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R3 Rules

This document provides an overview of the board game Richard III, which simulates the Wars of the Roses in England from 1455-1486 over three campaigns of seven turns each. Each turn has four phases: 1) Card phase where players play cards to determine order, 2) Action phase where players take moves, recruits, and battles, 3) Supply phase where blocks check for losses, and 4) repeat phases until the turn ends. The mapboard depicts areas of England and Wales that blocks move between, and includes cities and cathedrals that provide combat bonuses.

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0% found this document useful (0 votes)
231 views8 pages

R3 Rules

This document provides an overview of the board game Richard III, which simulates the Wars of the Roses in England from 1455-1486 over three campaigns of seven turns each. Each turn has four phases: 1) Card phase where players play cards to determine order, 2) Action phase where players take moves, recruits, and battles, 3) Supply phase where blocks check for losses, and 4) repeat phases until the turn ends. The mapboard depicts areas of England and Wales that blocks move between, and includes cities and cathedrals that provide combat bonuses.

Uploaded by

dada.magliari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Richard III

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 Henry of Lancaster
higher card is Player 1 that Game Turn. Henry VI, 1421–1471
The Pretender is Player 1 on ties. But all his mind is bent to holiness
Event cards have a special action To number Ave Marias on his beads
defined on the card. The player of an His champions are the prophets and apostles
Event card is always Player 1. If both His weapons holy saws of sacred writ.
plays are Event cards, the AP values on Henry VI Part II, Act I, Scene III.
the two cards determines Player 1, but if
INTRODUCTION still tied, the Pretender is Player 1.
NOTE: Players must play a card, but can
The Wars of the Roses lasted thirty- Rulebook Organization
do nothing if desired. Actions cannot be
two years, from 1455–86. However, it was This rulebook is formatted so that the sidebar
saved for future use.
not a continuous war. Battles tended to be (this column) contains examples, clarifications,
bloody, and neither side could afford to and historical commentary to help you
1.2 Action Phase (5.0)
maintain a permanent army of any size. understand and enjoy this game.
Player 1 plays, then Player 2. Card
Most military campaigns lasted only a few values (ø-4) equal Action Points (AP).
months, separated by 6-12 years of uneasy Each Action Point allows: Margaret of Anjou
peace.
• 1 Move: any/all blocks in one area Henry VI was not a warrior king, but his
dynamic queen, Margaret of Anjou, made up
Players may move one or two areas, but must
for his lack. Ruthless and driven to preserve the
The game is intended for two players. stop if entering an enemy-occupied
throne for her son, she was defeated only with
One player represents the House of area. See 5.0. the death of Prince Edward at Tewkesbury in
Lancaster (red), the other the House of • 1 Recruit: Choose one block from 1471. Margaret is listed on the Henry VI block
York (white). During the game, either your pool and deploy at full strength on which would otherwise be rated C2.
player may hold the throne and is called the map. See 5.4. Blocks cannot move
the King. The other player is called the in the same turn they are recruited.
Pretender. These roles can change more Richard III
Choose them after all movement is It is possible to play this game and never have
than once. The game starts with the House complete, or place them face-down
of Lancaster as King, and the House of York the Duke of Gloucester become Richard III.
until you have completed all movement. History is changed with each game.
as Pretender.
EXAMPLE: Card AP3 allows 3 Moves, or Richard, Duke of York died at the Battle of
THE CARDS 2 Moves and 1 Recruit, or 1 Move and 2 Wakefield in 1460. His eldest son became
The game has twenty-five (25) cards, Recruits, or 3 Recruits. Edward IV a few months later. If York had
nineteen (19) Action cards and six (6) survived Wakefield, he would likely have
Event cards. At the beginning of each 1.3 Battle Phase (6.0) become Richard III in 1461. This often happens
After both players have completed all in this game.
Campaign, the cards are shuffled, and seven
(7) cards are dealt face-down to each player. movement, battles are fought by opposing Gloucester was the youngest of York's four
The remaining cards are not used this blocks in the same area. They are fought sons. It took the brutal murder of Rutland by
one at a time in any sequence determined Lord Clifford (after Wakefield), the execution
campaign. of Clarence for treason, and the early death at
by Player 1.
age 40 of Edward IV to bring him the crown.
CONTENTS Even then he had to overcome a little matter of
• Game Map 1.4 Supply Phase (7.0)
Players simultaneously determine if two princes, sons of Edward IV. Gloucester has
• 63 blocks (31 red, 31 white, 1 black). a very good chance of becoming king in this
Supply Limits (7.1) and Exile Limits (7.2)
game, perhaps as Richard IV, but he may also
• Label sheet (for blocks) apply. Take losses as necessary. die in battle before gaining the crown.
• Cards (25) Repeat phases 1–4 until all seven (7)
• Dice (4) cards are played.
• Rules

