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Time of Legends: Joan of Arc – Legendary Battles thumbnail

Time of Legends: Joan of Arc – Legendary Battles

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Legendary Battles Rulebook

Table of Contents

Table of Contents

  • Miniatures Overview
  • Additional Rules
    • Forced March
    • Concentrated Fire
    • Cavalry Breakthrough
    • Ransom
  • Palisades and Civilians
  • The Battle of Poitiers (1356)
    • Armies
    • Intrigues
    • Victory Conditions
    • Reward
    • Special Rules
  • The Battle of Agincourt (1415)
    • Armies
    • Intrigues
    • Victory Conditions
    • Reward
    • Special Rules
  • The Battle of Formigny (1450)
    • Armies
    • Intrigues
    • Victory Conditions
    • Reward
    • Special Rules

Miniatures Overview

This expansion uses the following miniatures:

  • 16 Mounted Sergeants-at-Arms
  • 12 Crossbowmen
  • 18 Bowmen
  • 30 Pikemen
  • 12 Sergeants-at-Arms
  • 12 Peasants
  • 8 Mounted Knights
  • 18 Knights with Axe
  • 12 Halberdiers
  • 7 Stakes
  • 6 Palisades
  • 8 Trees

Additional Rules

These rules are optional and can be applied to any historical scenario or free battle at your leisure.

Forced March

When one of your infantry units, without the Haste or Jump skill, performs a movement action, you can declare it as attempting a forced march before moving.

If you decide to do so, roll a [yellow die] for each activated unit group:

  • Pushed: The units move one area.
  • Disrupted: The units cannot move.
  • Any other result: The units can move up to 2 areas instead.

Concentrated Fire

If at least one unit declares a shooting attack against an area which contains 6 or more units, add 1 [red die] to the attack roll.

Cavalry Breakthrough

When a Cavalry unit has just performed a Charge action, if at least half of the attacked units (rounded down) are either Pushed, destroyed or Disrupted, it can move into any free or allied area that is adjacent to the attacked area.

Ransom

When resolving a melee attack, if a Character suffers its final Wound, the attacking player may choose to capture the Character instead of removing it from play.

Place the captured Character on the attacker's player board.

At the end of the next Camp phase, after the casualties check, a player can attempt to free its captured Characters.

For each captured Character, their owner may give 3 [coin icon] to the ransoming player. Place the captured Character in the Delayed rally area of the infirmary.

Some scenarios can reward Characters being captured.

Palisades and Civilians

Palisades are a terrain element that doesn't occupy any space in an area. They are setup by their owner, like stakes, before the battle begins, on an area's border.

  • When defending against an indirect shooting attack declared from an area located behind a palisade, all units gain 1 white dice.
  • A palisade blocks all direct shots and melee attacks targeting an area through itself. Units cannot move through a border containing a palisade.
  • A player can declare a melee attack against a palisade in order to automatically remove it from play. If they decide to do so, all units located in the area declaring the attack must use their action towards this goal, and cannot perform any other action.
  • You cannot follow up after combat upon destroying a palisade.

Civilians are neutral units used by the scenarios. Each battle lists its Civilian cards, with their printed text, in its Armies section.

The Battle of Poitiers (1356)

Six rounds. The French side (the French King's army, the Marshals' army and Philippe d'Orléans' army) against the English side (the Black Prince's army, Warwick's army and Salisbury's army).

Scenario tiles: x2 1, 2, x2 3, 4, 5, x2 6, 7, x2 9, x2 10, x2 11, x2 12, 13, 14, 15, 16, 17, 18.

Map: Setup uses the printed map for this battle. Deployment areas and rally points are as follows:

  • Rally point and deployment area for the French King's Army (blue area, west side).
  • Rally point and deployment area for the Duke of Orléans' Army (purple area, north-west).
  • Rally point and deployment area for the Marshal's Army (blue area, centre-west).
  • Rally point and deployment area for Salisbury's Army (magenta area, north-east).
  • Rally point and deployment area for Warwick's Army (orange area, south-east).
  • Rally point and deployment area for the Black Prince's Army (red area, south-east edge).

Civilians placed on the map: a Priest (north-west), a Farmer (centre-north), a Merchant Girl (east, red area) and 2 Wagons (centre-east, yellow area).

