be resolved in the order chosen by the Cardinal. The Cardinal places a Guard at each spot marked with his coat of arms within the rooms of the 4.The number mentioned next to the portrait of palace (there are eight in all) 8. At the start of the the Queen (at the bottom of the Round of Play card) game, he may not place either Rochefort or Milady indicates the number of squares she advances in the Ballroom, on the board. The red fi gurines which always towards the King (0, 1, or 2 squares). After the Queen are not in play are placed in the moves, the Round of Play comes to a close. One of the players Cardinal’s Reserve next to the draws a new Round of Play card in order for the next Round to game board. 9 commence.

Place the Queen’s fi gurine in her chamber, by the entrance to the Ballroom. 0 The Musketeers How do they win the game? Exchanging-Giving: At the end of his movement, a Musketeer can exchange and/or give any or all of his Equipment tokens to one In order for his camp to emerge victorious, the Musketeer who or the other Musketeers present in the same room as himself. In the bears the real pendants must reach the Ballroom on the opposite same manner, a Musketeer can Exchange his Pendants token with of the Louvre from the entrance gates, before the Queen arrives at that of another Musketeer. Don’t forget that a Musketeer must the square where she will meet the King (determined at the start of always be in possession of a single Pendants token (so giving the game). There are four means of entering the Ballroom: three a Pendants token without exchanging it for one in return is not doorways and a Secret Passage. When the Musketeer who is in permitted). A Musketeer who is not stunned can give/exchange one possession of the real pendants crosses one of these points of access, or more of his Equipment tokens or exchange his Pendants token the Musketeers immediately win and the game is over. The Queen is with a stunned Musketeer in the same room. An Exchange, however, saved! cannot be made without the consent of the two players, even when one of the Musketeers is stunned!

The actions of the Musketeers : Blocking: A Musketeer who is not stunned and fi nds himself at the end of his movement in a room where there is an entrance for the Cardinal’s Henchmen blocks the appearance of Henchmen in this During his Phase of Play, a Musketeer can carry out the following room (including Milady). actions in the order of his choice as many times as he can and as he wishes.

Moving: A Musketeer can remain in the room he presently occupies or else move one or two rooms (unless he uses Equipment that allows him to move further). To enter a room, a Musketeer must have Fighting a Duel : Once a Musketeer enters a room where access to it. He cannot enter if the opening is blocked Guards or Rochefort are present, he must fi ght them. The Musketeers by the Portcullis or the Door. Then again, a Musketeer cannot cross a never fi ght Milady. The “Duels” section in these Rules will provide with room in which Rochefort or the Guards are present. He must halt his all the details on how to proceed. movement and fi ght them. On the other hand, Milady cannot prevent a Musketeer from crossing a room if she is alone. A Musketeer who Recovering: A stunned Musketeer (fi gurine lying down) recovers reaches the Ballroom without the real pendants cannot come back into (standing fi gurine) when his next Phase of Play occurs. This can play! He must await the end of the game, cheering on his comrades (or therefore happen even if has been stunned during the course of the comforting the Queen). same Round of Play. The Musketeer recovers all of his life points, but he cannot move during this Phase. He can, however, fi ght a duel and use Equipment related to the duels if the Henchmen are in Equipping oneself: During his movement, a the same room as him when he recovers! He can also exchange, give Musketeer can equip himself upon entering a room in or block if the occasion arises. which there is a chest with Equipment tokens available, on condition that neither Rochefort nor the Cardinal’s Guards Comforting the Queen: When a Musketeer who is not in are present (Milady cannot prevent a Musketeer from possession of the real pendants arrives at the Ballroom, he warns the equipping himself). If the Musketeer eliminates all of the Henchmen Queen of the imminent arrival of the Musketeer carrying her pendants present by one means or another, he can equip himself at the end and the Queen retreats 2 squares back towards her chamber! But of the duel. To equip himself, the player takes Equipment 1 single be careful, the Musketeer who has entered the Ballroom can no longer token placed on the chest (the one at the top of the pile). He looks at take part in the game. it and places it face down in front of him. If he has taken a “Poison” or “Trap” token with a red corner, he immediately reveals it and must suffer the consequences (see the “Equipment” “All for one, one for all!” section below). If the chest is empty he can no longer This card can be played by the Musketeers at the beginning or the end of the active Phase of play equip himself. A Musketeer can only be in possession by any of the Musketeers. In order to do this, the of 3 Equipment tokens at any time. Please note: A Musketeer cannot equip himself before Musketeer players must pronounce their famous moving to at least one other room. That does not motto in chorus! prevent him returning to the same room if he wishes to equip himself! A collective Phase of Play then immediately takes place in addition to the other Phases of Play indicated on the Round of Play card. It is the only moment in the game when the Musketeers play simultaneously. Playing an Equipment: A Musketeer can play Each Musketeer who is not stunned chooses one of one or more of his Equipment during his Phase of two following actions: recuperate 1 life point or move Play. Some Equipment can only be played during the by one room (if it is accessible). Cardinal’s phase of play, in reaction to attacks from the Cardinal’s Henchmen. Any Equipment that has The Musketeers can take advantage of this collective been played is removed from the game for good. Phase to equip themselves, play their Equipment, exchange, give, or engage in duels… The Musketeers’ Equipment tokens :

