Blood Royale: A Dynastic Strategy Game
Blood Royale: A Dynastic Strategy Game
This rulebook...
You will certainly find it useful to have a supply of scrap
paper and some pens or pencils handy. Some record
Each Capital serves as the location of the Dynastic court,
and as a castle (see Capitals (18)). Each resource area is
Example 1=
keeping is necessary in this game. the source of the relevant resource, which will be It is the 1335 Turn.
produced each turn for the purposes of trade (see Placing In the 'Year
Resource Items (12)). Ending- 0'box are
Copyright © 1987 Games Workshop Limited
The Turn Record Chart 8 Amy counters,
If any components are damaged or missing please write and in the
to: Blood Royale, Games Workshop, Chewton Street, Hill The Turn Record Chart serves two functions ; first it shows 'YearEndings' box
Top, Eastwood, Nottinghamshire NG16 3HY, and indicate which year the current turn is, and second it is used to are 4 Army
which components are missing or damaged. store Army counters that have been removed from the counters. During
map due to combat or plague. the Interphase of
Questions about this game will be answered by Games
Workshop if accompanied by an A5-sized, stamped, self- The Year Track Marker should be placed on the year the 1335 turn the 4
addressed envelope or 2 international reply coupons. coloumn, so that the current turn's year is showing just Army counters in
Questions must be typed or legibly printed. Please try above it. At the end of each turn, it should be moved the 'Year Ending-
to ask your questions in such a way that they can be down the coloumn so that the year for the next turn is 5'box are returned
answered 'yes' or 'no', or so that they can be answered showing. to the respective
with a short reference. Although we welcome andenjoy
playersforce pools.
Army counters that have been removed from the map In the Movement
comments and suggestions about the game system, we
due to combat or plague are not available to be rebuilt Phase of the
cannot promise to respond to questions on theory or
during the next turn, players will have to wait 10 years 13351\am a total of
design intent.
before they can replace these loses. To keep track of which 12 Army counters
Army counters cannot be rebuilt players should use the are lost due to
CREDITS* Dead Army Counters boxes on the map-board in the combat. These are
following manner:
Invented by: Derek Carver placed
At the start of the Interphase any Army counters that are in
the box with the 'Year Ending' number corresponding Ending - 5' box on
Development: Paul Cockburn, Jervis 'You've got me
drunk again' Johnson the mapboard. They
Art and Illustration: Stephen Dukes (board an), Dave box and placed beside the gameboard. will return to the
'Super Star' Andrews & Colin 'Cavalier' Dixon players force pools
(counter art) During the Movement Phase, any Army counters that are at the start of the
Graphic Design: (everything else) Charles 'Dewbury' removed from the map are placed in the box with the Interphase of the
Elliott and Bil 'Gobbledigook' Sedgwick 'Year Ending' number corresponding to the last digit of 1345 turn.
the current turn, (see example 1)
The Holy Landbox is only used with the Optional Rules,
ignore it when playing the basic game.
The Playing Pieces (See Note I) Money
,Vnte.-1——— Certain playing pieces are colour-coded, and can only There are two types of money in the game; plastic
The Capital, be used by the player running that country: coins and paper notes.
Mercenary
Captain and
Neutral Army
are not used
in the Basic
game. Some of
the resource
items have a
black
background.
These should
not be treated
differently in
the basic
Game. The
background
distinguishes
these Resource
Items for use
with Optional
Rule (I).
The Dice:
Blood Royale
includes 3 six-
sided dice
(numbered 1
to 6) and 1
ten-sided dice Before playing the game for the first time, the plastic
(numbered 1 The use of the various game pieces will be described
pieces need to have their stickers affixed. Each set of six in the relevant sections of the rules.
to 10). The identically-coloured plastic pieces has a set of six stickers,
ten-sided dice marked 'K' and '!', '2', '3', '4' and '5'. Peel the stickers
is only ever off the backing sheet, and fix to the plastic pieces. (2) Setting Up The Game (See Note 2)
used when
rolling on the The remaining pieces are usable by any player: Each player controls a country and a family Dynasty.
Ramdom To begin the game, each player should select the
Province Table country he controls. This can be done by any agreed
method, although the simplest things is for each
player to draw one King piece from a cup or other
container, and to take that country. You can then place
the King piece in the capital.
Place the playing area on a suitable surface, and
arrange the players so that each is sitting
conveniently for the country he or she controls.
Each player should then take the other colour-coded
pieces for the country they control, and place them
conveniently to hand in front of them (if this is the
first game with this new set, you will need to place
the stickers on the playing pieces; each country should
have one King 'K', and 5 Princes '1-5'.)
The Year Turn marker should be placed in the 1300
box on the Year Track. The other counters and the
Marriage Contracts should be placed somewhere close
to hand. Ignore the Event Cards and the counters from
the Advanced Game.
Place the money in a convenient place to one side of
the board. This money forms the bank or Treasury, into
which payments will be made for players' Armies,
Fleets, etc, and from which they will draw revenue.
Each player will require three characters to begin the
Note 2—— game with. These characters will be recorded on the
Character Sheets provided. The three starting
If there are less characters in each Dynasty are:
than 5 players, A King aged 25 (born in 1275)
the rules in A Queen aged 20 (born in 1280)
Section 23 One child, aged 5 (born 1295). The child's sex
should be read
before play
stares.
It is Player A's turn during the Movement Phase. He has a Prince piece and three Army counters in
Kent, three Army counters and a Fleet (on the coast) in Essex, the King and three Army counters in
Calais and one Army counter and one Food Trade Item in Lancashire.
Player A moves as follows. First, he moves the Army counter and the Trade Item from Lancashire 2
Provinces to Essex (2 Movement points). All the counters now in Essex embark on the Fleet (1 Movement
point), and sail to Fnesland (1 Movement point), where the Trade Item is disembarked (1 Movement
point). The Fleet puts back to sea (1 Movement point) and sails to the coast of Normandy (1 Movement
point). The Fleet has completed its allowed Movement, as has the Army from Lancashire. The Trade Item
may be moved no further by Player A, since it is now in a Province controlled by another player, but the
German player may move it on if his or her turn follows on from Player A's.
The Army counters that started in Essex have used only one Movement point (embarking). They use
another disembarking, but may move no further since they are now in an unfriendly Province (the French
player is being very negative about this invasion).
The Prince and the 3 Army counters in Kent cross the Channel (1 Movement point). The Prince and one
Army then move through Calais to Normandy (2 Movement Points). The King, the Army counters brought
over by the Prince and the three Army counters in Calais move to Champagne (1 Movement Point). Since
the Province is hostile (!), the King's army must halt in Champagne.
was previously controlled by another player with one (b) Combat between the surviving forces of each
or more Army counters at the end of a Movement phase, player is then resolved. Each player should
and there are no Army counters belonging to any other make a single die roll, and remove casualties
players in the Province, that player is entitled to (but does from the opposing front-line Force, as
not have to) place a control marker in that Province, unless explained below. All these die rolls are
prohibited from doing so by a Marriage Contract. considered to be simultaneous, even though
the rolls will be made one after the other in
(18). Capitals practice.
A player's capital is also a Castle. The Capital counts
as 10 Strength points in defence.
