RulesPal
Chat
Rulebook
下町メイド物語: The Story of Faltisia thumbnail

下町メイド物語: The Story of Faltisia

下町メイド物語: The Story of Faltisia Rulebook

DRAFT. This transcription is of the publisher's English rulebook draft (cover marked "DRAFT / Not finalized", "Student Guide"; June 2022 Kickstarter campaign). Final shipped wording may differ, including the 2-player and solo text.

Table of Contents

Table of Contents

  • Meet the Maids of Faltisia
  • Components
    • Character Cards
    • Maid Ability Cards
    • Off-Campus Cards
    • Item Cards (20 cards)
    • Action Cards (139 cards)
    • Graduation Requirement Cards (18 cards)
    • Coin Tokens (65 tokens)
    • MP Tokens (43 tokens)
    • x5 Tokens (30 tokens)
    • Attribute Cubes (24 wooden cubes)
    • Attribute Tokens (150 tokens)
    • Time Marker
  • Cards Overview
  • Class Schedule Board Overview
  • Student Registration Board
  • Game Set Up
    • New Student Orientation
    • Faculty Preparations
    • Class Schedule Assignment
  • Game Overview
    • [A] Registration Phase
    • [B] Terms 1-7
    • [C] Exams Phase
  • Scoring
    • Extracurricular Scoring
    • Attribute Scoring
  • Expansion Content: The Battle for London
    • Battle for London Components
    • Foreword
    • How to Combine with the Base Game
    • Expansion Setup
    • Expansion Gameplay
    • Recapturing Big Ben
    • Expansion Scoring
  • Solo Mode
    • Overview
    • Setup
    • Gameplay

Meet the Maids of Faltisia

Seven students attend the Royal Maid Academy of Faltisia. Each has a character card, numbered by student registration number (C0001-C0007):

  • C0001 Giulia Engelini: a member of House Engelini, a family of maids serving House Angelini. Sworn to Elisabetta, she attends the academy as Elisabetta's personal guard and has not yet earned her Maid's License.
  • C0002 Lisa Carotte: a talented student from the countryside who always falls just short of first place and struggles to make friends. She aspires to become a maid and rise to the top of the profession.
  • C0003 Nana Michelle: a sunny, determined student who dreamed of becoming a maid since a maid saved her from bandits as a child. Her family runs a patisserie.
  • C0004 Elisabetta Angelini: the young mistress of House Angelini, popular at the academy, who aims to join the Kingsguard to uphold her family line.
  • C0005 Nicole Baker: a diligent, indomitable student who wishes to join the Kingsguard in emulation of her grandmother.
  • C0006 Ling Huang: a top-tier exchange student from the National Maid Education Program, raised in a wealthy family and driven to please her parents.
  • C0007 Kaede: raised in an orphanage, a caring older sister who wants to make life easier for the people who raised her.

Components

  • Cards (184)
    • Characters x7
    • Action x139
      • Round One x44
      • Round Two x44
      • Round Three x44
      • Maid Ability x7
    • Items x20
    • Graduation Requirements x18
  • Boards (7)
    • Class Schedule x1
    • Student Registration x6
  • Tokens (288)
    • Coins x65
      • Silver (1 Sterling) x50
      • Gold (5 Sterlings) x15
    • Maid Points (MP) x43
      • 1 MP x35
      • 5 MP x8
    • x5 Multiplier x30
    • Attributes x150
      • Red x30
      • Blue x30
      • Yellow x30
      • Green x30

Character Cards

In Maid Knight Saga: The Story of Faltisia, you play one of seven characters attending the prestigious Royal Maid Academy of Faltisia. After deciding your character's starting attribute scores, you attend Lectures and perform the same actions as your fellow students, but with one major difference: your character's unique Maid Ability. How your character grows and what they accomplish depends entirely on you.

Once your character obtains a Provisional Maid's License, you flip your character card to access your new maid outfit and unlock your powerful Maid Ability.

The character card has a front and a back. The back carries the MP icon.

Maid Ability Cards

Maid Ability action cards allow you to perform a powerful action unique to your character. When your character obtains a Provisional Maid's License, you unlock your Maid Ability action card. Maid Ability cards do not have a cost.

Off-Campus Cards

Action cards that are played face down instead of face up become Off-Campus cards (represented by the face-down symbol in this rulebook and on the game's components). Playing a card in this manner lets you complete an Off-Campus action.

Item Cards (20 cards)

Item cards are purchased from the Academy Store with Sterlings and have powerful effects that come in handy during your time at the academy.

Action Cards (139 cards)

Action cards represent the various actions your character can perform. They are divided into Round 1, Round 2, Round 3, and Maid Ability types, identified by the number or symbol on the card's back.

