From 7c181921cd972cf1e18a5bef56c7aa8af6d4b7b5 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 4 Nov 2022 14:43:54 +0100 Subject: richard: Add info pages. --- info/rules.html | 1561 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1561 insertions(+) create mode 100644 info/rules.html (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..92a2497 --- /dev/null +++ b/info/rules.html @@ -0,0 +1,1561 @@ + + +Richard III 1.02 + + + + +
+

RICHARD III

+

INTRODUCTION

+

The Wars of the Roses lasted thirty-

+

two years, from 1455–86. However, it was

+

not a continuous war. Battles tended to be

+

bloody, and neither side could afford to

+

maintain a permanent army of any size.

+

Most military campaigns lasted only a few

+

months, separated by 6-12 years of uneasy

+

peace.

+

Players

+

The game is intended for two players.

+

One player represents the House of

+

Lancaster (red), the other the House of

+

York (white). During the game, either

+

player may hold the throne and is called

+

the King. The other player is called the

+

Pretender. These roles can change more

+

than once. The game starts with the House

+

of Lancaster as King, and the House of York

+

as Pretender.

+

THE CARDS

+

The game has twenty-five (25) cards,

+

nineteen (19) Action cards and six (6)

+

Event cards. At the beginning of each

+

Campaign, the cards are shuffled, and seven

+

(7) cards are dealt face-down to each player.

+

The remaining cards are not used this

+

campaign.

+

CONTENTS

+

• Game Map

+

• 63 blocks (31 red, 31 white, 1 black).

+

• Label sheet (for blocks)

+

• Cards (25)

+

• Dice (4)

+

• Rules

+

1.0 GAME TURNS

+

The game consists of three (3)

+

Campaigns, each of seven (7) Game

+

Turns, for a total of twenty-one Game

+

Turns. A Political Turn links the

+

campaigns.

+

Each Game Turn has four (4) Phases,

+

played in the sequence below.

+

1.1 CARD PHASE

+

Each player starts a Game Turn by

+

playing one (1) card facedown. The cards

+

are then revealed. The player with the

+

higher card is Player 1 that Game Turn.

+

The Pretender is Player 1 on ties.

+

Event cards have a special action

+

defined on the card. The player of an

+

Event card is always Player 1. If both

+

plays are Event cards, the AP values on

+

the two cards determines Player 1, but if

+

still tied, the Pretender is Player 1.

+

NOTE: Players must play a card, but can

+

do nothing if desired. Actions cannot be

+

saved for future use.

+

1.2 ACTION PHASE (5.0)

+

Player 1 plays, then Player 2. Card

+

values (ø-4) equal Action Points (AP).

+

Each Action Point allows:

+

• 1 Move: any/all blocks in one area

+

may move one or two areas, but must

+

stop if entering an enemy-occupied

+

area. See 5.0.

+

• 1 Recruit: Choose one block from

+

your pool and deploy at full strength on

+

the map. See 5.4. Blocks cannot move

+

in the same turn they are recruited.

+

Choose them after all movement is

+

complete, or place them face-down

+

until you have completed all movement.

+

EXAMPLE: Card AP3 allows 3 Moves, or

+

2 Moves and 1 Recruit, or 1 Move and 2

+

Recruits, or 3 Recruits.

+

1.3 BATTLE PHASE (6.0)

+

After both players have completed all

+

movement, battles are fought by opposing

+

blocks in the same area. They are fought

+

one at a time in any sequence determined

+

by Player 1.

+

1.4 SUPPLY PHASE (7.0)

+

Players simultaneously determine if

+

Supply Limits (7.1) and Exile Limits (7.2)

+

apply. Take losses as necessary.

+

Repeat phases 1–4 until all seven (7)

+

cards are played.

+

Henry of Lancaster

+

Henry VI, 1421–1471

+

But all his mind is bent to holiness

+

To number Ave Marias on his beads

+

His champions are the prophets and apostles

+

His weapons holy saws of sacred writ.

+

Henry VI Part II, Act I, Scene III.

+

Rulebook Organization

+

This rulebook is formatted so that the sidebar

+

(this column) contains examples, clarifications,

+

and historical commentary to help you

+

understand and enjoy this game.

+

Margaret of Anjou

+

Henry VI was not a warrior king, but his

+

dynamic queen, Margaret of Anjou, made up

+

for his lack. Ruthless and driven to preserve the

+

throne for her son, she was defeated only with

+

the death of Prince Edward at Tewkesbury in

+

1471. Margaret is listed on the Henry VI block

+

which would otherwise be rated C2.

+

Richard III

+

It is possible to play this game and never have

+

the Duke of Gloucester become Richard III.

+

History is changed with each game.

+

Richard, Duke of York died at the Battle of

+

Wakefield in 1460. His eldest son became

+

Edward IV a few months later. If York had

+

survived Wakefield, he would likely have

+

become Richard III in 1461. This often happens

+

in this game.

+

Gloucester was the youngest of York's four

+

sons. It took the brutal murder of Rutland by

+

Lord Clifford (after Wakefield), the execution

+

of Clarence for treason, and the early death at

+

age 40 of Edward IV to bring him the crown.

+

Even then he had to overcome a little matter of

+

two princes, sons of Edward IV. Gloucester has

+

a very good chance of becoming king in this

+

game, perhaps as Richard IV, but he may also

+

die in battle before gaining the crown.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

1

+

Version 1.02

+
+
+

RICHARD III

+

2.0 MAPBOARD

+

The mapboard depicts England and

+

Wales in the 15th century. The Lancaster

+

player sits at the north edge of the map,

+

the York player at the south edge.

+

2.1 AREAS

+

The map is divided into areas to

+

govern the movement and location of

+

blocks. Areas are separated by yellow,

+

blue, or red borders (5.21) which restrict

+

movement.

+

Areas can be Friendly, Enemy,

+

Vacant, or Contested. Changes to area

+

control are effective immediately.

+

Friendly: area occupied by one or

+

more of your blocks.

+

Enemy: area occupied by one or more

+

enemy blocks.

+

Vacant: area containing no blocks.

+

Contested: area containing blocks of

+

both players, awaiting Battle Resolution.

+

2.2 SHIELDS

+

The major estates for nobles are

+

indicated by shields. Some areas contain

+

shields for two or more different nobles,

+

and some nobles have shields in two or

+

more different areas.

+

Shields provide a combat benefit of +1

+

firepower (B2=B3) for their noble(s) when

+

defending (not attacking). The defensive

+

benefit applies for the Defender, even if

+

the noble moves there this Game Turn, or

+

defects during battle.

+

When two or more heirs defend a

+

shield (or Crown: see 2.3) only the senior

+

heir present at the instant of fire gains the

+

combat benefit.

+

York has three shields on the map.

+

Any York heir can use any of them as

+

home shields. Lancaster has five shields,

+

but three of them are specific: Exeter

+

(Cornwall), Somerset (Dorset), and

+

Richmond (Pembroke). A Lancaster heir

+

can use these shields only if the assigned

+

noble is dead.

