RULES 1.Introduction Evidence discovered in Lisbon at the Castelo de S. Jorge (Castle of St. George) and the Alcaçova (its fortress) has revealed that innumerous cultures and peoples intersected and lived there over hundreds of years. During that time, the castle was host to many people including the Vizir Al-Fihri in the 11th century and King Manuel II in the past century, as it passed through the hands of the Romans, Moors and Christians. Come learn about this tremendously rich history and take part in it! Every 1000 years a group of historical figures who spent time here get together for a very special competition – the Tournament of S. Jorge (St. George). Each will attempt to find the trophy to win and become Lord of the Castle. To do this they must to search the castle area and its surroundings for the precious trophies! But the search is not easy. There is a lot of land to cover
and lots to look for …. Do you think you can you do it? Are you up to the challenge? Each player chooses a historical figure …each of whom has a special power. But careful! The other players are watching you and may block you or even try and steal the trophy for themselves. Stay alert at all times... Who’s going to be the Lord of the Castle for the next 1000 years? As you read the rules of the game do not worry about memorizing them after reading them only once. Set the board on a table within reach of all players. Read the rules carefully from beginning to end and look at the diagrams shown in this book. Afterwards all you need to do is start playing - referring to this book whenever you need to clarify anything. Have fun!
A game by Gil d’Orey For 2 to 6 players › 20 to 40 minutes › 7 years and up.
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Game Objective The first player to collect and keep 3 real TROPHY tokens wins.
An example of a real TROPHY token.
Game Pieces This rule book and 1 game board. 12 HISTORICAL FIGURE CARDS
12 HISTORICAL FIGURE’S BASE TOKENS
front
12 PLAYER’S PAWNS and 12 plastic stands. (see page 23) back back
front
36 TROPHY tokens These are all identical on the front (yellow). However there are two different reverse sides: 15 have a picture of a trophy (needed to win the game). These are called real TROPHY tokens. The remaining 21 tokens are blank. These are called fake TROPHY tokens. front back
front
back
back
26 PLACE cards Each one has a number corresponding to a place on the board.
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Description of game board Open the board in the middle of the players. The board represents the Castelo de São Jorge (Castle of St. Jorge) as it appears today. You will see the areas belonging to the castle proper as well as the entire area of the Alcáçova (residential area on the citadel protected by the castle) and what we call the MAP OF THE CASTLE. Place the TROPHY tokens yellow side up. Storehouse for TROPHY tokens.
26 numbered places (numbered circles) of historical importance to the castle are indicated on the MAP OF THE CASTLE . The board also includes a table listing the specific power of each historical figure in Portuguese and English.
Also indicated on the map: PATHS (solid lines), SECRET PASSAGEWAYS (dotted lines) and BLANK CIRCLES
These two areas are for putting the PLACE cards. New cards and used cards.
Preparing the Game (in this order) Gather together the 12 HISTORICAL FIGURE’S BASE tokens and ask each player to choose one at random. Each player now represents a HISTORICAL FIGURE with a special power or ability during the game. (see page 29)
Give each player the respective PAWN to match their HISTORICAL FIGURE.
24 If this is the first time playing the game, players should fold their PAWN along the lines shown and put them in the black pawn stands so that the picture of the historical figure is facing forwards. Behind this (where there is a symbol of the figure’s special power) is a little ledge for the player to carry their TROPHY TOKENS. Symbol of this figure’s special power (see page 9). Ledge Folds
frente
verso
Front of a PAWN Plastic stand Give each player the corresponding HISTORICAL FIGURE CARD. They should immediately place it face up in front of them, off of the board. This way every PLAYER will always know which HISTORICAL FIGURES the other players represent. Shuffle the PLACE cards and deal 2 to each player making sure they keep these secret. The remaining cards should be put in a pile face up on the spot indicated on the board for unused “PLACE cards”.
Each player should choose one of the locations on the 2 PLACE cards they received as their bases and place their HISTORICAL FIGURE’S BASE token on the corresponding circle. This PLACE becomes their base for the entire game, and it cannot be changed. Remove this PLACE card permanently from the game (by putting it in the box). The player keeps the other PLACE card secret for himself. Each player put his PAWN on his base (same place where they put their HISTORICAL FIGURE’S BASE token).
Of his two PLACE cards, the player chose the circle no. 9 as his BASE. He puts his HISTORICAL FIGURE’S BASE token there.
VERY IMPORTANT: Players must leave their PAWN already facing in the direction they want to move in. The direction the front of the piece is facing is crucial in determining the possible moves it can make. (see page 26) Mix up the 36 TROPHY tokens and place them face up (yellow side) on the board in the area shown. Make sure that no one sees which TROPHY tokens are real.