“Potion”: Allows a Musketeer to recuperate 1 life point at any time. “Secret Passage”: During a movement, this Equipment allows the use of one of the secret passages linking two rooms, indicated by a green arrow on the game board. The “Secret Passage” token does not permit free movement. “Charges”: Allows movement to one additional room. A Musketeer has the right to play several “Charges” during his Phase of Play. “Musketeers’ Door”: Allows closing access to a room. The player places the vertical Door token at the access chosen. The Door can then be moved during the course of the game if a Musketeer plays another “Musketeers’ Door” token. The Door cannot be placed in a manner that would shut off a character (Musketeer or Henchman) without leaving at least one exit (the secret passages are not considered to be exits). The Door cannot be placed at one of the three doorways leading to the Ballroom. “Secret Strike”: During a duel (either in attack or defence), this allows a Musketeer to immediately eliminate one Guard without throwing the dice. The “Secret Strike” can only be used against Rochefort if there are no other Guards present in the room. In that case, Rochefort cannot fi re his pistol before being eliminated by the Secret Strike. “Cape”: Allows the Musketeer to avoid a duel (only in defence !). This Equipment token must be played before the beginning of a duel (that is to say, before the dice are rolled). The Musketeer must retreat from the room in the direction of the Quai du Louvre or to the side, but never in the direction of the Ballroom. The Musketeer can retreat to the room from which the Guards or Rochefort came. If the Musketeer moves to a room containing a chest, he cannot take advantage of the fact to equip himself! The Musketeer can by all means retreat to a room where there are other Henchmen!! “Booby-trapped Chest!”: An explosion wounds the Musketeer who loses 1 life point. This effect can stun him, with same consequences as defeat in a duel (see “Duels”). “Poison!”: The Musketeer places the “Poison” token in front of him. In the next Round of Play, during his Phase of Play, the Musketeer can only move one room. The rest of the Phase will take place normally. He will notably be able to play his Equipment tokens, including “Charges”. The player will then remove the Poison token from the game.

EXAMPLE 1 / MOVEMENT AND EQUIPMENT OF PORTHOS 1A 1B

“Porthos starts his Phase of Play in a room containing a chest “Porthos decides to play his “Charges” Equipment token that without being able to equip himself from it because he still he has just discovered to move to another room. He enters the hasn’t moved. He crosses a fi rst room which is empty. He enters garden and completes his Phase of Play by drinking “Potion” the second room occupied by 1 Guard and a chest, where he in order to recuperate 1 life point as protection from any attack must halt. He must engage in a duel, but he prefers to play his by the Guards. Porthos has moved three rooms and drawn Equipment token, “Secret Strike”, to eliminate the Guard without closer to the Ballroom. During his Phase of Play he has played 3 fi ghting him. The room now being free of enemies, he can equip Equipments and recuperated 1 life point.” himself from the chest. He draws a “Charges” Equipment token.” The Cardinal of her seduction attempt by rolling a red die. If the result is 4, How does he win the game ? 5 or 6, Milady can look at the Pendants token carried by the Musketeer who is her target. Otherwise, the Musketeer does The Cardinal can win the game in two very different not himself be seduced and does not reveal his token. fashions:

