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EXPANSION PACKS

Robert E. Howard
The Musketeers
Arthurian Legengs
Robin Hood
Siege Engines: Middle Ages
Reinforcements: City Troops

Robert E. Howard
These tiles replace the following tiles in the
game: Conan = Champion; Kull = Wizard;
Agnes = Ranger; Solomon Kane = Priest.

tiles theyve chosen (as noted above), place the


new tiles in their bags and the game proceeds
as normal.

There are two ways to incorporate these tiles


into the rules (both players should agree which
rule theyll use before the start of play).

2. For a more challenging game, players


lay the four tiles from this expansion pack
on the side of the board, then start a standard game. Whenever a player pulls one of the
four tiles noted above, they can choose at that
moment to replace the drawn tile with the
appropriate tile from this expansion pack. If the
player decides not to replace the tile, he cannot
replace the tile at any future time. Yes, this
means a single player could have all four tiles
on their side.

1. Players randomly determine who will


choose first. The first player selects one of the
four tiles from this expansion pack. The second
player selects the next tile, then the first player
selects the next tile and finally the second
player selects the last tile. Both players remove
the tiles corresponding to the

The Musketeers
The four musketeer tiles (DAragnon, Athos,
Porthos and Aramis) replace the light stained
Duke, Duchess, Assassin and Wizard Tiles.
Richlieu, de Winter and Rochforte replace
the dark stained Duke, Duchess and Wizard
Tiles.
The musketeer player starts with any three of
the musketeers on the board; the player chooses which three, but they must still be placed
using the standard set-up rules (i.e. one in
either center square at the edge of the board,
the other two fully adjacent).
The other player keeps the starting set-up of
two Footman, but the Richlieu tile takes the
place of the Duke.

To win the musketeer player must capture


Richlieu. For the Richlieu player, as soon as all
musketeers currently on the board are captured, he wins (this could be three if the fourth
tile has not yet been drawn from the bag, or
four if it has been drawn and placed).
Place A New Troop Tile: Whenever the
musketeer player places a new tile, it is always
placed in one of the two starting squares where
a Duke is normally placed. If both tiles are
occupied by friendly tiles, then a new Troop
Tile cannot be drawn and placed; if either
square is occupied by an enemy tile, then a
new Troop Tile can be placed in that square,
capturing said tile.

Arthurian Legengs
Arthur, Guineviere, Merlin, Lancelot and
Perceval replace the light stained Duke, Duchess, Wizard, Champion and Assassin Tiles.
Morgana and Mordred replace the dark
stained Duke and Duchess Tiles.
Both players start with the usual step-up of
two Footman to go along with their Arthur and
Morgana tiles, respectively.
To win the Arthur player must capture Morgana (and Mordred as well, if hes on the board
before Morgana is captured). For the Morgana
player, capture Arthur wins the games.
Morgana/Mordred: If both Morgana and
Mordred are on the board at the same time,
their controlling player can place new tiles to
either tile; i.e. both Morgana and Mordred have
the power of the standard Duke tile for the
purposes of deploying tiles.
Fort Tile: Players can use the Fort Tile as
shown on page 9 of the base game rulebook for
any game with these tiles. However, they can
also play with the reverse side of the Fort,
Camelot. Camelot is an Expanded Play tile (see
page 7 of the base game rulebook) and so both
players should agree to its use before play
begins.
Randomly place Camelot in any square in
one of the two middle rows of the board.