Now the game is ready to play!
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Moves The PAWNS move from circle to circle (numbered or not) on the MAP OF THE CASTLE following the paths marked with a solid line. Travelling between two circles is considered 1 move. A PAWN can make a maximum of 5 moves unless it is carrying TROPHY token(s). The paths marked with a dotted line may not be used - SECRET PASSAGEWAYS. Players are not obliged to use up the total number of moves they are entitled to, or even move at all. PAWNS are allowed 1 less move for every TROPHY token they carry. A PAWN may never carry more than 3 TROPHY tokens. Therefore, if a PAWN is carrying 0 tokens, it is allowed a maximum of 5 moves; if it is carrying 1 token, its maximum is 4; if it is carrying 2 tokens, its maximum is 3; and if it is carrying 3 tokens (limit allo-
wed), its maximum is 2. The maximum number of moves a PAWN is allowed depends on what it is carrying at when it begins its turn. If it collects or unloads tokens during its turn this limit remains unchanged. A PAWN may NEVER end its turn by landing on the same circle as another player. It may however pass a circle with another player, but not stay there. The BASES of the different PLAYERS are ordinary circles in the game (players may land on them or travel across them just like any other circle). The only difference is that the corresponding PLACE cards have been removed from the game, making it impossible to collect TROPHY tokens from the BASES of the different PLAYERS.
This example shows moves by three pawns. The red player moves 5, the maximum number of moves he is allowed. The green player can only move 4 since it carrying a TROPHY token. This is what he did. And the blue player can only move 3 since he is carrying 2 TROPHY tokens. Any of these players could have chosen to make fewer moves. None of the players are obliged to move.
NOTE: to make the rules regarding PAWN movement as clear as possible, simplified diagrams of the game and pieces are shown.
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The 90º Rule Before every move, a PAWN may decide to continue moving in the same direction or turn left or right 90º (quarter-turn) and then follow the corresponding path. A PAWN may not turn around (180º) and go back in the direction it came from.
90º Note: after a PAWN makes its final move it cannot rotate again. THE PAWN may not rotate because it is not going to make another move on this turn. The turn is over. In other words, players can only rotate if they are about to make another move immediately, on the same turn. Obviously this affects their next turn since they cannot turn around backwards, meaning their choices are limited.
Exceptions to the 90º rule Exception 1 – When a PAWN lands on a circle that it has the respective PLACE CARD for and collects a TROPHY token. Or it lands on its BASE and drops off one or more TROPHY token. In these situations, the turn ends immediately and the player can leave the PAWN facing any direction he wants. Exception 2 – When a PAWN lands on a dead-end circle – marked with a circular arrow. For example, look at the circle no. 6 on the board. In this case, the PAWN can make a full half-turn, i.e. turn 180º. If it still has any moves left, it can continue moving in the direction it came from or stop, facing the direction it came from. Exception 3 – When a PAWN intersects another PAWN and steals, exchanges or transfers one or more TROPHY TOKENS (see page 26), it can decide which direction to keep travelling in, including returning in the direction it came from..
Before making any move, the red player decides to turn his pawn 90º.
180º
In this case he decides to turn left 90º.
But he cannot rotate 180º (turn his pawn around backwards). See the exceptions.
The red player was on circle no. 7, facing circle no. 6 and wanted to go back towards circle no. 20. He made 5 moves and took advantage of circle no. 6 marked with a rotation arrow thus enabling him to turn in the direction he wanted. Notice the pawn’s fi nal position. After making its fi nal move it cannot rotate any more (see exceptions).
Exception 4 – If the historical figure has a 180º ROTATION symbol (see page 29).
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Collecting TROPHY TOKENS Each player must collect TROPHY tokens and use their PAWN to unload them at their BASE for safe-keeping. Only then do TROPHY tokens officially belong to a player and can no longer be stolen. A PAWN can carry up to 3 TROPHY tokens. Players can collect TROPHY tokens in two ways: 1 – By moving the PAWN along the paths marked on the board until reaching the circle with the same number as their PLACE card. Once there, they must show the PLACE card to prove they can take a TROPHY token from the TROPHY token STOREHOUSE. This PLACE card is then discarded and placed face up on the board on the USED PLACE CARDS pile. The player can then choose a TROPHY token from the TROPHY token STOREHOUSE on the board. The player can look at the token he picked and not say whether it is a real TROPHY token or not. He then places this TROPHY token on the back of his PAWN. He immediately picks a new PLACE card from the top of the UNUSED PLACE CARDS which indicates where to collect his next TROPHY TOKEN. Keep the new destination secret.
