King's Champion
King's Champion Rulebook
Table of Contents
Table of Contents
- What You Need to Know Now
- Setting the Field
- Advanced Game
- Leading a Household
- Tracking Crowns
- Choosing Knights
- Knight Abilities
- Bravery Tokens
- Morale
- The Rest of the Field
- Initiative
- Winning The Game
- Game Play
- Draw Phase
- Worker Phase
- Planning Phase
- Jousting Phase
- Knight Promotion
- Ennoblement Phase
- Ending a Round
What You Need to Know Now
Knightly Terms
- Aftershock - Counts as a hit and allows you to roll the dice again attempting to gain further hits in the same jousting event. If you rolled another 6 you would roll again and continue rolling dice until you fail to roll a six. Whatever the result of the dice is other than a six is scored as normal.
- Attack Dice - Attack Dice are White, Green and Red in color.
- Calm - A Calm Knight will not Panic even when the Panic conditions are met.
- Code - Knights belong to a Code. This Code will give you some idea of what the abilities will be for that Knight.
- Fealty Dice - Black colored dice. Each Knight will have a Fealty Die. This die may never be taken away from the Knight and will always be rolled.
- King's Crown - Gained through your PIP count or as a Favor Action, and used on the Promotion Tracks or the House Advancement Tracks.
- Morale - Acts like a health meter for your Household. If your Morale gets to zero you lose the game.
- Panic - If you take 5 hits or more in a single round of Jousting on one Knight, they reach a state of Panic and may not use a Favor Action in the following round.
- Perk - When a Perk is gained it is an item, ability, or action that will help to increase the power of your Household.
- Power Dice - These are different colors than Attack Dice. Players must unlock the spots to roll these dice in the joust. (Advanced Game)
Knightly Icons
- Worker - Unlock a Power Dice spot. (Advanced Game)
- Increase your Ability Card hand size by one card.
- Draw one Standard Ability Card.
- Draw one Advanced Ability Card.
- Draw one Enhancement Card.
- Place one Enhancement Card on a Knight.
- Draw a Bravery Token from the bag. If there are more tokens showing, then draw the number of tokens showing.
- Place a Bravery Token on any Knight.
- Gain a die. The picture may show a solid color die or multi. If it looks like this one, the player can choose the color. If it is solid, then the player must take the color of the die.
Setting the Field
Base Game Set Up
- Place the five Political Cards onto the Field as shown in Figure 1.
- Place the Political Influence Markers down onto each of the Political Cards in the starting location as shown in Figure 2.
- Place the "Rounds of Play" card onto the Field as shown in Figure 1.
- Take the Enhancement Cards, shuffle them and place them face down onto the Field next to the Political Cards as shown in Figure 1.
- Place "The List" card out into the center of the Field as shown in Figure 1.
- Place the Building cards onto the Field as shown in Figure 1.
- Place the "Phases of Play" card onto the Field as shown in Figure 1.
- Finally, take the Status cards and place them on either side of the Field as shown in Figure 1.
[Figures 1 and 2 are layout diagrams of the Field and are not reproduced.]
Advanced Game
Leading a Household can take you to many different locations throughout the Kingdom to joust. In Kingswood there are many jousting sites. To represent this you may choose to place different buildings out onto the field of play. The five buildings in the base set up MUST always be used.
Basic Buildings:
- The Field House
- The Knight's Hall
- The Marshall's Office
- The Academy
- The Royal Office
It is recommended that new Lords and Ladies try the basic field of play out first, and then once those buildings are known to them, they can place more advanced buildings on the field. Each new building added can change the game and add more depth of play and many more strategic choices.
Taking Workers
A Household leader will have workers at their disposal to do their bidding. As a leader you are terribly busy planning for your upcoming joust, and of course you have to consider what the King's Court thinks of you and your Household of Knights. Your workers are then so that you can continue to focus on the finer things.
Each leader will take three workers at the start of the game if you are jousting on a basic field. It should be noted that for every two buildings that are added to the five basic buildings, the starting worker count goes up as shown in Figure 3.
Figure 3 - Starting workers:
- Five Base Buildings = 3 workers
- Seven Buildings = 4 workers
- Nine Buildings = 5 workers
- Elven Buildings = 6 workers
Leading a Household
As a Lord or Lady you will need to assemble a Household of Knights. To do this you need to start a Household. In the kingdom there are many Households, but there are two that have been passed on to many different leaders. These Households are:
- House Bloodguard
- House Echelon
Once you have chosen your Household you must take the Household card that matches the Household you have chosen.