By seizing the real pendants. At the end of a duel, if a Musketeer is stunned ant at least one Henchman (counting Milady) is still present in the room, the Musketeer must reveal his Pendants token. If it turns out to be that of real pendants the When at least one Guard or Rochefort Cardinal has won. Fighting a Duel: ends his movement in a room occupied by one or more Musketeers, a duel takes place. Milady cannot fi ght in a duel By preventing the Musketeer carrying the real pendants or be attacked. from reaching the Ballroom before the Queen lands on Rochefort possesses a particular ability: he can fi re a pistol the square where the King is to be found (the square being shot before a duel starts, either when he attacks or he is the determined at the start of the game). object of an attack. The Cardinal must always announce which The actions of the Cardinal : Musketeer is being aimed at by Rochefort before rolling the die to fi nd out if Rochefort has scored a hit. Rochefort hits his target The Cardinal’s Phases of Play are represented by white if the result is 5 or 6 and this causes the loss of 1 life point. numbers on the Round of Play card. This means that an active Phase of Play begins for the Cardinal. In contrast to a Musketeer, the Cardinal has the opportunity to play several times in each Round of Play. If the Phase of Play has a “card” symbol, the Actions costing 1 action point: Cardinal draws a Special card.

During his Phase of Play, the Cardinal spends the action points Moving: Moving a Henchman one or two The rooms must be accessible, that is to available to him. He does not have the possibility of saving the rooms. say, they must not be blocked by a Musketeers’ action points for use in a future Phase of Play. But he can win Door or a Cardinal’s Portcullis. The Guards and extra action points thanks to the Special “Reinforcements” card Rochefort cannot cross a room in which one or more (see “Playing a Special card”). The Cardinal can spend his Musketeers are present. They must halt there and action points as he sees fi t, but once he engages in a duel, he fi ght a duel. Only Milady can cross a room occupied can no longer move his Henchmen. by one or more Musketeers. A given Henchman cannot be moved more than once per Phase of Play. The Cardinal can Free actions : move several Henchmen simultaneously if he has suffi cient action points to spend. Playing a Special card: The Cardinal can have up to Reinforcement: The Cardinal can order 3 Special cards in his hand. new Henchmen to enter the Louvre. He can only He can only play one Special make this happen in rooms featuring his coat card during his Phase of of arms and only if no Musketeer is to be found Play. But please note that if there. Putting a Henchman into play (whoever the Cardinal wishes to play a Special “Reinforcements” card, this may be) costs 1 action point. There is no limit he must announce this at the start of his Phase of Play. The two to the number of Henchmen who can enter or remain in the Special duelling cards, “Enraged Guards” and “Elite Guards same room. Rochefort can only enter into play once in a can be played both in attack and in defence (they are the only Round of Play in this manner (rather than once per Phase Special cards that the Cardinal may play when it is not his of Play). Phase of Play). If after drawing a Special card, the Cardinal has “The Cardinal’s Call” more than three cards in his hand, he must discard The Cardinal can decide to play this card at the one of them. beginning or the end of one of his Phases of Play. If a Special card proposes two effects, the Cardinal In that case, an additional Phase of Play begins for must choose which of them he wants to use. him (the Cardinal thus play twice in a row!). During He cannot play both of them! this particular phase the Cardinal can move all of his Henchmen present on the game board Seduction: Milady can try to discover if a by one room each, if the rooms are accessible. Musketeer is the carrier of the real pendants or a These movements may lead them to fi ght a duel decoy. When she fi nds herself in the same room as a (or attempt to seduce a Musketeer for Milady). Musketeer, she can try to seduce him (only once in a The Cardinal can play a Special card during this Phase of Play). She is not obliged to move! If several Phase of Play, except a Reinforcements card. Musketeers are present, she must choose which of them she will try to seduce. You determine the success The Cardinal’s Special cards: “Secret Passage”: During a movement, this card permits the Cardinal’s Henchmen to use one of the secret passages linking two rooms, represented by a green arrow on the game board. The Cardinal can decide to move as many Henchmen as he wishes through the secret passage utilised as long as he is able to spend the corresponding number of action points.