Copyright © 2009 Columbia Games and Jerry Taylor 1 Version 1.02


Richard III
2.0 MAPBOARD 2.4 Cities
Seven cities are shown on the map:
The mapboard depicts England and Bristol, Coventry, London, Newcastle,
Wales in the 15th century. The Lancaster Norwich, Salisbury, and York – four cities
player sits at the north edge of the map, favor Lancaster (red names) and three
the York player at the south edge. favor York (white names). Each city has a
specific levy block. Levies are +1 firepower
2.1 AREAS
(C3=C4) when defending their city.
The map is divided into areas to
govern the movement and location of 2.5 Cathedrals
blocks. Areas are separated by yellow, Two cathedrals exist, Canterbury and
blue, or red borders (5.21) which restrict
York, the centers of the two archdioceses.
movement.
Areas can be Friendly, Enemy,
The associated church block is +1 Richard Plantagenet
firepower when defending its cathedral. Duke of York, 1411 –1460
Vacant, or Contested. Changes to area
control are effective immediately. 2.6 WALES And, by my soul, this pale and angry rose
Friendly: area occupied by one or Wales consists of four areas: Pembroke, As cognizance of my blood-drinking hate
more of your blocks. Caernarvon, Powys, & Glamorgan. These Will I forever, and my faction wear
areas can be freely used by either player. Until it wither with me to my grave
Enemy: area occupied by one or more
They are not exile areas. The Welsh block Or flourish to the height of my decree.
enemy blocks.
is +1 firepower (A2=A3) when defending Henry VI Part I, Act II, Scene IV.
Vacant: area containing no blocks. any of the four areas of Wales.
Contested: area containing blocks of
both players, awaiting Battle Resolution. 2.7 EXILE
Each player has two exile areas:
2.2 ShieldS Lancaster: France & Scotland Shields
The major estates for nobles are Most noble shields depict heraldic arms,
York: Calais & Ireland sometimes in the simplified form found on
indicated by shields. Some areas contain
shields for two or more different nobles, These areas can never be attacked or banners and worn by retainers. A major
entered by the enemy player. exception is the House of York who are all shown
and some nobles have shields in two or
bearing the famous Sun in Spendor badge of
more different areas. Edward IV. Their actual arms are too similar
2.71 Ireland
Shields provide a combat benefit of +1 Ireland is home for the Irish block. to those of the House of Lancaster. We have
firepower (B2=B3) for their noble(s) when Movement to/from Ireland requires a Sea also given historical badges to three Nevilles
defending (not attacking). The defensive (Kent, Salisbury, Warwick) and to the Earls of
Move (5.3) through the Irish Sea zone. Pembroke and Devon.
benefit applies for the Defender, even if
the noble moves there this Game Turn, or 2.72 Scotland Royal Shields
defects during battle. Scotland is home for the Scots block. Three of the five Lancaster royal shields are
When two or more heirs defend a Lancaster blocks can enter Scotland by home to specific heirs. For example, Dorset
shield (or Crown: see 2.3) only the senior move, retreat, or regroup. is the home shield for Somerset, but becomes
available to any Lancastrian heir should
heir present at the instant of fire gains the
2.8 Seas Somerset be killed.
combat benefit.
York has three shields on the map. 2.81 Sea Zones Battle Sites
Any York heir can use any of them as There are three Sea Zones: North The main battles of the war are shown on the
Sea, English Channel, and Irish Sea. Kent map, red for Lancastrian victories and white for
home shields. Lancaster has five shields,
separates the North Sea from the English Yorkist victories.
but three of them are specific: Exeter
(Cornwall), Somerset (Dorset), and Channel. Cornwall separates the English Castles & Towns
Richmond (Pembroke). A Lancaster heir Channel from the Irish Sea. Scotland The small orange circles are significant castles
can use these shields only if the assigned separates the North Sea from the Irish Sea. and towns. They are included only for historical
noble is dead. interest.
2.82 Islands
The Isle of Wight and Anglesey Cathedrals
2.3 Crowns are unplayable islands. The Isle of Man The church had huge landholdings and bishops
Some areas contain a Crown symbol. often had the right to raise troops. Loyalty was
contains one of two shields for Lord
Each crown provides the same defensive an issue since many bishops were younger sons
Stanley. Movement to/from this island
benefits of a shield (2.2) to the current of powerful nobles. For example, a Bourchier
requires a Sea Move (5.3). was Archbishop of Canterbury, and a Neville
King or one royal heir.
became Archbishop of York.
IMPORTANT: The senior royal heir 2.83 Ports
in a battle is +2 firepower defending his All coastal areas contain minor ports, Exile Areas
shield and a crown. Hence, Exeter defends but several contain a ship symbol that Movement to/from Exile requires a Sea Move
Cornwall at A3, but a more senior heir, if designates a major port. Ports improve except for Scotland. None of them can be
present, would get the crown +1 instead. Sea Movement (5.3). attacked

