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Medievallons

Medievallons Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • Course of Play
  • The Possible Actions
    • Play a Card
    • Lay a Guild
    • Use a Guild
    • Reinforce a Guild
  • End of the Game
    • Alternative End of Game
  • Card Powers
  • Clarifications and Special Cases
    • Running out of cards
    • Assassin / Prowler: there is no guild to steal from or attack
    • Jester: laying a guild of Jesters
    • Beggar: if you are the one with the most cards
    • Noble: in a 2-player game
    • Witch: there is no guild to copy

Contents

104 cards (8 of each guild) and one End of Game card (red front, yellow back).

GuildPower
ArtisanTake the 1st card of the discard pile.
MonkDraw two cards.
StarEveryone draws a card.
JesterThis joker can be used with all guilds.
ProwlerSteal a card from a laid guild.
AssassinDiscard a card from a laid guild.
NobleThe next two people give you a card.
WitchActivate the power of a laid guild.
KnightAsk an opponent for a card so that they give it to you.
MerchantExchange two cards with another person.
BeggarTake a card from the person who has the most.

Goal of the Game

Be the first to lay your third guild to win the game instantly.

Setup

  • Shuffle the cards (except the End of Game card) to create a face-down draw pile in the centre of the table. Then place the End of Game card at the bottom of the draw pile, red side up.
  • Note: in a 2-player game, place the End of Game card yellow side up.
  • Deal 6 cards to each person. Do not show the cards in your hand to the others, unless the game forces you to.
  • Reveal the top card of the draw pile beside it to create the discard pile. Cards in the discard pile are always face up.
  • Determine at random who starts the game.

The setup: A. the draw pile in the centre, with the End of Game card at the bottom of the pile; B. the discard pile beside the draw pile; C. one starting hand per person.

Course of Play

On your turn, you must perform one action, then draw a card. The possible actions are:

  • Play a card
  • Lay a guild
  • Use a guild
  • Reinforce a guild

After your action, draw the first card of the draw pile, then your turn ends. There is no limit to the number of cards in hand.

If you take the last card of the draw pile and the End of Game card is revealed for the first time, flip it to its yellow side. Then shuffle the discard pile, except the last card played (which becomes the new discard pile), to form a new draw pile that you place on the End of Game card, yellow side up.

The Possible Actions

Play a Card

Reveal a card from your hand to activate its power. Each guild has a unique power. After activating its power, place the played card on the discard pile.

Lay a Guild

If you have three or more cards of the same type in hand, you may lay them in a line on the table to form a guild.

Note: Jester cards can also be included in any guild.

Example of a guild of Knights: Knight, Knight, Knight. Or a guild of Knights created with a Jester: Knight, Knight, Jester.

Once your cards are laid in front of you, they can now be the target of other cards, such as the Assassin, the Prowler or the Witch.

Important: if a guild is only made up of two cards, take them back into your hand.

There is no limit to the size of a guild, and you may have several guilds of the same type, as long as each guild has at least three cards. (Example: a guild of four Knights and two Jesters.)

When you lay a guild, you must activate the power of that guild (as when you play a card).

Example: when you lay the Knights guild, you also activate the power of the Knight.

Use a Guild

Use a guild that you laid on a previous turn and that is still on the table. Activate the power of that guild, without having to discard a card from your hand.

Example: if you laid a guild of Knights on a previous turn and it is still on the table, you can use that guild and activate its power instead of playing new cards.

Reinforce a Guild

If you have a guild on the table and one or more cards of the same type (or Jester cards) in your hand, you may choose to reinforce your guild. To do so, add one or more cards compatible with the existing guild. There is no limit to the number of cards you can add.

Reinforcing a guild can be wise, as it allows the guild to resist Assassins and Prowlers.

Reinforcing a guild also activates its guild power. Thus, by reinforcing a guild of Knights, you must also activate its power.

End of the Game

The game ends as soon as you have laid your third guild. You immediately win the game and claim the crown and the throne of Medievallons! (Three guilds on the table, and victory is assured!)

In a 2-player game, play a maximum of 3 rounds. The person who wins 2 rounds then wins.

Alternative End of Game

If the draw pile is empty for the second time (that is, the End of Game card is revealed on its yellow side) and nobody has laid their third guild, the game ends immediately.

Reminder: with 2 players, the draw pile is only emptied once.

The person who has the most guilds and guild members in play then wins the game. In case of a tie, the person with the most cards in hand wins. If the tie persists, share the victory.

Card Powers

Artisan: Take the top card of the discard pile into your hand.

Assassin: Choose a card from a guild on the table. Move that card to the discard pile.

Jester: It can be played with all types of cards to create or reinforce a guild.

Knight: Choose a person and name a type of card. If they have any, they must give you a card of that guild.

Star: Everyone draws a card in turn order.

Wizard: Draw three cards, choose one to keep and discard the other two.

Merchant: Exchange two cards with another person; each chooses which cards to give.

Beggar: Take a random card from the hand of the person who has the most. In case of a tie, you choose who must give it to you.

Monk: Draw two cards.

Noble: The next two people, in turn order, give you a card of their choice.

Priest: Look at someone's hand and take one of their cards. Give them in return a card of your choice from your hand.

Prowler: Steal a card from any guild on the table. Add it to your hand.

Witch: Use the power of any guild present on the table.

Clarifications and Special Cases

Running out of cards

  • If resolving an action (by you or someone else) requires more cards than you have in hand, draw until you have the required number. Then carry out the action.
  • If it is your turn and you have no guild on the table and no card in hand, draw two cards and end your turn.

Assassin / Prowler: there is no guild to steal from or attack

  • Instead of applying the power, discard the Prowler or Assassin card and draw a new card instead. Then draw another card and your turn ends.
  • If you have no cards left in hand and you only have a guild of Prowlers or Assassins on the table, draw a card instead.

Jester: laying a guild of Jesters

  • It is possible to play a guild composed only of Jesters, but they have no power to activate. You can, however, perform the Reinforce a Guild action by adding any other type of card. The guild of Jesters then becomes a guild of the type of the card(s) added.
  • If you have no cards left in hand and you only have a guild of Jesters on the table, draw a card instead. Then draw another card and your turn ends.

Beggar: if you are the one with the most cards

Instead of applying the power, draw a card.

Noble: in a 2-player game

You receive a card from the other player and a second card from the draw pile instead.

Witch: there is no guild to copy

Instead of applying the power, reveal and discard the top card of the draw pile, then copy the power of that card.

PriestChoose a card to exchange from an opponent's hand.
WizardDraw three cards and keep only one.