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Published by shadowxavier, 2021-03-25 16:20:29

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FRONT PAGE
TO BE CONSTRUCTED

You are THE KING! The one and only rightful KING of all your kingdom! For years, it
has been a peaceful job, sitting in your throne room, getting entertained with
Kingflix and making the occasional decision. Your faceless pawns run around taking
care of business. Life is great?
Except... one day, one of those pawns got a face. Not only a face, but he had also built
himself a castle on the next hill and planned to crown himself king!
Such ignorance and arrogance and …. And…!! You witness for yourself, more pawns
on said hill, working to construct a new castle. How dare he!
You shall build the grandest castle of all times!
You shall send out pawns to tame the wilderness, to destroy the villages and to
exploit the Cities.
You shall develop a society with sprawling worker classes and elite nobles that will
all work for the rightful KING!
You shall send out soldiers to raid that dung hole and capture and kill and loot.
You shall be victorious, and again be the rightful sole KING! of MINE! Kingdom!

Contents

6 DECKS
o Room Deck: 60 double sided cards with 26 different rooms to build.
o Loot Deck: 32 items to loot and equip
o Role Cards: 90 role cards, for 31 different pawn and monster roles
o Exploration Cards: 42 cards with 27 different locations to explore , use and
claim in your name.
o Victory Cards: 18 different goals to combine to differentiate every game
o Event Cards: 18 events to make your life better, and the intruders life worse

- 76 Pawns in 5 different Classes:
16 Slaves, 20 Workers, 20 Soldiers, 10 Merchants and 10 Nobles

- 50 Markers to mark your stuff, 25 red & 25 blue
- 26 custom made dices for handling your opponents through skill

6 offensive (red) 6 defensive (white) 6 evasive (yellow)
4 looting (blue) 4 destructive (black)
- 4 different sets of resources to build your grand castle
wood, stone, brick, steel
- 12 Army tokens and 40 gold tokens in different values
- 1 rulebook to let you know how to achieve grand greatness

PAWNS

Pawns are used for representing your subjects as human beings. They will be placed on ROOM cards
and EXPLORATION cards to show you where they are at all times.

They come in 5 different colors so you can make sure not to mix a soldier with a common worker. We
dont, of course, want to send a merchant out in a bandit camp by a mistake!

- Workers (GREY): Your natural labourer. He can do most grunt work, like cutting wood or making
babies, and if selected by the natural ruler (you) he might become something one day. Most dont though!
- Merchant (ORANGE): This guy are supposed to get you and your kingdom to be supplied with materials
and gold. Make sure he does!
- Soldiers (RED): No army? No Kingdom! At least not after a little while, when your opponent are
finished with you.
- Slaves (BLACK): Don’t be disgusted. All true kingdoms will have a slave or twenty-six in their dungeon.
Simply because there are so much work your workers dont need to do, and most importantly, because nobles
cant be nobles without treating other pawns unfair. So thats what slaves are for, serving and slaving.
- Nobles(PURPLE): As long as they dont think themselves better than you, nobles serve in most roles in
your castle, and are necessary to perform the most profitable actions in both your army and your castle.

DICES GLOSSARY

There are 5 different dices in MINE! kingdom. Pawn: A marker representing 1 hard working person in your kingdom
Each of them equipped with a combination of
5 symbols: Class: All pawns belong to 1 of the 5 classes (Slave, Worker, Merchant,
Soldier, Noble). (Being king is not a class, being KING is class).
Sword: Each sword deals 1 damage
Role: All the 5 classes are divided into 3-5 roles, depending on what
Shield: Prevents damage. need you have for your pawns. Roles are represented via role cards.

Boot: Used to avoid damage Claim: Claims are done to exploration card you “own”. Whenever you
fully resolve an Exploration Card or occupy a card claimed by your
Loot: Used for looting purposes! opponent, late in the Resolve phase, you may claim those cards by
placing your token on it.
Destruction: Used to destroy other
castles and to capture pawns Item / Loot: Refers to the 4 different kinds of loot you can get.
Equipment/ Spell / Defensive / Upgrades
Red dice: 3 swords, 1 shield, 2 blank sides.
White dice: 2 shields, 1 boot, 1 sword, 1 blank Sequence: A sequence are a set of ROLE cards, that matches one of
Yellow dice: 3 boot, 1 sword, 1 shield, 1 blank the parties on an exploration card. This set are placed in a sequence
Blue dice: 2 gold, 1 boot, 1 destruction, 2 blank from right to left (right is front), which indicates in what order your
Black: 2 destruction, 1 attack, 1 loot, 2 blank pawns will engage in combat.