“Enraged Guards”: Allows the Cardinal to roll two extra dice in both attack and defence during the fi rst round of duel, including when Rochefort is present.

“Irresistible Perfume: Allows Milady to obtain automatic success in a seduction attempt. This card can only be played if Milady is present in the same room as a Musketeer. Playing this card counts as a seduction attempt.

“Reserve”: Allows the Cardinal to recall to his Reserve as many Henchmen (including Milady and Rochefort) already present in the Louvre as he chooses.

“Reinforcements”: Allows the Cardinal to win extra action points during his Phase of Play. The number of action points is indicated on the card (2 to 4).

“The Cardinal’s Portcullis: Allows the Cardinal to block access to a room. The Cardinal player places the vertical Portcullis token at the chosen spot. The Portcullis can then be moved in the course of the game is the Cardinal plays a “Displace the Portcullis” card. The Portcullis may not be placed in a manner that would shut away a character (Musketeer or Henchman) without leaving him or her an exit (the secret passages are not considered to be exits). The Portcullis can’t be placed at one of the three doorways leading into the Ballroom.

“Elite Guards”: Allows the Cardinal’s Henchmen to score a hit with a result of 4, 5 or 6 in both attack and defence during the fi rst round of a duel, including when Rochefort is present.

EXAMPLE 2 / CARDINAL’S TURN

2A 2B

“The Cardinal’s Phase of Play begins with 4 action points and 1 “The Cardinal decides to take on Athos. He uses his last two card to be drawn. The Cardinal draws the Special card “Use a action points to allow Rochefort and 1 Guard to penetrate the Secret Passage or Displace the Portcullis” . With his fi rst action room where Athos is blocking a Cardinal’s Guards entrance. A point, he makes a Guard appear in a room (up above the room duel should take place. But, no! Because Athos plays his “Cape” occupied by Athos). With his second action point, he moves the Equipment token to avoid this duel which he foresees would be same Guard two rooms, towards the room containing a chest, dangerous. He can only move to the lateral room occupied by which is adjacent to the room where Athos is to be found. Now, another Guard. So he can’t avoid a duel here, but at least the he decides to play his Special card “Displace the Portcullis” odds are more favourable to him. But even if he wins the duel he (having chosen which of the two powers he will play). He takes cannot equip himself since it is not his Phase of Play. For his part, the Portcullis and places it across the doorway separating the two the Cardinal has succeeded in freeing one of the entrances for rooms occupied by Athos and D’Artagnan, thus preventing the his Guards and separating the two Musketeers.” two Musketeers from joining forces easily.” Duels Whenever at least two opposing fi gurines are together in For each hit received, the Cardinal must eliminate 1 Guard the same room, a duel occurs! or Rochefort. Rochefort will always be eliminated last. The eliminated Henchmen are placed in the Cardinal’s Reserve. A duel takes place in successive rounds and continues until all of the Musketeers present have been stunned or have When they are hit, the Musketeers lose life points. retreated or until all the Henchmen have been eliminated. The The hits are distributed in an equitable manner among hits are carried out simultaneously. So it may be that at the all of the Musketeers present in the room. If there are end of a duel, all of the Musketeers are stunned and all of the less hits than Musketeers, the Cardinal decides which Henchmen have been eliminated. Musketeers will each receive a hit. If there are more hits than Musketeers, each of them receives one (or more hits), then the A stunned Musketeer can no longer fi ght in a duel. A Cardinal distributes the excess hits. stunned Musketeer no longer exercises any type of control over the room in which he is present. He no longer blocks the arrival When a Musketeer has lost all his life points, he is stunned of Henchmen (if it’s a room bearing the Cardinal’s coat of arms) and falls to the fl oor. Lay down his fi gurine in the room where or prevents their passage. he lost his last life point. If a Henchman (including Milady) is still present in this room at the end of the duel, he or she can look Howdoes one resolve a duel in the times of the Musketeers? : at the Pendants token of the stunned Musketeer. If they are the real pendants, the Cardinal wins the game! If it’s a decoy, the game continues. Each camp rolls a number of dice equal to the total of its duelling force, as indicated on the Be careful! When a Musketeer falls down stunned, the character cards in the upper lefthand corner. The Queen advances by one square in the direction of the King duelling force of a camp is represented by number upon learning this sad news… of dice rolled. The Cardinal adds up the number of dice of his Henchmen while the Musketeers roll The Musketeers and Rochefort all have special abilities their dice separately in order to follow the effects mentioned on their character cards that they can use during a of their special abilities. duel, both when attacking and defending. A hit is scored for each die roll whose result is equal or superior to the hit value of the character, in the upper righthand corner of their card. For the Henchmen, this value is 5 and 6. It is 4, 5 and 6 for the Musketeers