There are eight types of action cards, identified by the background color on the card's front, or, for Off-Campus cards, by whether the card is face up or face down:

  • Organization (brown, Rounds 1, 2): these cards give you attribute tokens each time you attend a Lecture of a specific color.
  • Focus (yellow, Rounds 1, 2, 3): these cards give you a variety of useful one-time effects, such as Sterlings (money) or attribute tokens.
  • Special Evaluation (purple, Rounds 2, 3): these cards give you MP at the end of the game based on specific conditions.
  • Assignment (blue, Rounds 1, 2, 3): these cards give you MP, but may only be played if you fulfill their requirements.
  • Extracurricular (green, Rounds 1, 2, 3): there are three types of Extracurricular cards: (A) Art Club, (B) Culinary Society, and (C) Equestrian Team. At the end of the game, you score MP based on how many cards of each type you have played.
  • Remedial (red, Rounds 1, 2, 3): these cards force all students to attend an unskippable Lecture. Although all students benefit from the Lecture, playing these cards always helps you more than the other players.

Graduation Requirement Cards (18 cards)

These cards specify the requirements your character must meet to graduate from the academy. If fulfilled by the end of the game, you gain the MP depicted. If not fulfilled, you lose the MP depicted.

Coin Tokens (65 tokens)

Coin tokens represent Sterlings, the currency of the Kingdom of Faltisia. Silver tokens are worth 1 Sterling and gold tokens are worth 5 Sterlings.

MP Tokens (43 tokens)

MP tokens track the Maid Points (MP) you score during the game. MP are used in the Kingdom of Faltisia to assess a maid's accomplishments. The player with the most MP at the end of the game wins.

x5 Tokens (30 tokens)

Pair these with coin tokens, MP tokens, or attribute tokens to represent five of that type of token. If the supply runs out of any kind of token during the game, even when making use of these x5 tokens, use proxies to represent the missing tokens.

Attribute Cubes (24 wooden cubes)

Attribute cubes track your character's attribute scores on your Student Registration board.

Attribute Tokens (150 tokens)

Attribute tokens are used to pay card costs and increase your character's attribute scores. Rainbow attribute tokens are wild and may be used in place of any color attribute token. Attribute tokens symbolize your character's efforts and experiences, but are worthless if left unused.

Time Marker

The time marker is a wooden cylinder that keeps track of the current Round, Term, and Phase.

Card Index

The Card Index is a book listing all the cards and their effects.

Class Schedule Board

This board shows the Lecture schedule for the three Rounds of the game.

Student Registration Boards (6 boards)

This board tracks your progress as a student at the Royal Maid Academy of Faltisia. Be sure to carry it with you at all times, and take care not to lose it!

Rulebook

The rulebook explains how to play the game.

Cards Overview

  • [A] Card Type: you can identify an action card's type by its background color. The list of background colors and card types is given under Action Cards above.
  • [B] MP: this icon indicates how many MP this card gives you at the end of the game. Your character card also has this icon on its back.
  • [C] Cost: action cards: you must spend the Sterlings and/or attribute tokens depicted to play the card. If the box is empty, the card may be played without paying a cost. Maid Ability action cards do not have a cost. Item cards: you must spend the Sterlings depicted to purchase the item. Item cards with a cost of 0 can be purchased without spending any Sterlings.
  • [D] Card Number: each card has a unique card number, which determines the order in which players perform actions. No two cards in the game have the same card number. The card number listed on a character card is also that character's student registration number.
  • [E] Round: the number of dots indicates to which Round the card belongs.
  • [F] Number of Players: the cards used in the game depend on the number of players. Add the 3+ cards when playing with 3 or more players, and add the 5+ cards when playing with five or more players.
  • [G] Effect Icon: this icon indicates the card's effect type.
    • [Instant]: a one-time effect that is resolved immediately when the card is played.
    • [Ongoing]: an ongoing effect that is resolved at the time specified on the card.
    • [Conditional]: a card with this icon may only be played if you fulfill the depicted conditions.

Class Schedule Board Overview

The Class Schedule board contains 48 spaces, divided into three Rounds, with three phases and seven Terms in each Round. This board is used by all players.

  • Terms: each Round is composed of seven Terms. A Term is made up of the Lecture phase and the Action phase, resolved in that order.
    • 1) Lecture Phase (top row): attend the Lecture indicated on the Class Schedule or choose to skip it.
    • 2) Action Phase (bottom row): play an action card and resolve its effects.
  • Rounds: the game is composed of three Rounds, representing the three years your character spends at the academy. Each Round has a Registration phase, a Lecture and Action phase (Terms 1-7), and an Exams phase.

