From 759f941edaaaade3a8e8e6e343826f5bb6e2835f Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 10 Dec 2023 13:25:38 +0100 Subject: Add HTML rulebook and playbook. --- info/rulebook.html | 2849 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2849 insertions(+) create mode 100644 info/rulebook.html (limited to 'info/rulebook.html') diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..2ea9a2e --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,2849 @@ + + + + +Plantagenet - Rules + + + + + +
+

Summary of Changes

+

.............................................................2

+

1. Introduction

+

........................................................................3

+

General Course of Play

+

..........................................................3

+

Components

+

...........................................................................3

+

Game Board and Map

+

............................................................3

+

Influence ................................................................................5

+

Lords and Vassals ..................................................................5

+

Force ......................................................................................7

+

Assets

+

.....................................................................................7

+

Other Markers

+

........................................................................8

+

Cards

+

......................................................................................8

+

2. Setup and Calendar ...........................................................9

+

Setup ......................................................................................9

+

Calendar

+

.................................................................................9

+

3. Levy ...................................................................................10

+

Arts of War ..........................................................................10

+

Pay .......................................................................................10

+

Exiles and Vassals

+

................................................................11

+

Muster

+

..................................................................................11

+

4. Campaign.

+

.........................................................................12

+

Plan ......................................................................................13

+

Command ............................................................................13

+

March

+

...................................................................................13

+

Battle

+

....................................................................................14

+

Supply

+

..................................................................................16

+

Other Commands

+

.................................................................17

+

Feed .....................................................................................17

+

End Campaign .....................................................................17

+

5. Victory

+

...............................................................................18

+

Campaign Victory

+

................................................................18

+

Threshold Victory ................................................................18

+

Scenario End Victory

+

...........................................................18

+

6. Scenarios ...........................................................................19

+

Respite and War

+

...................................................................26

+

Heirs and Succession

+

...........................................................26

+

The Wars

+

..............................................................................27

+

Key Terms Index ..................................................................31

+

Action Requirements Summary .........................................32

+

TABLE OF CONTENTS

+

Rules of Play

+

© 2023 GMT Games LLC

+

P.O. Box 1308, Hanford, CA 93232

+

www.GMTGames.com

+

Levy & Campaign Series - Volume IV

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

2

+

Locales: Stronghold types City, Town, Fortress, London,

+

Calais, and Harlech have no size and add to victory via

+

Tides of War (1.3.1, 4.8.1). Exile Boxes hold Lords in

+

Exile (1.3.1, 3.3.1).

+

Seats: Lords’ Seats use markers, removed upon Death.

+

Vassals have Seats printed on the map (1.3.1, 3.4.2-.3,

+

4.6.3).

+

Locale Markers: Favour markers show allegiance. De-

+

pleted/Exhausted replace Ravaged (1.3.1).

+

Ways: Types are Highway, Road, and Path (1.3.1).

+

Turns: Each Turn is 60 or 90 days, named by months not

+

Seasons (1.3.2, 2.2.1).

+

Influence: Sides accumulate Influence points that deter-

+

mine victory and spend them to check success at various

+

tasks (1.4, 3.2, 4.8.1, 5.0).

+

Lords: Lord cards, not mats, show characteristics (1.5),

+

including Valour and whether an Heir (4.4, 6.2). Lieuten-

+

ants are like Marshals (1.5.1, 4.3.1).

+

Vassals: Either side may Levy them by Favour of their

+

Seat (1.5.4, 3.4.3). They require Pay and help Tax (3.2,

+

4.6.3). Special Vassals Muster by card and merely pro-

+

vide Forces for Battle (1.5.4, 1.9.1).

+

Forces and Assets: Retinue and Vassal counters add to

+

wood Troop pieces, with new types (1.6, Forces table).

+

Assets are Carts, Ships, Provender, Coin (1.7). Troop

+

pieces and Ship counters limit play.

+

Waste: It periodically halves Transport and Provender

+

and resets to starting Coin and Troops (4.8.5).

+

Arts of War: There is no voluntary discard (3.1.4). Ca-

+

pabilities always attach to a single Lord (3.4.6).

+

Pay, Pillage, Disband: Pay Troops Coin and Lords Influ-

+

ence each Turn or face Pillage or Disband (3.2). Pay Vas-

+

sals Influence and Ready them for Muster per markers on

+

the Calendar (3.3).

+

Parley: Lords during Muster and Campaign can attempt

+

to shift Locales’ Favour (3.4.1, 4.6.4).

+

Muster: Levy of Lords and Vassals requires a check

+

against an acting Lord’s Influence (3.4.2-.3). Seats work

+

differently. Levy Troops per Stronghold (3.4.4). One

+

Levy action obtains two Carts (3.4.5).

+

Call to Arms: There is none.

+

March: Ways affect March speed (4.3.3). Lords are nev-

+

er Laden. Enemy Lords can Intercept Marching Lords

+

(4.3.4). Approach ends a Command card; Lords Avoid

+

Battle only by going into Exile (4.3.5).

+

Bypass: There is none.

+

Battle Rounds: Lords may Flee individually rather than

+

Concede the Field. Opposing Lords group into Engage-

+

ments, with Attacking and Defending Missiles, then Me-

+

lee Striking simultaneously. Lords Rout if their Retinue

+

counter or all their wood Troops do (4.4.2).

+

Protection: There is no Evade (4.4.2).

+

Ending the Battle: Winners receive Influence. There is

+

no Retreat: Routed Lords either Die or Disband (4.4.3).

+

Death: Lords Routed in Battle check for permanent re-

+

moval (4.4.3).

+

Siege and Storm: There are none; Strongholds change

+

hands via Parley, Muster, Pillage (3.4.1, 3.4.2, 3.2, 4.6.4).

+

Supply: Use just one Source. Transport need is different.

+

Strongholds yield Provender by type (4.5).

+

Forage: Locale Favour and adjacent Enemies affect suc-

+

cess (4.6.2).

+

Ravage: There is none, but Pillage, Troop Levy, Supply,

+

Forage, and Tax can Deplete or Exhaust Locales (1.3.1,

+

3.2, 3.4.4, 4.5, 4.6.2-.3).

+

Sail: Sea boundaries limit Sail. Ship requirements are

+

different (4.6.1).

+

Tax: Uses only a single action. Lords can Tax their own

+

and their Vassals’ Seats and Special Strongholds from a

+

distance (4.6.3).

+

Feed: Lords who fail to Feed Pillage (4.7).

+

End Campaign: Steps add Tides of War for Influence

+

and Disembark (4.8.1-.2). Grow and Waste are different

+

(4.8.4-.5).

+

Victory: Threshold and Scenario End Victory are by In-

+

fluence points (4.8.3, 5.2-.3). Check Campaign victory

+

near the end of each Campaign.

+

Summary of Changes from Earlier Volumes

+

+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

3

+

1.0 INTRODUCTION

+

Plantagenet is a board wargame about the Wars of the Roses. It

+

covers the main periods of military conflict between the Planta-

+

genet dynasty’s royal houses of Lancaster and York.

+

Plantagenet is the fourth volume in GMT Games’ Levy & Cam-

+

paign Series that portrays medieval military operations. Players

+

will gather and equip their armies and then send them to gain

+

support and defeat enemy forces in battle. Alliances will provide

+

lords and vassals to serve for limited periods, sustained in the field

+

by supply, pay, and influence.

+

Plantagenet offers several short scenarios, a main scenario for

+

each of three historical crescendos of fighting, and a grand “Wars

+

of the Roses” scenario linking them. An advanced rule adds op-

+

tional screens that can hide armies’ strength for greater fog of war.

+

Plantagenet has no solitaire system but is solitaire friendly with

+

its standard rules.

+

The final pages of this rulebook provide the scenarios, a key terms

+

index, and an action requirements summary. A folding play aid

+

summarizes key aspects of the game, and a separate aid sheet

+

guides play of the Wars of the Roses grand scenario. A back-

+

ground booklet contains a “quickstart” setup and examples of

+

play for learning the game system, strategy notes, card lists and

+

implementation tips, plus historical and other reference material.

+

The page opposite lists rules changes from earlier Levy & Cam-

+

paign Series games. In addition, this icon precedes such

+

rules in this booklet that differ from Volume I, Nevsky.

+

1.1 General Course of Play

+

In Plantagenet, players take one of two enemy sides, Yorkist

+

(white) or Lancastrian (red, also representing the Tudors). By

+

scenario, one side controls the King, the other side the Rebels

+

(affecting player order, 2.2.4). The side ending with the most in-

+

fluence wins.

+

In turns covering from 60 to 90 days each, Yorkist and Lancas-

+

trian players will levy lords and vassal forces, gather transport,

+

and recruit specialists. Lords will start in their historical holdings,

+

then roam England to gather support. They might go into exile to

+

gather forces for a return to England.

+

Each lord’s forces and assets are laid out on a mat. Players plan

+

and command campaigns with their lords. Cylinders on the map

+

show the lords’ movements, while markers on a calendar show

+

which lords may join and how long vassals will serve.

+

1.2 Components

+

A complete game of Plantagenet includes:

+

• A mounted game board (1.3).

+

• Twelve Lord mats (1.5.3).

+

• One Battle mat (4.4.1).

+

128 Troop unit bars (35 steel [Men-at-Arms], 40 green

+

[Longbowmen], 45 brown [Militia (billmen)], 6 black [Merce-

+

naries], 2 burgundy [Handgunners]; 1.6).

+

• Twenty-four Lord cylinders (12 white, 12 red)

+

• A Lords sticker sheet (apply to cylinders).

+

• Two sheets of markers and counters (1.3-1.8)

+

• Six decks of playing cards ( 14 Yorkist and 14 Lancastrian

+

Lord cards, 1.5.1; 37 Arts of War cards for each side, 1.9.1; and

+

40 Yorkist and 37 Lancastrian Command cards, 1.9.2).

+

• Two player aid foldouts (summarizing Sequence of Play, Com-

+

mands, Forces and Strongholds, Battle, and other key rules).

+

A Wars of the Roses scenario aid sheet (6.0-6.3).

+

• Two screens (1.5.3).

+

• Six 6-sided dice (three white, three red).

+

• A background booklet (not needed for play).

+

• This rules booklet.

+

1.3 Game Board and Map

+

1.3.1 Map. The game board shows a map of England and envi-

+

rons, circa 1459. It depicts Locales, Ways, a Calendar along the

+

top, Exile boxes, and numerical track along the board edge.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

4

+

LOCALES: Locales are the spaces on the map that hold Lord

+

cylinders and game markers. Locales include various types of

+

Strongholds as well as four Exile boxes outside of England.

+

See the Strongholds table on the player aid foldout.

+

Strongholds: City, Town, and Fortress Locales are Strongholds.

+

They can hold Seats as marked or printed. They can enable

+

Muster of Troops and provide Provender and Coin (3.4.4, 4.5,

+

4.6.2, 4.6.3). Having the most Favour of each type of Strong-

+

hold yields Influence (4.8.1).

+

Special Strongholds: London, Calais, and Harlech are unique

+

Strongholds that provide Troops, Assets, and Influence differ-

+

ently (3.4.4, 4.5, 4.6.3, 4.8.1).

+

Exile Boxes: Ireland, Scotland, Burgundy, and France are Lo-

+

cales that hold Lords who Muster in Exile (below and 3.3.1).

+

They are not Strongholds.

+

NOTE: Calais is not in France.

+

EXILE BOXES: Lords on the Calendar marked as Exiles Muster

+

to an Exile box during Levy (3.3.1). Exiles boxes

+

are Locales that differ from Strongholds as follows.

+

• Lords may only occupy Exile boxes that circular scenario setup

+

markers (6.0) show as permanently Friendly to their side. Parley

+

cannot affect them (3.4.1).

+

• A Lord in an Exile box who has to Pillage (3.2.1, 4.7) instead

+

Disbands Unpaid or Unfed (3.2.1).

+

• Lords can move out of but not into Exile boxes, as shown by ar-

+

rows at each box. (They enter the boxes by Exile Muster, 3.3.1,

+

or card effects.) They can Sail (4.6.1) from an Exile box as if

+

from a Port on the Sea that the arrow shows (for Scotland, the

+

North Sea). They can March (4.3) from Scotland (only) as if

+

along a (one-way) Path to Carlisle or Bamburg, which are adja-

+

cent to Scotland.

+

ON THE MAP: The phrase “on the map” refers to Lords at Lo-

+

cales—Strongholds and Exile Boxes (not on the Calendar).

+

SEATS: Strongholds can host Lord or Vassal Seats.

+

Lord Seat: Setup uses Seat markers to assign each Lord a

+

Stronghold Seat (6.0). Seats aid

+

Muster of a side’s Lords (3.4.2)

+

and Taxing for Coin (4.6.3). Death

+

or Shipwreck removes a Lord’s

+

Seat from the map (4.4.3, 4.8.2).

+

Vassal Seat: Each Vassal (1.5.4) has a Seat shown by that Vas-

+

sal’s Coat of Arms printed on the map. A side can Levy a Vas-

+

sal or Tax with one only if the Vassal’s Seat is Friendly (3.4.3,

+

4.6.3).

+

FAVOUR: Strongholds are Neutral unless marked as Friendly

+

to one side with a Favour marker in that

+

side’s color (red rose for Lancastrian, white

+

rose for Yorkist). A Locale Friendly to one

+

side is Enemy to the other. Parley, Lord Mus-

+

ter, and Events can place or remove Favour (3.4.1, 3.4.2, 3.1.3).

+

Numerous actions, such as Muster, Supply, and Tax, require

+

Friendly Locales (3.4.2-4, 4.5, 4.6.3). Favour also affects how

+

much Influence sides will gain each turn, with bonuses for control

+

of key Areas (4.8.1). NOTE: The Event card London For York

+

(1.9.1) can add a second Favour marker at London, the sole

+

meaning of which is to block change in Favour there except by

+

Event or Pillage.

+

Net Stronghold Favour: On the gameboard’s edge track, adjust

+

separate markers for the sides’ net total Friendly Cities, Towns,

+

and Fortresses, respectively. NOTE: These totals award Influ-

+

ence points at the end of each Campaign (4.8.1).

+

EXAMPLE: Yorkists have Favour at three Cities, while Lancas-

+

trians have Favour at five Cities; put the Cities marker on its red

+

side in track box 2.

+

DESIGN NOTE: Favour shows the leaning of local nobles

+

rather than absolute control. Such local sympathies aided the

+

gathering of resources but could change rapidly in the face of

+

political pressure.

+

DEPLETED/EXHAUSTED: Troop Levy and Supply, Forage,

+

and Tax actions can mark Locales (including

+

Exile Boxes) as Depleted or, if already De-

+

pleted, Exhausted (3.4.4, 4.5, 4.6.2, 4.6.3).

+

Pillage always Exhausts a Stronghold (3.2.1,

+

4.7). Exhaustion bars further use of a Locale for those purposes.

+

Depleted and Exhausted Locales periodically recover (4.8.4).

+

DESIGN NOTE: Depletion and Exhaustion represent a locali-

+

ty’s reluctance to help either side during the war and its resent-

+

ment against anyone calling upon it to do so.

+

SEAS AND PORTS: There are three Sea zones marked on

+

the map—Irish Sea, English Channel, and North Sea. Strongholds

+

with an anchor are Ports. Seas and Ports affect Supply, Sail, and

+

tracing connections.

+

• All Port Strongholds and Exile boxes on the same Sea are con-

+

sidered at one Way distance for tracing Routes of adjacent Lo-

+

cales (for Parley, Supply, and Tax) if the Lord taking the action

+

has at least one Ship (1.7, 3.4.1, 4.5, 4.6.3).

+

• Ships can use Ports to Supply Provender (4.5).

+

• Sail requires Ports and/or Exile boxes and is more difficult be-

+

tween Seas (4.6.1).

+

NOTE: While Exile boxes act similarly to Ports as listed above,

+

they are not otherwise Ports.

+

AREAS: There are three Areas marked by colored lines—

+

North, South, and Wales. A side Dominates an Area when it has

+

Favour in all Strongholds of the Area (regardless of either side’s

+

Lords there). Certain Events (1.9.1) can grant Dominance to cer-

+

tain Lords in certain Areas. Dominance of Areas yields Influence

+

each Campaign (4.8.1).

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

5

+

WAYS: Three types of Ways— gray Highways, brown Roads,

+

and green Paths—link Strongholds as adjacent. A Way’s type af-

+

fects March speed (4.3.3). The Scotland box is adjacent to Carlisle

+

and Bamburg as if by Path (see EXILE BOXES, above).

+

Path, Highway, and Road Ways leading

+

south from the City of York

+

1.3.2 Calendar. A Calendar on the board tracks time. Cylin-

+

ders placed on the Calendar indicate when Lords are Ready for

+

Muster, and markers show when a Side must spend Influence

+

to keep Vassals from Disbanding (3.2.3). Reminders are printed

+

underneath for when to gain Influence, reset Lords’ Troops

+

and Assets, and remove Depleted and Exhausted markers (4.8.1,

+

4.8.4-.5).

+

TURNS: Each box of the Calendar is a Turn of 60 or 90 days

+

(two or three months). The boxes show how many Command

+

cards to use each Turn (representing seasonal effects on cam-

+

paigning).

