cor pac low-res final
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Heir When Under Enemy Control (10.3.1) Unavailable = place In-Play at Retainer Strength.
In-Play = place In-Play at current Combat Strength. Otherwise = place In-Play at Full Combat Strength.
Placement is done immediately to any Home Estate.
Stacking (21.1) Stacking Limit = SV +1 for each Player.
If over Stacking Limit, all Blocks roll on the Attrition Chart.
Economic Points (24.1.1) +1 for each Shire loyal to another Player currently Friendly Occupied.
Count if enemy Player eliminated this Turn, but not a previous Turn.
Oce Limits (26.3) Maximum of one (1) of King, Chancellor, or Treasurer.
King cannot hold any other Ofce.
Henry VI cannot hold any Ofce other than King.
Margaret and Nobles not at Parliament cannot hold any Ofces.
Within above, maximum Ofces equals CR of Hosting Noble.
Wintering (27.0) Decide on Exile (decision order = highest to lowest votes received).
Non-Ofcer Nobles placed (same order); can pass if no unplaced no
Ofcer Heirs, but once a Player passes rest of his non-Ofcer Nobles gUndeclared. Henry VI/Margaret may designate a Host.
Ofcer Nobles placed per Ofce Ranking (ranking eight (8) placed rs
down to ranking one (1) the King last). Cannot pass.
Place Margaret and Henry VI, if not already placed with Lancaster con
trolled Noble of CR of at least 2. Margaret goes Out of Play if Henry V
and Lancaster Blocks are Out of Play.
Movement Costs [4 MPs per Moving Stack] (16.2)
Border Type Normal Safe Road
Rough (Solid Black) 2 MPs 1 MP
Clear (Broken Black) 1 MP MP
Safe Roads = moving to andfrom Friendly Shire.
Sea Movement = 3 OPS (Admiral: 2 OPS); only to/from Coastal Shire o
Exile Box in same/Adjacent Sea Zone (mandatory Attrition roll if t
Adjacent Sea Zone).
Fens Movement= 1 MP, or2 MPs (mandatory Attrition roll if1 MP spent
Wash Movement= 1 MP (mandatory Attrition roll).
Force March = may move 1 additional Shire (mandatory Attrition roll).
Exile Box= via Sea Movement or 2 MPs to enter/leave. Must stop ifentere
Inuence Points (23.0)Conditional Event IPs Gained
Occupied Shire SV or (SV +1 for a friendly SL)
Unoccupied friendly Shire 1 (friendly SL only)Noble in a Home Estate +1
Ofce Cards [as on Ofce Card(s)]
Ally Cards [as on Card(s), if discarded]
Popular Support [as on Popular Support Track]Heir Specifc Rules (10.3.3 10.3.5)
Henry VI (10.3.3) counts against Command for Movement only; limited
King (10.5.1 and 20.4.3); never rolls on Elimination Chart.
Margaret (10.3.4) never counts against Command (Movement or Combat).
Clarence (10.3.5) cannot be Inuenced except as Junior Heir.
Mustering (18.0) Maximum Steps = SV (SV+1 if same SL as House).
If two (2) or more in one Action Step, Shire = Depleted.
King can place Steps anywhere, others in Shire where Mustering.
Cannot Muster in Depleted, Devastated, or Plundered Shires.
Writ (10.5.1) Only by King, other Ofcers, or Margaret (if in England).
Requires discarding a 3 OPS Card (no replacement).
Noble that is subject to a Writ substitutes for theResponding Noble or the
King to an Embassy Event (latter type Writ only by the King).
Following cannot be Writ: an In-Play Heir; Blocks in Contested Shires; the
current King; Blocks in Exile; or Lancaster, Henry VI, or Margaret Blocks
by a non-Lancaster Player.
Card Play Requirements (13.1) Players may generally choose any Card from their hand to play with the
following restrictions, in priority order:
If a Player has no In-Play Heir Blocks, see 13.3.
