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TRANSCRIPT
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RU L E BOOK
1. Introduction ................................................................... 2
2. Preparing for First Play ................................................. 2
3. Key Terms and Concepts .............................................. 2
4. Brief Summary of Game Play ....................................... 4
5. Player Houses ............................................................... 4
6. Victory Conditions ........................................................ 4
7. Game Board .................................................................. 5
8. Wooden Pieces .............................................................. 8
9. Counters and Markers ................................................... 11
10. Cards ............................................................................. 12
11. Outline of Sequence of Play ......................................... 18
12. Draw Phase ................................................................... 18
13. Operations Phase........................................................... 18
14. Event Text Cards ........................................................... 20
15. Operations/OPS Points ................................................. 23
16. Land Movement ............................................................ 23
able o Contents17. Sea Movement .............................................................. 26
18. Mustering ...................................................................... 27
19. Political Inuence ......................................................... 27
20. Combat .......................................................................... 28
21. Post-Operations Phase Actions ..................................... 34
22. Attrition ......................................................................... 35
23. Inuence Phase ............................................................. 35
24. King Phase (Including Affairs of State) ........................ 36
25. Victory Check Phase ..................................................... 38
26. Ofce Phase .................................................................. 39
27. Wintering Phase ............................................................ 40
28. Clean-Up Phase............................................................. 41
29. Glossary ........................................................................ 42
Credits .................................................................................. 43
Shire and Home Estate Locations ........................................ 44
GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
Dedication: To my very patient wife, Tammy, with all my heart.
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1.0 Introduction
Crown of Roses is a multi-player strategy game for two to
four players set in the Wars of the Roses period of 15 th Century
England (1455-1485). Each player represents one of the rival
royal houses vying for control of the throne of England. They
use their noble retainers to bring the enemy to battle, inuence
nobles to vote their way in Parliament, and wield their inuenceto gain the support of the landed gentry.
A full campaign game and several shorter scenarios are in-
cluded. See the Play Book for details.
These rules are laid out as follows. First a brief description
of how to prepare for your rst game of Crown of Roses is
provided, followed by some key terms, a brief description of
game play, and a detailed description of the Victory Conditions
needed to win the game. We then describe in detail the various
interactions of the game components (map board, blocks, cards,
etc.), before providing a detailed walk through of the various
Phases of the Sequence of Play.
2.0 Preparing or First Play
Your copy ofCrown of Roses should include the following:
Three small black cylinders
24 small colored cylinders (four each of red, white,
yellow and blue)
54 neutral colored large blocks
One sheet of 54 die-cut labels to be peeled and afxed
to the neutral colored large blocks
225 " die-cut counters on two counter sheets
One deck of 110 Crown of Roses cards
Eight 4" x5" Parliament cards
One Rule Book (this book)
One Play Book
One map board
15 six-sided dice (ve each of green, blue and red)
Two Player Aid Cards
Four 5" x8" Player Mats (one each of red, white, yel-
low and blue)
If any of these components are damaged or missing, please
write to the following address:
GMT Games
P.O. Box 1308
Hanford, CA 93232-1308
www.GMTGames.com
Before playing for the rst time, apply the stickers to the blocks.
Only one sticker is applied to each block (i.e., one face of each
block is left blank). Lightly position the label, make sure that
it is straight, and then press rmly to adhere to the block surface.
3.0 Key erms and Concepts
Attrition (22.0): The gradual wearing down of the combat ef-
fectiveness of a Block as represented by Step Losses. Attrition
occurs when you exceed the Stacking Limits (7.2.9), Force
March (16.3), use special Fens (16.2.2) or Wash movement
(16.2.3), or do an Adjacent Sea Zone Sea Move (17.0).
Battles Sequence/Terminology (20.0): A Battle is an overallcombat between two or more Players in a Shire. Each Battle
involves one or more Engagements, each of which lasts one or
more Combat Rounds.
Block States (8.2): Blocks can be In-Play (currently controlled
by a Player and on the map); Undeclared(controlled by a
Player, but off-map);Inactive (not controlled by a Player, but
still in the game/scenario); Unavailable (not controlled by a
Player and not available until next Turn); and Out of Play (no
longer available at all).
Block Values and Indicators (8.3): In addition to their name
and heraldry, Blocks have up to four important pieces of in-
formation on them.
Their Combat Strength, which generally refers to the
number of dice icons on a Blocks top edge, but is also
reected by the color(red > blue > green).
Their Command Rating/Limit, which is the number of
other Blocks a Noble can lead in Movement (16.1) or in
Combat (20.4.4), is located in a circle at the lower-left
of the Block.
TheirNoble Rank, which only appears on Noble Blocks
and is located in a square in the lower-right of the block.
It determines which Block can lead for Movement (16.1)
and Combat (20.4.4), and also plays a part in determining
the number of votes a Player receives in the King Phase(24.2.2).
Potential Heirs (8.3.2) have a Crown icon in their upper
right corner. A Noble Block only becomes an active Heir
when their Heir Card (10.3) is played. Each Player can
have no more than two active Heirs at any time. The Heir
with the lowest Heir number on its Card is the Senior
Heir for the Player, while the higher numbered Heir is
the Junior Heir.
Exile Boxes (7.3.1): The playable areas outside of England
proper where a Noble can hide out and lick his wounds. Only
one Players Blocks may occupy any given Exile Box; Blocks
may enter only during the Operations Phase (16.2.4) Phase(27.0). Entering and wintering over in an Exile Box costs a
Player 1 point of Popular Support (28.3.1). Margaret (10.3.4)
and some Ofcers have special abilities that mitigate some of
the negative effects of Exile Boxes (7.3.2 & 7.3.3).
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Heir (8.3.2): Only Heir Blocks (those with a small crown on
their Block label) can be crowned King; if your opponents
Heirs are eliminated, you win a Military Victory (6.1). Heir
Blocks either start the game on-map as an at start Heir or
enter later when their Heir Card (10.3) is played. Others are
transformed from a regular on-map Noble Block to an Heir
Block when their Heir Card is played. All Heirs are Nobles,
but not all Nobles are Heirs.
Host (8.3.3 & 20.4.3): A Block that has at least one other Block
attached to it. A Host and its attached Block(s) move as one, but
ght separately. An attached Block may take damage assigned
to a Host Block in the same Main Force (20.5.3).
Inuence Points (IPs): A commodity in the game generally
representing a Players economic and political inuence. They
are gained by control of Shires, Ofces and certain Events
(23.0). A Players IPs are usually located in one of three spots:
theirUnclaimed Pool(IPs not yet earned); theirStock(those
IPs available to be used by the Player); or on a Nobles Box
on the Roll of Parliament (attempting to win that Noble to the
Players side).
Leader: For all movement types, a Block designated to move
either alone, or with additional Blocks up to their Command
Rating (16.1). For combat, a Block designated to fight a
Combat Round either alone, or with additional Blocks up to
their Command Rating (20.4.1). The Leader may change each
Combat Round.
Noble (8.3.1): A Block with a Noble Rank is a Noble. All
potential Heirs are Nobles, but not all Nobles are Heirs. A
potential Heir only changes from a mere Noble to a full Heir
when a Player plays the appropriate Heir Card from his hand.
Main Force: The forces of the Attacking and Defending
Player that are ghting each other in a Combat Round (20.4).
This is distinguished from the initial two forces that arrived
in the contested Shire (Starting Forces) and from Blocks in
the Combat, but not currently ghting (Reserves). All other
Blocks that arrived into the Combat after the Starting Forces
areReinforcements (20.3.1).
Movement Points (MPs) (16.1): The amount of movement
each stack can perform when activated. Generally equal to four
(4) MPs, though this can be increased by Force March (16.3).
Operations Phase (13.0): The heart of each Game Turn is the
Operations Phasewhere all Players conduct movement with
their Blocks, inuence Nobles and play Events on themselves
or their opponents. Each Operations Phase is composed of a
number of Impulses equal to the smallest starting hand size,
and each Impulse has a number of Action Steps (13.2) equal
to the number of Players.
Player Houses (5.0): The four competing factions involved in
the War of the Roses (White = York; Red = Lancaster; Yellow
= Buckingham; and Blue = Warwick).
Reinforcements (20.3.1): Blocks that came to a Battle after
the Main Force. Reinforcements enter starting on the second
Combat Round, at a rate of one (1) Leader and appropriately
led Blocks per Combat Round.
Reserves (20.3.2): Blocks involved in a Battle in a Shire thatare not currently ghting in a Combat Round (i.e., not part of
the Main Force); either due to Player decision or due to having
a Leader with an insufcient Command Rating to lead all the
Blocks in the Battle.
Retainer Strength (8.3): The weakest Combat Strength of a
Block before it is removed from the map; i.e., the last combat
step of a Block.
Shires (7.2): A playable area of the map that Players vie for
control of in order to gain Inuence Points and to achieve
Economic Victory. Shires can be Friendly, Enemy, Neutral or
Contested (7.2.8). Each Shire has a Shire Value (SV, the number
in the box in each Shire) (7.2.1) and a Shire Loyalty (SL, thecolor of box in each Shire: Black = none; White = York; Red =
Lancaster; Yellow = Buckingham; and Blue = Warwick) (7.2.2).
