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Time of Legends: Joan of Arc – Compendium thumbnail

Time of Legends: Joan of Arc – Compendium

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Compendium Rulebook

Table of Contents

Table of Contents

  • Campaign Overview
    • Victory Conditions
    • Scenarios
    • Four-Player Adjustments to Core Scenarios
      • The Sword of Fierbois (4 players)
      • The Garrison of Saint-Loup (4 players)
      • The Battle of the Tourelles (4 players)
      • The Battle of Patay (4 players)
      • Troyes by Faith (4 players)
  • Campaign Rules
    • Order Distribution (4 Players)
    • Scheme Points
    • Standalone Scenarios
  • Scenario 1: Visiting Chinon
    • Preamble
    • Victory Conditions
    • Setup
    • Special Rules
      • Number of Players
      • Pikemen
      • Chinon's Castle
      • Initiative (4 Players)
      • Activating Protagonists
      • Action: Taking a Secret Passage
      • Action: Follow Me!
      • Destroyed and Disrupted Units
  • Scenario 2: The Battle of Meung-sur-Loire
    • Armies
    • Victory Conditions
    • Rewards
    • Setup
    • Number of Players
    • Special Rules
      • Jean II d'Alençon's Command
      • The Bear
  • Scenario 3: Joan of Arc's Capture in Compiégne
    • Victory Conditions
    • Rewards
    • Armies
    • Special Rules
      • Crossbowmen on Barges
      • Treason!
      • Defense
      • Reinforcements
      • Capturing Joan of Arc
  • Scenario 4: Joan of Arc's Liberation
    • Victory Conditions
    • Rewards
    • Armies
    • Setup
    • Special Rules
      • French Side Rules
      • English Side Rules
      • Capturing Joan of Arc
      • Standalone Scenario
    • Conclusion
  • Notes on the Source

Campaign Overview

Victory Conditions

  • The French Alliance wins the campaign if Joan of Arc is liberated during the final scenario.
  • The English Alliance wins the campaign if Joan of Arc is kept prisoner during the final scenario.

Scenarios

This Compendium contains four exclusive scenarios which, when played with some scenarios from the Core Box and one (optional) from the Siege expansion, make for an up to nine scenario long campaign:

  • February 13th, 1428: The Sword of Fierbois (Core Box)
  • February 25th, 1429: Visiting Chinon (Compendium)
  • May 5th, 1429: The Garrison of Saint-Loup (Core Box)
  • May 6th, 1429: The Battle of the Tourelles (Siege expansion, optional)
  • June 15th, 1429: The Battle of Meung-sur-Loire (Compendium)
  • June 18th, 1429: The Battle of Patay (Core Box)
  • July 5th, 1429: Troyes by Faith (Core Box)
  • May 23rd, 1430: Joan of Arc's Capture in Compiégne (Compendium)
  • February 19th, 1431: Joan of Arc's Liberation (Compendium)

The campaign runs from February 13th, 1428 to February 19th, 1431.

Four-Player Adjustments to Core Scenarios

Some of these scenarios may need some adjustments to be played with 4 players in this campaign, which are as follows:

The Sword of Fierbois (4 players)

  • Player 1 (French): Joan of Arc, 3 Peasants on hex 16B.
  • Player 2 (English): John de la Pole, Mounted Bowmen, Sergeants-at-Arms.
  • Player 3 (French): Bertrand de Poulengy, Jean de Metz, 3 Peasants on hex 13A.
  • Player 4 (English): Pikemen, Bowmen, War Hounds.

Victory Conditions:

  • The English Alliance wins as many Scheme Points as they have Loot Points at the end of the game.
  • The French Alliance wins 6 Scheme Points, minus the number of Loot Points their opponents have at the end of the game.

The Garrison of Saint-Loup (4 players)

  • Player 1 (French): Joan of Arc, Provincial Militia, Scottish Pikemen, Mounted Knights, Crossbowmen.
  • Player 2 (English): Mounted Bowmen, Heavy Sergeants-at-Arms, Sergeants-at-Arms.
  • Player 3 (French): Peasant Militia, Foot Knights, Impetuous Foot Knights, Foot Knights (Two-Handed Weapons).
  • Player 4 (English): Pavisiers, Pikemen, Bowmen.

