This is an old revision of the document!
To recover the royal family.
Archer- A card of the Diamonds suit.
Autumn(or Logistics) - The first round of a turn (or Year of Conflict) in which 4 tricks are played to determine what cards are available to each player.
City- A 3 by 3 square of cards representing in order of left to right, top to bottom :-
First Row :-
The West Quarter Garrison (or Barracks) - A pile of face-down cards of the Clubs suit.
The North Fortification (or Noble Fortification) - One face-up card of the Hearts suit.
The North Quarter Garrison (or Noble Quarter) - A pile of face-down cards of the Hearts suit.
Second Row :-
The West Fortification (or Barrack's Fortification) - One face-up card of the Clubs suit.
The Keep - A Jack face-up, plus any members of the Royal Family also face-up.
The East Fortification (or Merchant's Fortication) - One face-up card of the Diamonds suit.
Third Row :-
The South Quarter Garrison (or Commons) - A pile of face-down cards of the Spades suit.
The South Fortification (or Commons Fortification) - One face-up card of the Spades suit.
The East Quarter Garrison (or Mechant's Quarter) - A pile of face-down cards of the Diamonds suit.
Field- The player's hand of 5 cards.
Fortification - Any card from a 2 through to an Ace (but not a Joker) when placed as one of the 4 defences for a city.
Garrison- A pile of up to 2 face-down cards, all of the same suit used to defend or attack a city.
Initiator of Conflict- The player who goes first.
Keep- A Jack when placed in the setup portion of the game. This card is never used in play except to determine the Royal Family Line. Non-Keep Jacks are used as normal.
Knight- A card of the Hearts suit.
Lord Marshal- The Ace.
Mercenaries- A Joker. This card may never be kept in a Garrison, or used as a Fortification. It may only be used in Autumn as part of a Trick, or as part of an attack in Summer.
Peasant- A card of the Spades suit.
Royal Family- The Lord Marshal, the King and the Queen of the correct Lineage. No player may have more than one of each (in the case of 3 or 4 player games).
Royal Family Line- One of the 4 suits as represented by The Keep. Note that in a 3 or 4 player game, two players may have the same suit.
Sapper- A 2 when used against a Fortification. This card will defeat any Fortification.
Siege Tower- Any card from the 3 through to the Ace when used against a Fortification. This card will only defeat Fortification cards of lower rank.
Soldier- A card of the Clubs suit.
Spring(orCampaigning) - The third round of a turn (or Year of Conflict) in which players attack other player's cities.
Suits- There are 4 suits in the game. Suits are used to represent a particular area of the city, and when playing the first card in a trick - other players must follow suit (play the same suit if possible). However, no suit is higher ranked than another suit when determining the highest card.
Summer(orReinforcements) - The fourth and last round of a turn (or Year of Conflict) in which players move all cards from the Field to their cities that they wish to and discard the remainder (Mercenaries must be discarded). Each player then receives new cards.
Trick- A card played by each player during Autumn. The highest card wins. The winner of a Trick puts the cards won to one side of their city to be used later.
Winter(orWinter Quarters) - The second round of a turn (or Year of Conflict) in which the players redistribute cards amoungst their city and their hand (or the Field), except for any Mercenaries which must stay in the Field.
Year of Conflict- One complete turn of the game, which consists of 4 rounds, Autumn, Winter, Spring, Summer.
Joker, Ace, King, Queen, Jack, 10-2 (highest to lowest).
In the case of two cards of the same rank, the first played card wins.
Suits have no ranking (i.e. a 10 of hearts is the same as a 10 of clubs)
2 Players require 1 deck
3-4 Players require 2 decks
5-6 Players require 3 decks.
1 joker card per player.
of the initial suit wins. Mercenaries count as the highest card of every suit.
next year, otherwise it goes to the winner of the final trick.
Starting with the Initator and proceeding clockwise, each player may redistrubute cards from their hands, the tricks they have won and the city, how they like except for the following conditions : Fortifications may only contain one card of the correct suit (i.e. North Fortifications must be a Hearts card). Garrisons may only contain a maximum of 2 cards of the correct suit. Only members of the Royal Family may be placed in the Keep. Only 5 cards may be kept in the Field (hand). Mercenaries may not be placed in the city but must be kept in the Field.
Captured cards may not be used until Summer.
Play continues until one player has all of their Royal Family in their Keep.
While tempting to use the royal family as often as possible in defence - if they aren't used, they can't be captured unless the attacker plays a joker.
Having high value cards in the field allows them to be used for attacking or defending from any direction - but you will lose them at the end of the year. It is always a good idea to increase the size of your garrison and fortification where possible.
Placing a royal family member of another player in a fortification is just asking for trouble. So make sure you have enough mercenaries.