Copyright © 2009 Columbia Games and Jerry Taylor 2 Version 1.02


Richard III
3.0 armies 3.2 BLOCK TYPES
One label must be attached to the face 3.21 Heirs
of each block. Lightly position each label, Both sides have five (5)
ensure it is straight, and then press firmly heirs to the throne, each
to the block. with a crown symbol.
White: House of York (31) Heirs are ranked from 1
Red: House of Lancaster (31) (senior) to 5 (junior) on the
Black: Rebel (1) lower right. The current
senior heir of each player is the King or
3.1 block DATA Pretender as applicable. Heirs of the
3.11 Strength
King are called royal heirs. An heir has +1 Edward Plantagenet
firepower (A3=A4) defending his shield. A Earl of March,
The current strength of a block is royal heir is also +1 defending a crown.
the number of diamonds on the top edge Edward IV, 1442–83
when the block stands upright. Blocks can 3.22 Nobles Dazzle mine eyes, or do I see three suns
have a maximum strength of 4, 3, or 2. Nobles are identified Tis wondrous strange, the like yet never heard
Strength determines how many six- by shields. The blocks I think it cites us, brother, to the field
sided dice (d6) are thrown for a block in represent the noble and That we the sons of brave Plantagenet
combat. A block at strength 4 rolls 4d6 his armed retinue. Nobles Each one already blazing by our meeds
(four six-sided dice); a block at strength 1 bearing a red rose (top Should join our lights together
rolls 1d6. left) are always loyal to the And overshine the earth.
For each hit taken in combat, the House of Lancaster; those bearing a white Henry VI Part 3, Act II, Scene I.
block’s strength is reduced by rotating rose are always loyal to the House of York.
the block 90 degrees counter-clockwise. Non-rose nobles can support either
The sidebar shows the same noble block side. There are two versions of these Label Sheet
(Salisbury) at strength 3, 2, and 1. blocks, red when loyal to the House The upper labels on the die-cut sheet are
of Lancaster, and white when loyal to for York (white blocks) and lower labels for
3.12 Combat Rating the House of York. Only one of these Lancaster (red blocks). The Rebel label in the
The Combat Rating is indicated by a middle row, separates the two sides and goes on
blocks can be in play at the same time. the black block.
letter and number, such as A2 or B3. The Nobles have +1 firepower (B2=B3) when
letter (initiative) determines when a block defending their shield(s). Fog-of-War
has a battle turn. All A blocks go first, then Surprise is an exciting aspect of this game.
all B blocks, then all C blocks. The number 3.23 Church Except when fighting a battle, active blocks
(firepower) indicates the maximum roll Two blocks, Canterbury stand upright facing the owner. This promotes
that will score a hit. See 6.4. and York, represent the bluff and innovative strategies because players
are uncertain of the strength or identity of an
power and influence of
3.13 Loyalty the church. Each counts as
enemy block.
Some blocks have a Loyalty Rating,
one noble for Usurpation.
noted on the top left of the block. Blocks
These blocks have +1
with a crown in that location are heirs.
firepower (C2=C3) when defending their Step Reduction
Blocks with a red or white rose are
cathedral.
loyalists who never defect. Blocks with
Loyalty Ratings of 1, 2, or 3 may defect 3.24 Levies
with a successful Treachery Roll (6.9). Both players have one
IMPORTANT: Some blocks have levy block for each city
different Loyalty Ratings for the two sides. of their color, plus a Strength 3 Strength 2 Strength 1
For example, Rivers has Loyalty 1 as a Bombard. Levies start in
Lancastrian, but Loyalty 2 as a Yorkist. each player's pool and
LOYALTY Strength
NEVILLES: This powerful family is are deployed on the map (Maximum 4)
(1)
represented by three (3) blocks: Warwick, as noted in 5.4. Levies have +1 firepower
Salisbury, and Kent. They have a special (C2=C3) when defending their city.
family Loyalty Rating. See: 6.91.
3.25 Mercenaries
3.14 Name & Title Both players have three (3) Mercenaries:
In most cases the family name is given Lancaster: French, Scots, Welsh.
vertically to the left of the shield. If there York: Burgundian, Calais, and Irish.
is no family name then it is the same as the COMBAT
title (such as Stanley). 3.26 Rebel (B2)
Black block that fights for the FAMILY
Pretender. NAME TITLE