Stacking Limit (7.2.9): The number of Blocks of each player
that may occupy a Shire. All Shires have a Stacking Limit of
the Shire Value plus 1. Exceeding the Stacking Limit at the end
of all Battle resolutions will result in Attrition (22.0).
Starting Force (20.4.1): The rst group of Blocks that ght in
an Engagement. Includes a Leader and may include additional
Blocks up to the Leaders Command Rating. The Starting Force
is the group of Blocks that determined the Engagement order.
Tie Breaker (10.5.1): The Player controlling the King Ofce
Card almost always decides ties. In the case where there is noKing (perhaps the King was eliminated in combat), the Player
controlling the next-highest Ranking Ofcer decides the tie
break, i.e., Chancellor if no King, then Treasurer, and so on. In
the rare case no Ofces are held, the Player with the highest IPs
gained during the previous Inuence Phase (as indicated on the
track bordering the map) decides ties. If multiple Players have
the highest IPs gained, roll a die to determine the Player who
will be the tie-breaker. If the tie-breaking Player is established
by IP Value (including die roll), then that Player will continue
to decide tie breaks as needed until the end of the current Turn.
Note: For a complete listing of denitions of terms, see the
Glossary at the end of this Rule Book.
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4.0 Brief Summary of Game Play
In Crown of Roses, two to four Players will vie for control of
England (represented by the map on the game board) using
both military and political means. All actions are governed by
the following rules, which are laid out by rst describing the
components available to the Players, then how the Players can
use those components to achieve victory.Game play revolves around a series of Turns, which are broken
up into separate Phases. All Turns begin with a Draw Phase,
where Players draw new Cards and determine the number of
Impulses in the Operations Phase. In the Operations Phase
the heart ofCrown of RosesPlayers decide how to use their
limited Operations (OPs) Points; either to move Blocks, muster
Reinforcements, or to inuence Nobles in Parliament using In-
uence Points (IPs). They must also use their Blocks to control
Shires in England and/or to attack the opposing Players Blocks,
including those Players Royal Heirs.
At the conclusion of the Operations Phase, new IP Markers are
usually collected, followed by Parliament Phases, includingthe King Phase, where the King is voted into Ofce. Once the
King is elected, Players use their collected IPs to bid on the
other Ofces, but note that these same IPs are also needed to
inuence Nobles during the next Operations Phase! During the
Parliament Phases of the game, almost all Blocks are removed
from the map. After all Ofces are voted on, Players take turns
returning their Blocks to the map in the Home Estates for each
Block. Once all Blocks are placed, a new Game Turn is ready
to start.
5.0 Player Houses
Each player of the game controls a Player House. There are four
Player Houses: York, Lancaster, Buckingham, and Warwick.
Each Player House is comprised of the Nobles it controls along
with its Royal Heirs. In a two-player game, players control
Lancaster and York; three-player games add Buckingham; and
four-player games add Warwick.
Each Player House is assigned a color:
Player House Color
York White
Lancaster Red
Buckingham Yellow
Warwick Blue
Various game components match these colors and generally are
for the sole use of the corresponding player. Note, however, that
while some Block labels are in Player House colors, this only
indicates historical allegiances of noble families, and aids in
game setup. During game play, except for a few certain cases,
any Player House may control Blocks of any color.
Friendly in these rules are a Players own game pieces, cards,
etc. Enemy means those pieces, cards, etc. belonging to an
opposing Player.
Throughout the rules the term Player and Player House are
used interchangeably, but have the same meaning. Likewise, the
terms Heir and Royal Heir, and Strength and Combat
Strength, have the same meanings, respectively.
6.0 Victory Conditions
There are three paths to victory in every scenario: Military
Victory, Political Victory and Economic Victory. Typically,
victory is checked in the above orderrst checking for Mili-
tary Victory, then Political if no Military Victory is achieved;
and nally Economic Victory (only at the end of the scenario).
Some scenarios may modify this order, however.
6.1 Military VictoryA Player immediately wins the game with a Military Victory the
instant all Enemy Heirs have been eliminated from the game. Ifthe nal two Players lose their last Heirs in the same Combar
Round, neither Player qualies for a Military Victory. Heirs are
considered eliminated when their associated House Card (10.3)
and Block are removed from the game (note that Heirs in Exile
are considered eliminated for the purpose of this rule). This
can be from suffering a Killed result on the Elimination Chart
(20.6.1), or by a Player using an Heir Card for its OPS, instead
of its Event text (10.3). Regardless of which is removed from
play rst (Block or Card), once one is removed from play, the
other is as well. Unplayed Heir Cards still in a Players hand
are not considered Eliminated for Military Victory!
Example: It is urn 4 and the York Player has lost the York,March, and Clarence Blocks while they were all Heirs (re-moving their Blocks and Cards rom the game). Rutland iscurrently in Exile in Scotland. While York technically has noHeir In-Play (Gloucester is not able to be played until urn 5and Rutland does not count as he is in Exile), York is still noteliminated since the Block and House Card o Gloucester hasnot been removed rom the game.
6.2 Political VictoryA Political Victory is won when a Player holds the Ofce of
the King (24.0) the required number of times specied in the
scenario set-up rules (see Play Book). These need not be heldconsecutively (unless specied as such), just a total number of
times that the Player has had one of his Heirs elected as King.
6.3 Economic VictoryA Player wins an Economic Victory by accumulating the most
points for controlling Enemy Shires. Points are earned during
the King Phase (24.0) and a check for victory is made during
the last Game Turns Victory Check Phase (25.0).
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6.4 Scenario Specic VictoryEach scenario may establish additional Victory conditions.
Make sure to check the scenario to see if any additional condi-
tions apply.
7.0 Game Board
The game board depicts England and the seas bordering it, as
well as parts of the neighboring countries Ireland, Scotland,
and France. This is where the players will ght for the throne
of England!
7.1 racks and ablesSeveral tracks and tables used to record and monitor each Play-
ers progress towards victory are also found on the game board.
7.1.1 Inuence rackThe Inuence
Track, on the
perimeter of the board, is used to record the amount of InuencePoints each Player collected during a Game Turn. Small
wooden cylinders of each Player House color are used to track
these amounts.
7.1.2 Popular Support rackThe Popular Support
Track records the sup-
port a Player has earned
for keeping England
safe and stable. Reminders for the effects of each Popular Sup-
port Value are printed on this track. Small wooden cylinders of
each Player House color are used to track these amounts. The
maximum Support Value is nine (9). Increases beyond thisvalue are ignored; likewise decreases below a value of one (1)
are also ignored.
Most additions/subtractions to Popular Support are done in-
stantly. However, in the odd occasion where a Player needs
to adjust his Popular Support both positively and negatively
at the same time, always apply the negative adjustment rst.
Each Player tracks his own Popular Support value, which grants
him such things as extra votes in Parliament, extra Inuence at
court, and extra resources (Card draws) from the countryside.
Additionally, actions such as responding to Raids (14.2.1), win-
ning a Battle against an opposing Heir (20.7.1), or holding an
important Ofce of government (10.5) will increase a PlayersSupport Value while losing Ofces or hiding in Exile (7.3.1 &
28.3.1) will lower a Players Support Value.
7.1.3 urns as King rackThe Turns as King Track records the number of Game Turns
that a Player has been voted King in Parliament (24.0); these
can be non-consecutive. This is tracked using a small wooden
cylinder of the Players House color.
7.1.4 Other racksThere is also a Turn Track, a Sequence of Play Track, and an
Impulse Track to help Players with the ow of the game. These
three tracks all use a small black cylinder.
7.1.5 Roll o ParliamentThe map has a Roll of Parliament
(RoP) where Players place Inuence
Markers to attempt to gain control ofNobles (19.0). Note that only Nobles
that can be Inuenced have a RoP
Box; some Nobles, like York or Lan-
caster only become In-Play as Heirs not subject to Inuence.
This is also where markers are placed to indicate which, if any,
Noble holds an Ofce of Parliament (10.5) and when a Noble
becomes an Heir (10.3).
Note that Clarence has special rules associated with him
(10.3.5).
The large number in the box indicates the minimum amount of
Inuence Points (IP) needed to win control of that Noble, and
the colored Rose icons (Tendency Bonus) indicate the strengthof that Nobles allegiance to the Player House of that color.
These are used in the King Phase (24.0).
7.1.6 ChartsIncluded on the game board are several charts to aid in game
play, such as a Terrain Effects Chart (TEC) and a chart listing
the Draw bonuses.
7.2 ShiresShires correspond roughly to the historical county borders at
the time. Note that the Isle of Man, the Pale of Ireland and the
Pale of Calais (henceforth Calais) are treated as Shires.
Home Estate
heraldry in Shire
Name of ShireShire Value
(the number)
and Shire Loyalty
(color of box)
Each Shire has a numbered box. The number in the box is the
Shire Value. The color of the box indicates the Shire Loy-
alty. Each Shire is identied by its Shire name and usually
one or more heraldic shields or squares.