Student Registration Board

  • [A] Portrait: place your character card and Maid Ability action card here as proof that you are enrolled in the Royal Maid Academy of Faltisia.
  • [B] Attribute Tracks: use attribute cubes to track your character's current attribute scores. From top to bottom, the four attributes are Strength (red), Intelligence (blue), Beauty (yellow), and Purity (green). Attribute scores cannot go higher than fifteen or lower than one. The attribute icon on the first space of each track counts as one.
  • [C] Meditation: at any point during the game, you may return three attribute tokens of a single color to the supply in exchange for one attribute token of any color (non-Rainbow).
  • [D] Off-Campus Actions: if you skip a Lecture in the Lecture phase, or play an action card face down in the Action phase, you may perform one Off-Campus action: Study, Part-Time Job, Shopping, or Maid Training.
  • [E] Study: take one Rainbow attribute token from the supply. If your character has a Provisional Maid's License, also take one attribute token of any color from the supply (non-Rainbow).
  • [F] Part-Time Job: take three Sterlings from the supply. If your character has a Provisional Maid's License, take five Sterlings from the supply instead.
  • [G] Shopping: spend Sterlings to purchase one Item card from the Academy Store. Return all spent Sterlings to the supply. Place the purchased card face up in your Notebook and resolve any instant effects.
  • [I] Maid Training: perform the following two steps in any order: 1) Increase Attributes, and 2) Apply for Provisional Maid's License.
    • 1) Increase Attributes: spend attribute tokens to increase your character's attribute scores. For every three tokens of a single color you spend, increase the corresponding score by one. Spent attribute tokens are returned to the supply. You may increase your character's attribute scores multiple times as long as you have the necessary tokens. The token colors correspond to attributes: Red = Strength, Blue = Intelligence, Yellow = Beauty, Green = Purity.

Game Set Up

New Student Orientation

  1. Take a Student Registration board and place it in front of you.

  2. Randomly draw a character card, and take its matching Maid Ability action card. Place the Maid Ability action card on the Portrait space of your Student Registration board. Then place your character card face up (white side) on top of it. Return any unused character cards and Maid Ability action cards to the box. If all players agree, you may choose your characters instead of drawing them randomly.

  3. Randomly draw three Graduation Requirement cards. Choose two to keep and place them face down next to your Student Registration board. This area is your Notebook. Return all unused Graduation Requirement cards to the box.

You may check your Graduation Requirement cards at any point during the game, but do not show them to other players.

Tip: Completing your Graduation Requirement cards earns you MP at the end of the game. However, incomplete Graduation Requirement cards cause you to lose MP instead. Think carefully about which cards to keep, then strive to complete the objectives before the end of the game.

  1. Take one attribute cube of each color from the supply, and place them on your Student Registration board's corresponding attribute tracks to determine your character's starting attribute scores. You may set your attribute scores freely, but the sum of all four scores must equal 8 and no one score may exceed 5. Keep your eyes on your own board until all players have locked in their choices (you may check other players' attribute scores at any time after this step).

Examples: Strength 2, Intelligence 2, Beauty 2, Purity 2 (total 8); or Strength 1, Intelligence 5, Beauty 1, Purity 1 (total 8).

  1. Take three Sterlings and one Red, Blue, Yellow, and Green attribute token from the supply. Place them next to your Student Registration board.

Faculty Preparations

  1. Place the Class Schedule board in the center of the table.

  2. Depending on how many people are playing, remove all action cards and Item cards with a 3+ and/or 5+ icon in the bottom right corner, and return them to the box.

  3. Sort the Round 1, Round 2, and Round 3 action cards into separate decks. Shuffle each deck, then place the decks face down next to the Class Schedule board.

  4. Shuffle the Item cards, and place the deck face down next to the Class Schedule board.

  5. Place the coin tokens, MP tokens, attribute tokens, and x5 tokens within reach of all players to form the supply.

  6. Place the time marker on the Round 1 Registration phase space of the Class Schedule board.

Class Schedule Assignment

  1. Take two attribute tokens of each color from the supply, for a total of eight tokens. Randomly place one token on each of the seven Round 1 Lecture phase spaces. After placing the tokens, there is one leftover token. In this case it is a Yellow attribute token. Keep it handy, as you use it in the next step.

  2. Take one more attribute token of each color from the supply, for a total of four tokens, and add the remaining token from the previous step. Randomly place one token on each of the five Round 2 Lecture phase spaces. Skip all spaces containing an X. The remaining Yellow token is added to the four new attribute tokens, and they are randomly placed on the Round 2 Lecture phase. This time there are no leftover tokens.