+

2.3 CROWNS

+

Some areas contain a Crown symbol.

+

Each crown provides the same defensive

+

benefits of a shield (2.2) to the current

+

King or one royal heir.

+

IMPORTANT: The senior royal heir

+

in a battle is +2 firepower defending his

+

shield and a crown. Hence, Exeter defends

+

Cornwall at A3, but a more senior heir, if

+

present, would get the crown +1 instead.

+

2.4 CITIES

+

Seven cities are shown on the map:

+

Bristol, Coventry, London, Newcastle,

+

Norwich, Salisbury, and York – four cities

+

favor Lancaster (red names) and three

+

favor York (white names). Each city has a

+

specific levy block. Levies are +1 firepower

+

(C3=C4) when defending their city.

+

2.5 CATHEDRALS

+

Two cathedrals exist, Canterbury and

+

York, the centers of the two archdioceses.

+

The associated church block is +1

+

firepower when defending its cathedral.

+

2.6 WALES

+

Wales consists of four areas: Pembroke,

+

Caernarvon, Powys, & Glamorgan. These

+

areas can be freely used by either player.

+

They are not exile areas. The Welsh block

+

is +1 firepower (A2=A3) when defending

+

any of the four areas of Wales.

+

2.7 EXILE

+

Each player has two exile areas:

+

Lancaster: France & Scotland

+

York: Calais & Ireland

+

These areas can never be attacked or

+

entered by the enemy player.

+

2.71 Ireland

+

Ireland is home for the Irish block.

+

Movement to/from Ireland requires a Sea

+

Move (5.3) through the Irish Sea zone.

+

2.72 Scotland

+

Scotland is home for the Scots block.

+

Lancaster blocks can enter Scotland by

+

move, retreat, or regroup.

+

2.8 SEAS

+

2.81 Sea Zones

+

There are three Sea Zones: North

+

Sea, English Channel, and Irish Sea. Kent

+

separates the North Sea from the English

+

Channel. Cornwall separates the English

+

Channel from the Irish Sea. Scotland

+

separates the North Sea from the Irish Sea.

+

2.82 Islands

+

The Isle of Wight and Anglesey

+

are unplayable islands. The Isle of Man

+

contains one of two shields for Lord

+

Stanley. Movement to/from this island

+

requires a Sea Move (5.3).

+

2.83 Ports

+

All coastal areas contain minor ports,

+

but several contain a ship symbol that

+

designates a major port. Ports improve

+

Sea Movement (5.3).

+

Richard Plantagenet

+

Duke of York, 1411 –1460

+

And, by my soul, this pale and angry rose

+

As cognizance of my blood-drinking hate

+

Will I forever, and my faction wear

+

Until it wither with me to my grave

+

Or flourish to the height of my decree.

+

Henry VI Part I, Act II, Scene IV.

+

Shields

+

Most noble shields depict heraldic arms,

+

sometimes in the simplified form found on

+

banners and worn by retainers. A major

+

exception is the House of York who are all shown

+

bearing the famous Sun in Spendor badge of

+

Edward IV. Their actual arms are too similar

+

to those of the House of Lancaster. We have

+

also given historical badges to three Nevilles

+

(Kent, Salisbury, Warwick) and to the Earls of

+

Pembroke and Devon.

+

Royal Shields

+

Three of the five Lancaster royal shields are

+

home to specific heirs. For example, Dorset

+

is the home shield for Somerset, but becomes

+

available to any Lancastrian heir should

+

Somerset be killed.

+

Battle Sites

+

The main battles of the war are shown on the

+

map, red for Lancastrian victories and white for

+

Yorkist victories.

+

Castles & Towns

+

The small orange circles are significant castles

+

and towns. They are included only for historical

+

interest.

+

Cathedrals

+

The church had huge landholdings and bishops

+

often had the right to raise troops. Loyalty was

+

an issue since many bishops were younger sons

+

of powerful nobles. For example, a Bourchier

+

was Archbishop of Canterbury, and a Neville

+

became Archbishop of York.

+

Exile Areas

+

Movement to/from Exile requires a Sea Move

+

except for Scotland. None of them can be

+

attacked

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

2

+

Version 1.02

+
+
+

RICHARD III

+

3.0 ARMIES

+

One label must be attached to the face

+

of each block. Lightly position each label,

+

ensure it is straight, and then press firmly

+

to the block.

+

White: House of York (31)

+

Red: House of Lancaster (31)

+

Black: Rebel (1)

+

3.1 BLOCK DATA

+

3.11 Strength

+

The current strength of a block is

+

the number of diamonds on the top edge

+

when the block stands upright. Blocks can

+

have a maximum strength of 4, 3, or 2.

+

Strength determines how many six-

+

sided dice (d6) are thrown for a block in

+

combat. A block at strength 4 rolls 4d6

+

(four six-sided dice); a block at strength 1

+

rolls 1d6.

+

For each hit taken in combat, the

+

block’s strength is reduced by rotating

+

the block 90 degrees counter-clockwise.

+

The sidebar shows the same noble block

+

(Salisbury) at strength 3, 2, and 1.

+

3.12 Combat Rating

+

The Combat Rating is indicated by a

+

letter and number, such as A2 or B3. The

+

letter (initiative) determines when a block

+

has a battle turn. All A blocks go first, then

+

all B blocks, then all C blocks. The number

+

(firepower) indicates the maximum roll

+

that will score a hit. See 6.4.

+

3.13 Loyalty

+

Some blocks have a Loyalty Rating,

+

noted on the top left of the block. Blocks

+

with a crown in that location are heirs.

+

Blocks with a red or white rose are

+

loyalists who never defect. Blocks with

+

Loyalty Ratings of 1, 2, or 3 may defect

+

with a successful Treachery Roll (6.9).

+

IMPORTANT: Some blocks have

+

different Loyalty Ratings for the two sides.

+

For example, Rivers has Loyalty 1 as a

+

Lancastrian, but Loyalty 2 as a Yorkist.

+

NEVILLES: This powerful family is

+

represented by three (3) blocks: Warwick,

+

Salisbury, and Kent. They have a special

+

family Loyalty Rating. See: 6.91.

+

3.14 Name & Title

+

In most cases the family name is given

+

vertically to the left of the shield. If there

+

is no family name then it is the same as the

+

title (such as Stanley).

+

3.2 BLOCK TYPES

+

3.21 Heirs

+

Both sides have five (5)

+

heirs to the throne, each

+

with a crown symbol.

+

Heirs are ranked from 1

+

(senior) to 5 (junior) on the

+

lower right. The current

+

senior heir of each player is the King or

+

Pretender as applicable. Heirs of the

+

King are called royal heirs. An heir has +1

+

firepower (A3=A4) defending his shield. A

+

royal heir is also +1 defending a crown.

+

3.22 Nobles

+

Nobles are identified

+

by shields. The blocks

+

represent the noble and

+

his armed retinue. Nobles

+

bearing a red rose (top

+

left) are always loyal to the

+

House of Lancaster; those bearing a white

+

rose are always loyal to the House of York.