7.2.1 Shire Value (SV )The Shire Value, or SV, species:
the number of Inuence Points earned by the Controlling
House during the Inuence Phase (23.0);
the number of troop steps the Shire can raise in a Muster
action (18.0);
the number of dice rolled for a Planned Uprising (14.2.1);
the losses caused by a Plague Event (14.1.2);
and (with a +1 modier) the Stacking Limit for that Shire
(7.2.9).
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7.2.2 Shire Loyalty (SL)When the numbered box in the Shire is the color of a Player
House (blue, white, yellow or red, see 5.0), that Shire is said
to be loyal to that Player House. Shires with black boxes are
not loyal to any Player House.
Shire Loyalty (SL) gives benets to that Player House in the
Muster action (18.0), during Planned Uprisings (14.2.1), and
for Shire Control (7.2.8). Also, Players may earn EconomicVictory Points by controlling Shires which are loyal to an ac-
tive enemy Player House (24.1.1).
Note that the Merchants of the Staple Ally Card (Card 12)
replaces the Warwick SL in Calais for as long as the Ally re-
mains In-Play.
7.2.3 Home EstatesMost Shires contain at least one heral-
dic shield icon (shield). These
shields indicate the locations of the
major estates held by the family repre-
sented by that shield, within the time
frame of the game. Each Noble and Heir Block (8.1) has ashield on their label as well. Blocks with the same shield belong
to the same Noble family. The exceptions are Margaret and
Henry VI, who have portraits on their Blocks (see 7.2.6 as to
which Shires they may use as Home Estates).
A Shire with a shield that matches a family shield is said to be a
Home Estate for that family. Each family has at least one Home
Estate. A Shire may be a Home Estate for more than one family.
Example: Northumberland in the North Marches has threeshield icons, one corresponding to the Noble Block Nor-thumberland (see RoP and the Northumberland Block), onecorresponding to the Lord Warden o the North Marches
Oce, and the Red Rose shield corresponding to HouseLancaster (see the Lancaster Block). Te NorthumberlandBlock, the Lancaster Block and the Block holding the Lord
Warden Oce could all consider Northumberland one otheir Home Estates.
7.2.4 Crown EstatesA Crown symbol in a Shire indicates the
Shire holds a Crown Estate. These are lands
held by the King and Parliament (e.g., State
houses and such). Any friendly Heir (10.3) of the current Kings
Player House may treat these Shires as additional Home Estates,
in all respects and for all game purposes.
7.2.5 Oce EstatesSome icons match the heraldry shield of the
Blocks associated with Ofces (10.5). When
a Noble holds an Ofce, it may treat Shires
containing those icons as Home Estates, in
all respects and for all game purposes.
Example:Carnaon is considered a Home Estate or the Nobleholding the Chancellor Oce (which matches the red & whiteheraldry shown in the Figure above).
7.2.6 Shared EstatesNobles/Heirs with identical shield icons treat all Home Estates
with that shield icon as if it were their own Home Estate for all
game purposes (e.g., Pembrokes and Richmonds Home Estates
are the same, and Clarences and all other York Nobles Home
Estates are the same).
Margaret and Henry VI: In addition, note that
Henry VI and Margaret (and their associated Host
Block(s), if any) may use a Lancaster Estate (Red
Rose heraldry) as their Home Estate. Margaret may
also use the France Exile Box as a Home Estate.
However, each particular Estate may only be utilized by one
Playerduring the Wintering Phase (27.0). Specically, if an
Enemy-controlledNoble with an identical shield icon as your
Noble already occupies a Shire containing a Shared Estate, you
may only place your Noble in that Shire if there is a second,
legal Estate at which your Noble may enter.
Example: I Clarence is controlled by a Player other than Yorkand starts in West Riding, York would normally be preventedrom placing a York Noble there as well, since the York Estatein that Shire is occupied by Clarence. However, note that i
York is the current King, York could place York Nobles in WestRiding by using the Crown Estate and not the York Estateoccupied by Clarencesince the Crown Estate would be asecond, legal Estate in this situation.
7.2.7 Shire BordersShire borders are either solid, indicating difcult terrain with
few (if any) usable roads; or broken, indicating easier terrain or
more (and more usable) roads. Movement costs (16.2) depend
on the type of border.
Shires are considered to be adjacent to one another whenever
they share a common border, regardless of its type.
The Shire borders marked with a skull near the region labeled
The Fens and The Wash are a reminder of special move-
ment rules along those borders (16.2.2).
7.2.8 Shire ControlA Shire is in one of three states of control at any given time:
Controlled: The Shire a) has Blocks of only one Player present;
OR b) has no Blocks present, but has a SL (7.2.2) in the color of
a Player House. Such a Shire is said to be Controlled by that
Player House. The Shire is Friendly-Controlled for the Player
that controls it and Enemy-Controlled for all other Players.
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Contested: The Shire is occupied by Blocks of two (2) or more
Players. Note:After all Combat is resolved, there will be no
Contested Shires, until possibly during the next Wintering or
Operations Phases (when Blocks move into the same Shire).
Neutral: The Shire a) has no Blocks present; AND b) has a
black SL.
Control of a Shire is determined immediately when a Player
places a Block into it or removes a Block from it. Thus, as forcesmove around the board, control states will continually change.
Example:Northumberland is empty o all Blocks and is con-sidered Controlled by (i.e., Friendly to) Lancaster given itsred SL. I a York Block moves into Northumberland, it nowbecomes Controlled by York. I a Lancaster controlled Blockthen moves into the Shire and the York Block does not Evadeout, the Shire is considered Contested until ater the combatresolution (when, necessarily, at most one o the two Houses
will remain in the Shire).
7.2.9 Shire Stacking Limits
Each Shire has a limit to the number of Blocks that each Playermay put into it without suffering Attrition effects (22.0). This is
known as the Stacking Limit. The limit foreach Player is equal
to the SV plus one (1). Therefore, in a four-player game, each
Player can put ve (5) Blocks in London for a total of 20 Blocks.
7.3 RegionsBroadly speaking, there are two geographic areas represented
on the map: England, which includes England proper, Wales,
Ireland and the Pale of Calais, and Exile Boxes, which rep-
resent areas outside the map in Scotland, France and Ireland.
Within England there are ve special regions marked with
thick colored borders on the map. They are: London (gray);
North Marches (purple); Pale of Calais (blue); Pale of Ireland
(green); and Wales & the Welsh Marches (red).
Some Cards refer to these regions in the Event text or the
Cards ability.
Design Note: Te area labeled London could have beencalled Middlesex instead. However, in play testing that ver-sion o the map we ound players oten asking where isLondon? For that reason we decided to err on the side oamiliarity in this case.
7.3.1 Foreign Nations and Exile Boxes
The areas of the Pale of Ireland and Calais are considered thesame as regular Shires for all purposes.
The Foreign Nation of Scotland cannot be entered, except to
go into the Exile Box. Note that the Pale of Ireland and Calais
are considered part of England for all game purposes (i.e.,
everything on the map except the Exile Boxes are considered
part of England for the purposes of these rules and Card play,
unless otherwise noted).
Exile Boxes represent locations inside nearby Foreign Nations,
outside of the map area, where a Noble might ee to lick his
wounds and build up his strength (though at a cost in losing
Popular Support). There are Exile Boxes associated with each
Foreign Nation. These Nobles are still In-Play for the purpose
of having at most two (2) active Heirs at any one time (10.3.2),
but are considered eliminatedfor the purposes of determining
a Military Victory (6.1) for your opponents.
Immediately upon entering an Exile Box, a Player will suffer a
1 in Popular Support (16.2.4), and any Player with one or more
Nobles in an Exile Box during the Clean-Up Phase (28.3.1)
will suffer a loss in Popular Support for every Turn that they
remain in Exile.
Restrictions on entering and exiting an Exile Box are explained
in the Movement rules (16.2.4).
IMPORTANT: As noted above, an Heir is still treated as
In-Play and so still counts toward the maximum of two (2) ac-
tive Heirs at a time while in an Exile Box; but also counts as
eliminated for Military Victory.
7.3.2 ScotlandScotland is a Foreign Nation that is not playable, except for
the Exile Box.
Any Block that moves to the Scot-
land Exile Box (by land or sea)
must immediately reduce its Com-
bat Strength to Retainer Strength
(8.3). The following are exception
to this rule and may retain their
current strength:
Queen Margaret (10.3.4) and her Host Block (8.3.3) mov-
ing into the Exile Box
The Lord Warden of the North Marches (10.5.8) moving
into the Scotland Exile Box (as well as any Blocks he
leads)
7.3.3 Ireland & CalaisAs noted above, the non-Exile portions of Ireland and Calais
are treated as regular Shires for all purposes.
