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The Duke: Expansion Packs Rules

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    EXPANSION PACKS

    Robert E. Howard

    The Musketeers

    Arthurian LegengsRobin Hood

    Siege Engines: Middle Ages

    Reinforcements: City Troops

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    Robert E. HowardThese tiles replace the following tiles in the

    game: Conan = Champion; Kull = Wizard;

    Agnes = Ranger; Solomon Kane = Priest.

    There are two ways to incorporate these tiles

    into the rules (both players should agree which

    rule theyll use before the start of play).

    1. Players randomly determine who will

    choose first. The first player selects one of thefour tiles from this expansion pack. The second

    player selects the next tile, then the first player

    selects the next tile and finally the second

    player selects the last tile. Both players remove

    the tiles corresponding to the

    tiles theyve chosen (as noted above), place thenew tiles in their bags and the game proceeds

    as normal.

    2. For a more challenging game, players

    lay the four tiles from this expansion pack

    on the side of the board, then start a stan-

    dard game.Whenever a player pulls one of the

    four tiles noted above, they can choose at that

    moment to replace the drawn tile with theappropriate tile from this expansion pack. If the

    player decides not to replace the tile, he cannot

    replace the tile at any future time. Yes, this

    means a single player could have all four tiles

    on their side.

    The Musketeers

    The four musketeer tiles (DAragnon, Athos,

    Porthos and Aramis) replace the light stained

    Duke, Duchess, Assassin and Wizard Tiles.

    Richlieu, de Winter and Rochforte replace

    the dark stained Duke, Duchess and Wizard

    Tiles.

    The musketeer player starts with any three of

    the musketeers on the board; the player choos-

    es which three, but they must still be placed

    using the standard set-up rules (i.e. one in

    either center square at the edge of the board,

    the other two fully adjacent).

    The other player keeps the starting set-up of

    two Footman, but the Richlieu tile takes the

    place of the Duke.

    To win the musketeer player must capture

    Richlieu. For the Richlieu player, as soon as all

    musketeers currently on the board are cap-

    tured, he wins (this could be three if the fourth

    tile has not yet been drawn from the bag, or

    four if it has been drawn and placed).

    Place A New Troop Tile: Whenever the

    musketeer player places a new tile, it is always

    placed in one of the two starting squares where

    a Duke is normally placed. If both tiles are

    occupied by friendly tiles, then a new Troop

    Tile cannot be drawn and placed; if either

    square is occupied by an enemy tile, then a

    new Troop Tile can be placed in that square,

    capturing said tile.

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    Arthurian LegengsArthur, Guineviere, Merlin, Lancelot and

    Perceval replace the light stained Duke, Du-

    chess, Wizard, Champion and Assassin Tiles.

    Morgana and Mordred replace the dark

    stained Duke and Duchess Tiles.

    Both players start with the usual step-up of

    two Footman to go along with their Arthur and

    Morgana tiles, respectively.

    To win the Arthur player must capture Mor-

    gana (and Mordred as well, if hes on the boardbefore Morgana is captured). For the Morgana

    player, capture Arthur wins the games.

    Morgana/Mordred: If both Morgana and

    Mordred are on the board at the same time,

    their controlling player can place new tiles to

    either tile; i.e. both Morgana and Mordred have

    the power of the standard Duke tile for the

    purposes of deploying tiles.

    Fort Tile:Players can use the Fort Tile as

    shown on page 9 of the base game rulebook for

    any game with these tiles. However, they can

    also play with the reverse side of the Fort,

    Camelot. Camelot is an Expanded Play tile (see

    page 7 of the base game rulebook) and so both

    players should agree to its use before play

    begins.Randomly place Camelot in any square in

    one of the two middle rows of the board.

    For the Arthur player, if one of his ArthurianLegends tiles is inside Camelot (King Arthur,

    Lancelot, Guinevere, Percival or Merlin), then

    the Camelot Tile gains Command ability in all

    eight squares surrounding Camelot. On his

    turn, any time those conditions are met, the

    player may use the Command ability of Came-

    lot; the Troop Tile on Camelot does not flip, but

    the Camelot Tile DOES flip over to the Fort

    side; as long as its on the Fort side, the Com-mand ability no longer applies. As soon as the

    tile occupying the Fort Tile moves out of the

    square, the Fort Tile turns over to Camelot once

    more; i.e. the Arthur player can enter Camelot

    on a future turn and use its Command ability

    once more. Using the Camelot ability forms the

    players entire turn, however; no other tiles are

    moved or flipped, or drawn from the bag.