  3. Take an attribute token of each color from the supply, for a total of four tokens. Randomly place one on each of the three Round 3 Lecture phase spaces. Skip all Lecture phase spaces containing an X. Return the leftover token to the supply. After placing the Round 3 tokens, there is one leftover token. In this case it is a Green attribute token, which is returned to the supply.

Setup is now complete. Look at the time! You're going to be late for the headmaster's matriculation speech! Get going, or you'll miss it!

Game Overview

Matriculation Ceremony (flavour): "Welcome, young maids-to-be, and congratulations on your matriculation! Each and every one of you is now a member of the Royal Maid Academy of Faltisia. I hope you will make the most of your three years here in this garden of learning. ... "All are equal in the light of knowledge." This is the academy's motto."

The game is played over the course of three Rounds. At the end of Round 3, proceed to Scoring to determine the winner. Each Round is composed of the following phases and steps:

  • [A] Registration Phase
    1. Restock the Academy Store
    2. Draft Action Cards
  • [B] Terms 1-7
    • Lecture Phase: 1) Attend the Term's Lecture or perform an Off-Campus action.
    • Action Phase: 1) Play an Action Card. 2) Resolve the Action Card or perform an Off-Campus action.
  • [C] Exams Phase
    1. Compare individual attributes for MP.
    2. Compare total attributes score for Sterlings.

[A] Registration Phase

In the Registration phase, perform the following two steps in order:

A) Restock the Academy Store. Draw cards from the Item deck and place them face up next to the Class Schedule board. This area is the Academy Store. The number of Item cards depends on the number of players:

Number of PlayersNumber of Item Cards
22
32
43
54
65

Add the same number of new items in Rounds 2-3, even if there are already cards in the Academy Store.

B) Draft Action Cards.

  1. If you have a card remaining from a previous Round, place it face down in front of you before proceeding. This can only happen in Rounds 2-3. In this situation, you will have eight cards in your hand at the end of this Registration phase.

  2. Deal each player seven action cards face down from the deck corresponding to the current Round. Return the remaining cards to the box.

  3. Choose one card to add to your hand, and place it face down in front of you. You may check your own face down cards at any time, but you may not look at other players' cards.

  4. Once all players have chosen a card, pass the remaining six cards to the next player. In Rounds 1 and 3, you pass the cards to the left, and in Round 2, you pass them to the right.

  5. Repeat steps (3) and (4) a total of seven times. At this point, you won't have any remaining cards to pass.

  6. Pick up the seven (or eight) cards you placed face down in front of you. This is your hand for the Round.

[B] Terms 1-7

Each Round is composed of seven Terms. A Term is made up of the Lecture phase and the Action phase, which are resolved in that order.

Lecture Phase. Move the time marker to the next Lecture phase space.

  1. The attribute token under the time marker indicates the theme of this Term's Lecture. Once all players are ready, simultaneously declare whether you will attend this Lecture (A) or skip it (B) by saying yes or no.
  • A) If you chose to attend the Lecture, increase your corresponding attribute score by one.
  • B) If you chose to skip the Lecture, do not perform step A. Instead, you may perform one Off-Campus action.

Tip: For your first few games, try to attend all scheduled Lectures.

Skipping a Lecture. If multiple players choose to skip the Lecture, each of them identifies the highest numbered face up action card in their Notebook. They compare these card numbers and perform their Off-Campus actions in order from lowest to highest. If a player skips a Lecture and doesn't have any face up action cards in their Notebook, they are considered to have a card number of 0.

If multiple players don't have face up action cards in their Notebooks when they skip a Lecture, these players use the card numbers from their character cards and perform their Off-Campus actions in order from lowest to highest. Afterwards, players with face up action cards perform their Off-Campus actions as described above.

Note: Some Terms in Rounds 2-3 don't have a Lecture phase. If a Lecture phase space contains an X, proceed immediately to the Action phase without holding a Lecture. As no Lecture is held, you may not choose to skip.

Action Phase. Move the time marker down to the Action phase space below the attribute token.

  1. Choose an action card from your hand and place it face down in your Notebook. Once all players have played a card, proceed to the next step.

  2. Simultaneously, all players either turn their played action card face up or leave it face down. If you are unable to pay your played card's cost or meet the card's condition, you must leave the card face down.

  • Face down: Perform an Off-Campus action. If you kept your action card face down, perform one Off-Campus action. Your card remains face down in your Notebook. Do not resolve its effects.

    If multiple players kept their action cards face down, they announce the card number of their played card and perform their Off-Campus actions in order from lowest to highest. They do not, however, reveal their cards. You may check the face down cards in your Notebook at any time. However, you may not look at other players' face down cards.