+

1.4 Influence

+

Influence points in Plantagenet represent the relative political

+

power of the Houses of York and Lancaster. Influence ratings

+

(1.5.2) represent the individual clout of a Lord in England’s inter-

+

nal struggle. The foldout aid sheet summarizes how sides spend,

+

lose, or gain Influence points (1.4.1) and how to check against a

+

Lord’s Influence rating (1.4.2).

+

1.4.1 Influence Points. Sides track Influence points toward

+

victory (5.1-5.3); spend them to check against Lords’ Influence

+

ratings to Parley, Levy Lords or Vassals, and Tax (3.4.1-.3, 4.6.3);

+

lose them when Lords face adversity such as lack of Pay or Feed

+

(Pillage, 3.2.1, 4.7) or Exile (4.3.5); gain them by winning Battles

+

(4.4.3); and also gain them for Favour and Mustered Lords in a

+

Tides of War step at Turn’s end (4.8.1). Arts of War cards also can

+

shift Influence (1.9.1).

+

TRACKING INFLUENCE: Slide the Influence marker along

+

the gameboard’s edge track as the sides gain or lose Influence.

+

Flip the marker to red for Lancastrian or white for Yorkist to show

+

the positive net Influence total for that side. The net total can nev-

+

er exceed 45.

+

EXAMPLE: The Influence Marker is at 3 showing Yorkists

+

(white). Yorkists spend 4 Influence points for Favour. Slide the

+

Influence marker to the 1 box and flip it to Lancastrians (red).

+

NOTE: Influence tracking is a net value. When the marker shows

+

one sides’ color, the other side can still spend Influence points,

+

pushing the opponent’s Influence total higher.

+

1.4.2 Check Influence. Many Parley, Levy, and Tax actions

+

(3.4.1-.3, 4.6.3-.4) and several Arts of War cards (1.9.1) call for a

+

Lord to check Influence.

+

PROCEDURE:

+

• That Lord’s side spends one Influence point (1.4.1).

+

• Before rolling, that side may spend an additional one or three

+

Influence points (never two). If it spends one added point, add

+

one (+1) to that Lord’s Influence rating for that check only; if it

+

spends three points, add two (+2) to the rating.

+

• If the target is a Vassal (usually, for Levy, 3.4.3), modify that

+

Lord’s Influence rating by the Loyalty rating on that Vassal’s

+

counter, if any (1.5.4). Add the Vassal’s rating to the Lord’s rat-

+

ing if the Vassal rating numeral’s color on the Vassal matches

+

the Levying side—red for Lancastrian, white for Yorkist—or

+

subtract if the color opposes that of the Levying side.

+

• If Parley (3.4.1), the side then must spend one additional In-

+

fluence point for each Way (if any, including Port or Exile box

+

to Port on the same Sea) between that Lord and the targeted

+

Stronghold.

+

• Roll a die. The check succeeds if the roll is equal to or less than

+

that Lord’s modified Influence rating. EXCEPTION: A roll of

+

“1” always succeeds, and a roll of “6” always fails.

+

EXAMPLE: A Yorkist Lord with Influence rating “3” attempts to

+

Parley Favour at an adjacent Stronghold during Levy (3.4.1). The

+

Yorkists opt to lower their Influence points by three total—one for

+

the check, plus one for the intervening Way, plus one to modify the

+

Lord’s rating to “4”. The roll is a “5”, so the Parley fails.

+

PLAY NOTE: As an Influence check always fails on a roll of

+

“6”, there is no benefit to spending points to raise an Influence

+

rating beyond “5”.

+

1.5 Lords and Vassals

+

Cylinders, Lord cards, and 5”x5” mats track the status of Lords

+

in Plantagenet. Vassals set up with counters at certain Strong-

+

holds and Muster to Lord mats and the Calendar to track their

+

Service.

+

1.5.1 Lords. Lords are the figures who lead military preparations

+

and operations (Levy and Campaign).

+

CYLINDERS: Each Lord has a wood cylinder to show that

+

Lord’s location or readiness to Muster. Any reference to location

+

of a Lord means where the cylinder is—at a Stronghold, in an

+

Exile box, on the Calendar, or out of the game.

+

STICKERS: Apply stickers onto the 24 cylinders, one stick-

+

er each, red sticker on red, white on white. A cylinder’s sticker

+

shows the Lord’s Livery Badge, Command rating, and—if Mar-

+

shal or Lieutenant—a gold or silver ring.

+

BADGES: Each Lord has a shield-shaped Livery Badge that

+

identifies that Lord’s cylinder, Lord card, Seat marker, and card

+

effects.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

6

+

LORD CARDS: Lords have cards that show their Livery

+

Badge, name and title, Seat location, whether a Marshal or Lieu-

+

tenant (4.3.1), whether an Heir and what rank (6.2), ratings, and

+

starting Forces and Assets. When a Lord sets up or Musters (6.0,

+

3.4.2), put that Lord’s card on a blank Lord Mat (1.5.3).

+

Badge

+

Lord version

+

Heir rank

+

Seat marker location

+

Ratings

+

Starting Troops

+

Starting Assets

+

A Lancastrian Lord card

+

NOTE: Some historical figures have multiple cards and/or cyl-

+

inders, and some cylinders represent successors. Numbered Lord

+

card versions such as “Exeter (1)” and “Exeter (2)” appear by

+

scenario or by Succession in the full-length scenario (6.0-6.3).

+

Arts of War card text and Livery Badges referring to such Lords

+

(1.9.1, 3.4.2) apply to either.

+

COMMAND CARDS: Each Lord has a set of Command cards

+

that enables that Lord to take actions on Campaign (4.2).

+

RETINUES: Each Lord uses a single generic Retinue counter

+

in Battle as part of that Lord’s Forces (1.6, 4.4).

+

MARSHAL, LIEUTENANT, HEIR: Certain Lords, marked by

+

a gold or silver ring on their cards and cylinders, can lead other

+

Lords on March (4.3.1). NOTE: Lieutenants in this game, unlike

+

those in earlier games, closely resemble Marshals. Also, some

+

Lord cards say “Heir” with a number, as aspect used only in the

+

full-length scenario (6.2).

+

Yorkist Marshal and Lieutenant Lord cards

+

DISBAND/REMOVAL: Lords and Vassals can Disband (3.2.4).

+

Death or Shipwreck can remove Lords (4.4.3, 4.8.2). Return

+

Disbanded or removed Lords’ Forces and Assets from their mats

+

to pools and discard any Capability cards at the mat.

+

• If Disbanded, return a Lord’s cylinder to the Calendar as in-

+

structed in 3.2.4.

+

• If Dead (4.4.3) or Shipwrecked (4.8.2), remove a Lord’s cylin-

+

der from the game permanently.

+

• Return a Disbanded Vassal to the Calendar as instructed in

+

3.2.4.

+

1.5.2 Ratings. Lord cards list four ratings:

+

Influence: A die-roll range for Influence checks (1.4.2),

+

shown as a scroll symbol with the upper number of that range

+

(such as “4” for 1-4).

+

Lordship: The number of Levy actions that the Lord takes

+

during Muster (3.4), a numeral in an oval symbol.

+

Command: The number of Command actions that the Lord

+

can undertake each time that Lord’s Command card is revealed

+

during Campaign (4.2.1), a numeral in a card symbol and on the

+

Lord’s cylinder piece and Command cards.

+

Valour: A die-roll range for that Lord’s ability to Intercept

+

(4.3.4) and the number of rerolls that Lord can make during a

+

Battle (4.4), shown as a numeral over a shield symbol.

+

DESIGN NOTE: Influence shows a Lord’s political charisma,

+

Lordship wherewithal to mobilize for war, Command alacrity in

+

the field, and Valour tactical talent.

+

1.5.3 Lord Mats. Generic 5x5-inch mats hold Mustered

+

Lords’ cards, Forces, and Assets.

+

MAT SECTIONS: Mats have spaces for a Lord’s card (1.5.1),

+

Forces (1.6), and Assets (1.7).

+

FORCES AND ASSETS: Upon Setup or Muster of a Lord (6.0,

+

3.4.2), put that Lord card, a Retinue counter, and the Troops and

+

Assets listed on the card (1.6, 1.7) into the appropriate sections

+

of a blank mat. As the Lord adds Troops, Vassals, or Assets, add

+

them to the mat, to a maximum of two Ships per mat (1.7.3,

+

3.4.5). Forces Routed in Battle slide into a Routed section (4.4.2).

+

Forces area

+

Retinue

+

Vassal

+

Troops

+

Routed area

+

Assets

+

Lord card

+

A Mustered Lord’s mat

+

ARTS OF WAR CARDS AT MATS: When Arts of War cards

+

affect that Lord, tuck them partly under the mat—Events at the

+

top edge and up to two Capabilities at the bottom edge (1.9.1,

+

3.1.3, 3.4.6).

+

SHARING: Lords may use and spend Assets (1.7) to help one

+

another if at the same Locale. They never Share Retinues, Vassals,

+

Troops, or Valour markers.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

7

+

EXAMPLE: A Lord Shares his Carts with another Lord whose

+

Provender exceeds Transport, so as to speed a group’s March

+

(4.3).

+

Important: Lords on the same side may Share but not transfer

+

or trade anything among one another – not Vassals, Troops,

+

Assets, or cards.

+

Hidden Mats Option: For fog of war, players may agree to hide

+

their Mustered Lords’ mats (and Capability cards, 3.4.6) behind

+

screens (2.1.1) except when in Battle. Players declare hidden Vas-

+

sals, Assets, cards, and Troops only as needed to verify actions on

+

the board, such as enough Transport for a March (4.3).

+

1.5.4 Vassals. Vassals in Plantagenet may join either side.

+

Vassals Muster to a Lord’s mat, fight as a unit with tht Lord’s

+

Forces in Battle, and enable Tax from their Seat (3.4.3, 4.4, 4.6.3).

+

Vassals stay with the Lord who Levies them until the Vassal Dis-

+

bands or the Lord Disbands or Dies (3.2.3-.4, 4.4.3).

+

VASSAL COUNTERS: Each Vassal has two copies of a

+

5/8th-inch square buff counter showing a family coat of arms, one

+

or two ratings, and the Vassal’s Seat on the back. Per scenario, set

+

up a Vassal’s two counters at the Vassal’s Seat on the map (also

+

identified by coat of arms, 1.3.1, 6.0). When a Vassal Musters, put

+

one counter on the Levying Lord’s mat as a Forces unit and the

+

other on the Calendar per the Vassal’s Service (3.4.3).

+

Loyalty

+

Name

+

Service

+

Seat

+

A Vassal counter, front and back

+

RATINGS: Vassal counters list one or two ratings—

+

Loyalty: Often, a red or white numeral on the left that affects

+

Levy Influence checks by modifying the Levying Lord’s Influ-

+

ence rating (1.4.2, 3.4.3).

+

Service: A numeral on the right affecting Muster and Pay or

+

Disband (3.4.3, 3.2.3).

+

SPECIAL VASSALS: Hastings, Edward Prince of Wales,

+

Montagu, Clifford, Stanley, and Trollope have single Vassal mark-

+

ers with light blue or pink backgrounds and no ratings. Unlike

+

other Vassals—

+

• They Muster by Capability card (1.9.1) rather than by Levy

+

Vassal action (3.4.3).

+

• They have no Vassal Seat and thus do not set up on the map or

+

aid Tax (4.6.3).

+

• They do not put a marker on the Calendar and need not be Paid

+

(3.2).

+

• Whenever they Disband (as in Battle, 4.4.3), discard the Capa-

+

bility card that placed them.

+

A Lancastrian Special Vassal, front and back

+

DESIGN NOTE: The “Vassals” here were all lords in their

+

own right, some richer and more powerful than Lords in the

+

game. “Lords” represent the nobles most active in the War.

+

“Vassals” represent noble families who fought but did not lead

+

the main armies.

+

1.6 Forces

+

Plantagenet represents a Lord’s with

+

Forces Retinue and Vassal counters

+

plus wooden Troop pieces, each of

+

which is a unit. See the Forces foldout

+

page for a listing of their types, count-

+

ers or pieces, and characteristics. Keep

+

spare Troop pieces in a pool such as a

+

bowl (2.1.1).

+

Troop pieces in the game limit

+

play—Muster no Troop units beyond

+

those in the pool (3.4.4), including

+

via Arts of War cards (1.9.1).

+

• A Mustered Lord without any Troops (wooden pieces, not just

+

Retinue and Vassal counters) outside Battle immediately Dis-

+

bands (3.2.4).

+

DESIGN NOTE: Each Troop unit represents around 500 infan-

+

try, each Retinue and Vassal unit 200-250 armed and typically

+

mounted men.

+

1.7 Assets

+

Various items that Lords obtain and use—Transport (Carts and

+

Ships), Provender (food and other supplies), and Coin (money)—

+

are shown by 5/8th-inch counters placed on Lords’ mats.

+

NOTE: Lords use Transport to acquire and move Provender (4.3,

+

4.5) and Ships to Sail (4.6.1); Lords themselves otherwise can

+

move without Transport and do not need Transport to move Coin.

+

1.7.1 Accounting. Lords may add and expend each type of As-

+

set as if money, making change as needed. Plain markers repre-

+

sent one such Asset each; “x2”, “x3”, and “x4” markers represent

+

those amounts.

+

1.7.2 Greed. Lords may discard (rather than use) Assets only

+

as needed to help them move (4.3, 4.6.1) or as rules or card text

+

require.

+

1.7.3 English Ships. No more than nine Lords may have

+

Ships. No Lord may have more than two Ships.

+

NOTE: In effect, Ship counters limit play, while other Assets do

+

not. If other Asset counters run out, stack unused markers below

+

them as duplicates.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

8

+

1.8 Other Markers

+

Variously shaped game counters include—

+

Round markers to track time (2.2.2, 6.0) and Exile box align-

+

ment (1.3.1, 6.0).

+

Several 5/8th-inch square markers:

+

Influence, Stronghold, and Victory Check markers for the

+

edge track (1.4, 4.8.1, 4.8.3, 6.0).

+

• Moved-Fought/Source and Battle Locale markers (4.3, 4.4,

+

4.5.1, 4.6.1, 4.6.3, 4.7).

+

Smaller ½-inch square markers include:

+

Yorkist/Lancastrian Favour for Strongholds Friendly to a

+

side (1.3.1, 3.4.1, 4.6.4).

+

Depleted/Exhausted for Strongholds and Exile boxes (1.3.1,

+

3.4.4, 4.5, 4.6.2, 4.6.3).

+

Exile markers for Lord cylinders on the Calendar (4.3.5,

+

3.3.1).

+

Valour and Hits for Battle (4.4.1-.2).

+

• Feed x2/x3 reminder markers (4.7).

+

• Numbered markers to help log actions, rounds, altered ratings,

+

and such.

+

1.9 Cards

+

In addition to Lord cards (1.5.1), each side has two types of cards:

+

Arts of War cards with Events and Capabilities, and Command

+

cards for Campaign actions. Players may not inspect one anoth-

+

er’s decks.

+

1.9.1 Arts of War. Each side has its own deck of Arts of War

+

cards. Each Arts of War card has an upper Event section and lower

+

Capability section. Only one of the two sections is in effect at a

+

time.

+

NOTE: Italicized card text beneath a title provides historical fla-

+

vor (no effect on play).

+

SCENARIO: The number of roses at the center of an Arts of

+

War card indicates which numbered scenarios use the card (2.1.2,

+

6.0)—I, II, III, or no rose for all scenarios.

+

Event

+

(fleeting,

+

3.1.3)

+

(Scenario:

+

0-3 roses)

+

Capability

+

(lasting,

+

3.4.6)

+

Yorkist

+

Arts of War cards

+

Lancastrian

+

EVENTS: The upper Event section provides players immediate

+

and/or temporary benefits or opportunities. Players draw two Arts

+

of War cards for their Events at the outset of each Levy after the

+

first (3.1). NOTE: For the use of Events, see 3.1.3.

+

CAPABILITIES: The lower Capability section provides lon-

+

ger-lasting benefits, either drawn randomly during initial Levy

+

(3.1) or selected (3.4.6). Livery Badges at the left show which

+

Lords may Levy and use the Capability, ignoring which numbered

+

version of a Lord, (1) or (2).

+

Important: Players may not voluntarily discard Capabili-

+

ties. They remain at Lords’ mats except as card text instructs,

+

when that Lord leaves the map (such as by Disband), or when

+

a Special Vassal named on them Disbands (3.4.6, 3.2.4, 4.3.5,

+

4.4.3).

+

PLAY NOTE: Since Events and Capabilities share cards, one

+

when in play blocks the other (3.1.3, 3.4.6).

+

+

CARD USE: When a card contradicts rules, card text takes pre-

+

cedence. The player of an Event or owner of a Capability decides

+

how to implement card text within what is specified. If an Event

+

contradicts a Capability, the Event governs.

+

1.9.2 Command Cards. Each side’s Command deck has three

+

action cards per Lord and four Pass cards. Players build their

+

Campaign Plan each Turn (4.1) by stacking Command cards of

+

their Mustered Lords. They add Pass cards as needed to fill out a

+

Plan when too few Lords are Mustered.

+

A scene from the battle of Towton

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

9

+

2.0 SETUP AND CALENDAR

+

2.1 Setup

+

2.1.1 Lay Out. Seat players and set the game board between

+

them. You will want enough table space around the board for

+

mats, cards, and pools. See the 2-player layouts shown here and

+

for solitaire play in the Background Book.