Parties: Are a set of pawns you own, standing on an exploration card.
Each party must have a corresponding sequence placed correctly
beside you, to indicate which roles those pawns have.

Swing: When a soldier in the times hit another solider, he would
SWING his sword. In this game, whenever you want to hit another
pawn, you roll the dice. Hence swing = roll the dice.

Resources

There are 4 different types of resources in this game, and you need them to build your magnificent castle. Each room requires a
set amount to build of each. The room will aquire a number of hit points it can take, based on how many materials was used.

Wood Stone Brick Steel
4hp
1 hp 2 hp 3hp

ROLE CARDS

Initative: Pawns with the lowest initiative swings first in combat.

Role: The title of the role this pawn has. (Descriptive)

Hitpoints: If the pawn has gained damage equal to the number of
hitpoints he has, he dies!

Class: Which class (And color) this role belongs to. A pawn cant have a
role outside its class.

Dices: Shows how many dices you roll when swinging. The "Hauler" rolls
1 red dice, 2 white dice and 2 yellow dice if he needs to hit something in
combat.

Special rules: Contains both descriptive text and Keywords (see below).
Many roles can do some special things, but nothing compared to you of
course.

Flavour text: No, pawns dont taste different due to this text.

Did you know that your pawns are different? I KNOW! :KEYWORDS
An utter and complete surprise to any descent king! Still, having them a bit
different are useful, so each type of pawn can be trained into a specific Ranged X:
depending on what you need. A ranged pawn may choose to damage any
pawns within range X in their opponents
Each of the 5 CLASSES have a number of ROLES to choose between. Whenever sequence. Ranged also means you may hit
you train or recruit a pawn, you get to choose what role that pawn will have,
unless specified somewhere. flying targets without letting them hit
first.
Take the appropriate Role Card and add it to your Castle Deck. The ROLES of
your pawn are mostly tied to combat and raiding, giving the different qualities. Flying
Pawns and monsters with flying cannot
Inside the castle, classes are more vital then roles, so just keep the role cards be hit by non-ranged pawns unless they
for those pawns in a nice bunch. You might need them if you need to defend the
castle. have attacked first.

When you remove pawns from the castle to tame the wilderness, thats when Spectral
you need to sure to remove as many role cards befitting to the number of Only spells & items that deal elemental
pawns you remove in each class. (see Page 14-15 Exploring the wild)
damage will damage things that are
Victory Cards spectral.

Victory Cards are the way you retain eternal Invigorate
glory. Pawns and monsters with this trait, will

Each card will give a you something to achieve. heal 1 damage for each surplus shield
The only condition, is that you have more than they have in combat
your opponent. The only other condition is that
you need a minimum first, before you can claim Terrifying
this as yours. (Trophy down right tells you the Pawns and monsters with terrifying, will

minimum value to claim the card). cause their opponent to flee as long as
they get 1 or more swords when swinging
If you can claim above 50% of all Victory
Cards in the end of the resolve phase, you wil Spellcaster X
Pawns and monsters with this trait can
be the KING! (means winning!). be equipped with X number of spell items

Just remember, once your oppononent has There are several rooms
MORE than you have, they will claim it instead that allow you to change
the role of a pawn, or
of you! even upgrade their class!

Even slaves can become a
noble, if their king is
merciful

ROOM CARDS

:ROOM STATES
Unique

Only one of these in each castle
Outside

Does not support rooms on top of
it and must be placed on the
Ground Floor
Ceiling

Does not support rooms on top of it
Defensive

Special "rooms" dedicated to
keeping your fortress safe

Room title: The title of the room
Construction time: How many time markers (and usually how many rounds) it takes to complete construction
Resources required: The amount and type of resources you must pay to start constructing, including gold if needed.
Room limit: How many pawns can be in this room together.
Victory points: If you need to calculate victory points, this is the number you take
Lock Requirement: Almost all rooms do something useful, but this requires labor. To reap the rewards of a room, you need your
pawns to commit time to their work. Usually, a lock requirement will require you to "lock in" a certain amount of pawns.
In this example, the Carpenters Room needs 1 Worker Class pawn to lock in.
Action Timer: The amount of time markers placed next to the locked in pawn. (usually how many rounds it will take to perform the
task). For the Carpenters room, you place 3 of your markers next to the locked in pawn. You may expect a result in 3 turns time.
Unlock rewards: When all the time counters have been removed, you will get desired reward, and the pawns locked are now free to
do your will another place.
Passive: Some rooms have a passive ability, that dosent require anything to lock in to work.