  • Face up: Resolve the card's effects. From lowest to highest card number, all players who turned their cards face up now resolve their card's effects. If your card has a cost, you must pay it before resolving its effects. After resolving its effects, the card stays face up in your Notebook.

  1. Move the time marker to the Lecture phase space of the next Term. At the end of Term 7, proceed to the Exams phase.

Tip: For your first few games, consider focusing on obtaining a Provisional Maid's License as quickly as possible. Doing so improves the Study and Part-Time Job Off-Campus actions and gives you access to your character's powerful Maid Ability. Try to get your Provisional Maid's License in Round 2.

Tip: Organizing the action cards in your Notebook by type (background color) makes it easier for you and other players to identify how many cards of each type you have, what they do, and how many MP they score.

[C] Exams Phase

Move the time marker to the Exams phase space.

  1. Compare your character's individual attribute scores (Strength, Intelligence, Beauty, and Purity) with those of the other players. For each attribute in which your character has the highest score, you gain MP:
  • Round 1: 1 MP
  • Round 2: 1 MP
  • Round 3: 2 MP

If players tie, each player receives the full MP amount.

  1. Total your character's attribute scores (Strength, Intelligence, Beauty, and Purity), and compare the sum with those of the other players. If your character has the highest combined attribute score, you gain Sterlings:
  • Round 1: 1 Sterling
  • Round 2: 3 Sterlings
  • Round 3: 6 Sterlings

If players tie, each player receives the full Sterling amount.

  1. Proceed to the next Round. At the end of 3 Rounds, proceed to Scoring.

Tip: Doing so will improve the Study and Part-Time Job Off-Campus actions and will give you access to your character's powerful Maid Ability.

Scoring

It's almost time for your student to graduate! Your final task is to calculate the MP your student earned during their three years at the academy. The player with the most MP is the winner! If tied, the player with the highest combined attribute score is the winner. If still tied, the players share the victory.

  • Graduation Requirement cards: check your Graduation Requirement cards. If you fulfill them, score the MP depicted in the top left corner of the card. If you don't, you lose the depicted MP instead.
  • Organization action cards (brown): score the MP of any Organization action cards face up in your Notebook.
  • Extracurricular action cards (green): score (or lose) MP depending on the number of Extracurricular action cards face up in your Notebook. Each of the three types (A, B, and C) is scored separately, based on the total number of each type you have, as shown in the table below.
  • Assignment action cards (blue): score the MP depicted of any Assignment action cards face up in your Notebook.
  • Special Evaluation action cards (purple): score the MP described by the effects of any Special Evaluation action cards face up in your Notebook.
  • Item cards: score the MP depicted of any Item cards face up in your Notebook.
  • Character card: score the MP depicted of your character card if your character card has been flipped over.
  • Attributes: earn MP for each attribute depending on its final position, as shown in the table below.
  • Coin tokens: score one MP for every three Sterlings you have, rounded down.

Extracurricular Scoring

Type0 cards1 card2 cards3 cards4+ cards
A01247
B-20356
C0-22712

Attribute Scoring

Attribute PositionMP Received
6+1 MP
10+2 MP
13+5 MP
1510 MP

End Game Attribute Scoring Example: at the end of the game, this player scores MP for their attributes as follows, for a total of 17 MP. Strength: 2 MP. Intelligence: 5 MP. Beauty: 0 MP. Purity: 10 MP.

Expansion Content: The Battle for London

It's highly recommended to play the base game before diving into The Battle for London!

London has been invaded and taken over by mysterious forces practically overnight. With this unknown enemy using Big Ben as its base of operations, it's up to the players to reclaim London from its captors and drive them out of the city. Maid General Communia and her right-hand Maid Knight Espatier are in charge of London's recovery efforts and are looking for Maid Knights and would-be Maid Knights to aid them in their operation.

Battle for London Components

  • Action cards x7
    • Expansion Maid Ability cards x7
  • Graduation Requirement cards x6
    • Expansion Graduation Requirement cards x6
  • Peacekeeping cards x6
  • Reference cards x6
  • Attendance Award tiles x6
  • Support Character tiles x4
  • Peacekeeping board x1
  • Checkpoint tokens x24
    • Stage 1 x12
    • Stage 2 x12
  • Character markers x12
    • Red x2, Blue x2, Yellow x2, Green x2, Orange x2, Black x2

Attendance Award tiles (6 cardboard chits). If you attend every Lecture, you earn this award and gain 7 MP at the end of the game. However, skip even one Lecture and you won't receive the award.

Peacekeeping cards (6 cards). These cards are distributed to all students participating in the Battle for London. Add them to your Student Registration board to perform a new Off-Campus action, Peacekeeping.