Any Block that moves into the
Exile Box of either of them (by
land or sea) must immediately
reduce its Combat Strength to
Retainer Strength (8.3). The
following are exceptions to this rule and retain their strength: Queen Margaret (10.3.4) and her Host Block (8.3.3) mov-
ing into the Exile Box
The Lord Lieutenant of Ireland and the Pale (10.5.7)
moving into the Ireland Exile Box (as well as any Blocks
he leads)
The Lord Captain of Calais and the Pale (10.5.6) moving
into the France Exile Box (as well as any Blocks he leads)
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7.4 SeasThere are three Seas: the North Sea, the English Channel
and the Irish Sea. A solid line on the map indicates the border
between Adjacent Seas (near Suffolk and near Cornwall).
The English Channel and the North Sea are Adjacent Seas, as
are the English Channel and the Irish Sea. Seas can never be
controlled. Blocks may move across the seas during play via Sea
Movement (17.0), but they may never end their move in a sea.A Shire that is adjacent to a sea is called a Coastal Shire.
Most Coastal Shires are adjacent to only one sea. There are
two exceptions:
Cornwall is a Coastal Shire for both the Irish Sea and the
English Channel
Suffolk is a Coastal Shire for both the North Sea and the
English Channel.
7.4.1 EstuariesThere are three estuaries on the map.
Land Movement is not allowed be-
tween Shires separated by them.On the West side of the map, the
Severn Estuary separates Glamorgan
in Wales from Somerset. Note, however, Gloucester and Glam-
organ are adjacent and movement is allowed between them.
On the East side, the Thames Estuary separates Essex from Kent
and the Humber Estuary (just north of The Wash) separates East
Riding from Lincoln. Note that the map contains reminders for
these last two.
7.5 Map Addendum7.5.1 Unplayable Islands
The Isle of Anglesey and
The Isle of Wight are not
playable areas.
7.5.2 errain eaturesAs noted previously, the map includes a Terrain Effects Chart
which lists the various Shire terrain features discussed above.
In addition, note that swamps, rivers and cities are decorative
onlythey have no effect on movement or combat in the game.
7.5.3 Oce Holding Box
In the Roll of Parliament sectionof the map there is a rectangular
box for placing any Ofce mark-
ers not currently held by a Noble.
7.5.4 Combat Holding BoxesAt the bottom of the map there is a series of three squares to
hold Blocks for any single Battle in a Shire, should Players
feel necessary. The squares are ordered to indicate which are
the rst, second and third Attackers/Defenders, based on the
order of entrance into the Shire. It is suggested to leave the
original holder of the Shire in the Shire, and place the Blocks
that rst entered afterthem in the square marked 1st in; then
the Blocks that entered next go in the 2nd in square; and the
Blocks that entered third go in the 3 rd in square.
When resolving the Battle (20.0), the Blocks in the 3rd in
square will be the 1st out; the 2nd in will be the 2nd out;
and the 1st in will be the 3rd out.
8.0 Wooden Pieces
Six small wooden cylinders in each Player House color are
included for use on the Inuence, Turns as King, and Popular
Support tracks; as well as marking on map locations where a
Planned Uprising (14.2.1) is taking place. Three small blackcylinders are included for use on the Turn, Sequence of Play,
and Impulse tracks.
The fty-four (54) large wooden blocks represent the various
noble families, as well as political and mercenary forces of
the day. Depending on the scenario being played, some of the
Blocks may not be available for the game; or are available only
on certain turns of the game.
8.1 Block, Noble, and HeirThe distinction between Blocks, Nobles , and Heirs is very
important.
Block: Any large wooden block with a label attached. Blocksinclude Nobles, Heirs, Ofces, and Mercenaries.
Ofces: The King Block and the other purple-
tinted Blocks that have only a Noble Rank Value
(a number in a square in the lower-right corner) of
its label. The +1 on the Kings Block (in the circle
in the lower-left corner) increases the Command Rating of the
Host Block by 1
Mercenaries: The Burgundians, French, Scots and
Welsh Blocks (see also 24.1.2). These Blocks have
no Noble Rank Value or Command Rating on their
label.
Noble: Any Block that has both a Noble Rank
Value (a number in a square in the lower-right
corner) and a Command Rating (a number in a
circle in the lower-left corner) of its label (excep-
tion: the King Block is an Ofce Block, not a Noble Block).
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Heir: Any Noble that has a Royal Heir Indicator (a
Crown icon in the upper-right corner) on its label
is a potential Heir. Once its corresponding Heir Card
(10.3) is played for the Event text, the Noble then
becomes an active Heir.
Remember: All Heirs are Nobles, but not all Nobles can be
Heirs!
Each Block has between two and four levels of Combat Strength(8.3), depending on the number of sides of its label that have
dice icons. To maintain a fog of war, Blocks are usually placed
so that the controller can see them, but his opponent(s) cannot,
with the current Combat Strength of the Block being indicated
by the icons on the top edge of the Block.
When the Block is revealed to the opponent(s), the Block is
tipped forward and placed at, with the edge farthest from its
controller being the current Combat Strength.
As an alternative to standing the Blocks upright, Players may
keep their Blocks face down by tipping the top of the upright
Block towards the controller, so that the current Combat
Strength is the edge closest to its controller. When revealed, ipthe Block so that the edge of the Block closest to the controller
becomes the edge farthest from him.
8.2 Block StatesEach Block can exist in one of ve states:
In-Play: The Block is controlled by a Player and occupies a
Shire or Exile Box.
Undeclared: The Block is controlled by a Player, but placed
off-board in the Players Undeclared Pool. Undeclared Nobles
can be summoned by an Event Card (and become In-Play), but
they cannot have a Writ (10.5.1) played on them or use a Writ
of their own. Undeclared Nobles will still be available to attend
Parliament (24.2).
Inactive: The Block is not controlled by any Player and is kept
next to the game board until a Player gains control through
play of Inuence on the RoP or by play of an Heir Card (10.3).
Unavailable: The Block is not controlled by any Player and
may not be used by any Player temporarily due to Scenario
Special Rules or game effects. An Unavailable Block is placed
face up in its corresponding RoP Box. Unavailable Blocks
become Inactive during the Clean-Up Phase of the Turn (28.1).
Design Note: Eectively, an Unavailable Block loses out on
the rest o the urn, including any chance o attending Par-liament, but is then available to be Inuenced the ollowing
urn.
Out of Play: The Block has been removed by Scenario Special
Rules or game effects and will not be used for the remainder of
the game. Place these Blocksface down on their space on the
RoP or back in the game box if they do not have such a space.
Example: Some Nobles will start each scenario In-Play andcontrolled by a respective Player House. I the Noble is notan Heir and is Eliminated in a Battle, that Noble rolls on theElimination Chart (20.6.1) to determine what happens tothe Block. Blocks that Escape damage, remain controlled bytheir Player House and are placed o the map in the PlayersUndeclared Pool. Tey will re-enter the map either via play ocertain Event Cards, or during the Wintering Phase (27.0)ater they also attend Parliament.
I Killed, the Noble status reverts to Unavailable, losing out onthe rest o the urn and then becoming Inactive the ollowing
urnno longer controlled by the Players House. A similar statuschange happens i the Block is Woundedthe Noble immediatelybecomes Inactive, reverting out o that Players Houses control.
Inactive (resulting rom either a Wounded or Killed Noble, perabove) and Undeclared Blocks return In-Play during the GatherSupporters portion o Parliament (24.2.1). Inuence Pointsplayed on each Nobles RoP Box during a Game urn (19.0) arecompared to see who gains control o the Noble; i a Player hassuccessully inuenced the Noble (note that Undeclared Noblesare inuenced by their controlling Player until another Playersuccessully inuences them via IP playwhich is dierent thanInactive Nobles who are controlled by no-one until a Player suc-cessully inuences them). In-Play Nobles may also switch control,remaining In-Play but now controlled by the new Players House.
Heirs never become Inactive or Unavailable; instead they su-er permanent elimination and end up Out o Play. An Heirmay end up Undeclared, in which case it returns In-Play toits controlling Player during the Gather Supporters portiono Parliament, unless orced to return In-Play earlier (13.3).
8.3 Block LayoutA Blocks Title/Name and Heraldic Shield, Banner, or Imageis used for identication.
Command Rating
Heraldry
Name
Full Combat Strength
(always at top edge of Block)
Retainer Strength
(always the last/lowest setof dice on Block)
Noble Rank
Royal Heir
indicator
Special rule
applies (square
around crown)
Combat Strength: A Blocks Combat Strength is the number
and color of dice icons along the edges of the Block. This is the
number and color of dice the Block rolls in combat.
Each Block has between two and four levels of Combat
Strength, depending on the number of sides of its label that
have dice icons. The current Combat Strength of the Block is
indicated by the icons on the top edge of the Block (or the edge
farthest from its controller, if the Block is face-up and lying at).
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Retainer Strength: The lowest Combat Strength for that Block,
usually only one die. Can be on any of the non-top sides of
the Block.