Did you know:
You may lock in an action multiple tims if the room limit allows it?
If rooms get damaged, they need to be repaired before you can use them.
That physics are real? If upwards floor does not have support below them, because rooms are destroyed,
your whole castle might collapse!

Exploration Cards

Road Network Card info

One of the important aspects with the The world are filled with different things, and
Exploration Cards, are how they create a danger, so cards might come in a multitude of
road network for your pawns to move layouts. The only thing all Exploration Cards
along. have, are a Title ("Forest").
These are important, for without them,
your pawns wont be able to loot, raid and As you can see, the forest has a lock/timer/
exploit every other living being, including reward function, as you will know from your
that opponent of yours. ROOM cards.

All exploration cards except for Strategic Other icons you might encounter are:
Locations, begin face down. But as you can
see, its path will still be visible. Paths go Instant effect: Tells you something happens
either straight, right, left or in a cross. immediatly when you turn the card face up.
Instant effects must be fully resolved before
A few more details.... claiming the card as yours!

Whenever a card like this are resolved, a KING! my claim Rewards: When you complete the instant
it as his own. Claimed cards are your territory, and effect or rid the card of monsters, you will gain
considered safe for mundane tasks like transporting loot the reward. Rewards are only give once.
and fleeing. When you claim a card, just put a marker on
it. Passive: As some rooms, some cards have a
passive effect, usually for the one who has
Whenever a monster spawns or moves into a claimed claimed the card.
card, you loose that claim instantly.
Monster: Indicates that monsters will
If you move a party onto a card claimed by your opponent, spawn on this card. See page 14-15 Exploring the
you may instantly claim that card for your own. wild. Roll the number of dices after the monster
logo, and populate it with the monsters in
Exploration cards may have Loot laying on the ground. In brackets ().
the same manner pawns are placed on top of the card to
visualize they are there, so are any other monsters or
items. Any loot laying on a card you have claimed can be
picked up and assigned to a pawn without further ado.

LOOT CARDS EVENT CARDS

Loot cards are your personal goody bag. Care for a Magic Event cards are turned on average each 5 turns.
Missile for your Spellcaster? Or how about a Gas Trap for When you do, turn the next card face up, and resolve

your castle? Its all here! All you need to do is grab it. its text.

Loot/Items come in 4 different categories and 3 different Some cards will have a passive effect as long as its
rarities. Many Exploration Cards and Rooms in your castle turned face up.

will let you find loot. Some cards have a shuffle symbol.
When this appears, shuffle all discarded cards back
When you are told to gain loot, draw a card until you find
the combination of Item Category and Rarity. into the event deck.

You may at any time stop drawing if you find an item with Equipment
poorer rarity than asked to, and pick that item. However, if (pawns/storage)

you draw a card at the best rarity, you will have to gain Spell
that card as long as it matches the category. (spellcasters/storage)

Defenseive
(attach to rooms)

Upgrades
(attach to rooms)

Conquering the
World!

First things first - setting up to play! Short Medium Long Epic

1. Decide on the length of the game. A medium duel game Strategic 2 34
should last no more than 75 minutes. A short one 45 minutes. Locations 1

2. Sort the ROOM cards and ROLE cards and place them on the Victory
side somewhere, so you dont have to stand up to grab them
when you need them. Only pawns rise up to get stuff! Cards 3 5 79

3. Shuffle the EVENT, EXPLORATION, LOOT and VICTORY Distance 45 6
cards. EVENT and LOOT cards are placed on the opposite end between 3
of the table, so you can grab them aswell. castles

4. Place the exploration cards face down in the pattern of your
choosing. See Appendix A for some pre-made maps. Depending
on the game length, the world should have 1-4 Strategic
Locations drawn at random placed in the world. For fairness,
these should have the equal amount of distance between both
players.

