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So You Want to Get Into Jousting

Game Overview Table of Contents


If youy want to become a King’s Champion there are a
few things you will have to learn before you can jump
right into Jousting. King’s Champion is a game for two
players that is played over six rounds with five Phases
of Play occurring in each round.

During a round of play players will grow their House-


hold in an attempt to deplete the rival Household of all
their Morale thus, defeating the rival Household and
emgering as the King’s Champion.

Using This Book


This book will offer insight to many things. Not only
will you learn all you need to know about Jousting in
the Kingdom of Kingswood, you will learn about lead-
ing a Household.

This manual is broken down into serval different top-


ics. Over the years as this handbook has been revised
the information has grown and so putting the secret
knowledge in some sort of order became inportant.
Please refer to the list to the right so that you might al-
ways find the area of the handbook you are looking for.
If you wish to jump right into learning how to Joust in
this Kingdom then turn to page three and we will get
started.

if you want to find out more about Knights and what


they do please turn to section following the jousting
material and you will find all kinds of wonderful in-
formation and knowledge about the knights of King-
swood.

2
What You Need to Know Now
Knightly Terms Knightly Icons
Aftershock - Counts as a hit and allows you to roll the dice again Worker
attempting to gain further hits in the same jousting event. If you
rolled another 6 you would roll again and continue rolling dice
until you fail to roll a six. Whatever the result of the dice is other Unlock a Power Dice spot. Ad-
than a six is scored as normal. vanced Game

Attack Dice - Attack Dice are White, Green and Red in color. Increase your Ability Card hand
size by one card
Calm – A Calm Knight will not Panic even when the Panic condi-
tions are met.
Draw one Standard Ability Card
Code - Knights belong to a Code. This Code will give you some
idea of what the abilities will be for that Knight.
Draw one Advanced Ability Card
Fealty Dice - Black colored dice. Each Knight will have a Fealty
dice. This dice may never be taken away from the Knight and will
always be rolled. Draw one Enhancement Card

King’s Crown - Gained through your PIP count or as a favor ac-


tion and used on the Promotion Tacks or the House Advancement Place one Enhancement Card on a
Tracks. Knight

Morale - Acts like a health meter for your Household. If your Draw a Bravery Token from the
Morale gets to zero you lose the game.
bag. If there are more tokens
Panic - If you take 5 hits or more in a single round of Jousting on showning then draw the number of
one Knight, they reach a state of Panic and may not use a Favor tokens showing.
Action in the following round.

Perk - When a perk is gained it is an item, ability, or action that Place a Bravery Token on any
will help to increase the power of your Household.
Knight
Power Dice - These are different colors than attack dice. Players
must unlock the spots to roll these dice in the joust. (Advanced
Game)
Gain a dice. The picture may show
a solid color dice or multi. If it
Reputation - This is used on the Political Tracks to advance your looks like this one the player can
Political Influence over the different Political Characters. The chose the color. If it is sold then the
more influence you gain in each area will increase the power of player must take the color of the
your worker force and unlock perks.
dice.
Sack - This removes the card or dice from the game.

3
Setting the Field
Base Game Set Up
1. Place the five Political Cards onto the
Field as shown in Figure 1.
Figure 1
2. Place the Political Influence Markers
down onto each of the Political Cards in
the starting location as shown in figure 2.

Figure 2 2
3. Place the “Rounds of Play” card onto the
4
Field as shown in Figure 1.

4. Take the Enhancement Cards and Shuf-


fle them and place them face down onto
the Field next to the Political Cards as
shown in Figure 1.

5. Place “The List” card out into the center 3


of the Field as shown in Figure 1.

6. Place the Building cards onto the Field


as shown in Figure 1. 8
7. Place the “Phases of Play” card onto the
Field as shown in Figure 1.

8. Finaly take the Status cards and place


them on either side of the Field as shown
in Figure 1.

4
Advanced Game
8 Leading a Household can take you to many
different location throughout the Kingdom to
joust. In Kingswood there are many jousting
sites. To represent this you may chose to place
different buildings out onto the field of play.
the five buildings in the base set up MUST
always be used.
6 Basic Buildings:
The Field House
The Knight’s Hall
The Marshall’s Office
The Academy
5 The Royal Office

It is recommended that new Lords and Ladies


try the basic field of play out first and then
once those buildings are known to them, they
can place more advanced buildings on the
field. Each new building added can change
the game and add more depth of play and
many more strategic choices.