Armies

Marshals' Army (French)

  • Marshall Jean de Clermont. Charge - Impetuous. When attacking: (shield icon) → (sword icon). Troops in Marshall Jean de Clermont's area gain Cohesion.
  • Marshal Arnoul d'Audrehem. Charge - Impetuous - Slayer. When defending: cancel 2 hit results.
  • Walter VI Count of Brienne. Mercenary - Ruthless. When attacking: (shield icon) → (sword icon).
  • Units: 6 Foot Knights, 3 Mounted Knights, 4 Pikemen, 1 Standard Bearer (King's Banner).

Duke of Orléans' Army (French)

  • Philippe d'Orléans. Rally - Charge - Charisma. When attacking: for each Wound inflicted by Philippe d'Orléans, add one (sword icon) to your roll. Philippe d'Orléans counts as a valid Troop for Support.
  • Jean - Son of the King. Charge - Targeting. During your turn, if you spend 1 [coin icon], one Character in Jean - Son of the King's area gains Tough. When attacking: gain 1 [coin icon] if at least one enemy unit is destroyed.
  • Units: 6 Pikemen, 8 Peasants, 4 Sergeants-at-Arms, 9 Crossbowmen.

French King's Army (French)

  • Jean II the Good. Charge - Impetuous. At the start of your turn, gain the green banner shown on the card. Jean II the Good has 3 Wounds.
  • Philippe the Bold. Feint - Charge - Parry. Characters in the same area as Philippe the Bold gain Parry. Philippe the Bold's area cannot be targeted by shooting attacks.
  • Units: 3 Mounted Knights, 4 Foot Knights, 4 Mounted Sergeants-at-Arms, 4 Sergeants-at-Arms, 1 Musician.

Warwick's Army (English)

  • Earl of Warwick. Charge - Slayer. Once per turn, if you spend 1 [coin icon]: troops in Earl of Warwick's area gain Haste 2 until the end of the turn.
  • Earl of Oxford. Charge - Retaliation. When attacking: if at least 3 Troops are in Earl of Oxford's area, he gains +1 white die to his attack roll.
  • Units: 2 Foot Knights (Two-Handed Weapons), 10 Bowmen (4 Stakes), 5 Halberdiers, 1 Musician. Also 3 Palisades, 4 Stakes and 1 army token (shield icon) as printed on the army sheet.

Black Prince's Army (English)

  • Mounted Black Prince. Charge - Rally - Haste 2. Units in the same area as the Mounted Black Prince gain Haste 2. When attacking: (shield icon) → gain 1 [coin icon].
  • Captal de Buch. Charge. Once per turn when he is activated, if you spend 1 [coin icon]: increase by 1 one of Captal de Buch's command stats.
  • Units: 6 Mounted Knights, 4 Mounted Sergeants-at-Arms, 1 Standard Bearer, 1 Musician.

Salisbury's Army (English)

  • Earl of Salisbury. Rally - Tough. When attacking: 1 Bowmen in Earl of Salisbury's area gains +1 red die until the end of the turn. When attacking: gain 1 [coin icon] for each blank result.
  • Earl of Suffolk. Rally. Once per turn, if you spend 1 [coin icon], Rally one allied Troop into the Earl of Suffolk's area.
  • Units: 2 Pavisiers, 10 Bowmen (4 Stakes), 5 Halberdiers, 1 Musician. Also 3 Palisades and 4 Stakes.

Civilians

  • Farmer.
  • Priest. The Priest's Heal action can be performed in an adjacent area.
  • Merchant Girl. Bonus Action: once per turn, gain 1 [coin icon].

Intrigues

The Battle of Poitiers uses the following Intrigue cards. The French side's Intrigues are listed first.

French side:

    1. Breach. Remove a palisade from the game.
    1. Reckless English Knight. Move an English Knights unit up to 2 areas.
    1. A Knight's Oath. Cancel all hit results suffered by an area.

English side:

    1. Impetuous Marshal. Move a Marshal Character and all units in its area up to 2 areas.
    1. Reckless French. All French units in an area move 1 area.
    1. Protect the Dauphin. If the French side has destroyed or Disrupted at least 10 units, Jean - Son of the King is removed from the board, together with all the Troops located in his area. This does not count as destruction.
    1. Save the Loot! A wagon moves 1 area.

Victory Conditions

  • The French side wins the game if The Black Prince is destroyed or Disrupted at the end of a round, OR if the English wagons are destroyed.
  • If the French side has lost (destroyed or Disrupted) 33 units or more at the end of a round, they immediately lose the game.
  • If the English side has lost (destroyed or Disrupted) 24 units or more at the end of a round, they immediately lose the game. If both sides meet this requirement on the same round, the side that lost the fewest units wins the game.
  • The English side wins the game if Jean II the Good is destroyed, Disrupted or captured at the end of a round.
  • Any other outcome by the end of the 6th round results in the English side's victory.