Victory Conditions:

  • Each side wins as many Scheme Points as they have Victory Points at the end of the game.

The Battle of the Tourelles (4 players)

  • Player 1 (English): William Glasdale, with 2 Legend tokens and 1 Legend card.
  • Player 2 (French): Joan of Arc, with 1 Activation Order.
  • Player 3 (English): Guillaume de Mollins, with 1 Interruption Order.
  • Player 4 (French): Jean de Dunois, with 1 Activation Order.

Except for these 4 Characters, each player can activate all units from their side.

Victory Conditions:

  • 3 Scheme Points for the winning side.
  • 0 Scheme Points for the losing side.

The Battle of Patay (4 players)

  • Player 1 (English): John Fastolf, Mounted Knights, Pikemen, Sergeants-at-Arms.
  • Player 2 (French): La Hire, Poton de Xaintrailles, Voulgiers, 1 Mounted Knights (in La Hire's area), with 1 Charge Order.
  • Player 3 (English): John Talbot, Thomas de Scales, Bowmen.
  • Player 4 (French): Arthur de Richemont, Ambroise de Loré, 1 Mounted Knights (in Arthur de Richemont's area), Gentry Mounted Knights, with 1 Charge Order.

Victory Conditions:

  • 4 Scheme Points for the winning side.
  • 0 Scheme Points for the losing side.
  • 1 Scheme Point for each Disrupted or destroyed enemy Character at the end of the game.

Troyes by Faith (4 players)

  • Player 1 (French): Brother Richard, Foot Knights, Foot Knights (Two-Handed Weapons), Standard Bearer.
  • Player 2 (English): Jean de Vimeu, 2 Heavy Sergeants-at-Arms, Sergeants-at-Arms, Bonesetter.
  • Player 3 (French): Joan of Arc, Impetuous Foot Knights, Mounted Knights, with 2 XP.
  • Player 4 (English): Jean de Croy, Pavisiers, 1 Heavy Sergeants-at-Arms, 1 Sergeants-at-Arms, Crossbowmen.

Victory Conditions:

  • Each side wins as many Scheme Points as they have Victory Points at the end of the game.

Campaign Rules

Order Distribution (4 Players)

With four players, the number of Orders indicated on the Round card is not given to each player, but is instead given to each side. Both sides then share their Orders amongst themselves however they want, as long as each player receives at least one Order.

Scheme Points

During each of the scenarios from the campaign, Scheme Points can be spent to benefit from the following effects:

  • Motivation (1 Scheme Point for troops / 2 Scheme Points for Characters): When a unit is Disrupted or destroyed, immediately roll the Doom dice:
    • On a Death result, the unit is destroyed.
    • On a Disrupted result, the unit remains in the infirmary.
    • On a Rally or Delayed Rally result, the unit is immediately put back into its area.
  • Destiny (3 Scheme Points): Immediately benefit from the effects of a Reroll token (without spending yours).
  • Tactical Advantage (4 Scheme Points): When using this effect, choose a second War Council card during the War Council phase, and benefit from its effects. You cannot choose the same card twice.

Standalone Scenarios

Although the scenarios from this Compendium are meant to be played as part of a campaign, each of them can be played independently. In that case, just consider Scheme Points earned as Victory Points. The side with the most Scheme Points is the winner. In case of a draw, there is no winner.

Scenario 1: Visiting Chinon

February 25th, 1429. Joan of Arc arrives in Chinon to meet up with the King. The Maid of Orleans doesn't suspect that King Charles VII, wary of imminent danger, is hiding among his people to try and thwart an abduction attempt that has been planned out by the English.

Preamble

This scenario takes place on a board that represents the inside of Chinon's castle as Joan of Arc and her companions arrive. Fearing for his life, King Charles VII has been hiding among his courtiers, and has asked one of his followers to disguise themselves as him. The Englishmen trying to capture him are also hidden in the court.

Joan of Arc, Jean de Dunois, La Hire and Poton de Xaintrailles must interrogate the courtiers in order to discover the King's whereabouts. They must also find the hidden Englishmen and eliminate them.