Steps and Step Losses: Each side of the Block is called a
Step. Whenever a Block takes damage (20.5.3), it takes a Step
Loss. For each Step Loss suffered, it is rotated 90 degrees
counter-clockwise, thereby reducing its Combat Strength. When
a Block is reduced below Retainer Strength, it is said to have
been eliminated (and eliminated is used hereafter to mean
reduced below Retainer Strength). For non-Noble Blocks, this
means they are removed from the map. For Noble (and Heir)
Blocks, they will make a nal roll on the Elimination Chart to
determine their ultimate fate (20.6.1).
Adding Steps: To add a Step to a Block, rotate it 90 degrees
clockwise. A Block at its maximum strength cannot have any
steps added to it. Steps are added via Mustering (18.0) or via
some Event Cards.
Combat Value: The number shown on the individual dice
icons. Die color is also used as an indicator of Combat Value,
with red (hits on a 4-6) being better than blue (hits on a 5-6),
and blue being better than green (hits on a 6).
8.3.1 NoblesNobles are Blocks with additional attributes:
Command Rating. A Nobles Command Rating,
or CR, is the number of other Blocks that the
Noble can lead during Movement (16.1) or can
command in Combat (20.4.4). This is the circled value in the
Noble Blocks lower left corner.
Example: Herbert, shown above, can only command one (1)additional Block.
Noble Rank & Inuence. The value in a Nobles lower rightcorner is his Rank. A Nobles Rank determines which Block will
command in combat (20.4.1) as well as how many votes that
Noble has in the King Phase (24.2.2). Rank 1 is the lowest,
and 4 is the highest.
Note that a Noble cannot be commanded or led in movement or
combat by a Noble with a lower Rank (16.1 & 24.2.2), except
that Heirs always outrank non-Heirs, regardless of the actual
Rank Value. Less senior Heirs are outranked by more senior
Heirs. The King outranks all others (10.5.1).
Example:Warwick, Noble Rank o 4, is the highest rankingNoble in the game and would command over any other non-Heir Nobles. However, i he is not an Heir himsel, then hecould not lead even the lowest rank Heir. For example, Clarence(Noble Rank o 2) would command over Warwick i Clarence
were an Heir and Warwick were not.(Tis particular situation,by the way, is impossible in a our Player game, but could occurin two or three player games).
Nobles may hold Ofces won in the Ofce Phase (26.0).
8.3.2 HeirsEach Noble Block that can become an Heir has a
Crown icon in its upper right corner. George of
Clarences Crown is contained in a box as a re-
minder of his special rules (10.3.5).
Once a Noble becomes an Heir, Players may not place Inuence
on its RoP Box. Place an Heir marker on the box as a reminder
of this status. Clarence is an exception to this as noted below(10.3.5). A Noble becomes an active Heirwhen its associated
Heir Card (10.3) is played for the Event text.
Each Player can have at most two (2) active Heirs, with one Heir
being the Senior Heir, and the other being the Junior Heir (10.3).
Remember: A Noble with a Crown icon is not an Heir unless
the appropriate Heir Card is In-Play.
8.3.3 Attached BlocksAt certain times Blocks will be indicated as being attached
to another Block (usually a Noble) the latter referred to as the
Host Block. Attached Blocks move as one with the Host Block
and, in most circumstances, count for command and Stacking
Limits (exceptions are the Henry VI and Queen Margaret Blocks
(10.3.3 & 10.3.4)). In order for a Block to function as a Host, it
must possess a Command Rating of 1 or higher. Blocks with no
command rating (e.g., Queen Margaret, Henry VI, Burgundians,
etc.) cannot Host other Blocks.
In the case that a Host Block is removed from the map due to
a change in state (8.2), but theAttachedBlock is not, the status
of the Attached Block depends on whether it is an Ofce Block
(10.5) or a non-Ofce Block (10.3.3, 10.3.4 & 24.1.2). An Of-
ce Block is removed from the map along with the Host Block,
whereas a non-Ofce Block may immediately attach to a new
Host in the same Shire meeting the requirements for attachment
(exception: Henry VIif his Host Block suffers a killed resulton the Elimination Chart due to combat (10.3.3) and Henry VI
and Margaret alone in a Shire). If no such new Host exists, place
the now Host-less Block in the Players Undeclared Pool.
Note that other than Henry VI and Margaret, no Attached
Blocks may ever be left without a Host (i.e., Ofce Blocks and
Mercenary Blocks (24.1.2) may never be voluntarily detached/
left behind, and if a Mercenary Block has its Host killed, a new
Host must immediately be adopted).
A Host Block may have Attached at most:
one Mercenary Block (24.1.2),
both of Henry VI and Margaret,
and Ofce Blocks subject to the restrictions in 26.3.
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9.0 Counters and Markers
9.1 Inuence MarkersInuence Points (IP) represent political and
economic factors, favorable contracts, lucrative
trading terms, and the like. Each Player has a set
of Inuence Markers in their House color and in
several denominations, including zero (0). The
zero value IP Markers are useful for bluff and misdirection
during the hidden bidding parts of the game. Each House starts
the game with 4 zero, 12 one, 10 two, 6 three, 6 ve and 2 ten
value IP Markers, for a maximum IP Stock of 100 IPs.
IP Markers will usually be in one of three locations: in an Un-
claimed Pool for the Player; in the Players available Stock;
or on a Nobles Box in the Roll of Parliament. In all cases, IP
Markers are placed face down and can only be inspected by
the owning Player.
A Player can freely make change for any IP Marker in their
Stock with the available IP Markers in their Unclaimed Pool.
To do so, the Player simply reveals the Stock IP Marker(s) and
equivalent non-zero (0) value IP Marker(s) in the Unclaimed
Pool, swapping and then re-inverting to their hidden side. Zero
(0) value IP Markers can only be added to a Players Stock
during the Inuence Phase (23.0), but the Player may add any
number of them from the Unclaimed Pool up to the maximum
number available.
9.2 Support and Oce MarkersSupport markers are used when casting votes for
King (24.2.3) and for attempting to inuence
who receives an Ofce (26.0). These are ex-
plained more in the corresponding sections.
9.3 Shire Status MarkersAll Shires are considered to have a normal status, unless marked
with a Shire Status marker. A non-normal Shire status is denoted
by placing one of four status markers: Plague, Devastated,
Depleted or Plundered.
Plague markers are placed to note which Shire
is suffering the Plague. Once the Plague is re-
solved (14.1.2), the marker is ipped to the
Devastated side.
Devastated markers are replaced with Depletedmarkers at the end of the Turn and impact which
Shires can grant replacements through Mustering
(18.0).
Depleted markers are placed as above, or when
a Player musters two (2) or more steps from a
Shire in a single Impulse (18.0).
Plundered markers are usually placed when a
Shire is subject to a Planned Uprising, Revolt or
Raid (14.2.1).
9.4 Heir/Senior Heir MarkersHeir and Senior Heir markers are placed on the
Roll of Parliament to denote when a particularNoble has become immune to outside political
inuence (10.3.2).
9.5 Miscellaneous MarkersIncluded in the game are markers for denoting each Players
Total Economic Victory Points (6.3 & 25.0), the Total Votes
they can cast for King (24.2.2), Attack and Defend markers
for helping to identify who is the attacker or defender in each
Contested Shire (20.0), Charge markers to denote when an Heir
has has conducted a Battle Charge in combat (20.5.1) and a
Combat Round marker to aid in determining when Reinforce-
ments are available to each side (20.3.1).
9.6 London GarrisonThe London Garrison counter functions like a
Block, except it is always face-up and is perma-
nently stationed in London. It cannot move under
any circumstance (including Retreatsit simply
reverts to the new controller of London). It does
not count against any Command Limits or Stacking Limits and
is never affected by any Attrition or Events (e.g., Plague, Raids,
etc).
The Defender see Combat (20.0) of the last Engagement
of a Battle in London may use this Block as part of their
combat force.
The London Garrison resets to its maximum strength after each
Battle in London is resolved. Place it so that its current strength
is the side facing North (toward the top of the map).
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10.0 Cards
Crown of Roses is a card-driven game. As such, the Cards play
an integral role in the mechanics of how the game is played.
There are three types of Cards. Two types, House Cards and
Operations Cards, are similar and can be used fairly inter-
changeably by Players to perform almost all the actions they
wish during the game. Parliament Cards are the larger Cardsand play a more administrative role.
In-Play Cards: While most Cards are discarded after being
played from a Players hand, some Cards (e.g., Allies & Heirs)
are placed face-up in front of their controlling Player. These
face-up Cards are considered In-Play. Any Card that remains
In-Play for a length of time is aPersistent Card(10.4).
10.1 Common Characteristics
Title
Operations
Value
Card Type Card ID
Special text
Plague
location
Descriptive
text of event
All non-Parliament Cards share several common characteristics.
In the upper left corner is the Operations Value (OPS Value),
ranging from 1 to 3 in value (exceptions: at-start Heirs andAf-
fairs of States). House Cards have their OPS Value in a Rose of
the House color (Yellow for Buckingham, Red for Lancaster,
etc). In the upper middle, below the Card ID, is a descriptor
giving the type of Card: Royal Heir, Event, Mandatory, Ally
or Surprise. Next to this in the upper right is a Plague location,
used to determine which Shire is subject to a Plague should
that Mandatory Event be played (14.1.2).