Reward

  • 1 [coin icon] for each destroyed Infantry or Cavalry unit.
  • 2 [coin icon] for each destroyed Wagon or Character.

Special Rules

6 armies, 2 sides. The French and English sides are split into 6 armies in this scenario. The French King's army, the Marshals' army and Philippe d'Orléans' army make up the French side. The Black Prince's army, Warwick's army and Salisbury's army make up the English side. A player controlling multiple armies uses one Player Board per army.

2 players:

  • 1 player controls all 3 of the French armies.
  • 1 player controls all 3 of the English armies.

3 players:

  • 1 player controls both the Marshal's and Philippe d'Orléans' armies.
  • 1 player controls Jean II the Good's army.
  • 1 player controls all 3 of the English armies.

4 players:

  • 1 player controls both the Marshal's and Philippe d'Orléans' armies.
  • 1 player controls Jean II the Good's army.
  • 1 player controls The Black Prince's army.
  • 1 player controls both Warwick's and Salisbury's armies.

5 players:

  • 1 player controls Jean II the Good's army.
  • 1 player controls the Marshals' army.
  • 1 player controls Philippe d'Orléans' army.
  • 1 player controls The Black Prince's army.
  • 1 player controls both Warwick's and Salisbury's armies.

6 players:

  • Each player controls a single army.

Cohesiveness through hardships. Units cannot be in the same area as units belonging to another army, even their allies. Armies of the same side cannot share Legend cards and tokens (except Intrigue tokens, which are shared and can be used by all players of the same side).

Deployment order. Each player deploys their army in the following order:

  1. Earl of Warwick's army
  2. Black Prince's army
  3. Marshal's army
  4. Philippe d'Orléans' army
  5. French King's army
  6. Earl of Salisbury's army

Turn order:

  1. Marshal's army
  2. Earl of Warwick's army
  3. Philippe d'Orléans' army
  4. Earl of Salisbury's army
  5. French King's army
  6. Black Prince's army

Ransom. Use the Ransom optional rule in this scenario.

Obtuse King. Jean II the Good refuses to flee the battlefield, like his father did back in Crécy. At the beginning of his turn, Jean II the Good immediately moves one area towards The Black Prince, accompanied by his son Philippe the Bold.

If French troops prevent the French King from moving towards his target, he and his son (and the units that would move with them) swap places with them. Jean II the Good cannot be separated from Philippe the Bold. If Jean II the Good or Philippe the Bold are forced to move in different directions, they are immediately captured.

Father, to your left! As long as Philippe the Bold is in Jean II the Good's area, the latter gains 1 additional shield result while defending.

Wagon. The wagons cannot move in this scenario. A wagon is destroyed if it suffers any Push, Disrupt or Kill result.

Stakes. In this scenario, Bowmen don't receive any additional stakes. Stakes are destroyed if a French unit crosses them.

The Battle of Agincourt (1415)

Eight rounds. The English side (Henry V's army and Edward of York's army) against the French side (Charles d'Albret's army, Boucicaut's army and Ysembart d'Azincourt's army).

Scenario tiles: x2 1, 2, x2 3, 4, x2 5, x2 6, x2 7, x2 8, x2 9, x2 10, x2 12, 13, 14, 15, 16, 17, 18.

Map: Setup uses the printed map for this battle. Deployment areas and rally points are as follows:

  • Deployment area for Boucicaut (blue, west).
  • Deployment area for Charles d'Albret (purple, centre-west).
  • Deployment area for Henry V (red, centre-east), with its rally point on the east edge.
  • Deployment area for Edward of York (orange, north-east), with its rally point on the east edge.
  • Deployment area for Ysembart d'Azincourt (blue, south).

Two prisoner areas are on the east edge, beside the rally points of Edward of York and Henry V.

Civilians placed on the map: a Blacksmith and a Citizen (north), a Merchant Girl (south-centre), a Priest (south), a Soothsayer (south-east). Wagons: 2 Wagons on the east edge.