A country's capital is considered to be the permanent
base for those of his or her characters who are not
represented by royal pieces. The capital is also a castle,
and gives the owning player an advantage in combat.
The capital is considered to have a Strength equivalent to
10 Army counters. This represents both the defences of
the castle and a garrison of troops. Additional Army
counters can be placed in the Castle which will add to
its Strength (however, once an attack is under way,
additional troops cannot be brought into the Castle; they
are considered to be camped outside, andean be attacked
separately - see Combat (19)).
The effect of the die roll is summarised on the following
A Castle's Strength can be gradually depleted by Combat
Cross-reference the number of Army counters in the army
during the Movement rounds of a single turn, but - if still
(a King or Prince counts as one Army counter) with the
uncaptured - it returns to full Strength (ie, 10) at the
die roll; the result is the number of casualties which must
beginning of the next Interphase.
be removed by the other player. Casualties removed in Example 11=
The Province in which a capital is situated cannot be this way are placed on the Turn Record Chart (see Game
captured unless the 'castle' is taken. Equipment (1)). France and Italy
Battles continue - with Rounds of both players making
are at war.
If the capital is taken, the defeated player may nominate France invades
any other controlled Home Province to be his or her simultaneous die rolls - until one side or the other is Lombardy, led by
capital, and should place his or her Capital Marker in eliminated, surrenders, or flees the field. The victors the King
that Province. This new Capital would not be considered remain in the Province in which the battle took place; (Strength +1) and
to be a castle. Once a castle is destroyed, it may not be fleeing losers may be moved by their owning player to the Crown Prince
rebuilt. The Capital Marker is removed as soon as a player any adjoining Province (where they could, theoretically, (Strength -1).
recaptures his or her original Capital. be attacked again by any unfriendly Army counters there). Italy's defence is
If the 'new' Capital is captured, the Marker should be It will be noted that the optimum size for any force is led by 2 Princes
replaced in another controlled Home Province. If a time four Army counters (although the presence of Royal pieces (Strength +1 and
ever comes when a player has no controlled Home may change players' minds on this!). If a smaller number of -1). France must
Province in which to locate a Capital, all other Provinces Army counters is deployed in a force, the greater the count the King's
they control are returned to their original owners, and chance that that force will have no effect. bonus, but has a
the player must continue as a Baronial Dynasty (see choice as to
Succession - Controlling Two Countries (9)). Effects of the Presence of Royal Pieces whether the
A King or Prince with a positive or negative Strength Prince is counted
The ruler of a country which loses or has lost its capital -obviously he
shouldhavehisorherCharismascorereducedby 1 until score has an effect on the outcome of a battle, even before
the battle itself takes place. If a Royal Piece with a +1 chooses not to
the capital is retaken. This adjustment may not take the count the Crown
Strength score is part of an army in a Province, he gets
minimum/maximum Charisma score outside of the Prince. So France
one free die roll before the battle starts with which he
normal +2 - -2 range. can inflict casualties. On aresultof 1-4 (if there are at least is entitled to one
All characters in a Dynasty other than those represented four Army counters present), 1-4 casualties are removed pre-battle roll.
on the map by King/Prince pieces are assumed to be in from the opposing force. If the roll is 5 or 6, or more Italy must count
the capital at all times. If the capital falls as the result than the number of Army counters in the force, no both Princes, so
of combat, they automatically escape to the new Capital. casualties are inflicted. the penalty and
the bonus cancel
(19). Combat If the Royal character has a + 2 Strength score, he gets out. The end
two pre-battle rolls. If the Royal character has a minus result is that
When two or more players have Army counters in a rating, the opponent gets the pre-battle rolls. The France will make
Province, combat may take place. Players make a die opposing player cannot retaliate to these free rolls. one pre-battle
roll, and the opposing player loses Army counters, which roll. If the
are placed on the Turn Record Chart. For the purposes of these pre-battle rolls, the Royal piece
does not count as an extra 'man', and does not alter the weaker-Italian
Combat can take place at the end of each player's maximum casualties which can be inflicted. These two Prince had not
movement phase, whenever Army counters of two or bonuses only count for the main battle. been present,
more players are present in a Province. Either player may both Italy and
declare an attack, in which case he or she is deemed the Although no single Royal Piece can accumulate more than + France would
Attacker, and the other player the Defender. The moving 2 or -2 on his Strength score, if there is more than one have been
player decides if they wish to attack first; if they decline Royal piece on the same side, they can co-operate to give entitled to pre-
the non-moving player may elect to attack. that side more than 2 free rolls in this pre-battle phase battle rolls, so
(this also applies to free rolls gained by the opponent's they would have
All the Royal pieces and Army counters in the Province minus ratings). If a King is present on either side, his cancelled each
take part in the battle. Combat is conducted as follows: Strength bonus/penalty must be counted. Any Princes other out.
(a) Before the battle takes place, there may be present may be counted at the owning players discretion.
one or more pre-battle rolls to reflect the However, when there are only Princes present on one
advantages gained by a superior Royal leader. side, all their bonuses/penalties must be counted.
See the sub-section Effects of the Presence of Only one side makes the pre-battle roll. Where both sides
Royal Pieces below. are entitled to pre-battle rolls, these should cancel out.
(See Example 11)
In the battle proper, if a Royal Prince is present, he counts Capitals
as one Army counter for die roll purposes, and the
maximum number of casualties the Force can inflict As stated above, Capitals count as the equivalent of 10
increases from 4 to 5 (though once the Force drops below Army counters in combat. Only the defending player may
5, this advantage is lost). count a Capital as part of his force; they may not be
included in the Attacking force. A Capital can take
If a King is present in a Force, he counts as one Army casualties like normal Army counters, but these should
counter, and the maximum casualties the Force can inflict be recorded on a piece of paper. Only when the Capital is
increases to 6. reduced to 0 is it removed from the battle - it is
If a Royal piece is present at a battle, and that character's considered destroyed.
army suffers casualties which wipe out its total strength Army counters inside a Capital need not take casualties
(including the Royal piece), the Royal character must until the Capital is destroyed, or may be removed as
suffer the consequences; he will be captured or killed. casualties to prevent the Capital's destruction. Army
The player should make a Survival Roll for the character, counters outside a capital may be attacked separately,
subtracting one from the die roll. If the result is that he without the Defender counting the Capital as part of his
would have died, the character is removed from the game or her force. The defender must announce at the
in the usual way (see Death (7)). If he survives this roll, beginning of a battle whether his Army counters are inside
the character is captured (see below). Captured characters the Capital or not; Army counters inside a Capital may
may not be killed. not retreat.
Fleeing From Battle Note that a castle which takes damage in one or more
A Royal character can escape from a battle at any time, battles is assumed to be repaired during the next
even if he is the only surviving 'unit' in an army after Interphase, and starts each Movement Phase with a
casualties are removed. A Royal character can be retreated Strength of 10.
to any neighbouring Province in which there are only To The Winner... The Spoils
Army counters from his own country, or none at all.
Any Resource Items located with the forces of the losing
If a King or Prince wishes to make good his escape before player are captured when he or she is defeated in the
Combat starts, he is not permitted to make use of his battle, even if the loser manages to retreat.