The infiltrating English forces must discover where the King is hiding using clues scattered around the castle, and then take the King away and flee with their captive.

Victory Conditions

The French side wins Scheme Points following these conditions:

  • 1 Scheme Point for discovering the King.
  • 2 Scheme Points for each destroyed English unit.

The English side wins Scheme Points following these conditions:

  • 5 Scheme Points for exiting the castle with the King (this immediately ends the game).
  • 1 Scheme Point for discovering the King.
  • 1 Scheme Point if at least 1 English unit is located in the King's area at the end of the game.

Setup

Protagonist cards: The ten Protagonist cards are placed face-up (as shown on the diagram). The OCR reads only some of their names: Soothsayer, Bear Tamer, Apothecary, Priest, Inquisitor, Mercenary and Ottoman Emissary. The others are not legible.

The setup is different for 4 and for 2 players. The two procedures are printed side by side and the OCR interleaves them, so they are given here as separate lists in reading order.

4 players:

  1. Put the ten Protagonist cards in front of the English players, face-up (as shown on the diagram).
  2. Collect 5 neutral Protagonist tokens and the King token, and then randomly place them face-down on the Protagonist cards without looking at them.
  3. Without any of the other players watching, Player 2 secretly places their two Assassin tokens face-down on two Protagonist cards of their choice. Then they must randomly draw three of the face-down tokens from step 2 and place them randomly, without looking at them, on three Protagonist cards of their choice. This means five of the ten Protagonist cards now have tokens on them, but only Player 2 knows which ones are the Assassin tokens.
  4. Then, without any of the other players watching, Player 4 places their two Spy tokens face-down on 2 Protagonist cards of their choice that don't already have a token on them. Then they take the three remaining face-down tokens from step 2 and place them face-down randomly, without looking at them, on three Protagonist cards of their choice. Now all ten Protagonist cards have a token on them, and only Player 4 knows which ones are the Spy tokens.
  5. Beginning with Player 1, and following the turn order, each player places one of the Protagonist miniatures in one of the castle's areas. The King is set on his throne. There can be multiple Protagonists and/or Characters in the same area, as long as the number does not exceed its capacity, which can be found written in the middle of the area. No Protagonist can be placed in the hall areas.

2 players:

  1. Put the ten Protagonist cards in front of the English player, face-up (as shown on the diagram).
  2. Collect 6 neutral Protagonist tokens and the King token, and then randomly place them face-down.
  3. Without the French player watching, the English player secretly places one Assassin token and 2 Spy tokens face-down, randomly and without looking at them, on three Protagonist cards of their choice. The English player then takes the seven remaining tokens and places them face-down randomly, without looking at them, on the remaining Protagonists. One token should now be placed on every Protagonist card.
  4. Beginning with Player 1, and following the turn order, each player places one of the Protagonist miniatures in one of the castle's areas. The King is set on his throne. There can be multiple Protagonists and/or Characters in the same area, as long as the number does not exceed its capacity. No Protagonist can be placed in the hall areas.

Special Rules

Number of Players

4 players:

  • French side: Player 1 has Joan of Arc and Jean de Dunois, with 1 Reroll token. Player 3 has La Hire and Poton de Xaintrailles, with 1 Reroll token.
  • English side: Player 2 has 2 Assassins, with 1 Reroll token. Player 4 has 2 Spies, with 1 Reroll token.

2 players:

  • French side: Joan of Arc, Jean de Dunois, La Hire and Poton de Xaintrailles.
  • English side: Player 2 has 1 Assassin and 2 Spies.

Pikemen

In this scenario, Pikemen are represented by a single miniature.

Chinon's Castle

The castle is divided into areas that can contain units of both sides at the same time, as well as Protagonists. Interactions between Characters and units (Combat, Interrogate, etc.) happen when they are in the same area. Areas are adjacent to each other vertically and horizontally only. The number located in each area indicates its capacity in number of spaces.

The fireplace is an opening which lets both English and French units voluntarily cross back and forth between the main hall and the kitchen. However, any unit that does so suffers 1 [icon unreadable] without the possibility of defending:

  • On a [symbol unreadable] or 6 result, the unit suffers 1 Wound.
  • On a [symbol unreadable] result, the unit doesn't move.