Taking Workers
7 A Household leader will have workers at their
disposal to do their bidding. As a leader you
are terribly busy planning for your upcom-
ing joust and of course you have to consider
what the King’s Court thinks of you and your
Household of Knights. Your workers are then
so that you can continue to focus on the finer
Five Base Buildings = things.

Each leader will take three workers at the


Seven Buildings = start of the game, if you are jousting on a
basic field. It should be noted that for every
Nine Buildings = two buildings that are added to the five basic
buildings the starting worker count goes up as
shown in Figure 3.
Elven Buildings =
Figure 3
5
Leading a Household Dice Pool
As a Lord or Lady you will need to assemble a House- Your Household will come with four dice, two White
hold of Knights. To do this you need to start a House- Dice and two Green Dice. However there are 7 empty
hold. In the kingdom there are many Households but slots in the Dice Pool to give room so the players may
there are two that have been past onto many different collect dice to add to their Pool. When a players earns
leaders. These households are: a dice through game play it will need to be added to
the dice pool as shown in Figure 4.
House Bloodguard House Echelon

Once you have chosen your Household you must take


the Household card that matches the Household you
have choosen.
Placethe Dice Count-
Anatomy of a House Card er down onto the next
empty slot.

A B C D

Take a dice from the


community dice pile
that matches the count-
er to place on top of it.
Figure 4
You have just increased your Dice Pool by one white
dice. In the Planning Phase you may move this dice
out onto a Bravery Token or onto an Equipment Card.

Dice Counters
E F
A. Crest - The Household symbol that represents the
Household Dice Counters are used to show what dice are choosen
B. Name - name of the Household. in a given situation or what dice has been added to a
C. Bravery Token Collection - when a player gains leaders pool. Dice Counters are two sided. When using
Bravery Tokens they will be placed here. Dice Counters to repesent choices made or dice earned
D. Dice Pool - along with the starting dice shown, always place the counter down with the color of the
when a player gains dice they will be placed here. dice gained facing up.
E. Dice Hits - player aid to remind the player of the
whats number score hits on dice.
F. Promotion Perk - if a player can Promote all three
Knights they fill this space by choosing any color dice.

6
Tracking Crowns
Anatomy of a Status Card When a leader earns a King’s Crown this will be
tracked on the Status Tracking Card. This is where you
get to make the desision of continuing in a track that
A B C D you have already started or you can begin a new track.
When a Crown is gained it may be added to any track
that has not yet been completed as shown in Figure 5.

Figure 5
Once you have earned enough Crowns to advance to
the final spot on a track you will gain the Perk shown.

Status Card Perks


The Perks located on the Status card are benifits that
are awarded one time. There are five Perks on the Base
Game Status Cards.
E F G H
Add a dice any color to your
A. House Advancement - used to track the House Ad-
Dice Pool.
vancements with King’s Crowns (Advanced Game).
B. Perk - when the end of the track is reached this is
the perk that is gained. Add five Morale to your House-
C. Knight Promotion - used to track the Knight Pro- hold Morale track.
motions.
E. Reputation - this is used to track the gain and lose Add a Bravery Token to any
of Reputation during game play. Knight on the field.
F. Morale - this is used to track the gain and lose of
Morale during game play. Choose a face up Imbuement.
G. Starting Morale - this is the starting Morale for you (Advanced Game)
household.
H. Hand Limit - this will track your growth for your Choose a Squire Upgrade to
hand limit. place on a Squire. (Advanced
Game)
Tracking Your Progress In the future you may see different Perks offered on
Status cards. This is to give the leaders more choice
Though out the game leaders will need to track the in how they can grow and expand their House-
growth and progress of their Household. This will be hold. Which ever Status card is choosen will be used
done on a Status Tracking Card. The Morale will be throughout the entire game.
tracked with a red cube. All of the other areas will be
tracked with black cubes.

7
Choosing Knights Anatomy of a Knight
First things first, when a Lord or Lady becomes
Knighted they must choose a Code to represent them. A B C D E F
There are five Codes to pick from. This is not a desi-
cion that is to be taken lightly. Codes represent differ-
ent quailites that a Knight may have. The Knight may
feel that a certain Code best fits their belifies and moral
fiber.

The five Codes are:

Truth Humility Conviction Righteous Discipline

Once a Knight joins a Code they belong to it for life.