EXAMPLE 3 / DUEL

3A “The Cardinal’s Phase of Play gives him 3 action points. He decides to play his “3 Reinforcements” card which gives him 3 extra action points, for a total of 6 action points. He plays his fi rst action point moving Milady two rooms towards the place where the Musketeers are to be found. She attempts to seduce D’Artagnan in order to discover whether he is carrying the real pendants, by rolling one die. She obtains a “4”. Her attempt is successful because she needed to obtain a 4, 5, or 6. D’Artagnan must reveal the pendants he is carrying. Milady discovers they are a decoy! They aren’t the real pendants.”

3B

“Next, the Cardinal uses 1 action point to let 1 Guard appear in the room adjoining the one occupied by Rochefort. Now he decides to engage in a duel against the two Musketeers by moving the 3 Guards and Rochefort into the room where the Musketeers are to be found, using his last 4 action points.” “Firstly, Rochefort fi res a pistol shot at D’Artagnan (the most dangerous of the Musketeers when facing several opponents). He obtains a “5” which means he wounds D’Artagnan. The latter loses 1 life point, and he now only has one left! The Cardinal’s Henchmen roll 5 dice (3 for the Guards + 2 for Rochefort) and score hits with “5-6”. They obtain “1-3-5-5-6” or 3 hits. The two Musketeers roll 6 dice (2 for Aramis + 4 for D’Artagnan thanks to his special ability) and score hits with “4-5-6”. They obtain: “1-3” for Aramis and “2-3-6-6” for D’Artagnan. As the duel 3C is simultaneous, the hits are taken into account at the same time.”

“The Guards suffer two hits and so two of them are removed and placed in the Reserve. Rochefort is always the last to be eliminated. There thus remains 1 Guard and Rochefort. The Musketeers suffer 3 hits. Thanks to rolling a “1”, Aramis avoids the hits in this fi rst duelling round (this is his special ability). D’Artagnan is hit a fi rst time and will be stunned if he doesn’t drink his “Potion” because he will lose his last life point. D’Artagnan plays his “Potion” Equipment token and immediately recuperates 1 life point. Unfortunately, there remains 1 hit still to be attributed by the Cardinal. Since 3D Aramis has rolled a “1” that permits him to dodge all hits in this fi rst round, the Cardinal infl icts the hit on D’Artagnan who falls down, this time stunned for good!”

“A second duelling round is now engaged between Aramis, the remaining Guard and Rochefort. The Cardinal rolls 3 dice (1 for the Guard + 2 for Rochefort). Il obtains “2-5-6” !! or 2 hits, which means that Aramis will be stunned on his turn, if he does not obtain a “1”, his special ability allowing him to avoid hits, because he will lose his last two life points. Aramis rolls two dice and obtains “4-6”, so eliminates the Guard and Rochefort but does not avoid their hits. Aramis is also now stunned” 3E

3F “Unfortunately for the Musketeers, Milady is present in the room. She can freely look at the two Pendants tokens carried by the Musketeers. She then discovers that Aramis is carrying the real pendants. The Cardinal immediately wins the game.” The universe and the characters of the novel