Initiative (4 Players)

The active player can discard one of their Orders to take the First Player token for the next round. Only one player can resolve this action in each round.

Activating Protagonists

The following Protagonists are considered units: face-down Protagonists, French Characters, face-up English Protagonists and Pikemen.

  • Face-down Protagonists: These units can only be activated by the English side. They can't be attacked, nor can they participate in combat.
  • French Characters: These units can only be activated by their original owner. They can only be attacked by face-up English units.
  • Face-up English Protagonists: Assassin and Spy units can only be activated by their original owner. They can only be attacked by French Characters and Pikemen.
  • Pikemen: These units can only be activated by the French side, but only after at least one English Protagonist has been Revealed face-up. They can only be attacked by face-up English units.
  • Face-up Neutral Protagonists: These can't be activated. They can't be attacked, nor can they participate in combat.
  • Face-up King: Once the King is Revealed and flipped face-up, it can no longer be activated. If a player activates a unit in the King's area, they can move the King along with this unit. The King can't be attacked, nor can it participate in combat.

Note: The cards corresponding to the neutral Protagonists only identify the neutral Protagonists on the board and hold tokens during the set-up. Their stats, skills and traits are not used during this scenario. You also cannot perform a Discussion action.

Action: Taking a Secret Passage

If a unit is activated in an area containing a secret passage, its owner can spend 1 [icon unreadable] or 1 [icon unreadable] to move it into another area containing a secret passage. Secret Passage locations are not considered adjacent to each other.

Action: Follow Me!

During its activation, a unit located in an area adjacent to the face-up King can move him into its area for free if it isn't full, as a bonus action.

Destroyed and Disrupted Units

Any destroyed unit is removed from play.

A Disrupted unit does not go to the infirmary, but is placed lying down in the area in which it was Disrupted. These units do not count towards the area's capacity.

During the Camp phase, a unit which is lying down is placed back up if its owner rolls a [symbol unreadable] or [symbol unreadable] on the Doom dice. If the area is full, it can only be placed back up in an adjacent area of its owner's choosing that is itself not already full.

If the unit's owner gets a [symbol unreadable] result on the Doom dice, it is removed from play. All other rolls don't yield any results.

In this scenario, Characters cannot be upgraded.

French Side Rules

Action: Interrogating. The 4 French Characters may interrogate face-down Protagonists in their area or an adjacent one, at the cost of one action. If you interrogate a Protagonist, roll the Doom dice:

  • On a [symbol unreadable] result, the interrogated Protagonist's token is flipped face-up. If Joan of Arc is the one interrogating the Protagonist, then a [symbol unreadable] result also yields the same effect.
  • On a [symbol unreadable] result, the English side can swap a neutral Protagonist token from anywhere on the map with the interrogated Protagonist token, without looking at it. Reveal the swapped-in Protagonist.

Intuition. During their turn, the French side can spend 2 [icon unreadable] to flip a Protagonist token face-up.

The Death-Defying French. The 4 French Characters have the Immortal skill in this scenario.

Joan of Arc's Command. In this scenario, Joan of Arc can command the other French Characters as if they were Troop units.

English Side Rules

English Infiltration. Every Spy or Assassin controlled by the English side can be Revealed at any time by its original owner.

Hint Tokens. A face-down Protagonist or English unit can pick up a Hint token (use Intrigue tokens) for free when entering an area that contains a Hint token and no French units. If the English unit or face-down Protagonist is already in the area, they must use an action to pick up the Hint token.

Picking up a Hint token lets the player who took it look at 2 Protagonist tokens, without Revealing them to the other players. If a face-down Protagonist picked up the Hint token, it cannot target itself.

If the King token is one of the Protagonist tokens looked at, then the player MUST flip it face-up.

Confusion. During their turn, the English side can spend 3 [icon unreadable] to swap any 2 face-down Protagonist tokens.

Action: Abducting the King. An English unit activated in the Hall or Chapel areas of the board can abduct the King if he is in the same area as the activated unit, as long as there is no French unit in its area. Doing so results in a victory for the English side.

