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
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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
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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
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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
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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
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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
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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
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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
Recruits
5.4
Regrouping
6.7
Retreats
6.6
Scotland
2.72
Sea Moves
5.3
Seas & Sea Zones
2.8
Setup
4.0
Shields
2.2
Supply Phase
1.4, 7.0
Treachery
6.9
Usurpation
8.2
Victory
9.0
Wales
2.6
Warwick
3.13, 6.83, 6.9, 8.3
Copyright © 2009 Columbia Games and Jerry Taylor
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RICHARD III
1470
KINGMAKER (1470)
Victory: eliminate all enemy heirs for an
instant victory. Otherwise, whoever is king
after Usurpation wins the scenario.
YORK
King Edward IV (March): Middlesex
Duke of Gloucester: South Yorks
Duke of Buckingham: Warwick
Duke of Norfolk: East Anglia
Duke of Suffolk: East Anglia
Earl of Arundel: Sussex
Earl of Essex: Essex
Lord Hastings: Leicester
Earl Rivers: Leicester
Lord Stanley: Lancaster
Mercenary Irish: Ireland
Mercenary Calais: Calais
Mercenary Burgundian: Calais
Earl of Northumberland: Pool
Earl of Westmoreland: Pool
Canterbury (church): Pool
Bombard: Pool
Levy (London): Pool
Levy (Norwich): Pool
Levy (Salisbury): Pool
Earl of Warwick: enemy
Duke of Clarence: enemy
Earl of Shrewsbury: enemy
York (church): enemy
Duke of Exeter: enemy
Unlisted blocks have been permanently
eliminated.
LANCASTER
Henry VI: Middlesex (prisoner)
Prince Edward: France
Duke of Exeter: France
Earl of Warwick: France
Duke of Clarence: France
Earl of Oxford: France
Mercenary French: France
Mercenary Scots: Scotland
Earl of Pembroke: Pool
Earl of Shrewsbury: Pool
York (church): Pool
Mercenary Welsh: Pool
Bombard: Pool
Levy (Bristol): Pool
Levy (Coventry): Pool
Levy (Newcastle): Pool
Levy (York): Pool
Rebel: Pool
Earl of Richmond: (minor)
Duke of Buckingham: enemy
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.
Deploy the block face-up – it cannot move
or engage in combat, but does count as
a Lancastrian noble for Usurpation. If a
Lancastrian block occupies London, Henry
VI is rescued, becomes the Pretender, and
can then move and fight normally. If the
Yorkists win this scenario, and Henry VI is
still a prisoner, he is murdered (eliminated).
The Campaign
The Earl of Warwick defects to the
Lancastrian side after a botched 1469 revolt.
He flees to France and plots with Margaret
of Anjou to recover the throne for Henry VI.
Warwick invades and Edward IV is obliged
to flee into exile. But with the support of
Burgundy, Edward returns to England and
Warwick is killed at the Battle of Barnet. A
few weeks later, Prince Edward is defeated
and killed at Tewkesbury in Gloucester. Henry
VI, a prisoner, is murdered, which makes the
House of York secure until the untimely death
of Edward IV in 1483.
Henry VI 1421-1422-1471
Son of the great Henry V, Henry VI came
to the throne as an infant and England was
ruled by a Regency until he came of age in
1437. He proved to be a sickly, weak king,
dominated by his wife Margaret of Anjou and
prominent nobles like the Duke of Somerset.
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.
A prisoner of Edward IV for almost ten years,
Henry regained the throne for six months
over the winter of 1470/71 after Warwick the
Kingmaker rebelled. Lancastrian defeats at
Barnet and Tewkesbury ended that rebellion
with Warwick and Prince Edward slain in
battle, and Henry VI murdered in the Tower
of London.
Edward IV 1442-1461-1483
One of England's best military commanders,
Edward never lost a battle and won several
with bold and decisive strategy and tactics.
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
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
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RICHARD III
1483
RICHARD III (1483)
Victory: a player must eliminate the
sole enemy heir for an instant victory.
Otherwise, whoever is king after Usurpation
wins the scenario.
YORK
King Richard III: Middlesex
Duke of Norfolk: East Anglia
Duke of Suffolk: East Anglia
Earl of Arundel: Sussex
Earl of Essex: Essex
Earl of Northumberland: Northumbria
Lord Stanley: Lancaster
Mercenary Irish: Ireland
Mercenary Calais: Calais
Mercenary Burgundian: Calais
Earl of Westmoreland: Pool
Canterbury (church): Pool
York (church): Pool
Bombard: Pool
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
Earl of Richmond: France
Earl of Oxford: France
Earl of Pembroke: France
Mercenary French: France
Mercenary Scots: Scotland
Duke of Buckingham: Glamorgan
Earl Rivers: Leicester
Earl of Shrewsbury: Pool
Mercenary Welsh: Pool
Bombard: Pool
Levy (Bristol): Pool
Levy (Coventry): Pool
Levy (Newcastle): Pool
Levy (York): Pool
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.
The Campaign
Richard Plantagenet, Duke of Gloucester and
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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