ALEXANDRE DUMAS appointed as his replacement in 1642. Louis was born on 24 XIII himself died the following year at Saint-Germain-en-Laye. July 1802 at Villers-Cotterêts, in the The Novel: French département of Aisne. He The King is presented by Dumas as a rather weak man in the was the son of a Republican general face of his wife and totally under the political dominance of his born on the Carribean island of Santo formidable prime minister, Cardinal Richelieu. However, he has Domingo of a love affair between a a good heart and he is a fervent supporter of the Musketeers French Marquis and a Creole slave. who restore his authority and his prestige by foiling the actions Orphaned of his father at the age of 4, he became a notary’s of the Cardinal’s Guards. clerk in his town of birth in 1817. He moved to in 1823 and was employed in the household of the Duc d’Orléans. There he ANNE D’AUTRICHE discovered Parisian literary life. He started to write and directed History: his fi rst theatre play in 1825. But his fi rst real success came in Eldest daughter of Felipe III of Spain 1829 with his romantic tragedy, Henri III and His Court. In 1836, and Margaret of Austria, Anne he began to write for La Revue de Paris, an arrangement that d’Autriche was born in Madrid in 1601. lasted until 1844. In 1837, he was named Chevalier of the French On 25 December 1615, at the age of Légion d’Honneur. In 1843, he discovered a book entitled Les 14, she became Queen of by Mémoires de d’Artagnan by Gatien de Courtilz de Sandras which marrying Louis XIII. Mother of Louis inspired his novel The Three Musketeers. Dumas was helped in XIV (born 1638) and the Duc d’Orléans (1640), she had a his writing by numerous assistants, including . stormy relationship with the King and was politically opposed Becoming a wealthy man, he ordered the building of the castle to Richelieu. The Duke of Buckingham adored her, without any of Monte-Cristo. The debts he incurred in the upkeep of his own proof of a reciprocal affection on her part. She died in Paris in theatre obliged him to sell off his possessions and forced him 1666. into exile in Belgium. But his literary legacy is important, including such works as The Count of Monte Cristo, , The Novel: and , the sequel to The Three Musketeers. Alexandre Dumas explains Richelieu’s animosity towards the Dumas died, penniless, on the 5th of December 1870 after a Queen by her refusal to accord him her favours, accepting heart attack at Puys, near Dieppe. instead the love of Buckingham to whom she gave the famous diamond pendants which d’Artagnan goes to England to The novel The Three Musketeers retrieve in order to save her honour. This cloak-and-dagger novel set in France in 1625 was written in collaboration with Auguste Maquet and was fi rst published in D’ARTAGNAN serial form in the daily newspaper Le Siècle between 14 March History: and 14 July 1844. It was published as a book by Baudry later Under of real name of Charles de the same year. It constitutes the fi rst volume of a trilogy that also Batz-Castelmore, Comte d’Artagnan, includes Twenty Years After (1845) and the The Viscount of D’Artagnan was born around 1618 at Bragelonne (1847-1850) which took readers from the troubled Lupiac in Armagnac (the present-day period of the regency of Anne d’Autriche to the fi rst years of the French département of Gers). He was reign of Louis XIV. recruited to the King’s Guards and joined the Musketeers around 1640. He took part in the siege LOUIS XIII of Arras, in the military campaign of Roussillon in 1642 and History: was sent on a diplomatic mission to England in 1643. His entire Son of Henri IV and Marie de Médicis, career was in the service of Louis XIII, and then of Louis XIV, he was born at Fontainebleau in 1601. during whose reign he fought under the orders of Turenne. He He married Anne d’Autriche in 1615. was also the personal guard of the prisoner Fouquet, a fi nance His mother acted as regent during his minister found guilty of pilfering the royal treasury. Promoted childhood and governed under the commanding offi cer of the Musketeers, he died mounting an infl uence of Concini. The young king assault during the siege of Maastricht on 25 June 1673. His had Concini assassinated in 1617. It was then that he faced apocryphal Memoirs, written in 1700 by Gatien de Courtilz de one of the fi rst revolts by the great noblemen of the kingdom, Sandras would be discovered in 1843 by Alexandre Dumas, supported by the Queen Mother. Louis XIII triumphed over his who drew inspiration from them for his famous trilogy: The domestic enemies in 1620 at Les Ponts-de-Cé (1620). When Three Musketeers, Twenty Years After and The Viscount of Cardinal Richelieu became prime minister, the policies of Louis Bragelonne. XIII tended to correspond with those of Richelieu who wielded The Novel: considerable power over the affairs of the French state. There Principal hero of the book, the story begins with his arrival in ensued the siege of the Protestant-held town of Paris and his meeting with the Captain of the Musketeers, (1628), the struggle against Gaston d’Orléans who plotted to Monsieur de Tréville. He makes the acquaintance of his three take his brother’s throne, and the so-called “Day of the Dupes” companions during the course of a famous duel in which all of (1630) when Richelieu foiled a plot against him. In 1635, Louis them part. Later on, the celebrated motto, “All for one, one for XIII involved France in the Thirty Years War. Finally, in 1638 the all” unites them, whatever odds they face. Loyal to the Queen, future King XIV was born. Upon Richelieu’s death, Louis XIII he is in love with Constance Bonacieux, her seamstress, and in confl ict with Milady. Intrepid and courageous, he is the very RICHELIEU symbol of the novel’s adventurous spirit. History: Armand Jean du Plessis Cardinal ATHOS de Richelieu, was born in 1585 and History: died in 1642 in Paris. Destined for Armand de Sillègue d’Athos military service as a younger son, d’Autevielle was born in 1615 in the he turned towards religion in order village of Athos on the right bank of the to preserve his family’s hold over Gave d’Oloron river in Béarn province. the bishopric of Luçon. Marie de A younger son, he placed himself Médicis, regent of the French kingdom, appointed him to the under the protection of his cousin Royal Council in 1616, before he