Anatomy of a House Card
- A. Crest - The Household symbol that represents the Household.
- B. Name - Name of the Household.
- C. Bravery Token Collection - When a player gains Bravery Tokens they will be placed here.
- D. Dice Pool - Along with the starting dice shown, when a player gains dice they will be placed here.
- E. Dice Hits - Player aid to remind the player of what number scores hits on dice.
- F. Promotion Perk - If a player can Promote all three Knights they fill this space by choosing any color die.
Dice Pool
Your Household will come with four dice, two White Dice and two Green Dice. However, there are 7 empty slots in the Dice Pool to give room so the players may collect dice to add to their Pool. When a player earns a die through game play it will need to be added to the Dice Pool as shown in Figure 4.
[Figure 4 is a layout diagram; its printed steps read: place the Dice Counter down onto the next empty slot; take a die from the community dice pile that matches the counter and place it on top of the counter.]
You have just increased your Dice Pool by one White Die. In the Planning Phase you may move this die out onto a Bravery Token or onto an Equipment Card.
Dice Counters
Dice Counters are used to show what dice are chosen in a given situation or what dice have been added to a Leader's Pool. Dice Counters are two sided. When using Dice Counters to represent choices made or dice earned, always place the counter down with the color of the dice gained facing up.
Tracking Crowns
When a Leader earns a King's Crown this will be tracked on the Status Tracking Card. This is where you get to make the decision of continuing in a track that you have already started or you can begin a new track. When a Crown is gained it may be added to any track that has not yet been completed as shown in Figure 5.
Once you have earned enough Crowns to advance to the final spot on a track you will gain the Perk shown.
[Figure 5 is a layout diagram and is not reproduced.]
Anatomy of a Status Card
- A. House Advancement - Used to track the House Advancements with King's Crowns (Advanced Game).
- B. Perk - When the end of the track is reached, this is the Perk that is gained.
- C. Knight Promotion - Used to track the Knight Promotions.
- E. Reputation - Used to track the gain and loss of Reputation during game play.
- F. Morale - Used to track the gain and loss of Morale during game play.
- G. Starting Morale - This is the starting Morale for your Household.
- H. Hand Limit - Will track your growth for your hand limit.
Status Card Perks
The Perks located on the Status card are benefits that are awarded one time. There are five Perks on the Base Game Status Cards:
- Add a die of any color to your Dice Pool.
- Add five Morale to your Household Morale track.
- Add a Bravery Token to any Knight on the field.
- Choose a face up Imbuement. (Advanced Game)
- Choose a Squire Upgrade to place on a Squire. (Advanced Game)
In the future you may see different Perks offered on Status cards. This is to give the leaders more choice in how they can grow and expand their Household. Whichever Status card is chosen will be used throughout the entire game.
Tracking Your Progress
Throughout the game leaders will need to track the growth and progress of their Household. This will be done on a Status Tracking Card. The Morale will be tracked with a red cube. All of the other areas will be tracked with black cubes.
Choosing Knights
First things first, when a Lord or Lady becomes Knighted they must choose a Code to represent them. There are five Codes to pick from. This is not a decision that is to be taken lightly. Codes represent different qualities that a Knight may have. The Knight may feel that a certain Code best fits their beliefs and moral fiber.
The five Codes are:
- Truth
- Humility
- Conviction
- Righteous
- Discipline
Once a Knight joins a Code they belong to it for life. As a leader of a Household you may choose any three Knights you wish. The only rule as a leader is that your Knights must all come from a different Household. So you may not field more than one Knight from any single Household.
Anatomy of a Knight
- A. Favor Actions - These are the Favor Actions this Knight can choose from during the joust.
- B. Seal - This is the icon of the Code this Knight belongs to.
- C. Code Name - This is the name of the Code the Knight belongs to.
- D. Squire Attachment - This is where players will attach a Squire to a Knight to gain their powers.
- E. Crown Track - This track lets the player know the number they need to beat when scoring their PIP count.
- F. Bravery Token Slot - This is where players will place the Bravery Tokens when played to a Knight, starting from the top and working down.
- G. Fealty Dice - This is where players will place the Black Fealty Dice.
- H. Ability Card Location - This is where players will place the Ability Card during the Planning Phase.
