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Warrior Knights rules summary

Object: Each player controls four nobles who lead armies against the other players. Victory is measured in the form of influence, which is gained primarily by capturing and controlling cities. The player with the most influence when the influence pool runs out wins the game. Terms: Baron each player is a Baron in the game. Army a group of troops assigned to one Noble or an unassigned group of troops at a Stronghold. Kingdom area/city any area or city except for those at the top of the board. Overseas area/city the six areas and cities at the top of the board. Fate Cards: If a specific random result is needed, keep drawing until the required result is drawn. Fate cards are discarded face down to the bottom of the Fate deck. Setup: Shuffle the Neutral Action, Agenda, Mercenary, Fate, and Event decks. Move the top Event card to the bottom of that deck. Place 10 Influence per player into the Influence pool area. Place a plastic city piece on each city. Using the Fate deck, randomly raze 11/7/5/3/0 Kingdom cities (removing the plastic city pieces from the board) based on 2/3/4/5/6 players. Each player takes the stronghold card, stronghold marker, Nobles, Noble cards, Action cards, control markers, and Baron markers of his chosen color. Give each Baron 15 crowns. Using the Fate deck, randomly choose one player to be Chairman of the Assembly. Using the Fate deck, randomly choose a different player to be Head of the Church. In addition to the four Regular Troop cards of his color, each Baron receives one random 50 Mercenary Troop card and one random 100 Mercenary Troop card using the Fate deck. Each Baron assigns all of his Troop cards to his Noble cards and/or his stronghold card. You are not required to assign troops to each Noble or to your stronghold. Reshuffle the Fate and Mercenary decks. Reveal a number of Mercenary cards equal to one more than the number of Barons. Reveal the top three Agenda cards. Starting with the Chairman and proceeding clockwise, each Baron places his stronghold marker in any Kingdom area that does not contain a plastic city piece or another Barons stronghold. In a 2- or 3-player game, strongholds may not be placed in any area on the outer row or column of the Kingdom map (i.e., you can only set up in the 16 central areas). Starting with the last player to place a stronghold and proceeding counter-clockwise, Barons take turns placing one Noble who has been assigned troops in any Kingdom area that does not contain another Barons Noble or stronghold. You may place your Nobles in the same area as your stronghold or other Nobles you control.

Game Rounds: Each game round has three phases: Planning, Actions, and Upkeep. During the Actions phase, one or more of the special phases may take place: Taxation, Assembly, Wages, and the Mercenary Draft. Phase 1 Planning: Shuffle the eight Neutral Action cards and deal two face down into each Action card area. The remaining two cards are set aside, face down. Each Baron chooses six Action cards and places two face down into each Action card area. Once ready, shuffle each of the three Action card stacks separately. After the first game round, if a Baron is unable or unwilling to place two Action cards into each Action card area, he may place fewer than two cards in each area. Phase 2 Actions: Starting with the first Action card area and moving to the second and third areas as each area is finished, turn over the top card and resolve it. Once resolved, each card is placed in the Special Phase area that matches the color on the bottom of the card [EXC: Versatile Action returns to the owner, Serve the Church is placed in any area of the Barons choice, and Mobilize Forces is placed according to how it is used]. A Baron may decline to carry out the action on his card, but the card is still placed in one of the Special Phase areas. Neutral Action cards are returned to their pile after being resolved. Triggering a Special Phase: The Taxation, Assembly, and Wages special phases are each triggered when the number of cards in their respective areas is equal to twice the number of players. The Mercenary Draft special phase is triggered when the number of Baron markers on the Mercenary Track is equal to one more than the number of players. Once triggered, the entire special phase is carried out before the next Action card is revealed. Once the special phase is completed, return the cards or markers to their owners. Phase 3 Upkeep: Perform the following steps: 1. Check for Victory if a Baron controls more than half of the unrazed Kingdom cities, he immediately wins the game. In a 2-player game, a player instead wins immediately if he controls 5 cities in this step. 2. Gain Influence each Baron receives 1 Influence for each city he controls that is not under siege [EXC: he gains no Influence if his stronghold is not currently on the board]. If the Influence pool is emptied, use extra Influence to finish paying each Baron. The game will end at the end of this Upkeep phase if the pool is emptied. 3. Revolts each Baron draws a Fate card for each city he controls that does not have one of his Nobles in the same area. Each city that draws a Revolt result becomes neutral (removing the Barons control marker) unless that Baron pays one Faith or twice the citys income in crowns. 4. Sea Movement Arrivals all Nobles traveling by sea are placed in their destination areas. 5. Refresh Nobles flip all exhausted Noble cards. 6. Return Nobles to the Board starting with the Chairman, troops can be transferred between Nobles in the same area and Nobles can be brought into play.