+

POOLS: We suggest a nearby pool each for wooden Troops, As-

+

set markers, and remaining markers (1.6-1.8).

+

DECKS: Select and separate playing cards into four decks—one

+

Arts of War deck and one Command deck per side (1.9).

+

OTHER ITEMS: Each player takes a foldout aid. If using the

+

Hidden Mats option (1.5.3), each player gets a screen. Keep this

+

rules booklet, other reference sheets, and the Background Book

+

handy.

+

2.1.2 Scenarios. Choose a scenario (6.0). Agree on whether

+

to use Hidden Mats screens (1.5.3). Prepare Arts of War decks

+

by setting aside cards not used in this scenario (1.9.1). Set up the

+

situation and begin play with the first Levy (3.0).

+

NOTE: If playing for the first time, consider setting up the “quick-

+

start” found in the Background Book.

+

2.2 Calendar

+

The Calendar (1.3.2) tracks time, Lord Readiness including for

+

Exile (3.4.2, 3.3.1), and Vassal Service (3.4.3).

+

2.2.1 Turns. Each Scenario covers one or more 60-Day or 90-

+

Day Turns (1.3.2). Each Turn has a Levy sequence, then a Cam-

+

paign sequence. Conduct each Levy and Campaign as detailed

+

in rules sections 3 and 4, respectively, and summarized on the

+

Sequence of Play foldout page.

+

2.2.2 Marking Time. The round Levy/Campaign marker

+

tracks the progress of 60-Day or 90-Day Turns and

+

Levy and Campaigns within each. Mark that it is

+

Levy or Campaign by placing the marker with that

+

side up in the Levy/Campaign circle of the current

+

Turn box on the Calendar.

+

2.2.3 Marking Readiness and Service. Place and shift

+

Lord cylinders and Vassal markers in the Calendar’s boxes as de-

+

scribed in various rules or on Event cards (1.9.1). All instructions

+

to shift right or left mean that number of Turn boxes. If a direction

+

is not specified, the executing player chooses.

+

EXAMPLE: “Shift 1 right” from box 10 means to box 11, “1 left”

+

from 11 means to 10.

+

CALENDAR’S END: When a Lord cylinder or Vassal marker is

+

to appear or shift below (left of) box 1 or beyond (right of) box 15,

+

set it just off the Calendar on that side and ignore further shifts in

+

that direction. The first shift back toward the Calendar places the

+

marker into box 1 or box 15, respectively. NOTE: This practice

+

reduces “end-of-time” anomalies.

+

Sample layout with square or round table and

+

no Hidden Mats Option (1.5.3).

+

Sample layout with wide but shallow table and

+

using Hidden Mats Option (1.5.3).

+

Unused Mats and Service markers

+

Unused Mats and Service markers

+

Troops and Assets pools

+

Troops and Assets pools

+

other markers

+

other markers

+ +

Battle Array with mats

+

(or use Battle mat with cylinders here)

+ +

Battle Array with mats

+

(or use Battle mat with cylinders here)

+ +

decks

+

decks

+

decks

+

decks

+

Muster

+

Muster

+ +

Screens

+

Player

+

Player

+

Player

+

Player

+ +
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

10

+

DESIGN NOTE: Periods when lords fought in the Wars of

+

the Roses varied enormously, as political negotiations brought

+

them into the field.

+

2.2.4 Player Order. By scenario setup, one side is the

+

King’s side, the other side is Rebel. Unless noted otherwise, the

+

Rebels go first and the King’s side second in each step of Levy

+

and Campaign.

+

EXAMPLE: If Yorkists are Rebel, they Pay Troops before Lan-

+

castrians do (3.2).

+

EXCEPTIONS—

+

• Play of Command cards alternates, one Rebel card, then one

+

King’s side card, then another Rebel card, and so on (4.2).

+

• The order of many steps in Battle will depend on who is Active,

+

Attacking, has Missile Troops, and so on (4.4).

+

3.0 LEVY

+

At the outset of each Turn, players prepare for the campaign to

+

follow by adding to their armies. See the Sequence of Play foldout

+

page.

+

3.1 Arts of War

+

Each side first draws two random Arts of War cards as Capabili-

+

ties or Events as follows.

+

3.1.1 Shuffle. Collect and shuffle all unused Lancastrian Arts of

+

War cards into an Event draw deck; do the same for Yorkists. Held

+

Events (3.1.3) and Capability cards in play (3.4.6) are not includ-

+

ed in the draw deck.

+

3.1.2 Draw Capabilities. If it is the Levy for the scenario’s

+

first Turn, the Rebel side then the King’s side each randomly

+

draws two Arts of War cards from the player’s own deck and de-

+

ploys them as Capabilities (lower half of the card, 1.9.1) at their

+

Lord mats (1.5.3).

+

• Discard any card that a side cannot assign to a Mustered Lord

+

(3.4.6).

+

3.1.3 Draw Events. If it is the second or any later Levy, the

+

Rebel side then the King’s side each draws and implements in

+

the order drawn two cards’ Events (the upper half of each card,

+

1.9.1). Except as specified below, reveal Events immediately and

+

return the cards to the deck. Bold-italic card text specifies certain

+

Event types:

+

• Players keep all drawn “Hold” Events hidden for later use.

+

When played on a specific Lord, tuck the card under the top

+

edge of that Lord’s mat, so that the Event text shows.

+

“This Levy” and “This Campaign” Events are in effect until

+

the end of the current Levy or Campaign, respectively. Do not

+

return them to their deck until then. NOTE: The Capability on

+

the bottom half of such a card will not be available for selection

+

this Levy.

+

NOTE: A side’s Events can affect the opposing side. The side

+

playing an Event card makes any decisions allowed unless other-

+

wise specified. It is possible for an Event text to have no effect on

+

the current situation of the game.

+

3.1.4 Greed. Players may not discard (as opposed to use) cards

+

unless permitted by a rule.

+

EXAMPLE: Hold Events only return to their deck once used per

+

card text or discarded at Campaign’s end (4.8.6).

+

3.2 Pay

+

After drawing cards, unless it is the Levy for the scenario’s first

+

Turn, Rebels’ then the King’s sides Pay Coin for their Mustered

+

Troops and Influence points for their Lords and Vassals. Failure to

+

Pay fully results in Pillage and/or possible Disband.

+

Important: On the first Turn, skip to Exiles (3.3).

+

3.2.1 Pay Troops. First, in an order chosen by the owner, each

+

Mustered Lord must Pay that Lord’s Troops. Pay one

+

Coin from that Lord’s mat per six Troops on it, round-

+

ed up. Lords may not withhold Coin, even if able to

+

Pay only partially, nor may they Pay Coin beyond

+

that required (1.7.2). Lords of the same side in the same Locale

+

must Share Coin as needed (1.5.3). NOTE: Do not count Retinues

+

or Vassals. As helpful, put “Feed x2” or “Feed x3” markers on

+

mats as a cue to both Pay and Feed (4.7) amounts.

+

SHARING: Lords must Pay their own Troops first, using Coin

+

from their own mats. Then, Lords must expend Coin to Pay the

+

Troops of their side’s other Lords in the same Locale who have

+

expended all of their Coin but did not have enough to Pay their

+

Troops (1.5.3). Players may not withhold Coin; they must use all

+

Coin as able to make Pay, even partially.

+

GREED: Pay may not remove Coin beyond this requirement

+

(1.7.2).

+

PILLAGE: Then, Lords whose Troops received less Coin than

+

required (including requiring two or three Coin but with access

+

to fewer) must immediately Pillage their location if it is an Un-

+

exhausted Stronghold or suffer Unpaid/Unfed Disband if at an

+

Exhausted Stronghold or in an Exile box. NOTE: The foldout Se-

+

quence of Play page includes a Pillage summary box. The Back-

+

ground Book has an example beginning page 14.

+

• When an Unexhausted Stronghold has several Unpaid Lords or

+

Unfed Lords (4.7), the owner chooses one and only one Lord to

+

Pillage it.

+

PROCEDURE: Wherever a Lord Pillages—

+

• Add Coin and Provender to the Pillaging Lord’s mat per the

+

foldout’s Strongholds table.

+

• Reduce the Pillaging side’s Influence points by double the total

+

number of Assets added.

+

• Mark the Stronghold Exhausted (even if not yet Depleted).

+

• Mark the Stronghold with Enemy Favour (if not so already).

+

• Shift each Stronghold that is adjacent by Way (not by Sea) one

+

level toward Enemy Favour—Friendly to Neutral or Neutral to

+

Enemy.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

11

+

• After Pillaging, Pay Unpaid Lords’ Troops (regardless of any

+

Coin used earlier). Share as needed. If Coin is again insufficient

+

for any Lords’ Troops, Disband those Lords as Unpaid/Unfed.

+

UNPAID/UNFED DISBAND. Lords who fail to fully Pay or

+

Feed (4.7) their Troops, either because they could not Pillage or

+

still had too little Coin or Provender, must Disband (3.2.4). As a

+

penalty, their side loses Influence points equal to the sum of all

+

their Unpaid or Unfed Lords’ Influence ratings plus one for each

+

of their (Disbanding) Vassals (in addition to any Influence penalty

+

for Pillaging, above). NOTE: Shipwreck incurs the same penalty

+

as Unpaid Disband but permanently removes the Lord (4.8.2).

+

EXAMPLE: After Yorkists Pillage, their Lords Salisbury and

+

Rutland, each with one Vassal, still have too little Coin to ful-

+

ly pay one Coin per six of their Troop pieces, rounded up. Both

+

Lords now Disband to the Calendar Unpaid. The Yorkists lose

+

seven Influence points on the edge track—five for the sum of the

+

two Lords’ Influence ratings plus two for the Vassals they had on

+

their mats.

+

3.2.2 Pay Lords. Next, Rebel then King’s side players may

+

Disband (3.2.4) any of their Lords on the map. Sides then must

+

pay one Influence point for each Lord that they have at Strong-

+

holds plus two Influence points per Lord in Exile boxes (nothing

+

for Lords on the Calendar).

+

3.2.3 Pay Vassals. Finally, Rebel then King’s side players

+

may pay one Influence point for each Mustered Vassal on that

+

side that has a faceup counter in the current Turn’s Calendar box

+

(3.4.3). If Paid, shift that Vassal marker by one box right. If not

+

Paid, Disband that Vassal (3.2.4).

+

3.2.4 Disband. To Disband a Lord, Disband all that Lord’s

+

Vassals as below, return all Troops and Assets from that mat to

+

their pools, and set aside that Lord card, Retinue, and mat. Place

+

the Disbanding Lord’s cylinder from the map onto the Calendar,

+

a number of boxes right of the current Turn equal to six minus the

+

Influence rating as printed on the Lord’s card.

+

EXILES: When a Lord Disbands from an Exile box or when

+

choosing Exile upon Enemy Approach (4.3.5), put an Exile mark-

+

er on that Lord’s cylinder on the Calendar.

+

DISBAND VASSAL: To Disband a Vassal, take that Vassal

+

counter from the Lord mat and place it on its matching counter on

+

the Calendar, flip both over to their back side (naming the Seat),

+

and shift them a number of boxes right of the current Turn equal

+

to six minus the Vassal’s Service rating.

+

NOTE: A facedown Disbanded Vassal will return to its Seat when

+

the Turn reaches its Calendar box (3.3.2).

+

3.3 Exiles and Vassals

+

Sides after Pay and any Pillage or Disband may Muster Exiled

+

Lords and make Ready Vassals who Disbanded earlier.

+

3.3.1 Muster Exiles. Each side may now Muster (3.4.2) any

+

of its Lord cylinders in the current or any earlier Calendar box

+

that are marked Exile (4.3.5) into a scenario-specified Exile box

+

(6.0). They do so without Influence check or cost. Set up their

+

mats (1.5.3).

+

NOTE: They may take part in the Muster segment that follows.

+

3.3.2 Ready Vassals. Return any Disbanded Vassals (face-

+

down counter pairs, 3.2.4) from the current Turn box to their

+

Seat on the map, face up (regardless of markers or Lords at that

+

Stronghold).

+

3.4 Muster

+

Next, on-map Rebel then King’s Lords may take actions up to

+

their Lordship rating (1.5.2) to Levy other Lords, Vassals, Troops,

+

Transport, or Capabilities, or to Parley for Favour at Strong-

+

holds. Each Levy action spends one point of a Lord’s Lordship

+

rating. Complete each Lord’s actions before the next Lord, in any

+

order desired.

+

REQUIREMENTS: Lords must begin this Muster segment at a

+

Locale—Stronghold or Exile box—to use Lordship. While at

+

an Enemy or Neutral Stronghold, they may choose only Parley

+

attempts on their current location (3.4.1). Lords in Exile boxes

+

may not Levy Troops (3.4.4).

+

NOTE: Exile boxes are Friendly Locales to Lords there (1.3.1),

+

so allow Levy actions except Levy Troops.

+

Important: Lords brought onto the map during this Muster

+

segment (3.4.2) may not take Levy actions themselves. Lords

+

in Enemy or Neutral Strongholds may use remaining Lordship

+

normally if Parley (3.4.1) has rendered their current location

+

Friendly.

+

3.4.1. Parley. A Lord may use a Levy action (one point of

+

Lordship) to attempt to remove Enemy Favour or gain Friendly

+

Favour at that Lord’s Stronghold location or another Stronghold

+

that is connected to that Lord by a Route—an uninterrupted chain

+

of adjacent Locales, including the Lord’s Locale and the Parley

+

target Stronghold, that is free of any Enemy Lords and, except for

+

the target Stronghold, Friendly.

+

• If the Lord has at least one Ship, the Route may include an Exile

+

box holding that Lord and any Ports on the same Sea as if adja-

+

cent by a single Way (for Influence check cost, 1.4.2).

+

• Parley when a Lord’s current location is not yet Friendly may

+

target that Stronghold only.

+

PROCEDURE: The player declares which Stronghold is to

+

change Favour. The acting Lord checks Influence (1.4.2), includ-

+

ing added cost for the distance (in Ways) to the targeted Strong-

+

hold. Success adjusts the Stronghold to Friendly if it was Neu-

+

tral or Neutral if it was Enemy (as applicable, adjust Stronghold

+

markers on the edge track); failure has no effect. A Lord may

+

attempt repeated Parley for the same Stronghold, using a Levy

+

action (within Lordship) and spending Influence for each.

+

PLAY NOTE: Lords also can Parley as Command actions on

+

Campaign (4.6.4).

+

3.4.2 Levy Lord. A Lord at a Friendly Locale (including from

+

an Exile box) may use a Levy action to attempt to Levy another

+

Lord who is Ready—his cylinder is on the Calendar in the current

+

or a lower Turn box—to Muster onto the map.

+

In addition, either the Seat of the Lord to be Mustered must

+

be free of Enemy Lords, or that side must have at least one Seat

+

of any of its Lords both free of Enemy Lords and Friendly.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

12

+

PROCEDURE: The Levying Lord checks Influence (1.4.2, no

+

cost for Ways). Success Musters the Ready Lord onto the map as

+

detailed below; failure has no effect. The Levying Lord may use

+

more Levy actions (within Lordship) and Influence to keep trying

+

to Muster the same Lord (or others).

+

MUSTERING: When a Lord is Mustered—

+

• If possible, place that Lord’s cylinder at that Lord’s Seat where

+

no Enemy Lord and mark that Stronghold with Friendly Fa-

+

vour (if not already Friendly). NOTE: The Seat may be Neutral

+

or Enemy before converting to Friendly Favour. If any Ene-

+

my Lord(s) occupy that Lord’s Seat, instead place the Mustered

+

Lord at a Friendly Seat of any other of that side’s Lords where

+

no Enemy Lord (leaving Favour as is).

+

DESIGN NOTE: Although Lords had preferred manors and

+

castles, they held lands all around England and could gather

+

an army almost anywhere.

+

• Put that Lord’s card on an unused Lord mat and place a Retinue

+

marker along with the starting Troops and Assets shown on the

+

card (1.5.3).

+

3.4.3 Levy Vassal. A Lord at a Friendly Locale may use a

+

Levy action to attempt to Muster a Vassal. That Vassal’s markers

+

must be on the map (at the Vassal’s Seat). In addition, that Vassal

+

Seat Stronghold must be Friendly to the Levying side and free of

+

Enemy Lords.

+

PROCEDURE: The player declares which Vassal is to be Lev-

+

ied. The Levying Lord then checks Influence (1.4.2, no cost for

+

Ways), modifying the Lord’s Influence rating by adding or sub-

+

tracting that Vassal’s Loyalty rating (1.5.4, if any). Success Mus-

+

ters the Vassal to the Levying Lord as detailed below; failure has

+

no effect. A Lord may make repeated attempts to Levy the same

+

Vassal, using a Levy action and spending Influence for each try.

+

MUSTERING A VASSAL: When Mustered—

+

• Place one Vassal marker from that Vassal’s Seat on the Levying

+

Lord’s mat to serve as a Forces unit.

+

• Place the Vassal’s other marker face up on the Calendar, a num-

+

ber of boxes to the right of the current Turn equal to the Vassal’s

+

Service rating (1.5.4).

+

3.4.4 Levy Troops. A Lord at a Friendly Stronghold—not

+

in an Exile box—that is not yet Exhausted (1.3.1) may use a Levy

+

action to Muster Troops.

