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Warrior Knights: Crown and Glory

Expansion for Warrior Knights (2006 Edition)

Warrior Knights: Crown and Glory Rulebook

Table of Contents

Table of Contents

  • In the Name of Glory
  • Rule Changes
  • New Mercenaries
  • New Unit Types
    • Garrisons
    • City Recruits
  • Scholar and Knowledge
    • Development Cards
    • Scholar
  • New Baron Action cards
    • Forced March
    • Study
  • New Neutral Action cards
    • Research
    • Burdensome Task
    • Muster Forces
    • Upgrade Defense
    • Master Forces
    • Uncertain Times
  • New Fate Cards
    • Rebellion
  • New Battle Results
  • Need for Funds (Expeditions)
  • Missions Variant
  • King Variant
    • Game Setup
    • Course of the Game
    • Influence
    • Usurpation of Power
    • End of the Game
  • Game Length

In the Name of Glory

This variant makes significant changes to the game setup.

  1. New Event and Assembly Agenda cards. The expansion includes 25 new Assembly Agenda cards and 20 new Event cards. Before the game begins, shuffle these cards into the corresponding decks.
  2. New Baron Action cards. The expansion includes three new Baron Action cards. Before the game begins, deal them to each Baron along with the other Action cards.
  3. New Neutral Action cards. The expansion includes seven new Neutral Action cards (four new and three replacements). Before the game begins, remove the cards Uncertain Times, Muster Forces, and Upgrade Defense from the deck, then shuffle the new cards into the deck.
  4. New Mercenaries. Shuffle the 12 new Mercenary cards into the main Mercenary deck.
  5. New unit cards. Place the Garrison and City Recruit decks beside the game board.
  6. Replacement Fate deck. Remove the Fate deck and replace it with the new one with blue card backs.
  7. Development. Shuffle the Development deck and place it at the bottom of the game board. Take the top three cards and place them face down on the table next to the Development deck. These Development cards are considered available for purchase by the players.
  8. Determining the Scholar. Randomly choose the Baron who will be considered the Scholar at the start of the game. The Head of the Church or the Chairman of the Assembly cannot be chosen as the Scholar. Skip this step when playing with two players.
  9. Additional markers. Place all of the uprising, knowledge, and garrison markers on the table beside the game board.

Rule Changes

  1. Razing cities before the start of the game. If fewer than 6 people are playing, some cities must be removed from the game board. Instead of using the Fate deck, draw the required number of cards from the City Recruit deck and remove the corresponding cities from the game board. The drawn cards are removed from the game.
  2. Event deck. After shuffling the Fate deck, if the top card has a red back, place it on the bottom of the deck. Repeat this procedure as necessary until the top card of the deck has a green or blue back.
  3. Neutral Event cards. During the Planning phase, place 3 Neutral Action cards, instead of the usual 2, into each of the three stacks of Action cards.

New Mercenaries

The new Mercenary cards include one leader and one herald for each of the six nations. Each leader and herald gives the Baron he serves a special ability, which is shown on the hero card. Each Noble may have only one leader and one herald in his army. Leaders and heralds cannot be assigned by the players as mercenaries with a unit strength of 50.

New Unit Types

Garrisons

Garrisons are special units that can be hired only when the updated Neutral Action card Upgrade Defense is revealed.

  • Garrisons cannot join a Noble's army. They remain in the city where they were hired.
  • When a garrison is purchased, place the corresponding marker beside the city and place the garrison card in front of you.
  • A garrison adds 100 strength when defending the city. A garrison cannot attack or leave the city.
  • If all 9 garrisons have been hired, they are considered unavailable until the garrisons in play are released.
  • Each garrison must be paid for in the Upkeep phase. Each garrison that is not paid for is disbanded (the player must discard the garrison card and remove the marker from the game board).
  • If a Baron loses control of a city, the garrison in that city is disbanded.
  • When a garrison is disbanded, return its card to the deck.

City Recruits

City Recruits are special units that can be hired only when the Neutral Action card Master Forces is revealed. City Recruits follow all the standard rules for mercenaries, with the following exception:

  • Each city has its own specific City Recruit unit (see the Recruit cards). To hire a unit, in addition to the Master Forces Action card, there must be a Noble in that city. The hired unit joins the Noble's army and moves with it.

City Recruits do not require payment. However, if at least one mercenary unit deserts a Noble's army, all City Recruit units also leave the army. Return all City Recruit cards that leave the army to the deck.

If a Noble dies, all City Recruits attached to him immediately leave the army.

Scholar and Knowledge

Development Cards

When the Enrich Mind Action card is revealed, its holder may buy one Development card (or several, if he is the Scholar) from the three available cards, paying knowledge tokens. The purchase price is printed on the Development card. After purchase, the player places the purchased card in front of him for future use. Immediately after buying a Development card, take the top card from the deck of the same name and place it in the spot of the purchased card.

  • A Baron cannot have two or more identical Development cards.
  • A Baron cannot have more than three Development cards. If a Baron has more than three cards, he must immediately discard one of his choice. Place the discarded card on the bottom of the deck.

Purchased Development cards can be used by their owners (without paying any price) to achieve the various game effects printed on the cards. To use a Development card, its owner must declare it and turn it over. A turned-over card cannot be used again. In the Restoration step, at the end of the round, all Development cards are turned face up again and become ready for use.

Some Development cards can be used in battle. Each player may use only one card in a single battle. The use of Development cards must be declared by the players immediately after the Fate cards are drawn. The attacking player may declare the use of a Development card first, after which the defending player may do the same. In battle, Development cards are used as a bonus to Fate cards and Noble abilities.