Fig. 1 The red player has PLACE card no. 9. When it lands on circle no. 9 he shows his respective card. He randomly picks a TROPHY token that only he can look at. He places it yellow side up on his pawn. He discards PLACE card no. 9. He picks a new PLACE card for himself. He can now face his PAWN in any direction he likes (Exception no. 1). His turn ends even if he has not used the total limit of moves allowed.
Important – After picking up a TROPHY token , it cannot be put back, whether it is real or not. The turn ends immediately. Players may then face their PAWN in any direction they like (see fig. 1). 2 – By landing their PAWN on the same space as another PAWN and stealing one or more TROPHY tokens from them. Players must still respect the limit of 3 tokens that can be carried at any one time. The player must remove these from the other PAWN without looking at them. Only afterwards can he look at them and load them on his own PAWN. After picking up a TROPHY token , it cannot be put back whether it is real or not. Afterwards the player may face his PAWN in the direction he wants and continues moving (see fig. 2 and 3).
Fig. 2 and 3 The green player wants to steal the TROPHY token from the red player. He makes 2 moves, removes the TROPHY token, looks at it and loads it on his pawn. He turns 180º and makes the remaining 3 moves he is entitled to. Notice that the green player made a total of 5 moves, despite picking up 1 TROPHY token in the middle of his turn. This is because the total number of moves allowed per turn depends on what the pawn is carrying at the beginning of its turn.
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Unloading TROPHY TOKENS There are only two ways for players to unload their TROPHY tokens from their PAWNS: either on BASE or by transferring them to another player. UNLOADING AT BASE (fig. 1 and 2): It is up to each player to decide when his PAWN should go to his BASE and unload one or more TROPHY tokens for safe-keeping. However, he must realize that when his PAWN is carrying TROPHY tokens other players may steal them. When a player unloads his TROPHY tokens he places them face down in view of all players. All players must be able to see how many TROPHY tokens each player has collected, but without knowing how many are actually real. Because he unloaded TROPHY tokens at his BASE his turn ends.
Fig. 1 and 2 – The red player travels to his BASE. Since he collects 3 TROPHY tokens he can only move 2. That is enough. When he reaches his BASE the player drops off these 3 TROPHY tokens for safe-keeping. He is the only one who knows if they are real TROPHY TOKENS or not. His turn ends, but since he unloaded TROPHY tokens at his BASE, he can face his PAWN in any direction he wants, so he turns his pawn 90º to the left.
TRANSFERRING TO ANOTHER PLAYER (fig. 3 to 6): If a player is carrying fake TROPHY tokens this merely limits the number of moves he can make and slows down his game. This is why it is worth transferring these TROPHY tokens to an opponent. All the player has to do is land on the same circle as an opponent and transfer the unwanted TROPHY tokens to the other pawn. It is important the player respect the 3 TROPHY tokens limit that each player is allowed. For example, a player cannot unload 1 TROPHY token on a player who is already carrying 3. But he can simultaneously exchange TROPHY tokens with a player, without looking at them, i.e. unload some and collect others.
Fig. 3 and 4 – The green player has 2 TROPHY tokens. One is real but the other is fake so he tries to get rid of it. He uses the 3 moves he is entitled to. When he passes the red player he transfers the useless TROPHY token to him.
Fig. 5 and 6 – The green player has 2 TROPHY token he does not want. He moves 3. When passing the red and green players he gives each one a TROPHY token because they are already carrying 2 TROPHY token each.
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The specific advantages of each historical figure Each historical figure has a specific advantage or ability allowing it to carry out certain moves or actions which are forbidden to other players or normally against the rules. If used wisely, these special advantages may be the key to victory.
These PAWNS may use secret passageways (dotted paths), once per turn.
These PAWNS can look at 2 TROPHY tokens from the STORE-HOUSE before deciding which to keep. In other words they can pick 2 tokens from the STOREHOUSE of TROPHY tokens on the board and then look at both and choose which one for their PAWN to carry. The other is returned yellow side up to the STOREHOUSE OF TROPHY tokens on the board. It is important they do this without letting the other players see if these are real TROPHY tokens or not.
These PAWNS may rotate 180º (half-turn), only ONCE per turn. The green player can use secret passageways. He only needs one move to get from circle no. 3 to circle no. 23. Meanwhile, the red player would use up 3 moves to do so.
180º These PAWNS may look at one of their opponent’s TROPHY tokens, once per turn. If the opponent is carrying more than one TOKEN they can only peek at one, replacing it carefully on the opponent’s PAWN so no one else sees whether it is a real TROPHY token or not.
The PAWN representing King Afonso Henriques can rotate 180º ONCE per turn. In this example, the pawn only uses up 2 moves.