As a leader of a Household you may choose any three
Knights you wish. The only rule as a leader is that your
Knights must all come from a different Household.
So you may not field more than one Knight from any
single Household. G H I J K
A. Favor Actions - These are the Favor Actions this
Knight can choose from during the joust.
B. Seal - This is the icon of the Code this Knight be-
longs to.
C. Code Name - This is the name of the Code the
Knight belongs to.
D. Squire Attachment - This is where players will
attach a Squire to a Knight to gain their powers.
E. Crown Track - This track lets the player know how
the number they need to beat when scoring their pip
count.
F. Bravery Token Slot - This is where players will place
the Bravery Tokens when played to a Knight starting
from the top and working down.
G. Fealty Dice - This is where players will place the
Black Fealty Dice.
H. Ability Card Location - This is where players will
place the Ability Card during the Planning Phase.
I. Power Dice - This is where players will place Power
Dice. (Advanced Game)
J. Equipment Attachment - This is where a player will
attach an Equipment Card.
K. Name - This is the name of the Knight.

8
Knights also practice basic manuvers and standard
Knight Abilities jousting techniques. When jousting the Households
will agree on 24 of these basic Abilities that will form
the Ability Deck. This is a shared deck between the two
Knights work their entire lives to hone their skills and Households and each round both Household leaders
abilities. When you choose a Knight he or she will have will draw from this Ability Deck.
abilites they have practiced that other Knights in the
kingdom have not. This means that each Knight will
come with two special Advanced Abilities.

If each Knight brings their two special Advanced


Abilities then as a leader you will have a total of six
Advanced Abilities, two from each Knight. Leaders
will take the six Advanced Abilities and shuffle them
together forming the Advanced Abilitiy Deck. This
Advanced Ability Deck will be used only by that leader
and will provide special powers that your rival will not
have access to.
Back of Standard Ability Card

Back of Advanced Ability Card


Advanced Abilities will have the flag in the bottom left Front of Standard Ability Card
hand corrner of the card on the back. on the front of
the card there is a horse and the word “Advanced” in Once you have choosen your Knights and assembled
the bottom right hand corrne of the card. your Advanced Ability Deck and the Standard Ability
Deck, you will need to take the Jousting Tokens that
match your Knights.

Front of Advanced Ability Card Each Knight will come with a two sided Jousting
Token. The picture on the face of the token needs to
match the Knights you will have on the field.

9
Bravery Tokens Placing Bravery Tokens
Leaders can aquire Bravery Tokens in many differ- In the begingin of a joust Knights will be relatively
ent ways during a jousting compitision. The import- close in their bravery. However, based on their ability
ant thing to know is that the more Bravery Tokens a to joust and the growth of your Hosehold Knight will
Knight has, the more dice they can roll. grow in their Bravery to become powerful and strong.

A Bravery Token once gained will be placed onto the Each Household should now have four Bravery Tokens
Household Card in the Bravery Token holding area as in the Bravery Token Collection location. As a leader
shown in Figure 6. you have an opprotunity before the Jousting Match
begins to assisgn each knight a single Bravery Token.

Leaders will take three of the Bravery Tokens from the


collection location and place a single Bravery Token
on each Knight in the upper right hand corner of the
Knight Card as shown in Figure 7. This represente the
starting bravery and dice allocation for this Knight.

Figure 6
This is a collection point for Bravery Tokens that are
gained by your Household. All Bravery Tokens once
gained move to this collection point until they are
assigned to a Knight.

At the begining of the game each leader will place four


Bravery Tokens on the holding area of the Household
Card. This represents the starting pool of Bravery
Tokens for the Household. You will learn more about
Bravery Tokens in the Jousting Section of this manual.

Figure 7
Perks Gained
When a player places a Bravery Token on a slot that
has an icon, the Perk is gained immediately. The action
of the Perk will be carried out. Because Bravery Tokens
can be placed in different phases of the game it is im-
portant to complete the icon action as this may effect
other choices made and result of game play.