was exiled from 1617 to 1624 Monsieur de Tréville and entered the Musketeers regiment in following the disgrace of the Queen Mother of whom he was 1640. He died young, in all likelihood during the course of a the favourite. Although reticent towards him since he knew that duel on 21 December 1643 near the Halle du Pré-aux-Clercs, Richelieu was full of ambition, Louis XIII needed this man to renowned as a meeting-place for Parisian duellists. re-establish the cohesion of France and restore her fi nances The Novel: before embarking on a struggle against the dominance of the Dumas gives this little-known character an illustrious birth, Hapsburg dynasty in Europe. Richelieu was responsible for the landed property and a past full of secrets, including a marriage construction of the Palais Royal in Paris and the founder of the with Anne du Breuil who is none other than Milady. He is the Académie Française. senior and most thoughtful of the Musketeers. And he lives 30 The Novel: years longer than in real life! Dumas also makes him the father The character is presented as a Machiavellian genius. He of a son named Raoul, the future Vicomte de Bragelonne… mounts a plot against the Queen aimed at causing her to lose political infl uence over the King, Louis XIII. Richelieu PORTHOS knows that the Queen, in love with the Duke of Buckingham, has recklessly given him some diamond pendants that were History: a gift from the King. Richelieu suggests to the King that at Isaac de Portau, son of a Protestant a forthcoming ball, the Queen should wear the pendants, family from Béarn, was born in Pau in while sending his agent Milady to England to steal them from 1617. His father was secretary to the Buckingham. But the Musketeers manage to foil this plot. He King and the Estates of Navarre, and then seeks to recruit the services of D’Artagnan. In vain. was granted a noble title. Pursuing a military career, Porthos joined the MILADY French Guards with a recommendation from Monsieur de Tréville. He transferred to the Musketeers en 1643, the year that The Novel: Athos died. Invented by the imagination of Alexandre Dumas, her name is Anne The Novel: de Breuil, Lady de Winter, Baronne Alexandre Dumas makes Porthos a loyal companion, simple de Sheffi eld, alias Lady Clarick, and straightforward, endowed with a Herculean strength. A alias Charlotte Blackston. At fi rst a coarse but good man with vanity and without much delicacy, Benedictine nun in a convent, she he will leave military service following the terrible siege of La makes use of men for her own ends… Repudiated as a wife Rochelle (1628). Later on, he marries and becomes the Baron and left for dead by Athos, she becomes Richelieu’s agent. A de Bracieux et de Pierrefonds. mother and the widow of Lord de Winter, she will be duped by D’Artagnan, against whom she seeks revenge at all cost. Milady ARAMIS represents the black angel of the novel, whose misdeeds, History: including her role in the murders of the Duke of Buckingham Henri d’Aramitz or Aramis was a lay and Constance Bonacieux will sentence her to Hell. She will be abbot of noble and military origins. beheaded by the executioner of Lille. He came from a Protestant family in the province of Béarn. His father, ROCHEFORT Charles d’Aramitz, was a sergeant in The Novel: the Musketeers regiment. Becoming The is marked a nephew-in-law of Monsieur de Tréville, he naturally joined on the face by a scar. He is Richelieu’s the Musketeers in 1640 at the same time as Athos and before agent for all the most important Porthos. In 1654, he married Jeanne de Béarn-Bonasse. He missions on behalf of the Cardinal. had two sons and two daughters. The dates of his birth and He escorts at the death remain unknown. beginning of the novel when he crosses The Novel: paths for the fi rst time with D’Artagnan. It is while chasing him Aramis seeks an ecclesiastical career, mainly as a road to that D’Artagnan will meet Athos, Porthos and Aramis. Rochefort power, while remaining the most seductive of the Musketeers is notably responsible for later abducting Constance Bonacieux, with regard to women. He thus accumulates several mistresses but it is not until the end of the novel that he fi nally fi ghts a duel and will have a son. with the hero. Victor over him on several occasions, D’Artagnan fi nally reconciles with him in the end. To introduce variety in games, you can Challenge for the Musketeers Cover one or two chests with Carpet tokens at the start of the agree to use the following options: game. The Musketeers play with fewer chests. Before placing the Equipment tokens upon the chests at the start of the game, remove at random from the pile, three Equipment tokens for each Carpet token put into play, without looking at them. Help for the Musketeers Add one or two chests at the start of the game. Challenge for the Cardinal The Musketeer players place one or two extra Cover one or two spots marked by the Cardinal’s Coat of Arms chests in the rooms of their choice. There can with Carpet tokens at the start of the game. only be one chest in each room. Moreover, he The Cardinal plays with fewer entrances for his cannot place an extra chest in a room containing a Cardinal’s Henchmen. The Cardinal thus starts the game with Coat of Arms. Draw randomly three tokens with a golden corner one or two fewer Guards on the game board. for each extra chest and mix them up with the other Equipment tokens. The place of the Equipments takes place in the same Maximum suspense way as in a normal game. Play using the “Portrait of the Queen” tokens. At the end of each Round of Play, instead of letting the Queen advance by the number of squares indicated on the Round of Play card, draw a Help for the Cardinal “Portrait of the Queen” token at random and move Add one or two Cardinal’s Coat of Arms tokens at the Queen the number of squares indicated (0, 1, the start of the game. or 2 squares). The Cardinal player places one or two extra entrances for his Henchmen in the rooms of his Equipment, visible draw choice. There can only be one entrance for each The Musketeer players must show the Equipment tokens they room. Moreover, he cannot place an extra entrance in a room draw to the Cardinal before they place them face down in front containing a chest. At the start of the game, he places a Guard of them. at each extra entrance (but not Rochefort or Milady).