+

PROCEDURE: The Levying Lord adds Troops from the pool

+

(as able, 1.6) to that Lord’s mat as listed for the Lord’s current

+

location on the foldout’s Strongholds table. Then mark the Lord’s

+

location as Depleted, or—if already Depleted—flip the Depleted

+

marker to Exhausted.

+

NOTE: Unlike Levy of Lords or Vassals, Levy of Troops does not

+

require an Influence check. The pool of wood pieces limits Troop

+

Muster for both sides together (1.6).

+

3.4.5 Levy Transport.

+

A Lord at a Friendly Locale

+

+

may use one Levy action to add two Carts to that

+

Lord’s mat. Instead, a Lord may add one Ship if—

+

• The Lord is at a Friendly Port or in an Exile box,

+

• Fewer than nine Lords total on both sides already have Ships,

+

and

+

• The active Lord does not already have two Ships

+

(1.5.3, 1.7.3).

+

NOTE: Unlike Troop Levy, Transport Levy neither

+

causes nor is hindered by Depletion or Exhaustion.

+

3.4.6 Levy Capability. A Lord at a Friendly Locale may ob-

+

tain one Capability (an Arts of War card’s bottom half, 1.9.1) per

+

Levy action. Select from that side’s currently unused cards in the

+

scenario—

+

• The lower left of each Arts of War card shows the Livery Badg-

+

es of those Lords who can Levy that Capability, often “Any”.

+

Ignore whether the Lord is either numbered version, such as

+

Somerset (1) or (2).

+

• Each Capability specifies in its text requirements and/or effects

+

related to the Lord who Levied it. Place the card at the bottom

+

edge of that Lord’s mat, with the upper half of the card (the

+

card’s Event) tucked out of view underneath the mat. A Lord

+

may only have two Capability cards at a time, neither with the

+

same name, and may not Levy more so long as two Capability

+

cards remain at that Lord’s mat.

+

PLAY NOTE: Levying a Capability blocks the Event on that

+

card from occurring.

+

+

Important: Players cannot voluntarily discard Capabilities

+

(1.9.1). Capabilities remain with a Lord until a rule or card text

+

forces discard.

+

NOTE: After completing Muster, players discard any “This Levy”

+

Events (3.1.3).

+

4.0 CAMPAIGN

+

After Levy, conduct that Turn’s Campaign, completing the steps

+

below. The Sequence of Play page of the foldout summarizes the

+

Campaign steps.

+

CAMPAIGN STEPS:

+

Plan: Each side sets its Campaign Plan—an ordered stack of

+

Command cards (4.1).

+

Activation: Starting with the Rebel player, one side flips its top

+

Command card and executes actions (4.2-4.6) with the Lord on

+

that card or does nothing if a Pass card.

+

o Actions: One side is Active, using Command card actions;

+

the other side is Inactive.

+

o Feed: At the end of each card, both sides’ Lords who moved

+

or fought Feed their Troops and may have to Pillage and/

+

or Disband (4.7).

+

More Activations: The other side next flips its top card and

+

executes that Activation (Actions, Feed). Continue to alternate

+

Activations by side until both Plan stacks are exhausted.

+

End Campaign: After the sides exhaust Plan stacks and finish

+

all Command Activations, the Campaign ends. Reset as listed at

+

4.8 and, if this was not the scenario’s last Turn, advance and flip

+

the Campaign marker to the next Turn’s Levy.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

13

+

4.1 Plan

+

The players each build a Plan for that Campaign by selecting and

+

stacking Command cards (1.9.2). The current Calendar box speci-

+

fies the number of cards that each Plan stack must use:

+

• 4 cards for January/February/March.

+

• 6 cards for April/May.

+

• 7 cards for June/July.

+

• 6 cards for August/September.

+

• 4 cards for October/November/December.

+

4.1.1 Selecting Cards. A Plan may use any cards from that

+

side’s Command deck (1.9.2). Use Pass cards to fill out a Plan

+

Stack to the Calendar specified total, when a side has too few

+

Lords on the map to do so with Lords who might become Active.

+

NOTE: Each Lord has three Command action cards, so could

+

become Active up to three times per Campaign.

+

4.1.2 Arranging Stacks. Each side stacks its four-to-seven

+

selected Command cards in any order desired, face down. The

+

top face-down card will be that side’s first Active Lord, and so

+

on. Players may not rearrange Plan stacks once built. Keep all re-

+

maining Command cards face down as well. Players always may

+

inspect their own Plan and the other side’s played but not unused

+

Command cards.

+

PLAY NOTE: When arranging one’s Plan stack, fan the cards

+

to show the order of Lords by corner symbols from left to right,

+

then flip face down.

+

4.2 Command

+

After building Plan stacks, Rebels then King’s side alternate flip-

+

ping (revealing) the current top Command card of their stack—

+

one Rebel card, then one King’s side card, and so on. After reveal-

+

ing a Command card, a side Activates the Lord shown on that card

+

or Passes if revealing a Pass card (4.2.3).

+

NOTE: After each Command card, Lords who moved and/or

+

fought will Feed their Troops and might have to Pillage and/

+

or Disband (4.7).

+

Lord’s

+

Badge

+

Command

+

rating

+

(actions

+

available)

+

Yorkist

+

Command cards

+

Lancastrian

+

4.2.1 Actions. A Lord shown on a Command card (bearing that

+

Lord’s Command rating number, 1.9.2), may execute a series of

+

Commands of the owning player’s choice (4.2.2, 4.3-4.6), in any

+

order, using actions numbering up to that Lord’s Command rating

+

(1.5.2, as shown on the card and Lord cylinder), including Pass

+

(4.6.5). EXCEPTION: Certain Commands—March via Path

+

(4.3.3) and Sail (4.6.1)—take all actions of an entire card.

+

PLAY NOTE: Lords may use multiple actions for a single Com-

+

mand type, such as three actions on a card to Tax three times.

+

Remember when taking actions to account for any Capability

+

cards (1.9.1) that modify the Active Lord’s Command rating.

+

4.2.2 Command Menu. Lords select from Command actions

+

listed on the Commands foldout page and detailed below: March,

+

Sail, Supply, Forage, Tax, Parley, or Pass (4.3-4.6).

+

4.2.3 Pass Card. Upon revealing a Pass card or the card of a

+

Lord not on the map, that side does nothing. Play instead passes

+

to the other side or ends the Campaign if neither side has cards

+

left in its Plan (4.8).

+

4.3 March

+

A Lord may expend a Command action to March between Strong-

+

holds or from Scotland.

+

MOVED-FOUGHT: As a reminder upon any movement during

+

March, put a Moved/ Fought marker on or next to

+

each side’s moving Lord cylinders.

+

4.3.1 Group March. When an Active Marshal Marches, any

+

or all Lords in the same Locale may March with the Marshal.

+

When an Active Lieutenant Marches, all Lords with the Lieu-

+

tenant except a Marshal may do so. Mark all who March Moved-

+

Fought.

+

4.3.2 Haul. Before Marching, Lords must Discard any

+

Provender exceeding the number of their

+

Carts, including Sharing if a Group

+

(1.5.3, 4.3.1).

+

Important: Lords do not need Carts to March nor to carry

+

Coin, as long as they discard any Provender in excess of Carts.

+

4.3.3 March Speed. A Lord or Group (4.3.1) uses March Com-

+

mands to move to adjacent Locales via connecting Ways (1.3.1),

+

as specified below.

+

HIGHWAY: A Lord or Group uses one Command action to

+

March along a Highway to an adjacent Stronghold and then may

+

immediately March along a second Highway (only) for no added

+

action cost (reaching a Stronghold two Locales distant for just

+

one action).

+

ROAD: A Lord or Group uses one Command action to March

+

along a Road to an adjacent Stronghold.

+

PATH: A Lord or Group uses all actions of that Command card

+

to March along a Path to an adjacent Stronghold.

+

+

Path

+

Road

+

Highway

+

Types of Ways (1.3.1)

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

14

+

4.3.4 Intercept. Whenever an Active Lord or Group March-

+

es to a Stronghold that is adjacent to any Enemy Lord(s) by High-

+

way or Road (not Path), a single such Enemy Lord may attempt

+

once to Intercept the Marching Lord(s). An Intercepting Marshal

+

or Lieutenant may bring Lords of the same side along as if a

+

Group (4.3.1). (The destination Stronghold may itself be an Ap-

+

proach, 4.3.5.)

+

PROCEDURE: The Intercepting Lord rolls a die. If the roll is

+

equal to or less than that Lord’s Valour rating (1.5.2), the Inter-

+

cepting Lord or Group moves to the adjacent Stronghold as if

+

using a March action to get there (Carts limit Provender, mark

+

as Moved). The Marching Lord or Group Approaches the Inter-

+

cepting Lord(s) there as if the latter arrived earlier (4.3.5, with

+

Intercepting Lords choosing either Exile or to Defend in Battle,

+

4.4). Failure has no effect.

+

PLAY NOTE: Intercept can serve to force Battle or reinforce a

+

Battle that is about to occur.

+

4.3.5 Approach. If a Marching Lord or Group enters the

+

Stronghold location of any Enemy Lord(s), including because

+

of Intercept (4.3.4), each Enemy Lord there must choose either

+

Exile or Battle, as follows, then Command actions end.

+

EXILE: For each Lord who chooses Exile—

+

• First, that side loses Influence points equal to that Lord’s printed

+

Influence rating plus one per Vassal on that Lord’s mat.

+

• Then, that Lord gives up Assets to Approaching Enemy Lords

+

as if Spoils after Battle (4.4.3).

+

• Lastly, the Lord going into Exile and that Lord’s Vassals Dis-

+

band (3.2.4). Put an Exile marker on that Lord’s cylinder on the

+

Calendar.

+

BATTLE: If any Enemy Lords remain there after completing any

+

Exile per above, then immediately fight a Battle (as part of that

+

March Command) with the Marching side as Attacker (4.4).

+

RECOVERY: After resolving any Exile or Battle resulting from

+

Approach, skip any Command actions remaining on this card

+

(4.2.1). Go to Feed (4.7).

+

Important: Whether Enemy Lords choose Exile or Battle, Ap-

+

proach blocks any further March or other Command actions on

+

the current card.

+

4.4 Battle

+

When a Lord Approaches an Enemy Lord (4.3.4-.5) who chooses

+

Battle rather than Exile, a Battle ensues (after any Exile). All

+

Lords remaining at the Stronghold location must participate. Ap-

+

proaching Lords Attack, and the other side’s Lords Defend. The

+

foldout’s Battle page summarizes these rules.

+

MARKER: As a reminder where Lords are fighting,

+

+

put the Battle marker at that Stronghold.

+ +

F R O N T

+

R E S E R V E

+

F R O N T

+

R E S E R V E

+

Center

+

Player

+

Center

+

Player

+ +

4.4.1 Battle Array. Players Array their Lords involved—either

+

cylinders on the Battle mat or mats on the table, as players prefer.

+

Defenders then Attackers position their Lords.

+

• A side may have a Lord each in up to three possible Front posi-

+

tions: left, center, and right. Other Lords start in Reserve.

+

• The Defenders first fill in Front center then Front left and/or

+

right positions with one other Lord present in each, if any, and

+

put any remaining Lords in Reserve.

+

• The Attacker must place one Lord directly opposite each Front

+

Defending Lord, first in the center, then left and/or right, as able.

+

PLAY NOTE: Players may use Lord cylinders on the Battle mat

+

or Array Lord mats, as preferred.

+

VALOUR: Put Valour markers on each Lord’s mat, equal to

+

that Lord’s Valour rating (1.5.2).

+

EVENTS: Defending then Attacking sides then may play Held

+

Events that specify “in Battle”, as applicable (3.1.3).

+

4.4.2 Rounds. Once Arrayed, a Battle continues Round after

+

Round, until all of at least one side’s Lords Rout. A Round of

+

Battle will go through the steps below in this order: Flee, Re-

+

position, Engage, Strike, Lord Rout. Strikes within each Engage-

+

ment will simultaneously total Missile Hits and roll Protection to

+

determine units’ Rout, then do the same for Melee. See the battle

+

play aid.

+

NOTE: Some Event Battle effects vary by Round.

+

FLEE: At the start of each Battle Round, the Defenders then

+

the Attackers declare whether any of their Lords will

+

Flee the Battle and, if so, which. Lords who Flee im-

+

mediately Rout (see below). Flip their Retinue over

+

to “Fled”: at Battle’s end, they will check Death with

+

a benefit of –2 to the roll (4.4.3).

+

NOTE: If all Lords on a side Flee (4.4.3), immediately end the

+

Battle.

+

REPOSITION: As needed each Round, both sides reposition

+

Lords as follows (in this order).

+

Rout. Remove Routed Lords (including any who Fled) from

+

the Battle Array. They no longer occupy any Array position nor

+

participate further until Ending the Battle (4.4.3).

+

Advance. First the Defender then the Attacker slides any Un-

+

routed Lords in Reserve into any empty Front positions (one

+

Lord per position).

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

15

+

Center. If a Front center position remains empty, Defender then

+

Attacker must select and slide one of that side’s Lords from

+

either left or right front to fill its empty Front center position.

+

ENGAGE: Lords in Front will fight the Lord directly opposite

+

or—if none opposite—an Enemy they are Flanking. Each pair or

+

group of opposing Lords fighting each other is an Engagement.

+

Flanking. A Lord in Front who has no Enemy Lord opposite

+

Engages the closest Front Enemy Lord: center may choose left

+

or right.

+

Center

+

Defenders

+

Center

+

Attackers

+

A

+

B

+

C

+

D

+

EXAMPLE: Battle Rout has resulted in the above Array. Lords B

+

and C oppose each other, A Flanks C, and D Flanks B. Therefore,

+

all four Lords form a single Engagement. A and B will total their

+

Hits and resolve Protection together, as will C with D.

+

STRIKE: The Attacking side next declares the order of En-

+

gagements. Then, Engagement by Engagement, the Forces of all

+

Lords of each side within that Engagement Strike those of the

+

other side in two steps: Missiles, then Melee.

+

Missiles. Simultaneously total each side’s Missile Hits

+

within the Engagement. Defenders

+

then Attackers then choose which of

+

their own Lords in each Engagement

+

will absorb Hits first. Defending

+

then Attacking Lords apply the Hits to their units, roll Protec-

+

tion, reroll for Valour, and Rout units before Melee.

+

Melee. After determining any Rout from Missiles, resolve

+

Melee Hits in the same way.

+

TOTAL HITS: Units each cause from ½ to 3 Hits, depending on

+

Forces and Strike type—see the foldout’s

+

Forces table. Total all Hits for Missiles or all

+

Hits for Melee, including the Forces of all

+

Lords of a side within that Engagement,

+

rounding up. As helpful, mark total Hits on the edge track.

+

NOTE: You do not roll to generate Hits—they generate automat-

+

ically based on the Forces Striking.

+

APPLY HITS: Hits apply to any Forces units of any Enemy Lords

+

within that Engagement, as selected by the owner, Hit by Hit.

+

A portion of the Forces table

+

PROTECTION: The Forces table shows various unit types’ Ar-

+

moured or Unarmoured Protection. Protection provides saving

+

rolls that can nullify Hits. Card text (1.9.1) can change these die-

+

roll ranges by altering the top number of the range.

+

A Lord’s Retinue counter showing Armour 1-4 (unmodified)

+

Protection

+

ROLL BY HIT: Hits cause die rolls against Protection that may

+

or may not Rout Forces.

+

Protection Rolls. For each Hit that a player assigns to a Reti-

+

nue, Vassal, or Troop unit, it rolls a die against its Protection. A

+

roll within its Protection range means that Hit has no effect (no

+

Rout). A roll above that range Routs it.

+

Valour Rerolls. Lords begin each Battle with Valour markers

+

equal to the Lord’s Valour rating (1.5.2). A Lord may expend

+

(set aside) Valour markers to reroll that Lord’s own Forces’

+

failed Protection, one marker per reroll, up to one reroll of each

+

failed Protection roll.

+

Forces Rout. A Retinue, Vassal, or Troop unit Routs as soon

+

as it fails to negate a Hit with a successful Protection roll: slide

+

its counter or piece to the “Routed” section of the Lord’s mat.

+

Routed units no longer Strike nor absorb Hits in that Battle.

+

NOTE: Unrouted Forces fight on as long as their Lord mat re-

+

mains in the Battle Array.

+

LORD ROUT: After all of a Round’s Strikes, Protection rolls,

+

and Valour rerolls, check each Lord for Rout. A Lord Routs if

+

either all that Lord’s Troops have Routed (regardless of Retinue

+

or Vassals) or if that Lord’s Retinue has Routed, or both.

+

EXAMPLE: A Lord’s Retinue fails its Armour roll. The player

+

uses one of that Lord’s Valour markers to roll again. That roll

+

fails, so the Retinue Routs and so will the Lord.

+

NEW ROUND: If at least one Lord on each side has yet to Rout,

+

begin a new Round with the “Flee” step (above); otherwise end

+

per below.

+

4.4.3 Ending the Battle. If only one side still has Unrouted

+

Lords, that side wins the Battle. If all Lords of both sides Routed,

+

both sides lose. In either case, proceed thus—

+

INFLUENCE: As a reward, the Battle’s winning side gains In-

+

fluence points equal to the sum of the printed Influence ratings

+

(1.5.2) plus one per Vassal of the Lords who fought on the de-

+

feated side.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

16

+

SPOILS: A winning side’s Unrouted Lords might receive As-

+

sets from the losing side’s Lords.