Copyright © 2009 Columbia Games and Jerry Taylor 3 Version 1.02


Richard III
4.0 SETUP 4.4 HOUSE OF YORK (1460)
Duke of York (Pretender): Ireland
The game is divided into three (3)
Earl of Rutland: Ireland
Campaigns of seven (7) Game Turns.
Irish Mercenary: Ireland
Each campaign is linked by a Political Turn
(8.0). Choose sides, Lancaster or York. Earl of March: Calais
Earl of Warwick: Calais
4.1 DEPLOYMENT
Both players deploy blocks in the areas Earl of Salisbury: Calais
noted. Blocks are deployed upright at full Earl of Kent: Calais
strength. Calais Mercenary: Calais
Burgundian Mercenary: Calais
4.2 Pool
Each player maintains a pool off-map
Duke of Norfolk: Pool Henry Holland
Duke of Suffolk: Pool Duke of Exeter, 1430–75
that contains blocks to be recruited. These
Earl of Arundel: Pool
blocks stand upright, unseen by your Oh piteous spectacle! Oh bloody times!
Earl of Essex: Pool
opponent. Recruits are chosen from your Whilst lions war, and battle for their dens
Earl of Worcester: Pool
pool and deployed on the mapboard as Poor harmless lambs abide their enmity.
Lord Hastings: Pool
indicated in 5.4. Henry VI Part 3, Act II, Scene V
Lord Herbert: Pool
4.3 HOUSE OF Lancaster (1460) Canterbury (church): Pool
Henry VI (King): Middlesex London (levy): Pool
Duke of Somerset: Dorset Norwich (levy): Pool
Duke of Exeter: Cornwall Salisbury (levy): Pool
Earl of Devon: Cornwall Bombard: Pool
Earl of Pembroke: Pembroke (Wales) Rebel: Pool
Earl of Wiltshire: Wilts Duke of Clarence: Minor Scenarios
Earl of Oxford: Essex Duke of Gloucester: Minor Players have the option to start the game with
Viscount Beaumont: Lincoln Campaign 2 or Campaign 3 for historical interest
Lord Clifford: North Yorks Duke of Exeter: Enemy Noble or just to play a shorter game. Scenarios can be
French Mercenary: France Duke of Buckingham: Enemy Noble found for these on our website:
Scots Mercenary: Scotland Earl of Northumberland: Enemy Noble [Link].
Earl of Westmoreland: Enemy Noble Optionally, email info@[Link] and
Duke of Buckingham: Pool Earl of Shrewsbury: Enemy Noble we will return a PDF of these scenarios.
Earl of Northumberland: Pool Lord Rivers: Enemy Noble
Earl of Shrewsbury: Pool Lord Stanley: Enemy Noble
Earl of Westmoreland: Pool York (church): Enemy Noble Event Cards
Lord Rivers: Pool Surprise: Move one group. Border Limit is +1
Lord Stanley: Pool to cross all borders. May be used for normal Sea
Bristol (levy): Pool Movment.
Coventry (levy): Pool 4.5 MINOR HEIRS Force March: Move one group. Blocks can
Newcastle (levy): Pool Both players start the game with three move up to 3 areas and may attack. Sea
York (levy): Pool (3) heirs in play. Absent are Clarence and Movement not allowed. Border Limits apply.
York (church): Pool Gloucester for York, and Prince Edward Muster: Designate one friendly or vacant area.
Bombard: Pool and Richmond for Lancaster. These heirs Any/all friendly blocks can move normally
Welsh Mercenary: Pool are minors when the game starts. to reach the muster area. Sea Movement not
When an heir is killed, the most senior allowed.
Prince Edward: Minor
minor heir enters play (see 6.82) at the Piracy: APs must be used for Sea Moves.
Earl of Richmond: Minor Attacking is allowed, but no port-to-port bonus.
beginning of the next Supply Phase. Note
Canterbury (church): Enemy Noble that Prince Edward is Lancastrian heir #2. Attacking blocks can only Retreat/Regroup to
a friendly/vacant coastal area in the same sea
Duke of Clarence: Enemy Noble
4.6 ENEMY NOBLES zone. Retreat/Regroup limits are the same as
Earl of Warwick: Enemy Noble Sea Move limits.
Earl of Salisbury: Enemy Noble Blocks listed as Enemy Noble have two
versions, one York and one Lancaster. Treason: Move one group. One Treachery roll
Earl of Kent: Enemy Noble can be made in any battle (started by you or
The enemy version starts the game as an
enemy block, but can change sides with the enemy player) before it begins. The King,
Pretender, or Warwick need not be present.
Treachery Rolls (6.9). Keep your version
off-map along the east edge of the map Plague: Choose one enemy city area. All blocks
until a defection occurs. there lose one step, even if eliminated.