Baron Action Cards: Levy Taxes you gain one crown for each area (Kingdom or overseas) that you have one or more nobles (up to one crown per area). Nobles on a port icon do not count. Draft Soldiers place one of your Baron markers on any available space on the Mercenary Track. You may not place a marker on a space whose number is higher than the number of players. If the placement of the Baron marker and the Draft Soldiers card into the Wages area causes both special phases to be triggered, carry out the Wages special phase first. Rally Support you gain 2 Votes. If this gives you more Votes than any other Baron, you become Chairman of the Assembly. This is the only time that the Chairman can change hands other than via a few Agenda and Event cards (meaning you keep it even if you later have less Votes than another Baron). Serve the Church you gain 1 Faith. If this gives you more Faith than any other Baron, you become Head of the Church. This is the only time that the Head of the Church can change hands other than via a few Agenda and Event cards (meaning you keep it even if you later have less Faith than another Baron). Mobilize Forces you may choose one area and move one or more unexhausted Nobles into the area, start a battle in the area, or do both. You can move a Noble into an area with another unexhausted Noble and then have both enter a battle. All used Nobles become exhausted after this action. Place the card in Wages if only used to move Nobles, in Assembly if only used to battle, or in your choice of the two if you moved and battled (or did nothing). Versatile Action choose a listed action and then return the card to your hand. If used to start a battle, multiple unexhausted Nobles in the chosen area may be used. If used for the Mercenary Draft, you must pay the listed fee in crowns for the space that you place your Baron marker. Neutral Action Cards: Important Event the Head of the Church chooses a Baron to draw and resolve the top Event card. If it is red (harmful), he must draw it himself unless he pays 1 Faith. If it is green (beneficial), he must choose an opponent unless he pays 1 Faith to draw it himself. Blue Events may target any Baron and it doesnt matter who draws them. Most red Events and some blue Events can be avoided by paying Faith to cancel them, as listed on the cards (but these can only be canceled when the card is played). For blue Events, any Baron(s) may pay. Events that require drawing Fate cards to determine random targets may be canceled after the targets have been determined. Fund Expeditions the Chairman decides whether to start an expedition that is not currently under way. If one is chosen, each player may invest up to 5 crowns accompanied by one of his Baron markers on the expedition, starting with the Chairman. Then the Head of the Church may bless the expedition by placing 1 Faith on it. Place the expedition marker on the 1 space. Move the other expedition markers that are under way down one space. Draw a Fate card for each expedition now on the 3 space. If such an expedition has been blessed, draw a second card and use the better of the two results: No News the expedition stays on the 3 space.