Support Character tiles (4 cardboard chits). These experienced maids lend you their strength as you fight to take back London. After graduating from the Academy, they have risen to the esteemed rank of Paladin. When you perform the Peacekeeping action, these characters temporarily boost your attribute scores or reduce the cost of hiring mercenaries.

Peacekeeping board (1 board). This map of London was issued by the Maid Association for use by students participating in the Battle for London. During the game, you use the Peacekeeping action to travel through the occupied streets of London and reach Big Ben.

Checkpoint tokens (24 tokens). These tokens are placed face up on the Peacekeeping board. Each time you recapture a checkpoint, you earn the bonus depicted on the front of the token.

Reference cards (6 cards). These cards give you easy access to a variety of useful information. On the front is the table for Extracurricular MP scoring. The back shows a breakdown of how many action cards of each type are available during each Round of the game. These reference cards can be used with both the expansion and the base game.

Character markers (12 wooden tokens). These markers track your character's position on the Peacekeeping board.

Foreword

  1. You need a copy of the Maid Knight Saga base game to play with this expansion.

  2. This expansion plays similarly to the base game, but also features some new rules and mechanics, including new Maid Abilities and a new Off-Campus action, Peacekeeping.

How to Combine with the Base Game

  1. Add the expansion cards to the cards for the base game. There are seven new Maid Ability action cards and six new Graduation Requirement cards.
  • Maid Ability action cards: 0001 / 0002 / 0003 / 0004 / 0005 / 0006 / 0007
  • Graduation Requirement cards: B0019 / B0020 / B0021 / B0022 / B0023 / B0024
  1. Set up the game as described in the base game with one change. Replace the New Student Orientation setup with the following instructions:
    1. Randomly draw a character card and take its two matching Maid Ability action cards.
    1. Choose one of the two Maid Ability action cards and place it on the Portrait space of your Student Registration board. Then place your character card face up (white side) on top of it. Return any unused character cards and Maid Ability action cards to the box.

You may be able to use the discarded second Maid Ability card when you reach Big Ben; see Recapturing Big Ben below.

Expansion Setup

After completing the base game setup, perform the following steps:

  1. Place the Peacekeeping board near the Class Schedule board.

  2. Randomly place one Stage 1 checkpoint token face up on each of the twelve spaces marked "1" on the Peacekeeping board.

  3. Randomly place one Stage 2 checkpoint token face up on each of the twelve spaces marked "2" on the Peacekeeping board.

  4. Randomly place a Support Character tile face up next to the Round 1, Round 2, and Round 3 Registration phase spaces on the Class Schedule board. Return the remaining tiles to the box.

  5. Give each player a Peacekeeping card, Reference card, Attendance Award tile, and two character markers of their preferred color. Each player places the cards and tiles face up next to their Student Registration board.

Expansion Gameplay

When playing with this expansion, the gameplay rules are the same as in the base game, but with two exceptions: Attendance Awards and the new Off-Campus action, Peacekeeping.

Attendance Awards. If you skip a Lecture at any point during the game, immediately flip your Attendance Award tile to its 0 MP side. However, if your Attendance Award tile is still on its 7 MP side at the end of the game, you collect these MP during final scoring.

Peacekeeping. Peacekeeping is a new Off-Campus action and is activated in the same manner as the Study, Part-Time Job, Shopping, and Maid Training actions. However, you may not perform the Peacekeeping action until you have obtained a Provisional Maid's License. When you perform Peacekeeping, you attempt to liberate occupied checkpoints throughout London, and ultimately drive the enemy out of Big Ben, where they are basing their operations. Each player takes a different route to make their way towards Big Ben.

Character Marker Placement. When you obtain a Provisional Maid's License, immediately place one of your character markers on any starting space (A-F) on the Peacekeeping board. You may not choose a route in which another player's marker is already present. Keep the remaining character marker next to your Student Registration board to identify which color you are.

Moving Your Character Marker & Obtaining Checkpoint Tokens (Peacekeeping Action). When you perform the Peacekeeping action, move your character marker one space forward on your chosen route. You may not move your marker backwards or change routes.

Take the checkpoint token from the space now occupied by your character marker, and immediately take the bonus depicted on that token. Place the token face down on your Peacekeeping card.

Example: In the Peacekeeping board example, players are already advancing along routes B and E. The red player may place their character marker on the starting space of route A, C, D, or F, and chooses route C.

Stage 1 Checkpoint Token Bonuses

  • Take three Red attribute tokens from the supply.
  • Take three Green attribute tokens from the supply.
  • Take three Blue attribute tokens from the supply.
  • Take five Sterlings from the supply.
  • Take three Yellow attribute tokens from the supply.
  • Take two MP from the supply.