Copyright © 2009 Columbia Games and Jerry Taylor 4 Version 1.02


Richard III
5.0 ACTIONS 5.3 SEA MOVES
Each AP allows one (1) block to move
5.1 Cards from one coastal area to another friendly
Movement is controlled by the or vacant coastal area within the same
available Action Points (AP) on the card Sea Zone (2.81). This is a separate AP
played. There are 25 cards in the game, expenditure from a Land Move.
6xAP2, 7xAP3, 6xAP4, and 6 Event cards. Blocks must start and end their Sea
Event cards have a special action Move in a coastal area (or exile). They
defined on the card. Both the AP value and cannot also move by land in the same turn.
event are played, but the APs must be used Blocks can Sea Move only to friendly
only for that event. Event card priority still or vacant coastal areas, not to enemy or
applies – e.g, event card APø has higher contested areas. George Plantagenet
priority than a normal AP4. Blocks in Calais can Sea Move to Duke of Clarence, 1449–78
A hand that totals AP13 (or less), areas on the English Channel or North Sea. When we saw our sunshine made thy spring
including Event Cards, constitutes a Blocks in France can Sea Move to areas And that thy summer bred us no increase
mulligan. A player holding a mulligan may on the English Channel or Irish Sea. We set the axe to thy usurping root
show that hand and request a redeal. This Blocks located in Cornwall, Kent, and And know thou, since we hath begun to strike
can only be done once per campaign. The Scotland may Sea Move to areas on either We'll never leave 'til we hath hewn thee down
opponent may choose to keep his own connecting Sea Zone. Or bath'd thy growing with our heated bloods.
cards or not. Reshuffle all available cards.
Blocks cannot Sea Move to/from Henry VI Part 3, Act II, Scene II
5.2 LAND Moves Hereford, Gloucester, or South Yorks. They
For one (1) Action Point, a player may can Sea Move to Middlesex.
activate any/all blocks in one area for Blocks cannot Retreat/Regroup by Sea Move Example
land movement. Blocks move one or two Move unless using the Piracy card. For 1ap, a player may move any/all East Anglia
areas. Active blocks may move to the same blocks to one or more of Essex, Middlesex,
The Scots, Welsh, Rebel, and City Rutland, Leicester, and Lincoln. The river border
or different areas as desired. Levy blocks can never Sea Move. limits 3 blocks crossing directly to Rutland,
Blocks may pass freely through friendly although 3 more could get there via Essex.
blocks, but must stop and fight a battle 5.31 Ports
when they enter an enemy or contested A player can Sea Move two blocks for Pinning Example
area. Blocks only move once per turn, AP1 when moving from one major port Five (5) blocks defend Chester. Three (3) blocks
except to Retreat or Regroup. (2.83) to another major port. Both blocks attack from Derby and one (1) from Warwick.
Assuming the Derby blocks are the Main Attack,
must start in the same major port and
5.21 Border Limits a total of 3 blocks in Chester are pinned, but
move to one Major Port. 2 are unpinned and may leave except via the
The maximum number of blocks
Derby or Warwick borders.
that can cross any border per Game Turn 5.4 Recruits
depends on its color: Players may spend any/all Action Estuaries
Points (AP) to recruit blocks from their Blocks in Glamorgan seeking to march to
Yellow: 4 blocks
pool. Recruited blocks can NOT move in Somerset, must first move to Hereford, then to
Blue: 3 blocks Gloucester, then to Somerset.
Red: 2 blocks (must stop). the turn they are built. Choose and deploy
one (1) block per AP. Deploy recruits at full Blocks cannot move from Glamorgan to
Border limits apply to each player. strength. They do not have to be revealed. Somerset, East Yorks to Lincoln, or Kent to Essex.
Both players can move two blocks across They can make these moves only by Sea Move.
the same red border. Note that blocks must Nobles: deploy in a friendly or vacant
Blocks cannot Sea Move to South Yorks,
stop after crossing a Red border. area containing their shield.
Hereford, or Gloucester, but Middlesex (London)
Example: Five (5) blocks in Middlesex Church: deploy in a friendly or vacant is a port.
wish to move to Oxford. Four (4) can area containing their cathedral.
Sea Zones
move directly to Oxford while one (1) must Levies: deploy in a friendly or vacant Blocks in Cornwall can Sea Move to any friendly
move via Leicester or Sussex. area containing their city. or vacant area on the English Channel or the
Bombard: deploy in any friendly city area. Irish Sea. Blocks in Kent can Sea Move to any
5.22 Pinning friendly or vacant area on the English Channel or
Rebel: deploy in any vacant area, but not
Blocks entering an enemy-occupied the North Sea. Blocks in Scotland can Sea Move
area are Attacking; the enemy blocks are an exile area. to any friendly or vacant area on the North or
Defending. Mercenaries: Five mercenaries Irish seas.
Attacking blocks (excluding Reserves) always start in an exile location.
Sea Moves Example
prevent an equal number of defending They are recruited simply by moving AP2 could allow 4 blocks to Sea Move from
blocks from moving. The Defender them normally. The Welsh start in the Calais to Sandwich, or to any other port in the
chooses which blocks are pinned. The Lancastrian pool and deploy in any English Channel or North Sea zones. Two blocks
"unpinned" blocks may move normally and friendly or vacant area of Wales. could also go to one port and two blocks to
even attack, but cannot cross any border Important: players may NOT add another port. Two blocks could also go to one
used by enemy blocks to enter that battle. steps to existing blocks during a campaign. 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 now the Attacker for further combat, and
