Mordred
Mordred Rulebook
Table of Contents
Table of Contents
Components
- Map
- Rules
- Player village markers (coloured pawns, 21 each)
- Castle markers (plastic chips)
- Mordred markers (black pawns, 33)
- Action Table cards (2)
- Dice
- Build Point counters
Starting the Game
Each player should take a set of markers. Place all of the Build Point, (referred to as BPs from now on), counters on the table. Place one black marker on Mordred's castle, (Anglesey). Each player should place one of his village markers on the zero space of the Mordred track, (top of the map).
Roll the dice to decide who will go first.
Playing the Game
When it is a players turn he does the following:
- Select column on Action Table and roll two dice.
- Spend BPs.
It is then the next players turn. Continue until one player cannot take the correct number of BPs. The game ends immediately.
1. Roll Dice
There are three columns on the Action Table, A, B, and C. The player must state clearly which column he will roll on. He may only roll on one column, he cannot split his dice between two columns. He then rolls two dice. Each die is handled separately. Read across from the die number to the column. A single number means take that many BPs. A Mordred 1, 2 or 3 means that Mordred will attack that many times.
Mordred
If a player does roll a 'Mordred' result then he must make Mordred attack the number of times stated in the box. All Mordred attacks are resolved before a player spends BPs. Mordred always attacks locations linked to one he already controls, chosen by the active player. Locations are either hills or woods. An attack into either a vacant area or one containing an unprotected village is always successful and the player should simply place a black marker in the location, removing any village marker. If Mordred attacks a castle, (a village with one or more castle chips under it), then a die must be rolled. Subtract the number of castle chips from the die roll. If the result is 3 or more then the castle chips and village marker are removed and replaced by the black marker. If the attack fails then the black marker is discarded. A castle can be attacked more than once in a turn.
The player who rolled the Mordred points adds the number of Points to his total on the Mordred track. If a players marker reaches 14 or more then the game ends immediately.
2. Spend Build Points
A player can spend BPs on the following:
- Build village.
- Build castle.
- Attack Mordred.
Build Village
Costs 3BPs in a wood or 5BPs in hills. A village can only be built adjacent to another village, (does not have to be the same colour), or in a location with an arrow pointing at it. If the location is not connected to a village of the same colour or an arrow then the player must pay an extra 1BP. A location can never contain two villages. When a player builds a village he places one of his village markers on the location.
Build Castle
A player can add a castle chip to a village, may belong to any player. This costs 3BPs in a wood or 1BP in hills. A village can have a maximum of 3 castle chips built on it. Place the castle chip under the village.
Attack Mordred
Player can attack a location controlled by Mordred that is adjacent to a castle he controls. To roll one die costs 1BP, to roll two dice costs 3BPs. If one of the dice rolled is 4 or more then the Mordred marker is removed. A Mordred marker can only be attacked once by an individual castle. It may be attacked more than once from different castles. Each successful attack reduces a player's Mordred total by one, down to a minimum of zero.
A player can retain any unspent BPs. A player can carry out any number of actions, in any order, during his turn. E.g. it would be possible to attack and defeat Mordred, build a village and castle, and then attack again.
All spent BPs are placed in the box, they cannot be used again in the game. 5BP counters can always be exchanged for 1BP counters from the dead box or those still available. Note that the black Mordred markers are re-used.
Ending the Game
The game ends when one player cannot take the correct number of white points from those left OR one player has gone past 13 on the Mordred track OR when all the black markers have been placed on the map. The game ends as soon as one of these conditions is met, which means the present player does not finish his turn. Players now see whether Mordred or King Arthur has won. If Mordred controls more locations than the total number controlled by the players then he wins, otherwise King Arthur wins, (Arthur wins if tied).
If Mordred wins then the player with the least number of points on the Mordred track is the winner. In the case of a tie the tied player with the most BPs in hand is the winner. If there is still a tie then it remains tied.
If King Arthur wins then the player with the most villages wins. In the case of a tie the tied player with the most BPs in hand wins. Castles do not count towards victory.
Automatic Victory
If a player eliminates Mordred's marker from his home castle in Anglesey then he automatically wins. Note that he does not have to build a village to conquer the castle.