Scenario 2: The Battle of Meung-sur-Loire

June 15th, 1429. After taking back Meung-sur-Loire and its castle, Joan of Arc and Jean II d'Alençon march out to reclaim the bridge, an important strategic landmark to the south. The routed English army led by John Talbot and Thomas de Scales will do everything to defend their position.

Armies

French side:

  • Characters: Joan of Arc (mounted) and Jean II d'Alençon (mounted). The OCR places the note "use Jean II The Good card" beside these two Characters; it is not clear which one it belongs to.
  • Troops: 3 Foot Knights, 4 Peasant Militia, 2 Halberdiers, 2 Mounted Knights, 2 Crossbowmen, 2 Pavisiers.

English side:

  • Characters: John Talbot and Thomas de Scales.
  • Troops: 3 Bowmen, 3 Sergeants-at-Arms, 3 Pikemen, 3 Heavy Sergeants-at-Arms.

Victory Conditions

French side:

  • 2 Scheme Points if Mounted Joan of Arc survives.
  • 1 Scheme Point if Jean II d'Alençon survives.

English side:

  • 2 Scheme Points if John Talbot survives.
  • 1 Scheme Point if Thomas de Scales survives.

Additionally: At the end of the game, the side with the most units present on the bridge hex (11A) wins 4 additional Scheme Points. Count units from both armies of each side towards this objective. In case of a draw, no side earns additional Scheme Points.

Rewards

Each player gains:

  • 1 [reward icon unreadable] for each destroyed enemy troop.
  • 2 [reward icon unreadable] for each destroyed enemy Character.

Setup

Characters are deployed according to the setup diagram. Additionally:

  1. The English side deploys the French troops however they want, following:
    • The blue areas for French troops.
    • Maximum 2 troops per area.
  2. The French side deploys the English troops however they want, following:
    • The red areas for English troops.
    • Maximum 2 troops per area.

Map tiles: 2, 3, 4, 5, 8, 9, 11, 12, 13, 14, 15, 16.

Number of Players

4 players:

  • French side: Player 1 is Joan of Arc. Player 3 is Jean II d'Alençon. Both French armies can activate areas with units from the French side, even if they were already activated by their allied army during this round.
  • English side: Player 2 is John Talbot. Player 4 is Thomas de Scales. Both English armies can activate areas with units from the English side, even if they were already activated by their allied army during this round.

Allied players share their tokens except for their XP and Reroll tokens.

Turn order: Joan of Arc, John Talbot, Jean II d'Alençon, Thomas de Scales.

2 players: One player plays the French side, while the other plays the English side.

Special Rules

Jean II d'Alençon's Command

Jean II d'Alençon is not a great commander. Every time Jean II d'Alençon tries to command a unit, roll the Doom dice:

  • On a [symbol unreadable] or [symbol unreadable] result, the command fails.
  • On a [symbol unreadable] result, the English side commands the unit instead of the French side.

The command functions without issues with any other result.

The Bear

Each unit moving into a forest or hill area (even if the movement is caused by a Push result) must roll the Doom dice:

  • On a [symbol unreadable] result, the unit is attacked by a Bear (see Bear card). Throw the Bear's attack dice and the attacked unit's defence dice. When resolving the results, every blank result from the Bear counts as a [icon unreadable] result. The Bear doesn't have any other skills or powers during this scenario.
  • If a unit suffers damage from the Bear's attack, its movement is halted.
  • If a unit suffers a Push result from the Bear's attack, the opposing side chooses where the unit is pushed.

In regards to this special rule, an area with a tree is considered a forest area, and an area with a rock is considered a hill area.

Scenario 3: Joan of Arc's Capture in Compiégne

May 23rd, 1430, [place name garbled in OCR, "Magny-lès-Compiègne" as printed]. Joan of Arc, having just arrived in town through the woods, marches out while leading the local militia. She crosses the bridge and reaches the western shore, where the battle tilts heavily against her. She is captured with her back against the doors of the barbican leading to the bridge.

Victory Conditions

French side: Joan of Arc's army and Poton de Xaintrailles' army make up the French side.

Objective: At the end of the game, the French side earns 1 Scheme Point for each 2 English troops and 1 Scheme Point for each Character that are destroyed, Disrupted or located in the X-marked areas.