+

• If the Battle Stronghold Favours the winning side, the winning

+

side takes all the losing Lords’ Carts and Provender (only), dis-

+

tributed as desired among the mats of Unrouted winning Lords.

+

• If the Stronghold is Neutral, total and halve all the losers’ Carts,

+

rounding up, and separately total and halve all Provender, be-

+

fore transfer.

+

• If the Stronghold Favours the losers, transfer nothing.

+

DESIGN NOTE: Ships are not taken as Spoils because they

+

are distant from the field. Armies in this era also stored coin

+

safely away from battles.

+

LOSSES: Unrouted Lords determine the fate of their Routed

+

Troops pieces (not Retinues or Vassals), as follows.

+

• Roll a die for each Routed Troop unit.

+

• Compare each Troop unit’s roll to its inherent Protection, as

+

shown on the Forces table for that type (unmodified by Events

+

or Capabilities).

+

• Troops that roll within those ranges are no longer Routed—

+

push them above the line on their mat.

+

• Those that fail their roll are Lost—remove those pieces to the

+

pool.

+

Immediately Disband (3.2.4) any Unrouted Lord who Loses

+

all that Lord’s own Troops (regardless of Retinue or Vassal units

+

remaining).

+

DEATH CHECK AND DISBAND: Routed Lords now Die or

+

Disband. Routed Vassals Disband.

+

Events. First, Defenders then Attackers may play Held Events

+

that affect Death checks.

+

Death Check. Then, each side rolls a die for each of its Routed

+

Lords—one by one, Defenders first, player chooses order

+

of own Lords. A Routed Lord Dies on a roll of 3-6. Sub-

+

tract two from the roll ( –2) for Lords who Fled (4.4.2).

+

Death. Lords who Die immediately Disband (3.2.4). Also, re-

+

move their Seats from the map and their Lord cards, Command

+

cards, cylinders, and Seat markers from the game. NOTE: Sce-

+

nario rules might replace Lords who Die (6.2-6.3).

+

Disband. Next, Disband normally (3.2.4) all Routed Lords who

+

did not Die as well as all Routed Vassals of Unrouted Lords.

+

NOTE: Vassals do not Die, as they represent entire families.

+

Cards. Finally, if any Special Vassals Disbanded, discard their

+

named Capability cards (1.5.4, 1.9.1)

+

4.4.4 Aftermath. After resolving the Ending the Battle seg-

+

ment, conclude the Battle as follows.

+

Moved-Fought: Mark all Surviving Lords Fought (if not al-

+

ready marked).

+

Events: Discard all Hold Events (3.1.3) used in this Battle.

+

Recovery: Skip any Command actions remaining on this card

+

(4.3.5). Go to Feed (4.7).

+

4.5 Supply

+

A Lord at a Friendly Locale may use a Command action to add

+

Provender to that Lord’s mat from a Friendly Stronghold or

+

Port.

+

4.5.1 Sources and Routes. The Active Lord must already

+

be at or have an unbroken Route, served by Carts,

+

+

to a single Stronghold or Port that that Lord will

+

use as a Supply Source. Mark Sources as helpful.

+

• A Supply Route must be an unbroken chain of Friendly Locales

+

adjacent by Way (not across any Sea) and free of Enemy Lords,

+

including the Active Lord’s Locale and the Source.

+

• If drawing from a Stronghold (rather than using a Port) as a

+

Source, it may not be Exhausted (1.3.1).

+

• To add Provender with Ships, the Source must be a Port.

+

• If the Lord is in an Exile box, Supply must use Ships and a Port

+

on the same Sea as a Source. EXCEPTION: Lords in Scotland

+

may use Supply Routes (by Path) from there to a Stronghold.

+

NOTE: An Exile box is never a Supply Source.

+

CARTS: To add Provender, the Active Lord must have or Share

+

(1.5.3) at least one Cart per Provender for each inter-

+

vening Way crossed (if any) along any Route to a

+

Source. NOTE: A Lord drawing Provender from that

+

Lord’s current location—or by Sea if at a Port or Ex-

+

ile box—would not need any Carts.

+

Important: In order to draw multiple Provender per Supply

+

action, a Lord must have a Cart for each Provender along each

+

Way along any Supply Route.

+

4.5.2 Add Provender. The Active Lord adds Provender

+

to that Lord’s mat per either the Source Stronghold or

+

Ships for a Port Source (not both), within the Trans-

+

port limit (Carts along Routes to Sources).

+

STRONGHOLD SOURCE: If the Source is a Stronghold, add

+

the amount of Provender shown for that Stronghold type on the

+

foldout’s Stronghold table (within the Transport limit, above).

+

Then mark that Stronghold as Depleted or—if already Depleted—

+

flip to Exhausted 91.3.1).

+

NOTE: Depleted and Exhausted markers do not affect Supply

+

Routes, only Strongholds as Sources.

+

EXAMPLE: A Lord with four Carts, two Ways from a Friendly

+

Depleted City, could draw two Provender for a Supply action and

+

flip the City to Exhausted.

+

PORT SOURCE: If the Source is a Port, add an amount of

+

Provender equal to the Active Lord’s Ships (includ-

+

ing Shared, 1.5.3, so may total more than two). If us-

+

ing any overland Route to the Port, do so within the

+

requirement for Carts (4.5.1). Ignore Depletion and

+

Exhaustion.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

17

+

4.6 Other Commands

+

4.6.1 Sail. The Active Lord at any Port or Exile Box or at Sea

+

may use all actions of that Lord’s Command card to move directly

+

to any Port on the same Sea that is free of Enemy Lords or into

+

that or an adjacent Sea (Irish Sea or North Sea to English Channel

+

or vice versa, 1.3.1); or, if at Sea, instead to such a Port on an ad-

+

jacent Sea. NOTE: See Sailing example in the Background Book,

+

page 14.

+

• An Active Marshal or Lieutenant may Sail with other Lords as if

+

a Group March (4.3.1), Sharing Ships among the Group (1.5.3).

+

• To move, the Active Lord must have or Share at least one Ship

+

per six Forces units (1.6), two Provender, and two

+

Carts (each rounded up). NOTE: A single Ship can

+

carry Forces and Provender and Carts up to each

+

of those limits. Lords may discard Assets as needed

+

to Sail (1.7.2).

+

MOVED-FOUGHT: Mark Sailing Lords Moved.

+

NOTE: Lords at Sea at the end of the Campaign must attempt to

+

Disembark (4.8.2).

+

4.6.2 Forage. A Lord at any Locale that is not yet Exhaust-

+

ed (1.3.1, regardless of Favour and including an Exile box) may

+

use a Command action to seek to add one Provender to that

+

Lord’s mat:

+

• If the Locale is Friendly and no Enemy Lord is adjacent, suc-

+

cess is automatic. Add one Provender.

+

• If Neutral and no Enemy Lord is adjacent, add one Provender

+

only on a die roll of 1-4.

+

• If Enemy Locale or any Enemy Lord is adjacent,

+

do so only on a die roll of 1-3.

+

DEPLETE: If Forage adds Provender (only),

+

mark the Locale (including an Exile box) Depleted,

+

or—if already Depleted—flip the marker to Ex-

+

hausted.

+

PLAY NOTE: Forage needs no Transport or Source but is less

+

sure and bountiful than Supply.

+

4.6.3 Tax. A Lord at a Friendly Locale may use a Command

+

action to add Coin to that Lord’s mat from that Lord’s

+

own Seat Stronghold, a Seat of one of that Lord’s

+

Vassals (1.3.1, 1.5.4), or a Special Stronghold (Lon-

+

don, Calais, or Harlech). The Taxed Stronghold must

+

not yet be Exhausted (1.3.1) and must be connected to that Lord

+

by an unbroken Route of adjacent Friendly Locales free of Enemy

+

Lords, including both the Lord’s Locale and the

+

Taxed Stronghold. If the Lord has a Ship, the Route

+

may link Ports and/or an Exile box on the same Sea.

+

As helpful, mark the Taxed Stronghold as a Source.

+

PROCEDURE: After selecting the Stronghold to be Taxed,

+

the Active Lord checks Influence (1.4.2). If successful, add the

+

amount of Coin shown for the Taxed Stronghold type on the fold-

+

out’s Stronghold table to that Lord’s mat. EXCEPTION

+

• If the Taxed Locale is the Active Lord’s Seat, do not check In-

+

fluence, Tax succeeds automatically.

+

DEPLETE: If Coin added, mark the Taxed Stronghold as

+

Depleted, or—if already Depleted—flip the marker to

+

Exhausted.

+

4.6.4 Parley. A Lord can spend Command actions during

+

Campaign to Parley as during Levy (3.4.1), however—

+

• The Route to the Parley’s target Stronghold may extend no fur-

+

ther than a Stronghold adjacent to the Active Lord or, via Ship,

+

from a Port or Exile box to a Port on the same Sea.

+

• Parley targeting the Active Lord’s own location (only) succeeds

+

automatically, without checking Influence or expending Influ-

+

ence points.

+

NOTE: Campaign Parley is otherwise the same as during Levy,

+

using Command instead of Lordship. Parley beyond the Lord’s

+

own location requires the Lord to occupy a Friendly Locale, re-

+

quires the target Stronghold to be free of Enemy Lords, and calls

+

for the usual Influence check for success, including an extra Influ-

+

ence point for distance (1.4.2).

+

4.6.5 Pass. An Active Lord may opt to Pass (do nothing) with

+

any Command actions.

+

4.7 Feed

+

At the end of each Command card, those

+

Lords on the Rebel then King’s side

+

marked Moved-Fought (because they took

+

part in March, Intercept, Battle, or Sail;

+

4.3, 4.3.4, 4.4, 4.6.1) must Feed their Troops. Each

+

such Lord must remove one Provender (from own

+

mat or Shared, 1.5.3) per six Troop units on that

+

Lord’s mat, rounded up. NOTES: Do not count Reti-

+

nues or Vassals. As helpful, put “Feed x2” or “Feed x3” markers

+

on mats.

+

SHARING/GREED: Expend Provender for Feed by the same

+

restrictions as Coin for Pay (3.2).

+

PILLAGE: Lords who Feed their Troops less than required must

+

immediately attempt to Pillage their Locales as if they failed to

+

Pay them (3.2.1, including possible Unfed Disband and Influence

+

penalties), except that they then attempt to Feed them with the

+

Provender gained (rather than Pay them with the Coin gained).

+

REMOVE MARKERS: Once Fed, remove Moved-Fought

+

markers from all Lords and proceed with the next Command card

+

of the other side, if any.

+

4.8 End Campaign

+

After revealing all Command cards in both sides’ Plan stacks, end

+

the Turn.

+

4.8.1 Tides of War. At the end of each Campaign, calculate

+

the amount of Influence points that each side will gain and adjust

+

the Influence marker by the net amount. An Influence table on

+

the foldout’s Commands page lists these awards. NOTE: Some

+

Capability cards (1.9.1) affect Tides of War.

+

• Each Area (North, South, and Wales, 1.3.1) awards one point

+

to each side that has at least one Lord anywhere within it plus

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

18

+

two points to a side that Dominates it—has the Favour of all its

+

Strongholds (regardless of Lords present).

+

• Favour at Special Strongholds (1.3.1) awards points individual-

+

ly: two each for London and Calais plus one for Harlech. EX-

+

CEPTION: Award no points to a side for Favour at a Special

+

Stronghold while any Enemy Lord occupies it.

+

• A side that has the most total Favour markers at a given type of

+

Stronghold (1.3.1) earns two points for Cities plus one each for

+

Towns and Fortresses.

+

NOTE: Sides earn each award for having the most of that kind of

+

Stronghold, not per Stronghold.

+

EXAMPLE: Yorkists have Favour at five Cities, Lancastrians at

+

one City. The Yorkist side earns two Influence points total for hav-

+

ing the most Cities.

+

• At the end of certain Turns marked “Gain Lords Influence” on

+

the Calendar (January-February-March and August-Septem-

+

ber), each Side gains Influence points equal to the sum of print-

+

ed Influence ratings of all its Lords on the map (including those

+

in Exile boxes).

+

4.8.2 Disembark. Each Lord currently at Sea (4.6.1), first

+

Rebel then King’s side, now rolls a die.

+

Shipwreck: Lords who roll 1-4 permanently Disband (3.2.4).

+

Remove their Seats from the map and their Lord cards,

+

Command cards, cylinders, and Seat markers from the

+

game. The owning side loses Influence points equal to the

+

Lord’s printed Influence rating plus one per Vassal Disbanded

+

(as if Unpaid or Unfed, 3.2.1).

+

Land: Place Lords who roll 5-6 at any Ports on that Sea free of

+

Enemy Lords; they must immediately Feed (4.7). Lords who

+

roll 5-6 but cannot reach a free Port instead Disband normally

+

(3.2.4).

+

NOTE: Shipwreck is similar to Death in Battle (4.4.3), including

+

for Succession by scenario rule (6.2-6.3), but it incurs the Unpaid

+

penalty (3.2.1), and no Events influence the check (1.9.1).

+

4.8.3 Victory Check. After Tides of War and any Disem-

+

bark, check for game end and victory—

+

• If any side has no Lords on the map and no Exile Lords in next

+

Turn’s Calendar box, end the game and determine Campaign

+

Victory (5.1).

+

• If a side has Influence points equaling or exceeding the scenar-

+

io’s current Victory threshold (5.2, if any), it wins immediately.

+

• If neither of the above, but the just-concluded Campaign was

+

part of the scenario’s final Turn, the game ends: the side with

+

the most Influence points wins (5.3).

+

• If none of the above, proceed with play.

+

PLAY NOTE: For scenarios Ia and II, be sure to adjust the Vic-

+

tory Check marker to show the threshold listed for the current

+

Turn (5.2, 6.0).

+

4.8.4 Grow. At the end of each August-September Turn

+

(boxes 4, 9, and 14—marked “Grow” on the Calendar),

+

remove all Depleted markers from the map, then flip all

+

the Exhausted markers to their Depleted side.

+

4.8.5 Waste. At the end of October-November-December

+

Turns 5 and 10 (only, marked “Waste” on the Calendar), all on-

+

map Rebel then Kings’ Lords adjust their mat items thus:

+

• Provender, Carts, and Ships each to one-half their amount,

+

rounded up.

+

• Coin and Troops to exactly those shown on the Lord’s card as

+

Setup. EXCEPTION: Do not remove Mercenaries or Handgun-

+

ners.

+

NOTE: Waste does not affect Vassals or cards.

+

4.8.6 Reset. Prepare for the next Turn:

+

• Discard all “This Campaign” Events (3.1.3).

+

• Rebels then King’s side may discard any Held Arts of War cards

+

( only—not Capabilities at Lord mats) as desired back into

+

their decks (1.9.1).

+

• Advance the Campaign marker to the next Turn box and flip the

+

marker to Levy (2.2.2).

+

5.0 VICTORY

+

In Plantagenet, either Disband and Death of Lords or accu-

+

mulation of Influence points will determine Victory. Check for

+

victory after each Campaign (4.8.3, 5.1-5.2) and then at the end

+

of the scenario (5.3, after each War if playing the grand scenar-

+

io). Scenario special rules may provide added victory conditions

+

(6.0-6.3).

+

5.1 Campaign Victory

+

If a side upon Victory check (4.8.3) has no Lords on the map (in-

+

cluding none in any Exile boxes) and no Lord cylinders marked

+

Exile in the Calendar box for the next Turn (only), the game ends

+

immediately—the other side wins regardless of Influence points.

+

• If the above applies to both sides, the game instead ends in a

+

draw.

+

5.2 Threshold Victory

+

Several scenarios list Influence point thresholds, some by Turn.

+

If a side has reached or exceeded a Turn’s threshold after a Cam-

+

paign’s Tides of War and Disembark steps (4.8.3), it wins imme-

+

diately.

+

5.3 Scenario End Victory

+

If neither side has won by the Victory check (4.8.3) of the final

+

Campaign of a Scenario, the side with more Influence points

+

wins; if tied, the game ends in a draw.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

19

+

6.0 SCENARIOS

+

Prepare general setup per 2.1. Agree on whether to use the Hid-

+

den Mats option (1.5.3). Choose a scenario from the Scenarios

+

Guide chart below or the “quickstart” in the Background Book.

+

Find the scenario in the following pages and set it up. NOTE: The

+

Bosworth Battle mini-scenario does not use the game board, the

+

Hidden Mats option, or the Command deck.

+

DECKS: Each side has one Arts of War deck and one Command

+

deck. Assemble each sides Arts of War deck for that scenario

+

by including only cards without any roses at center plus those

+

with the number of roses corresponding to that scenario number

+

(I, II, or III, ignoring letters; 1.9.1). Alternatively, if playing the

+

Wars of the Roses grand scenario, set up Arts of War decks as

+

instructed (6.3).

+

MUSTERED LORDS: Find the named Lord cards listed

+

(1.5.1). For each, prepare a Mustered Lord mat as if just Levied

+

(1.5.3, 3.4.2), with that Lord’s card and starting Forces and Assets.

+

Then find and place that Lord’s Seat marker

+

(matching that Lord’s badge) at the Stronghold

+

listed on the Lord card and noted on the back of

+

the marker.