5. Draw a number of Victory Cards and place them next to
each other so both players can view them easily.

6. Both players select a Throne Room, and grabs the according
pawns, role cards and rooms they are supposed to.

You are now ready to do whatever you want!

THE GAME BOARD

Ever wondered why the world looks so much like a kitchen table? Its beacuse IT IS your kitchen table.
And your kitcen table are divided into imaginary zones to help you organize a bit!

1. CASTLE FIELD: This is where you build your grand castle. Right in front of you. Also, keep the ROLE CARDS of all pawns working
in it here, so you are sure you have them somewhere safe. We can call these role cards the "Castle Deck".

2. EXPLORATION PARTY FIELD: Whenever you create a party in your staging room, this is where they are kept track of. When a
party are created, you remove the pawns from the staging room, onto an adjacent Exploration Card. At the same time, you pick out a
number of ROLE CARDS from the castle deck, and place them on a line / sequence where the front pawn is furthest to the right.
Each time a new party is added, make sure its placed below all the others. (Party movement depending on it).

3/4: Good place for decks awaiting to get drawn, and for Victory Cards too.

Between the castles, you place exploration cards. The backside of these cards have clear paths attached to them, and its our
recommendation they make sense when you place them down. Cards dont have to touch each other, just form a logic network of
paths here and there. Both castles need at least 1 exploration card to enter and exit castles.

Round Structure

MINE! Kingdom, goes through its ages using 2 main phases.
First one is: PLANNING PHASE
Second is: RESOLVING PHASE

First main part, you plan what to do, and second you resolve all your plans, win combats and loot loot.

PLANNING PHASE

- Each player decides where to place the pawns inside the
castle, which rooms they want to start constructing.
- In addition, each player may now swap items between
pawns in the same party, equip new parties or alter the
sequence of a party. Items give to pawns are placed under
them, hidden from any preying eyes of opponents.
These things can be done simoultanusley.
- When each player has done all that hard planning work,
each player take a turn to inform the other about his
actions.

What did you construct and pay?
Which actions have you locked in?
Other things your opponent might need to know

RESOLVING PHASE

This phase has a number of steps that needs to be carried out in the correct order.
1: Move Exploration Parties: The player who is the intruder moves his top party first. Means the sequence placed furthes
up (and thus was placed there first). Then the defender moves his top party. Follow this in consecutive order until all
parties has been moved. Monsters moving always move before players do!
2: Fight battles & Raid Castles: If any parties are now on the same Exploration card as an opponent party or mosters,
these battles will now be resolved. (see Combat Explained)
3:Resolve timed actions: Both players will now in turns, remove time markers from locked actions and rooms under
construction. If any removed marker is the last one, immediatly resolve the reward or make the room ready for use. When
all players have resolved their things, monster timed actions happen, like growing Lairs!
4: Update Claimed Cards: Did you gain or loose an Exploration Card. Did you manage to grab a victory condition? Now its
the time to make sure all claims are visible and accounted for. Dont want to miss anything!
5a: Do you now have 50% of the victory cards claimed, or more? Congratulations! You won!
5b: If not, time passes. Turn the Time Dialer. If this one hits an Event symbol, discard the current event card and turn a
new phase up. Resolve the effects of the new cards before proceeding to the next planning phase!

Remember that planning for and placing your workers
requires strategic thinking ahead.
Most rooms uses a specific number of classes indicated by
colored pawn icons:

(any)
Dont let your pawns stand idling in a room somewhere. Be
sure to put them to good use at all times!
If a lock action depicts a / in the cost, this means "or".

(frankensteins lab need a total of 6 pawns to lock an action. 1 noble (purple) 1 merchant (orange) & 4 slaves (black).)
To lock in this action, move the required number of pawns onto this card. When informing your opponent on what actions you want
to do, add 4 time markers to it and announce you lock it.
As you can see, a special effect when unlocking this is to kill 4 slaves on this card.

Playing Solo

You know.. even the most peacful castle can be a bit dull at times. There
is only so much interesting on Kingflix, and floggings are a bit out of
date. How about kicking your pawns out the door and watch em struggle
from the observation tower?

The rules of solo play are mostly the same as duel play, except these:

When you set up the map, find the Exploration Cards named "Lair". Use 1 for
an easy game, 2 for medium and 3 for a hard game. For additional challenge,
you can place 1-4 random Strategig Locations aswell. All lairs start empty.