    For the Morgana player, if one of his Arthu-rian Legends tiles (Morgana or Mordred)

    moves into Camelot (i.e. its seized), the

    player may automatically turn any non-

    Arthurian Legend tile of the opponent to his

    own use right then; simply re-orient the piece to

    face the Morgana player (neither Camelot, nor

    the seizing tile are flipped). As above, the

    players should flip the Camelot Tile over to the

    Fort side to show that this ability has beenused. The Morgana player must leave Camelot

    and seize it again on a future turn to be able

    to turn another non-Arthurian Legend tile (as

    above, it automatically flips back over from the

    Fort side to the Camelot side).

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    Robin HoodThe four Robin Hood tiles (Robin Hood,

    Maid Marion, Friar Tuck and Little John)

    replace the light stained Ranger, a Footman, a

    Pikeman, and Assassin tiles.

    Prince John, The Sheriff and Sir Guy replace

    the dark stained Duke, Champion, and

    Duchess tiles.

    The Robin Hood player keeps the starting

    set-up of two Footman, but Robin Hood takes

    the place of the Duke.The other player keeps the starting set-up

    of two Footman, but the Sir Guy tile takes the

    place of the Duke.

    To win the Prince John player must capture

    Robin Hood; for the other player to win he

    must capture however many of the three

    tiles that are on the board (Prince John, The

    Sheriff, Sir Guy). For example, if only Prince

    John is on the board and that tile is captured,the Robin Hood player wins, but if Sir Guy and

    The Sheriff are on the board and Prince John

    is captured, the Robin Hood player would not

    win (he still must capture The Sheriff and Sir

    Guy); see Mantle of The Duke below.

    Mantle of The Duke: The mantle of theDuke (i.e. where tiles are placed on the board

    once theyre drawn from the bag) changes for

    the Prince John player based upon which tiles

    are on the board. The line of succession is as

    follows: if Sir Guy is the only Robin Hood tile

    on the board, he is considered the Duke; if The

    Sheriff is on the board, even if Sir Guy is on

    the board, The Sheriff now takes its place as

    the Duke; if Prince John is on the board, evenif The Sheriff and Sir Guy are on the board,

    Prince John wears the mantle of the Duke. If

    more than one of these tiles is on the board

    and the tile wearing the mantle of the Duke

    is captured, the mantle passes to the next

    appropriate tile. For example if all three tiles

    are on the board and Prince John is captured,

    the mantle would pass to The Sheriff. Yet if

    only Prince John and Sir guy are on the boardand Prince John is captured, the mantle

    passes to Sir Guy.

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    Siege Engines:

    Middle AgesThese tiles replace the following tiles in the

    game: Battering Ram = Marshal; Trebuchet =

    Knight; Catapult = General; Ballista = Priest;

    Engineer = Oracle.

    Players lay the five tiles from this expansion

    pack on the side of the board, then start a

    game. When a player pulls one of the five tilesnoted above, they can choose at that moment

    to replace the drawn tile with the appropriate

    tile from this expansion pack. If the player

    decides not to replace the tile, he cannot

    replace the tile at any future time. Once a tile

    has been put into play and then captured, it

    cannot be selected by the other player pulling

    out their corresponding tile; in all instances,

    they are put into play one time.Note:Its important to note that these tiles

    are purposefully powerful. Both players should

    review all tiles and agree to use this set before

    game play begins.

    SMASH: This icon follows the exact

    rules for Move, with the following

    additions: this icon ignores any icon

    with Defense in the name (forexample, Defense, p. 5, The Duke

    Rules Booklet).

    HAMMER: This icon follows the

    exact rules for Strike, with the

    following additions: this icon ignores

    any icon with Defense in the name

    (for example, Defense, p. 5, The Duke

    Rules Booklet), and can capture a tileoccupying the Fort Tile (see p. 8, The

    Duke Rules Booklet).

    AREA-EFFECT: If a line connects

    two (or more) icons, then all con-

    nected icons are considered to have Area-Effect

    and use the following rules:

    If the player chooses one icon to interact

    with a target square, all area-effect icons con-

    nected to that icon interact with all of theirtarget squares.