+

Non-rose nobles can support either

+

side. There are two versions of these

+

blocks, red when loyal to the House

+

of Lancaster, and white when loyal to

+

the House of York. Only one of these

+

blocks can be in play at the same time.

+

Nobles have +1 firepower (B2=B3) when

+

defending their shield(s).

+

3.23 Church

+

Two blocks, Canterbury

+

and York, represent the

+

power and influence of

+

the church. Each counts as

+

one noble for Usurpation.

+

These blocks have +1

+

firepower (C2=C3) when defending their

+

cathedral.

+

3.24 Levies

+

Both players have one

+

levy block for each city

+

of their color, plus a

+

Bombard. Levies start in

+

each player's pool and

+

are deployed on the map

+

as noted in 5.4. Levies have +1 firepower

+

(C2=C3) when defending their city.

+

3.25 Mercenaries

+

Both players have three (3) Mercenaries:

+

Lancaster: French, Scots, Welsh.

+

York: Burgundian, Calais, and Irish.

+

3.26 Rebel

+

Black block that fights for the

+

Pretender.

+

Edward Plantagenet

+

Earl of March,

+

Edward IV, 1442–83

+

Dazzle mine eyes, or do I see three suns

+

Tis wondrous strange, the like yet never heard

+

I think it cites us, brother, to the field

+

That we the sons of brave Plantagenet

+

Each one already blazing by our meeds

+

Should join our lights together

+

And overshine the earth.

+

Henry VI Part 3, Act II, Scene I.

+

Label Sheet

+

The upper labels on the die-cut sheet are

+

for York (white blocks) and lower labels for

+

Lancaster (red blocks). The Rebel label in the

+

middle row, separates the two sides and goes on

+

the black block.

+

Fog-of-War

+

Surprise is an exciting aspect of this game.

+

Except when fighting a battle, active blocks

+

stand upright facing the owner. This promotes

+

bluff and innovative strategies because players

+

are uncertain of the strength or identity of an

+

enemy block.

+

STEP REDUCTION

+

Strength 3

+

Strength 2

+

Strength 1

+

LOYALTY

+

(1)

+

STRENGTH

+

(Maximum 4)

+

COMBAT

+

(B2)

+

FAMILY

+

NAME

+

TITLE

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

3

+

Version 1.02

+
+
+

RICHARD III

+

4.0 SETUP

+

The game is divided into three (3)

+

Campaigns of seven (7) Game Turns.

+

Each campaign is linked by a Political Turn

+

(8.0). Choose sides, Lancaster or York.

+

4.1 DEPLOYMENT

+

Both players deploy blocks in the areas

+

noted. Blocks are deployed upright at full

+

strength.

+

4.2 POOL

+

Each player maintains a pool off-map

+

that contains blocks to be recruited. These

+

blocks stand upright, unseen by your

+

opponent. Recruits are chosen from your

+

pool and deployed on the mapboard as

+

indicated in 5.4.

+

4.3 HOUSE OF LANCASTER (1460)

+

Henry VI (King): Middlesex

+

Duke of Somerset: Dorset

+

Duke of Exeter: Cornwall

+

Earl of Devon: Cornwall

+

Earl of Pembroke: Pembroke (Wales)

+

Earl of Wiltshire: Wilts

+

Earl of Oxford: Essex

+

Viscount Beaumont: Lincoln

+

Lord Clifford: North Yorks

+

French Mercenary: France

+

Scots Mercenary: Scotland

+

Duke of Buckingham: Pool

+

Earl of Northumberland: Pool

+

Earl of Shrewsbury: Pool

+

Earl of Westmoreland: Pool

+

Lord Rivers: Pool

+

Lord Stanley: Pool

+

Bristol (levy): Pool

+

Coventry (levy): Pool

+

Newcastle (levy): Pool

+

York (levy): Pool

+

York (church): Pool

+

Bombard: Pool

+

Welsh Mercenary: Pool

+

Prince Edward: Minor

+

Earl of Richmond: Minor

+

Canterbury (church): Enemy Noble

+

Duke of Clarence: Enemy Noble

+

Earl of Warwick: Enemy Noble

+

Earl of Salisbury: Enemy Noble

+

Earl of Kent: Enemy Noble

+

4.4 HOUSE OF YORK (1460)

+

Duke of York (Pretender): Ireland

+

Earl of Rutland: Ireland

+

Irish Mercenary: Ireland

+

Earl of March: Calais

+

Earl of Warwick: Calais

+

Earl of Salisbury: Calais

+

Earl of Kent: Calais

+

Calais Mercenary: Calais

+

Burgundian Mercenary: Calais

+

Duke of Norfolk: Pool

+

Duke of Suffolk: Pool

+

Earl of Arundel: Pool

+

Earl of Essex: Pool

+

Earl of Worcester: Pool

+

Lord Hastings: Pool

+

Lord Herbert: Pool

+

Canterbury (church): Pool

+

London (levy): Pool

+

Norwich (levy): Pool

+

Salisbury (levy): Pool

+

Bombard: Pool

+

Rebel: Pool

+

Duke of Clarence: Minor

+

Duke of Gloucester: Minor

+

Duke of Exeter: Enemy Noble

+

Duke of Buckingham: Enemy Noble

+

Earl of Northumberland: Enemy Noble

+

Earl of Westmoreland: Enemy Noble

+

Earl of Shrewsbury: Enemy Noble

+

Lord Rivers: Enemy Noble

+

Lord Stanley: Enemy Noble

+

York (church): Enemy Noble

+

4.5 MINOR HEIRS

+

Both players start the game with three

+

(3) heirs in play. Absent are Clarence and

+

Gloucester for York, and Prince Edward

+

and Richmond for Lancaster. These heirs

+

are minors when the game starts.

+

When an heir is killed, the most senior

+

minor heir enters play (see 6.82) at the

+

beginning of the next Supply Phase. Note

+

that Prince Edward is Lancastrian heir #2.

+

4.6 ENEMY NOBLES

+

Blocks listed as Enemy Noble have two

+

versions, one York and one Lancaster.

+

The enemy version starts the game as an

+

enemy block, but can change sides with

+

Treachery Rolls (6.9). Keep your version

+

off-map along the east edge of the map

+

until a defection occurs.

+

Henry Holland

+

Duke of Exeter, 1430–75

+

Oh piteous spectacle! Oh bloody times!

+

Whilst lions war, and battle for their dens

+

Poor harmless lambs abide their enmity.

+

Henry VI Part 3, Act II, Scene V

+

SCENARIOS

+

Players have the option to start the game with

+

Campaign 2 or Campaign 3 for historical interest

+

or just to play a shorter game. Scenarios can be

+

found for these on our website:

+

www.columbiagames.com.

+

Optionally, email info@columbiagames.com and

+

we will return a PDF of these scenarios.

+

EVENT CARDS

+

Surprise: Move one group. Border Limit is +1

+

to cross all borders. May be used for normal Sea

+

Movment.

