Lineage II: The Boardgame
Lineage II: The Boardgame Rulebook
Table of Contents
Table of Contents
The Game
- The goal of the game is to accumulate 10 VPs (Victory Points) by both adventuring and castle sieges.
- You become one of the five races. Using a numbered dice to move around, and depending on your destination, you can perform various actions and encounter adventures.
- You will collect items and Adena (the currency in this game) by hunting monsters. You can get event cards and hire mercenaries in the villages.
- If you arrive first at an empty castle, you become the owner of that castle. If you enter an opponent's castle, a Castle Siege begins. You win VPs if you win a Castle Siege.
Victory Conditions
- To be the first player with 10 VPs, or
- To be the player with the most VPs when the game has ended.
Components
- Game Board (1)
- Castle Markers (3)
- Colored Dice (5)
- Numbered Dice (2)
- Inventory Boards (5)
- Race Tokens (5)
- Adena (70)
- VP Chips (50)
- Prestige Chips (21)
- Castle Siege cards (10)
- Monster Cards (55)
- Event Cards (29)
- Mercenary Tokens (95)
Set Up
The board is marked with a Monster Race area, a Starting Village, a Temple, villages, castles, a bank for Adena, a bank for VP and Prestige Chips, the A, B and C monster piles, the event card deck and the used event card and used monster card piles, and the castle siege table (Siege Defense, Siege Victory Points, Siege Offense).
Directions (movement legend on the board):
- Can move freely (any direction)
- Can only move in a clockwise direction
- Place the game board on the table.
- Lay out the game components according to the image above.
- Place the 7 dice near the game board.
- Players put down their race tokens in the starting village.
- Each player starts the game with:
- 1 inventory board
- 10 Adena
- 5 Mercenary tokens (either 5 small tokens or 1 medium token)
- 2 Event cards (shuffle the cards, and draw 2 from the face down deck)
- 2 Castle Siege cards (1 offense card, 1 defense card)
- 3 VP chips (blue)
The Gameplay
Summary
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The youngest player begins the game, followed by each player in a clockwise direction.
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On your turn, roll one numbered die. Move your token the exact number of spaces rolled. Your adventure in this turn will be determined by the space you land on:
- Monster Hunting Ground: Choose a monster type from A, B, or C. Roll the colored dice to hunt. (see page 4 for monster hunting ground, see page 6 for monster hunting)
- Monster Race: Roll 1 numbered die. You either receive or pay adenas on the basis of number 4. (see page 4 for monster race)
- Temple: Receive 10 adenas. (see page 4 for temple)
- Village: Get 1 event card from the event card deck on the game board. You can also hire mercenaries or sell your items to the bank. (see page 4 for village)
- Castle: If you're the first to arrive in the castle, you become the owner of the castle. If it already belongs to an opponent, a castle siege begins. (see page 5, 8, 9 and 10 for castle)
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You can trade your items freely with other players anytime during your turn, even if you are not in any village.
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Once a castle siege begins, everyone who owns mercenaries must take part. The winning side receives VPs. (see page 8, 9 for castle siege)
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The player who collects 10 VPs first, or the player with the most VPs at the end of the game becomes the winner.
- Note: The event cards in the village, or the prestige chips and adena you get as an owner of a castle will be forfeit if you forget to collect them.
1. Start Of The Game
The youngest player starts the game. Play proceeds in clockwise direction around the table.
Types of game turn and the player actions
A game turn can be either an "Adventure" turn or a "Castle Siege" turn.
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An adventure turn is a normal game turn where actions other than the castle siege take place. In his/her adventure turn, a player performs following actions.
- If you own a castle, add a prestige chip around the castle and get as many adenas as the number of prestige chips.
- Roll a numbered die.
- Move your race token according to the rolled number; perform the specific adventure according to the space you stopped in (monster hunting ground, monster race, temple, village and castle).
- During one's turn, a player can sell any item that he/she currently owns to other players. The players negotiate the prices between each other.
- End your turn, and let the next player begin.
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A castle siege round immediately begins when a player's race token arrives at opponent's castle. Each player take turns in castle siege turns, using mercenaries and action cards to gain VPs.
2. Roll 1 numbered die, move your race token and do the adventure
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Monster Hunting Ground: Pick a monster from a monster pile (A, B, or C). Roll 5 colored dice to hunt the monster. If you succeed, you get the specific item or the amount of adena marked on the back of the monster cards (see page 6 for more information).
