RulesPal
Chat
Rulebook
The Court of Miracles thumbnail

The Court of Miracles

The Court of Miracles Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Content
  • Setup
  • Turn Structure
    • Play a Plot card (optional)
    • 1. Place a Rogue token
    • 2. Benefit from the effect of the spot
    • 3. Perform the action of the neighborhood (optional)
    • 4. Settle Standoffs
  • Standoff
  • Wrath of the Penniless King
  • Description of the Neighborhoods
    • Taverne
    • Rue de l'Egyptienne
    • Les Halles
    • Le Chatelet
    • La Grande Cour des Miracles
  • Renown Square
  • Endgame
  • Guilds
  • Rogue Abilities
  • Description of the Plot Cards
  • Credits

Object of the Game

In La Cour des Miracles, lead a guild of beggars and take over the old 16th century Paris.

The first player to place all 6 of their Renown tokens on the game board, in the neighborhoods or at the Renown Place, is the winner.

Content

  • 1 Game board
  • 5 Player cards
  • 30 Renown wooden tokens (6 per player)
  • 32 Rogue wooden tokens
  • 20 Player tokens
  • 60 Coins
  • 24 Plot cards
  • 1 Cotton bag
  • 1 Penniless King token

Setup

Shuffle the Plot cards and form a pile on the board game.

Each player receives a player card which represents their guild, 1 Plot card, 4 Rogue tokens (1 Right-Hand, 2 Henchmen and 1 Beggar) as well as the 6 Renown tokens and the 4 player tokens of their color. Put the remaining Rogue wooden tokens in the cotton bag.

A. Each player places one of their player tokens in each of their 4 Rogue tokens, and then places their "Right-Hand" Rogue token at the end of the corresponding line in the Renown Square.

B. Finally, place the Penniless King token at The Louvre, on the first space of his path.

The last player to have visited Notre-Dame de Paris starts the game (or randomly). The latter receives 1 coin from the reserve. The player sitting to their left receives 2 coins and the other players receive 3 coins.

The game may now begin.

Turn Structure

Players take turns, going clockwise. The turn proceeds in the following order:

  • Play a Plot card (optional)
  1. Place a Rogue token
  2. Benefit from the effect of the spot
  3. Perform the action of the neighborhood (optional)
  4. Settle Standoffs (eventually)

Play a Plot card (optional)

The player can choose to play a Plot card at any time during their turn, except during a Standoff over a neighborhood.

Playing a Plot card, apply the effect during your turn, then discard the card.

1. Place a Rogue token

The active player must place one of their Rogue tokens in play. The Rogue tokens are placed face down on one available circular spot in a neighborhood. If all the player's Rogue tokens are already in play, he must then move one.

2. Benefit from the effect of the spot

In each spot, there is a symbol which corresponds to an effect that must be applied:

  • Move the Penniless King 1 or 2 spaces forward along his path.
  • Take 1 or 2 coins from the reserve.
  • Draw 1 or 2 Plot cards. You cannot have more than 4 cards in hand at any time.

3. Perform the action of the neighborhood (optional)

The player can then benefits from the neighborhood's action (see details about actions page 7).

The player who controls this neighborhood takes a coin from the reserve (which may be yourself).

4. Settle Standoffs

If all the spots of a neighborhood are occupied, the player must settle any and all Standoff. In the event of multiple Standoffs, the active player chooses the order in which order to resolve them.

Standoff

A Standoff can take place at the end of the turn in two scenarios:

  • When all spots of a neighborhood are occupied.
  • When the Penniless King reaches a "Wrath" space.

In both cases, resolution of the Standoff follows the same rules:

  1. The players start by revealing their Rogue tokens. Then, each present player totals up the values of these Rogue tokens. The total represents the player's influence in the neighborhood. The player with the highest total wins the Standoff and therefore takes control of the neighborhood. In case of a tie, the player whose Rogue token is closest to the symbol wins the Standoff.
  2. Winner places one of their Renown tokens in the neighborhood to indicate this (see illustration after). All the players take back in front of themselves their Rogue tokens involved in the Standoff.
  3. If another player already controlled this neighborhood, they get their Renown token back and lose control of the neighborhood.

Example: the Renown token is placed on the proper space at Le Chatelet. The player therefore takes control of this neighborhood.

Wrath of the Penniless King

When the Penniless King lands on a Wrath space, his move stops for the turn.

  • Settle the Standoff in the neighborhood indicated by the hand on the "Wrath" symbol.
  • The active player initiates a Standoff in the neighborhood of their choice.

Description of the Neighborhoods

Taverne

Recruit 1 new Rogue. Draw a Rogue token from the bag. It can replace one of yours that is not already in play. The Rogue token you choose to discard is placed face down on the board in the Seine (may he rest in peace…). Keep the other one and place your Player token inside to make it yours.