+

Force March: Move one group. Blocks can

+

move up to 3 areas and may attack. Sea

+

Movement not allowed. Border Limits apply.

+

Muster: Designate one friendly or vacant area.

+

Any/all friendly blocks can move normally

+

to reach the muster area. Sea Movement not

+

allowed.

+

Piracy: APs must be used for Sea Moves.

+

Attacking is allowed, but no port-to-port bonus.

+

Attacking blocks can only Retreat/Regroup to

+

a friendly/vacant coastal area in the same sea

+

zone. Retreat/Regroup limits are the same as

+

Sea Move limits.

+

Treason: Move one group. One Treachery roll

+

can be made in any battle (started by you or

+

the enemy player) before it begins. The King,

+

Pretender, or Warwick need not be present.

+

Plague: Choose one enemy city area. All blocks

+

there lose one step, even if eliminated.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

4

+

Version 1.02

+
+
+

RICHARD III

+

5.0 ACTIONS

+

5.1 CARDS

+

Movement is controlled by the

+

available Action Points (AP) on the card

+

played. There are 25 cards in the game,

+

6xAP2, 7xAP3, 6xAP4, and 6 Event cards.

+

Event cards have a special action

+

defined on the card. Both the AP value and

+

event are played, but the APs must be used

+

only for that event. Event card priority still

+

applies – e.g, event card APø has higher

+

priority than a normal AP4.

+

A hand that totals AP13 (or less),

+

including Event Cards, constitutes a

+

mulligan. A player holding a mulligan may

+

show that hand and request a redeal. This

+

can only be done once per campaign. The

+

opponent may choose to keep his own

+

cards or not. Reshuffle all available cards.

+

5.2 LAND MOVES

+

For one (1) Action Point, a player may

+

activate any/all blocks in one area for

+

land movement. Blocks move one or two

+

areas. Active blocks may move to the same

+

or different areas as desired.

+

Blocks may pass freely through friendly

+

blocks, but must stop and fight a battle

+

when they enter an enemy or contested

+

area. Blocks only move once per turn,

+

except to Retreat or Regroup.

+

5.21 Border Limits

+

The maximum number of blocks

+

that can cross any border per Game Turn

+

depends on its color:

+

Yellow: 4 blocks

+

Blue: 3 blocks

+

Red: 2 blocks (must stop).

+

Border limits apply to each player.

+

Both players can move two blocks across

+

the same red border. Note that blocks must

+

stop after crossing a Red border.

+

Example: Five (5) blocks in Middlesex

+

wish to move to Oxford. Four (4) can

+

move directly to Oxford while one (1) must

+

move via Leicester or Sussex.

+

5.22 Pinning

+

Blocks entering an enemy-occupied

+

area are Attacking; the enemy blocks are

+

Defending.

+

Attacking blocks (excluding Reserves)

+

prevent an equal number of defending

+

blocks from moving. The Defender

+

chooses which blocks are pinned. The

+

"unpinned" blocks may move normally and

+

even attack, but cannot cross any border

+

used by enemy blocks to enter that battle.

+

5.3 SEA MOVES

+

Each AP allows one (1) block to move

+

from one coastal area to another friendly

+

or vacant coastal area within the same

+

Sea Zone (2.81). This is a separate AP

+

expenditure from a Land Move.

+

Blocks must start and end their Sea

+

Move in a coastal area (or exile). They

+

cannot also move by land in the same turn.

+

Blocks can Sea Move only to friendly

+

or vacant coastal areas, not to enemy or

+

contested areas.

+

Blocks in Calais can Sea Move to

+

areas on the English Channel or North Sea.

+

Blocks in France can Sea Move to areas

+

on the English Channel or Irish Sea.

+

Blocks located in Cornwall, Kent, and

+

Scotland may Sea Move to areas on either

+

connecting Sea Zone.

+

Blocks cannot Sea Move to/from

+

Hereford, Gloucester, or South Yorks. They

+

can Sea Move to Middlesex.

+

Blocks cannot Retreat/Regroup by Sea

+

Move unless using the Piracy card.

+

The Scots, Welsh, Rebel, and City

+

Levy blocks can never Sea Move.

+

5.31 Ports

+

A player can Sea Move two blocks for

+

AP1 when moving from one major port

+

(2.83) to another major port. Both blocks

+

must start in the same major port and

+

move to one Major Port.

+

5.4 RECRUITS

+

Players may spend any/all Action

+

Points (AP) to recruit blocks from their

+

pool. Recruited blocks can NOT move in

+

the turn they are built. Choose and deploy

+

one (1) block per AP. Deploy recruits at full

+

strength. They do not have to be revealed.

+

Nobles: deploy in a friendly or vacant

+

area containing their shield.

+

Church: deploy in a friendly or vacant

+

area containing their cathedral.

+

Levies: deploy in a friendly or vacant

+

area containing their city.

+

Bombard: deploy in any friendly city area.

+

Rebel: deploy in any vacant area, but not

+

an exile area.

+

Mercenaries: Five mercenaries

+

always start in an exile location.

+

They are recruited simply by moving

+

them normally. The Welsh start in the

+

Lancastrian pool and deploy in any

+

friendly or vacant area of Wales.

+

Important: players may NOT add

+

steps to existing blocks during a campaign.

+

George Plantagenet

+

Duke of Clarence, 1449–78

+

When we saw our sunshine made thy spring

+

And that thy summer bred us no increase

+

We set the axe to thy usurping root

+

And know thou, since we hath begun to strike

+

We'll never leave 'til we hath hewn thee down

+

Or bath'd thy growing with our heated bloods.

+

Henry VI Part 3, Act II, Scene II

+

Move Example

+

For 1ap, a player may move any/all East Anglia

+

blocks to one or more of Essex, Middlesex,

+

Rutland, Leicester, and Lincoln. The river border

+

limits 3 blocks crossing directly to Rutland,

+

although 3 more could get there via Essex.

+

Pinning Example

+

Five (5) blocks defend Chester. Three (3) blocks

+

attack from Derby and one (1) from Warwick.

+

Assuming the Derby blocks are the Main Attack,

+

a total of 3 blocks in Chester are pinned, but

+

2 are unpinned and may leave except via the

+

Derby or Warwick borders.

+

Estuaries

+

Blocks in Glamorgan seeking to march to

+

Somerset, must first move to Hereford, then to

+

Gloucester, then to Somerset.

+

Blocks cannot move from Glamorgan to

+

Somerset, East Yorks to Lincoln, or Kent to Essex.

+

They can make these moves only by Sea Move.

+

Blocks cannot Sea Move to South Yorks,

+

Hereford, or Gloucester, but Middlesex (London)

+

is a port.

+

Sea Zones

+

Blocks in Cornwall can Sea Move to any friendly

+

or vacant area on the English Channel or the

+

Irish Sea. Blocks in Kent can Sea Move to any

+

friendly or vacant area on the English Channel or

+

the North Sea. Blocks in Scotland can Sea Move

+

to any friendly or vacant area on the North or

+

Irish seas.