10
As a leader it is important that you consider careful-
Morale ly the placement of Bravery Tokens in how it relates
to Morale. When you place the a Bravery Token the
Now that you have placed the Bravery Tokens onto Morale of your Household will rise in the following
your Knights you will need to adjust the starting Mo- fashion:
rale for your Household. What is Morale you ask? Well
listen up because Morale is important to the livelyhood 1st White Bravery Token placed
of your Household. If your Household has no Mo- on a Knight will earn three Mo-
rale your Knights will lose their will to joust and your rale. 2nd White Bravery Token
hopes of becoming a King’s Champion will be lost. placed on the same Knight will
earn two Morale. 3rd White
The Household Morale is the lifeblood of the House- Bravery Token placed will earn
hold and all the Knight you field will contribute to one Morale. Any White Bravery
the gain or loss of Morale. Their is a direct tie in with Tokens placed after this will have
Bravery Tokens and Morale. When a Bravery Token is no effect if placed on the same
placed onto a Knight he becomes braver, this in turn Knight.
creates Morale for your household and this will help to
rally the other Knights in your Household as a group.
1st Green Bravery Token placed
The first time a Bravery Token is placed onto a Knight on a Knight will earn two Morale.
they will gain the greatest amount of Morale for that 2nd Bravery Token placed on the
color of token. Each time a Bravery Token of the same same Knight will earn one Mo-
color is placed onto a Knight after thet first oner they rale. Any Green Bravery Tokens
gain less Morale for the Household, so stacking Brav- placed after this will have no effect
ery Tokens of the same color on a single Knight can if placed on the same Knight.
limit the amout of Morale that Knight will contribute
to the collective household Morale. 1st Red Bravery Token placed on
a Knight will earn one Morale.
The base Morale for any Household is twelve Morale. Any Red Bravery Tokens placed
Before any morale is added to the Household for brav- after this will have no effect if
ery Tokens placed make sure the red Morale marker placed on the same Knight.
is located on space twelve in the morale Track on your
player Status Card as shown in Figure 8.
Now that you have placed one Bravery Token on each
of your three Knights you can adjust the Morale of
your Household based on the information given above.

Example - As a leader you have placed one White


Bravery Token on a Knight and the two Green Bravery
Tokens on the other two Knights in your tableau. You
will adjust your Morale up a total of seven numbers.
You should have a total of 19 Morale now after the
adjustment.

Figure 8

11
The Rest of the Field Winning The Game
Place the left over dice in a pile of to the side, this will To win you must break the Morale of your rival. If a
be the community draw pile. Place the Dice Counters player loses all of their Morale they no longer have the
and Panic Tokens off the side. will to Joust. If both players still have Morale by the
end of the 6th round, then the player with the most
Thake the remaining Bravery Tokens after removing Morale is the King’s Champion.
the starting value for each Household, and place them
into the Cloth Bag provided. If there is a tie for Morale, then the player with the
most Knights promoted will be the winner. If the play-
Initiative ers are still tied then the Most Reputation spent on the
Initiative is an important aspect of the game. Each Political tracks combined is the winner. If the players
round the initiative will pass back and forth between are still tied after this, then the game is declared a tie.
the players. The player with initiative will take their ac-
tions first throughout the round in the Phases of Play.

Example - The Leader playing House Bloodguard has


initiative this round and they will get to draw cards
first in the Draw Phase. This player will also get to go
first in the Worker Phase. in the Enoblement Phase this
player will get to draw Bravery Tokens first and com-
plete their spending of Reputation first.

Game Play
Over the course of the game you will get to choose
how to progress your household and your Knights. As
a leader of the Household these choices will be made
during the five Phases of play.

Draw Phase
Worker Phase
Planning Phase
Jousting Phase
Enoblement Phase

To the Field........
12
Enhancement Cards
Draw Phase Enhancement Cards are not carried over from round
to round. you will draw one for free each round. How-
In the Draw Phase Household leaders will each draw ever, you may gain more Enhancement Cards through
cards to grow their Household and to gain abilities use of workers of unlocking Perks. This will give you
to use in the Joust. Players will draw card in initiative greater choice during the round. but at the end of the
order. round any Enhancement Cards not played must be
discarded.
1. Draw one Enhancement Card from the Enhance-
ment Draw Deck. Rule Exception
If you unlock at the end of the round by plac-
2. Draw Ability Card upto your hand limit. Remeber ing a Bravery Token you may keep this Enhancement
that the Standard Ability Deck is shared between the Card and bring it into the next round of play. This is
players and will be recycled over the course of the the only exception to the rule.
game.

In the first round of play and you will not have any Ad-
vanced Ability Cards in your hand, however in subse-
quent rounds you may have Advanced Ability Cards in
your hand and this will count against your hand limit.
Your hand limit at the start of the game is four cards.
This may be be increased though game play.

At the end of the round all of your Standard Ability


Cards will be discard into a shared discard pile. Play-
ers will retain any Advanced Ability Cards that were
not played and carry them into the next round of the
game. This is the hand management aspect of the game
and can be very important down the road.

Anatomy of an Enhancement Card

F
A A. Free Dice - this will give the Knight a free dice to
place on a Bravery Token.
B. Squire Reroll - in the Joust if activated the player
may reroll dice that match the color shown.
B C. Name - name of the Equipement
G D. Free Bravery Token - this will earn the Knight a
free Bravery Token spot.
E. Imbuement - this is where you will place an Imbue-
C ment (Advanced Game).
F. Title - Squire Title
G. Name - name of the Squire
D H. Worker Location - this is where you will eed to
place a worker if used as Equipement.
E H
13
Worker Phase Anatomy of a Building Card
The player with initiative will go first. Players will take A B
turns placing workers to take actions until all workers
have been placed or both players pass.