30 The PAWNS get an extra move. If the PAWN has no TROPHY tokens it can move 6 SPACES. If the pawn is carrying 1 TROPHY tokens, it can move 5 SPACES. If the pawn is carrying 2 TROPHY tokens, it can move 4 SPACES. If the pawn is carrying 3 TROPHY tokens, it can move 3 SPACES.
These PAWNS can swap places with any other player, once per turn. The player making the swap exchanges the figures and can decide which direction to face them. TROPHY tokens may not be stolen during a swap. After this the turn ends and the PAWN cannot move any more.
Optional rules for 2 or 3 players If there are only 2 or 3 PLAYERS, distribute 2 HISTORICAL FIGURES to each player. The objective of the game becomes collecting and keeping 6 real TROPHY tokens. Otherwise, the rules remain the same.
Important rules to remember and strategies for playing more skillfully › The direction of your PAWN is fundamental. Always pay attention to your pawn’s position since it has a crucial influence on following turns. › The special advantage of each historical figure can make a difference. Try and make best use of your figure’s abilities. › Never reveal whether your TROPHY tokens are real or not. If you can bluff about the kind of tokens you are carrying (for example, pretending they are fake) you can gain from this.
It is the blue player’s turn and he wants to swap places with the red player. The blue PAWN swaps places with the red PAWN. The player gets to decide which direction to face both pieces. If the red player were carrying a TROPHY TOKEN, the blue player could not steal it. The blue player’s turn ends. It is important to notice that before the swap the blue player could have moved normally.
The game rules end here.
› Collect TROPHY tokens either by stealing tokens from other players or by using the PLACE cards. This may depend on how far you are from the place you want to get to. Think carefully about which strategy to use.
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Summary of the rules Game Objective The first PLAYER to collect and keep 3 real TROPHY TOKENS wins.
Setting up the Game - (page 23 and 24) › Players choose a HISTORICAL FIGURE’S BASE token at random and collect the corresponding HISTORICAL FIGURE card. › All players gets 2 PLACE CARDS. They decide which of these will be their BASE and place their HISTORICAL FIGURE’S BASE token in the corresponding circle. They keep the other card without showing it to other players.
TOKEN, or on its base unloading TROPHY tokens. The turn ends and the player can face the pawn in any direction he wants. Exception 2 – On a circle at a dead-end – indicated by a circular arrow. Exception 3 – When a PAWN meets another and steals, exchanges or transfers one or more TROPHY tokens. Exception 4 – If the player’s historical figure has the special ability to do otherwise.
Collecting TROPHY TOKENS - (page 27) 1 – By landing on a circle with same number as the player’s PLACE card. 2 – By stealing TROPHY tokens another PAWN is carrying.
› Mix up the 36 TROPHY tokens and place them yellow side up on the board.
Unloading TROPHY TOKENS - (page 28)
Moves - (page 25)
A player can only unload TROPHY tokens on their BASE or onto another player.
The maximum number of moves allowed is 5. But 1 less move is allowed for every TROPHY token a pawn is carrying. A PAWN can NEVER end its turn on the same circle as another player.
The specific advantage of each historical figure - (page 29 and 30) May use secret passageways. May rotate 180º.
90º Rule - (page 26) Before each move, the PAWN can continue to face in the same direction or turn left or right 90º and follow the corresponding path. It cannot turn180º.
May swap places with another player. May pick up two TROPHY tokens and keep only one. May look at one token another player is carrying.
Exceptions to the 90º rule - (page 26) Exception 1 – If a pawn is on a circle where it picked up a TROPHY
May make ONE extra move.
FINAL AKNLOWLEDGEMENTS, NOTES AND CONTACTS Thank you for thinking of me: Verinha Alves Pereira Pais. To all of the players who generously offered to play the game and test it out, thank you everyone for your suggestions and help. Cascais area Boardgamers group: Ernesto Marques, Filipa Fernandes, Bernardo Cavaco, Mariana Neves, Teresa Anselmo, Anita Marques. From Cascais: Maria do Mar, Diana, Matilde and Mónica d’Orey, Bernardo and Taya d’Orey. Bernardo, Teresa, Maria João, Frederico, João Teixeira de Abreu. Francisco Seruya. In Portugal, there are several groups of board game enthusiasts which hold regular get-togethers open to all. Here are two of them: www.spielportugal.blogspot.com www.abreojogo.com (These two groups are completely independent and have no relation to MESAboardgames. They are entirely responsible for the contents of their websites). Translations: Eva Graburn › Text editing: Filipa Oliveira All graphics and illustrations are by Gil d’Orey. Illustrations of the historical figures and trophy are by João Menezes. To discuss anything regarding this game, please contact the designer via e-mail:
[email protected] www.mesaboardgames.pt