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Monster Race: The Monster race is a racing ground where monsters compete with each other. Roll 1 numbered die; you either pay or receive adenas according to the number you roll. If you roll higher than 4, you get [2 X difference between 4 and the rolled number] adenas. If you roll lower than 4, you pay [2 X difference between 4 and your rolled number] adenas.
Correction in-file: the community document's printed text reads "If you roll higher than 4, you get [...] than 4, you pay [...]", with the words "lower" missing. "lower than 4" is restored here to match the sentence's structure and the companion Shin Yoo translation.
Example:
- If you roll 1, you pay (4 - 1) * 2 = 6 adenas to the bank.
- If you roll 4, you neither pay nor receive adena.
- If you roll 8, you receive (8 - 4) * 2 = 8 adenas from the bank.
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Temple: You get 10 adenas from the bank.
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Village: Various events take place in the village. You can sell your items or meet other people.
Things you can do in a village:
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Receive event card: draw 1 event card from the event card deck on the board.
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Sell items: sell the items (weapons, armor or potions) that you do not use anymore to the bank at fixed prices. Items sold to the bank are discarded.
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Event cards
There are "Action" cards and "Quest" cards. Once used, event cards are discarded.
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Action Cards: Action cards are divided into Adventure cards and Castle Siege cards. Adventure cards can be used in any adventure other than castle sieges. Castle Siege cards can be only used in castle siege rounds, which begins when someone arrives at opponent's castle. A player can use only one event card during his adventure turn or castle siege turn respectively.
- Note: There is a hand limit of 5 event cards per a player. You cannot hold more than 5 event cards. If you arrive at a village holding 5 event cards, you can discard one before drawing a new one. The discarded event card goes to the discard pile.
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Quest Cards: Quest cards have different background color from the event cards. You get VPs if you accomplish the quest written on the quest cards.
Prestige chips and receiving adenas from the castle
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In a castle owner's turn, that player places one additional prestige chip around his/her castle, and then receives as many adenas as that number of prestige chips from the bank. However, you forego this action in the turn when you claimed ownership of the castle.
- Example: You currently have 2 prestige chips around your castle. In your turn, place the 3rd prestige chip and claim 3 adenas from the bank.
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Once you accumulate 7 prestige chips around your castle, remove them all and get 1 VP in your next turn.
- Example: You have just put down your 7th prestige chip to your castle. Receive 7 adenas from the bank. In your next turn, return 7 prestige chips from your castle and get 1 VP. You get no adena in this turn. In the next turn, you start over by placing the first prestige chip and receiving 1 adena from the bank.
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Once you get a VP from collecting 7 prestige chips, start placing prestige chips around your castle again.
- Note: Prestige chips remain in their place even if the ownership of the castle changes.
3. Selling Items
On your turn, you can sell any of the items you own to other players at any price you want. You can follow the predetermined prices, or you can make deals with other players to determine new prices.
4. End your turn
- Once you end your adventure turn, the player to the left of you starts his/her turn.
- At the end of a castle siege round, the player to the left of the one who initiated the castle siege continues his/her turn.
Victory Conditions
- To be the first player with 10 VPs, or
- To be the player with the most VPs at the end of the game
Game End Condition
If one of following three conditions are met, the game ends immediately.
- One of the players has collected 10 VPs.
- One of the players has no VP remaining.
- There are no remaining monster cards (A, B, and C) that players can hunt.
Monster Hunt, Items & Castle Sieges
1. Monster Hunt
You can hunt monsters when your race token is in a monster hunting ground. You have to hunt a monster when you arrive in a hunting ground. Pick a monster from the A, B, or C pile and roll the 5 colored dice to hunt.
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Hunting Succeeds: In order to succeed in hunting, you have to roll all the colors that the monster has. You can use your weapons, armor, and potions. Once you succeed, receive the monster card. Keep the item on the back of the monster card in your inventory. If the hunted monster gives you adenas, receive the specific amount of adenas from the bank and then keep the monster card in your inventory, with the monster side up to mark that it was paid. Potions are discarded after they are used.
Example: When you are hunting a monster with G G G, you rolled G G Y R G. Since the colors you have rolled include G G G, you have succeeded in hunting. A star (*) is a joker, X means miss.