If a Player holds any Mandatory Cards, he must play to guarantee that all held
Mandatory Cards will be played in the current Operations Phase (exception:
seeAffairs of State, below).
Affairs of State (14.1.3) may not be played on the rst Impulse of a Turn, but
otherwise may be played even if the Player holds other Mandatory Cards.
Block States (8.2)In-Play: The Block is controlled by a Player and occupies a Shire or Exile Box.
Undeclared: The Block is controlled by a Player, but placed off-board in thePlayers Undeclared Pool. Undeclared Nobles can be summoned by an Event
Card (and become In-Play), but they cannot have a Writ (10.5.1) played on
them or use a Writ of their own. Undeclared Nobles will still be available to
attend Parliament (24.2).
Inactive: The Block is not controlled by any Player and is kept next to the
game board until a Player gains control through play of Inuence on the RoP
or by play of an Heir Card (10.3).
Unavailable:The Block is not controlled by any Player and may not be used
by any Player temporarily due to Scenario Special Rules or game effects. An
Unavailable Block is placed face up in its corresponding RoP Box. Unavail-
able Blocks become Inactive during the Clean-Up Phase of the Turn (28.1).
Out of Play: The Block has been removed by Scenario Special Rules or
game effects and will not be used for the remainder of the game. Place theseBlocks face down on their space on the RoP or back in the game box if they
do not have such a space.
Command Rating
Heraldry
Name
Full Combat Strength
(always at top edge of Block)
Retainer Strength
(always the last/lowest set of dice on Block)
Noble Rank
Royal Heir
indicator
Special ruleapplies (square
around crown)
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Combat Sequence (20.0)1. Pick rst Shireresolved in Impulse order as rst Attacker (20.1).
2. Select Leader Block (20.4.1).
Attacker = Leader from Movement.
Defender = Most Senior Heir, otherwise a highest CR Noble.
3. Select Main Force (up to CR of Leader Block) (20.4.1).
Starting Forces = Forces that set Shire order (Attacker, Defender).
Blocks from Starting Force not in Main Force are Reserves (20.3.2)
Remaining Blocks (not from Starting Force) are Reinforcements (20.3.1).
4. Decide on Battle Charge (Heirs only, Attacker declares rst) (20.5.1). Charging Block rolls with +1 drm, if eliminates roll immediately with -2 drm.
Two Heirs Charging each other, only roll their attack dice per above.
Other Target Blocks return re and may still re in regular Line Combat.
All rolls and damage done simultaneously.
5. Resolve Line Combat, Block by Block (20.5.2).
Combat is simultaneous and each side sums all hits.
6. Each side simultaneously applies hits: strongest Block rst, per hit (20.5.3).
Attached/Host Blocks can share damage (20.5.3).
7. Round 2+: Reinforcements of 1 Leader + optional Blocks up to CR (20.3.1).
Must enter at least 1 Reinforcement Block, if any present.
8. New Leaders? (Attacker and Defender: per 2. Defender, above) (20.4.2).
9. Determine new Main Force (can swap units to/from Reserves).10. Repeat 4. - 6. above.
11. Retreats allowed after second Combat Round (Attacker rst choice) (20.5.4).
Pursuit cancels Retreat via discard of a 3 OPS Card (no replacement).
Retreat can be resumed via discard of a 3 OPS Card (no replacement).
12. Repeat 7. - 11. until only Victor has Blocks in Main Force/Reserves (20.5.5)
13. Eliminated Nobles (only) roll on Elimination Chart after combat (20.6.1).
14. If additional Engagements, current Victor can bring in one set of Reinforcements
(one Leader + optional Blocks up to CR) (20.6.2).
15. If any losing side had an Heir, Victor gets +1 Popular Support (20.7.1).
16. Assign new Hosts and do Post Battle Movement (20.7.2).
Planned Uprisings and Raids (14.2.1) Controlling Playerdesignates a Shire for the Planned Uprising or Raid.