+

Sea Moves Example

+

AP2 could allow 4 blocks to Sea Move from

+

Calais to Sandwich, or to any other port in the

+

English Channel or North Sea zones. Two blocks

+

could also go to one port and two blocks to

+

another port. Two blocks could also go to one

+

port, and one block to a non-port area.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

5

+

Version 1.02

+
+
+

RICHARD III

+

6.0 BATTLES

+

6.1 BATTLE SEQUENCE

+

Battles are fought one by one after all

+

moves are completed. Player 1 determines

+

which battle to fight first. Reveal blocks

+

in that battle by tipping them forward to

+

maintain current strength. After the battle

+

is completed, stand all blocks upright, then

+

Player 1 selects the next battle.

+

6.2 BATTLE TURNS

+

Each block has one Battle Turn per

+

Battle Round. In its turn, a block may

+

either Fire, Retreat, or Pass, except

+

Retreat is not allowed in Round 1. The

+

sequence of turns depends on combat

+

ratings. “A” blocks go before “B” blocks,

+

then “C” blocks. Defending “A” blocks go

+

before Attacking “A” blocks, and so on.

+

Exception: Bombards are A3 for

+

round 1, but D3 in later rounds. They

+

never get A3 if they enter a battle as

+

Reserves.

+

After all blocks have taken one Battle

+

Turn, one Battle Round has been fought.

+

Battles are fought for a maximum of four

+

(4) battle rounds. Attacking blocks must

+

retreat during Round 4 in their normal

+

battle turn.

+

6.3 BATTLE RESERVES

+

A player may attack via one, two or

+

three different borders, up to the limits of

+

each border. Attacking via four different

+

borders is prohibited. Blocks crossing the

+

various borders need not start their turn in

+

the same area.

+

One border (attacker choice) must be

+

declared the Main Attack. Blocks using

+

other borders are placed in Reserve.

+

Example 1: York has 2 blocks in Wilts

+

and 4 in Kent. Both groups attack Sussex.

+

The Attacker declares the Kent group his

+

Main Attack.

+

Example 2: Lancaster has 1 block in

+

each of Middlesex, Oxford, and Gloucester.

+

Expending AP3, these blocks combine for

+

a Main Attack against 2 York blocks in

+

Sussex via the Oxford/Sussex river border.

+

Reserve blocks may not fire, retreat,

+

or take hits in Round 1. They arrive at the

+

start of Round 2 to take normal turns.

+

EXCEPTION: If all Round 1 blocks are

+

eliminated, Reserve blocks for that side

+

immediately deploy. They cannot fire

+

until Round 2, but take hits normally from

+

unfired enemy blocks during Round 1.

+

CONTROL changes if all defending blocks

+

are eliminated in Round 1. The Defender is

+

now the Attacker for further combat, and

+

must retreat in Round 4 if necessary.

+

Blocks moved by Player 2 to reinforce

+

a battle started by Player 1 are Reserves.

+

A maximum of two different borders

+

are allowed and reserves arrive to fight

+

starting in Round 2.

+

Example: York player attacks Essex

+

from Rutland with 3 blocks (main attack)

+

and from Middlesex with 2 blocks.

+

Lancastrian player has 2 blocks defending

+

Essex, but moves 3 blocks from East Anglia

+

to Essex. Round 1 has 3 Rutland blocks

+

attacking 2 defending Essex blocks. The

+

Middlesex and East Anglia blocks are

+

Reserves that arrive for Round 2.

+

6.4 BATTLE HITS

+

Each block in its Battle Turn rolls as

+

many dice as its current Strength. A hit is

+

scored for each die roll equal to or lower

+

than the block’s Combat Rating.

+

Example: Stanley 3 rolls 3 dice. He

+

has B2 combat: all rolls of 1 & 2 are hits,

+

otherwise misses.

+

All hits by one block are applied

+

immediately to the enemy block with

+

the highest current Strength. If a block is

+

eliminated, surplus hits apply to the next

+

highest Strength enemy block, etc. If two

+

or more blocks have the highest Strength,

+

the owner chooses which to reduce.

+

Blocks defending their shields, crowns,

+

cathedrals, and cities have a defensive

+

benefit of +1 firepower. See: 2.2/2.3.

+

6.5 HEIR CHARGES

+

The senior heir present in each

+

battle at the instant of fire has the option

+

to Charge. The charging heir fires at a

+

named enemy block at normal firepower.

+

Surplus hits are forfeit. If the target

+

survives the charge, it gets one bonus fire

+

(normal firepower) at the charging block

+

immediately.

+

6.6 RETREATS

+

Each block may retreat (instead of

+

attacking) on its Battle Turn, except blocks

+

can never retreat on Battle Round 1.

+

Blocks must retreat to adjacent friendly

+

or vacant areas. They may retreat to

+

multiple adjacent areas via different

+

borders.

+

Blocks may not retreat via borders that

+

were used by the enemy player to enter

+

the battle. When both players have

+

crossed the same border, only Player 2

+

may retreat via this border.

+

Richard Plantagenet

+

Duke of Gloucester

+

Richard III, 1452-1485

+

Conscience is but a word that cowards use

+

Devis'd at first to keep the strong in awe

+

Our strong arms be our conscience, swords our law

+

March on, join bravely, let us to the pell-mell

+

If not to heaven, then hand in hand to hell.

+

Richard III, Act V, Scene III

+

Recruiting

+

Some areas contain two or three deployment

+

symbols. For example, Northumberland

+

contains a shield (Northumberland) and a City

+

(Newcastle). The Lancastrian could expend 2ap

+

and recruit the noble Northumberland and the

+

Newcastle levy in the same turn. Similarly, East

+

Anglia contains two shields and one city. Here

+

the York player could spend 3ap and raise three

+

blocks from his pool – the nobles Norfolk and

+

Suffolk, plus the Norwich levy.

+

Battle Example

+

Herbert (A2) and Clarence (B2) attack Rivers

+

(B2). The Battle Turn sequence for each round

+

is: Herbert (A2), Rivers (B2), and Clarence (B2).

+

Battle Hits

+

Unlike most block games, all hits from one firing

+

block are applied to the highest strength enemy

+

block. Only if that block is eliminated do surplus

+

hits carry over to the next strongest block.

+

This can result in one key enemy block being

+

eliminated by one devastating fire, not unlike

+

what happened to the Duke of York, Warwick,

+

and Richard III.

+

Attacker/Defender

+

Because both players move before combat, a

+

player can be the Defender in some battles, and

+

the Attacker in others.

+

Pursuit

+

Many casualties occured from pursuit. This is

+

naturally handled by the game system. A block

+

wishing to retreat must await its normal battle

+

turn. If the Defender survives three battle

+

rounds, the Attacker must retreat during round

+

4, but takes fire from Defender blocks that have

+

an earlier battle turn.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

6

+

Version 1.02

+
+
+

RICHARD III

+

Border limits apply to retreating blocks

+

each Battle Round.

+

Blocks that cannot retreat when

+

required are eliminated.

+

6.7 REGROUPS

+

When a battle ends the victor

+

(Attacker or Defender) may Regroup.