Note: the printed example shows the dice and monster colours as images. The companion Shin Yoo translation gives them in letters, G = green, Y = yellow, R = red; a star () is a joker and X is a miss, and the letters above are taken from it.*
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Hunting Fails: If you don't roll the colors necessary to succeed, you fail to hunt the monster. The monster you picked will remain where it is (that is, on the top of the card deck) until another player succeeds in hunting it. The failed player must drop certain amount of adenas in the hunting ground and move to the nearest village. The amount of adenas you need to drop is marked on the monster card beside the skull symbol (Level C Monster: 1 Adena, Level B Monster: 5 Adenas, Level A Monster: 10 Adenas).
Exception 1) If you do not have required amount of adenas, drop what you have and move to the nearest village.
Exception 2) If you do not have any adenas, drop one of your items and move to the nearest village.
- Note: You cannot drop monster cards. Nor you can drop mercenaries. The dropped money or items remain there until someone else visits the hunting ground and collect them before beginning his own hunting.
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When you visit the village due to the failure of the hunting, you cannot perform the usual village actions. In your next turn, you have following options.
- Skip the die roll and continue your adventure in the village.
2. Using Items
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Types Of Items: Items are shown on the back of monster cards. You receive the item when you succeed in hunting the monster. There are items like weapons, armor, and attacking potions which help your hunting. There is also a movement potion which helps you travel faster.
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How to use: You can either store items in the bag in your inventory or wear them in one of the 5 slots in the left side of your inventory board. Items like weapons and armor become effective only when you wear them. Potions can be used only once; keep them in your inventory, use anytime during your adventure, and then discard. Some Monster cards give you adenas rather than an item. Once you receive adenas this way, flip the card to monster side up and keep it in your inventory to mark that it was paid. Some of the quests let you use these face up monster cards. The maximum weapons you can use at any time is either two 1-handed weapons or one 2-handed weapon. You can wear helmets, armor suits and shoes. Unused items are kept in your inventory bag.
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Weapons: There are 1-handed and 2-handed weapons. The colors shown on a weapon functions as if you rolled that color. That is, if a weapon shows a yellow color, it will be counted as 1 yellow die roll even if you did not roll any yellow. Add the colors shown in your weapons when you hunt monsters. If you have extra weapons, you can change your weapon before the hunting begins so that you'll get better chance of hunting the specific monster.
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Potions: There are attacking potions and movement potions. Potions are for one time use only. They are discarded after being used.
- Attacking potions (blue potions) show colors like weapons do. You can use the potion as the marked color then discard the potion. That is, a potion showing a red color is equivalent to rolling a red.
- Movement potions (green potions) let you move up to twice the number you rolled in any direction you want.
Example: A player rolled a 4. If he/she uses the movement potion, he/she can move up to 8 spaces in any direction (any number between 4 to 8).
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Armor: There are helmets, armor suits and shoes. When you're wearing armor, you can roll additional dice when you hunt monsters.
Example: You have rolled Y Y Y G R when hunting an "A" monster of Y Y Y Y Y. You have one Y in your weapon. Your armor lets you roll 3 dice again. In this case, if you roll again (due to the armor) at least 1 yellow, you succeed in hunting the monster. Otherwise you fail.
Monster = 5 Yellow. Player = 4 Yellow + 3 "Roll Again (Armors)". In this case, you can roll 3 dice (out of the 5 you rolled) again. You only need 1 more yellow to succeed.
Re-rolls can also be combined from different pieces of armor you are wearing.
Example: If you're wearing a C-class helmet and a B-class armor suit, you can roll 3 dice again.
Note: the dice in this example are shown as images in the printed document; the letters are taken from the companion Shin Yoo translation.
3. Castle Siege
A Castle siege is a battle fought between players using mercenaries and numbered dice, over the ownership of a castle. Players who take part in a castle siege go through the battle after putting down a VP chip on the castle siege VP table on the board. After the victorious faction is determined, every player on the winning side gets 1 VP from the bank. Additionally, every player on the winning side gets 1 VP chip from the VP table, taking turns starting from the player who sent out the most mercenaries.
Sequence of a castle siege
- Beginning the siege
- A castle siege round begins when a player with mercenaries moves into an opponent's castle.
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- The prestige of the castle owner: Attacking players have to fight through the siege using only what mercenaries he/she has in inventory. However, the owner of the castle under siege can hire mercenaries immediately, regardless of the location of his race token. The owner can either use the mercenaries in the siege battle or keep them in inventory. But he/she cannot perform other village actions like selling items.