For the Arthur player, if one of his Arthurian


Legends tiles is inside Camelot (King Arthur,
Lancelot, Guinevere, Percival or Merlin), then
the Camelot Tile gains Command ability in all
eight squares surrounding Camelot. On his
turn, any time those conditions are met, the
player may use the Command ability of Camelot; the Troop Tile on Camelot does not flip, but
the Camelot Tile DOES flip over to the Fort
side; as long as its on the Fort side, the Command ability no longer applies. As soon as the
tile occupying the Fort Tile moves out of the
square, the Fort Tile turns over to Camelot once
more; i.e. the Arthur player can enter Camelot
on a future turn and use its Command ability
once more. Using the Camelot ability forms the
players entire turn, however; no other tiles are
moved or flipped, or drawn from the bag.
For the Morgana player, if one of his Arthurian Legends tiles (Morgana or Mordred)
moves into Camelot (i.e. its seized), the
player may automatically turn any nonArthurian Legend tile of the opponent to his
own use right then; simply re-orient the piece to
face the Morgana player (neither Camelot, nor
the seizing tile are flipped). As above, the
players should flip the Camelot Tile over to the
Fort side to show that this ability has been
used. The Morgana player must leave Camelot
and seize it again on a future turn to be able
to turn another non-Arthurian Legend tile (as
above, it automatically flips back over from the
Fort side to the Camelot side).

Robin Hood
The four Robin Hood tiles (Robin Hood,
Maid Marion, Friar Tuck and Little John)
replace the light stained Ranger, a Footman, a
Pikeman, and Assassin tiles.
Prince John, The Sheriff and Sir Guy replace
the dark stained Duke, Champion, and
Duchess tiles.
The Robin Hood player keeps the starting
set-up of two Footman, but Robin Hood takes
the place of the Duke.
The other player keeps the starting set-up
of two Footman, but the Sir Guy tile takes the
place of the Duke.
To win the Prince John player must capture
Robin Hood; for the other player to win he
must capture however many of the three
tiles that are on the board (Prince John, The
Sheriff, Sir Guy). For example, if only Prince
John is on the board and that tile is captured,
the Robin Hood player wins, but if Sir Guy and
The Sheriff are on the board and Prince John
is captured, the Robin Hood player would not
win (he still must capture The Sheriff and Sir
Guy); see Mantle of The Duke below.

Mantle of The Duke: The mantle of the


Duke (i.e. where tiles are placed on the board
once theyre drawn from the bag) changes for
the Prince John player based upon which tiles
are on the board. The line of succession is as
follows: if Sir Guy is the only Robin Hood tile
on the board, he is considered the Duke; if The
Sheriff is on the board, even if Sir Guy is on
the board, The Sheriff now takes its place as
the Duke; if Prince John is on the board, even
if The Sheriff and Sir Guy are on the board,
Prince John wears the mantle of the Duke. If
more than one of these tiles is on the board
and the tile wearing the mantle of the Duke
is captured, the mantle passes to the next
appropriate tile. For example if all three tiles
are on the board and Prince John is captured,
the mantle would pass to The Sheriff. Yet if
only Prince John and Sir guy are on the board
and Prince John is captured, the mantle
passes to Sir Guy.

Siege Engines:
Middle Ages
These tiles replace the following tiles in the
game: Battering Ram = Marshal; Trebuchet =
Knight; Catapult = General; Ballista = Priest;
Engineer = Oracle.
Players lay the five tiles from this expansion
pack on the side of the board, then start a
game. When a player pulls one of the five tiles
noted above, they can choose at that moment
to replace the drawn tile with the appropriate
tile from this expansion pack. If the player
decides not to replace the tile, he cannot
replace the tile at any future time. Once a tile
has been put into play and then captured, it
cannot be selected by the other player pulling
out their corresponding tile; in all instances,
they are put into play one time.
Note: Its important to note that these tiles
are purposefully powerful. Both players should
review all tiles and agree to use this set before
game play begins.
SMASH: This icon follows the exact
rules for Move, with the following
additions: this icon ignores any icon
with Defense in the name (for
example, Defense, p. 5, The Duke
Rules Booklet).
HAMMER: This icon follows the
exact rules for Strike, with the
following additions: this icon ignores
any icon with Defense in the name
(for example, Defense, p. 5, The Duke
Rules Booklet), and can capture a tile
occupying the Fort Tile (see p. 8, The
Duke Rules Booklet).