- I. Power Dice - This is where players will place Power Dice. (Advanced Game)
- J. Equipment Attachment - This is where a player will attach an Equipment Card.
- K. Name - This is the name of the Knight.
Knight Abilities
Knights work their entire lives to hone their skills and abilities. When you choose a Knight he or she will have abilities they have practiced that other Knights in the kingdom have not. This means that each Knight will come with two special Advanced Abilities.
If each Knight brings their two special Advanced Abilities, then as a leader you will have a total of six Advanced Abilities, two from each Knight. Leaders will take the six Advanced Abilities and shuffle them together, forming the Advanced Ability Deck. This Advanced Ability Deck will be used only by that leader and will provide special powers that your rival will not have access to.
Knights also practice basic maneuvers and standard jousting techniques. When jousting, the Households will agree on 24 of these basic Abilities that will form the Ability Deck. This is a shared deck between the two Households, and each round both Household leaders will draw from this Ability Deck.
Advanced Abilities will have the flag in the bottom left hand corner of the card on the back. On the front of the card there is a horse and the word "Advanced" in the bottom right hand corner.
Once you have chosen your Knights and assembled your Advanced Ability Deck and the Standard Ability Deck, you will need to take the Jousting Tokens that match your Knights.
Each Knight will come with a two sided Jousting Token. The picture on the face of the token needs to match the Knights you will have on the field.
Bravery Tokens
Leaders can acquire Bravery Tokens in many different ways during a jousting competition. The important thing to know is that the more Bravery Tokens a Knight has, the more dice they can roll.
A Bravery Token once gained will be placed onto the Household Card in the Bravery Token holding area as shown in Figure 6.
[Figure 6 is a layout diagram and is not reproduced.]
This is a collection point for Bravery Tokens that are gained by your Household. All Bravery Tokens once gained move to this collection point until they are assigned to a Knight.
At the beginning of the game each leader will place four Bravery Tokens on the holding area of the Household Card. This represents the starting pool of Bravery Tokens for the Household. You will learn more about Bravery Tokens in the Jousting Section of this manual.
Placing Bravery Tokens
In the beginning of a joust Knights will be relatively close in their bravery. However, based on their ability to joust and the growth of your Household, Knights will grow in their Bravery to become powerful and strong.
Before the Jousting Match begins, as a leader you have an opportunity to assign each Knight a single Bravery Token. Leaders will take three of the Bravery Tokens from the collection location and place a single Bravery Token on each Knight in the upper right hand corner of the Knight Card as shown in Figure 7. This represents the starting bravery and dice allocation for this Knight.
[Figure 7 is a layout diagram and is not reproduced.]
Perks Gained
When a player places a Bravery Token on a slot that has an icon, the Perk is gained immediately. The action of the Perk will be carried out. Because Bravery Tokens can be placed in different phases of the game it is important to complete the icon action, as this may affect other choices made and the result of game play.
Morale
Now that you have placed the Bravery Tokens onto your Knights you will need to adjust the starting Morale for your Household. What is Morale, you ask? Morale is important to the livelihood of your Household. If your Household has no Morale your Knights will lose their will to joust and your hopes of becoming a King's Champion will be lost.
The Household Morale is the lifeblood of the Household and all the Knights you field will contribute to the gain or loss of Morale. There is a direct tie-in with Bravery Tokens and Morale. When a Bravery Token is placed onto a Knight he becomes braver, and this in turn creates Morale for your Household, and this will help to rally the other Knights in your Household as a group.
The first time a Bravery Token is placed onto a Knight they will gain the greatest amount of Morale for that color of token. Each time a Bravery Token of the same color is placed onto a Knight after the first one, they gain less Morale for the Household, so stacking Bravery Tokens of the same color on a single Knight can limit the amount of Morale that Knight will contribute to the collective Household Morale.
When you place a Bravery Token, the Morale of your Household will rise in the following fashion:
- White Bravery Tokens: 1st White Bravery Token placed on a Knight will earn three Morale. 2nd White Bravery Token placed on the same Knight will earn two Morale. 3rd White Bravery Token placed on the same Knight will earn one Morale. Any White Bravery Tokens placed after this will have no effect if placed on the same Knight.
- Green Bravery Tokens: 1st Green Bravery Token placed on a Knight will earn two Morale. 2nd Bravery Token placed on the same Knight will earn one Morale. Any Green Bravery Tokens placed after this will have no effect if placed on the same Knight.