Fleet Lost all investments are lost and the expedition marker is removed. 1x, 2x, 3x, 4x the crowns invested are multiplied. 1x simply breaks even. Upgrade Defenses starting with the Chairman, each Baron may pay to repair or fortify one city that he controls. Multiple breach tokens can be removed from the city. A Barons stronghold can be repaired instead of a city, but not fortified. Muster Troops starting with the Chairman, each Baron may pay to remove casualty tokens from one of his armies. Uncertain Times shuffle the Fate deck. Taxation Special Phase: Each Baron receives income from cities he controls that are not under siege (including the bonus if fortified) and from any concessions he has received from Agenda cards. Wages Special Phase: Starting with the Chairman, each Baron may pay the cost on each of his troop cards, starting with his Regular Troops. This includes troops with Nobles that are currently off board and troops that have casualty tokens. Any Mercenary Troops that not paid are shuffled back into the deck. Regular Troops will not desert the Baron if they are not paid, but the Baron is required to pay as many of them as he can. Casualty tokens remain on the Noble after any Mercenary troops desert meaning the Noble could die if unable to pay enough Mercenaries. Each Baron has a Noble that does not have to pay wages if his troops number less than 450. A Noble with a Maintained Troop office must count these troops when using this special ability. Assembly Special Phase: All Barons that are not banned from the Assembly or prevented from attending due to a charge must attend. 1. Each attending Baron receives one Vote token plus one Vote token for each Kingdom city he controls. Vote tokens are open information to all players until voting starts. 2. If the Chairman is not attending, he must appoint an acting Chairman for this Assembly. 3. Any Private Motions are voted on first. 4. The Chairman decides the order in which the remaining Agendas will be put to vote. 5. Each Agenda is voted on separately. Secretly place your Votes in a closed fist, with your unused Votes hidden in your other hand. All Barons reveal their Votes simultaneously. Starting with the Chairman, each Baron declares how he is casting his Votes. Ties (including if no players revealed Votes) are broken by the Chairman in any way he chooses, regardless of how he voted. Revealed Votes are discarded and the Agendas effect is resolved. 6. After all of the Agendas are voted on, three new Agendas are revealed. Barons keep any Votes they did not use. Private Motions a Baron does not have to be attending the Assembly to propose a Private Motion. A Fate card is drawn to determine a Baron to propose one of the following: A vote to rescind the ban on a Baron who is currently banned from the Assembly. A vote to discard one law, charge, or office currently in effect.

A vote to postpone the Assembly which will end the Assembly and cause the current Agendas to be voted on at the next Assembly. A vote on any one Agenda in the discard pile. Motions the effect is immediately carried out and then discarded. Laws placed face up on the table as an ongoing effect. Charges assigned to a specific Baron. A Baron may only have three charges at a time. If he receives a fourth charge, one of his current three charges must be discarded. Concessions special charges that produce income for the owner in the Taxation phase. Offices assigned to a specific Noble by his Baron when the office is received. Each Noble may only have one office at a time, discarding the old one if a new office is obtained. If a Noble dies, his office is discarded. Maintained Troop offices add their strength to a Nobles army but dont need to be paid in the Wages phase. Barons dont need to attend the Assembly to be assigned a charge or office. A Baron that is banned from the Assembly may refuse a charge or office without further penalty. If an Agenda is passed that a Baron does not want to abide by, he may refuse the decision. If a charge, motion, or office that targets the Baron is refused when passed, it is discarded and the Baron is banned from the Assembly (meaning he cant vote on future Agendas). A law may be refused whenever a Baron is required to comply this also results in banning. A Baron cannot refuse an Assembly decision to withdraw an office or charge from a Baron. Banning lasts the entire game unless reinstated during an Assembly (e.g., by a Private Motion). If reinstated, the Baron can attend future Assemblies, but not the one currently under way. If the Chairman is banned, the Baron with the most Votes becomes the new Chairman (break ties randomly). A banned Baron cannot become the Chairman. In a 2-player game, see page 19 for rules on handling Assembly voting. Mercenary Draft Special Phase: Starting with the Baron whose marker is left-most on the Mercenary Track, players may hire one face up Mercenary Troop card by paying the listed wage. Then remove the Barons marker, even if he cannot or chooses not to hire a Mercenary. If a Baron has multiple markers on the Track, he may hire up to that number of troops of the same nationality at the same time, removing the equal number of his markers from the Track. When hired this way, the multiple troops do not have to be assigned together. Immediately after hiring a Mercenary, it must be assigned to one of the following: A Noble located at your stronghold or one of your non-besieged cities A Noble that is currently off the board Your stronghold (even if besieged) After all markers have been removed, shuffle any unhired Mercenaries into the deck and reveal a number of Mercenaries equal to one more than the number of Barons. Movement: A Noble may move one area or up to three areas if entirely along a road. Mountain borders are impassable. River borders are only passable at a bridge. Nobles may not move through an area containing another Barons Noble or city unless that Baron allows the move. However, a Noble can move through an area containing another Barons stronghold, but no opposing Nobles, without asking permission.