English side: John II of Luxembourg's army and the Bastard of Wandonne's army make up the English side.

Objective: The English side earns 2 Scheme Points for each village area occupied by their units at the end of the 6th round, or 6 Scheme Points if Guillaume de Flavy gets subverted (see the Treason! special rule), or 6 Scheme Points if Joan of Arc is captured (see the Capturing Joan of Arc special rule).

Rewards

Each player gains:

  • 1 [reward icon unreadable] for each destroyed enemy troop.
  • 2 [reward icon unreadable] for each destroyed enemy Character.

Armies

The army rosters are printed as a table, and the OCR does not keep each column's player assignment reliably. The units and Characters are listed below as the OCR gives them, with the player assignments that are legible.

Characters: Joan of Arc (mounted), Jean de Dunois, Poton de Xaintrailles, La Hire, Guillaume de Flavy (French Hero), John II of Luxembourg, the Bastard of Wandonne (Burgundian Hero).

Units:

  • 2 Mounted Knights and 2 Sergeants-at-Arms (the OCR does not give the player assignment for this group).
  • 2 Provincial Militia and 2 Pikemen (La Hire's army, Player 3).
  • 2 Mounted Bowmen, 2 Sergeants-at-Arms and Gascons & Bretons (John II of Luxembourg's army, Player 2). In this scenario, Mounted Bowmen use lone miniatures.
  • 2 Mounted Knights, 3 Mounted Bowmen and 3 Sergeants-at-Arms (the Bastard of Wandonne's army, Player 4).

Special Rules

Crossbowmen on Barges

Once per game, at the cost of an action, the French side can unleash a volley of Crossbowmen attacks. This attack targets all areas occupied by enemy units on both rows of hexes where the French units started, shown as the blue areas (Damage: 1 [icon unreadable] per targeted area, using the Crossbowmen's stats).

Treason!

The English side can subvert Guillaume de Flavy. In order to do so, the English side must move the Bastard of Wandonne and John II of Luxembourg into areas adjacent to Guillaume de Flavy.

If Guillaume de Flavy gets trapped in this way, he gives out the order to close the city's gates, trapping Joan of Arc and thus giving her away to the English forces.

Defense

The English side immediately wins and ends the game. Scheme Points are then counted according to the victory conditions of each side.

The OCR places this paragraph under a heading that reads "DEFENSE" and a unit icon. The trigger for it is not legible, so it is kept as printed in its own subsection. See Notes on the Source.

Reinforcements

During the [round number unclear, OCR "3%"] round's Camp phase, the English side can deploy the Reinforcement Army on the Reinforcement deployment areas. These units are controlled by John II of Luxembourg's army.

Capturing Joan of Arc

When resolving an attack against Joan of Arc, if she suffers her final Wound, the attacking player captures Joan of Arc instead of removing her from play.

Capturing Joan of Arc immediately puts an end to the game in this scenario. Scheme Points are then counted according to the victory conditions of each side.

Scenario 4: Joan of Arc's Liberation

February 19th, 1431, Rouen. Joan of Arc, captured during the siege in [word garbled in OCR], is held captive in Rouen's prisons. Her closest friends organise an offensive to try and free her before her trial...

Victory Conditions

French side: La Hire's army and Jean de Dunois' army make up the French side.

Objective (La Hire's army, Player 1): The French side wins the game if Joan of Arc is freed and activated on top of the hill (hex 10B). Doing so immediately ends the game.

English side: The Executioner's army and John of Lancaster's army make up the English side.

Objective (Executioner's army, Player 2, and John of Lancaster's army, Player 4): The English side wins the game if Joan of Arc isn't freed by the end of the 6th round, or if all 4 French Characters are destroyed.

Rewards

Each player gains:

  • 1 [reward icon unreadable] for each destroyed enemy Troop.
  • 2 [reward icon unreadable] for each destroyed enemy Character.