The center of the Card includes the title of the Card and, forRoyal Heir Cards, an Heir Number (H-#). Under the title there
is descriptive text describing what occurs should the Card be
played for its Event. Finally, at the bottom of the Card is any
special text for unusual characteristics of the Card.
10.2 House Cards
The front of each House Card
has a colored Rose icon in the
upper left corner.
Each Player controls a
unique set of Cards known
as their House Cards.
House Cards consist of
Heir Cards and Event and
Surprise Cards that match
historical f igures and
events related to each par-
ticular royal house, respec-
tively.
Except where noted on the
Cards or in these rules,
House Cards are consid-
ered part of a Players hand
of Cards (except they do
not count against hand size
limits) and can be used just
like Operations Cards for
Event text or OPS Points
(13.0). They are not count-ed towards the Desperate Times Event.
The front of each House Card has a colored Rose icon to indicate
which Player controls the Cards (5.0). Players may only control,
and use, their own Houses Cards (exception:Henry VI starts
one scenario captured by the York Player, though the York
Player may not use his Block or House Card for any purpose).
House Cards nevergo into the discard pile, and therefore can
only be used once per game, although some stay In-Play until
their effect ends.
10.2.1 House Event & House Surprise Cards
These House Cards operate the same as Operation Cards of thesame type (10.4.1 & 10.4.4), except they are always removed
from the game instead of being placed in the discard pile once
their effect ends.
Note:No replacement Card is drawn for play of a House Sur-
prise Card Event (10.4.4).
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10.3 Royal Heir Cards
Crown with
H-# gives
Heir order
(10.3.2)
Heir name
and title
Royal
Heir
Card
Corresponding
Heir Block
shown on card
and in card
text
Royal Heir Cards are similar to Events, in that when played,
the Player implements the Card text. Heir Cards with an OPS
Value may be used for OPS Points during the Operations Phase,
just like an Operations Card; but doing so has signicant con-sequences noted below.
Each Heir Card designates its corresponding Heir Block (in the
descriptive text, and shown in the graphic on the Card). Some
Heirs also have a RoP Box while they are still just Nobles.
Remember, Nobles are not Heirs until their Heir Card is put
into play.
If played for the Card text, the Heir Card is kept face up in front
of the owning Player until the Heir Block is killed in Battle
(20.6.1) or by some other game effect. The Heir Card is then
removed from the game.
If played for OPS, the Card is removed from the game oncethe Player completes all of their actions and the Event text is
notimplemented. The associated Noble Block becomes Out of
Play and is considered eliminated for the purposes of determin-
ing Military Victory (6.1). And remember, if all of a Players
Heir Cards and Blocks are removed from the game, the Player
is eliminated!
10.3.1 Playing an Heir Card when Noble is, or was,under Enemy ControlIf an Heir Card enters play when an opponent has (or had)
control of the Heir Block (8.3.2), control of the Noble switches
to the Card player and the Noble becomes an Heir as normal.
Wherever the Noble is at the time, it is given to its new con-troller to place In-Play in any of the Nobles Home Estates. If
the Noble was Unavailable at the time, it is placed at Retainer
Strength. If the Noble was In-Play, any Combat Strength pos-
sessed by the Noble is maintained when ownership is trans-
ferred. Otherwise, place the Noble at full Combat Strength;
e.g., if the Noble was Undeclared (8.2). For George of Clarence
(10.3.5), this transfer of control happens only when he becomes
the Senior Heir (10.3.2).
10.3.2 Senior and Junior HeirEach Houses Heir Card has an Heir number
indication (e.g., Heir #1, Heir #2, and so on).
The In-Play Heir Card with the lowest Heir
number indicates the Senior Heir for that House.
The In-Play Heir Card with the next lowest Heir
number indicates the Junior Heir. Any time an Heir is elimi-
nated or an Heir Card is played, the assignment of Senior and
Junior Heirs is reevaluated. Only the Senior Heir can be King;
and, if a more senior Heir is played which would make the King
a Junior Heir, then the new Senior Heir becomes King, instead.
This transfer of the Ofce of the King happens immediately.
NOTE: Players may have a maximum of two (2) active Heirs
at any one time (including in an Exile Box).
Important: If all of a Players Heir Cards have been removed
from the game, the Player is eliminated from the game (6.1).
Also, there are times when a Player may be required to play an
Heir Card (13.3). Obviously, the Player is not required to do
so if he has no Heir Cards which can be played due to Game
Turn restrictions on the Card(s). Heir Cards do not need to be
played in Heir order, the only restriction on play is the Game
Turn requirement.
The following Heir Cards merit further explanation:
10.3.3 Henry VI LancasterThe Henry VI Block cannot be a Leader for move-
ment or combat (it has no Command Rating), and
may be led in movement or combat only by a
Noble with a Rank of two (2) or higher.
The Henry VI Block does not count against Command Limits
for Battle, but does count against the Command Limits for
Movement.
Henry VI can control a Shire if dropped off via Movement
(16.1) in a Shire, but cannot move on his own once dropped
off (given that he cannot be a Leader for movement).
His Block may not conduct a Battle Charge.
Historical Note:Henry VI was a terrible warrior; he himselwill never be in the actual battle even i his Block is. He willbe in his tent, contemplating.
During the Wintering Phase (27.4), Henry VIs Block must be
Attached (8.3.3) to a Noble that the Lancaster Player controls.
This may be a different Noble each Wintering Phase. If there
are no Lancaster-controlled Nobles, the Henry VI Block must
be kept in the Undeclared Pool.
If Henry VI is currently in an Exile Box, he may only be At-
tached to a Noble in thesame Exile Box, or to a Noble not in
Exile (which removes Henry VI from Exile, as well).
If Henry VI is Senior Heir when the Lancaster Player is voted
King (24.2.3), the Henry VI Block does notattach the King
Ofce Block and the Lancaster Player may notuse the Kings
once per Turn ability of utilizing another Ofces ability (10.5.1
& 24.2.3) (he still gains the bonus support, votes and IPs listed
on the King Card, however).
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If the Henry VI Block is eliminated in combat (i.e., reduced
below Retainer Strength) or his Host Noble suffers a combat
result of Killed on the Elimination Chart (20.6.1), Henry is
assumed to have been captured in his tent and executed by the
Victor. If this occurs, remove Henrys Card and Block from
the game.
Design Note:Yes, Henry VI is removed rom the game be-
oreany roll is made on the Elimination Chart or his Block,i either his Block is reduced below Retainer Strength as aresult o combat, or i his Host Noble is killed as a result oa roll on the Elimination Chart.
10.3.4 Margaret o Anjou LancasterWhile technically not an Heir, as the Queen can
never become King, the Margaret Block behaves
in many ways like any other Royal Heir Block.
The Queens Block does not count against Com-
mand Limits for Battle, and unlike Henry VI, also does not
count against Command Limits for Movement either.
Her Block cannot be a Leader for movement or combat (it has
no Command Rating).
Margaret can control a Shire if dropped off via Movement (16.1)
in a Shire, but cannot move on her own once dropped off (given
that she cannot be a Leader for movement).
Her Block may not conduct a Battle Charge.
Historical Note: Henry VIs implacable Queen, Margaret,was perhaps the strongest leader o the Lancastrian action(leading in her husbands name). She hersel will never be inbattle, even i the Block is.
If her Block enters any Exile Box, adjust her Combat Strength
to its maximum amount (Margaret was very good at gainingsupport from abroad).
During the Wintering Phase (27.4), Margarets Block must be
Attached (8.3.3) to a Noble that the Lancaster Player controls
with a Rank of two (2) or higher. This may be a different Noble
each Wintering Phase. If there are no Lancaster-controlled
Nobles, the Queens Block must be kept in the Undeclared Pool.
If the Queens Block is currently in an Exile Box, she may only
be Attached to a Noble in thesame Exile Box or to a Noble not
in Exile (which removes Margaret from Exile, as well).
If the Queens Block is eliminated during combat, she will
return during the next Wintering Phase.
If both Henry VI and Prince Edward (the Lancaster Block) areOut of Play, the Queen goes into permanent exile in France.
Immediately remove the Margaret Card from the game and
place the Margaret Block Out of Play.
10.3.5 George o Clarence YorkClarence is a Royal Heir for the York Player, but
he has two unique qualities:
No Inuence can be played on his RoP Box
until his Heir Card is played (Turn 4 or after).
Inuence can be played on his RoP Box when he is an
Heir, but not after he becomes a Senior Heir (place the
Senior Heir counter on his RoP Box as a reminder).
As a reminder there is a box around his Royal Heir indicator
on his RoP Box, and on his Block label.
Clarence can be the target of the Treachery Surprise Card just
like any other Noble. However, if Clarence becomes the Senior
Heir while controlled by a non-York Player, see Heirs underEnemy Control (10.3.1).