After a Noble has moved and/or attacked, flip his card over to the Exhausted side. Sea Movement a Noble that starts his move in an area with a port may move to any port on the board. Place the Noble on the destination port icon and exhaust him. During the Upkeep phase, he will be placed in the destination area. A Noble on a port icon may not attack or be attacked. Ports are separate from the cities in the same area a razed city doesnt make a port unusable and you dont have to control the city to use the port. At any point during his move, a Noble may receive troops from his stronghold (if he is in that area) or from an unexhausted Noble in the same area. If troops from an army that has casualty tokens are to be received, all of the troops and casualty tokens must be taken (thus removing the troopless Noble from the board, although he does not die) or nothing at all. Battles: The Baron with at least one Noble in an area with an opposing Noble, city, or stronghold is the attacker. The opponent, which may be a neutral city, is the defender. If the area has armies from multiple opponents, you must announce which will be attacked. All of the defenders troops in the area fight in the battle. The attacker may choose which of his armies led by unexhausted Nobles will fight. Armies that do not fight and armies led by exhausted Nobles have no effect on the battle. A defending Noble in an area with one of his cities is considered to be in the city. An attacking Noble in an area with one of his cities is never considered to be in the city. A defending, exhausted Noble may not use his special battle ability (i.e., it is not printed on the exhausted side of his Noble card). Open-Field Battle: When the attacker controls the city or there is no city involved, it will be an Open-Field Battle. Follow these steps: 1. Declare Commanders starting with the attacker, each Baron chooses one commanding Noble. Only the commanding Nobles special ability and +200 strength are used. 2. Draw Fate Cards each Baron draws one Fate card per 100 troop strength he has in the battle from participating Nobles plus 2 cards for his commanding Nobles +200 strength. Each -100 casualty token reduces the number of cards drawn by one. No Baron may draw more than 10 cards in this step. 3. Discard Fate Cards each Baron with a commanding Noble must discard 2 Fate cards face down to the bottom of the deck (representing the Nobles +200 strength in leadership). If the discard would leave the Baron with no cards, he may instead keep one card. If desired, the Baron can discard more than 2 cards. 4. Reveal Fate Cards both Barons simultaneously reveal cards and resolve the battle. Resolving the Battle: Follow these steps: 1. Draw Additional Fate each Baron draws an additional card for each Draw 1 Fate card he has. If the drawn card is Draw 1 Fate, another card is drawn, etc. 2. Tally Casualties opposing Deal 100 Casualties and Prevent 100 Casualties cancel each other out. A Baron receiving more casualties than are prevented will take casualty tokens accordingly. Barons must decide whether or not to use their commanding Nobles special abilities that affect casualties. 3. Assign Casualties if an army is assigned casualty tokens equal to or greater than its number of troops, the Noble leading that army dies and no more casualty tokens can be

assigned to that army. The attacker assigns casualties first. If one or both Barons have no living Nobles left in the battle, skip to step 5. 4. Count Victories if at least one Noble on each side is still alive, the +1 Victory fate cards and Noble special abilities are tallied. Full Victory if one Baron has 2 or more victories than his opponent, all opposing Nobles in the battle are killed. Partial Victory if one Baron has 1 more victory than his opponent, all opposing Nobles in the battle retreat. Stalemate if both Barons have the same number of victories, nothing happens. 5. Resolve Noble Deaths each Baron resolves the deaths of his Nobles. The battle is now over, even if opposing armies remain in the area. Attacking a City: A Baron may only attack a city if one of the following conditions is met: It is a neutral city and he is the only Baron with armies in the area. It is a neutral city and he gains permission from the other Barons with armies in the area. It is another Barons city and the attacking Baron is the only other Baron in the area. It is another Barons city and the attacking Baron gains permission from the other Barons with armies in the area. The attacking Baron must decide whether to assault or siege the city. Assaulting a City: Handled the same as an open-field battle, with the following changes: The defender adds the strength of the city when drawing Fate cards, including for being fortified. Another player should draw cards when you attack a neutral city (although none are discarded since there is no defending Noble). The defender may choose to take casualties in the form of breaches. Each breach marker is equal to 100 casualties, up to the citys strength. Casualties can be assigned to any troops and to the city as desired. Breaches reduce the citys strength in future battles, even if the city is captured. The attacker may capture the city by killing all opposing Nobles and reducing the citys strength to 0. The attacker may also capture a city by achieving a full or partial victory in the Count Victories step. It is thus possible to capture a city with its defenses intact. In the case of a partial victory, any defending Nobles must retreat. Place a control marker under the plastic city piece when you capture the city. If a lone attacking Noble dies, the Baron does not gain control of the city even if the citys strength was reduced to 0. If a Noble assaults a neutral city and the city gets 2 or more victories than the Noble, the Noble dies. A Noble that assaults a city that has 0 strength automatically wins.