+

All victorious blocks (including any in

+

Reserve) may move to any adjacent

+

friendly or vacant areas, never to enemy or

+

contested areas. Border Limits (5.21) apply.

+

6.8 ELIMINATED BLOCKS

+

6.81 The King is Dead

+

The King is dead; long live the King!

+

The senior royal heir becomes king at his

+

current location (even exile) and strength

+

at the beginning of the next Supply

+

Phase. The location of the new king must

+

be announced. If the senior royal heir is a

+

minor, see 6.82.

+

6.82 Death of an Heir

+

Heirs are permanently eliminated when

+

killed. The enemy player keeps them off-

+

map as a record of the game.

+

When an heir is killed, the senior

+

minor enters play at the beginning of the

+

next Supply Phase.

+

Royal heirs enter in any friendly or

+

vacant Crown area. Pretender heirs enter

+

in either Exile area.

+

6.83 Death of a Noble

+

Rose nobles are permanently

+

eliminated. Other nobles (and church) go

+

to the owner pool face-down. They cannot

+

be recruited again this campaign.

+

Exception: The Neville blocks Kent,

+

Salisbury, and Warwick, are permanently

+

killed.

+

6.84 Death of a Levy

+

Eliminated City levies and Bombards

+

go to the owner pool face-down. They

+

cannot be recruited again this campaign.

+

6.85 Death of a Mercenary

+

Eliminated mercenaries go to their

+

home area face-down, except the Welsh

+

go face-down to the Lancastrian pool.

+

Mercenaries cannot be recruited again this

+

campaign.

+

6.86 Death of a Rebel

+

The Rebel if eliminated goes to the

+

Pretender pool face-down. It cannot be

+

recruited again this campaign.

+

6.9 TREACHERY ROLLS

+

Some nobles were unreliable on the

+

battlefield and several upset victories

+

resulted from treachery.

+

The King, Warwick, and Pretender

+

may each attempt one (1) Treachery Roll

+

per battle (if present). A Treachery Roll is

+

made in a normal Battle Turn instead of

+

firing or retreating. Choose an enemy block

+

(not in Reserve) and roll as many dice as

+

the target's Loyalty Rating. If all numbers

+

(not the total) rolled are EVEN the block

+

defects to your Reserve at current strength

+

and fights normally starting next round.

+

EXAMPLE: Treachery Roll is made by the

+

King to convert Northumberland, loyalty

+

2. Two dice are rolled. If both numbers are

+

even, Northumberland defects.

+

The same block can receive three

+

Treachery Rolls in one battle, such as

+

one each from the Traitor card, the

+

Pretender, and Warwick. A Treachery Roll

+

cannot be made to regain a defected block

+

in the same battle.

+

6.91 Warwick

+

Kent and Salisbury have a small

+

"Warwick" shield instead of a Loyalty

+

Rating. These blocks have a Loyalty Rating

+

of 2, but only 1 if Warwick is making the

+

Treachery Roll.

+

Warwick cannot make a treachery roll

+

on Northumberland or Westmoreland.

+

7.0 SUPPLY PHASE

+

7.1 SUPPLY LIMITS

+

Each area can supply up to four (4)

+

blocks without penalty. When more than

+

four blocks exist in one area in the Supply

+

Phase, each surplus block (owner choice)

+

is reduced one step. Blocks eliminated by

+

supply limit are treated as per 6.8.

+

CITIES: The Supply Limit in areas

+

containing a city is five (5) blocks.

+

7.2 EXILE LIMITS

+

Calais and France can each supply up

+

to four (4) blocks, plus local mercenaries.

+

Ireland and Scotland can supply two

+

(2) blocks plus the local mercenary.

+

Extra blocks (owner choice) are subject

+

to normal Supply Penalty. Extra blocks

+

(owner choice) are also sent to the player

+

pool during Campaign Reset (8.5). Hence,

+

with three York blocks in Ireland, but the

+

Irish block is absent, one exile is subject

+

to one step loss each Supply Phase. If still

+

overstacked, one exile (owner choice) goes

+

to the pool on reset.

+

Henry Tudor

+

Henry VII, 1457–1509

+

This pretty lad will prove our country's bliss

+

His looks are full of peaceful magesty

+

His head by nature fram'd to wear a crown

+

His hand to wield a sceptre; and himself

+

Likely in time to bless a regal throne.

+

Henry VI Part 3, Act IV, Scene VI.

+

Example Game Turn

+

•Deploy forces as per 4.4 and 4.5.

+

Game Turn 1

+

•Card Play: York 3, Lancaster 3. Cards are tied,

+

but Pretender (York) is Player 1 on ties.

+

•York (Player 1): Sea Move Warwick &

+

Salisbury from Calais to East Anglia (port to port

+

so both sea moves cost 1 AP). Recruit Norfolk

+

noble and Norwich Levy in East Anglia to

+

complete 3 actions.

+

•Lancaster (Player 2): Move Oxford block to

+

Middlesex. Move Beaumont block to Middlesex.

+

Bombard is recruited and deployed in Middlesex.

+

•Supply Phase: No battles were created. Neither

+

player has supply problems. Both players now play

+

one new card and another Game Turn is played.

+

Battle Treachery

+

Several battles were decided by treachery.

+

The Battle of Northumberland ended with a

+

Yorkist victory after Lord Gray, defending the

+

Lancastrian left, switched to support York.

+

Most famous of all was the Battle of Bosworth

+

Field where Stanley defected to the Lancastrian

+

side before the battle, and Northumberland,

+

declined to fight on a pretext that took one third

+

of Richard III's army out of the fight.

+

Defecting Nobles

+

Unlike Hammer of the Scots, nobles in this

+

game can only change sides from a Battle

+

Treachery roll. They do not automatically switch

+

sides if killed. Instead, heirs, roses, and Nevilles

+

are permanently dead, and the others return to

+

the owner's pool.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

7

+

Version 1.02

+
+
+

RICHARD III

+

8.0 POLITICAL TURN

+

A campaign ends when all seven (7)

+

Game Turns have been played.

+

A Political Turn is now played during

+

which the Pretender can usurp the throne,

+

and armies prepare for the next campaign.

+

Play the political actions in the exact

+

order given.

+

8.1 LEVIES DISBAND

+

Levies, Bombards, and Welsh return

+

to the owner's pool. Mercenaries return to

+

their home areas. Rebel block disbands.

+

8.2 USURPATION

+

Usurpation occurs when the

+

Pretender controls a majority of nobles

+

and heirs. Each church block counts as

+

one (1) noble. Occupation of London

+

(Middlesex) also counts as one (1) noble.

+

Exclude any blocks in exile, Isle of

+

Man, or the pool. Ties are won by the

+

King.

+

If Usurpation occurs, the Pretender's

+

senior heir becomes King. The former

+

King is deposed and must go to exile as

+

the Pretender.

+

8.3 PRETENDER GOES HOME

+

The Pretender and his heirs on map

+

must go to exile. Nobles/church on map

+

go to their own shield/cathedral, but if

+

enemy-occupied, then to the friendly pool.

