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Dedication: To my very patient wife, Tammy, with all my heart.

R ULE BOOK
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. Introduction................................................................... 2 Preparing for First Play ................................................. 2 Key Terms and Concepts .............................................. 2 Brief Summary of Game Play....................................... 4 Player Houses ............................................................... 4 Victory Conditions ........................................................ 4 Game Board .................................................................. 5 Wooden Pieces .............................................................. 8 Counters and Markers ................................................... 11 Cards ............................................................................. 12 Outline of Sequence of Play ......................................... 18 Draw Phase ................................................................... 18 Operations Phase........................................................... 18 Event Text Cards ........................................................... 20 Operations/OPS Points ................................................. 23 Land Movement ............................................................ 23

Table of Contents

17. Sea Movement .............................................................. 26 18. Mustering ...................................................................... 27 19. Political Influence ......................................................... 27 20. Combat .......................................................................... 28 21. Post-Operations Phase Actions ..................................... 34 22. Attrition......................................................................... 35 23. Influence Phase ............................................................. 35 24. King Phase (Including Affairs of State) ........................ 36 25. Victory Check Phase ..................................................... 38 26. Office Phase .................................................................. 39 27. Wintering Phase ............................................................ 40 28. Clean-Up Phase............................................................. 41 29. Glossary ........................................................................ 42 Credits .................................................................................. 43 Shire and Home Estate Locations ........................................ 44

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

Crown

of

roses Rule Book

1.0 Introduction
Crown of Roses is a multi-player strategy game for two to four players set in the Wars of the Roses period of 15th Century England (1455-1485). Each player represents one of the rival royal houses vying for control of the throne of England. They use their noble retainers to bring the enemy to battle, influence nobles to vote their way in Parliament, and wield their influence to gain the support of the landed gentry. A full campaign game and several shorter scenarios are included. See the Play Book for details. These rules are laid out as follows. First a brief description of how to prepare for your first game of Crown of Roses is provided, followed by some key terms, a brief description of game play, and a detailed description of the Victory Conditions needed to win the game. We then describe in detail the various interactions of the game components (map board, blocks, cards, etc.), before providing a detailed walk through of the various Phases of the Sequence of Play.

3.0 Key Terms and Concepts


Attrition (22.0): The gradual wearing down of the combat effectiveness of a Block as represented by Step Losses. Attrition occurs when you exceed the Stacking Limits (7.2.9), Force March (16.3), use special Fens (16.2.2) or Wash movement (16.2.3), or do an Adjacent Sea Zone Sea Move (17.0). Battles Sequence/Terminology (20.0): A Battle is an overall combat between two or more Players in a Shire. Each Battle involves one or more Engagements, each of which lasts one or more Combat Rounds. Block States (8.2): Blocks can be In-Play (currently controlled by a Player and on the map); Undeclared (controlled by a Player, but off-map); Inactive (not controlled by a Player, but still in the game/scenario); Unavailable (not controlled by a Player and not available until next Turn); and Out of Play (no longer available at all). Block Values and Indicators (8.3): In addition to their name and heraldry, Blocks have up to four important pieces of information on them. Their Combat Strength, which generally refers to the number of dice icons on a Blocks top edge, but is also reflected by the color (red > blue > green). Their Command Rating/Limit, which is the number of other Blocks a Noble can lead in Movement (16.1) or in Combat (20.4.4), is located in a circle at the lower-left of the Block. Their Noble Rank, which only appears on Noble Blocks and is located in a square in the lower-right of the block. It determines which Block can lead for Movement (16.1) and Combat (20.4.4), and also plays a part in determining the number of votes a Player receives in the King Phase (24.2.2). Potential Heirs (8.3.2) have a Crown icon in their upper right corner. A Noble Block only becomes an active Heir when their Heir Card (10.3) is played. Each Player can have no more than two active Heirs at any time. The Heir with the lowest Heir number on its Card is the Senior Heir for the Player, while the higher numbered Heir is the Junior Heir. Exile Boxes (7.3.1): The playable areas outside of England proper where a Noble can hide out and lick his wounds. Only one Players Blocks may occupy any given Exile Box; Blocks may enter only during the Operations Phase (16.2.4) Phase (27.0). Entering and wintering over in an Exile Box costs a Player 1 point of Popular Support (28.3.1). Margaret (10.3.4) and some Officers have special abilities that mitigate some of the negative effects of Exile Boxes (7.3.2 & 7.3.3).

2.0 Preparing for First Play


Your copy of Crown of Roses should include the following: Three small black cylinders 24 small colored cylinders (four each of red, white, yellow and blue) 54 neutral colored large blocks One sheet of 54 die-cut labels to be peeled and affixed to the neutral colored large blocks 225 " die-cut counters on two counter sheets One deck of 110 Crown of Roses cards Eight 4" x 5" Parliament cards One Rule Book (this book) One Play Book One map board 15 six-sided dice (five each of green, blue and red) Two Player Aid Cards Four 5" x 8" Player Mats (one each of red, white, yellow and blue) If any of these components are damaged or missing, please write to the following address: GMT Games P.O. Box 1308 Hanford, CA 93232-1308 www.GMTGames.com Before playing for the first time, apply the stickers to the blocks. Only one sticker is applied to each block (i.e., one face of each block is left blank). Lightly position the label, make sure that it is straight, and then press firmly to adhere to the block surface.

