Feudal
Feudal Rulebook
Table of Contents
Table of Contents
Object of the Game
The object of Feudal is to invade and capture the opponent's Castle or slay his royalty — King, Prince and Duke — while strategically protecting your own Castle and royalty.
Number of Players
Two players or two teams of up to three players each may participate in a game.
The Two-Player Game
Setup
Two players use only two of the six sets of playing pieces — one selects a blue set, the other a brown set. After sorting his pieces, each player will have the following:
Royalty comprised of three playing pieces: one each King, Prince, Duke.
Castle piece which includes a Castle (walled) and Castle Green (unwalled).
One army consisting of ten playing pieces: 2 Knights, 2 Sergeants, 1 Squire, 1 Archer, 4 Pikemen.
A coin is tossed to determine who will position the playing board and who will move first. Player winning the toss will be first to move (see Play); player losing the toss positions the board, choosing any two adjacent quarters as his kingdom. After board is positioned, cardboard Divider Screen is placed across center so players may secretly deploy (position) their playing pieces.
To set up the Divider Screen: insert the Screen Holders at intervals across the fold in the board, then position the Screen in the Holders as shown.
Keeping in mind the rules which appear below, players position their pieces anywhere in their respective kingdoms. While doing so, they may refer to the Diagram of Moves chart printed on the Divider Screen and on page 3 of this folder. (Beginners may also wish to refer to the Sample Setups.)
Mountains and rough terrain (solid green and patterned spaces respectively) are restricted areas of play. Before deploying their forces, players should check rules for Mounted Men and Footmen for restrictions regarding positioning and movement of pieces in these areas.
Castle piece may be placed on any terrain, including rough and mountainous areas. Once positioned, the Castle may not be moved. The Castle Green is the only entrance to or exit from the Castle.
Mounted Men (on horses) may not be positioned on, move onto or across mountains or rough terrain; but, they may cross valleys between mountains and/or rough terrain.
Footmen may not be positioned on, move onto or across mountains. They may, however, cross rough terrain and valleys between mountains. Archers and Squires are the only pieces that may not be positioned in (or enter) their own Castles; however, they may be placed or moved onto the Castle Green.
When all pieces have been positioned, Divider Screen and Holders are removed from board. Screen is folded, secured with one of the Holders (as shown on Screen) and placed on the table for easy reference by both players.
Play
The play begins with the player who won the toss moving first. During his turn, each player may move any or all of his men; at least one man must be moved in each turn. Each piece is allowed only one move per turn and may be moved only as diagramed (see Diagram of Moves).
All men (except Squire) may be moved only over unoccupied spaces; Squire's move, same as knight in chess, may be over vacant or occupied spaces (but not over Castle piece). When moving to slay an enemy, the attacker (except Archer) must move onto an enemy-occupied space; slain enemy is removed from board and victor occupies the space.
Archers do not "move" to slay; instead, they may shoot (remove) the first man in line of fire up to three spaces away in any direction. They may not shoot over mountains or Castles; however, they may shoot from or across the Castle Green.
To cross the Green, or to leave or enter the Castle, a man must stop on the Castle Green and wait till his next turn to leave it. Note that the Squire's move makes it impossible for him to enter the enemy's Castle from the Green.
The game ends when the opponent's Castle is captured, or when all of his royalty has been slain. To capture a Castle, the invader must gain entrance through, and stop on the Castle Green. From the Green he may enter the Castle on his next move — and WIN THE GAME!
Note: At any time during the game, a player may ask for a truce. If the other player agrees to the truce, the battle is over and the game ends in a stalemate.
Rules for Team Play (3 to 6 players)
When more than two play, one player is chosen as team captain of the blue forces, one as captain of the brown forces. After choosing his teammates, each captain selects one of his team's armies plus the Castle and royalty of the same color. Each teammate selects one of his team's remaining armies, but does not take a Castle or any royalty. (The four remaining Castles and matching sets of royalty — plus any unused armies — remain in the storage box and are not used in the game.) If an odd number play, one member of smaller team must select two armies as both teams must start with equal forces.
Captain gives teammates his Prince and/or Duke pieces to command their armies. As in The Two-Player Game, a coin is tossed to determine which team will position board and which will move first; board is positioned, Divider Screen is placed across board and each player deploys his pieces. Divider Screen is removed and the game begins.
Team winning toss moves first. Captain may wish to designate order in which armies are to move during team's turn. Each player, during his turn, may move any or all of his men; at least one man in each army must be moved. All moves are made as in Two-Player Game. (Suggestion: By working from left to right, a player may find it easier to remember which pieces he has moved.) When all players of one team have moved, the opposing team takes its turn.