Example: George o Clarence has been successully inuencedby Lancaster and is currently at ull strength controlling Sussexor the Lancaster Player. Te York Playerhaving no activeHeirsplays the Clarence Heir Card (becoming the Senior
York Heir). Clarence immediately becomes controlled by theYork Player, who picks him up and decides to places him inChester at his current Combat Strength. Had Clarence beenUnavailable at this time, he would have been placed only athis Retainer Strength.
10.4 Operations CardsOperations Cards are the
Cards that make up the
draw deck and will be dealt
to all Players. Each Card
has a type specied at the
top: Event, Mandatory,
Ally, or Surprise. The Card
type determines how and
when it can be played.
All Operations Cards (ex-
cept Affairs of State) have
an OPS Value listed in theupper left corner, which is
used to determine Player
order during the Opera-
tions Phase (13.2). In ad-
dition, with a caveat for Mandatory Cards (14.1), this value
is also the number of OPS Points a Player may use when he
chooses to use the Card for Operations (15.0), instead of for the
Event (14.0). The text below the picture on each Card is gener-
ally referred to as the Event text, and Players can choose to
implement the effects of this text instead ofusing the Card for
its OPS Points when they play the Card (exception: Mandatory
Cards must always be played as an Event, but the Player then
utilizes the OPS after implementing the Event).
To repeat, for non-Mandatory Cards, a Player must choose
whether to implement the Event textoruse the Card for
OPS Points. He cannotdo both.
After most Operations Cards are played from a hand, or an Ally
Card has its discard ability implemented (14.2.2), the Card is
discarded, i.e., placed face up on top of the discard pile next
to the draw deck. Some Operations Cards have a persistent
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game effect (e.g., Manpower Shortage), in which case leave
the Operations Card face-up where all Players can see it until
its game effect ends; at which point discard the card as above.
Example of an Operations Card
with persistent game effects.
Operations Cards with
persistent game effects are
denoted by having a rect-
angular color-coded bar
under the Card type and red
text at the bottom indicat-
ing when the Card effects
end.
Example: In a two player game, York plays frst and plays aRoyal Heir Card, placing the corresponding Block on the mapand the Royal Heir Card in ront o him. Lancaster goes secondand plays Manpower Shortage or the Event. Te Event islet ace-up on the table or the remainder o the OperationsPhase, as noted on the Card. Had Lancaster played it or OPS,it would have simply been discarded as normal.
10.4.1 Event CardsEvents give Players a special ability, or create a game effect,
as noted on the Card. Some bring new Blocks into play, oth-
ers allow a Player to bend or break the standard game rules.Text on Cards always supersedes these game rules. See Action
Steps (13.2) for details on how Event Cards are played during
the Game Turn.
10.4.2 Mandatory Cards
Mandatory Event Card
Mandatory Event Cards
have a black background
behind the Card type. A
Mandatory Event Card
must be played during the
current Turn. It may not be
voluntarily held for a fu-
ture Turn. The choice ofwhen to play it is at the
discretion of the Player
holding the Card, but it
must be one of the Cards
that are played that Turn.
However, if the Player is
prevented from playing it
on the current Turn due to
the Turn ending early from
a game Event, he must hold it until next Turn; even if not oth-
erwise allowed to hold Cards. In this case it will count as a
Held Card (12.2).
Note: A Player loses Popular Support for each Held Manda-
tory Card (28.3.2)!
Mandatory Event Cards cannot be used solely for OPS and can
never be voluntarily discarded. See Action Steps (13.2) for de-
tails on how Mandatory Cards are played during the Game Turn.
10.4.3 Ally Cards
Ally Card
Ally Cards have a green
persistent rectangle behind
their Card type, as all Ally
Cards are persistent Cards.
Like Event Cards, Ally
Cards can be played for
their Event text orfor their
OPS Value. They represent
inuential individuals who
can provide support to a
Player House. See ActionSteps (13.2) for details on
how Ally Cards are played
during the Game Turn.
10.4.4 Surprise Cards
Surprise Card
Surprise Cards have a red
background behind their
Card type. These Cards can
be played at any time dur-ing an Operations Phase
(unless the Card text says
otherwise) to implement
their Event text, even dur-
ing another Players Turn.
When played this way, they
do not count as a Card
pla yed for an Imp uls e
(13.1).
Once the Surprise Event
has been resolved, the
Player draws a replacementCard from the draw deck.
If the draw deck has been
depleted, shufe the discard pile to create a new draw deck and
then draw the replacement Card.
Alternatively, Surprise Cards may be played as a Command
Card for OPS during the Operations Phase. When played in
this latter way, a replacement Card is notdrawn.
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Example:At the start o the Operations Phase, York playsSecret Plots to take control o one o Lancasters Allies. Tisdoes not count as Yorks Card play, so they draw a replacementCard and select a new Card to play or their Operation Phaseplaywhich could be the newly drawn Card, or another onerom their hand.
10.5 Parliament Cards & Oces
Ofce
Heraldry
Title of
Ofce
Ofce
Ranking
Listing of
Special
Abilities
Bonuses to
Inuence
gained, Votes
for King,
and Popular
Support
Ofcesrepresented by Parliament (or Ofce) Cards and
Blocksare awarded to Nobles in the Parliament Phases (24.0
& 26.0). Each Ofce Card lists one or more special abilities
(and their restrictions) usable during the Operations Phase by
the Player controlling the Noble that holds the Ofce (the Card
will say you may do such-and-such). That Player may use
the ability at any time during the Operations Phase, subject to
the restrictions listed on the Card.
Note: The terms Parliament Card and Ofce Card are syn-
onymous and are used interchangeably throughout these rules.
Some Cards may also give special abilities to the Noble Block
which holds the Ofce (the Card will say he gets such-and-
such ability or bonus). For example, the Noble that holds the
Lord Captain Ofce does not lose any troop strength when inExile in France (7.3.3). For abilities that may only be used
once per Game Turn, when the ability is used we recommend
either rotating the Parliament Card 90 degrees, or turning it
upside down as a reminder that it cannot be used again until
next Game Turn. Note that even when so turned, the Parliament
Card still provides all the additional benets associated with
the Ofce Card.
Note:The special abilities granted by the Parliament Card are
available to the Noble Block holding the Ofce, even if the Of-
ce Block has been eliminated. It is the Parliament Card which
conveys the special abilities, not the Block itself(exception:
the King Block grants the +1 Command Rating (10.5.1); which,
if eliminated, is no longer gained by the current King).
Players receive certain bonuses, specied on the Ofce Card
when a Noble they control gains the Ofce. However, should
the Noble be eliminated, the Player returns the Ofce Card
and marker to the Unclaimed Pool and immediately loses any
benets of the Ofce. This also applies should another Player
gain control of the Noble, or gains control of the Ofce for one
of their Nobles. The other Player immediately gains the Ofce
Card and its bonuses.
All Parliament Cards provide a bonus to Inuence gained dur-
ing the Inuence Phase, votes for choosing King and Support
Track adjustments (remember to adjust the track back down
when a Player loses the Card for any reason). Inuence and
vote gains are handled in the King Phase (24.0) and after, in
the Ofce Phase (26.0). As noted above, Player Support is ad-
justed upwards when they gain the Ofce Card and downward
when they lose it.
Each Ofce provides an additional Block to be placed into
play by the owning Player. It must be Attached to the Noble
who holds the corresponding Ofce (8.3.3) and may never be
voluntarily detached from the Noble for movement (it may
detach for combat; see 20.4.3).
Ofce Blocks always count against Command Limits for both
combat and movement.
10.5.1 His Majesty the King o EnglandDuring the Parliament Phase (24.0) of each Turn,
one Senior Heir is chosen to be King for the next
Turn. The Kings Office and its controlling
Player are then entitled to certain privileges andhave certain responsibilities. In addition, the
Kings Ofce Block conveys an increase of +1 to the Host
Nobles Command Rating as long as the Kings Ofce Block
is attached (or participating in the same Combat Round) as the
current King. Note that Henry VI does not attach the Kings
Ofce Block if he is King (10.3.3).
The King Ofce (or Henry VI if King):
May use Crown Estates as Home Estates (7.2.4).
Responds to Embassy Events (14.1.1).
Cannot be subject to a Writ (see below).
Is always the highest Ranking Noble/Heir (27.3).The Player controlling the King Ofce (or Henry VI if King):
Gains a Support Bonus of three (3).
Can use Writs (see below) against a Planned Uprising.
Gains a bonus Card Draw during the Draw Phase (12.3).
May assign troops raised in a Mustering action (18.0) to
any Block in England, regardless of location.
Shufes and ips the Ofce Cards during the Parliament
Phase (26.0).
Decides all tie breakers (see below).
If the King is held by any Noble other than Henry VI, theKing may:
Attach the King Block to the Noble holding the King
Ofce.
Gain a +1 to his Command Rating (as long as the King
Block remains Attached).
Once per Game Turn (for each ability), use the other Of-
cers once per Turn abilities, as listed on the back of
the Kings Ofce Card.