Rue de l'Egyptienne

Move 1 other Rogue token to any free spot on the board. This move does not trigger the effect of the spot it lands on.

Les Halles

Pay the toll to place a Renown token on a line of your choice at the Renown Square and receive the corresponding bonus.

Le Chatelet

Draw 1 Plot card.

La Grande Cour des Miracles

Take 2 coins from the reserve.

Renown Square

Lines detail:

  • Line #1: Pay 4 and draw 1 Plot card.
  • Line #2: Pay 5 and move the Penniless King 2 spaces forward along his path.
  • Line #3: Pay 6 and take your "Right-Hand" Rogue token.
  • Line #4: Pay 7 cand draw 2 Plot cards.
  • Line #5: Pay 8 and move the Penniless King 3 spaces forward along his path.

Only 1 Renown token per player may be placed on a same line.

Endgame

The game can end in one of two ways:

Scenario #1: A player places their sixth and final Renown token on the board. They immediately win the game.

Scenario #2: The Penniless King token reaches the final space on his path. The game ends and the player with the most Renown tokens placed on the board wins the game.

If more than one player has the same number of Renown tokens, the player who controls the most neighborhoods in Paris wins the game.

If the tie persists, the concerned players share the victory.

Guilds

The Malingreux: The Malingreux faked a variety of ailments to evoke sympathy.

The Marfaux: Young scoundrels who lived off the charms of the damsels around them. Simply put, pimps.

The Millards: The Millards picked pockets for supplies. They were the providers of the Court.

The Narquois: The Narquois posed as soldiers, faking injuries received in service to the King.

The Orphelins: The Orphelins were young boys who went around half-naked, pretending to shiver with cold, even in the summer, to stir up the generosity of passersby.

Rogue Abilities

Henchman: The Henchman has strength of 1.

Beggar: The winner of the Standoff gives you 1 coin.

Right-Hand: The Right-Hand has strength of 2.

Brute: The Brute has strength of 2.

Pickpocket: If you win the Standoff, take 2 coins from the reserve.

Defrocked priest: If you win the Standoff, draw 1 Plot card.

Soothsayer: If you do not win the Standoff, take 1 coin from the reserve and draw 1 Plot card.

Swordsman: The Swordsman has strength of 0, or 3 if you choose to pay 2 coins at the time of the Standoff.

Courtesan: If you win the Standoff, you can place your Renown token in any neighbourhood in Paris. (if this neighborhood is already controlled by another player, take control of it).

Description of the Plot Cards

The Fool: Each player with 5 or more coins must give you 1 coin.

The Chariot: Trigger a Standoff in a neighborhood with at least 2 Rogue tokens belonging to different players.

Death: Take a card of your choice from the discard pile.

The Devil: When you place a Rogue token, double the spot's bonus.

The Empress: Move one of your Renown tokens in play to an uncontrolled neighborhood. This action applies even to Renown tokens placed at the Renown Square. It might lead you to place another time one of your Renown token on a line, except for the third one (Right-Hand). Remember that the "only 1 Renown token per player" rule always applies.

The Hanged Man: Move an opponent's Rogue token to another spot or even to another neighborhood.

The Hermit: Choose one of the neighborhoods you control. Take back your Renown token and receive 5 coins.

Judgment: Each player with more Renown tokens in play than you must give you 1 coin.

Justice: Remove all the Rogue tokens from a neighborhood without triggering a Standoff.

The Magician: When you place a Rogue token, apply the effect of another neighborhood of your choice.

Strength: Draw a new Rogue token and discard one of your Rogue tokens.

Wheel of Fortune: Take 3 coins from the reserve and another player of your choice will take 1 coin from the reserve.

Credits

Designers: Vincent Brugeas: Thanks to everyone who took the time to test the numerous versions of the game...sometimes it took a lot of courage! Thanks to the Lumberjacks for transforming a mere prototype into a real game! Guilhem Gautrand: Thank you to Vincent for thinking of me to play with his universe! Thanks to the Lumberjacks for believing in us! Thank you to my sweetheart for letting me take the time to do it! For Yorick.

Artist: Ronan Toulhoat: "Hey you, you, you, and you. Thank you all! Play away and hopefully you'll thank us too! :)"

Development: Team Kaedama: Antoine Bauza - Corentin Lebrat - Ludovic Maublanc - Théo Rivière

Lumberjacks [Studio]: Questions? Comments? Contact us: [email protected] or facebook.com/gamecarvers. Problem with your game? Please contact us at this address: [email protected]. English Translation: Catherine Myers