must retreat in Round 4 if necessary.
6.1 Battle SEQUENCE Blocks moved by Player 2 to reinforce
Battles are fought one by one after all
a battle started by Player 1 are Reserves.
moves are completed. Player 1 determines
A maximum of two different borders
which battle to fight first. Reveal blocks
are allowed and reserves arrive to fight
in that battle by tipping them forward to
starting in Round 2.
maintain current strength. After the battle
is completed, stand all blocks upright, then Example: York player attacks Essex
Player 1 selects the next battle. from Rutland with 3 blocks (main attack)
and from Middlesex with 2 blocks.
6.2 Battle TURNS Lancastrian player has 2 blocks defending
Each block has one Battle Turn per Essex, but moves 3 blocks from East Anglia
Battle Round. In its turn, a block may to Essex. Round 1 has 3 Rutland blocks Richard Plantagenet
either Fire, Retreat, or Pass, except attacking 2 defending Essex blocks. The Duke of Gloucester
Retreat is not allowed in Round 1. The Middlesex and East Anglia blocks are Richard III, 1452-1485
sequence of turns depends on combat Reserves that arrive for Round 2.
Conscience is but a word that cowards use
ratings. “A” blocks go before “B” blocks,
then “C” blocks. Defending “A” blocks go 6.4 Battle HITS Devis'd at first to keep the strong in awe
before Attacking “A” blocks, and so on. Each block in its Battle Turn rolls as Our strong arms be our conscience, swords our law
many dice as its current Strength. A hit is March on, join bravely, let us to the pell-mell
Exception: Bombards are A3 for
scored for each die roll equal to or lower If not to heaven, then hand in hand to hell.
round 1, but D3 in later rounds. They
than the block’s Combat Rating. Richard III, Act V, Scene III
never get A3 if they enter a battle as
Reserves. Example: Stanley 3 rolls 3 dice. He
has B2 combat: all rolls of 1 & 2 are hits,
After all blocks have taken one Battle
otherwise misses.
Turn, one Battle Round has been fought. Recruiting
Battles are fought for a maximum of four All hits by one block are applied
Some areas contain two or three deployment
(4) battle rounds. Attacking blocks must immediately to the enemy block with symbols. For example, Northumberland
retreat during Round 4 in their normal the highest current Strength. If a block is contains a shield (Northumberland) and a City
battle turn. eliminated, surplus hits apply to the next (Newcastle). The Lancastrian could expend 2ap
highest Strength enemy block, etc. If two and recruit the noble Northumberland and the
6.3 Battle Reserves or more blocks have the highest Strength, Newcastle levy in the same turn. Similarly, East
A player may attack via one, two or the owner chooses which to reduce. Anglia contains two shields and one city. Here
three different borders, up to the limits of the York player could spend 3ap and raise three
Blocks defending their shields, crowns,
each border. Attacking via four different blocks from his pool – the nobles Norfolk and
cathedrals, and cities have a defensive
Suffolk, plus the Norwich levy.
borders is prohibited. Blocks crossing the benefit of +1 firepower. See: 2.2/2.3.
various borders need not start their turn in Battle Example
the same area. 6.5 HEIR Charges Herbert (A2) and Clarence (B2) attack Rivers
The senior heir present in each (B2). The Battle Turn sequence for each round
One border (attacker choice) must be
battle at the instant of fire has the option is: Herbert (A2), Rivers (B2), and Clarence (B2).
declared the Main Attack. Blocks using
other borders are placed in Reserve. to Charge. The charging heir fires at a Battle Hits
named enemy block at normal firepower. Unlike most block games, all hits from one firing
Example 1: York has 2 blocks in Wilts
Surplus hits are forfeit. If the target block are applied to the highest strength enemy
and 4 in Kent. Both groups attack Sussex.
survives the charge, it gets one bonus fire block. Only if that block is eliminated do surplus
The Attacker declares the Kent group his
(normal firepower) at the charging block hits carry over to the next strongest block.
Main Attack. This can result in one key enemy block being
immediately.
Example 2: Lancaster has 1 block in eliminated by one devastating fire, not unlike
each of Middlesex, Oxford, and Gloucester. 6.6 Retreats what happened to the Duke of York, Warwick,
Expending AP3, these blocks combine for Each block may retreat (instead of and Richard III.
a Main Attack against 2 York blocks in attacking) on its Battle Turn, except blocks Attacker/Defender
Sussex via the Oxford/Sussex river border. can never retreat on Battle Round 1. Because both players move before combat, a
Reserve blocks may not fire, retreat, • Blocks must retreat to adjacent friendly player can be the Defender in some battles, and
or take hits in Round 1. They arrive at the the Attacker in others.
or vacant areas. They may retreat to
start of Round 2 to take normal turns. multiple adjacent areas via different Pursuit
EXCEPTION: If all Round 1 blocks are borders. Many casualties occured from pursuit. This is
eliminated, Reserve blocks for that side naturally handled by the game system. A block
• Blocks may not retreat via borders that
wishing to retreat must await its normal battle
immediately deploy. They cannot fire were used by the enemy player to enter turn. If the Defender survives three battle
until Round 2, but take hits normally from the battle. When both players have rounds, the Attacker must retreat during round
unfired enemy blocks during Round 1. crossed the same border, only Player 2 4, but takes fire from Defender blocks that have
CONTROL changes if all defending blocks may retreat via this border. an earlier battle turn.
are eliminated in Round 1. The Defender is