- Red Bravery Tokens: 1st Red Bravery Token placed on a Knight will earn one Morale. Any Red Bravery Tokens placed after this will have no effect if placed on the same Knight.
The base Morale for any Household is twelve Morale. Before any Morale is added to the Household for Bravery Tokens placed, make sure the red Morale marker is located on space twelve in the Morale Track on your player Status Card as shown in Figure 8.
Now that you have placed one Bravery Token on each of your three Knights you can adjust the Morale of your Household based on the information given above.
Example - As a leader you have placed one White Bravery Token on a Knight and the two Green Bravery Tokens on the other two Knights in your tableau. You will adjust your Morale up a total of seven points. You should have a total of 19 Morale now after the adjustment.
[Figure 8 is a layout diagram and is not reproduced.]
The Rest of the Field
Place the leftover dice in a pile to the side; this will be the community draw pile. Place the Dice Counters and Panic Tokens off to the side.
Take the remaining Bravery Tokens after removing the starting value for each Household, and place them into the cloth bag provided.
Initiative
Initiative is an important aspect of the game. Each round the initiative will pass back and forth between the players. The player with initiative will take their actions first throughout the round in the Phases of Play.
Example - The Leader playing House Bloodguard has initiative this round and they will get to draw cards first in the Draw Phase. This player will also get to go first in the Worker Phase. In the Enoblement Phase this player will get to draw Bravery Tokens first and complete their spending of Reputation first.
Winning The Game
To win you must break the Morale of your rival. If a player loses all of their Morale they no longer have the will to joust. If both players still have Morale by the end of the 6th round, then the player with the most Morale is the King's Champion.
If there is a tie for Morale, then the player with the most Knights promoted will be the winner. If the players are still tied, then the most Reputation spent on the Political tracks combined is the winner. If the players are still tied after this, then the game is declared a tie.
Game Play
Over the course of the game you will get to choose how to progress your Household and your Knights. As a leader of the Household these choices will be made during the five Phases of Play:
- Draw Phase
- Worker Phase
- Planning Phase
- Jousting Phase
- Enoblement Phase
Draw Phase
In the Draw Phase Household leaders will each draw cards to grow their Household and to gain abilities to use in the Joust. Players will draw cards in initiative order.
- Draw one Enhancement Card from the Enhancement Draw Deck.
- Draw Ability Cards up to your hand limit. Remember that the Standard Ability Deck is shared between the players and will be recycled over the course of the game.
In the first round of play you will not have any Advanced Ability Cards in your hand. However, in subsequent rounds you may have Advanced Ability Cards in your hand and this will count against your hand limit. Your hand limit at the start of the game is four cards. This may be increased through game play.
At the end of the round all of your Standard Ability Cards will be discarded into a shared discard pile. Players will retain any Advanced Ability Cards that were not played and carry them into the next round of the game. This is the hand management aspect of the game and can be very important down the road.
Enhancement Cards
Enhancement Cards are not carried over from round to round. You will draw one for free each round. However, you may gain more Enhancement Cards through use of workers or unlocking Perks. This will give you greater choice during the round, but at the end of the round any Enhancement Cards not played must be discarded.
Rule Exception: If you unlock [icon not reproduced in the text layer] at the end of the round by placing a Bravery Token, you may keep this Enhancement Card and bring it into the next round of play. This is the only exception to the rule.
Anatomy of an Enhancement Card
- A. Free Dice - This will give the Knight a free die to place on a Bravery Token.
- B. Squire Reroll - In the Joust, if activated, the player may reroll dice that match the color shown.
- C. Name - Name of the Equipment.
- D. Free Bravery Token - This will earn the Knight a free Bravery Token spot.
- E. Imbuement - This is where you will place an Imbuement. (Advanced Game)
- F. Title - Squire Title.
- G. Name - Name of the Squire.
- H. Worker Location - This is where you will need to place a worker if used as Equipment.
Worker Phase
The player with initiative will go first. Players will take turns placing workers to take actions until all workers have been placed or both players pass.
The amount of workers needed is different for each type of shield shown in Figure 9. When a player places the required amount of workers needed to fulfill the cost, then they are able to take the action immediately. Some locations can have passive abilities that will activate later in the round.
Figure 9 - Worker cost by shield:
- One Worker (bronze shield, 1)
- Two Workers (silver shield, 2)
- Three Workers (green shield, 3)
- Four Workers (red shield, 4)
- Five Workers (gold shield, 5)
Anatomy of a Building Card
- A. Worker Location - This is a worker location. Each location has a symbol or symbols to represent what action the player takes.