Sieging a City: The attacker must have more total strength than the defender to conduct a siege. This includes the +200 strength from each commanding Noble, the citys strength, and all casualty tokens and breaches. Noble special abilities are not included in this comparison. A neutral city may be sieged. After declaring the siege, place a siege marker on the city. A besieged Noble may not move, transfer troops, or receive troops during the Upkeep phase or the Mercenary Draft. A besieged city does not generate Influence during the Upkeep phase or income during the Taxation phase. A besieged city may not be fortified or repaired. The besieged Baron could move other armies into the area as reinforcements without having to engage the besieging armies in battle. Besieged Nobles may attack the sieging armies in an open-field battle but they do not add the citys strength. If the besieging Nobles are killed, retreat, or move away, the siege is lifted. If on any future game round the same Baron sieges the city a second time (after gaining permission of any other Barons Nobles in the area) without the siege being lifted, the city falls and the attacker gains control of it. Any defending Nobles die. The attacker must still have more total strength than the defender in order to declare the second siege. Attacking a Stronghold: Strongholds may be assaulted or sieged. If there are defending troops without Nobles, the attacker may capture a stronghold by reducing the strongholds strength to 0 and if the defending troops take casualties equal to or greater than their number. If you eliminate an opposing stronghold, you gain half of the defeated Barons crowns (rounded down) and gain control of one of the defeated Barons cities of his choice. The stronghold is removed from the board and the defeated Baron does not gain any Influence during the Upkeep phase of this game round. The defeated Baron may place the stronghold back onto the board during the Upkeep phase (before placing Nobles on the board) on any Kingdom area that does not contain an unrazed city or an opponents Noble or stronghold. If your stronghold is captured and it contains troops, follow steps 1 and 2 from Noble Death below. The remaining troops remain assigned to the stronghold. If the attacking Noble dies while assaulting a stronghold but also reduces the strongholds strength to 0, the attacking Baron does not gain crowns and a city. Retreats: If a Noble (even an exhausted one) is forced to retreat, his Baron must perform the following steps: 1. Draw 1 Fate card. If the retreating Noble has any Mercenaries of the drawn nationality, you must choose one matching troop card and shuffle it back into the Mercenary deck. 2. Retreat the Noble to an adjacent area that does not contain a city or Noble belonging to another Baron. The area can contain a neutral city. Multiple Nobles do not have to retreat to the same area. If no such area is available, exhaust the retreating Nobles and place them in your stronghold. If your stronghold is off board or under siege, the retreating Nobles die. An army may not retreat via sea movement, so a Noble forced to retreat while overseas will die. Noble Death: When a Noble dies, the following occurs:

1. Draw 1 Fate card. If the Noble has any Mercenaries of the drawn nationality, you must

choose one troop card of the nationality and shuffle it back into the Mercenary deck. 2. For every casualty token on the Nobles army, discard 100 strength of Mercenaries (without going over if the strengths are not equal). Then remove all casualty tokens. Regular troops are never discarded as casualties. 3. Remove the Noble from the board and discard any offices he had. 4. The Nobles heir (the same game piece) takes control of any remaining troops and may be placed on board during the Upkeep phase. If the Noble has no heir (due to an Event card), then all of his Mercenaries are shuffled back into the Mercenary deck and any of his Regular troop cards are removed from the game. This is the only way a player can lose his Regular troops. If a Noble ever takes casualties outside of a battle that reduce him to 0 strength (e.g., from an Assassin Event card), the Noble immediately dies. Winning the Game: At the beginning of the Upkeep phase, if a Baron controls more than half of the unrazed Kingdom cities, he immediately wins the game. Otherwise, when the last token is taken from the Influence pool during the Upkeep phase, the game will end at the end of that Upkeep phase. Revolts are still resolved. After the Upkeep phase, the player with the most Influence wins. If tied, the Baron who controls the most cities (Kingdom and overseas) wins. If still tied, the Baron with the highest combined total of crowns, Faith, and Votes wins. If still tied, the Baron with the most troops on the board wins. If still tied, there is no King and no winner. Fortified Cities: A fortified city retains that status if captured by an opposing Baron but loses that status if it ever becomes neutral (e.g., via revolt). Breaches on the city remain. If a fortified city is reduced to zero strength via breach tokens, flip the control marker to the unfortified side and remove one breach token. Razing a City: Immediately after gaining control of a city, you have the option of razing it. If razed, remove the plastic city and any control marker under it from the board. You then receive 3 times the citys income in crowns. Razed cities cant be controlled by any Baron. Returning Nobles to the Board: During the Upkeep phase, starting with the Chairman, each player can do the following: 1. You may transfer troops among your Nobles that are off the board. 2. You may assign any troops in your stronghold to your Nobles that are off the board. If the troops have casualty tokens, all of the troops and casualty tokens must be taken or none at all. 3. Your Nobles that are off the board with troops assigned to them must be placed at your stronghold (even if besieged) or at any city you control that is not under siege. A Noble without troops may never be placed on the board. Bargaining: Money and favors may be traded freely among Barons. You can pay another player to spend Faith or cast Votes in a certain way, but players may not exchange actual Vote or Faith tokens, Influence, charges, offices, or troops.