AREA-EFFECT: If a line connects


two (or more) icons, then all connected icons are considered to have Area-Effect
and use the following rules:
If the player chooses one icon to interact
with a target square, all area-effect icons connected to that icon interact with all of their
target squares.
Area-effect icons capture both friendly and
enemy tiles when they interact with their target
squares.
If an area-effect set of icons includes the
Hammer icon(s), which can ignore any icons
with Defense in the name, any other Strike
icons are still affected by Defense icons,
using the standard rules.
Non-Capture Move/Jump/Slide/
Jump Slide: Non-Capture Move/
Jump/Slide/Jump Slide icons follow all
the exact same rules as the Move,
Jump, Slide and Jump Slide icons (see
p. 4, The Duke Rules Booklet), with
the following exceptions: there cannot
be a tile (either friendly or enemy) in
the target square or in a square the
tile is attempting to move trough; if
there is a tile, the active tile cannot be
moved into that square (meaning an
enemy tile cannot be captured using
these icons).

In addition to the standard rules, the following enhanced abilities rules apply to enhanced
tiles, as specifically noted:
REDEPLOY: In place of moving a
tile or the standard drawing from the
bag, the controlling player of a tile
with the Redeploy ability may use the
following rule after announcing which tile hell
be activating:
The player draws a new tile from the bag and
first places that tile, then picks up the named
tile with the Redeploy ability and places it back
in the bag.
Command: A tile with the Redeploy
enhanced ability cannot be moved using a
Command icon.
LINK: Any tile with this enhanced
ability is automatically linked to
those tiles specifically referred to
within the rules for that tile. For the
Engineer, it is linked to the following tiles:
Ballista, Catapult, Battering Ram and
Trebuchet.
Starting Side: In place of using any
Movement Icons on the tiles starting side, this
tile may be flipped (it remains in its square), in
order to also flip any other linked tile under the
players control. The linked tile that the player
controls that was flipped may immediately be
used again; i.e. activating a Move icon or
enhanced ability and flipping the tile back over
after its move is done. The player does not have
to activate the linked tile that was flipped over
after flipping the tile with the Link ability; if the
player does not activate the tile after flipping it,
then his turn is done.

Non-Starting Side: The player may choose


to move the tile by flipping it back to its
starting side (it remains in its square).
Immediately the player starts pulling tiles out
of the bag until the first tile it is linked to is
pulled from the bag. This includes either pulling
out a tile from this set that was previously
placed in the bag, or pulling one of the
corresponding tiles that will allow a player to
select a siege engine (i.e. the Marshal, Knight,
General or Priest). In the later instance, a
player cannot choose to keep any of those tiles
but instead, if the corresponding tile from this
set is available, the player must select the siege
engine. If the siege engine tile corresponding to
the standard tile that was pulled has already
been used by the other player, the player must
continue pulling tiles from the bag until he is
able to put a siege engine into play; either
because a siege engine was pulled directly, or
the corresponding tile was pulled that can be
exchanged for a siege engine.
That tile then must be placed normally (i.e.
either next to the Duke, or the tile with the Link
ability; see below). The other tiles pulled must
all be placed back in the bag.
If there are no linked tiles in a players bag
and all siege engines have been selected, the
tile can still be flipped, there simply are no tiles
pulled.
Place a New Troop Tile: Instead of placing
a new troop tile drawn from the bag next to the
Duke, the player can choose to place a linked
tile next to this tile. The normal rules for placing
a tile apply; a square fully adjacent to the tile
with the Link ability must be open (i.e. this
cannot be used to capture a tile).

Reinforcements:
City Troops
These tiles can be used to replace the
following tiles in the game: Militia =
Footman; Thief = Assassin; Baron =
Champion; Watch Tower = Longbowman.
Before the start of any game players decide
how they want to mix and match these troop
tiles. They can choose to replace all of them,
some of them, or none of them; both players
choices can be totally different. Only two
rules apply:

You cannot have both tiles in the bag.


For example you either have the Thief or the
Assassin, but not both.
In instances of multiple identical tiles
(such as the Footman/Militia), if you replace
some of them, you must replace all of them.

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