- B. Title - Name of the Building.
- C. Cost - This is the cost in workers that must be paid to take this location.
Once a location has been claimed by a player, their rival may not take that location. Each shield on the card represents a location where workers can be placed. In some cases there are more than one location with the same cost or in the same line.
Important! It is important to remember that if you plan to use an Enhancement as a piece of Equipment you will need to set aside a worker and pass to your rival player will one worker left. In the Planning Phase you will need to place that worker with the card on your Knight.
(The sentence in the printed box is garbled in the source; it is transcribed as printed.)
Base Buildings
The five base buildings are the Academy, the Field House, the Knight's Hall, the Marshall's Office and the Royal Office. Each lists its locations by cost.
Academy
- Cost 2: Place a White Bravery Token on any Knight and advance one space on the Chamberlin Track.
- Cost 3: Place a Green Bravery Token on any Knight and advance one space on the Steward Track.
- Cost 4: Place a Red Bravery Token on any Knight and advance one space on the Baroness Track.
- Cost 5: Draw a Bravery Token from the bag. Place two Bravery Tokens on any single Knight or two different Knights.
Field House
- Cost 1: Place a White Bravery Token on any Knight and advance one space on the Chamberlin Track.
- Cost 2: Place a White Bravery Token on any Knight and advance one space on the Chamberlin Track.
- Cost 3: Place a Green Bravery Token on any Knight and advance one space on the Steward Track.
- Cost 4: Place a Red Bravery Token on any Knight and advance one space on the Baroness Track.
- Cost 5: Draw a Bravery Token from the bag. Place two Bravery Tokens on any single Knight or two different Knights.
Knight's Hall
- Cost 1: Draw a Standard Ability Card and add it to your hand. You may exceed the hand limit through the end of the round.
- Cost 2: Draw an Advanced Ability Card and add it to your hand; it will count against your hand limit at the start of the next round.
- Cost 3: Draw two Standard Ability Cards and add them to your hand. You may exceed the hand limit through the end of the round.
- Cost 4: Draw two Standard Ability Cards and add them to your hand. You may exceed the hand limit through the end of the round. Draw an Advanced Ability Card and add it to your hand; it will count against your hand limit at the start of the next round.
- Cost 5: Draw two Standard Ability Cards and add them to your hand. You may exceed the hand limit through the end of the round. Draw two Advanced Ability Cards and add them to your hand; they will count against your hand limit at the start of the next round.
Marshall's Office
- Cost 1: Draw an Enhancement Card. Must be discarded at the end of the round if not used.
- Cost 2: Draw two Enhancement Cards. They must be discarded at the end of the round if not used.
- Cost 3: Place an Enhancement Card onto a Knight during the Worker Phase. You still get to place one in the Planning Phase.
- Cost 4: Draw two Enhancement Cards. They must be discarded at the end of the round if not used. Place an Enhancement Card onto a Knight during the Worker Phase. You still get to place one in the Planning Phase.
Royal Office
- Cost 1: Advance a Political Influence Marker one space on any track.
- Cost 1: Advance a Political Influence Marker two spaces on the Chamberlin's Track.
- Cost 1: Advance a Political Influence Marker two spaces on the Duke's Track.
- Cost 2: Advance a Political Influence Marker three spaces on the Steward's Track.
- Cost 2: Advance a Political Influence Marker two spaces on the Steward's Track.
- Cost 3: Advance a Political Influence Marker four spaces on the Baroness' Track.
- Cost 3: Advance a Political Influence Marker three spaces on the Baroness' Track.
- Cost 4: Advance a Political Influence Marker five spaces on the Duke's Track.
- Cost 4: Advance a Political Influence Marker three spaces on the Duke's Track.
- Cost 5: Advance a Political Influence Marker five spaces on any track.
Planning Phase
In the Planning Phase, players will simultaneously plan and prepare their Knights for the coming joust. Players will have to make several choices in this phase:
- Place one Enhancement Card.
- Place an Ability Card on each Knight.
- Choose a Favor Action.
- Place Dice on your Knights.
- Set the Order of the Joust.
Placing an Enhancement Card
Enhancement Cards can be played in two ways. You may play it as a Squire or as Equipment. It is up to you to choose how this card will be played. You may NOT hold Enhancement Cards from round to round. At the end of the round you MUST discard all unused Enhancement Cards. Enhancement Cards can be removed from a Knight if the Armory is taken as a building. If you are not using the Armory then there is no way to remove the Enhancement Card once it is played.