    Area-effect icons capture both friendly and

    enemy tiles when they interact with their target

    squares.

    If an area-effect set of icons includes the

    Hammer icon(s), which can ignore any icons

    with Defense in the name, any other Strike

    icons are still affected by Defense icons,

    using the standard rules.

    Non-Capture Move/Jump/Slide/

    Jump Slide: Non-Capture Move/

    Jump/Slide/Jump Slide icons follow all

    the exact same rules as the Move,

    Jump, Slide and Jump Slide icons (see

    p. 4, The Duke Rules Booklet), with

    the following exceptions: there cannot

    be a tile (either friendly or enemy) inthe target square or in a square the

    tile is attempting to move trough; if

    there is a tile, the active tile cannot be

    moved into that square (meaning an

    enemy tile cannot be captured using

    these icons).

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    In addition to the standard rules, the follow-

    ing enhanced abilities rules apply to enhanced

    tiles, as specifically noted:

    REDEPLOY: In place of moving a

    tile or the standard drawing from thebag, the controlling player of a tile

    with the Redeploy ability may use the

    following rule after announcing which tile hell

    be activating:

    The player draws a new tile from the bag and

    first places that tile, then picks up the named

    tile with the Redeploy ability and places it back

    in the bag.

    Command: A tile with the Redeployenhanced ability cannot be moved using a

    Command icon.

    LINK: Any tile with this enhanced

    ability is automatically linked to

    those tiles specifically referred to

    within the rules for that tile. For the

    Engineer, it is linked to the following tiles:

    Ballista, Catapult, Battering Ram and

    Trebuchet.

    Starting Side: In place of using any

    Movement Icons on the tiles starting side, this

    tile may be flipped (it remains in its square), in

    order to also flip any other linked tile under the

    players control. The linked tile that the player

    controls that was flipped may immediately be

    used again; i.e. activating a Move icon or

    enhanced ability and flipping the tile back over

    after its move is done. The player does not have

    to activate the linked tile that was flipped over

    after flipping the tile with the Link ability; if the

    player does not activate the tile after flipping it,

    then his turn is done.

    Non-Starting Side: The player may choose

    to move the tile by flipping it back to its

    starting side (it remains in its square).

    Immediately the player starts pulling tiles out

    of the bag until the first tile it is linked to is

    pulled from the bag. This includes either pullingout a tile from this set that was previously

    placed in the bag, or pulling one of the

    corresponding tiles that will allow a player to

    select a siege engine (i.e. the Marshal, Knight,

    General or Priest). In the later instance, a

    player cannot choose to keep any of those tiles

    but instead, if the corresponding tile from this

    set is available, the player must select the siege

    engine. If the siege engine tile corresponding tothe standard tile that was pulled has already

    been used by the other player, the player must

    continue pulling tiles from the bag until he is

    able to put a siege engine into play; either

    because a siege engine was pulled directly, or

    the corresponding tile was pulled that can be

    exchanged for a siege engine.

    That tile then must be placed normally (i.e.

    either next to the Duke, or the tile with the Link

    ability; see below). The other tiles pulled must

    all be placed back in the bag.

    If there are no linked tiles in a players bag

    and all siege engines have been selected, the

    tile can still be flipped, there simply are no tiles

    pulled.

    Place a New Troop Tile: Instead of placing

    a new troop tile drawn from the bag next to the

    Duke, the player can choose to place a linked

    tile next to this tile. The normal rules for placing

    a tile apply; a square fully adjacent to the tile

    with the Link ability must be open (i.e. this

    cannot be used to capture a tile).

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    Reinforcements:

    City TroopsThese tiles can be used to replace the

    following tiles in the game: Militia =

    Footman; Thief = Assassin; Baron =

    Champion; Watch Tower = Longbowman.

    Before the start of any game players decide

    how they want to mix and match these troop

    tiles. They can choose to replace all of them,some of them, or none of them; both players

    choices can be totally different. Only two

    rules apply:

    You cannot have both tiles in the bag.

    For example you either have the Thief or the

    Assassin, but not both.

    In instances of multiple identical tiles

    (such as the Footman/Militia), if you replace

    some of them, you must replace all of them.

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