WIN CONDITION: Capture all Strategic locations and Claim all lairs

LOOSE CONDITION: Loose all pawns, or have your throne room destroyed

Go through the phases as described for normal play.

Each time you resolve "Timed actions", roll If you roll a sword or

destruction, add a monster/ elitemonster to that lair.

If the lair has reached the Lair Limit, the next time monster moves, they will
move the fastest route towards your castle. Whenever an elite monster are
placed, the room limit are reached automatically.

If they are standing at an exploration card adjacent to your castle, they will
raid it, entering at a random side. Monsters automaticaly move directly
towards the throne room. If they are standing in the throne room, they will
not move, but do an attack against the room.

FAQ

Questions here

BUILDING YOUR
CASTLE

As we live in a world with really hard physics, this reflects in how you need to build your Building like this is
castle. Its best to follow a set of ground rules, to avoid a collapse in the heat of conquering perfectly legal, just not
things! perfectly safe. What
happens if the bottom
- Your Throne Room are set on the GROUND FLOOR. room is destroyed?

- All new rooms on the same line as the throne room, are all on the ground floor.

- You cannot place rooms below your ground floor.

- To construct a new room, grab the room tile you need, and place it adjacent to or on top of
any other already existing room in your castle.

If the room is built adjacent to on the same floor, you may choose to attach it to a corridor,
or to place it adjacent to the room (place the new room over the corridor to negate it).

If the room is built on top of other rooms, it will need support to do so. A valid placement
of a new room needs 100% support from rooms below.

When you are happy with your placement, if the card does not have an "under
construction" backside, find a card that does, and place it over the room. Then add a number of
time markers on it as indicated by the symbol of the room you are constructing.

You may start construction of as many room as you like, as long as you can pay for its full
construction cost, and place it on a valid spot.

Each room under construction, can be built by one Worker Class Pawn. Each resolving phase,
when time markers are removed, he will remove 1 time marker fromt he card he is standing
on.

There are no limits to how many floors you can build.

The red placement wont work, as the Quarry is an "outside"
tile and dosent have any ceiling to support the construction.
The two green placements are valid. On top its fully supported,
and adjacent are placed next to a room on the ground floor.

Exploring the
wild!

Do you remember when you were a small king! ? When your queen told you to not sit
in and stare at the Kingpad all day, but to get out and bully the pawns like normal
kingleys?
Its still a good advice. You cant beat your opponent by sitting in your castle, staring
out... or yes, you can. As long as you send your pawns instead.. they need fresh air
anyways!

CREATING AN EXPLORATION PARTY

The "Staging Room", are the only room in your castle where you
can stage new exploration parties. In the "planning phase", place
all the pawns you want to go, in the planning room, and announce
them locked in to form a party.

In the following "resolve phase" during the "move exploration
party" step, move the pawns onto one of the Exploration cards
linking to your castle, along with an army marker (numbered 1-6).

At the same time, choose 1 ROLE card for each pawn, according to
the clsses, and create a sequence of it on your board. Place a
similar numbered token here to link the party on the exploration
card to the sequence.

If the Exploration Card adjacent to your castle are still not
explored, you may turn it face up to check what goodies or perils
await.

MONSTER ROLLS

When rolling a monster roll, the number of TEST ROLLS
dices to roll, their color and which monsters
Perception: +2 +1 -1
to spawn will be written on the card.
Diplomatic: +2 +1 Blanks-1
For each: spawn one random normal
Merchant: Roll to determine inventory
If you get 1+ : Spawn 1 elite monster = Equipment

= Spell

= Upgrade

= Defensive

A: The 2 soldiers has moved Turning face up: Bandit Blockade. Player instantly performs a "Perception Check". According to
onto a face down the result, he might have to roll a monster roll afterwards.
Exploration Card.

This party of 2
soldiers, have 2
options when
moving. Either up or
down.

For them to move
across, the visual
paths on the
backside would
have to connect or
in any other logic
way show this
would be possible

Doing a Test Roll

Some cards requires you to do a test roll.
Select 1 pawn in your party to do the test, roll the dices, and
compare the result to the "Test Rolls" table. Compare the result with
the scores listed on the exploration card to see what happens!