Placing as a Squire
If you choose to use the card as a Squire, then you will slide the card under the top of the Knight. This will expose only the top half of the card. The Squire side of the card will provide that Knight with an additional die. This additional die may be moved down onto the Knight if there is an empty Bravery Token Slot. The Squire will have a single color or multi-color die in the take location. This gives the player the option to lock the Squire die to the color they chose for the remainder of the game. The player MUST lock this color at the time the Squire card is played if the die is multi-colored, as shown in Figure 10.
Squire Reroll: In the basic game the player must place a worker on the reroll action itself in the Worker Phase to take advantage of the reroll ability of the Squire.
Dice from the Squire can only be moved down to a Bravery Token on the same Knight. You may NOT move the die to a different Knight.
[Figure 10 is a layout diagram of the Squire card and is not reproduced.]
Placing as Equipment
The Equipment side of the card will slide under the bottom and will give that Knight more slots to place dice. Equipment Cards have a built-in Bravery Token Slot, and like the Squire side of the card this die location can be a fixed single color or there may be a choice for the player. If the die has more than one color showing, then the player may choose which color die to play in this slot in the Planning Phase. This can change each round if the player wants.
Knight Allowances
- Knight Vanguard - This class of Knight may have one Squire and one piece of Equipment.
- Knight Crusader - This class of Knight may have one Squire and two pieces of Equipment. The Equipment must be different.
Each Equipment card has a type: Weapon, Shield or Armor. You may never have more than one type on a Knight. This means that if you have two Enhancement cards played as Equipment, they cannot both be from the same type of Equipment if they are placed on the same Knight.
When you play an Enhancement card as Equipment you also must place a worker on the Bronze shield in the bottom right hand corner of the card. This worker will maintain the equipment for that Knight. As long as the Equipment is attached to the Knight you must have a worker on the card.
Important! Place a worker from your worker pool when placing an Enhancement Card as Equipment. Make sure you save a worker in the Worker Placement Phase if you are placing an Equipment Card this round, as shown in Figure 12.
Squires allow the player to earn dice for a Knight, but they need a Bravery Token slot or an Equipment card slot that matches them to be rolled in a Joust Roll.
Equipment earns a spot to place dice that you have already in your pool or on a Squire. The dice locked into that spot must match the location you are locking it to.
[Figure 11 (placing the card under the Knight Card and a die on the "Take Dice" symbol) and Figure 12 (worker placement for Equipment) are layout diagrams and are not reproduced.]
Choosing Favor Actions
Each round players will assign one Favor Action to each Knight that they are jousting during the Planning Phase. In the Jousting Phase each Knight will activate the Favor Action they chose in the Planning Phase. Knights will have access to some Favor Actions at the beginning of the game, and once they promote they will have access to more or different actions.
To show which Favor Action you are taking, use the purple cube and set it next to the Favor Action you chose. Once you move out of the Planning Phase you may not change the Favor Action you chose for your Knights. If a Knight is Panicked they may not use a Favor Action for that round. A Knight will only be Panicked for a single round. A Knight may be Panicked for a following round if the conditions are met in the current Jousting Phase.
Favor Action Icons
- Block: Block one hit, reduce a critical hit from counting as two hits to one hit, and renders the Knight Calm.
- Ruse: Lowers the number needed to score a hit on all your dice. Example: White dice would hit on a 5 instead of a 6.
- Hero's Fate: You may reroll any number of your dice of any color one time. This stacks with other rerolls such as the Squire Reroll.
- Mark of the Church: Gain one Morale. You may convert any hits you score into Morale if you are under 15 Morale.
- Hit: Score plus 1 hit on your joust roll. This hit can be blocked and stacks with any other hits scored that roll.
- Targeting: You may preset one of your dice to the result of your choice. You may not use this ability on the Fealty Dice (black dice).
- King's Crown: Gain a King's Crown that you may use on the Promotion or Knight Advancement Tracks.
Important! You may only place ONE Ability card per Knight. You may choose a Standard Ability or an Advanced Ability.
Placing Ability Cards
During the Planning Phase players are able to place a Standard Ability or an Advanced Ability card on a Knight. Each Knight may only have one Ability card played upon them for use in the Jousting Phase. In the Jousting Phase Ability Cards are revealed at the time that Knight enters their joust. Ability Cards will affect the joust based on the text on the card. Some of the cards will affect things before the joust, some will affect things during the joust, and some will affect things after the joust.