Armies

Henry V's Army (English)

  • Henry V. Feint - Retaliation. At the start of your turn, if you spend 1 [coin icon] and 1 [coin icon], gain the banner shown on the card. When attacking: (icon) or (icon) → gain 1 [coin icon]. Henry V has 3 Wounds.
  • Units: 2 Foot Knights (Two-Handed Weapons), 1 Foot Knights, 2 Halberdiers, 8 Bowmen, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

Edward of York's Army (English)

  • Edward of York. Charge - Bodyguard. Once per turn, you may move units with range attack, located in Edward of York's area, into an adjacent area. At the beginning of your turn, gain 1 [coin icon]. Edward of York has 3 Wounds.
  • Units: 3 Foot Knights, 2 Halberdiers, 8 Bowmen, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

French Prisoners (1 per Prisoner area). Each Prisoner area starts with 1 French prisoner, represented by the 2 Impetuous Knights card.

Charles d'Albret's Army (French)

  • Charles d'Albret. Charge - Impetuous - Charisma. At the beginning of your turn, if you spend 1 [coin icon], (icon) → (icon). Gain 1 [coin icon] for each destroyed unit in a fight where Charles d'Albret participated. Charles d'Albret has 3 Wounds.
  • Units: 6 French Mounted Knights, 2 Mounted Sergeants-at-Arms, 4 Guisarmers, 2 Crossbowmen, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

Boucicaut's Army (French)

  • Boucicaut. Rally. When defending: cancel 2 hit results. Bonus Action: once per round, if you spend 3 [coin icon], gain the banner shown on the card. Boucicaut has 3 Wounds.
  • Units: 5 French Mounted Knights, 5 Mounted Sergeants-at-Arms, 4 Pikemen, 4 Crossbowmen, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

Ysembart d'Azincourt's Army (French)

  • Mounted Hero (Ysembart d'Azincourt). Charge. The Mounted Hero has 2 Wounds.
  • Units: 1 French Mounted Knights, 1 Mounted Sergeants-at-Arms, 4 Peasant Militia.

Civilians

  • Citizen. Bonus Action: once per turn, gain 1 [coin icon].
  • Priest.
  • Blacksmith.
  • Merchant Girl. Bonus Action: once per turn, gain 1 [coin icon].
  • Soothsayer.

Intrigues

The Battle of Agincourt uses the following Intrigue cards. The English side's Intrigues are listed first.

English side:

    1. Reckless French. Move all French units in an area into an adjacent area.
    1. Reckless Archers. Move all Bowmen from one area into an adjacent one.
    1. Muddy Battlefield. When defending: choose a plains area. All French units in this area have their attack dice replaced by white dice.

French side:

    1. Dysentery. A player from the opposing side discards 1 Order of their choice.
    1. Spirited. Move a Civilian one area.
    1. A Knight's Oath. When defending: cancel all hit results in one area.

Victory Conditions

  • The French side wins the game as soon as Henry V is destroyed, or if he is Disrupted at the end of the 8th round, or if 15 English units are destroyed or Disrupted at the end of the 8th round.
  • The English side wins the game if Henry V is alive at the end of the 8th round while having at least 10 Victory Points. Victory Points can be earned in the following ways:
    • French Character destroyed at the end of the 8th round: 1 Victory Point.
    • French Knight destroyed at the end of the 8th round: 1 Victory Point.
    • French Knight or Character made Prisoners (see the No Mercy special rule) at the end of the 8th round: 2 Victory Points.
    • Wagon destroyed: 2 Victory Points.
  • Any other outcome by the end of the 8th round results in a draw.

Reward

  • 1 [coin icon] for each destroyed Infantry or Cavalry unit.
  • 2 [coin icon] for each destroyed Character or Wagon.

Special Rules

5 armies, 2 sides. The French and English sides are split into 5 armies in this scenario. Charles d'Albret's army, Boucicaut's army and Ysembart d'Agincourt's army make up the French side. Edward of York's army and Henry V's army make up the English side.

Each player deploys their army in the following order: Charles d'Albret, Boucicaut, Henry V, Edward of York and Ysembart d'Agincourt.

A player controlling multiple armies uses one Player Board per army.

Turn order: Henry V, Edward of York, Charles d'Albret, Boucicaut, and Ysembart d'Agincourt.

2 players:

  • 1 player controls all 3 of the French armies.
  • 1 player controls both of the English armies.

3 players:

  • 1 player controls Charles d'Albret's army.
  • 1 player controls both Boucicaut's and Ysembart d'Agincourt's army.
  • 1 player controls both of the English armies.

4 players:

  • 1 player controls Charles d'Albret's army.
  • 1 player controls both Boucicaut's and Ysembart d'Agincourt's army.
  • 1 player controls Edward of York's army.
  • 1 player controls Henry V's army.