Stage 2 Checkpoint Token Bonuses

  • Increase your character's Strength attribute score by 2.
  • Increase your character's Purity attribute score by 2.
  • Increase your character's Intelligence attribute score by 2.
  • Take ten Sterlings from the supply.
  • Increase your character's Beauty attribute score by 2.
  • Take five MP from the supply.

At the end of the game, if you have four checkpoint tokens on your Peacekeeping card, you score 3 MP.

Control Points. Each route on the Peacekeeping board contains three Control Points. In order to break through and move your character marker past a Control Point, you must either:

  • A) Hire Mercenaries. Pay the number of Sterlings depicted (returned to the supply).
  • B) Meet the Attribute Score Requirement. If you can't afford to hire mercenaries and your character doesn't meet the attribute score requirement, your Peacekeeping action is unsuccessful. Your character marker remains where it is.

Example: To move past the Control Point, the green player must either (A) pay seven Sterlings or (B) have a Strength attribute score of 12 or higher.

Paladin Support. When you perform the Peacekeeping action, the Support Character tiles next to the Class Schedule board help you meet the Control Point requirements. The Paladin of the current Round aids all players for the duration of that Round. Their effects are as follows:

  • Lulu la Charlotte: add 2 to each of your character's attribute scores.
  • Sienna Financier: add 5 to your character's Strength and Intelligence attribute scores.
  • Marielle Weekend: add 5 to your character's Beauty and Purity attribute scores.
  • Nofeena de Tart: reduce the cost of hiring mercenaries by two Sterlings.

Recapturing Big Ben

You can recapture Big Ben by breaking through the third Control Point and placing your character marker on the Big Ben space at the bottom of the Peacekeeping board.

When you recapture Big Ben, place your character marker on one of the six Big Ben Bonus spaces and immediately gain the bonus depicted. You may choose any of the six bonuses, regardless of which route you took. However, you may not choose a bonus that has already been claimed by another player. Once you have recaptured Big Ben, you may not perform the Peacekeeping action for the rest of the game.

Big Ben Bonuses

  • Take eight MP from the supply.
  • Take twenty Sterlings from the supply.
  • Take four Red, four Blue, four Yellow, and four Green attribute tokens from the supply.
  • Take twelve Rainbow attribute tokens from the supply.
  • Increase your character's attribute scores by a total of 4 (you may increase multiple attributes).
  • Take the Maid Ability card you returned to the box during setup, and immediately play it.

Expansion Scoring

At the end of the game, calculate your MP as described in the rulebook for the base game, and add the following steps:

  1. Score 7 MP if your Attendance Award tile is face up.
  2. Score 3 MP if there are four checkpoint tokens on your Peacekeeping card.

Solo Mode

Starting your journey at the Royal Academy of Faltisia is an exciting time, but it can also be lonely. Fortunately, one of your new classmates has proposed a friendly competition: whoever finishes at the top of the class will be considered the winner. Over the course of your three years at the academy, you'll be both rivals and companions. Together, you'll be motivated to complete your studies as well as possible, but only one of you can win the competition!

Overview

The solo mode of Maid Knight Saga is played almost identically to the multiplayer game, with your Classmate playing as the second player. However, your Classmate makes their decisions according to specific rules, and there are a few things to keep in mind:

  • Your Classmate attends every Lecture.
  • Your Classmate always goes first when resolving a played action card.

Setup

Faculty Preparations, Class Schedule Assignment, and New Student Orientation are set up as usual. Since there are no active players, you may keep your hand of action cards and your own Graduation Requirement cards face up on the table.

Classmate Setup

  1. Take a Student Registration board and place it in front of you.

  2. Randomly draw a character card, and take its matching Maid Ability action card. Place the Maid Ability action card on the Portrait space of your Classmate's Student Registration board. Then place the character card face up (white side) on top of it.

  3. Randomly deal two Graduation Requirement cards to your Classmate face down. You may not look at these cards until the end of the game.

  4. Place all of your Classmate's starting attribute scores on the same level (3, 4, 5, 6, or 7) depending on your desired level of game difficulty:

  • 3: Beginner
  • 4: Easy
  • 5: Medium
  • 6: Hard
  • 7: Nightmare
  1. Give your Classmate three Sterlings and one attribute token of each color, for a total of four, from the supply. Randomly place them in a straight line across the top of their Student Registration board. All attribute tokens they receive during the game are placed continuing this line and are spent as needed from left to right.

