SEQUENCE OF PLAY
RANDOM DEPLOYMENT
1. Roll Luck o the Day on 1d6 2. Movement 3. Encounter Roll 1d6 - 1-3 encounter/4-6 no encounter Castle Reaction Attack/Avoid Encounter Reaction Combat 4. Retaining Companions 5. Request 6. Record Keeping 7. Pass Turn
2 3 4 5 6 7 8 9 10 11 12
Merlin/Morganplacementat end o game turn.
MOVEMENT RATE Mode o Travel On horseback, 1 rider/horse On horseback, 2 riders/horse On oot On ship
Surloise Scotland Lothian Northumberland Gore (1-3) Strangore (4-6) Logres (1-6) North Wales (1-3) South Wales (4-6) Cornwall Listenoise Ireland Brittany (1-2) Gaul (3-4) Benwick (5-6)
SHRINES Canterbury Llanthony Carbonek
1-2 3-4 5-6
2
Surlo Sur lois isee
Scot Sco tla lan nd Saint Sain t Andrew
Galihodin
Lot
REQUESTS Rate 3 areas 2 areas 1 area 1 area
King
Lady
(Heal) Dwar
(Heal) Adventure Service Welcome
Any Castle Ow Owner
Ad ven tu re
Tok en
h t h t r i o f r F o F
Dwar Hermit
Arthur Kn Knight
Join
Pray or Healing Arthur’s a avour
P ris on er re re le as e
(Heal) Lif En Enchantment
Lothian
3
4
Re move an an O at h
Men-at -Arms
Pilgrimage
NORT H SEA
Service Castle
ENCOUNTERS Normal Encounters 2 Monster (pg. 22) 3 Mad Knight (pg. 22) 4 Animal (pg. 18) 5 3 Knights (pg. 20) 6 1d6 Brigands (pg. 18) 7 1d6 Knights (pg .20) 8 Peas ants (pg. 22) 9 Lady - possibly w/Knights (pg. 21) 10 Goodly Hermit Man (pg. 19) 11 Dwar (pg. 18) 12 King (pg. 20) Roll 1d6 1-5 # o Knights 6 Alone
Sea Encounters (pg. 29) 2 Sea monster 3 Shipwreck 4 Storm: Go back 1 area 5 No Wind: Lose one turn 6 No encounter 7 No encounter 8 No encounter 9 Good wind: Move 1 extra area 10 Lady stowaway 11 Pirates 12 Sea monster
Forest Encounters (pg. 31) 2-5 Monster (pg. 22) 6-7 Animal (pg. 18) 8-9 Lost 10 Brigands(pg. 18) 11 Mad Knight (pg. 22) 12 Wood Nymph
River 2-7 8 9 10 11 12
Town Encounters (pg. 30) 2 Plague 3 Town Watchmen 4 1d6 Brigands (pg 18) 5 1d6 Knights(pg. 20) 6 Wanton Lady 7 Beggars 8 Lady with 3 Knights (pg. 21) 9 Priest 10 Children 11 Dwar (pg. 18) 12 King (pg. 20) Roll 1d6 1-5 # o Knights
Northumberland Listenoise 10
11
Carbonek Down
Encounters (pg. 31) Attacking Knight Animal Highwayman Flooded River Troll Lady bathing
Each combatant rolls a number o dice (as per the ollowing i a Player Knight or Knight) or according to the number o dice indicated on the Monster or Brigand chit. Highest roll wins the combat - the loser subtract a number o Wounds equal to the difference. Combat ends when one combatant has no Wounds remaining. 3 dice 2 dice +1 2 dice +1 1 die +2 to attackers roll
Dublin
A tie produces a Combat Event (pgs. 11-12) KNIGHT’S FATE Roll 2 dice and consult the ollowing: 2 Player Knight’s companions leave 1 GrantsRequest 3 Player Knight’s shield broken 2 Sends to a Shrine 4 Player Knight’s weapon broken 3 Commends on Skill 5 Player Knight’s horse is killed 4 Free Release 6 Player Knightunhorsed (horse still alive) 5 Exact Oath 7 Offer to break off combat 6 Send to King 8 Opponentunhorsed (horse still alive) 7 Demands Company 9 Opponent’s horse killed 8 Joins 10 Opponent’s weapon broken 9 Charge with an Adventure 11 Opponent’s shield broken 12 Reinorceme nt arrives (1 Knight joins the Player Knight)