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Writ: Similar to a Surprise Card (i.e., can be played at any
time) any three (3) Value OPS Card may be discarded to select
a valid In-Play Noble (Friendly or Enemy) as a substitute
for a Friendly Noble or Ofce that couldbe the Responding
Noble to a Planned Uprising or Raid Event (14.2.1). In addi-
tion, the King may use a Writ to send a valid In-Play Noble
(Friendly or Enemy) as a substitute for the King in response
to an Embassy Event (14.1.1). The Uprising/Raid or Embassy
Event is then resolved with the substitute as the Responding
Noble or King, respectively.
Only a Player who controls the King, an Ofcer of Parlia -
ment, or Queen Margaret (when in England) may perform a
Writ. The Player does notdraw a replacement for the Card
used for the Writ.
If multiple Players want to play a Writ in response to an
Event Card, use the tie break rule (see below) to determine
who may play it.
An In-Play Block cannot be subject to a Writ more than once
in response to an Event Card and none of the follow may be
subject to a Writ: An In-Play Heir
A Block in a Contested Shire
The current King
Blocks in Exile in a Foreign Nation
Prince Edward (i.e., the Lancaster Block) by anyone
other than the Lancaster Player
Henry VI or Queen Margaret and their Host Block(s)
by anyone other than the Lancaster Player
All other Noble Blocks are valid targets of a Writ and must
respond if selected.
Tie Breaker: In most cases during the game when a situation
requires a tie-break to be decided (e.g., Impulse Order, Voting
for Ofces, etc.) it is the Player controlling the King Ofce
Card who makes the decision. In the case where there is no
King (perhaps the King was eliminated in combat), the Player
controlling the next-highest Ranking Ofcer (27.3) decides
the tie break, i.e., Chancellor if no King, then Treasurer, and
so on. In the rare case no Ofces are held, the Player with
the highest IPs gained during the previous Inuence Phase
(23.0) decides ties. If multiple Players have the highest IPs
gained, roll a die to determine the Player who will be the
tie-breaker. If the tie-breaking Player is established by IP
Value (including die roll), then that Player will continue to
decide tie breaks as needed until the end of the current Turn.
10.5.2 Te Lord Chancellor o EnglandOnce per Turn, during one of his Impulses his
controller may exchange one IP stack in Parlia-
ment with another without examining their
values (the stacks need not have the same num-
ber of IP Markers in them). This does not cost
any OPS and can be done even if the Command Card (13.1) is
played as an Event (14.0). If there is no King, The Lord Chan-
cellor decides how ties are broken and gets a bonus of +5 votes
instead of his normal +3.
10.5.3 Te Lord reasurer o the ExchequerOnce per Turn, when his controller uses all the
OPS of a Card for Political Inuence actions
(19.0), that Player may Inuence one additional
Noble (so playing a 1 OPS Card for a PoliticalInuence action would allow the inuencing of
two (2) Nobles using this ability).
10.5.4 Te Lord Earl Marshal o EnglandOnce per Turn his controller may force one
Noble (Friendly or Enemy) [exception: not
Margaret or Henry VI] and any attached Ofce(s)
to re-roll alltheir Combat Round dice. If he is
the Leader during an Engagement (20.4.1), his
controller always forms his Main Force and conduct Replace-
ments after the Enemy has done so, even if he is the defender.
10.5.5 Te Lord High Admiral o EnglandOnce per Turn his controller may use two (2)
OPS Points to use Sea Movement (17.0) with
him as the Leader. Pirate Raids (14.2.1) roll only
one die when he is the Responding Noble.
10.5.6 Te Lord Captain o Calais and the PaleFrench Raids (14.2.1) roll only two dice when
he is the Responding Noble. Neither he, nor
Blocks that he leads, lose any steps when moving
to the France Exile Box (7.3.3).
10.5.7 Te Lord Lieutenant o Ireland and the PaleNeither he, nor Blocks that he leads, lose any
steps when moving to the Ireland Exile Box
(7.3.3).
10.5.8 Te Lord Warden o the North MarchesScots Raids (14.2.1) roll only one die when he
is the Responding Noble. Neither he, nor Blocks
that he leads, lose any steps when moving to the
Scotland Exile Box (7.3.2).
10.6 Player Aid CardsAlso included in the game are two identical Player Aid Cards
(PACs) and four Player Aid House Mats. The PACs contain
various charts and rule references for ease of reference. The
House Mats provide each Player a detailed map showing
Home Estates for each Heir Block, a location to place their
Senior and Junior Heirs, their Stock and Unclaimed IP Pools,
their Undeclared Pool and a location to place held Ofces and
available Ally Cards.
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11.0 Outline o Sequence o Play
Each Turn of the game has the following Phases, which must
be completed in the order listed:
Draw Phase (12.0): Players draw Operations
Cards to ll their hands.
Operations Phase (13.0): Players execute
events, place Inuence, muster troops, move,
and conduct battles.
Inuence Phase (23.0): Players collect IP Mark-
ers, the currency used in gathering the support
of Nobles.
King Phase (24.0): Players add newly controlled
Nobles to their House, calculate votes, and vote
for King.
Victory Check Phase (25.0): Check for victory
and crown one player winner!
Ofce Phase (26.0): Players bid to gain Ofces.
Wintering Phase (27.0): Players place their
Nobles on the map.
Clean-Up Phase (28.0):Remove markers, dis-
card extra Cards, Unavailable Blocks become
Inactive, etc. and advance the Turn marker.
After completing a full Turn, the Turn marker is
advanced by one and the next Turn is played as
above, until the last Game Turn of the the chosen
scenario is reached.
12.0 Draw PhaseEach Player draws a number of Operations Cards equal to the
Base Hand Size less the number of Held Cards (12.2) from the
previous Turn, if any, plus any Bonus Draws (12.3) to which
they are eligible. House Cards are not included in the calcula-
tion of the number of Cards to draw.
Each Player, in descending Inuence Point order (ties broken
according to 10.5.1), draws all their Cards before the next
Player draws theirs. If the draw deck is depleted, the discard
pile is shufed and becomes the new draw deck, and Players
continue drawing their Cards.
12.1 Hand SizeThe Base Hand Size is ve (5) Operations Cards. The maxi -
mum Hand Size is nine (9) Operations Cards. If Players gain
more than four (4) Bonus Draws (12.3) in one turn, they only
draw four (4) extra Cards when lling out their Hand (the extra
Bonus Draws are lost).
12.2 Held CardsOperations Cards may be held in a Players hand from a prior
Turn due to Heir bonus abilities or by Card Events. Each Held
Card causes the Player to draw one Card less during the Draw
Phase.
12.3 Bonus Draws
A Player may gain bonus Cards based upon his current PopularSupport level (see Popular Support Track on the map).
In addition, a Player draws an extra Card for each of the fol-
lowing:
Control of London.
Control of Calais.
Control of the Ofce of King.
Control of the Warwick Block in two-player and three-
player games only.
12.4 House Cards
Remember, House Cards nevercount in determining the num-ber of Cards in a Players hand, and therefore do not affect the
number of Operations Cards drawn at the start of a Turn.
13.0 Operations Phase
Once Players have drawn their Cards, play moves to the Op-
erations Phase where each Player will have an opportunity to
execute their plans for victory.
The Operations Phase is composed of multiple Impulses, played
one after another. Each Impulse is composed of a Command
(Card-play) Step and one or more Action Steps for each Player,
followed by a Combat step for all Contested Shires.
At the start of the Operations Phase, determine
the number of Impulses for the Turn by counting
the number of non-House Cards in each Players
hand. The smallest number is the number of
Impulses this Turn. Place the Final Impulse
counter on the Impulse track at the appropriate number of
impulses determined above and place a small black cylinder
on Impulse track 1indicating the rst impulse to be re-
solved.
Example:Ater the Draw Phase in a two-player game, York
has six Operations Cards in his hand, but Lancaster only hasfve. Tere will be fve Impulses this urn, with each Impulsehaving two (2) Action Steps (or a total o 10 Actions Stepsin the entire Operations Phase). Te players place the FinalImpulse counter on the 5 space o the Impulse track andbegin thinking about their frst Command Card play.
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13.1 Command StepDuring the Command Step of every Impulse, each Player se-
lects one Card from his hand and places it face-down in front
of him. This can be a House Card or Operations Card, and is
the Players Command Card. Once all Players have selected
a Card, they are revealed simultaneously.
If a Player has only House Cards in his hand, he may choose
to pass instead of playing a Command Card (he must reveal hishand at this time to show that he has only House Cards remain-
ing). A Player may not pass if he has any non-House Cards in
his hand. A Player that passes do not conduct any Action Steps
that Turn. If a Player passes on one Impulse it does not prevent
him from playing a Card on a subsequent Impulse.
Design Note:Tis may occur when a Player uses his 3 OPSCards or Writs (10.5.1) or Pursuit/Retreat prevention(20.5.4), which may result in him having less Non-HouseCards than the originally determined number o Impulsesin the Operations Phase.
Players may generally choose any Card from their hand to play
with the following restrictions, in priority order:
If a Player has no In-Play Heir Blocks, see 13.3.
If a Player holds any Mandatory Cards, he must play to
guarantee that allheld Mandatory Cards will be played
in the current Operations Phase (exception:seeAffairs