Strength bonus. If his Strength rating is taken into
consideration in the pre-battle rolls, the Royal Charater (See Example 12)
must remain for at least one round of combat. Alliances
Retreating At various times in the game, players may enter into formal
At the start of a Round of combat, either player may (ie, bound by a Marriage Contract)and informal Alliances.
choose to retreat with his or her surviving Army counters. All Alliances that involve joint military ventures must
The opposing player is allowed one free attack. Retreating be made in writing. This affects combat as follows:
forces may move to any neighbouring Provinces, During the Movement Phase, whichever member of an
regardless of the presenceof other Army counters. They Alliance moves before the other (as determined at the
may not attack Army counters in that Province, but may outset of the phase), may omit to move any troops which
be attacked. are to be involved in the joint battle plan. The last Alliance
Surrender member to move then moves all the troops covered by
the Alliance treaty. Combat is conducted as agreed in the
At the end of a Round of combat, either player may offer treaty (ie, the players should agree who it to make the
surrender to the other side. Terms may be negotiated, die rolls for the combined forces).
or the players may be unable to agree. If the latter, the
battle continues. If the former, the surrendering player Alliances can be broken at any time (unless covered by a
must comply with the surrender terms as they affect the Marriage Contract). A player may refuse to move his or
pieces/counters in that army and the Province in which her military units at the time when the Alliance's battle plan
the battle is fought. Any other arrangements can be calls for them to be moved, if circumstances have
conveniently 'forgotten' once the beaten army leaves the changed in such a way t h a t the previous plan is
field. inadvisable. There is no penalty for this, beyond the
possibility of upsetting your former Alliance partner(s)...
Surrendered Royal characters may not be killed (although
Army counters can be), though they may be Ransomed Naval Combat
(see below). There is no naval combat in the game. If a province is
captured with enemy Fleets in port, they must be moved
Captured Royal Characters away during the owner's first turn (they are considered
to be stood-off shore together with their contents).
As mentioned above, Royal characters can be captured
in a number of ways. If the character survives a Survival Some players might be tempted to introduce naval combat
Roll (where applicable), he or she can be captured by into the game, but this has been purposely omitted from
the victorious player(s)' army, and held tor Ransom. the rules because naval combat was not a feature of the
14th Century, and - setting aside this objection - its
A captured royal character can be immediately introduction would push the game further towards
transported to the victorious player's Capital. The object wargaming.
would be to Ransom the character in some way that would
be beneficial for the captor. He or she could demand (20). Negotiations
money, Trade Items, an advantageous Marriage Contract,
anything which the other player can give within the limits In order to prevent the game from getting bogged down
of the rules. As soon as the captor is satisfied, the character in negotiations these should be restricted to' men on the
can be returned to the capital of his or her own country. spot'. In other words, two armies have to confront one
another or a trading piece has to move to a province and
No Birth rolls can be made for children for that character then negotiate its passage. If no agreement is reached
whilst he or she is prisoner, of course. Should the character the move is wasted. Players should not indulge in 'radio'
inherit the throne whilst still a prisoner, the captive's communication between heads of state prior to making a
player could pass over him or her for the succession, move.
following the rules for Penalties as if the character were
still controlled by his or her normal Dynasty. Obviously, the above only applies to Negotiations
conducted outside of the Dvnastic Phase
Foreign Intervention for 50 Crowns. They can only be cashed in as a set (or
sets) of 3.
A Monarch canenlist foreign aid under any terms agreed. If If a player cashes in one each of the three basic Trade
this involves military assistance (to put down rebellions, for Items, plus one semi-luxury Trade Item, he or she receives a
example), the monarch's Charisma score is reduced by total of 80 Crowns from the Treasury.
1. This can have the effect of reducing a monarch's
Charisma below -2. If a player cashes in one each of the three basic Trade
Items, plus one semi-luxury Trade Item, plus one luxury
Trade Item, he or she receives a total of 120 Crowns from
Foreign assistance can be agreed as part of a Marriage
the Treasury.
Contract (in which case the conditions are binding), or
as p*rt of a more informal arrangement. The rules for These are the only combinations in which Trade Items
Alliances (see Combat (19)) apply for the purposes of can be traded in for cash. Any surplus, or any sets which
Movement and Combat when a Monarch accepts foreign the player does not wish to cash in (because he or she
intervention, except that the player controlling the is hoping to add a semi-luxury or luxury Trade Item to
Monarch should make all moves and combat die rolls them) may be held in the Capital until the player is able to
for the foreign troops, until such time as their normal and wishes to cash them, or until they are traded to
owner chooses to take control of them. Inviting foreign another player. Players can hold on to Resource Items
troops onto your soil without guarantees of their as long as they wish in the hope of improving the value of
behaviour is a dangerous thing to do. their 'set'.
(21). Cashing-In Resource Items (22). Ending The Game
A player with Resource Markers at their capital may At the end of the agreed time, the game is terminated.
cash them in and add the money raised to their treasury. Players may cash in any sets of Resource items they have
in their Capitals (see Cashing-In Resource Items (21)). The
If a player can transport Resource Items to his or her
player with the most money is the winner.
Capital, they may be 'cashed-in' at the end of any 5-year
Turn, including the one in which they arrive at the capital. Alternatively, at the beginning of the game players could
The basic goods are represented by metals, cloths and set a monetary victory target (eg, 800 Crowns). A player
food resource markers. A player who has one each of with this sum or more after the 'Cashing-In' Phase of a
these three basic Resource Items in his or her Capital can turn is declared the winner. If more than one player
cash them in to the Treasury at the end of any 5-year Turn has more than 800 Crowns, theplayer with the most wins.
•17
(23). Special Rules For Less Than Five containing a Resource Area, 2 in the Capital and 1 in each
Players other Province.
Four Players
Dynastic Sequence: Create an additional 'aristocratic'
Although obviously best suited to five players, Blood family, who will be available for making marriages. At
Royale can be played with a smaller number. If there are the beginning of the game there should be a five year
four players, one particular change is required in the rules. old child (determine sex and characteristics normally),
England becomes a non-player country, much the same and during each turn from 1300 onwards, one player
as Poland, Denmark or Wales in the 5- player game. It is should make two birth rolls to see if additional children
completely out-of-bounds to all players. Players may not are born (there is no need to make Survival Rolls for the
move counters or pieces into or through the English 'parents', who do not feature in the game).
provinces (not even Calais).
Survival rules are made as the children become old
Experienced players might choose to alter this rule so enough.
that the 'odd- country-out' is selected at the beginning of
When the children become old enough to be considered as
the game. In addition players may agree that the country is
marriage partners, players may make bids to secure the
not 'out-of-bounds' and that anyone may invade it
(possibly making France the odd-one out, so that all the match. Interested players announce their wish to
players can expand into France, if they desire). This option secure the child as a marriage partner for one of their
may unbalance the game, however; a 'neutral' Italy, for characters, and pay the Treasury 10 Crowns as a sign of
serious intent. They then write the amount of their bid
example, gives Germany the chance to swallow up
on paper. When this is completed, all players reveal their
Lombardy, in which case the German player has all three
Basic Resources, and need never trade. offers and the highest bidsecures the match. That player
pays the Treasury the amount bid, and takes the character
Whichever country is chosen, the players need to re- from this additional family into his or her own Dynasty.
balance the Basic Resources: Male children from the 'aristocratic' family always join
their wife's Dynasty.