+

MAP, CALENDAR, INFLUENCE TRACK: As listed for that

+

scenario, place Mustered Lord cylinders, regular Vassal marker

+

pairs (1.5.4), round Exile box alignment markers, and any other

+

markers (1.8) on the map; cylinders and markers on the Calendar

+

(2.2); and markers on the Influence edge track (1.3.1).

+

SPECIAL RULES: Note any listed special rules, such as “Cap-

+

ture of the King”, and Victory Threshold(s) for that scenario.

+

BEGIN PLAY: Commence the first Levy by shuffling each side’s

+

Arts of War deck and drawing random Capabilities (3.1.1-3.1.2).

+

Scenario Guide

+

1b. Towton, 1461

+

Battle Scenario-III(B). Bosworth, 22 August 1485

+

1a. Henry VI, 1459-1461

+

II. Warwick’s Rebellion, 1469-1471

+

I-III(?). Wars of the Roses, 1459-1485

+

III. My Kingdom for a Horse, 1484-1485

+

1c. Somerset’s Return, 1463-1464

+

Edward IV and Lancastrian fugitives at Tewkesbury Abbey

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

20

+

Seasons: This is a longer scenario (15 Turns, three years). Play

+

from the first Levy of 1459 (box 1) through the last Campaign of

+

1461 (box 15).

+

Sides: Lancastrians King, Yorkists Rebel (1.1).

+

Arts of War: Each side forms a deck of its 13 no-rose and 9 one-

+

rose Arts of War cards (1.9.1). Return all remaining Arts of War

+

cards to the game box.

+

Lord Cards: Next, find the following cards for the Lords that will

+

be involved in this scenario (1.5.1).

+

+

Lancastrian—

+

Yorkist—

+

+

• Henry VI.

+

• York.

+

+

• Somerset (1).

+

• March.

+

+

• Northumberland.

+

• Salisbury.

+

+

• Exeter (1).

+

• Warwick.

+

+

• Buckingham.

+

• Rutland.

+

Mustered Lord Mats: Set up the following mats for the Lords

+

whose cylinders will start on map (1.5.3).

+

Lancastrians—Henry VI and Somerset (1).

+

Yorkists—York and March.

+

Map:

+

See the setup illustration on the next page.

+

• Scotland and France Exile boxes marked Lancastrian, Ireland

+

and Burgundy Yorkist.

+

Seats for each Lord listed on Lord cards above, at the Locales

+

specified on each marker.

+

• All 13 regular Vassal marker pairs (no Special Vassals) at their

+

Vassal Seats.

+

• Lancastrian (red) Favour at London and Wells.

+

• Yorkist (white) Favour at Ely and Ludlow.

+

Henry VI and Somerset (with silver ring) at London (red cyl-

+

inders).

+

York at Ely, March at Ludlow (white cylinders).

+

Calendar:

+

• Box 1 has the Levy marker.

+

• Box 2 has Northumberland (red), Salisbury (white).

+

• Box 3 has Exeter (red), Warwick (white).

+

• Box 5 has Buckingham (red), Rutland (white).

+

Influence Track:

+

• Influence marker at 0 on Lancastrian (red) side.

+

• Fortress marker Yorkist (white) at 1, Town Yorkist (white) at 0,

+

City Yorkist (white) at 0.

+

• Victory Check marker at 40.

+

Allied Networks: Lords may use Exile boxes only as follows.

+

• Henry VI and Somerset—Scotland.

+

• Northumberland, Exeter, Buckingham—France.

+

• York and Rutland—Ireland.

+

• March, Warwick, and Salisbury—Burgundy.

+

Capture of the King: If Yorkists win a Battle against Henry VI,

+

they add +10 Influence points.

+

• Instead of checking for Henry VI’s Death (4.4.3), Disband him

+

(3.2.4). The Yorkists place his cylinder on the mat of any Un-

+

routed Yorkist Lord at the Battle (instead of on the Calendar).

+

• While a Yorkist Lord holds him, Henry VI cannot Muster and

+

does not count as on map.

+

• If that Lord goes into Exile, Disbands, or Dies, place Henry

+

VI on the Calendar as if just Disbanded; Lancastrian adds +10

+

Influence points.

+

Victory Thresholds:

+

• 40+ Influence on Turns 1-5.

+

• 35+ Influence on Turns 6-10.

+

• 30+ Influence on Turns 11-15.

+

+

Ia. Henry VI, 1459-1461

+

Richard of York and his sons, with the help of Richard Neville and his son, rebel against King Henry VI.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

21

+

Starting setup positions for Scenario Ia, “Henry VI”, 1459-1461

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

22

+

Seasons: This is a brief introductory scenario. Play just the first

+

Levy and Campaign of 1461 (box 1).

+

Sides: Lancastrians King, Yorkists Rebel (1.1).

+

Arts of War: Each side forms a deck of its 13 no-rose and 9 one-

+

rose Arts of War cards (1.9.1). Return all remaining Arts of War

+

cards to the game box.

+

Lord Cards: Next, find the following cards for the Lords who

+

will be involved in this scenario (1.5.1).

+

+

Lancastrian—

+

Yorkist—

+

+

• Somerset (1).

+

• March.

+

+

• Exeter (1).

+

• Norfolk.

+

+

• Northumberland.

+

• Warwick.

+

Mustered Lord Mats: Set up six mats, one with each of the Lord

+

cards listed above (1.5.3).

+

Mustered Vassal: Add a Fauconberg Vassal marker

+

+

(1.5.4) to March’s mat.

+

Map:

+

Seats for each Lord listed under Lord cards above, at the Lo-

+

cales specified on each marker.

+

• The 11 regular Vassal marker pairs other than Fauconberg and

+

Norfolk at their Vassal Seats.

+

• Lancastrian (red) Favour at St. Albans and all six Strongholds

+

within the North Area.

+

• Yorkist (white) Favour at London, Calais, Hereford, Glouces-

+

ter, Oxford, and all nine Strongholds within the South Area.

+

Somerset (silver ring) and Exeter at Newcastle, Northumber-

+

land at Carlisle (red cylinders).

+

March, Norfolk, and Warwick at London (white cylinders).

+

NOTE: There is no need to mark Exile boxes, as this scenario is

+

too short for Lords to end up there.

+

Calendar:

+

• Box 1 has the Levy marker.

+

• Box 2 has the End marker.

+

• Box 4 has Fauconberg Vassal.

+

Influence Track:

+

Influence marker at 0 on Yorkist (white) side (and no Stronghold

+

markers).

+

Norfolk is Late: In the first Battle that includes Norfolk and any

+

other Yorkist Lord(s), Norfolk Arrays and stays in Reserve (4.4.1)

+

until Round 2.

+

Test of Arms: After each and any Battle at York, set it to Favour

+

the winning side. A side with Favour at York at the end of the

+

Campaign wins the Scenario. The sides draw if neither has Favour

+

there.

+

Victory Threshold: None.

+

Ib. Towton, 1461

+

A climactic showdown will decide who is to be King of England for the next 10 years, Henry VI or Edward IV.

+

A scene from the battle of Towton

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

23

+

Seasons: This is a short scenario (three Turns, eight months). Play

+

from October 1463 (box 5) Levy through the April/May 1464

+

Campaign (box 7).

+

Sides: Yorkists King, Lancastrians Rebel.

+

Arts of War: Each side forms a deck of its 13 no-rose and 9 one-

+

rose Arts of War cards (1.9.1). Return all remaining Arts of War

+

cards to the game box.

+

Lord Cards: Find the following cards for the Lords who will be

+

involved in this scenario (1.5.1).

+

+

Yorkist—

+

Lancastrian—

+

+

• March.

+

• Henry VI.

+

+

• Warwick.

+

• Somerset (1).

+

DESIGN NOTE: Edward uses his “March” card because he is

+

still a young and inexperienced king. Henry VI’s side is Rebel

+

because Somerset is in rebellion against Edward’s control of

+

England.

+

Mustered Lord Mats:

+

Yorkists—March, Warwick with Lancastrian Capability card L23

+

Montagu and Montagu Special Vassal marker (see Montagu spe-

+

cial rule below).

+

Lancastrians—Somerset.

+

Map:

+

• Burgundy Exile box marked Yorkist, Scotland Lancastrian

+

(only).

+

Seats for March, Warwick, Henry VI, and Somerset at the Lo-

+

cales specified on each marker.

+

• All 13 regular Vassal marker pairs at their Vassal Seats.

+

• Yorkist (white) Favour at Ludlow, Hereford, London, Calais,

+

and all nine Strongholds within the South Area.

+

• Lancastrian (red) Favour at Harlech, Pembroke, Cardiff, Ches-

+

ter, Lancaster, and all six Strongholds within the North Area.

+

March and Warwick at London (white cylinders).

+

Somerset at Bamburgh (red cylinder with ring).

+

Calendar:

+

• Box 5 has Levy marker and Henry VI (red cylinder) with Exile

+

marker.

+

• Box 8 has End marker.

+

Influence Track:

+

• Influence marker at 6 on Lancastrian (red) side.

+

• Fortress marker Lancastrian (red) at 1, Town Lancastrian (red)

+

at 0, City Yorkist (white) at 2.

+

• Victory Check marker at 25.

+

Montagu: Warwick—even though a Yorkist—sets up with the

+

Lancastrian 2-rose Montagu Capability card and its Special Vas-

+

sal (1.5.4). Disband or removal of Warwick or Montagu removes

+

the card from play.

+

Brief Rebellion: Skip Waste (4.8.5).

+

Victory Threshold: 25+ Influence.

+

Ic. Somerset’s Return, 1463-1464

+

As the Scots expel Henry VI, Henry Beaufort, Duke of Somerset, turns on Edward IV—a new king seeking to prove himself in the shadow

+

of the mighty Warwick.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

24

+

Seasons: This is a longer scenario (15 Turns, three years). Play

+

from the first Levy of 1469 (box 1) through the last Campaign of

+

1471 (box 15).

+

Sides: Yorkists King, Lancastrians are Rebel.

+

Arts of War: 12 or 13 no-rose and 9 two-rose cards per deck—

+

for the Lancastrian deck, remove card L4 Be Sent for/Heralds

+

from this scenario.

+

Lord Cards:

+

+

Yorkist—

+

Lancastrian—

+

+

• Edward IV.

+

• Warwick.

+

+

• Pembroke.

+

• Clarence.

+

+

• Devon.

+

• Jasper Tudor (1).

+

+

• Gloucester (1).

+

• Margaret.

+

+

• Northumberland (1).

+

• Somerset (2).

+

+

+

• Exeter (2).

+

+

+

• Oxford.

+

Mustered Lord Mats:

+

Yorkists—Edward IV and Pembroke.

+

Lancastrians— Warwick, Clarence, Jasper Tudor.

+

Map:

+

• Burgundy Exile box marked Yorkist, France Lancastrian (only).

+

Seats for the Lords listed under Lord cards above, at the Lo-

+

cales specified on the cards.

+

• The 11 regular Vassal marker pairs other than Devon and Ox-

+

ford at their Vassal Seats.

+

• Yorkist (white) Favour at London, Ely, Ludlow, Carlisle, Pem-

+

broke, and Exeter.

+

• Lancastrian (red) Favour at Calais, Harlech, York, Coventry,

+

and Wells.

+

Edward IV at London and Pembroke at Pembroke (white cyl-

+

inders).

+

Warwick at Calais, Clarence at York, Jasper Tudor at Harlech

+

(red cylinders).

+

Calendar:

+

• Box 1 has Levy marker and Devon (white cylinder).

+

• Box 9 has Gloucester (silver ring) and Northumberland

+

(white cylinders); and, marked Exile, Margaret, Somerset (no

+

ring), Oxford, and Exeter (red cylinders).

+

Influence Track:

+

• Influence marker at 0 on Yorkist (white) side.

+

• Fortress marker Yorkist (white) at 2, Town Yorkist (white) at 0,

+

City Yorkist (white) at 0.

+

• Victory Check marker at 40.

+

Foreign Haven:

+

• Whenever Warwick goes into Exile upon Yorkist Approach

+

(4.3.5), shift all Lancastrian Lords on the Calendar (including

+

Warwick) leftward (only) to the current Turn; then shift all

+

Yorkists on the Calendar leftward (only) to the next Turn.

+

• Whenever Edward IV is Routed in Battle while Margaret is not

+

on map, he may go into Exile (4.3.5) instead of checking for

+

Death (4.4.3).

+

Shaky Allies: Upon placing Margaret in the France Exile box, per-

+

manently remove Clarence (return his mat’s items to their pools

+

and his cylinder, Lord card, and Seat marker to the game box).

+

Margaret and Warwick may never enter the same Stronghold.

+

Queen Regent: Each Tides of War that Margaret is at London,

+

Lancastrians add +3 Influence.

+

Victory Thresholds:

+

• 40+ Influence on Turns 1-5.

+

• 35+ Influence on Turns 6-10.

+

• 30+ Influence on Turns 11-15.

+

Battle array at Barnet, 14th April 1471

+

II. Warwick’s Rebellion, 1469-1471

+

Slighted by the King he made, Warwick schemes with Edward’s brother, the Duke of Clarence, then allies with Margaret d’Anjou and

+

Lancastrian exiles in France.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

25

+

III. My Kingdom for a Horse, 1484-1485

+

King Richard III defends his crown against Henry Tudor to set the

+

fate of the Plantagenet dynasty.

+

Seasons: This is a medium scenario (seven Turns, 16 months).

+

Play from June/July 1484 (box 3) Levy through the end of Au-

+

gust/September 1485 (box 9).

+

Sides: Yorkists King, Lancastrians Rebel.

+

Arts of War: 13 no-rose and 6 three-rose cards per deck.

+

Lord Cards:

+

+

Yorkist—

+

Lancastrian—

+

+

• Gloucester (2).

+

• Henry Tudor.

+

+

• Northumberland (2).

+

• Jasper Tudor (2).

+

+

• Norfolk.

+

• Oxford.

+

+

• Richard III.

+

Mustered Lord Mats:

+

Yorkists—Gloucester (or Richard III), Northumberland, Norfolk.

+

Lancastrians—Henry Tudor, Jasper Tudor, Oxford.

+

Map:

+

• Burgundy Exile box marked Yorkist, France Lancastrian (only).

+

Seats for the Lords listed under Lord cards above, at the Lo-

+

cales specified on the cards.

+

• The 11 regular Vassal marker pairs other than Oxford and Nor-

+

folk at their Vassal Seats.

+

• Yorkist (white) Favour at London, Calais, Carlisle, Arundel,

+

Gloucester, and York.

+

• Lancastrian (red) Favour at Oxford, Harlech, and Pembroke.

+

Gloucester (gold ring) at London, Northumberland at Carl-

+

isle, Norfolk at Arundel (white cylinders).

+

Henry Tudor, Jasper Tudor, and Oxford in France Exile box

+

(red cylinders).

+

Calendar:

+

• Box 3 has the Levy marker.

+

• Box 10 has the End marker.

+

Influence Track:

+

• Influence marker at 0 on Yorkist (white) side.

+

• Lancastrian (red) Fortress marker at 1, Town Yorkist (white) at

+

1, City Yorkist (white) at 2.

+

King Richard: The Yorkist player at setup or during any Muster

+

(3.4) with Gloucester at London may replace the Gloucester Lord

+

card in place with Richard III, affecting various Arts of War.

+

Ravaged Land: Skip all Grow and Waste (4.8.4-.5).

+

Victory Threshold: 45+ Influence.

+

III(B). Bosworth, 22 August 1485

+

Richard III and Henry Tudor clash in an epic final battle.

+

Seasons: This is a Battle-only mini-scenario. It does not use the

+

game board (so ignore the map, Calendar, and Influence track).

+

Rather than playing any Turns, just Array Lord mats for a Battle

+

(4.4) and fight the Battle out for victory.

+

Sides: Yorkists King, Lancastrians Rebel.

+

Arts of War: 13 no-rose and 6 three-rose cards per deck.

+

Lord Cards:

+

+

Yorkist—

+

Lancastrian—

+

+

• Richard III.

+

• Henry Tudor.

+

+

• Northumberland (2).

+

• Jasper Tudor (2).

+

+

• Norfolk.

+

• Oxford.

+

Mustered Lord Mats:

+

Yorkists—Richard III, Northumberland, Norfolk.

+

Lancastrians—Henry Tudor, Jasper Tudor, Oxford.

+

On Bosworth Field: Each player, working behind a screen, se-

+

cretly chooses four Capability cards. Distribute the Capabilities

+

among the Lords. Then Array the mats, one Lord at Front Center,

+

one at Front Left, and one at Front Right, placing each Lord’s

+

Valour tokens (4.4.1). Finally, reveal Arrays and begin the Battle

+

with Round 1 (4.4.2).

+

Victory: The winner of the Battle wins the scenario. If all Lords

+

on both sides Rout, the game is a draw.

+

A scene from the battle of Bosworth

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

26

+

Wars and Respite: This full-length scenario links versions of

+

Scenarios I, II, and III into a single grand conflict (36 or 37 Turns

+

total), with added rules and altered setups. Play each of three

+

sub-scenarios—called “Wars”—in order. Rule sections 6.1 and

+

6.2 below detail how to go from one War to the next, and 6.3 lists

+

setup and special rules for each. Refer during play to the separate

+

Wars of the Roses aid sheet for summaries of these special rules

+

and victory conditions for each War.