Armies

  • Player 1, La Hire's army: La Hire and Poton de Xaintrailles; 2 Mounted Knights; 4 Peasants (see special rules; the OCR does not state which rule this refers to, and the Hep! action is the one that recruits Peasants).
  • Player 2, the Executioner's army: The Executioner; 3 Pikemen.
  • Player 3, Jean de Dunois' army: Jean de Dunois and Gilles de Rais; 2 Provincial Militia; 3 Pikemen.
  • Player 4, John of Lancaster's army (Duke of Bedford's army): John of Lancaster; 3 Halberdiers; 2 Bowmen; 3 Sergeants-at-Arms (see Finding Joan of Arc under Special Rules).

Map tiles: 1, 2, 8, 9, 10, 13, 14, 16, 17.

Setup

The French side sets only the Characters according to the map.

The English side secretly sets down one Scenario token (numbered from 1 to 5) of their choice in each building on the board (church, houses) and church ruins' area:

  • Token 1: Joan of Arc.
  • Token 2: Soothsayer.
  • Tokens 3, 4 and 5: English Sergeants-at-Arms.

Tokens have a size of 1. The English side then sets its units according to the map.

Special Rules

French Side Rules

New Action: Concealment. All 4 Characters from the French side can use the Concealment action. They can hide themselves in a forest or village area at the cost of an action.

When a Character or group of Characters hides, a Concealment 1 token is set in the unit's area. The unit is then removed from the board, with a similar token set beside it.

At the start of every one of the player's turns, roll a [die unreadable] for each unit or group of units currently hiding:

  • On a [symbol unreadable] result, put a Concealment 2 token next to the unit.
  • On any other result, put a Concealment 1 token next to the unit for each unit or group of units currently hiding.

A unit can remain hidden for up to 3 rounds (the round during which it started hiding, and the next 2 rounds).

Revealing: After 3 rounds, the unit must Reveal itself, but it can Reveal itself beforehand. A unit Revealing itself is placed back on the board in a free area located up to the total value of Concealment tokens placed next to the unit away from the original Concealment area. If there is no available area to appear in, the unit is Disrupted instead. Any Unrevealed unit is destroyed at the end of the last round.

Finding Joan of Arc. When a French unit enters an area containing a Scenario token, the Scenario token inside it is Revealed:

  • If the token represents Joan of Arc, the army that discovered her gains control of her. All 4 French Characters lose the Concealment ability. All hidden Characters are forced to Reveal themselves (see New Action: Concealment), and the English Sergeants-at-Arms Reveal themselves and are placed in their token's area. Deploy the French armies in French deployment areas.
  • If the token represents the Soothsayer, the French side can designate another Scenario token and Reveal it.
  • If the token represents a Sergeants-at-Arms, a Sergeants-at-Arms unit is deployed in the building, and the English players choose which one of them takes control of it. The Sergeants-at-Arms can immediately attack for free.

Bribing. The English Pikemen and Halberdiers units can be bribed by the French side. When a French Character is adjacent to a bribable unit, its owner can attempt to bribe it (if the Character's area has enough space left). This is a bonus action, which can occur before or after the Character's action.

The bribing attempt follows these steps:

  1. The player controlling the French Character and the player controlling the English unit both choose an amount of Scheme Points to bid, and hide the corresponding number of tokens in their hands.
  2. The bids are Revealed.
  3. Each player rolls a [die unreadable]: On a [symbol unreadable] result, 2 Scheme Points are added to their bid (without being spent).
  4. If the English player has the biggest bid, nothing happens. The targeted unit cannot be bribed for the remainder of the game. Any other outcome leads to the unit being bribed: The unit changes sides and is placed in the French Character's area.
  5. The Scheme Points bid by both players are discarded.

Distraction (3 Scheme Points). If a French Character is hiding (see New Action: Concealment), it can distract an English unit. By spending 3 Scheme Points, the player controlling the hidden Character can move the targeted English unit to any free or allied adjacent area.

Reinforcements (8 Scheme Points). Once Joan of Arc is Revealed, Player 1 (or the French side in a 2-player game) can spend 8 Scheme Points to deploy 2 extra Mounted Knights units as reinforcements. These units are deployed in 8A. This can only be done once per game.

Action: Hep! (2 Scheme Points). Once per round, a French Character can spend 2 Scheme Points to recruit a Peasant unit from the same or an adjacent area, as a bonus action. The Peasant unit is placed in the Character's area and is now under its owner's control. The English side can attack those Peasant units, even before they have been recruited.