Combat Explained

Combat are always a mess. Chaotic things its hard to get the hang on. Step - by - step
But then again think about how important it is. Or as a famous king
said in an old movie on Kingflix: "Arrows costs money, the dead cost 1: Pre - combat phase
2: Combat phase
nothing". 2a: Pre-swing step
2b: Swing step
However, combat is actually not that hard. Its about who is the faster to 2c: Check for attacks
swing their sword, and to avoid that swing and retaliate. Back and 2d: Check for blocks and evades
forth, until one team dosent have any pawns left. 2e: Check for retaliation
2f: Check for retaliation damage
So, lets get too it. 2g: Check for special actions
2h: Updating the sequence
1: PRE COMBAT PHASE 3: Post - combat phase

First, both playes reveal their sequences by turning them phase up.
Each player will also reveal all equipment and spells their pawns carry,

that will used this combat.

A player may choose to hide any Items on the pawn, but cannot opt to use
these items later when combat has begun.

2: COMBAT PHASE

This part of the phase are repeated for each meet.

2a: Pre-Swing Phase 2G: Check for speical actions
Each player may now, unless otherwise specified, choose 1 face up spell to
cast. Spells are cast from the pawn carrying it, when comparing range. You Only 1 pawn can normally get damage at one time.
may choose any spell of any spellcaster in range, not only the front pawn. Either the pawn who goes first damage the defender,

When a spell is cast turn it face down. who will the either flee or die,
or
2b: Swing step
the defending pawn will evade and retaliate on the
Both players now throw the number of dices according to the role card in attacking pawn, causing him to flee or die.
front of the sequence. If there is not enough dices, share them, but be sure
to remember the results, as they carry through the entire Combat Phase. Whenever a pawn flees, the pawn who won the swing
may attempt to loot and/or capture:
Which pawns attacks first are decided by the lowest initative. If its a tie,
the attacking party gets to swing first. Loot: For any Gold icons on your swing, you may loot 1
of the items and/or resources the fleeing pawn carries.
2c: Check for attacks
You may loot face down cards aswell as face up loot,
The pawn who goes first, counts the number of swords rolled. Each swords including spells.
counts for 1 damage.
When you loot an item, put a marker on it until the
2d: Check for blocks and evades combat is fully resolved.

The opposite pawn counts shields and steps on his dices. Each shield and Capture: If the amount of Destruction equals to or are
step blocks 1 damage. greater than the fleeing pawns remaining Hit Points,
you may attempt to capture the pawn. If you capture a
The difference in shields and steps, are that shields only block damage,
while steps symbolize the pawns ability to dodge and sidestep. Pawns that pawn, put a marker on it until the combat is fully
resolved.
can do this will be able to retaliate back on the attacker.
2H: Update the sequence
If the defending pawn took at least 1 damage (more swords), the defedning
pawn flee, move to 2G. For any pawn there are 3 possible outcomes after a
swing. Flee, die or return to the sequence.
If the defending pawn take no damage and has 0 steps, he has blocked the
swing and returns, move to 2H. Die: If the pawn has equal or more damage than hit
points, the pawn are dead. Immediatly place the role
If the defending pawn take no damage and has rolled 1 or more steps, move card and pawn back to the supply, and place any items
to 2E. and resources that pawn held to the Exploration Card

2E: Check for retaliaton they are standing on.

Your pawn has now successfully dodged an incomming swing, and may Flee: Remove the Role Card from the sequence, to
swing back. Count each Sword the defending pawn has. Each sword visualize he will no longer be fighting this combat. If
attempts to deal 1 damage back to the attacking pawn. any holdings are looted, mark them until end of combat.

2F: Check for retaliation damage Return: If the pawn didnt take damage this swing, he
will happily return to the sequence to hit again. Move
The attacking pawn may block the retaliation by applying only shields to
negate damage. the role card to the leftmost position (Back) in the
sequence.

If one side has no more pawns left to fight go to 3:
If there are more pawns left on both sides, go to 2A:

3: Post Combat Phase 2: Pre Combat Phase
Both players reveal their sequence, along with any items
One side is now out of pawns to fight with.
They are now the loosing side, while the other VS

are the winning side. (back) (front) (front) (back)
CannonF. Scout Alchemist
The winning side may now take any items Archer Enlisted
looted and pawns captured.

Items & reources looted are placed according to
the rules on any pawns in his party that might

hold more stuff.