Standard Ability Cards
Standard Ability Cards are drawn from the center pile each round until the center pile is exhausted of cards. After cards are used, they are discarded into a combined pile as well. When the draw pile is empty, the discard pile should be flipped over and shuffled for reuse.
Advanced Ability Cards
After you play an Advanced Ability Card it will be sacked from the game. This means you may only use an Advanced Ability one time during game play. You may hold Advanced Ability Cards in your hand from round to round up to your hand limit. However, by having Advanced Ability Cards in your hand, this will count against your draw of Standard Ability Cards in the Draw Phase. You can increase the number of cards you can hold and draw by increasing your hand limit through Perks.
Placing Dice
When a leader places dice on Knights you are limited by the Bravery Tokens that are on the Knights. You may also place dice onto the Equipment if the Knight has any.
Dice from the player's Dice Pool will be distributed across all three Knights on to the Bravery Token locations as shown in Figure 13. There is no limit to how many dice a single Knight can have as long as there is a Bravery Token or Equipment piece on that Knight to place the dice onto. Dice that are placed during the Planning Phase will be rolled for that Knight in the Jousting Phase of the round.
[Figure 13 (dice distributed across the Knights) and Figure 14 (Jousting Token order on The List) are layout diagrams and are not reproduced.]
Choosing the Jousting Order
Setting the order of the Joust is an important step in the Planning Phase and should not be overlooked. It is recommended that this be the last step in the Planning Phase, though you may do the steps in any order you choose. Making this the last step is helpful as all your other planning is done and you have a better idea of how you want the order of your Knights to go. The order is important, as some Knights might have more dice or better Abilities, and you may wish to open with these Knights or save your best Knight for last.
Each of your Knights has a Jousting Token. Place these tokens down onto The List card in the same order you want them to joust, as shown in Figure 14. Place the tokens on the board face down so that your rival does not know the order of your Knights.
Jousting Phase
In the Jousting Phase players will roll dice and use abilities to attempt to damage the Morale of their rival. Each Knight will be completely resolved before moving onto the next Knight in the Joust.
Jousting Phase Tasks
- Reveal the Jousting Tokens for Joust 1 on "The List" card. Do this by turning over your Jousting Token.
- Reveal the Standard Ability or Advanced Ability that you placed on this Knight.
- If the Ability must be resolved before the joust roll, resolve those abilities.
- Resolve the Favor Action that was taken in the Planning Phase.
- Roll the dice.
- Apply abilities and rerolls.
- Resolve the dice rolls.
- Score the rolled results.
Attack Dice Scores
- White Dice: 1-5 Reputation; 6 Hit.
- Green Dice: 1-4 Reputation; 5-6 Hit.
- Red Dice: 1-3 Reputation; 4-5 Hit; 6 Critical Hit, counts as two hits.
Fealty Dice
Black Dice (Fealty Dice): 1-4 Reputation; 5 Hit; 6 Aftershock.
Power Dice
Power Dice are used in the Advanced Game. Rules for Power Dice vary based on the building that they come from. Please refer to the expansion rules for that building for how the different Power Dice will work.
Important! Anytime you roll a number which is Reputation you will collect 1 Reputation for the die.
Example: If you rolled a 3 on a White Die you would get 1 Reputation for the roll and would move the cube on the Reputation Track located on the Status Track Card in your tableau one space to the right, increasing the number by 1.
Pip Count and King's Crowns
Crowns are earned during the Joust and through Favor Actions. The primary way to earn a King's Crown is from rolling your dice during the joust. Just to the left hand side of the empty Bravery Token spots is the pip count total needed based on the number of Bravery Tokens that are on the Knight card. There are five boxes for the pip count.
The number in the box is the number that the player needs to beat when rolling their Jousting dice in order to gain a King's Crown. The player will add the pips on all dice into one number, giving the player a total pip count of the dice rolled. If the number rolled is higher than the number in the box, the player will earn a King's Crown for this joust.
All dice rolled in the Joust will be added towards the pip count. If you have a die added to a joust through Equipment, through an ability, or a worker placement spot, then the player gets the benefit of having a chance to roll a higher number with added dice, but the number needed will remain the same based on the number of Bravery Tokens on the Knight.