Ofcers with a Home Estate in the Shire can respond (in Impulse order). If none respon
then other Nobles with Home Estates in Shire can respond as theResponding Noble
If noResponding Noble, King may force any Ofcer by a Writ to be the Respondin
Noble. Otherwise, biggest stack in Shire must respond.
For Planned Uprising where Controlling Playeralso controls theResponding Nobl
Block gains two (2) Steps, no Plunder marker placed, and +1 Popular Support.
For all other situations with a Responding Noble, roll Line Combat per Card instru
tions, place a Plundered Marker, andResponding Noble gains +1 Popular Support.
If no Responding Noble to a Planned Uprising, place an appropriate colored sma
cylinder as Rebels. When Shire with Rebels is entered, either gain 2 steps (if sam
Controlling Player) or be subjected to Line Combat of Green Dice equal to SV (+1 d
if SL different thanResponding Nobles House). In the latter situation, place a Plundere
marker after removing Rebels; no gain of Popular Support granted for Rebels.
Interception (16.5) and Evasion (16.6) Need to roll Command Rating (CR) or less.
Maximum of one (1) Interception (total) per Shire.
Interception attempt rst, then any Evasions.
Cant Evade an Interception nor Intercept an Evasion.
Evasion restrictions similar to Retreat restrictions.
Force March cannot be used to follow an Evading force.
Cannot Intercept from a Contested Shire.
Retreat Requirements (20.5.4)Retreat Path Restrictions:Attacker to the Shire from which he entere
Battle, if able. All Retreats:
Cannot Retreat to any Shire containing Enemy Blocks (even if th
Shire also contains Friendly Blocks).
Cannot Retreat by sea or across the Wash (16.2.3).
All Blocks from one stack must Retreat to the same Shire, an
that Shire must be one to which it would be possible to perform
legal Land Movement.
Cannot Retreat across any border that Enemy Blocks crossed to en
ter the Contested Shire (even if they came across that same border!
Blocks can Retreat across a Fens border (16.2.2), but must suff
Attrition with an additional 1 die roll modier.
Plague Events (14.1.2) Resolve by top Card from deck for Plague location.
In that Shire, each Player loses Steps equal to SV.
In each adjacent Shire, each Player loses Steps equal to SV-
minimum 1 (exception: London loses Steps equal to SV).
Flip Plague marker to Devastated side after resolving.
Embassy Events (14.1.1) King + Ofce Block or Noble (via a Writ) must attend.
Cannot leave for rest of Impulse and Enemy Blocks cannot enter; no combat allowe
Enemy Blocks currently in Shire must Retreat; if not able to Retreat, they becom
Undeclared.
Elimination Chart (20.6)Die Roll Result Effect
0-3 Killed Noble = Unavailable
Heir = Out of Play
4-5 Wounded Noble = Inactive
Heir = Undeclared
6+ Escaped All = Undeclared
Elimination Die Roll Modifers:
+2 Block was eliminated by an Attrition roll
+1 Enemy force Retreated
+1 Block is an Heir
2 Block was eliminated by a Battle Charge
2012 GMT Games LLC
P.O. Box 1308 Hanford, CA 93232-1308
www.GMTGames.com
Attrition Chart (22.0)Die Roll Result
1-2 Lose 1 Step
3+ No Effect
Attrition Die Roll Modifers:
+1 if the Block is an Heir1orif the Block is the Leader Block1, 2
1 for any Block Retreating or Evading across a Fens border (re-
member: neither Retreats nor Evasions can occur between Lincoln
and Norfolk, i.e., across the Wash)
Notes:1 These modiers are notcumulativea maximum ofone +1 drm
may be obtained even for an Heir who is also a Leader Block.2 The Leader Block drm does notapply for Attrition suffered due to
Stacking Limit violation (21.1).