If any pawns are captured, return their pawn
and role card to the supply, and take 1 prisoner

Role card and a black pawn from the supply,
and them to the current party. Any new
prisoner have full hps regardless of their

condition when captured. The new prisoner does
not revert back to its former Role if its managed

to be "liberated".

The loosing side will now flee. Move the party
to one adjacent exploration card that is already

claimed by the loosing side. If there are no
suitable exploration cards to move to, the

entire party are killed.

If the exploration card fleed to already contain a
friendly party, the player cannot do any trading

or swapping between these parties until next
turn.

The troops are lined up and ready. Fighting is more or less a series of duels,
where each pawn in the font will engage the other. In this example, first ones
to swing is the "Enlisted" vs the "CannonFodder". The Alchemist carries the
"magic missile" spell and reveals this now.

(2a): None of the pawns have spells to (2a) The archer & The Scout are now (2a) The Enlisted are now front of the
cast, so this step is easily done. in front of each sequence. None sequence again and duels the Alchemist.
holds spells to use. The archer with The Alchemist holds the "Magic
(2b): Both players roll the dices. its range my decide to engage Missile"spell as shown in pre-combat
Enlisted rolls 2 swords, 1 shield, 1 blank & another pawn, but decides to fight step.
1 destruction. the scout. He decides to use this now.
CannonF rolls 1 shield, 1 blank The Alchemist is a spellcater with range
(2b) Both players roll the dices: 4, and may hit any of the first 4 pawns in
(2c) Enlisted has lowest initiative and Archer: 3 swords, 1 step, 1 blank the opponent sequence.
swings at CannonF with 2 swords. Scout: 1 step, 1 shield, 4 blanks The Alchemist targets number 2 in their
sequence, "The Archer". He rolls 2 swords
(2d) CannonF has 1 shield / 0 steps. (2c) Scout has lowest initiative and and apply 2 damage to "the archer", who
CannonF takes 2 swords - 1 shield = 1 swings at Archer with 0 swords. dies.
damage.
CannonF has taken at least 1 dmg and flees (2d) Archer has 0 shields / 1 steps. (2b) Both player roll the dices.
Archer evades and may retaliate.
(2g) Enlisted has 0 Gold and cannot loot. ( Enlisted: 2swords, 1 destruction, 1 shield
Enlisted has 1 destruction and may (2e) Archer has 3 swords and 1 blank
attempt to capture. CannonF has 4 attempt to deal 3 damange to Scout.
remaining hitpoints and doest not get Alchemist: 1 shield, 1 sword, 4 blanks
captured. (2g) Scout has 1 shield and my
negate 1 damage. Scout takes 2 (2c) Initiative is a tie. The enlisted are
(2h) Enlisted returns to the back of the damage and has as much damage as the attacking pawn and gets to be the
sequence. CannonF flees, and its role card hit points (2). Scout dies. attacker. He swings with 2 swords
are removed from the sequence and 1 dealing 2 damage.
marker are placed on his card to mark for (2h). Archer returns to the back of
damage. the sequence. Scout has died, and (2d) The Alchemist has 1 shield, only
his player puts his pawn and role preventing 1 damage, and takes 1 damage.
Both players still have pawns ready to card back into the supply Alchemist has taken damage and flees.
fight. Move to step 2: immediatly.
(2g)Enlisted has 0 loot icons and cannot
Both players still have pawns ready loot. Enlisted has 1 destruction icon but
to fight. Move to step 2: alchemist has more than 1 hit point left,
and cant be captured.

(2h) Enlisted return. Alchemist flees.

Defending player has no more pawns left
to fight. Move to step 3:

Step 3: Post Combat

The combat are now over, and the 2 soldiers were victorius. The defending party has now 1 killed and 2 fleeing pawns and must
retreat

But first the attacking player gets to claim the Loot and Pawns they have looted and captured.
In this example the winning side did not manage to loot or capture anything (soldiers are mostly good at killing things), so this

dosent apply this time.

There are 3 adjacent cards to where the fight was where they might flee.
The fields to the left in this picture are claimed by the opponent and not valid.
The blue card to the back in the picture are unexplored (face down) and not valid.
The Mars to the right in this picture are both explored and claimed by the defending player and he now moves whats left of his party here.

This party may not perform any actions for the remainder of the round.

SPECIAL RULE FOR MONSTERS

- Monsters NEVER flee -
If a monster would take damage, it wont flee.