Scholar

When the Enrich Mind Action card is revealed, a player receives the Scholar marker if he has more knowledge than each other player. The Scholar receives the following privileges:

  • He may buy as many Development cards as his knowledge allows.

Some Neutral Action cards give the Scholar special privileges.

New Baron Action cards

Forced March

The player immediately readies his turned-over Noble. He may then ready his other Nobles for 2 gold each. The card is placed in the red column.

Study

The player receives 1 knowledge token. If the player has more knowledge than each other player, he receives the title of Scholar and the corresponding marker. The player may buy a Development card (or several, if he is the Scholar). The card may be placed in the yellow or blue column, at the player's choice.

New Neutral Action cards

Research

The Scholar may immediately draw the top card of the Development deck, paying 2 gold. He may then either discard this card, or buy it for a price in knowledge tokens equal to the price printed on the card minus one (minimum price 0).

Burdensome Task

Take the top card from the Assembly Agenda deck and place it with the existing Agendas. At the next Assembly, a vote will be held on all Agendas. Place this Action card in the Assembly column.

Muster Forces

Take the top card from the Mercenary deck and place it beside the other mercenary units, ready for bidding. A wound marker is placed on the first available space on the Mercenary Draft track. This space on the track is considered occupied, and Barons cannot place their markers on it.

At the start of the mercenary bidding itself, remove the wound marker from the track. During the bidding, treat this space as empty.

Upgrade Defense

This card works like the card in the original game, plus it allows each Baron to hire one garrison in his city, where there is not yet a garrison, for 1 gold.

Master Forces

This card works like the card in the original game, plus it allows each Baron to hire any number of City Recruits for 2 gold per unit. To hire City Recruits, the Baron must own the city indicated on the recruit card and have a Noble in it. When hiring, the Baron simply searches the recruit deck for the needed unit and attaches it to the army of the Noble in that city. If the card of that recruit unit already belongs to another Baron, it is considered unavailable.

Uncertain Times

This card works like the card in the original game, plus it allows the Scholar to discard one available Development card and replace it with the top card of the deck.

New Fate Cards

Because the Fate deck has doubled in size, Barons may now draw up to 20 Fate cards in one battle.

Rebellion

When determining unrest in a city, there is a new value of Fate card: rebellion. As with an uprising, the owner of the city must pay a faith token or twice the city's income to suppress the unrest. If the Baron does not do this, place a rebellion marker beside the city. A rebellion imposes the following restrictions on the city:

  • The city does not produce taxes in the tax-collection phase, and does not give an influence marker to its owner.
  • If a second rebellion marker must be placed in the same city during the following rounds, treat this circumstance as an uprising.
  • The marker is removed if the Baron has a Noble in that city or a garrison. The marker is also removed if the owner of the city has lost control of it.

New Battle Results

In the original rules, an army could retreat only after a partial defeat. Now this may be done at the player's choice. After all Fate cards have been revealed, the players compare the number of Retreat cards and Draw Additional Card cards. If the defending player has more Retreat cards than the attacking player, he may retreat from the battle. If a player does not have superiority over his opponent in Retreat cards, or he chooses to continue the battle, treat these cards as Draw Additional Card cards.

  • A retreat of this kind does not inflict damage on units, and mercenaries do not leave the army.
  • If an army retreats from a city (stronghold) that it owns, the city immediately passes under the control of the enemy (the stronghold is destroyed), as if it had been taken in a successful assault.
  • A neutral city cannot use retreat.

Need for Funds (Expeditions)

A new value has been added to the determination of the expedition result. With this result, the Baron must pay 2 gold into the treasury, or he loses all the money he has invested in this expedition (remove all of the Baron's money and place it in the treasury). Then the card is treated as the "No News" result.

Missions Variant

In this variant, each player, before placing his stronghold on the game board, receives a random secret Mission card. This card is kept secret from opponents.

  • Shuffle the Mission deck and deal one card to each player. Set the remaining cards aside without looking at them.
  • If a player shows his Mission card to another player, he loses it for the rest of the game.
  • At the end of the game, during the counting of influence, players reveal their Mission cards. Starting with the Chairman of the Assembly, players check whether they have completed their missions. A player who has completed his mission receives two additional influence.

King Variant

In this variant, players strive not only to become King, but also, once they have gained the crown, to keep it for as long as possible.

Game Setup

  • Before the start of the game, place 9 influence markers per participant in the pool.
  • Place the crown and the King's army beside the game board.

Course of the Game

  • When the influence pool is empty, the player who has the largest number of identical markers becomes King (in case of a tie, see the standard rules). After this, the game does not end. It continues until one of the players collects 16 influence markers.
  • If Mission cards are used in this variant, they are not revealed when the pool is emptied!
  • The player who becomes King immediately receives a number of King cards equal to the number of participants in the game. These units are immediately placed in the stronghold or with the Nobles who are in cities controlled by the King. These units are considered regular units: they do not desert, but they must be paid first, before mercenaries are paid. The King cannot lose his units while he keeps the crown.

Influence

  • The King receives one additional influence at the end of each round.

Usurpation of Power

  • A player who wins an attack on the King's stronghold usurps power. In addition to the usual rewards for capturing a castle, he immediately receives the crown and the King's units. The usurper is now considered the new King.

End of the Game

  • The game lasts until one of the players collects 16 influence markers at the end of a round. If Mission cards are used in this variant, they are revealed at this moment. All influence in the second part of the game is taken from the treasury. The Baron with the most influence wins the game (ties are resolved in the standard way).

Game Length

  • To lengthen the game, place 10 influence markers per player in the pool. The game ends when one of the Barons collects 20 influence markers.
  • For a shorter game, place 6 influence markers per player in the pool. The game ends when one of the Barons collects 12 influence markers.