If England is the non-player country, Andalusia should
be considered as a Food Resource Area, instead of Cloth; Resources: It is assumed that the 'neutral' countries make
use of their own Resources. Although Resources are
If France is the non-player country, Bavaria should be placed in 'neutral' countries during the Interphase, they
considered as a Semi-Luxury Resource Area, instead of are removed at the end of the first Movement round if
Metals; not captured first.
If Germany is the non-player country, Warwickshire Movement: There are three Movement rounds instead of
should be considered to be a Metals Resource Area, instead two.
of Food;
Combat: If a player moves any Army counters into a
If Italy is the non-player country, Bavaria should be 'neutral' Province, he must attack the defending forces of
considered as a Semi-Luxury Resource Area, instead of that Province (if any). The die rolls for the defending
Metals; army are made by the player to the left of the invader.
and if Spain is the non-player country, Lancashire Combat proceeds as normal .Neutral Army counters are
should be considered to be a Semi-Luxury Resource Area, not placed on the Year Track when killed. If, at the end
instead of Food of Combat, a Neutral Province has not been captured,
Combat With 'Non-Player' Countries the number of Army counters in the Province should be
(Optional) returned to full strength.
In a game with four players, it is possible that players Controlling Neutral Provinces: Players may raise 1 Army
will want to attack a Province which is part of the fifth counter from any controlled Province in a 'neutral'
'neutral' country (ie, one not being run by one of the country.
players). (2 4). The Degree of Secrecy in the Game
When using this option, at the outset of the game, Army Players may keep the details of Marriage Contracts a secret
counters should be placed in the 'neutral' country as (although some details will become obvious through what
outlined below for the 3-playergame. If a player invades follows) and they may also conceal the amount of cash
the 'neutral' country, that country will defend each they have. They may not keep the characteristics of Royal
invaded Province only with the forces present there. children secret, but must give this information upon
'Neutral' Army counters never move. Battles are fought request.
following the normal Combat rules, with the 'neutral'
country having rolls made for it by the player to the left It is best if a simultaneous decision is made on the subject
of the invader. 'Neutral' countries always defend, never of taxation.
flee and never surrender. There are no royal pieces.
When it comes to raising armies and fleets, if you decide
Controlling Neutral Provinces (Optional) to raise, say, only 4 armies but your neighbour raises 8,
you are at liberty to raise further armies, if you wish.
. For games with less than 5 players only, players may raise
This continues until all players are satisfied.
1 Army counter from any controlled Province in a
'neutral' country. (25). Special Rules and Advice for the
Three Players Beginning of the Game
At the beginning of the game, each player has a King and
Preparation: Allow a free selection from all five countries
Queen, and a child. The King and Queen are 'normal'
(do not exclude England). Players may draw lots and
in every respect, which means that each player is in charge of
choose the country they play, or decide their countries
a country with ten provinces ruled over by Kings and
randomly. Because certain combinations of countries will
Queens of identical age and characteristics. At this stage,
be seen to unbalance the game, players might decide to
the only differences between the countries will be the
limit the choice; each combination has its own set of
sexes and characteristics of the children. These children
challenges. Beware of combinations which allow one
could range from the strong and healthy to the weak and
player to immediately gain control of Resource Areas
sickly!
producing the three Basic Trade Items.
Later in the game, you will want to arrange marriages
The 20 Army counters of each of the 'neutral' countries
in order to establish firm treaties with other players,
are then distributed as follows: 4 in each Province
hopefully negotiated to your advantage. But, at this stage,
you cannot seal these arrangements, because no child limited and expensive, so a secure border is of major
is yet old enough (and new players to the game would advantage.
be at the mercy of older hands in these negotiations!).
At the same time, it is in other players' interests to prevent
You can then carry out your first action in the Dynastic France from getting this security - and they might even
Sequence, finding out if your King and Queenproduced consider having a contract with England that prevents
any children in 1300. As you will see from the rules, you France getting such an alliance.
can make three die rolls (and, if successful, produce three
children), but there is the greater danger of the Queen Italy can also be troublesome, unless other players can
dying if you roll more than once. If children are born, persuade Spain, for example, to provide a permanent
Character sheets have to be made out for them. threat to Italy's south. And Italy is bound to be Germany's
first target, given that Lombardy and Veneto are so close.
You*then have to make a Survival Roll for all adult The mere existence of such a threat forces Italy to keep
characters. In effect, this means only your King and Queen troops at home
in the first turn (and - optionally - not even the King, if
you are not yet experienced players of this game). To These are just a few examples of the need to secure borders
survive, your King will have to roll 4 or more on two and to give other players something to think about so
dice (his Constitution being normal). Your Queen will that they leave you alone.
also have to roll 4 or more, although this might be 1 or 2 It will be seen that no single country in the game
higher if you have tried more than once to obtain a commands all of the three Basic Resources Items. They
child. Should the Queen die, you will have to wait until a must trade. Furthermore, there are not enough Resource
bride is available when one of the children in the game Items to go round. So, these deals should rate very highly
reaches 15. If your King dies, oneofyourchild characters on the list of priorities. Securing trade also means ensuring
becomes ruler and a Regent is invented. that you can get the goods to your capital. A player who
You then receive your Taxes of 5 Crowns per province, regrets the terms of a Marriage Contract he agreed with
optionally boosting this to 7 Crowns a Province if you you might minimise the effect by making it difficult for
are prepared to run the greater risk of Rebellion. Unless you to get the Resource Items home.
you intend to be aggressive, or fear that another player Do not underestimate in any way the power of such things
might be, you would be well advised not to tax high in as marriageable children with 12 Strength/Guile or
the first turn, as you run a very real risk of Rebellion. daughters with + 2 Constitution. These place you in a
Once you have a Monarch with high Charisma, this risk is strong bargaining position. Similarly, you are in a strong
reduced. position if you are seeking a bride for your heir to the
You then buy your armies and fleets. The maximum you throne. Sometimes it is worth hanging on to these children
will be able to afford if you taxed normally is 10. In the rather than marrying them off early.
rest of the game, Army counters are always brought on in Although it is a temptation to have extra dice rolls for
the capital, but for the first turn they can be placed children, you must remember that - should the wife die -
anywhere in the Kingdom - players should place their a most useful marriage contract will be terminated. Then
Army counters on the map in order. You might consider it again, maybe it gets you out of a bad one. There is one
wise to protect all your borders, as they are all vulnerable at exception to this. The death of the original Queen does
this stage, and opponents need only send a single army into not terminate any contract and it is an advantage to have
a vacant province to capture it. There is no secrecy. Also quite a large Royal Family early in the game.
remember - once bought you cannot return them, nor
can you buy more once players have started placing Army OPTIONAL RULES
counters on the map. The following Optional Rules introduce new aspects to
Keep in mind that Blood Royale is not a wargame. If players Blood Royale, which players of the game may find more
continuously indulge in conflict, the winner will almost challenging. It is recommended that all players enjoy
always be the player that stayed relatively peaceful. One several games before adopting any of these options.
has only to consider the economics to realise this. Each The Optional Rules need not be taken in total. Players
owned province brings in an income of 5 (or 7) Crowns may introduce the ideas of Neutral Provinces, or Event
per five years. Every Army counter raised to achieve this Cards, or Governing Provinces, and exclude the other
costs 5 Crowns, plus 2 Crowns for each turn's ideas in this section. Obviously, players should decide
maintenance. Three (or four) Army counters garrisoning a which rules they will choose to introduce before play
captured Province against counter-attackcost more than commences. Make a note from the following checklist
can be raised in Tax. And each Army counter lost while of which Optional Rules are in force at the beginning
capturing a province means an extra outlay of 3 Crowns of the game, so that disputes can be settled.