Alliances. Units cannot be in the same area as units belonging to another army, even if they are allies. Armies of the same side cannot share Resource tokens, Legend cards or Reroll tokens.

Prisoners. (Note: the Ransom optional rule cannot be used for this scenario.) A Prisoner unit is considered a terrain element which occupies 1 space. It cannot move, nor take any action. If the rally point is moved, move the prisoners if possible. The prisoners that cannot be moved are destroyed. If the rally point is occupied by enemy units, Disrupted units are automatically destroyed.

Freeing the prisoners. If a French unit moves into a prisoner area, all prisoners in that area are freed. They are then controlled by the player who freed them.

Cut their throats. Henry V's army can give the order to cut all the prisoners' throats, at the cost of 1 Order during his turn. From then on, all prisoners are automatically destroyed if there is ever an English unit in its area.

No mercy. The French side is disorganised and tends to disband after seeing their superiors die. A Disrupted French unit is automatically destroyed. If a Knight unit or a Character is Disrupted, it is made prisoner. Henry V's army places the new prisoner in a prisoner area of their choice.

After Henry V's army gives the order to cut all prisoners' throats, any French unit or Character is immediately destroyed when Disrupted.

Stakes. In this scenario, Bowmen don't receive any stakes. Stakes are destroyed if a French unit crosses them.

Wagons. Wagons cannot move in this scenario. They are destroyed if a French unit moves into their area.

The Battle of Formigny (1450)

Five rounds. The French side (Jean de Bourbon's army, Prigent de Coëtivy's army and Arthur de Richemont's army) against the English side (Matthew Goth's army, Thomas Kyriell's army and Edmund of Somerset's army).

Scenario tiles: x2 1, 2, x2 3, 4, x2 5, x2 6, x2 7, x2 8, 9, 10, x2 11, x2 12, 15, 16, 17, 18.

Map: Setup uses the printed map for this battle. Deployment areas and rally points are as follows:

  • Deployment area and rally point for Prigent de Coëtivy (blue, north-west).
  • Deployment area and rally point for Jean de Bourbon (purple, west).
  • Deployment area for Thomas Kyriell (red, centre), with a rally point.
  • Deployment area for Matthew Goth (orange, north-centre), with a rally point.
  • Deployment area and rally point for Edmund of Somerset (magenta, south-east).
  • Deployment area and rally point for Arthur de Richemont (blue, south).

Civilians placed on the map: a Blacksmith and a Citizen (north), a Merchant Girl (east), a Priest (centre, beside the fortress) and a Soothsayer (south-west).

Armies

Jean de Bourbon's Army (French)

  • Jean de Bourbon. Charge - Retaliation. Cost of (icon) is reduced by 1. Jean de Bourbon has 2 Wounds.
  • Units: 3 Mounted Knights, 4 Mounted Sergeants-at-Arms, 2 Crossbowmen, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

Prigent de Coëtivy's Army (French)

  • Prigent de Coëtivy. Tough - Engineer - Charisma. Once per round, Prigent de Coëtivy can attack an adjacent enemy area which was just activated by an order. Prigent de Coëtivy has 2 Wounds.
  • Units: 4 Crossbowmen, 4 Pikemen, 1 Culverin, 1 Mounted Sergeants-at-Arms. Also 1 army token (shield icon).

Arthur de Richemont's Army (French)

  • Arthur de Richemont. Prayer - Ruthless. Once per turn, at the start of his activation, if you spend 1 [coin icon]: move Arthur de Richemont into an adjacent area. Cancel the Impetuous skill of units in the same area. Arthur de Richemont has 2 Wounds.
  • Units: 7 Mounted Knights, 2 Mounted Bowmen, 2 Mounted Sergeants-at-Arms. Also 1 army token (shield icon).

Matthew Goth's Army (English)

  • Matthew Goth. Charge - Impetuous - Mercenary. When attacking: add 1 (icon) to the result of your attack roll. After a Follow-up after combat, Matthew Goth may perform an extra attack. Matthew Goth has 3 Wounds.
  • Units: 2 Foot Knights, 4 Halberdiers, 7 Bowmen. Also 1 army token (shield icon).

Thomas Kyriell's Army (English)

  • Sir Thomas Kyriell. Engineer - Targeting. Once per turn, when attacking: one Bowmen unit in Sir Thomas Kyriell's area gains +1 red die. When attacking: gain 1 [coin icon] for each blank result. Sir Thomas Kyriell has 2 Wounds.
  • Units: 2 Foot Knights, 7 Bowmen, 4 Sergeants-at-Arms, 1 Standard Bearer, 1 Musician. Also 1 army token (shield icon).