The amount of workers needed is different for each


type of shield shown in Figure 9. When a player places
the required amount of workers needed to fulfill the
cost, than they are able to take the action immediately.
Some locations can have passive abilities that will acti-
vate later in the round.

C
A. Worker Location - this is a worker location. Echa
location as a symbol or symbols to repersent what
action the player takes.
B. Title - name of the Building
C. Cost - this is the cost in workers that must be paid
to take this location.

Figure 9 Base Buildings


Once a location has been claimed by a player their ri-
val may not take that location, Each shield on the card
represents a loction where workers can be placed. In
some cases there are more than one location with the
same cost or in the same line.

Important!
it is important to remeber that if you plan
to use an Enhancement as a piece of Equip-
ment you will need to set asided a worker
and pass to your rival player will one worker
left. In the planning Phase you will need
to place that worker with the card on your Place a White Bravery Token on any
Knight. Knight and advance one space on the
Chamberlin Track.

14
Place a Green Bravery Token on any
Knight and advance one space on the
Steward Track.

Place a Red Bravery Token on any Knight


and advance one space on the Baroness
Track.

Draw a Bravery Token from the bag. Place


two Bravery Tokens on any single Knight
or two different Knights.

Draw a Standard Ability Card and add it


to your hand. You may exceed the hand
limit through the end of the round.

Draw an Advanced Ability Card and add


it to your hand, will count against your
hand limit as the start of the next round.

Draw two Standard Ability Cards and add


them to your hand. You may exceed the
hand limit through the end of the round.

Draw two Standard Ability Cards and add


Place a White Bravery Token on any them to your hand. You may exceed the
Knight and advance one space on the hand limit through the end of the round.
Chamberlin Track. Draw an Advanced Ability Card and add
it to your hand, will count against your
Place a White Bravery Token on any hand limit at the start of the next round.
Knight and advance one space on the
Chamberlin Track. Draw two Standard Ability Cards and add
them to your hand. You may exceed the
Place a Green Bravery Token on any hand limit through the end of the round.
Knight and advance one space on the Draw two Advanced Ability Cards and
Steward Track. add them to your hand, will count against
your hand limit at the start of the next
Place a Red Bravery Token on any Knight round.
and advance one space on the Baroness
Track.

Draw a Bravery Token from the bag. Place


two Bravery Tokens on any single Knight
or two different Knights.

15
Draw an Enchancement Card. Must be Advance a Political Influence Marker one
discard at the end of the round if not used. space on any track.

Advance a Political Influence Marker two


Draw two Enchancement Cards. They spaces on the Chamberlin’s Track.
must be discard at the end of the round if
not used.
Advance a Political Influence Marker two
Place an Enhancement Card onto a Knight spaces on the Duke’s Track.
during the Worker Phase. You still get to
place one in the Planning Phase. Advance a Political Influence Marker
three spaces on the Steward’s Track.
Draw two Enchancement Cards. They
must be discard at the end of the round
if not used. Place an Enhancement Card Advance a Political Influence Marker two
onto a Knight during the Worker Phase. spaces on the Steward’s Track.
You still get to place one in the Planning
Phase. Advance a Political Influence Marker four
spaces on the Baroness’ Track

Advance a Political Influence Marker


three spaces on the Baroness’ Track

Advance a Political Influence Marker five


spaces on the Duke’s Track

Advance a Political Influence Marker


three spaces on the Duke’s Track

Advance a Political Influence Marker five


spaces on any track.

16
Planning Phase Place the card under
the Knight Card and
In the Planning Phase, players will simultaneously plan place a dice on to the
and prepare their Knights for the coming joust. players “Take Dice” symbol as
will have to make several choices in this phase. shown in Figure 11

-Place one Enhancement Card


-Place an Ability Card on each Knight
-Choose a Favor Action
-Place Dice on your Knights
-Set the Order of the Joust

Placing an Enhancement Card


Enhancement cards can be played in two ways. You
may play it as a Squire or as Equipment. It is up to you
to choose how this card will be played. You may NOT
hold Enhancements Cards from round to round. At
the end of the round you MUST discard all unused Figure 11
Enhancement Cards. Enhancement Cards can be re-
moved from a Knight if the Armory is taken as a build-
ing. If you are not using the Armory then there is no
way to remove the Enhancement Card one it is played.