(5 to raise troops tather than 2 to maintain) to replace
when the time comes, not to mention the potential Optional Rules
problems of having them out of the game for a whole turn. (A) Four Character Start
But conflict will occur. A cheap victory may only have a (B) Characteristic Rolls for all Starting
marginal positive effect on your own economy, but it Characters
will have a much greater negative effect on your (C) Disputed Succession
opponent's. Most conflict, however, will almost certainly (D) Movement of Trade Items
be connected with securing trade. Each 5 year turn sees (E) Event Cards
the introduction of up to 250 Crowns worth of Trade (F) Neutral Provinces
Items - 50 per player. If you loseout on trade, your chances (G) Governing Provinces
of winning are slim. Even so, you should try to tie trade (H) Extra Event/Movement Phase
up with marriage contracts rather than combat. (I) Changing Capitals/Resource Areas
Rebellion is a facet of the game that should never be (A) The Four Character Start
underestimated. As was typical of the 14th century, armies
abroad tended to lose everything they had gained by To speed the development of the Dynastic Aspects of
having to be brought home in order to put down unrest. the game, each player begins with four characters instead
Sending the Monarch abroad is always a danger, unless of three. These are:
he or she is very high in Charisma.
A King aged 30 (born in 1270)
So, what must you look for in a marriage contract? For A Queen aged 25 (born in 1275)
certain countries - especially France - a non-aggression Two children, one aged 10 and one aged 5 (born 1290
treaty with England is of considerable use. Armies are and 1295 respectively)
These characters should be created before the game starts, in attempt(s) in the order in which they would occur along
the normal fashion. The effect will be to make players the route.
negotiate marriages earlier in the game.
A Trade Item can be intercepted if it:
(B) Characteristic Rolls for the King
and Queen (a) Passes through a province which
contains Army counters of another
Instead of all the starting Kings and Queens having country;
'Normal' characteristics, players generate these in the (b) Passes through a sea area in which there are
normal way. Since it could be disastrous for a player to more Fleet counters of the intercepting
begin the game with a King or Queen with a low country than of the owning country;
Constitution score, and then to have one of the initial
parents die in the first round, this option should not be If an interception is possible, the owning player must
used unless players agree that no Survival rolls will be throw one die, adding the following modifiers:
made for the King or Queen in the first round. +1 for each intercepting Army counter;
(C) Disputed Succession -i- 2 for each intercepting Fleet counter (count
The normal rules for succession allow players to pass these only if they are in excess of the number
over female characters and Princes imprisoned by other of the owning player's Fleet counters in the
players. Otherwise, when a King dies, the next-in-line same Sea Area);
comes to the Throne. Players risk rebellion and long-term -1 for each 15 Crowns the owning player
war through passing over a legitimate heir. pays to the Treasury before the die roll; *
This principle can be extended to allow players to pass +1 for each 20 Crowns the intercepting
over any legitimate heir at the time a King dies. Players player pays to the Treasury before the die
are still most likely to want to pass over the legitimate roll.*
heir when it would lead to a female character who was
married into another Dynasty or an imprisoned Prince * The owning player should state how much he will spend
coming to the throne. However, players might also wish before the intercepting player.
to prevent a weak King coming to power, or to establish a
junior, but more powerful branch of the royal family as If the modified result is 6 or more, possession of the Trade
the legitimate Dynasty. Item passes to the intercepting player.
The penalties for passing over a character are as outlined Trade Items may still not be moved through a province
in Succession - Penalties for Passing Over a Legitimate with a Famine or Rebellion marker; no route can be traced
Heir (9). All characters in the player's Dynasty fight with a through such a province.
-1 penalty to their Strength score for as long as the
legitimate heir to the throne, or his or her heirs, is still (E) Event Cards
alive. Additionally, the Dynasty controlling the rightful
heir has a il bonus to Strength for all its characters The Event Die roll should be replaced with the drawing
whenever they are fighting the 'usurper' Dynasty. of an Event Card. The cards allow for a greater variety
of events, and present the different countries with varying
As in the Basic Rules, if the passed-over character is one problems, opportunities and goals. If you use the Event
who could not have been passed over according to the Cards, you should either also use Optional Rule (H) -
basic rules of Succession, the new monarch also has a Governing Provinces - or be aware that certain cards refer
penalty to his or her Charisma score. This represents the to opportunities to inherit titles to certain Provinces.
followers of the 'deposed' character causing trouble. Once These cards should be read as allowing the characters a
the decision has been made and the new Monarch is on chance to gain marriageable characters, money or trade
the throne, the player should roll a die. A result of 1-3 items, as appropriate.
means the new monarch's Charisma is reduced by -1, and a During the Events section of the Movement Phase, the
result of 4-6 reduces it by -2 (this may reduce the
character's Charisma score to -3 or -4!). This penalty first player (determined at the beginning of the Movement
cannot be inherited by any of the new monarch's heirs, Phase) should draw a card. The instructions on the card
but can reduce the monarch's Charisma below -2. should be followed precisely.
This additional penalty is only taken if the character is Cards which have long-term effects should be kept by
not one who could have been passed over according to the player until all the instructions on the card have been
the normal rules of the game. followed. When this has occurred, the card should be
placed on a discard pile.
In all cases, the player controlling the 'deposed' character Certain concepts introduced by the cards are further
must pass the character (along with his or her spouse
and any children) to the player on his or her left, to be discussed below:
controlled by that Dynasty from now on. The character is Shuffles
now in exile, and the receiving Dynasty receives the +1
Strength bonus fighting the 'usurper'. If the 'deposed' Certain cards instruct the drawing player to shuffle the
character already lives with another Dynasty (as a married Event Cards. When he or she has completed all the
woman), this rule does not apply. instructions on the card (or as many as possible), the
player should gather the remaining Event Cards and the
(D) Movement of Trade Items discard deck, shuffle them together, and replace them
face down.
With this option, Trade Items are not actually moved
about the board. Instead, during the Movement Phase, Rebellions
players may announce their intention to ship Trade Items If rule (G) regarding Titles and Governing Provinces are
from Province A to Province B. If no player objects, the being used, the Rebellion die roll should also be modified
player must then move the Trade Item as stated. If any by the Charisma scores of both the Governor and his wife
player does object, the owning player must show which (if the Governor is indeedmale; the same does not apply
route he or she wishes the Trade Item to take. If he or if the Governor is female).
she can show a route by which the Trade Item cannot
be intercepted (see below), the movement of the Item The Rebellion roll in the Capital should be modified by
takes place immediately. If the route can be intercepted, the scores of all Princes present. If the result is a Rebellion,
the players involved must resolve the interception
half of that country's current cash in hand should be the arrival of the Free Companies, or other military events
returned to the Treasury. This only applies to the Capital. inspired by Event Cards, might draw them into war with
If a neutral province is indicated by the Random Provinces forces which are not under the control of another player.