Edmund of Somerset's Army (English)

  • Edmund of Somerset. Retaliation - Charisma. When attacking: remove one defence die of your choice from an enemy unit before the defence roll. Edmund of Somerset has 3 Wounds.
  • Units: 2 Mounted Knights, 2 Mounted Sergeants-at-Arms, 2 Bowmen, 4 Provincial Militia. Also 1 army token (shield icon).

Civilians

  • Soothsayer.
  • Citizen. Bonus Action: once per turn, gain 1 [coin icon].
  • Priest.
  • Blacksmith.
  • Merchant Girl. Bonus Action: once per turn, gain 1 [coin icon].

Intrigues

The Battle of Formigny uses the following Intrigue cards. The French side's Intrigues are listed first.

French side:

    1. Reinforcements. All English units in an area move 1 area away from French units, and the stakes in said area are destroyed.
    1. Angered Peasants. 4 Angry Peasants are deployed in a town area under the control of the army that called them.
    1. Louis Giribaut. Move the allied Culverin and perform an attack with it.

English side:

    1. Reckless French. Move all French units in an area into an adjacent area of your choice.
    1. Reckless Bowmen. Move all Bowmen in an area into an adjacent area of your choice.

Victory Conditions

  • If either of the 2 opposing sides has lost more than half of their units (destroyed or Disrupted) at the end of a round, that side loses the game.
  • If both sides meet this requirement on the same round, the side that lost the fewest units wins the game. Units that are not on the board yet don't count towards the victory conditions.
  • Any other outcome by the end of the 6th round results in a draw.

Reward

  • 1 [coin icon] for each destroyed Infantry or Cavalry unit.
  • 2 [coin icon] for each destroyed Character.

Special Rules

6 armies, 2 sides. The French and English sides are split into 6 armies in this scenario. Jean de Bourbon's army, Prigent de Coëtivy's army and Arthur de Richemont's army make up the French side. Matthew Goth's army, Thomas Kyriell's army and Edmund of Somerset's army make up the English side.

Each player deploys their army in the following order: Matthew Goth, Jean de Bourbon, Thomas Kyriell, Prigent de Coëtivy, Edmund of Somerset.

A player controlling multiple armies uses one Player Board per army.

Turn order:

  1. Thomas Kyriell army
  2. Prigent de Coëtivy army
  3. Matthew Goth army
  4. Jean de Bourbon army
  5. Arthur de Richemont army
  6. Edmund of Somerset army

2 players:

  • 1 player controls all 3 of the French armies.
  • 1 player controls all 3 of the English armies.

3 players:

  • 1 player controls both Jean de Bourbon's and Prigent de Coëtivy's army.
  • 1 player controls Arthur de Richemont's army.
  • 1 player controls all 3 of the English armies.

4 players:

  • 1 player controls both Jean de Bourbon's and Prigent de Coëtivy's army.
  • 1 player controls Arthur de Richemont's army.
  • 1 player controls Matthew Goth's army.
  • 1 player controls both Thomas Kyriell's and Edmund of Somerset's army.

5 players:

  • 1 player controls Jean de Bourbon's army.
  • 1 player controls Prigent de Coëtivy's army.
  • 1 player controls Arthur de Richemont's army.
  • 1 player controls Matthew Goth's army.
  • 1 player controls both Thomas Kyriell's and Edmund of Somerset's army.

6 players:

  • Each player controls a single army.

Alliances. Units cannot be in the same area as units belonging to another army, even if they are allies. Armies of the same side cannot share Resources and Legend cards (except Intrigue tokens, which can be shared and used by all players of the same side).

Richemont's Hurry. Arthur de Richemont's army is only deployed at the beginning of the 2nd round. The controlling player can decide to deploy it at the beginning of the 1st round during the Council phase and after War Council cards have been revealed. In this case, the army suffers 3 unblockable yellow dice results (assigned to units of their choosing).

Stakes. In this scenario, Bowmen don't receive any stakes. Stakes are destroyed if a French unit crosses them.

Master Jean's Culverin. The Culverin cannot be attacked during this scenario. Dice results may not be assigned to the Culverin, but it still adds its defence dice to its area. At the beginning of the game, the Culverin is a normal French unit.

If an English unit moves into its area, it becomes a terrain element that occupies 1 space, and is no longer counted as a unit.

If a French unit then moves into the Culverin's area, the controlling player can reactivate it by spending 1 [coin icon].