+

NOTE: Warwick cannot return to Calais

+

if Lancastrian. Subject to Exile Limits

+

(7.2), nobles Salisbury and Kent (if

+

Yorkist) may also go to Calais if their

+

shield(s) are enemy-occupied. These three

+

Nevilles may also go to each other's shields

+

if their owner is dead.

+

8.4 KING GOES HOME

+

The King and royal heirs on map

+

return to their shield or any crown area.

+

Nobles/Church on map go to their own

+

shield/cathedral, but if enemy-occupied,

+

then to the friendly pool.

+

Important: For both players, blocks

+

currently in exile must remain in exile.

+

8.5 CAMPAIGN RESET

+

All face-down blocks in the pool

+

stand-up and are available to be recruited

+

in the upcoming campaign. Move the

+

Rebel block to the Pretender pool. All

+

blocks in the pool and on the map are

+

raised to full strength.

+

Shuffle all 25 cards and deal seven (7)

+

to each player for the next campaign.

+

9.0 VICTORY

+

Eliminate all five (5) enemy heirs for

+

an instant victory. Otherwise, after the

+

third Campaign, play through Usurpation

+

(8.2) of the Political Turn. Whoever is King

+

wins the game.

+

9.1 CLARENCE & EXETER

+

Two heirs, Exeter (Lancaster) and

+

Clarence (York) are subject to Treachery

+

rolls and can defect to the other side.

+

They cannot defect if they are the King or

+

Pretender. If they do defect:

+

•They are not heirs for their new side,

+

just nobles who count for usurpation.

+

•They are not heirs (or nobles) for their

+

original side, but regain that status if

+

they defect back to that side.

+

•They can be executed (eliminated)

+

during any Supply Phase to ensure they

+

never defect back to their original side.

+

•No minor heir is activated to replace

+

them unless that heir is killed or

+

executed.

+

•When required to go home as an

+

enemy noble, Exeter goes to Cornwall,

+

and Clarence to any vacant York

+

shield, otherwise to the friendly pool.

+

CREDITS

+

Game Design:

+

Tom Dalgliesh

+

Jerry Taylor

+

Developer:

+

Grant Dalgliesh

+

Art/Graphics:

+

National Portrait Gallery

+

Mark Mahaffey

+

Tom Dalgliesh

+

Contributors:

+

Kevin Duke

+

Stan Hilinski

+

Mark Kwasny

+

Nate Merchant

+

Bill Powers

+

David Rayner

+

Joe Schweninger

+

Mike Spurlock

+

Columbia Games, Inc

+

POB 3457, Blaine

+

WA 98231 USA

+

360/366-2228

+

800/636-3631 (toll free)

+

For game updates and discussion, see:

+

www.columbiagames.com

+

INDEX

+

Areas and Control

+

2.1

+

Battles

+

6.0

+

Charges

+

6.5

+

Hits

+

6.4

+

Reserves

+

6.3

+

Retreats

+

6.6

+

Turns

+

6.2

+

Blocks

+

3.0

+

Bombard

+

3.24, 5.4, 6.2

+

Border Limits

+

5.21

+

Cards

+

1.1, 5.1, 8.5

+

Cathedrals

+

2.5

+

Church

+

3.23

+

Cities

+

2.4

+

Clarence & Exeter

+

9.1

+

Combat Rating

+

3.12

+

Crowns

+

2.3

+

Deployment

+

4.0

+

Eliminations

+

6.8

+

Event Cards

+

5.1

+

Exile

+

2.7, 8.3

+

Friendly Area

+

2.1

+

Game Turns

+

1.0

+

Heirs

+

3.21

+

Arrival

+

4.5

+

Death

+

6.82

+

Initiative

+

1.1

+

Ireland

+

2.71

+

Islands

+

2.82

+

King

+

3.21, 6.9

+

Usurpation

+

8.2

+

Death

+

6.81

+

Levies

+

3.24

+

Deploy

+

5.4

+

Disband

+

8.1

+

Elimination

+

6.84

+

Loyalty

+

3.13, 6.9

+

Mercenaries

+

3.25, 6.85

+

Movement

+

5.0

+

Land Movement

+

5.2

+

Sea Movement

+

5.3

+

Nobles

+

3.22

+

Death

+

6.83, 8.5

+

Shields

+

2.2, 8.3, 8.4

+

Pinning

+

5.22

+

Political Turn

+

8.0

+

Ports

+

2.83, 5.31

+

Pretender

+

3.21

+

Rebel

+

3.26, 5.4, 6.86

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Recruits

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5.4

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Regrouping

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6.7

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Retreats

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6.6

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Scotland

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2.72

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Sea Moves

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5.3

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Seas & Sea Zones

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2.8

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Setup

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4.0

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Shields

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2.2

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Supply Phase

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1.4, 7.0

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Treachery

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6.9

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Usurpation

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8.2

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Victory

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9.0

+

Wales

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2.6

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Warwick

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3.13, 6.83, 6.9, 8.3

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Copyright © 2009 Columbia Games and Jerry Taylor

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8

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Version 1.02

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+
+

RICHARD III

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1470

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KINGMAKER (1470)

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Victory: eliminate all enemy heirs for an

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instant victory. Otherwise, whoever is king

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after Usurpation wins the scenario.

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YORK

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King Edward IV (March): Middlesex

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Duke of Gloucester: South Yorks

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Duke of Buckingham: Warwick

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Duke of Norfolk: East Anglia

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Duke of Suffolk: East Anglia

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Earl of Arundel: Sussex

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Earl of Essex: Essex

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Lord Hastings: Leicester

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Earl Rivers: Leicester

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Lord Stanley: Lancaster

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Mercenary Irish: Ireland

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Mercenary Calais: Calais

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Mercenary Burgundian: Calais

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Earl of Northumberland: Pool

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Earl of Westmoreland: Pool

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Canterbury (church): Pool

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Bombard: Pool

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Levy (London): Pool

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Levy (Norwich): Pool

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Levy (Salisbury): Pool

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Earl of Warwick: enemy

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Duke of Clarence: enemy

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Earl of Shrewsbury: enemy

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York (church): enemy

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Duke of Exeter: enemy

+

Unlisted blocks have been permanently

+

eliminated.

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LANCASTER

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Henry VI: Middlesex (prisoner)

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Prince Edward: France

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Duke of Exeter: France

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Earl of Warwick: France

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Duke of Clarence: France

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Earl of Oxford: France

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Mercenary French: France

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Mercenary Scots: Scotland

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Earl of Pembroke: Pool

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Earl of Shrewsbury: Pool

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York (church): Pool

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Mercenary Welsh: Pool

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Bombard: Pool

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Levy (Bristol): Pool

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Levy (Coventry): Pool

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Levy (Newcastle): Pool

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Levy (York): Pool

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Rebel: Pool

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Earl of Richmond: (minor)

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Duke of Buckingham: enemy

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Earl of Northumberland: enemy

+

Earl Rivers: enemy

+

Earl of Westmoreland: enemy

+

Lord Stanley: enemy

+

Canterbury (church): enemy

+

Unlisted blocks have been permanently

+

eliminated.