Table, that rebellion does not take place. Do not re-roll Whenever a player has to fight a battle with a Neutral
on the Random Provinces Table. Army, the Neutral Army counters should be used. The
Trade Items cannot trace a route through a Province player to the left of the player involved in the battle should
carrying a Rebellion marker. roll the dice for the Neutral Army.
Unless directed by Event Cards, Neutral Armies never
Storms move from the Province in which they start. Unless Event
Maity of the Event Cards have a reference on the bottom Cards say otherwise, Neutral Armies always defend, never
to Storms, followed by a range of numbers (1, 1-2, etc). If retreat and never surrender. If they capture a Royal
a card with such a reference is drawn during the Events character, Neutrals ransom him for 100 Crowns.
Phase, roll one die. If the result falls within the range For Event Card 3, Free Companies, roll one die and halve
on the card, the Storms Event will occur in addition to the score, rounding up. This is the number of Free
the Event on the card. See the Basic Rules. Companies available. They remain upon the board until
Bidding and Investing destroyed in Combat or by Plague.
On several of the Event Cards, players are given the option to For Event Cards 10 - War With the Welsh, 11 - War With
bid or invest Crowns in order to make an Event happen or to the Swabians, 12 War With the Burgundians, 13 - War
stop it from happening. Note the distinction between the With Aragon and 14 - War With the Moors, the number
two. of Neutral Armies that appear is stated on the card. At
the end of the last Movement Phase in that turn, these
Bidding means that all the players, starting with the player counters are removed. If a Neutral conquers a Province,
who drew the card and proceeding clockwise, should that Province becomes Neutral as well.
take part in an auction; one player will succeed when
all the others have passed. The winning player has the For Event Cards 51 - Albigensian Crusade and 61 - Crusade,
advantage of the card, and should pay the sum in Crowns the number of Neutral Armies that appear is stated on
he or she bid to the Treasury. the card. The Cathar rebels remain until the end of the
last Movement Phase in that turn; unless defeated, the
Investing means that all the players should secretly record Cathars will make the Dauphine a Neutral Province. The
how many Crowns they wish to spend to secure the Saracens should be removed at the end of the last
advantage from the card, and these amounts should be Movement Phase in that turn.
revealed simultaneously. The player investing the largest
amount has the advantage of the card. All players then Pretenders and Bastards
pay the amount of the investment in Crowns to the
Treasury. Cards 18-22 allow for characters to leave the Dynasty
of their birth, and join another player's characters. The
Inheritance of Neutral Provinces character sheet should be passed to the player on the left,
/Kingdoms and a Royal playing piece of the appropriate Dynasty
substituted. Characters can only become Pretenders if
Certain Event Cards allow Dynasties to 'take control' of they are at least 15 years old, and if they are not the only
Provinces and Kingdoms not normally involved in the male child of the monarch. A Pretender's wife (though
game through marriage. Players invest Resource Items not a husband, who should be returned to his original
or Crowns to attract a marriage which will allow one Dynasty) and any children less than 15 years old should
of them to inherit the title of that Province/Kingdom. alsobepassedtothe player on the left. The new owning
All such titles introduced into the game in this way can player may use the character as if he or she were a member of
be inherited in the normal way (see Governing Provinces his/her own Dynasty from then on, perhaps even
(H)). A player whose Dynasty already included the King marrying the character to someone in his own Dynasty
of England could take advantage of card 31 and have the (no Marriage Contract would be made).
same character - or another - marry the heir to the King For a 'bribe' of 50 Crowns, the Pretender's original
of Denmark. Dynasty may 'buy back' the character, his wife and any
With cards 31 and 33, players invest Crowns to make children. All sins are forgiven.
the match, and the rules for Investing (above) should be A Pretender character or any of his or her heirs may inherit
followed. For cards 30 and 32, players invest Resource the throne through the normal rules while still controlled
Items. For the purposes of these cards, all Resource Items by a 'foreign' Dynasty (the 'claim' should be inherited
count equally. in exactly the same way as any normal title). The player
Also regarding cards 30 and 32, the titles to be inherited who has been controlling the disputed country up to that
are for Provinces normally part of another player's point may pass over the Pretender's claim (see Succession
Kingdom - namely, Spain. If the Optional Rules for (9) and Optional Rule (C) above), or becomes a Baronial
Governing Provinces are being used, the title being player in the normal way.
granted is a 'noble' title, and final control of the province If a player controlling a Pretender actually managed to
continues to rest with the existing reigning monarch (see conquer the whole of the disputed country by military
Governing Provinces (G)). If a Governor already exists means, he or she could either set the Pretender up as a
for the Province, the card is ignored. separate monarch (still controlled by that Dynasty, of
Finally, for cards 31 and 33, as well as creating character course), or play safe and rule the conquered area just
sheets for the Prince, the successful player may also place a like any other. Pretenders rarely get what they think they
Royal Piece on the board in his or her Capital, following the deserve...
normal rules. This Prince can lead armies, Govern
Provinces, etc. However, no children should be produced Cards 38 and 39 allow for the creation of bastard sons of
for the marriage; these are assumed to be part of the ruling unmarried Kings. These characters are passed to the
Danish/Polish Dynasty, not the player's. player on the right, who controls them from now on.
Any time the character lands ina Province of his father's
Fighting Neutrals Kingdoms, there is an immediate Rebellion roll. If a female
character ever comes to the throne while the bastard lives,
If the rules for Neutral Provinces are used, players may every Province in the Kingdom must be checked for
find themselves wishing to wage war against them. Also, Rebellion.
Bastards' claims can never be inherited, even though the Province, but Rebellion Die Rolls must be made, with
character can marry and have children. The player normal modifiers, for the whole Kingdom. Medieval
operating the character may control the character as he nobles were very careful about their rights when it came
or she wishes, including marrying the character to a to the Crown - even if this meant 'sticking up' for
female in his or her own Dynasty. foreigners!
(F) Neutral Provinces Characters may Govern more than one Province.
Neutral Provinces are those which are controlled by none If a minor inherits a title, the 'Regent' will be monarch.
of the players in a game. With this option, ten such No new character is created.
Provinces are marked at the beginning of the game, using
the Neutral markers. These are: Titles and Governorship to a Province affect the game
in the following areas:
Characteristics
Raising Taxes
Commanding Troops
Raising Trade Items
Events
Neutral Provinces may also be created during the course
of the game. Certain Event Cards may, in the right Characteristics
circumstances, cause a Province to become Neutral. The player should immediately give the character a +1
bonus to his or her Strength/Guile characteristic. This
All Neutral Provinces are considered to have a garrison. may take the characteristic above +2. This bonus may
When a Province is invaded, place two Neutral Army only be taken once, no matter how many Provinces the
counters on the map in the relevant Province. This force character Governs.
will defend the Province, with the player to the left of
the invader making dice rolls on its behalf. The Province Raising Taxes in a Governed Province
cannot be occupied until both the defending Army In a medieval country, taxes were mostly gathered on
counters are defeated. behalf of the monarch by Provincial nobility. This gives
the noble some power, since he or she may raise local
If the Province would have been part of that player's taxes by the same authority, and could even choose to
country in the Basic Game, it becomes a Home Province withhold all or some of the tax revenue from the monarch.
after conquest.