+

Heirs and Succession: A specific set of Lords are rank-ordered

+

Heirs for each side. Heirs affect setup and play as explained in the

+

Victory special rules below, Surrender (6.1.1), Succession (6.2.2),

+

and each War’s own special rules (6.3). One side of the Wars of

+

the Roses aid sheet illustrates the Succession of these Heirs for

+

each War.

+

Dynastic Victory: A side that has its entire list of Heirs removed

+

(6.2.1, including Warwick) immediately loses the full Wars of the

+

Roses. NOTE: This is not possible for the Lancastrians in the first

+

and second Wars because of Henry Tudor, nor for the Yorkists in

+

the first War (only) because of Gloucester.

+

War Victory: A side that has all its Heirs listed for the current

+

War only (6.2.1, 6.3) removed by Death, Shipwreck, setup, or

+

special rules (4.4.3, 4.8.2, 6.3) immediately loses that War. A side

+

that wins a Campaign or Threshold Victory in the first or second

+

War (5.1-5.2) wins that War only. In either case, go to Respite and

+

War (6.1).

+

Final Victory: Ignore Scenario End Victory (5.3) until after the

+

third War, IIIY or IIIL. The side that wins the third War wins the

+

Wars of the Roses.

+

6.1 Respite and War

+

To begin the Wars of the Roses, set up and play the first War,

+

“Plantagenets Go to War” (6.3). That War’s outcome will deter-

+

mine which version of the next War to set up.

+

6.1.1 Surrender. A side in the first or second War may concede

+

that War as the loser (so as to proceed to Renewed War, 6.1.2), just

+

before their last Heir still present in that War (6.2, listed as an Heir

+

in that War’s setup but not yet removed) rolls for Death (4.4.3,

+

only, not Disembark, 4.8.2).

+

6.1.2 Renewed War. At the end of a War, note which Heirs

+

were removed, for example, by leaving them in the game box.

+

Then set up the next War (6.3).

+

• After the first War, if the Yorkists won the War, set up IIY. If the

+

Lancastrians won, set up IIL.

+

• After the second War, if the Yorkists won it, set up IIIY. If the

+

Lancastrians won, set up IIIL.

+

6.2 Heirs and Succession

+

6.2.1 Heirs. A Lord’s card (1.5.1) notes whether that Lord is an

+

Heir and, if so, what rank. Possible Heirs ranked highest to lowest

+

are as follows.

+

Yorkists—

+

• Heir #1: York.

+

• Heir #2: March or Edward IV (eldest son of York).

+

• Heir #3: Rutland (middle son).

+

• Heir #4: Gloucester (1) or (2) or Richard III (youngest son).

+

• Heir #5: Warwick—perhaps, in the third War only.

+

I-III(?). Wars of the Roses, 1459-1485

+

Royal cousins muster England for three great spasms of fighting, to find by test of arms who will be King.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

27

+

Lancastrians—

+

• Heir #1: Henry VI.

+

• Heir #2: Margaret (with her son Prince Edward).

+

• Heir #3: Somerset (1) (2nd cousin of Henry VI).

+

• Heir #4: Somerset (2) (next brother in line).

+

• Heir #5: Henry Tudor (nephew of Henry VI).

+

• Heir #6: Warwick—perhaps, in the third War only.

+

KING: The highest-ranking Heir of the King’s side present in a

+

War will be King, affecting Succession aspects during setup and

+

play such as added Lords and Arts of War card mix (6.2.2, 6.3).

+

DESIGN NOTE: Lancastrians and Yorkists had many pos-

+

sible royal heirs, with shifting recognition over the period of

+

the strength of various claims. The game for purposes of play

+

includes only the most likely heirs. For example, Clarence ap-

+

pears only as a pawn in Warwick’s rebellion (War IIY), not as a

+

Yorkist Heir, because his brothers so readily disposed of him as

+

any challenge to their claims.

+

+

6.2.2 Succession. Removal of an Heir by Death or Ship-

+

wreck (4.4.3, 4.8.2, not mere Disband or Exile) can bring in new

+

Lords and cards, either upon setup of the next War or—in certain

+

Wars—immediately during play (6.3). Each War’s setup or spe-

+

cial rules identify who might Succeed whom, when, and to where.

+

The Wars of the Roses aid sheet summarizes the order of Succes-

+

sion by Lord for each War.

+

Important: Upon Death or Shipwreck, check if the removed

+

Lord is an Heir subject to Succession as specified in the special

+

rules for that War.

+

REMOVE: An Heir (6.2.1) removed by Death or Shipwreck

+

(4.4.3, 4.8.2) is permanently out of the game and may not return

+

in future Wars (6.1.2). In contrast, a Lord who is not an Heir and

+

is removed might return in the setup of a future War (6.3).

+

NOTE: Dead Heirs do not return in later Wars. Lords who are

+

not Heirs, in contrast, can Die or Shipwreck and return in a later

+

War (representing other members of the same family, for exam-

+

ple). Warwick is not an Heir until so designated in the third War,

+

so may always return in that War (6.3).

+

ADD: Add a new arrival’s Command cards to the game, Lord

+

card (to a mat if Mustered), Seat to the map, and cylinder to the

+

Calendar or map.

+

REPLACE: To replace a Lord “in place”, swap Lord cards on

+

the mat currently in use, cylinders in place on the gameboard,

+

and Command cards where they are, including in that side’s Plan

+

stack.

+

TO CALENDAR: Adding a Lord to the Calendar during play

+

places the cylinder in the next Turn box, and during setup into a

+

Calendar box as directed.

+

SEATS: Exchange any removed Lord’s Seat with the new arriv-

+

al’s Seat on the mat, as applicable.

+

ARTS OF WAR: Sometimes, Succession also adjusts which Arts

+

of War cards are in play. Remove cards from wherever they are,

+

including Held Events and Mustered Capabilities, and add cards

+

to that side’s Arts of War deck, as directed. Cards repeated from

+

one Lord to the next stay where they are (EXAMPLE: Card Y20

+

in War IIL).

+

PLAY NOTE: Loss of a side’s Heirs can end a War or the entire

+

scenario. See the Wars of the Roses Victory special rules above

+

and 6.1.1 Surrender.

+

6.3 The Wars

+

I. Plantagenets Go to War, 1459-1461

+

York and Warwick’s rebellion touches off decades of bloodshed

+

among cousins chasing the English crown.

+

War: This is the first of three Wars of the Roses. Set up Scenario

+

Ia “Henry VI” per page 20.

+

Seasons: Play from the first Levy of 1459 (box 1) through the last

+

Campaign of 1461 (box 15), using the Wars of the Roses rules

+

starting page 26 and the special rules below (including Succes-

+

sion) in place of those listed for Scenario Ia.

+

Sides: Lancastrians King, Yorkists Rebel.

+

Special Rules—

+

Lancastrian Succession: Lancastrian Heirs present for this War

+

are Henry VI, Margaret (Edward), Somerset (1), and Somerset

+

(2) (only). Removal of Henry VI or Somerset (1) and Muster of

+

Margaret during play triggers additions as listed below. (See also

+

Automatic War Victory special rule below.)

+

• Removal of Henry VI (4.4.3, 4.8.2) adds Margaret to the next

+

Calendar box (6.2.2). Remove Arts of War cards L15 and L17

+

from play (wherever they are) and add L27 and L31 to the Lan-

+

castrian deck.

+

• Muster of Margaret immediately assigns Arts of War card L26

+

Edward to her mat as a free, mandatory Capability. Her Dis-

+

band or removal (3.2.4, 4.4.3, 4.8.2) sets the card aside rather

+

than back into the deck—the Event Henry Released cannot

+

occur. The Capability returns to Margaret if she Musters anew.

+

• Removal of Somerset (1) adds Somerset (2) to the next Calen-

+

dar box (whether or not highest Heir).

+

Yorkist Succession: Yorkist Heirs present for this War are York,

+

March, and Rutland. Do not replace or add any Yorkists. (But see

+

Automatic War Victory.)

+

Allied Networks: Lords use Exile boxes as follows.

+

• Henry VI and any Somerset—Scotland.

+

• Margaret, Northumberland, Exeter, and Buckingham—France.

+

• York and Rutland—Ireland.

+

• March, Warwick, and Salisbury—Burgundy.

+

Automatic War Victory:

+

• Removal (4.4.3, 4.8.2) of Henry VI and Somerset (1) immedi-

+

ately wins the War for the Yorkists.

+

• Removal of York, March, and Rutland immediately wins the

+

War for the Lancastrians.

+

Victory Threshold: 40+ Influence.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

28

+

IIY. The Kingmaker, 1469-1471

+

His power waning as the new King cements rule after the first War

+

of the Roses, Warwick plots a comeback.

+

War: This is the second War of the Roses if the Yorkists win the

+

first War. Set up Scenario II “Warwick’s Rebellion”, page 24; how-

+

ever, do not yet form Arts of War decks or set up any Yorkist Lords

+

or Seats. Modify the setup as below, using Succession to find a

+

Yorkist King and set each side’s Lords and Arts of War cards.

+

Seasons: Play from the first Levy of 1469 (box 1) through the last

+

Campaign of 1471 (box 15).

+

Sides: Yorkists King, Lancastrians Rebel.

+

Setup Modifications—

+

Arts of War: Start Yorkists with all no-rose cards plus Y25, Y26,

+

Y27, Y29, Y30; Lancastrians with all no-rose except L4, plus

+

L23, L24, L25, L29, L30, L36. Succession can add or later re-

+

move more cards.

+

Yorkists: Add Rutland, unless removed in first War, Mustered

+

with Yorkist Favour at Canterbury (slide Yorkist Cities marker to

+

1); Devon in Calendar box 1, Gloucester (1) (silver ring) and

+

Northumberland (1) in box 9 (6.2.2).

+

Yorkist Succession: The four Heirs listed below can be present

+

in this War and become King whenever that Heir is the high-

+

est-ranked who remains (6.2.1). At setup and in play, adjust for

+

who is King as follows (6.2.2, including cards, mats, cylinders,

+

and Seats).

+

York. If still present, add York as King, Mustered at London.

+

Unless removed, Muster March at Ludlow. For as long as

+

York remains present (only), add Arts of War cards Y14, Y18,

+

Y19, Y20.

+

March/Edward IV. If York removed and March present, replace

+

March with Edward IV as King, Mustered at London at setup,

+

or in place during play. As long as Edward IV remains (only),

+

add cards Y23, Y24, Y28, Y31.

+

Rutland. If York and March removed at setup, Rutland as King

+

sets up at London (not Canterbury). Rutland, while King, adds

+

Y20, Y21, Y28, Y35.

+

Gloucester/Richard III. If Gloucester becomes King, replace

+

him in place with Richard III. Richard III adds cards Y32,

+

Y33, Y34, Y35.

+

In addition, as soon as two or fewer of the above four Heirs re-

+

main, add Pembroke, at setup Mustered at Pembroke, or during

+

play to the next Calendar box.

+

Lancastrian Succession: These Heirs can be present and adjust

+

other Lords and/or Arts of War (6.2.2).

+

Henry VI. If Henry VI survived the first War, he replaces Mar-

+

garet in box 9 of the Calendar, marked Exile. If Henry VI is lat-

+

er removed, add Margaret to the next Calendar box (no Exile).

+

For as long as Henry VI remains present (only), add Arts of War

+

cards L17, L18, L20, L21.

+

Margaret (Edward). When Margaret is present, add cards L27,

+

L28, L31. When Margaret Musters, she uses card L26 Edward

+

as per the first War’s Lancastrian Succession.

+

Somerset. If Somerset (1) survived the first War, replace Som-

+

erset (2) (no ring) with (1) in box 9, marked Exile. If Somer-

+

set (1) is removed, add Somerset (2) to the next Calendar box.

+

Whenever a Somerset is highest Heir, add cards L20, L21, L27.

+

Special Rules—

+

Succession: For any Heir removed during play (4.4.3, 4.8.2), con-

+

duct Succession as given above, including removing and adding

+

Arts of War (6.2.2).

+

Shaky Allies: Margaret and Warwick may never enter the same

+

Stronghold.

+

Foreign Haven: If Warwick chooses Exile upon Approach (4.3.5)

+

or Dies as a defender (4.4.3), shift all Lancastrians on the Calen-

+

dar left to the current Turn and all Yorkists left to the next Turn.

+

Gloucester: After resolving Event Y28 Gloucester As Heir, set

+

the card aside for reference in setup of the next War. Its Capability

+

becomes unavailable.

+

Natural Causes: After victory in this War, roll two dice each for

+

Henry VI and York, if still present—a roll less than the last Turn

+

played removes that Heir. Then roll one die for Edward IV (only,

+

not March)—remove him on a roll of “6”.

+

Victory Threshold: 40+ Influence.

+

IIL. Lancastrian Legitimacy Fades,

+

1469-1471

+

Rejecting the first War’s verdict, Warwick rallies the House of

+

York to renew its bid for the crown.

+

War: This is the second War if the Lancastrians win the first War.

+

Setup as below, with Succession.

+

Seasons: Play the first Turn of 1469 (box 1) through the last Cam-

+

paign of 1471 (box 15).

+

Sides: Lancastrians King, Yorkists Rebel.

+

Setup—

+

Arts of War: Lancastrians start with all no-rose cards except L4,

+

plus L18, L19, L20, L21, L25, L29, L34; Yorkists with all no-rose

+

plus Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34. Succession will

+

add and possibly later remove cards.

+

Lancastrian Lord Cards:

+

Unless removed in first War, Henry VI, Margaret, Somerset (1),

+

Somerset (2).

+

• Northumberland, Exeter (1), Oxford, Jasper Tudor (1).

+

Yorkist Lord Cards:

+

Unless removed in first War, York, March, Rutland.

+

• Gloucester (1), Warwick, Salisbury, Devon, Pembroke.

+

Lancastrian Succession: Lancastrian Heirs are Henry VI, Mar-

+

garet, Somerset (1), and Somerset (2), less any removed in the

+

first War. The highest ranked is King (6.2.1, Margaret as her son

+

Edward).

+

Henry VI, so long as King, adds cards L15, L17. If Henry VI

+

removed, add Margaret to the Calendar, box 1 at setup or next

+

box in play (6.2.2).

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

29

+

Margaret upon Muster uses card L26 EDWARD as per first

+

War, Lancastrian Succession. So long as Margaret (Edward) is

+

King, add L27, L31.

+

Somerset while King adds L16, L27. Any removal of Somerset

+

(1) (whether King or not) replaces Somerset (1) with Somerset

+

(2) in place (6.2.2).

+

Yorkist Succession: Yorkist Heirs are York, March, Rutland, and

+

Gloucester (1). The highest Heir present adjusts Arts of War cards

+

as follows.

+

York as highest-ranking Heir adds Y14, Y20.

+

March or Rutland as highest Heir adds Y20, Y21.

+

Gloucester as highest Heir adds Y25, Y30.

+

Mustered Lord Mats:

+

Lancastrians—The King, Somerset (1) or (2) (if not King), Jas-

+

per Tudor.

+

Yorkists—Warwick, Salisbury, Pembroke.

+

Map:

+

• France Exile box Lancastrian, Burgundy Yorkist.

+

Seat markers per Lord cards listed above.

+

• The 11 regular Vassal marker pairs other than Devon and Ox-

+

ford at their Vassal Seats.

+

• Lancastrian (red) Favour at London, Harlech, Wells, Oxford,

+

Exeter, Carlisle.

+

• Yorkist (white) Favour at Calais, York, Ely, Pembroke, Lud-

+

low.

+

• The King at London, Somerset at Wells (unless King), Jasper

+

Tudor at Harlech (red cylinders).

+

Warwick at Calais, Salisbury at York, and Pembroke at Pem-

+

broke (white cylinders).

+

Calendar:

+

• Box 1 has the Levy marker and Devon (white cylinder).

+

• Box 2 has Exeter and Oxford (red cylinders).

+

• Box 7 has York, March, Rutland, Gloucester (silver ring)

+

(white cylinders), all with Exile markers.

+

• Box 8 has Northumberland (red cylinder).

+

Influence Track:

+

• Influence marker at 0 on Lancastrian (red) side.

+

• Fortress marker Yorkist (white) at 2, Town Lancastrian (red) at

+

0, City Lancastrian (red) at 2.

+

• Victory Check marker at 40.

+

Special Rules—

+

Succession: For Heirs removed in play, conduct Succession as

+

above, adjusting Arts of War (6.2.2).

+

Gloucester: After resolving Event Y28 Gloucester As Heir, set

+

the card aside for reference in setup of the next War. Its Capability

+

becomes unavailable.

+

Natural Causes: After victory in this War, roll two dice each for

+

Henry VI and York, if still present—a roll less than the last Turn

+

played removes that Heir.

+

Victory Threshold: 40+ Influence.

+

IIIY. New Rivals, 1484-1485

+

Under Yorkist rule, discontent Lancaster rises to a final bout for

+

the Crown of England.

+

War: This is the third War if the Yorkists win the second War. Set

+

up Scenario III “My Kingdom for a Horse” on page 25; however,

+

hold off choosing cards and setting up any Lords, Seats, or Fa-

+

vour. Modify setup as below, including Succession to find which

+

Yorkist is King and set Arts of War cards.

+

Seasons: Play seven complete Turns, June/July 1484 (box 3)

+

through August/September 1485 (box 9).

+

Sides: Yorkists King, Lancastrians Rebel.