Copyright © 2009 Columbia Games and Jerry Taylor 6 Version 1.02


Richard III
• Border limits apply to retreating blocks 6.9 Treachery RollS
each Battle Round. Some nobles were unreliable on the
• Blocks that cannot retreat when battlefield and several upset victories
required are eliminated. resulted from treachery.
The King, Warwick, and Pretender
6.7 REGROUPs may each attempt one (1) Treachery Roll
When a battle ends the victor per battle (if present). A Treachery Roll is
(Attacker or Defender) may Regroup. made in a normal Battle Turn instead of
All victorious blocks (including any in firing or retreating. Choose an enemy block
Reserve) may move to any adjacent (not in Reserve) and roll as many dice as
friendly or vacant areas, never to enemy or the target's Loyalty Rating. If all numbers
contested areas. Border Limits (5.21) apply. (not the total) rolled are EVEN the block
defects to your Reserve at current strength Henry Tudor
6.8 ELIMINATED BLOCKS and fights normally starting next round. Henry VII, 1457–1509
6.81 The King is Dead EXAMPLE: Treachery Roll is made by the This pretty lad will prove our country's bliss
The King is dead; long live the King! King to convert Northumberland, loyalty His looks are full of peaceful magesty
The senior royal heir becomes king at his 2. Two dice are rolled. If both numbers are His head by nature fram'd to wear a crown
current location (even exile) and strength even, Northumberland defects. His hand to wield a sceptre; and himself
at the beginning of the next Supply The same block can receive three Likely in time to bless a regal throne.
Phase. The location of the new king must Treachery Rolls in one battle, such as Henry VI Part 3, Act IV, Scene VI.
be announced. If the senior royal heir is a one each from the Traitor card, the
minor, see 6.82. Pretender, and Warwick. A Treachery Roll
cannot be made to regain a defected block
6.82 Death of an Heir in the same battle.
Heirs are permanently eliminated when Example Game Turn
killed. The enemy player keeps them off- 6.91 Warwick •Deploy forces as per 4.4 and 4.5.
map as a record of the game. Kent and Salisbury have a small Game Turn 1
When an heir is killed, the senior "Warwick" shield instead of a Loyalty •Card Play: York 3, Lancaster 3. Cards are tied,
minor enters play at the beginning of the Rating. These blocks have a Loyalty Rating but Pretender (York) is Player 1 on ties.
next Supply Phase. of 2, but only 1 if Warwick is making the •York (Player 1): Sea Move Warwick &
Salisbury from Calais to East Anglia (port to port
Royal heirs enter in any friendly or Treachery Roll.
so both sea moves cost 1 AP). Recruit Norfolk
vacant Crown area. Pretender heirs enter Warwick cannot make a treachery roll noble and Norwich Levy in East Anglia to
in either Exile area. on Northumberland or Westmoreland. complete 3 actions.
•Lancaster (Player 2): Move Oxford block to
6.83 Death of a Noble
Rose nobles are permanently 7.0 SUPPLY PHASE Middlesex. Move Beaumont block to Middlesex.
Bombard is recruited and deployed in Middlesex.
eliminated. Other nobles (and church) go 7.1 SUPPLY LIMITS •Supply Phase: No battles were created. Neither
to the owner pool face-down. They cannot Each area can supply up to four (4) player has supply problems. Both players now play
be recruited again this campaign. blocks without penalty. When more than one new card and another Game Turn is played.
Exception: The Neville blocks Kent, four blocks exist in one area in the Supply
Salisbury, and Warwick, are permanently Phase, each surplus block (owner choice) Battle Treachery
killed. is reduced one step. Blocks eliminated by Several battles were decided by treachery.
supply limit are treated as per 6.8. The Battle of Northumberland ended with a
6.84 Death of a Levy Yorkist victory after Lord Gray, defending the
CITIES: The Supply Limit in areas Lancastrian left, switched to support York.
Eliminated City levies and Bombards containing a city is five (5) blocks.
go to the owner pool face-down. They Most famous of all was the Battle of Bosworth
cannot be recruited again this campaign. Field where Stanley defected to the Lancastrian
7.2 EXILE LIMITS side before the battle, and Northumberland,
Calais and France can each supply up declined to fight on a pretext that took one third
6.85 Death of a Mercenary to four (4) blocks, plus local mercenaries. of Richard III's army out of the fight.
Eliminated mercenaries go to their Ireland and Scotland can supply two
home area face-down, except the Welsh (2) blocks plus the local mercenary.
go face-down to the Lancastrian pool. Extra blocks (owner choice) are subject Defecting Nobles
Mercenaries cannot be recruited again this to normal Supply Penalty. Extra blocks Unlike Hammer of the Scots, nobles in this
campaign. (owner choice) are also sent to the player game can only change sides from a Battle
pool during Campaign Reset (8.5). Hence, Treachery roll. They do not automatically switch
6.86 Death of a Rebel with three York blocks in Ireland, but the sides if killed. Instead, heirs, roses, and Nevilles
The Rebel if eliminated goes to the are permanently dead, and the others return to
Irish block is absent, one exile is subject the owner's pool.
Pretender pool face-down. It cannot be
to one step loss each Supply Phase. If still
recruited again this campaign.
overstacked, one exile (owner choice) goes
to the pool on reset.