+

+

NOTE: Henry VI is a prisoner of Edward

+

IV in the Tower of London, even if no York

+

blocks are located in the Middlesex area.

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Deploy the block face-up – it cannot move

+

or engage in combat, but does count as

+

a Lancastrian noble for Usurpation. If a

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Lancastrian block occupies London, Henry

+

VI is rescued, becomes the Pretender, and

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can then move and fight normally. If the

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Yorkists win this scenario, and Henry VI is

+

still a prisoner, he is murdered (eliminated).

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The Campaign

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The Earl of Warwick defects to the

+

Lancastrian side after a botched 1469 revolt.

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He flees to France and plots with Margaret

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of Anjou to recover the throne for Henry VI.

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Warwick invades and Edward IV is obliged

+

to flee into exile. But with the support of

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Burgundy, Edward returns to England and

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Warwick is killed at the Battle of Barnet. A

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few weeks later, Prince Edward is defeated

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and killed at Tewkesbury in Gloucester. Henry

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VI, a prisoner, is murdered, which makes the

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House of York secure until the untimely death

+

of Edward IV in 1483.

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Henry VI 1421-1422-1471

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Son of the great Henry V, Henry VI came

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to the throne as an infant and England was

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ruled by a Regency until he came of age in

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1437. He proved to be a sickly, weak king,

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dominated by his wife Margaret of Anjou and

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prominent nobles like the Duke of Somerset.

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Court intrigue led to opposition from the

+

powerful Duke of York, who eventually

+

rebelled to seek the throne. Henry was

+

captured after the Battle of Towton in 1461.

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A prisoner of Edward IV for almost ten years,

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Henry regained the throne for six months

+

over the winter of 1470/71 after Warwick the

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Kingmaker rebelled. Lancastrian defeats at

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Barnet and Tewkesbury ended that rebellion

+

with Warwick and Prince Edward slain in

+

battle, and Henry VI murdered in the Tower

+

of London.

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Edward IV 1442-1461-1483

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One of England's best military commanders,

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Edward never lost a battle and won several

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with bold and decisive strategy and tactics.

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He became head of the House of York after

+

his father's death at the Battle of Wakefield in

+

1460. With the support of the Archbishop of

+

Canterbury and other prominent churchmen,

+

Edward seized the crown and then defeated

+

the Lancastrians at the Battle of Towton in

+

1461. His 22 year reign was briefly interrupted

+

by a six month return to the throne by Henry

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VI in 1471 after Warwick the Kingmaker

+

changed sides. Edward was a competent

+

administrator, but his reputation suffered from

+

later hedonistic conduct. He died suddenly

+

at age 41 leaving two young heirs who were

+

probably murdered in the Tower of London.

+

Copyright © 2009 Columbia Games and Jerry Taylor

+

9

+

Version 1.0

+
+
+

RICHARD III

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1483

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RICHARD III (1483)

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Victory: a player must eliminate the

+

sole enemy heir for an instant victory.

+

Otherwise, whoever is king after Usurpation

+

wins the scenario.

+

YORK

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King Richard III: Middlesex

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Duke of Norfolk: East Anglia

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Duke of Suffolk: East Anglia

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Earl of Arundel: Sussex

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Earl of Essex: Essex

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Earl of Northumberland: Northumbria

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Lord Stanley: Lancaster

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Mercenary Irish: Ireland

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Mercenary Calais: Calais

+

Mercenary Burgundian: Calais

+

Earl of Westmoreland: Pool

+

Canterbury (church): Pool

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York (church): Pool

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Bombard: Pool

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Levy (London): Pool

+

Levy (Norwich): Pool

+

Levy (Salisbury): Pool

+

Duke of Buckingham: enemy

+

Earl of Shrewsbury: enemy

+

Earl Rivers: enemy

+

Unlisted blocks have been permanently

+

eliminated.

+

LANCASTER

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Earl of Richmond: France

+

Earl of Oxford: France

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Earl of Pembroke: France

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Mercenary French: France

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Mercenary Scots: Scotland

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Duke of Buckingham: Glamorgan

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Earl Rivers: Leicester

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Earl of Shrewsbury: Pool

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Mercenary Welsh: Pool

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Bombard: Pool

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Levy (Bristol): Pool

+

Levy (Coventry): Pool

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Levy (Newcastle): Pool

+

Levy (York): Pool

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Rebel: Pool

+

Earl of Northumberland: enemy

+

Earl of Westmoreland: enemy

+

Lord Stanley: enemy

+

Canterbury (church): enemy

+

York (church): enemy

+

Unlisted blocks have been permanently

+

eliminated.

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The Campaign

+

Richard Plantagenet, Duke of Gloucester and

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young brother of Edward IV, was named

+

regent in the king's will.

+

Richard quickly discovered that the widowed

+

queen (and her Woodville family) sought to

+

retain power by controlling the two heirs. He

+

seizes the heirs and, encouraged by the Duke

+

of Buckingham, takes the throne as Richard

+

III after persuading Parliament to declare the

+

two princes to be bastards.

+

The Duke of Buckingham now rebels and

+

supports the Lancastrian Duke of Richmond

+

(Henry Tudor) exiled in Brittany. His revolt

+

in Wales fails and the duke is betrayed and

+

quickly executed. Popular support for Richard

+

III plummets when murder of the two heirs is

+

suspected, although never proven.

+

After an aborted invasion in 1483, Richmond

+

lands in Wales in early August 1485. He

+

gathers modest support from the Welsh, until

+

Lord Stanley (his father-in-law) defects to his

+

side. Richard III gathers an army in Derby to

+

meet the invader. At the Battle of Bosworth

+

Field, the king is betrayed by the Earl of

+

Northumberland and dies charging the enemy

+

position. Richmond wins the crown as Henry

+

VII.

+

Richard III 1452-1483-1485

+

Some scholars argue that Richard III is a

+

victim of Tudor propaganda. He was an

+

effective and loyal military commander for

+

Edward IV, and a hugely popular lord of the

+

north for many years. He was named by the

+

dying king Edward IV as regent. It is difficult

+

to reconcile these historical facts with the evil

+

hunchback depicted by Shakespeare.

+

The infamous murder of the two princes in

+

the Tower of London probably happened,

+

but was more likely ordered by the Duke of

+

Buckingham, or even by Henry VII.

+

Henry VII 1457-1485-1509

+

Henry was the Welsh born son of Edmund

+

Tudor and Margaret Beaufort. He spent most

+

of his early life in captivity or exile, but got

+

support for the throne as the last surviving

+

Lancastrian after Richard III's unsavory

+

usurpation. He defeated Richard III at the

+

Battle of Bosworth Field in 1485 and founded

+

the House of Tudor. He was succeeded by his

+

son Henry VIII.

+

Copyright © 2009 Columbia Games and Jerry Taylor

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10

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Version 1.0

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+ + -- cgit v1.2.3