10 11 12 13 14 15 16 17+
S C o o f e a l l i b e
Rob Rob Exile Declare Enemy Imprison Poison Wounds Slay Slay
FAERIE
Whitby
Serva Serv age
York
5
Abblasore
Castletown
COMBAT
On horse with lance* On horse with sword On oot with sword Unarmed I Knightly Opponent has no shield
Joyous Garde
Blank
Ireland
L5
Isle of Avalon ne r ai aine eDeg egr BeD
let t leva vale Bea B eale
Perilous
North Wales
L6
L4 aut Surha Surh
d n e la t a s W e h T
Logres
8
7
CASTLE REACTIONS Llanthony
Roll or Castle Reaction whenever a knight approaches a neutral castle. 2 Monsterattacks 8 Offers joust 3 Knights attack 9 Inorms o Adventure 4 Trick 10 Offers riendship 5 Gives a Message 11 Friendly, offers Adventure 6 Test o Virtue 12 Friendly, shows magic gateway 7 Owner not home
AWARDS & PENALTIES Adventure, succ ess ul ly completed Adventure, unsuccessully completed Aid, giving Aid, reusing Animal, slaying Arthur, being doubted by Ar thur Knight, fleeing combat Ar thur Knight, unchivalrous combat Brigand, deeating Children, enter taining Dwar, sl aying Enchantment, breaking by prayer Escort, perorming Escort, reusing to Exile, breaking Faerie, entering Hermit, attending serv ices o Hermit, ev ading Trick o Hermit, slaying Imprisoning another Player Knight Knight, deeating Knight, being deeated by Knight, slaying (possible) Knight’s Fate, ignoring Lady, abandoning by enchantment Lady, abandoning while under Summons Lady, being seduced by Lady, l oss by death o Lady, successully courting Lady, slay ing normal Lady, slay ing Enchantress Lord, abandoning by Enchantment Lord, abandoning while under Summons Lord, each additional Summons Mad Knight, c uring Monster, slaying Monster, slaying by Monster, summoned by Oath, breaking Penance, accepting Penance, rej ecting Pilgrimage, completed Prophec y S hr in e, m ed it at in gi n Token, c arried in Tour nament
6
Gore 6
L3
Wales
Stra Str ango ngor re
Vagon
8
CP
VP
+ as listed + as listed -- + 1/2 as l isted - -+6 ----+ WL -----6 ---6 - --6 + WL +1 --+3 + WL ----+6 --+6 - --6 ---12 +12 +12 --+1 --+6 ---12 - --3/turn + WL +6 or --+6 - 15 -6 - --12 - Ser vic e Award -12 - Ser vic e Award -12 + Serv ice Award - VL - Ser vic e Award -12 + Serv ice Award +6 - 20 -12 - 20 - (12-VL) -- -6 ---6 --+3 + WL + WL - --12 ---6 each time ---12 --+ listed ---12 --+12 as the Adventure aass the Adventure - --+ 1/ 1/ Tu rn rn --+6
Brandegoris Caerleon Jagent Ja gent
Sea of Mortaise
L2
London
Canterbury
Sandwich San dwich
L1 Camelot
Cornwall
Magouns
9
Isle of Wight
Tintagel
Key Castle
The Channel
The Strait
Barflete
1
Bors
Town Harbour Shrine
c k k i c w n B e 2
12 Howel
Brittany
12
Gaul
ROMA