Weakened Joan of Arc. In this scenario, Joan of Arc is imprisoned and weakened; she can't be upgraded to Level 2.

English Side Rules

Track. War Hounds and Pikemen can use the Tracking skill as an action. A unit with the Tracking skill can try to Reveal units hidden in an adjacent area by spending 1 [icon unreadable] and rolling the Doom dice:

  • On a [symbol unreadable] result: The hidden units must Reveal themselves. The unit that used Tracking to Reveal them can be placed in any free or allied area adjacent to the Revealed units and attack them for free.
  • On a [symbol unreadable] result: A Concealment 1 token is removed from the area.
  • On any other result: Nothing happens.

If they so desire, the English side can spend 1 Scheme Point to reroll the Doom dice (once per action).

Subterfuge (4 Scheme Points). At any time during their turn, any English player can spend 4 Scheme Points to swap 2 Unrevealed tokens in buildings. Buildings that have already had their tokens Revealed cannot receive a new token through these means.

To Arms! (6 Scheme Points). Once Joan of Arc is Revealed, Player 2 (or the English side in a 2-player game) can spend 6 Scheme Points to deploy 3 Sergeants-at-Arms units as reinforcements. These units are deployed in any free or allied village areas. This can only be done once per game.

Rally Points (2 Scheme Points). The English side can move their Rally point into any allied or neutral area by spending 2 Scheme Points. This can only be activated at the beginning of the Camp phase, before checking for casualties.

Capturing Joan of Arc

If Joan of Arc is freed and has exited the building she was held in, the English side can attack her, but not destroy or Disrupt her. They can, however, recapture her. When Joan of Arc loses her 2nd HP, she is placed by the English side into a building or the ruins area unoccupied by the French side.

Standalone Scenario

If this scenario is played as a standalone, each side receives 10 Scheme Points at the beginning of the game.

Conclusion

English Victory. Despite the French felons' attempt to free Joan of Arc, the English army has held out and the accused has been found guilty of being schismatic, apostate, lying, diviner, suspected of heresy, wandering in the faith, blasphemer of God and the saints. She is condemned to the stake and is executed on May 30th, 1431.

French Victory. Joan is freed! Her friends urge her to be forgotten, and the English who do not want to lose face finally burn an unknown peasant girl instead of the Maid of Orleans. Joan disappears for a few years, but reappears on May 20th, 1436 in Metz, where her two brothers recognise her. She is rehabilitated during a trial of nullity of the sentence, whose judgment, pronounced on July 7th, 1456, declares the first trial and its conclusions null, without value nor effect.

Notes on the Source

  • The text is the OCR of the official English collection book. Symbols, dice icons, Doom dice faces, reward icons and the Scenario 3 unit placements are not legible in it, and they are marked in the text rather than inferred. The Doom dice faces are not named in the OCR; the base rulebook defines them as Death, Disrupted, Rally and Delayed Rally.
  • The OCR's heading "Inmmative (4 Players)" is transcribed as "Initiative (4 Players)", which matches the rule under it.
  • The OCR's date "February 13th, 1428 - February 19th, 1931" is transcribed as 1431, matching the date of the final scenario.
  • The OCR's "Cocal militia" is transcribed as "local militia" in the Compiégne flavour text.
  • The OCR's "Rowen" is transcribed as Rouen, matching the Liberation scenario's date line.
  • The Visiting Chinon four-player and two-player setups sit in interleaved OCR columns. They have been rebuilt as two separate lists in reading order, with the steps as printed.
  • The unit-roster tables for Compiégne and Liberation are not reliably assigned to players by the OCR. Assignments that the OCR states are given as such. Any other grouping is marked as unassigned.
  • The Scenario 4 "Defense" paragraph in Compiégne is kept as a separate subsection because its trigger is not legible.
  • The Protagonist card names for Visiting Chinon are only partly legible. Only the names the OCR gives are listed.
  • Scenario map labels, tile numbers in map captions, and the Protagonist card art text are not transcribed beyond the tile lists.
  • The credits block, the photo captions and the index of the Apocalypse expansion that follow the Compendium are attribution or other products, and they are not transcribed.
  • French Side Rules
  • English Side Rules