Monsters are not that smart.
Whenever a monster takes damage, they will

be returned to the back of the sequence.
This means the only way to defeat monsters,

are by klling them.
But your pawns will flee when they take damage,

so yes my KING! Life is unfair!

Raiding a castle

Did you tame the wild?

Did you get victorius fighitng the
other parties out there and monsters?

Have you reached their castle walls?

Its time to start raiding!

Castle Raid Turn Sequence If one of your parties stand on an Exploration Card adjacent to an enemy
castle when its their turn to move, you have an option to attack and raid the
1: The attacking player may choose which
direction to attack from, left or right. Set all castle.
attacking pawns adjacent to the room on the side
you want to attack. You may split your force and If you do, let the rest of the game pause for a while and fully resolve the
attack from both sides. raid before moving any other party or resolving any other combat.

2a: Move Step - Defending player A raid combines the moving of pawns and the combat on the exploration
2b: Move Step - Attacking player cards into a mini-series of small combats, and acts as a mini-game inside

the game you are playing.

3: Resolving combats (see combat explained) NOTES FOR THE DEFENDER

- Pawns captured does not become prisoners right As a defender, there are some things you need to know.
after a combat. Instead, place a marker below First of, all your workers who are locked in actions, production something
them indicating you have captured them.
They are under your control, and you may move valuable for you, are still doing this.
them towards the exit.
Only when they are outside the outer room card All pawns locked into actions in your castle, should be flipped over, to
may they be moved to the exploration card indicate this.
and turned into prisoners.
These pawns will be concidered inactive until they are moved or locked in
- Loot actions in combat works the same, except combat by the attacker.
that the attacking pawn may loot items in storage
or gold in treasury aswell from the fleeing pawn. When this happens, stand the pawn up, and immediatly designate a Role
(2o gold pr loot icon). Card to this pawn, by placing it on the room card the pawn are standing on.

- The defending player may move his captured When the combat is over, all pawns that have been active in some way, will
attackers to the dungeon, and transform them not be able to remove a time marker from their room this turn. (They were
into prisoners there.
busy running around and fighting instead)

- If a claimed room contains treasurt or storage, Damaging and destroying rooms
you may loot this freely in your move step, or
swap around like you own the stuff. Each swing where an attacke rolls 1 or more destruction icons, the room
in which the combat take place, take 1 Hp of damage. (see page 3)
4: Update Claim tokens on room cards
5: If all attacking pawns has been killed or When deciding which resource are damage first, its always the type of
exited via the outer rooms, the raid is over. resource left with fewest hps that are damaged first. If the amount of

Moving inside the castle! damage to a resource equals their HP that resource are destroyed.

Both moving and fighting in raids bring many If one or more resources are destroyed, the room are damaged and
similarities with doing it outside in the world. needs to be repaired after combat. Place a resource token on the room
For moving, its still so that each pawn can move
to indicate it has been damage.
to one adjacent valid card pr move.
Any room card where opponents meet will pawns If an attacking pawn has killed a defending pawn and still have surplus
swords left, they may apply that damage to the current room instead.
be locked in combat.
Combat are resolved the same as on explorer If a room has all its resources destroyed, the room are destroyed too:
- All pawns in that room will flee when its destroyed.
card, with a few exceptions.
- If any room on the floor above now has less than 50% support, it will
The defender and the attacker moves all active collapse and be destroyed aswell.
pawns when its their turn. Which order dosent
matter, as long as the ROOM LIMIT are never - Any pawn in collapsing rooms are killed instantly.
exceeded. Inactive pawns still contribute to the

room limit.

Fleeing also works the same. When wounded, Be vary about putting all the easy rooms to build on the
your pawns will retreat to an adjacent room ground floor. They are easy to destroy, and it might cause a
unclaimed by the attackers, while attackers flee domino effect of collapsing floors upwards, setting you WAY
back.
to an adjacent claimed room.
Defensive rooms are a good way to delay attackers, so you can
If no valid room can be found, the attacking party move around your pawns.
is lost.

In case of multiple combats in one round, the Place defensive suprises in your room, they are not revealed
defender get to choose the order in which they until you want them too.

resolve.

MAPS

"Evil Eye"

Duration Short
1 Strategic Location

"The Hut"

Duration Medium
2 Strategic Locations



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TO BE CONSTRUCTED


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