Of course, you can combine all of these options to create either simpler games or even tougher challenges.

Long live the Musketeers!

The author and editor would like to thank all those who bore high the colours of this game: Nathalie Brié, Julie, Axel Bernard, Sylvain Garet, Alice, Eric Pialat, Julien Marty , Priscille Ducet, Hervé Couvreur, Nathalie, Eric Novaro, Jean-luc, Sandra Novaro, Pierre olivier Barome, Maud, Louis Azaïs, Laurent Bouyer, Ronan, Corroller, Caroline le Coroller, Catherine Guillou, Pascal Moreau, Laetitia, Erwan Griffon, François Haffner, Fred Legent, Laurent Jactat, Alain Brayer, Patrick Receveur, Séverine Depond, Dominique Sanches, Franck Dupont, Stéphane Collon, Bastien Lepetit, Jérôme Carrié, Pascal Barchi, Yann Claire Pain, Bertrand Vignon Anne, Nicolas Pilartz, Laurent Bouchier, Philippe des Pallières.. Credits : - Author: Pascal Bernard - Illustrators: Christophe Madura, Julien Marty with the assistance of Laurent Bouyer - Infography: Julien Marty - Layout: Julien Marty - English translation: Thomas Clegg - Copy editing: Pierre-Olivier Barome - Senior editor: Guillaume Bouilleux

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