Placing as a Squire
If you chose to use the card as a Squire then you will
slide the card under the top of the Knight. This will
expose only the top half of the card. The Squire side
of the card will provide that Knight with an additional
dice. This additional dice may be moved down onto
the Knight if there is an empty Bravery Token Slot. The
Squire will have a single color or multi-color dice in
the take location. This gives the player the option to
lock the Squire dice to the color they chose for the re-
mainder of the game. The player MUST lock this color Squire Reroll:
at the time the Squire card is played if the dice is multi In the basic game the player must place a worker on
colored as Shown in Figure 10. the reroll action itself in the Worker Phase to take ad-
vantage of the reroll ability of the squire.

Dice form the Squire can only be moved down to a


Bravery Token on the same Knight. You may NOT
Figure 10 move the dice to a different Knight.

17
Placing as Equipment
The equipment side of the card will slide under the
bottom and will give that Knight more slots to place
dice. Equipment Cards have a built in Bravery To-
ken Slot and like the Squire side of the card this dice
location can be a fixed single color or there may be
a choice for the player. If the dice has more that one
color showing than the player may choose which color
dice to play in this slot in the Planning Phase. This can
change each round if the player wanted.

Knight Allowences
Knight Vanguard - This class of Knight may have one
Squire and one pice of Equipment.

Knight Crusader - This class of Knight may have one


Squire and two pieces of Equipment. The Equipment
must be different.

Each equipment card has a type Weapon, Shield or


Armor. You may never have more than one type on a
Knight. This means that if you have two Enhancement
cards played as equipment they cannot both be from
the same type of equipment if they are place on the
same Knight.

When you play an Enhancement card as equipment


you also must place a worker on the Bronze shield in
the bottom right hand corner of the card. This worker
will maintain the equipment for that Knight. As long as
the equipment is attached to the Knight you must have
a worker on the card.

Place a worker from


your worker pool when
placing an Enhancement
Card as Equipment. Important!
Make sure you save a Squires
worker in the Work- Squires allow the player to earn dice for a
er Placement Phase if Knight, but they need a Bravery Token slot or
you are placing an Equipment card slot that matches them to
a an Equipment be rolled in a Joust Roll.
Card this round as
shown in Figure 12. Equipment
Equipment earns a spot to place dice that you
have already in your pool or on a Squire. The
Figure 12 dice locked into that spot must match the
location you are locking it to.

18
Chosing Favor Actions Placing Ability Cards
Each round players will assign one favor action to During the Planning Phase players are able to place
each Knight that they are jousting during the planning a Standard Ability or an Advanced Ability card on a
phase. In the Jousting Phase each Knight will activate Knight. Each Knight may only have one Ability card
the Favor Action they chose in the Planning Phase. played upon them for use in the Jousting Phase. In the
Knights will have access to some Favor Actions at the Jousting Phase Ability Cards are revealed at the time
beginning of the game and once they promote they that Knight enters their Joust. Ability Cards will affect
will have access to more or different actions. the Joust based on the text on the card. Some of the
cards will effect things before the joust and will will ef-
To show which Favor Action you are taking you will fect things during the joust and some will effect things
use the purple cube and set it next to the Favor action after the joust.
you chose. Once you move out of the Planning Phase
you may not change the Favor Action you chose for Standard Ability Cards
your Knights. If a Knight is Panicked they may not use Standard Ability Cards are drawn from the center pile
a Favor Action for that round. A Knight will only be each round until the center pile is exhausted of cards.
Panicked for a single round. A Knight may be Pan- After cards are used that are discarded into a combined
icked for a following round if the conditions are met in pile as well. When the draw pile is empty, the discard
the current jousting Phase. pile should be flipped over and shuffled for reuse,

Advanced Ability Cards


After you play an Advanced Ability Card it will be
Favor Action Icons sacked from the game. This mean you may only use
an Advanced Ability one time during game play. You
Block: Block one hit, reduce a critical hit
may hold Advanced Ability Cards in your hand from
from counting as two hits to one hit and
round to round up to your hand limit. However, by
renders the Knight Calm.
having Advanced Ability Cards in your hand, this will
Ruse: Lowers the number needed to score count against your draw of Standard Ability Cards in
a hit on all your dice. Example: white dice the Draw Phase. You can increase the amount of card
would hit on a 5 instead of a 6. you can hols and Draw by increasing your hand limit
Heros Fate: You may reroll any number of through Perks.
your dice any color one time. This stacks
with other reolls such as the Squire Reroll.
Mark of the Church: Gain one Morale. You
may convert any hits you score into Morale
if you are under 15 Morale.
Hit: Score plus 1 hit on your joust roll. This
hit can be blocked and stacks with any other
Hits scored that roll.
Targeting: You may preset one of your dice
to result of your choice. You may not use
this ability on the Fealty Dice (black dice). Important!
King’s Crown: Gain a King’s Crown that
You may only place ONE Ability card
you may use on the the Promotion or
per Knight. You may choose a Stan-
Knight Advancement Tracks.
dard Ability or an Advanced Ability.