Agreements are not binding and backstabbing is perfectly acceptable. Running Out of Components: Shuffle the discard pile if a deck ever runs out. All tokens are considered unlimited use replacements as needed.

Planning Phase Shuffle the 8 Neutral Action cards and place 2 in each Action card area. Each Baron places 2 cards in each area. Shuffle each stack. Actions Phase Resolve each card and place them by color into the Special Phase areas. If Mobilize Forces is used to move and battle or no action was taken, you choose whether to place it in Assembly or Wages. Special Phases are triggered by cards equal to twice the number of players or Baron markers equal to one more than the number of players on the Mercenary Track. Upkeep Phase 1) A Baron who controls more than half of the unrazed Kingdom cities wins immediately. 2) Each Baron gains 1 Influence for each city he controls that isnt under siege [EXC: none if his stronghold is not on the board]. 3) Draw a Fate card for each city that does not have a Noble present. A Revolt means you must pay 1 Faith or twice the citys income to avoid losing control of the city. 4) Nobles moving by sea arrive. 5) Flip exhausted Nobles. 6) Starting with the Chairman, troops can be transferred between Nobles in the same area and return Nobles to the board. Taxation Special Phase Each Baron collects income from his cities not under siege and concessions. Assembly Special Phase 1) Each attending Baron gets 1 Vote plus 1 Vote per Kingdom city he controls. 2) Chairman appointed if current Chairman is not attending. 3) Vote on Private Motions. 4) The Chairman orders the Agendas. 5) Vote on the Agendas.

6) Reveal three new Agendas. Wages Special Phase Pay for your troops, starting with Regulars. Mercenary Draft Special Phase Hire and pay Mercenary Troops in order on the Mercenary Track. A Baron with multiple markers can hire multiple troops of the same nationality when his first marker is resolved. Shuffle unhired troops and reveal a number equal to one more than the number of Barons. Assign troops to one of the following: A Noble located at your stronghold or one of your cities not under siege. An off board Noble. At your stronghold (even if besieged). Open-Field Battle 1) Declare commanding Nobles. 2) Draw Fate cards. 3) Discard 2 cards for the commanding Nobles +200 and more cards if desired. 4) Reveal cards. 5) Resolve Draw 1 Fate cards. 6) Tally casualties and decide whether to use Noble special abilities that affect casualties. 7) Assign casualties. Skip to step 9 if one or both Barons have no living Nobles left. 8) Count +1 Victory cards. Full victory (having 2 or more than opponent) kills all opposing Nobles. Partial victory (having 1 more than opponent) retreats opponent. 9) Resolve Noble deaths. Noble Death 1) Draw 1 Fate card and discard one troop matching the random nationality. 2) Discard a non-Regular troop for every 100 casualties. Then remove casualty tokens. 3) Remove the Noble from the board and discard any of his offices.

Returning Nobles to the Board 1) You may transfer troops among your off board Nobles. 2) You may assign stronghold troops to your off board Nobles. 3) Your off board Nobles that have been assigned troops must be placed at your stronghold or at any of your cities not under siege.