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Crown of roses Rule Book Heir (8.3.2): Only Heir Blocks (those with a small crown on their Block label) can be crowned King; if your opponents Heirs are eliminated, you win a Military Victory (6.1). Heir Blocks either start the game on-map as an at start Heir or enter later when their Heir Card (10.3) is played. Others are transformed from a regular on-map Noble Block to an Heir Block when their Heir Card is played. All Heirs are Nobles, but not all Nobles are Heirs. Host (8.3.3 & 20.4.3): A Block that has at least one other Block attached to it. A Host and its attached Block(s) move as one, but fight separately. An attached Block may take damage assigned to a Host Block in the same Main Force (20.5.3). Influence Points (IPs): A commodity in the game generally representing a Players economic and political influence. They are gained by control of Shires, Offices and certain Events (23.0). A Players IPs are usually located in one of three spots: their Unclaimed Pool (IPs not yet earned); their Stock (those IPs available to be used by the Player); or on a Nobles Box on the Roll of Parliament (attempting to win that Noble to the Players side). Leader: For all movement types, a Block designated to move either alone, or with additional Blocks up to their Command Rating (16.1). For combat, a Block designated to fight a Combat Round either alone, or with additional Blocks up to their Command Rating (20.4.1). The Leader may change each Combat Round. Noble (8.3.1): A Block with a Noble Rank is a Noble. All potential Heirs are Nobles, but not all Nobles are Heirs. A potential Heir only changes from a mere Noble to a full Heir when a Player plays the appropriate Heir Card from his hand. Main Force: The forces of the Attacking and Defending Player that are fighting each other in a Combat Round (20.4). This is distinguished from the initial two forces that arrived in the contested Shire (Starting Forces) and from Blocks in the Combat, but not currently fighting (Reserves). All other Blocks that arrived into the Combat after the Starting Forces are Reinforcements (20.3.1). Movement Points (MPs) (16.1): The amount of movement each stack can perform when activated. Generally equal to four (4) MPs, though this can be increased by Force March (16.3). Operations Phase (13.0): The heart of each Game Turn is the Operations Phasewhere all Players conduct movement with their Blocks, influence Nobles and play Events on themselves or their opponents. Each Operations Phase is composed of a number of Impulses equal to the smallest starting hand size, and each Impulse has a number of Action Steps (13.2) equal to the number of Players.

Player Houses (5.0): The four competing factions involved in the War of the Roses (White = York; Red = Lancaster; Yellow = Buckingham; and Blue = Warwick). Reinforcements (20.3.1): Blocks that came to a Battle after the Main Force. Reinforcements enter starting on the second Combat Round, at a rate of one (1) Leader and appropriately led Blocks per Combat Round. Reserves (20.3.2): Blocks involved in a Battle in a Shire that are not currently fighting in a Combat Round (i.e., not part of the Main Force); either due to Player decision or due to having a Leader with an insufficient Command Rating to lead all the Blocks in the Battle. Retainer Strength (8.3): The weakest Combat Strength of a Block before it is removed from the map; i.e., the last combat step of a Block. Shires (7.2): A playable area of the map that Players vie for control of in order to gain Influence Points and to achieve Economic Victory. Shires can be Friendly, Enemy, Neutral or Contested (7.2.8). Each Shire has a Shire Value (SV, the number in the box in each Shire) (7.2.1) and a Shire Loyalty (SL, the color of box in each Shire: Black = none; White = York; Red = Lancaster; Yellow = Buckingham; and Blue = Warwick) (7.2.2). Stacking Limit (7.2.9): The number of Blocks of each player that may occupy a Shire. All Shires have a Stacking Limit of the Shire Value plus 1. Exceeding the Stacking Limit at the end of all Battle resolutions will result in Attrition (22.0). Starting Force (20.4.1): The first group of Blocks that fight in an Engagement. Includes a Leader and may include additional Blocks up to the Leaders Command Rating. The Starting Force is the group of Blocks that determined the Engagement order. Tie Breaker (10.5.1): The Player controlling the King Office Card almost always decides ties. In the case where there is no King (perhaps the King was eliminated in combat), the Player controlling the next-highest Ranking Officer decides the tie break, i.e., Chancellor if no King, then Treasurer, and so on. In the rare case no Offices are held, the Player with the highest IPs gained during the previous Influence Phase (as indicated on the track bordering the map) decides ties. If multiple Players have the highest IPs gained, roll a die to determine the Player who will be the tie-breaker. If the tie-breaking Player is established by IP Value (including die roll), then that Player will continue to decide tie breaks as needed until the end of the current Turn. Note: For a complete listing of definitions of terms, see the Glossary at the end of this Rule Book.

