VICTORY
Be the first to accumulate 50 Glory.
THE DECK
Players share a common deck.
SETUP
Each player starts with one land in play:
Their Manor, which generates 2 Gold per turn.
Each player starts the game with a hand of 7 cards.
Oldest player goes first.
Players take turns.
Each turn has 7 phases:
Gold Phase
Glory Phase
Land Phase
Vassal Phase
Fate Phase
Event Phase
Battle Phase
GOLD PHASE
Income is in “Gold”.
Your Lands/vassals generate Revenue this turn.
You may buy the Kings Confidence Token this Phase.
The Token costs 5 Gold.
GLORY PHASE
Your Lands/vassals generate Glory this turn.
If you control the Kings Confidence Token gain 1 additional Glory.
LAND PHASE
Put one Land card from your hand into play in your domain.
VASSAL PHASE
Put Vassal & Company cards from your hand into play in your domain.
FATE PHASE
Draw 2 cards from the deck.
You may buy extra cards for 5 Gold each.
EVENT PHASE
You may play one Event card from your hand.
BATTLE PHASE
You may attack an opponent (Petty Wars).
Players total the value of all cards they control with a Battle value.
Players may play Battle Event cards to increase their Battle value.
Other players may (ally) contribute vassals, companies, and battle events to either side.
The player with a higher Battle total rolls 3D6.
The other player rolls 2D6.
The winner of the roll wins the Battle.
The winner of the Battle gets to take one Land card from his opponent or
plunder up to 6 gold from his opponent.
The loser must discard one Battle card.
CARD LIST
Card Name: # Type: Cost Notes:
Holy Day 4 E 0 No Battles are allowed this turn
Crusade 2 E 0 Discard X Knights to gain 2X Glory
Peasant Revolt 2 E 0 Opponent collects no gold this turn
Tournament 2 E 0 Gain 1 Glory per knight you control
Kings Feast 1 E 3 Gain 6 Glory
Court Intrigue 4 E 3 Gain 5 Glory
Scutage 2 E X Gain 1/2X Glory
Scandal 2 E 4 Opponent loses 7 Glory
Royal Hunt 2 E 0 Gain 3 Glory & 2 Gold
Pageantry 2 E 2 Gain 4 Glory
Ransom Knights 2 E 0 Take 4 Gold from opponent
Harvest 2 E 0 Gain 3 Gold for each Farm you control
Market Day 2 E 0 Gain 1 Gold for each Land you control
Merchants Guild 2 L 2 Gold = 1/Turn
Vineyard 2 L 3 Gold = 2/Turn
Farm 6 L 1 Gold = 1/Turn
Grazing Lands 4 L 0 Gold = 1/Turn
Village 4 L 2 Gold = 2/Turn
Destriers 1 L 3 Gold = 2/Turn
Toll Road 1 L 1 Gold = 1/Turn
Mine 2 L 4 Gold = 2/Turn
Tax Collector 1 V 1 Gold = 1/Turn
Falconry 1 L 3 Glory = 1/Turn
Herald 2 V 1 Glory = 1/Turn
Church 4 L 1 Glory = 1/Turn
Monastery 1 L 3 Glory = 1/Turn
Abbey 1 L 2 Glory = 1/Turn
Cathedral 2 L 4 Glory = 2/Turn
Master Craftsman 1 V 3 Glory = 1/Turn
Poet 1 V 2 Glory = 1/Turn
Troubadour 1 V 1 Glory = 1/Turn
Courtiers 6 V 2 Glory = 1/Turn
Advisor 1 V 3 Glory = 2/Turn
Patronage 1 V 2 Glory = 1/Turn
Champion Knight 7 V 6 Battle = 7
Hospitaler Knights 1 C 5 Battle = 6
Knights of the Templar 1 C 5 Battle = 6
Secular Knights Order 6 C 4 Battle = 5
Sergeantry 2 C 3 Battle = 4
Armored Infantry 4 C 2 Battle = 3
Foot Soldiers 6 C 1 Battle = 2
Archers 4 C 1 Battle = 1
Crossbowmen 2 C 3 Battle = 3
Yeomen 2 C 3 Battle = 4
Mercenary Company 4 B 2 Battle = 3
Breach 4 B 2 Battle = 5 (Attacker only)
Siege 4 B 4 Battle = 7 (Attacker only)
Relief Forces 2 B 2 Battle = 5 (Defender only)
Concentric Castle 4 L 6 Battle = 6 (Defense only)
Excommunicated 1 E 4 Discard target Vassal
Murder & Foul Deeds 4 E 2 Discard target Vassal
Treachery 1 E 2 Look at opponents hand & steal 1 card
Thieves & Banditry 2 E 0 Opponent loses 4 gold
Black Plague 2 E 0 Discard target Company/Land
Inquisition 1 E 0 All players must discard one Vassal
L = Land
E = Event
V = Vassal
B = Battle Event
C = Company
NOBLE RANK
Lands Rank Bonus Glory
1 Vassal Knight +0
4 Baron +5
8 Earl +7
16 Duke +9
FLEETS OF THE IMPERIUM
INTRODUCTION
Board & card game for 2 players.
Space Combat in the Games Workshop Warhammer 40K Space Fleet Universe.
Pick your Fleet: Tyranid, Imperial, Eldar, or Necron.
Abstract skirmish level combat.
Each figure represents a single Ship (unit).
DISCLAIMER
‘Warhammer 40K/ Space Fleet’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
You win if you Destroy the opposing Flagship.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Ships.
Each Player has 5 types of Ships.
# = Number of that type of Ship you start the game with.
Hits = Number of Hits that type of Ship has.
L = Large; S = Small
# Type Hits Move Size Notes
1 Emperor Capital Ship 6 1-2 L Flagship
2 Gothic Battleship 4 1-3 L
3 Firestorm Cruiser 3 1-4 L
4 Thunderbolt Cruiser 2 1-5 S
6 Cobra Destroyer 1 1-6 S
TYRANID HIVE FLEET TABLE
# Type Hits Move Size Notes
1 Hive Ship 6 1-2 L Flagship
2 Dark Prowler 4 1-3 L
3 Void Fiend 3 1-4 L
4 Kraken 2 1-5 S
6 Wardrones 1 1-6 S
ELDAR FLEET TABLE
# Type Hits Move Size Notes
1 Void Stalker 6 1-2 L Flagship
2 Wraithship 4 1-3 L
3 Shadow Hunter 3 1-4 L
4 Eclipse Cruiser 2 1-5 S
6 Hellbore Escort 1 1-6 S
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