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Falconry

Falconry Rulebook

Table of Contents

Table of Contents

  • Winning
  • Cards
  • For 2 Players — Duel of Nobles
  • For 3 Players — Allied Nobility
  • For 3 Players — Truel of Nobles
  • For 4 Players — Quarrel of Nobles
  • For 4 Players — Joint Nobility
  • Tips
  • Contents

Winning

In every game, the first player to lay a straight path of a specified length wins.

Cards

Markers: Markers may be placed in any open space on the flat side of another card, regardless of color. Markers may be moved on any subsequent turn.

Birds: Birds may be placed or moved in the same manner as markers, but they may also be used to claim markers.

  • Claim: A bird card may be placed atop any marker to claim the marker. While a bird remains on top of an opponent's marker, that marker belongs to the noble who owns the bird. When the bird is moved, the marker again belongs to the original noble.

Falconers: Falconers may be placed or moved in the same manner as birds (including claiming opponent markers); they may also ambush opponents' birds.

  • Ambush: To ambush another noble's bird, a falconer card may be placed atop the bird card. While the falconer remains there, that bird belongs to the noble who placed the falconer. If the falconer is later moved, that bird again belongs to the original noble.

Falconers and birds may not be moved if doing so would expose an opponent's completed path beneath. Falconers and birds may be used to claim territory and create a completed path.

Example: if moving a falconer would expose a marker that completes an opponent's path underneath, that move is not allowed — even moving the falconer to an adjacent space.

Note: Players may never place or move another player's cards.

For 2 Players — Duel of Nobles

Two nobles compete. Each noble must arrange 5 cards (marker, bird, or falconer) in a row to complete a path and win.

Setup: Each noble places their falconer and bird adjacent to the cards of the other noble so that the cards together form a square.

Play: Either noble may start, and play alternates between nobles to place or move 1 card per turn. Play continues until either noble has completed a straight path of 5 cards.

Note: For a more fast-paced game, each noble may place or move 2 cards per turn and must arrange 6 cards in a row to complete a path and win.

For 3 Players — Allied Nobility

Two allied nobles contend with one noble. Either ally must place 5 cards (marker, bird, or falconer) of one color in a straight path to win, while the lone noble must align 6 cards to win. If either allied noble completes a path, the allied nobles share the victory.

Setup: The allied nobles discard 5 marker cards, leaving 15 cards each (including their birds and falconers); then they begin by placing their two falconers so that they are diagonally connected with each other, and adjacent to the lone falconer in the middle. The lone noble keeps all 20 cards.

Play: The noble to the left of the lone noble goes first, and play continues clockwise so the lone noble goes last. An allied noble places or moves 1 card per turn, while the lone noble places or moves 2 cards per turn.

For 3 Players — Truel of Nobles

Three nobles combat for dominance. The first noble to arrange 6 cards (marker, bird, or falconer) in a straight path wins.

Setup: Nobles begin by placing their falconers so that one is placed adjacent to the other two.

Play: The noble with the middle falconer takes the first turn, and play continues clockwise. Each noble places or moves 2 cards on each turn.

For 4 Players — Quarrel of Nobles

Four nobles quarrel over the prize. A noble must arrange 6 cards (marker, bird, or falconer) in a row to win.

Setup: Each noble begins by placing a falconer so the falconers together form a square.

Play: Any noble may begin, and play continues clockwise. Each noble places or moves 2 cards on each turn.

For 4 Players — Joint Nobility

Two nobles face two rivals in an ultimate duel. A noble must arrange 6 cards of one color in a row to win; allies share the victory.

Setup: Each noble begins by placing a falconer so the falconers together form a square, with allies diagonal from each other.

Play: Any noble may begin, and play continues clockwise, alternating between sides. Each noble places or moves 2 cards each turn.

Tips

  • Save your falconer and bird for key situations, such as interrupting opponents' paths and stopping them from blocking your paths.
  • Watch for and try to interrupt long paths created by other players' cards, as these can quickly become traps for you and opportunities for other players to win.

Contents

  • Dusky Hawk: 1 falconer, 1 bird, 18 markers
  • Golden Eagle: 1 falconer, 1 bird, 18 markers
  • Gyrfalcon: 1 falconer, 1 bird, 18 markers
  • Peregrine Falcon: 1 falconer, 1 bird, 18 markers