Team capturing opponent's Castle or slaying opponent's royalty wins the game!
Diagram of Moves
All moves (except Squire's) are made over unoccupied spaces. To slay, attacker (except Archer) must end move on enemy-occupied space. No man may move onto or across a mountain.
King — Moves 1 or 2 spaces horizontally, vertically or diagonally.
Prince, Duke, Knights (Mounted Men) — Move any number of spaces horizontally, vertically or diagonally. (Remember mounted men may not move onto or across rough terrain.)
Sergeants — Move up to 12 spaces diagonally OR 1 space horizontally or vertically.
Pikemen — Move up to 12 spaces horizontally or vertically OR 1 space diagonally.
Squire — Moves 1 space horizontally or vertically followed by 1 space diagonally, over vacant or occupied spaces (same as knight in chess).
Archer — Shoots or moves up to 3 spaces horizontally, vertically or diagonally; may not shoot over mountains or Castles. Archer shoots (removes) first enemy in line of fire up to 3 spaces away but does not move onto space vacated by enemy.
Sample Setups for Feudal
There are an infinite variety of possible setups for Feudal; players will develop numerous strategies for positioning their pieces as they gain experience. Until he becomes familiar with the game, the inexperienced player may wish to use the sample setups suggested here as a guide to positioning his pieces.
Two-Player Game
First player sets up to attack...
- 4 Pikemen and 2 Sergeants, grouped in center of board, are ready to invade enemy territory.
- Archer is positioned between Castle and center of board as backup for attack and for possible defensive maneuvers.
- Mounted men, positioned at corners of board, are also ready to attack or, if necessary, to defend Castle.
- King and Squire are kept near Castle strictly for defensive purposes; these pieces work best together because of their restrictive moves.
- Castle placement is weak; defense will be difficult as there are five possible entrances to Green.
Second player, anticipating opponent's attack, sets up defensively...
- Castle placement allows only three entrances to Green; one entrance is over rough terrain (forbidden to mounted men).
- Archer, positioned on Green, provides additional protection for Castle.
- King and Squire (pieces which work best together) are placed near Castle for further defensive purposes.
- Certain mounted men as well as 2 Pikemen and Sergeants in center of board are positioned so they may either defend or attack.
Four-Army Game (for 2, 3 or 4 players)
First team sets up to attack...
- Castle is placed in good defensive position with three difficult entrances to Green.
- Mounted men are protected but still able to move out to support attack.
- Some footmen are deployed for frontal attack to right side as team feels opponent's Castle is probably hidden on this side. More footmen are deployed for left flank attack in case opponent's Castle is on that side.
Second team sets up defensively...
- Castle placement is good with only three entrances to Green; one entrance is over rough terrain (forbidden to mounted men).
- Footmen and mounted men are deployed strictly in defensive formation behind mountains, mainly to rear of kingdom.
- Footmen and mounted men, protected from initial attack, are also positioned to protect each other. Within two or three moves, these men may begin own attack on enemy, if desired.
Six-Army Game (for 2 to 6 players)
As a guide to the six-army game, players may wish to refer to the setup shown in the illustration on the back cover of game box.
Variations
For Two Players
When two players have become familiar with the moves and strategies of the game, they may find it exciting to command two or three armies apiece. Regardless of the number of armies used, each player may use only one Castle, King, Prince and Duke. During his turn, each player may move any or all of his men; at least one man in each army must be moved.
For Four Players
When four play, they may occasionally wish to try this interesting variation: Instead of playing in teams, each player chooses one complete set of playing pieces (Castle, royalty and army) — and selects one quarter of the playing board as his kingdom. So that they may secretly deploy their pieces, players may use both Divider Screen and instruction folder as shown below: insert Screen Holders along folds of board 6 spaces from center, then place Divider Screen and instruction folder in Holders at right angles.
After deciding who will be first to move, players position their Castles and men and the game begins in the usual manner. Play rotates clockwise, with each player attempting to invade and capture his opponents' Castles.
As soon as a player's Castle is captured, he is out of the game; his Castle and any remaining royalty are removed from the board. Invading piece is placed in space vacated by Castle; if on restricted terrain, piece must be moved one space in any direction off that terrain. The capturing player then completes his turn by moving the remainder of his own army; on his next turn, he also commands any remaining pieces from his defeated opponent's army, moving any or all of them.
Play continues until only one player's Castle remains on the board — and that player wins the game!