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Placing Dice Setting the order of the Joust is an important step in
When a leader places dice on Knights you are limited the Plnning Phase and should not be over looked.
by the Bravery Tokens that are on the Knights. You
may also place diece onto the Equipment if the Knight
has any.

Dice from the players Dice Pool will be distributed


across all three Knights on to the Bravery Token loca-
tions as shown in Figure 13. There is no limit to how
many dice a single Knight can have as long as there is
a Bravery Token or Equipment piece on thet Knight
to place the dice onto. Dice that are placed during the
Figure 14
Planning Phase will be rolled for that Knight in the
Jousting Phase of the round.
Jousting Phase
Figure 13 In the Jousting Phase players will roll dice and use
abilities to attempt to damage the Morale of their rival.
Each Knight will be completely resolved before moving
onto the next Knight in the Joust.

Jousting Phase Tasks


1. Reveal the Jousting Tokens for Joust 1 on “The List”
card. Do this by turning over your Jousting Token.
2. Reveal the Standard Ability or Advanced Ability that
you placed on this Knight.
3. If the Ability must be resolved before the joust roll
resolve those abilities.
4. Resolve the Favor Action that was taken in the Plan-
ning Phase.
5. Roll the dice
6. Apply abilities and rerolls
Chosing the Jousting Order 7. Resolve the dice rolls
It is recommended that this be the last step in the Plan- 8. Score the rolled results
ning Phase though you may do the steps in any order
you chose. Making this the last step is helpful as all Attack Dice Scores
your other planning is done and you have a better idea White Dice:
of how you want the order of your Knights to go. The 1-5 Reputation
order is important as some Knights might have more 6 Hit
dice or better Abilities and you may wish to open with
these knights or save your best knight for last. Green Dice:
1-4 Reputation
Each of your Knights has a Jousting Token. Place these 5-6 Hit
tokens down onto the List Card in the same order you
want them to joust as shown in Figure 14. Place the Red Dice
tokens on the board face down so that your rival does 1-3 Reputation
not know the order of your Knights. 4-5 Hit
6 Critical Hit, counts as two hits.
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Fealty Dice Pip Track
Black Dice (Fealty Dice):
1 - 4 Reputation
5 Hit
6 Aftershock

Power Dice
Power Dice are used in the Advanced Game. Rules for
Power Dice vary based on the building that they come
from. please refer the the expansion rules for that
building for how the different Power Dice will work.

Important!
Anytime you roll a number which is Reputa-
tion you will collect 1 Reputation for the dice.
For a Knight Set up like this you would get to roll two
Example: If you rolled a 3 on a White Dice dice. This would be a tipical roll in the first turn of the
you would get 1 Reputation for the roll and game. Rolling a Green and a Black dice.
would move the cube on the Reputation
Track located on the Status Track Card in Example - This Knight has one Bravery Token on it.
your tableau 1 space to the right increasing Looking at the Pip Track you would go to the first box
the number by 1. in the track which shows the number 5. Fore each
bravery Token on the Knight you would advance to the
next box down on the track. With a total pip count of
10 for the roll, this would exceed the number needed
Pip Count and King’s Crowns to beat which is a 5.
Crowns are earned during the Joust and through Favor
Actions. The primary way to earn a King’s Crown is
from rolling your dice during the joust. Just to the left
hand side of the empty Bravery Token spots is the pip Anytime you earn a Crown you will get to advance one
count total needed based on the number of Bravery space on a Crown Track. You may have any number of
Tokens that are on the Knight card. There are five box- tracks started and you do not need to complete a track
es for the pip count. to start a new one. You will continue to advance on
the crown tracks until you reach the end with the gold
The number in the box is the number that the player shield.
needs to beat when rolling their Jousting dice in order
When you reach the gold shield you
to gain a King’s Crown. The player will add the pips on
may take the Perk and the track is now
all dice into one number giving the player a total pip
exhausted and you may not score on the
count of the dice rolled. If the number rolled is high-
track again.
er than the number in the box the player will earn a
King’s Crown for this joust.