Copyright © 2009 Columbia Games and Jerry Taylor 7 Version 1.02


Richard III
8.0 POLITICAL TURN 9.0 Victory Index
A campaign ends when all seven (7) Eliminate all five (5) enemy heirs for Areas and Control 2.1
Game Turns have been played. an instant victory. Otherwise, after the Battles 6.0
third Campaign, play through Usurpation Charges 6.5
A Political Turn is now played during
(8.2) of the Political Turn. Whoever is King Hits 6.4
which the Pretender can usurp the throne, Reserves 6.3
and armies prepare for the next campaign. wins the game.
Retreats 6.6
Play the political actions in the exact Turns 6.2
order given. 9.1 Clarence & Exeter
Two heirs, Exeter (Lancaster) and Blocks 3.0
Clarence (York) are subject to Treachery Bombard 3.24, 5.4, 6.2
8.1 LEVIES DISBAND Border Limits 5.21
Levies, Bombards, and Welsh return rolls and can defect to the other side.
Cards 1.1, 5.1, 8.5
to the owner's pool. Mercenaries return to They cannot defect if they are the King or
Cathedrals 2.5
their home areas. Rebel block disbands. Pretender. If they do defect: Church 3.23
•They are not heirs for their new side, Cities 2.4
8.2 USURPATION just nobles who count for usurpation. Clarence & Exeter 9.1
Usurpation occurs when the Combat Rating 3.12
•They are not heirs (or nobles) for their
Pretender controls a majority of nobles Crowns 2.3
original side, but regain that status if
and heirs. Each church block counts as Deployment 4.0
they defect back to that side.
one (1) noble. Occupation of London Eliminations 6.8
(Middlesex) also counts as one (1) noble. •They can be executed (eliminated) Event Cards 5.1
during any Supply Phase to ensure they Exile 2.7, 8.3
Exclude any blocks in exile, Isle of never defect back to their original side. Friendly Area 2.1
Man, or the pool. Ties are won by the
•No minor heir is activated to replace Game Turns 1.0
King.
them unless that heir is killed or Heirs 3.21
If Usurpation occurs, the Pretender's Arrival 4.5
executed.
senior heir becomes King. The former Death 6.82
King is deposed and must go to exile as •When required to go home as an Initiative 1.1
the Pretender. enemy noble, Exeter goes to Cornwall, Ireland 2.71
and Clarence to any vacant York Islands 2.82
8.3 Pretender Goes Home shield, otherwise to the friendly pool. King 3.21, 6.9
The Pretender and his heirs on map Usurpation 8.2
must go to exile. Nobles/church on map Death 6.81
go to their own shield/cathedral, but if Levies 3.24
enemy-occupied, then to the friendly pool. Deploy 5.4
NOTE: Warwick cannot return to Calais Credits Disband
Elimination
8.1
6.84
if Lancastrian. Subject to Exile Limits Game Design: Tom Dalgliesh
Loyalty 3.13, 6.9
(7.2), nobles Salisbury and Kent (if Jerry Taylor
Mercenaries 3.25, 6.85
Yorkist) may also go to Calais if their Movement 5.0
Developer: Grant Dalgliesh
shield(s) are enemy-occupied. These three Land Movement 5.2
Nevilles may also go to each other's shields Art/Graphics: National Portrait Gallery Sea Movement 5.3
if their owner is dead. Mark Mahaffey Nobles 3.22
Tom Dalgliesh Death 6.83, 8.5
8.4 King Goes Home Shields 2.2, 8.3, 8.4
The King and royal heirs on map Contributors: Kevin Duke
Pinning 5.22
return to their shield or any crown area. Stan Hilinski Political Turn 8.0
Nobles/Church on map go to their own Mark Kwasny Ports 2.83, 5.31
shield/cathedral, but if enemy-occupied, Nate Merchant Pretender 3.21
then to the friendly pool. Bill Powers Rebel 3.26, 5.4, 6.86
David Rayner Recruits 5.4
Important: For both players, blocks Joe Schweninger Regrouping 6.7
currently in exile must remain in exile. Mike Spurlock Retreats 6.6
8.5 CAMPAIGN RESET Scotland 2.72
All face-down blocks in the pool Sea Moves 5.3
Columbia Games, Inc Seas & Sea Zones 2.8
stand-up and are available to be recruited
POB 3457, Blaine Setup 4.0
in the upcoming campaign. Move the
WA 98231 USA Shields 2.2
Rebel block to the Pretender pool. All
360/366-2228 Supply Phase 1.4, 7.0
blocks in the pool and on the map are Treachery 6.9
raised to full strength. 800/636-3631 (toll free)
Usurpation 8.2
Shuffle all 25 cards and deal seven (7) Victory 9.0
to each player for the next campaign. For game updates and discussion, see: Wales 2.6
[Link] Warwick 3.13, 6.83, 6.9, 8.3

Copyright © 2009 Columbia Games and Jerry Taylor 8 Version 1.02

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