+

Setup Modifications—

+

Arts of War: Yorkists start with all no-rose cards plus Y36; Lan-

+

castrians all no-rose plus L33, L34, L36, L37. Heirs and Succes-

+

sion permanently add cards.

+

NOTE: All Lords who set up in this War do so Mustered (with

+

mats), none start on the Calendar.

+

Yorkist Heirs and Lords:

+

• Yorkist Heirs are York, March or Edward IV, Rutland, and

+

Gloucester (1), Gloucester (2), or Richard III, less any removed

+

in previous Wars.

+

• If Event Y28 Gloucester As Heir occurred in the second War

+

(set aside per IIY or IIL special rule), and if both Rutland and

+

Gloucester remain, remove Rutland now.

+

• If Rutland now remains as the only Heir, remove Rutland

+

and add the Yorkist Warwick as King at London (6.2.2, with

+

cards, mat, cylinder, and Seat), Salisbury at York, and cards

+

Y16, Y17, Y22.

+

• If exactly one of York, March/Edward IV, or Gloucester/Rich-

+

ard III now remains, add Northumberland (2) at Carlisle and

+

card Y37.

+

• Add Norfolk at Arundel.

+

Yorkist Succession: The highest-ranked among the Heirs listed

+

above who still remain sets up as King at London (6.2.1-6.2.2,

+

adding cards, mat, cylinder, and Seat). The next highest sets up as

+

an Heir who can become King. Remove all other Yorkist Heirs.

+

York. York as King adds cards Y14, Y21.

+

March/Edward IV. If York is King and March remains, set up

+

March at Ludlow and add card Y20. If March is King, set up

+

Edward IV at London instead of March at Ludlow and add

+

Y23, Y24.

+

Rutland. If he remains as Heir to York or Edward IV, set Rut-

+

land up at Canterbury. If Rutland and Gloucester remain, set up

+

Rutland as King at London. Rutland as Heir to York adds Y20,

+

Heir to Edward IV Y31, or King Y20, Y21.

+

Gloucester/Richard III. If York or Edward IV is King and

+

Gloucester remains, set up Gloucester (1) (silver ring) at

+

Gloucester. If Rutland is King and Gloucester remains, set up

+

Gloucester (2) (gold ring) at London. Gloucester (1) or (2) adds

+

card Y34 plus, if with Edward IV, Y28. If Gloucester is King,

+

set up Richard III (gold ring) at London instead of Gloucester

+

and add cards Y32, Y33.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

30

+

Lancastrian Heir: There is exactly one, either—

+

Margaret (with Edward, Prince of Wales)—unless removed ear-

+

lier—in the France Exile box. Add L27, L31. She uses card L26

+

Edward per the first War’s Lancastrian Succession, page 27.

+

Henry Tudor—if no Margaret and if anyone but Edward IV

+

(York, Rutland, Richard III, or Warwick) is King—in the France

+

Exile box. Add cards L32, L35.

+

Warwick otherwise, at Calais. (In this case, not only King Ed-

+

ward IV but also Richard Neville have survived to fight a final

+

war.) Add cards L23, L30.

+

Lancastrian Lords: Add Oxford and Jasper Tudor (2) either in

+

the France Exile box if with Margaret or Henry Tudor or at Calais

+

if with Warwick.

+

Map: Set London to Yorkist Favour and each side’s other marked

+

Lord Seat (only) to that side’s Favour.

+

Influence Track:

+

• Each Heir (6.2.1, not Warwick) removed in an earlier War by

+

Death, Shipwreck, or Natural Causes special rule costs that side

+

–8 Influence points.

+

• Adjust City, Town, Fortress markers per Favour on the map.

+

Special Rules—

+

Succession: Heir removal affects only setup, not play.

+

Ravaged Land: Skip all Grow and Waste (4.8.4-.5).

+

Victory Threshold: 45+ Influence.

+

IIIL. Yorkists’ Last Stand, 1484-1485

+

Despite defeats, the House of York rallies for one final stab at the crown.

+

War: This is the third War if the Lancastrians win the second War.

+

Setup as below, modifying for Yorkist and Lancastrian Succession.

+

Seasons: Play six Turns, August/September 1484 through Au-

+

gust/September 1485 (boxes 4 through 9).

+

Sides: Lancastrians King, Yorkists Rebel.

+

Setup—

+

Arts of War: Lancastrians start with all no-rose cards plus L25,

+

L34, L36, Yorkists with all no-rose cards plus Y36. Succession

+

will permanently add more cards.

+

Lancastrian Lord Cards:

+

Unless previously removed, Henry VI, Margaret, Somerset (1),

+

and Somerset (2).

+

• Oxford and Jasper Tudor (2).

+

Yorkist Lord Cards:

+

Unless previously removed, York, March, Rutland, Gloucester

+

(1), and Gloucester (2).

+

• Warwick, Norfolk, and Salisbury.

+

Lancastrian Succession: Lancastrian Heirs are Henry VI, Margaret,

+

Somerset (1) and (2)—less any removed earlier. The highest ranked

+

is King (6.2.1, Margaret as Edward)—if Somerset (2), replace him

+

with Somerset (1) (his ratings showing the power of the Crown). Re-

+

move the other Heirs. The King (only) adds cards as follows.

+

Henry VI adds L15, L17.

+

Margaret (Edward) uses card L26 Edward per the first War’s

+

Lancastrian Succession, page 27, and adds L27, L31.

+

Somerset adds L18, L20, L27.

+

Yorkist Succession:

+

• Yorkist Heirs are York, March, Rutland, and Gloucester, less

+

any removed, and perhaps Warwick.

+

• If Edward IV is present from the second War, replace him with

+

March or Richard III with Gloucester (2).

+

• If Event Y28 Gloucester As Heir occurred in the second War

+

(set aside per IIY or IIL special rule) and Gloucester (2) re-

+

mains, or if Gloucester is already highest Heir, remove all other

+

Yorkist Heirs and add card Y35.

+

• If York remains, add Y14, Y18 and remove all other Heirs ex-

+

cept the single next highest; if that is March or Rutland, add

+

Y20; if Gloucester, replace Gloucester (2) with Gloucester (1)

+

and add Y34.

+

• If neither York nor Gloucester remains as the highest Heir, re-

+

move all Heirs except Warwick.

+

• If no other Yorkist Heir remains, add the Yorkist Warwick as

+

Heir and add card Y16.

+

• If Yorkists now have exactly one Heir, add Salisbury and cards

+

Y17, Y22.

+

Mustered Lord Mats:

+

Lancastrians—The King, Oxford, and Jasper Tudor.

+

Yorkists—Heir(s), Salisbury if added, and Norfolk.

+

Map:

+

• France Exile box Lancastrian, Burgundy Yorkist.

+

Seat markers per Lord cards listed above.

+

• The 11 regular Vassal marker pairs other than Oxford and Nor-

+

folk at their Vassal Seats.

+

• Lancastrian (red) Favour at London and at each other Lancas-

+

trian Lord Seat marker (only).

+

• Yorkist (white) Favour at each Yorkist Lord Seat marker (only).

+

• The King at London, Oxford at Oxford, and Jasper Tudor at

+

Pembroke.

+

• All Yorkist Lords per Succession plus Norfolk in Burgundy

+

or—if Warwick present—at Calais.

+

Calendar:

+

• Box 4 has the Levy marker.

+

• Box 10 has the End marker.

+

Influence Track:

+

• Start Influence marker at 0. Then each Heir (6.2.1, not War-

+

wick) removed in an earlier War by Death, Shipwreck, or Natu-

+

ral Causes costs that side –8 Influence points.

+

• Adjust City, Town, and Fortress markers to reflect Favour on

+

the map.

+

Succession: Heir removal affects only setup, not play.

+

Ravaged Land: Skip all Grow and Waste (4.8.4-.5).

+

Victory Threshold: 45+ Influence.

+
+ +
+

© 2023 GMT Games, LLC

+

Plantagenet Rules

+

31

+

Key Terms Index

+

60/90 Days—Calendar box, a Turn (1.3.2, 2.2.1).

+

Active—Acting on Campaign (4.0).

+

Adjacent—Linked by a Way (1.3.1).

+

Aftermath—Battle end routine (4.4.4).

+

Approach—March to enemy (4.3.5).

+

Area—Grouping of Locales (1.3.1).

+

Armour—Unit Protection (4.4.2).

+

Array—Lords in Battle (4.4.1).

+

Arts of War—card, deck (1.9.1, 3.1).

+

Asset—Provender, Coin, Cart, or Ship (1.7).

+

Attack—Initiate Battle (4.3.5, 4.4).

+

Badge—(Livery Badge) Lord’s symbol (1.5.1).

+

Battle—Fight due to March (4.4).

+

Battle mat—Array option (4.4.1).

+

Calendar—Board track for Turns, Ready Lords, and Vassal

+

Service (1.3.2, 2.2).

+

Campaign—Phase of each Turn (4.0).

+

Capability—Card aspect (1.9.1, 3.1.2, 3.4.6).

+

Cart—Transport type (1.7).

+

Check—Influence test (1.4.2); Death test (4.4.3); Victory test

+

(4.8.3).

+

City—Stronghold type (1.3.1).

+

Coat of Arms—Vassal’s symbol (1.5.4).

+

Coin—Asset type (1.7).

+

Command—Lord rating for Campaign actions (1.5.2, 4.2); card

+

(1.9.2); Activation or action (4.2-4.6).

+

Cylinder—A Lord’s piece (1.5.1).

+

Death—Permanent Lord removal by Battle (4.4.3)

+

Defend—Face an Attack (4.4).

+

Depleted—Locale marker (1.3.1).

+

Disband—Remove Lord from map (3.2).

+

Disembark—End Campaign segment (4.8.2)

+

Dominance—Favour across an entire Area (1.3.1, 4.8.1)

+

Enemy—Of the other side (1.1, 1.3.1).

+

Engagement—Lords fighting each other (4.4.1, 4.4.2).

+

English Ships—Limit on Ship Levy (1.7.3, 3.4.5).

+

Event—Arts of War card aspect (1.9.1).

+

Exhausted—Locale marker (1.3.1).

+

Exile—Lord status on Calendar (3.3.1, 4.3.5), box Locale (1.3.1).

+

Favour—Markers to set Locale allegiance (1.3.1).

+

Feed—Eat after Marched/Fought (4.7).

+

Flank—Fight non-opposite (4.4.2).

+

Flee—Voluntary Rout from Battle (4.4.2).

+

Forage—Command action (4.6.2).

+

Forces—Retinue, Vassal, and Troops units (1.6).

+

Fortress—Stronghold type (1.3.1).

+

Friendly—Of the same side (1.3.1).

+

Front—Forward Array row (4.4.1).

+

Greed—Discard restriction (1.7.2, 3.1.4, 3.2.1, 4.7).

+

Grow—Remove Depleted/Exhausted (4.8.4).

+

Handgunners—Troop type (1.6).

+

Heirs—Lords in line to be King (1.5.1, 6.2.1).

+

Hidden Mats—Rules option (1.5.3).

+

Highway—Way type (1.3.1).

+

Hit—Combat effect endangering a unit (4.4.2).

+

Hold/Held—Event type (1.9.1, 3.1.3, 4.4.1).

+

Influence—Points for victory (1.4.1), task success check (1.4.2),

+

Lord rating for checks (1.5.2).

+

Intercept—Move to adjacent Marching Enemy (4.3.4).

+

King—A side (1.1).

+

Land—Successful Disembark (4.8.2).

+

Levy—Phase of each Turn (3.0); call into play (3.4.2-.6).

+

Lieutenant—Lord type for group move (1.5.1, 4.3.1, 4.3.5, 4.6.1).

+

Livery Badge—Lord’s symbol (1.5.1).

+

Locale—Map space (1.3.1).

+

Longbowmen—Troop type (1.6).

+

Lord—Military Leader; card (1.5.1).

+

Lordship—Lord rating for Levy (1.5.2, 3.4).

+

Loss—Unit removal in combat (4.4.3).

+

Loyalty—Vassal rating for Muster (1.5.4, 3.4.3).

+

Map—Section of game board (1.3.1).

+

March—Command type (4.3).

+

Marshal—Group move Lord (1.5.1, 4.3.1, 4.3.5, 4.6.1).

+

Mat—Display for Lord or Battle Array (1.5.1, 4.4.1).

+

Melee—Strike type (4.4.2).

+

Men-at-Arms—Troop type (1.6).

+

Mercenary—Troop type (1.6).

+

Militia—Troop type (1.6).

+

Missile—Strike type (4.4.2).

+

Moved-Fought—marker (4.3, 4.4, 4.6.1, 4.7).

+

Muster—Levy Segment, enter play (3.4.2-.6).

+

Neutral—Stronghold Favouring neither side (1.3.1).

+

North—A map Area (1.3.1).

+

On Map—At a Locale (1.3.1).

+

Parley—Levy and Command action (3.4.1, 4.6.4).

+

Pass—Command card or action (1.9.2, 4.2.3, 4.6.5).

+

Path—Way type (1.3.1).

+

Pay—Expend Coin (3.2).

+

Pillage—Wreck a Locale (3.2.1, 4.7).

+

Plan—Stack of Command cards (4.1).

+

Port—Locale aspect (1.3.1, 4.5, 4.6.1).

+

Protection—Saving roll (4.4.2).

+

Provender—Asset type (1.7).

+

Rating—Lord or Vassal aspect (1.5).

+

Ready—Able to Muster (3.3.2, 3.4.2).

+

Recovery—Battle end to actions (4.4.4).

+

Rebel—A side (1.1).

+
+ +
+

Plantagenet Rules

+

32

+

Reposition—Move in Array (4.4.2).

+

Reserve—Array back row (4.4.1).

+

Respite—Transition between Wars (6.1).

+

Retinue—Forces type (1.5.1, 1.6).

+

Road—Way type (1.3.1).

+

Rout—Battle harm to unit/Lord (4.4.2).

+

Route—Chain of Friendly Locales, Ways, and/or Ports (3.4.1,

+

4.5.1, 4.6.3, 4.6.4).

+

Sail—Command action (4.6.1).

+

Sea—Map aspect affecting use of Ports (1.3.1).

+

Seat—Stronghold aspect, marker (1.3.1).

+

Service—Vassal rating delaying Pay (1.5.4, 3.2).

+

Share—Use Asset for another Lord (1.5.3).

+

Ship—Transport type (1.7).

+

Shipwreck—Lord removal by Disembark (4.8.2).

+

Source—Supply origin (4.5).

+

South—A map Area (1.3.1).

+

Special Stronghold—London, Calais, Harlech (1.3.1).

+

Special Vassal—Vassal type (1.5.4).

+

Strike—Inflict Hits (4.4.2).

+

Stronghold—Locale type (1.3.1).

+

Succession—Adjustments when Heirs Die (6.2.2).

+

Supply—Command action (4.5).

+

Tax—Command action (4.6.3).

+

Threshold—Victory level (4.8.3, 5.2).

+

Tides of War—Influence scoring segment (4.8.1)

+

Town—Stronghold type (1.3.1).

+

Troops—Wood Forces units (1.6).

+

Transport—Cart or Ship Asset type (1.7).

+

Turn—60 or 90 Days (1.3.2, 2.2.1).

+

Unit—Retinue or Vassal counter, Troops piece (1.6).

+

Unarmoured—Unit Protection roll (4.4.2).

+

Valour—Lord rating and markers for Battle rerolls (1.5.2, 1.8,

+

4.4.1-.2).

+

Vassal—Levied supporters (1.5.4, 3.4.3); Seat type (1.3.1);

+

Forces type (1.6).

+

Wales—A map Area (1.3.1).

+

War—Sub-scenario of the full-length scenario (6.3).

+

Wars of the Roses—Full-length scenario (6.3).

+

Waste—Asset/Troop adjustment (4.8.5).

+

Way—Link between Locales (1.3.1).

+

Action Requirements Summary

+

At Friendly

+

Locale?

+

Route?

+

Check

+

Influence?

+

Deplete/

+

Exhaust?

+

Special?

+

Lord (3.4.2)

+

+

+

Target Lord’s or Friendly Seat, free of Enemy

+

Vassal (3.4.3)

+

+

+

Vassal’s Seat Friendly, free of Enemy

+

Troops (3.4.4)

+

+

+

At Stronghold (not in Exile box)

+

Transport (3.4.5)

+

+

At Port or in Exile box: may add Ship instead of Cart

+

Capability (3.4.6)

+

+

Until 2 cards / Lord (no discard)

+

Parley

+

(3.4.1, 4.6.4)

+

+

+

Target Stronghold: Neutral or Enemy Favour

+

+

Adjacent (or by Sea): no Enemy Lord. At target: no check

+

March (4.3)

+

From Stronghold or Scotland. Path: entire card

+

Supply (4.5)

+

+

+

Route to Stronghold or Port: 1 Cart / Prov / Way

+

Sail (4.6.1)

+

Ships from Port, Exile, Sea. Entire card. No Enemy Lord

+

Forage (4.6.2)

+

+

Enemy or Neutral Locale or Enemy adjacent: roll

+

Tax (4.6.3)

+

+

+

+

Seat or Special Stronghold. Lord’s Seat: no check

+

© 2023 GMT Games LLC

+

P.O. Box 1308, Hanford, CA 93232

+

www.GMTGames.com

+ +

Levy

+

Campaign

+
+ + + -- cgit v1.2.3