With this option, the King of each country sets the rate
Neutral Provinces do not raise taxes. They do not raise of tax for the whole country as usual. However, any
Resource Items, or allow them to be transported through. Province governed by a character raises 2 Crowns extra
They do not invade neighbouring Provinces, unless (ie, either 7 or 9 Crowns).
directed to do so by an Event Card.
A Provincial Governor from a foreign Dynasty would
Once conquered, a Province which has been Neutral is keep those 2 Crowns for his or her own Dynasty. The
subject to the normal rules. Governor may also refuse to pay all or some of the 5 or 7
(G) Governing Provinces Crowns Royal Taxes for that Province to the Crown, in
which case the governing player should take the money
This optional rule allows players to make more use of from the Treasury. There is no penalty for doing so (except
their Prince characters, without having to go to war. that the King isn't likely to be very grateful...).
At any time during the Dynastic Phase, or as directed Also, whenever the Provincial Lord is actually present in
by an Event Card, a player may choose to bring a Province that Province, the taxes raised from there should be
into the direct ownership of his or her Dynastic house modified by his or her Charisma. This additional
by making a Prince the 'Governor' of the Province. To profit/loss being taken by the governing player.
do this, the player announces which character will be
given the title, and which Province the decision affects. Commanding Troops in a Governed Province
The Province must be one controlled by the player at The rules for Maintaining and Raising Armies remain the
that moment. Only a Prince (aged at least 15) can be same as for the Basic Game, However, the Governor of a
created Governor of a Province (unless directed by an Province is considered to be the commander of any
Event card; also, female characters and children may Army counters located in that Province. So long as the
inherit the title later, following the normal rules for Governor is a Prince aged 15 +, is present with the Army
inheritance). counters, and so long as the King is not, the Governor
Note: All Provinces not so Governed are considered to controls the Army counters for the purposes of Movement
be under the direct control of the King for the purposes and Combat, even if this means the Army is under the
of this game, and the normal game rules continue to apply. control of a foreign Prince.
The player should record on the Character Sheet that A Provincial Governor in command of such Army
that Prince now holds a noble title - this should read counters may either obey the instructions of his or her
something like Duke of Liguria, Earl of Wessex, etc. monarch, in which case the Movement turn will proceed
as normal, or he or she may disobey. A Provincial
This title may be inherited in exactly the same way as Governor does not have complete control over these
the rank of King, following the rules of Succession. This troops, however, and may only command them while
may cause the title to leave the Dynasty in which it started, they remain in the Province. If they move further than
and may even lead to a situation where a Province is this, the Army counters revert to the control of the King.
governed by Prince of one Dynasty, and controlled by
the King of another. Raising Trade Items in a Governed Province
In a Resource Area Province, a Governor may raise more
The rules for Succession (see Basic Game (9)) do not apply than one Trade Item during the Interphase, or may hinder
in the following areas. The King of the relevant country trade to such an extent that Trade Items are lost. This
(ie, that in which the Province is situated at the time) may only occur if the Governor is present in the Province. A
may choose to dispute the normal succession. If this only dice should be thrown during the Raise Trade Items
affects the player's own Dynasty (ie, the Province is part of the Interphase, and the Governor's Charisma
governed by a member of the same Dynasty as the King), a should be added to it. If the result is 7 or more, the
Rebellion marker should be placed on that Province, but Province produces an additional Trade Item, which
otherwise the King's wishes are followed. If the should be placed there immediately. If the result is 0 or
disputed succession involves another player's Dynasty, less, the normal production in the Province is affected,
then not only is the Rebellion marker placed in that and the normal Trade Item is not placed.
Events in a Governed Province Design Notes - The Optional Rules and
A Governor is presumed to live in the Province or Strategy Hints
Provinces he or she controls for some or all of the 5-Year
Turn. Therefore, if an Event occurs in a Province, it should More than anything else, what you can achieve by
be assumed that it affects the Governor, and his or her negotiation and diplomacy will be longer lasting than
family as well, if applicable. what you can achieve by military means. Trade can be
conducted swiftly over long distances, reducing the
If a Plague event occursinsucha Province, the Governor, necessity for military adventure to secure trade routes,
his or her wife or husband, and any children aged 15 and the efficient governing of provinces will depend even
or younger, must make Survival Rolls. The player should more on the quality of the marriages you have arranged.
add 1 to the dice roll for each additional Province the There is a finite capacity for each country to expand;
GoTernor controls that is not affected by Plague. once that is reached, there are no reserves with which
If a Rebellion event occurs, the Governor's Charisma will you can hold off attacks. Therefore, the collapse of a
count as a modifier in the Province in which he or she is militarily aggressive country is often much more
located. However, it should also be used as a modifier in spectacular than its rise.
the Governed Province, as should that of the
Governor's spouse. However, in the early turns, the obvious target for
aggression are the Neutral Provinces you can turn into
(H) Extra Event/Movement Phase Home Provinces (Yorkshire and East Anglia for England,
With this Option, a third Event/Movement Phase is and soon). Because these are only defended with 2 Army
introduced .This option allows for more Movement and counters each (the Neutral army), and each player can
Combat. The third Phase is conducted in the same way deploy up to 8 at the beginning of the game, it is obvious
as the normal two. that you can outnumber any neutral Province's army
easily. However, without any Marriage Contracts, nobody
(I) Changing Initial Capitals can afford to trust the other players. While Germany lines
and/or Resource Areas up to invade Swabia, Italy might take Bavaria and France
After a while players may find that they are becoming Lorraine. Neither of these Provinces would have any
too accustomed to the normal pattern of play in game. garrison.
This might prove to be a particular disadvantage when a
new player joins a group of more experienced players. So, be prepared to wait if you don't think you can trust
the others. After three turns, you should have the capacity
One way of revitalising the game is to move the locations to bring your army up to full strength and the insurance
of the Resource Areas andfor Capitals. By doing so, players of one or two Marriage Contracts.
will change the emphasis of different Provinces, and open
up many new possibilities. At the same time, don't ignore the Neutrals. The
continental ones are in important locations, and the tax
The Capital Markers, and the special Resource Item is going to be useful in a longer game. Also, Swabia,
counters are used for this Option. Resource Areas should Burgundy, Aragon and Granada have Event Cards which
be changed before Capitals. Obviously the markers turn them into aggressive states. Aragon is the odd one
actually on the map are redundant with this option. out in this foursome; although it is a 'Spanish' Province, it
directs its aggression against Italy (Sicily). A reason for
Italy to interfere in Spain?
Other Provinces have important roles in the Event Cards
as well. It isn't 'unsporting' for players to be aware of
the places where Famine is more of a threat or that Aragon
and Portugal can be gained through marriage. Some
Provinces are definitely more desirable than others, but
no two games of Blood Royale will have the same
Provinces at centre-stage.