All dice rolled in the Joust will be added towards the It would take 6 crowns to advance to the end of this
pip count. If you have a dice added to a joust through track and collect the Perk of adding 5 morale to your
Equipment, through an ability or a worker placement Household Morale.
spot then the player gets the benefit of having a chance
to roll a higher number with added dice but the num-
ber needed will remain the same based on the number
of Bravery Tokens on the Knight.
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Kinght Promotion Once a track on the Knight Promotion side of the
On the top half of the card there are two side to the card has been completed the player may Promote any
Status Card Knight on the Field. The player will trun the Knight
Card over to show the promoted side of the card. The
Knight will retain all of the Bravery Tokens and (Power
Dice locations Advanced Game)

The knight will also gain the Perk shown at the end
of the track. In Figure 15 you can see that this is plus
5 Morale and the player would add 5 Morale to the
Morale total.

Figure 15

Ennoblement Phase
In this phase players will upgrade their Knights and
The Knight card has two sides to it. The starting side
spend Reputation earned during the Jousting Phase of
or Knight Vanguard and the promoted side or Knight
play in player order. Remeber that player initative is
Crusader. The Knight will grow in power once they are
still used for this phase as well.
promoted and not only will they have more Bravery
Token slots they will also gain more favor actions and
Collect Bravery Tokens
will have some new unlockable actions.
Players will draw Bravery Tokens from the Bravery
Token bag in the following manner:
Knight Vanguard – Tan Seal
This class of Knight may have one Squire and one piece
1 Knight scored at least 1 hit = Draw 1 Bravery Token
of Equipment. Equipment must also have a one worker
and keep it
placed upon the card when played in the bottom right
2 Knights scored at least 1 hit = Draw 2 Bravery Token
hand corner of the card.
and keep 1
3 Knights scored at least 1 hit = Draw 3 Bravery Token
Knight Crusader – Gold Seal
and keep 1
This class of Knight may have one Squire and two
if none of your Knights scored a hit then you do not
pieces of Equipment. The Equipment must be different
get to draw any Bravery Tokens
types. Equipment must also have a one worker placed
upon the card when played in the bottom right hand
Placing bravery Tokens
corner of the card.
When a player gains Bravery Tokens they will add it
to the Bravery Token holding location on the player
Knight are promoted in the Ennoblement Phase of the
house card as shown in Figure 16. Players may only
game. If you max a Crwon line the Perk will not be
Place Bravery Tokens onto Knights through worker lo-
taken until the Ennoblement Phase.
cations, powers gained, or unlocked during game play.

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Once a track is completed meaning you have gone
all the way to the end of the track, the track will be
considered completed and you can not redo the same
track.

Figure 16

If you are able to promote all three of your Knights


during the game you will unlock the extra dice space
on the bottom of the household card. You will then get
to take this Perk by choosing a dice of your choice to
fill this spot. Figure 17

Advanced Game
In an advanced game you may unlock a House Ad-
vancement. Each of these tracks may only be com-
pleted one time. If you complete of these track you
will take the Perk the comes with that track. if you are
playing a base game ignore the left side of the card. it
will require the Armory to play with these tracks.

Ending a Round
1. Double check to make sure all the proper cards have
Figure 17 been sacked or discarded.
Spending Reputation 2. Flip the round marker to show the oppisite player
Players will spend Reputation on the Political Influ- will now go first and advance it to the next round. in
ence tracks. Each space on the Influence track cost one an Advanced Game reveal the next two Imbuements
Reputation per box. If advancing your token on a in- 3. Move the Phase marker back to the top of the card.
fluence track unlocks a Perk, Dice or Worker, you will
gain the benefit immediately and resolve the action. If The game will continue until you reach the end of the
you do not spend all of your earned Reputation that sixth round or a player loses all of their Morale.
round you may keep it for the following round howev-
er, you may never gain more that twelve Reputation.

One Reputation will allow you to move forward on


any of the five tracks one space. You may spend your
Reputation in any fashion that you chose. meaining
you can spean it all on one track or you may break it
up between several tracks.
23
Game Design - Jason Washburn and Mike Wilster
Game Development - Jason Washburn, Jason Hancock,
and Jason Schneider
Illustrations - Rebecca Barnes
Graphic Design - Jason Washburn
Editor - Lisa Washburn and Jason Hancock
Publisher - Talon Strikes Studios

Copyright 2016 Talon Strikes Studios, LLC all right


reserved. No part of this product may be reproduced
without specific permission. King’s Champion, Talon
Strikes Studios, and the King’s Champion logo are
trademarks of Talon Strikes Studios, LLC.

Talonstrikes.com

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