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  • 7/29/2019 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).