Gameplay

Registration Phase

  • Restock the Academy Store: place two Item cards in the Academy Store per Round.
  • Draft Action Cards: in the solo mode, you do not draft cards with your Classmate. Instead, perform the following steps:
    1. Deal seven cards from the current Round deck to your Classmate face down, forming a stack. Each Action phase, your Classmate plays the top card of the stack.
    2. Deal yourself two cards face up. Select one card to keep in your hand and discard the other card. Repeat this step until you have seven cards.

Terms 1-7

  • Lecture Phase: the Lecture phase of each Term is played in the same manner as the multiplayer game. Your Classmate attends every Lecture while you may choose to attend or skip the Lecture. If your Classmate already has a score of 15 for a particular attribute, they do not attend Lectures of that color and instead perform an Off-Campus action (see below).
  • Action Phase: for the Action phase, perform the following steps:
    1. Select the card from your hand you would like to play and decide whether to play it for its effects or as an Off-Campus action.
    2. Draw the top card of your Classmate's action cards stack. If your Classmate can pay the card's cost (or if the card has no cost), play it as an action and resolve the card's effects. If not, play the card face down and resolve an Off-Campus action.
    3. Resolve your own played card.

When paying card costs that require attribute tokens, your Classmate always pays with the leftmost token(s) from their line. For cards that award attribute tokens (2201, 2202, 2203, and 2204), choose the color randomly.

Example: your Classmate has a line of Red, Blue, Blue, Blue, Green, Rainbow, Yellow, Blue, Red. First you spend the Red, Rainbow, and Red tokens to increase your Classmate's Strength. Secondly, you spend three Blue tokens on increasing your Classmate's Intelligence. At the end of this Round, your Classmate is left with a row of Green, Yellow, and Blue tokens.

Exams Phase

The Exams phase is completed as usual. If your Classmate has a remaining action card at the end of Round 1 or Round 2 (from gaining a Provisional Maid's License), discard it.

Your Classmate never uses Study as an Off-Campus action.

Resolving Your Classmate's Off-Campus Action

Resolve your Classmate's Off-Campus action in order of availability:

  1. Maid Training: Apply for a Provisional Maid's License
  2. Shopping
  3. Part-Time Job
  4. Maid Training: Increase Attributes
  5. Part-Time Job
  • Maid Training: Apply for a Provisional Maid's License. If your Classmate does not have a Provisional Maid's License and meets the requirements, they choose Maid Training. Give them the License Bonus of two Sterlings, and place their Maid Ability action card on top of the action card stack (it will be played in the next Action phase).
  • Shopping. If Maid Training (Apply for a Provisional Maid's License) is not possible, your Classmate chooses Shopping and buys the most expensive Item card available. If there are multiple with the same price, they choose the leftmost highest-priced Item card.
  • Part-Time Job. If there are Item cards available in the Academy Store and your Classmate does not have enough Sterlings to buy any of them, they choose Part-Time Job. Give them three Sterlings (or five if they have a Provisional Maid's License).
  • Maid Training: Increase Attributes. If there are no Item cards in the Academy Store and your Classmate has sets of attribute tokens that can be spent to increase their attribute scores, they choose Maid Training. They spend all sets of attribute tokens from left to right (including Rainbow tokens) to increase their scores.
  • Part-Time Job (fallback). Listed fifth in the order of availability above; resolved as the Part-Time Job described for the Classmate.

Scoring

Scoring is resolved as usual, and the player or Classmate with the most MP wins the game. If tied, the player with the highest combined attribute score is the winner. If still tied, the match is a draw.

  • Card Index
  • Class Schedule Board
  • Student Registration Boards (6 boards)
  • Rulebook
  • Rainbow x30
  • Cubes (24)
    • Red x6
    • Blue x6
    • Yellow x6
    • Green x6
  • Other
    • Time marker x1
    • Card Index x1
    • Rulebook x1
  • [Single-use]: a one-time effect that is resolved at the time specified on the card.
  • [Special MP]: a card with this icon scores MP at the end of the game.
  • [Shared]: this effect is only resolved by the other players.
  • [H] Effect/Condition Box: this box depicts the card's effect or condition to be played. See the Card Index for a complete list of card details.
  • [I] Graduation Requirement: this icon depicts a requirement that must be fulfilled to graduate from the academy. If fulfilled, you score the MP indicated on the top left of the card [B].
  • 2) Apply for a Provisional Maid's License: check whether your character meets the license requirements in one of two ways:

    • All four of your character's attribute scores are 7 or higher, or
    • One or more of your character's attribute scores is 12 or higher.

    These requirements are also printed to the right of your portrait as a reminder [I]. If your character meets the requirements, flip your character card face down. Take two Sterlings from the supply as your [J] License Bonus and add the Maid Ability action card from your board to your hand.