The Resource Areas are changed by using the Random The rules for Titles and Governed Provinces allow for
Provinces table (see Events (14)). Roll a six-sided and the interesting decisions. A + 2 Charisma/-2 Strength Prince
ten-sided die to generate the location of each Resource isn't any use in a war, but as Governor of one or more
Area, obeying the following rules. Provinces is going to be very useful. Extra tax revenues,
(i) Place the Luxury Resource Area first, possibly extra Resource Items, and the lesser likelihood
then the Semi-Luxury areas, then the of Rebellion might lead to more much-needed income.
Cloth, Metals and Food areas. The problem would be if the Prince had an heir with -
2 Charisma, or - worse, perhaps - the 'Duchy' was
(ii) No Province may have more than one inherited by a rival Dynasty. Suddenly that income is
Marker. partially controlled by somebody else, and the only time
(iii) No country may have more than three you can risk stopping it is when you have a + 2 Charisma
Markers of all types, and no country can King or a large, idle army.
have a full set of the three basic resources.
Note that the rule about Rebellions in the capital means
(iv) The Luxury and the two Semi-luxury that it is risky just keeping the useless members of the
Markers must be in three different countries. family at home. If Rebellion breaks out in the capital,
(v) No country should have more than 2 half your cash must be returned to the Treasury.
Basic Resources of the same type.
Finally, a few tips for the playing of each country:
If the Capitals are to be moved, the same system is used
with the additional rule that the Capital may not be placed England: England is normally a sure bet for the militarily
in a Province in which there is a Resource Area. unadventurous, particularly since the Scots, the Welsh
and a few rebellions will normally make life very
If the rules for Neutral Provinces are being used, players hazardous if troops are overseas. Without a long land
must agree what will happen if a Resource Area is re- frontier, it isasafe bet that invasion will beararity. England
located in a Neutral Province might - therefore - be the country to gamble on attacking
its neighbouring neutral Provinces (Yorkshire and East
Anglia) first, sheltering behind a strong fleet and an
alliance with France or Germany. Calais is a problem. Luxuries. If you are going to be aggressive, you need to
Either secure it by a Marriage Contract with France, or ally with one of your northern neighbours against the
forget it, unless your plan is to expand in France. Keep other, although it is possible to have some spectacular
France and Germany off your back or (better) at war with successes by a sudden attack on an otherwise occupied
each other, and make a treaty with Spain or Germany Spain. If things are quiet, snatch Sicily, which no-one
for those important cloth items (either would love your will mind. Only try for Piedmont if you are allied with
food surplus). If you must venture overseas, attack France or Germany and they don't feel threatened.
Bordeaux while France is at war with Germany, or
Andalusia while Spain is occupied elsewhere. Spain: You should be looking for Food and Luxury Items to
win the game, which makes your normal focus of
attention go towards Aquitaine or a trade deal with
France: France needs allies, and your policy has to be England or Italy. If the military option is preferred, the
to secure at least two of those borders against attack. classic strategy is to ally with Germany and sieze
England might be one to approach; after all, you aren't Angouleme - cutting off the Dauphine and facing France
going to gain much from an early war, except Calais. Your with war on two fronts. Then take Aquitaine, and stop
second choice ought to be dictated by the defence of your there, before Germany gets too close. The alternatives
Resource Areas. The Dauphine is very exposed - beware of for adventurous players are sea invasions of Italy or
an Italian-Spanish alliance or (worse!) a German- England. The former isn't very attractive- Germany will
Spanish marriage. Bordeaux and Aquitaine are very move on Venice and Lombardy, with the Trade Items you
tempting for Spain, also. Either make an alliance with want, if it sees Italy crumble - but it might be easy territory to
Spain (you need Metals and Spain needs Food) and go conquer. All that Food in England is an unbearable
east (if you intend to be aggressive at all), or find some temptation, and you can certainly not afford England to
way to fend off England, Italy and Germany while you just sit there and reap trading profits. But Spain does
go all out for Spain, possibly with Italianhelp (you don't have a problem then if rebellions break out...
actually need that Semi-Luxury in La Mancha; Italy is
not a natural trading ally since you are both looking for
metals, but the Italians need some guarantee against Some Tips For Naming Dynasties and
Germany). The neutral Provinces, Flanders and Characters
Burgundy, might be best left as buffers for a while at the England - Dynastic Names
beginning; if you are going to be warlike, try and reduce Plantagenet, Tudor, York, Lancaster, Essex, Percy
the threat on one of those borders.
Christian Names
Germany: The big temptation is to go for that Luxury Edward, John, Edmund, Alfred, William, Stephen
in Venice. Even if you don't actually move troops after Mary, Elizabeth, Anne, Mary, Maud, Mathilde
it, you can use your presence to bully Italy into an
advantageous deal for Luxuries and Food in exchange France - Dynastic Names
for Metals. You only need Italy as an ally if you are going Anjou, Martel, Bourbon, Guise, Angevin, Nevers
to invade England and don't want your back stabbed.
On the other hand, a quickly weakened Italy, with Venice Christian Names
and Lombardy in German hands, would leave you very Jean, Louis, William, Robert, Charles, Henri
strong for phase two. Alternatively, you can either attack Louise, Marie, Charlotte, Isabelle, Odette, Philippa
your other natural enemy, France, to make sure Lorraine is Germany - Dynastic Names
secure and to steal the Dauphine, or make the surprise Hapsburg, Welf, Wettin, Wittlesbach, Hohenzollern,
move into England. Whichever, you must make sure Italy Luxemburg
and France are not allied, and you must use your surplus
Metal to get Food, either from Italy or France. Bottle up Christian Names
one, and deal with the other; that is the simple basis for Maximillian, Charles, Ferdinand, Frederick, Karl,
German strategy. The neutrals should only be taken as Wilhelm
part of that strategy; Swabia is in the heart of the main Anna, Mary, Florenz, Catharine, Elizabet, Mathilde
trouble zone in the game, around Swabia, Burgundy and Italy - Dynastic Names
Piedmont. Visconti, Medici, Ordelaffi, Orsini, Savoy, Sforza
Italy: Once the big problem of Germany is solved, Italy Christian Names
can look forward to some opportunities. Those Luxuries Luigi, Giovanni, Giuseppe, Bernadino, Bartolomeo,
from Venice are going to be in big demand. An alliance Francis
with Spain to supply Luxuries for Semi- Luxuries and Carlotta, Julianna, Maria, Anna, Blanche, Joanna
Metals might be a big money-spinner, but virtually any
country which quickly collects sets of four Trade Items Spain - Dynastic Names
will want to talk with you. Italy can easily get by without de Silva, de Idiaquez, Fajardo, de Mendoza, de Guzman,
war, but must beware the threat of invasion. Be Toledo
particularly aware of German-Spanish alliances. France is Christian Names
not a natural trading ally, but a military alliance might be Juan, Fernando, Carlos, Francisco, Sebastian, Miguel
necessary, and you can always swap Luxuries for Semi- Carlotta, Isabella, Maria, Jeanne, Eugenia, Sofia