- Taking sides
- Each player secretly chooses either the offense castle siege card or the defense castle siege card. Everyone reveals the chosen cards at once. Players who played offense cards fight on the attacking side. Players who played defense cards fight on the defending side. The player who started the siege must play his/her offense card. The owner of the castle under siege must play his/her defense card.
- Using mercenaries and action cards
- Mercenaries and action cards are played at the same time with the castle siege cards.
- Secretly decide the number of your mercenaries that you are sending out to the battle. Every player holds them in their hands and reveals them simultaneously.
- Any castle siege action cards (those marked as "Castle Siege" at the bottom) can be played with the castle siege cards. Players can use only one action card. Action cards remain hidden until you decide to reveal them or not.
- Opening castle siege cards and placing mercenaries
- Every player opens his/her hand, showing the castle siege cards and mercenary tokens. Players who have played offense cards will become the attackers. Players who have played defense cards will become the defenders.
- Place the mercenary tokens you revealed on the castle siege table on the board, according to your side (attacker/defender). The player who sent the largest mercenary army goes first (the order of placing mercenary tokens is marked on the castle siege table by octagonal shapes).
- Players each put down 1 VP chip on the castle siege table according to his/her side.
- The Battle
- The actual battle is fought by rolling dice. Each side rolls a die; the side with the higher number removes as many mercenary tokens as the difference between two dice from the castle siege table. Continue this until one side loses all of its mercenaries. There is no restriction on who rolls the die on either side. Any mercenaries left alive at the end of the battle are also discarded.
- Sharing VPs
- The players on the winning side take VP chips in the following manner.
- The player takes back the VP chip that he/she put down on the board.
- The player gets 1 VP from the bank.
- Starting from the player with largest army, players take the VP chips from the losing side. If there is a tie in the size of the involved armies and there is only 1 VP chip remaining, no one gets that VP chip and the VP chip is discarded.
- The size of players' armies are determined when players put down mercenary tokens before rolling the dice. Any changes by action cards will be ignored when determining the size of armies.
Example
Player A, B, C, D, E fight a castle siege. Player A is the owner of the castle, and player D started the siege. Opening the castle siege cards, it turns out that two players (A and B) are on the defending side while three other players (C, D, E) are the attackers.
Defenders: A sent 5 mercenaries that he had to the castle siege board. He also moved 1 mercenary token that was on his castle to the castle siege table. B sent 3 mercenaries. Thus the defending side has a total of 9 mercenaries (5 + 1 from the castle + 3 from player B).
Attackers: C has sent 3 mercenaries; D has sent 4, and E has sent 7. Thus the attacking side has a total of 14 mercenaries (3 + 4 + 7).
The attacking side rolls first. Player E on the attacking side rolled a 5, and player A on the defending side rolled a 3. Remove 2 (5 - 3) mercenaries from the defending side, and repeat the battle.
Use of action cards
If any player had played action cards for this castle siege, he/she can use it now (during the battle).
Sharing VPs
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When the attackers have won
VPs are shared in the following manner.
- Players take back VP chips that they placed on the castle siege table
- Players receive 1 VP from the bank
- Starting from the player with the largest army, take the VP chips played by the losing side
- In this example:
- Player E with the army of 7 and player D with the army of 4 take 1 VP chip each. That is, player A and B have lost the VP chips they played at the beginning of the siege. Players on the winning side gets: 3 VPs for player E, 3 VPs for player D and 2 VPs for player C (including the chips they have played at the beginning of the siege). Since the defenders have lost, player D who started the siege takes a small (1) mercenary token from the bank and put it on the castle. The prestige chips accumulated by player A now belongs to player D. Every mercenary that has fought in the siege is now discarded. Now the siege is finished. The player sitting left to player D, who started the siege, continues his/her normal turn now.
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When the defenders have won
VPs are shared in the following manner.
- Players take back VP chips that they placed on the castle siege table
- Players receive 1 VP from the bank
- Starting from the player with the largest army, take the VP chips played by the attacking side
- In this example:
- Player A with the army of 5 and player B with the army of 3 take 2 VP chips and 1 VP chip each. That is, player C, D and E have lost the VP chips they played at the beginning of the siege. Players on the winning side get: 4 VPs for player A, 3 VPs for player B (including the chips they have played at the beginning of the siege). Since the attacking side has lost the battle, the ownership of the castle remains the same. The player sitting left to player D, who started the siege, continues his/her normal turn now.