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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
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.
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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
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Field as shown in Figure 1.
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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
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.
A B C D
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.
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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.
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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.
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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.
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.
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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.
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.
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.
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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.
Figure 8
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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.
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........
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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.
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
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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.
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.
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.
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Place a Green Bravery Token on any
Knight and advance one space on the
Steward Track.
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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.
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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
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.
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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.
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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,
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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.
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
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.
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