Example - This Knight has one Bravery Token on it. Looking at the Pip Track you would go to the first box in the track which shows the number 5. For each Bravery Token on the Knight you would advance to the next box down on the track. For a Knight set up like this you would get to roll two dice. This would be a typical roll in the first turn of the game, rolling a Green and a Black die. With a total pip count of 10 for the roll, this would exceed the number needed to beat, which is a 5.
Anytime you earn a Crown you will get to advance one space on a Crown Track. You may have any number of tracks started and you do not need to complete a track to start a new one. You will continue to advance on the Crown Tracks until you reach the end with the gold shield.
When you reach the gold shield you may take the Perk and the track is now exhausted and you may not score on the track again.
Example - It would take 6 Crowns to advance to the end of this track and collect the Perk of adding 5 Morale to your Household Morale.
Knight Promotion
Once a track on the Knight Promotion side of the Status Card has been completed, the player may Promote any Knight on the Field. The player will turn the Knight Card over to show the promoted side of the card. The Knight will retain all of the Bravery Tokens and (Power Dice locations, Advanced Game).
The Knight will also gain the Perk shown at the end of the track. In Figure 15 you can see that this is plus 5 Morale, and the player would add 5 Morale to the Morale total.
[Figure 15 is a layout diagram of the promoted Knight card.]
Once a track is completed, meaning you have gone all the way to the end of the track, the track will be considered completed and you cannot redo the same track.
Ennoblement Phase
In this phase players will upgrade their Knights and spend Reputation earned during the Jousting Phase of play in player order. Remember that player initiative is still used for this phase as well.
The Knight card has two sides to it. The starting side is for Knight Vanguard and the promoted side is for Knight Crusader. The Knight will grow in power once they are promoted: not only will they have more Bravery Token slots, they will also gain more Favor Actions and will have some new unlockable actions.
- Knight Vanguard - Tan Seal: This class of Knight may have one Squire and one piece of Equipment. Equipment must also have one worker placed upon the card when played in the bottom right hand corner of the card.
- Knight Crusader - Gold Seal: This class of Knight may have one Squire and two pieces of Equipment. The Equipment must be different types. Equipment must also have one worker placed upon the card when played in the bottom right hand corner of the card.
Knights are promoted in the Ennoblement Phase of the game. If you max a Crown track, the Perk will not be taken until the Ennoblement Phase.
Collect Bravery Tokens
Players will draw Bravery Tokens from the Bravery Token bag in the following manner:
- 1 Knight scored at least 1 hit: Draw 1 Bravery Token and keep it.
- 2 Knights scored at least 1 hit: Draw 2 Bravery Tokens and keep 1.
- 3 Knights scored at least 1 hit: Draw 3 Bravery Tokens and keep 1.
- If none of your Knights scored a hit, then you do not get to draw any Bravery Tokens.
Placing Bravery Tokens
When a player gains Bravery Tokens they will add them to the Bravery Token holding location on the player House Card, as shown in Figure 16. Players may only place Bravery Tokens onto Knights through worker locations, powers gained, or unlocked during game play.
[Figure 16 is a layout diagram and is not reproduced.]
If you are able to promote all three of your Knights during the game you will unlock the extra dice space on the bottom of the Household card. You will then get to take this Perk by choosing a die of your choice to fill this spot. (Figure 17.)
Advanced Game
In an Advanced Game you may unlock a House Advancement. Each of these tracks may only be completed one time. If you complete one of these tracks you will take the Perk that comes with that track. If you are playing a base game, ignore the left side of the card. It will require the Armory to play with these tracks.
[Figure 17 is a layout diagram and is not reproduced.]
Spending Reputation
Players will spend Reputation on the Political Influence tracks. Each space on the Influence track costs one Reputation per box. If advancing your token on an influence track unlocks a Perk, Dice or Worker, you will gain the benefit immediately and resolve the action. If you do not spend all of your earned Reputation that round you may keep it for the following round; however, you may never gain more than twelve Reputation.
One Reputation will allow you to move forward on any of the five tracks one space. You may spend your Reputation in any fashion that you choose, meaning you can spend it all on one track or you may break it up between several tracks.
Ending a Round
- Double check to make sure all the proper cards have been sacked or discarded.
- Flip the round marker to show the opposite player will now go first and advance it to the next round. In an Advanced Game reveal the next two Imbuements.
- Move the Phase marker back to the top of the card.
The game will continue until you reach the end of the sixth round or a player loses all of their Morale.