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Crown

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roses Rule Book Friendly in these rules are a Players own game pieces, cards, etc. Enemy means those pieces, cards, etc. belonging to an opposing Player. Throughout the rules the term Player and Player House are used interchangeably, but have the same meaning. Likewise, the terms Heir and Royal Heir, and Strength and Combat Strength, have the same meanings, respectively.

4.0 Brief Summary of Game Play


In Crown of Roses, two to four Players will vie for control of England (represented by the map on the game board) using both military and political means. All actions are governed by the following rules, which are laid out by first describing the components available to the Players, then how the Players can use those components to achieve victory. Game play revolves around a series of Turns, which are broken up into separate Phases. All Turns begin with a Draw Phase, where Players draw new Cards and determine the number of Impulses in the Operations Phase. In the Operations Phase the heart of Crown of RosesPlayers decide how to use their limited Operations (OPs) Points; either to move Blocks, muster Reinforcements, or to influence Nobles in Parliament using Influence Points (IPs). They must also use their Blocks to control Shires in England and/or to attack the opposing Players Blocks, including those Players Royal Heirs. At the conclusion of the Operations Phase, new IP Markers are usually collected, followed by Parliament Phases, including the King Phase, where the King is voted into Office. Once the King is elected, Players use their collected IPs to bid on the other Offices, but note that these same IPs are also needed to influence Nobles during the next Operations Phase! During the Parliament Phases of the game, almost all Blocks are removed from the map. After all Offices are voted on, Players take turns returning their Blocks to the map in the Home Estates for each Block. Once all Blocks are placed, a new Game Turn is ready to start.

6.0 Victory Conditions


There are three paths to victory in every scenario: Military Victory, Political Victory and Economic Victory. Typically, victory is checked in the above orderfirst checking for Military Victory, then Political if no Military Victory is achieved; and finally Economic Victory (only at the end of the scenario). Some scenarios may modify this order, however.

6.1 Military Victory

5.0 Player Houses


Each player of the game controls a Player House. There are four Player Houses: York, Lancaster, Buckingham, and Warwick. Each Player House is comprised of the Nobles it controls along with its Royal Heirs. In a two-player game, players control Lancaster and York; three-player games add Buckingham; and four-player games add Warwick. Each Player House is assigned a color:

A Player immediately wins the game with a Military Victory the instant all Enemy Heirs have been eliminated from the game. If the final two Players lose their last Heirs in the same Combar Round, neither Player qualifies for a Military Victory. Heirs are considered eliminated when their associated House Card (10.3) and Block are removed from the game (note that Heirs in Exile are considered eliminated for the purpose of this rule). This can be from suffering a Killed result on the Elimination Chart (20.6.1), or by a Player using an Heir Card for its OPS, instead of its Event text (10.3). Regardless of which is removed from play first (Block or Card), once one is removed from play, the other is as well. Unplayed Heir Cards still in a Players hand are not considered Eliminated for Military Victory! Example: It is Turn 4 and the York Player has lost the York, March, and Clarence Blocks while they were all Heirs (removing their Blocks and Cards from the game). Rutland is currently in Exile in Scotland. While York technically has no Heir In-Play (Gloucester is not able to be played until Turn 5 and Rutland does not count as he is in Exile), York is still not eliminated since the Block and House Card of Gloucester has not been removed from the game.

Player House
York Lancaster Buckingham Warwick White Red Yellow Blue

Color

6.2 Political Victory

A Political Victory is won when a Player holds the Office of the King (24.0) the required number of times specified in the scenario set-up rules (see Play Book). These need not be held consecutively (unless specified as such), just a total number of times that the Player has had one of his Heirs elected as King.

Various game components match these colors and generally are for the sole use of the corresponding player. Note, however, that while some Block labels are in Player House colors, this only indicates historical allegiances of noble families, and aids in game setup. During game play, except for a few certain cases, any Player House may control Blocks of any color.

6.3 Economic Victory

A Player wins an Economic Victory by accumulating the most points for controlling Enemy Shires. Points are earned during the King Phase (24.0) and a check for victory is made during the last Game Turns Victory Check Phase (25.0).

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Crown of roses Rule Book

6.4 Scenario Specific Victory

Each scenario may establish additional Victory conditions. Make sure to check the scenario to see if any additional conditions apply.

7.1.4 Other Tracks

There is also a Turn Track, a Sequence of Play Track, and an Impulse Track to help Players with the flow of the game. These three tracks all use a small black cylinder. The map has a Roll of Parliament (RoP) where Players place Influence Markers to attempt to gain control of Nobles (19.0). Note that only Nobles that can be Influenced have a RoP Box; some Nobles, like York or Lancaster only become In-Play as Heirs not subject to Influence. This is also where markers are placed to indicate which, if any, Noble holds an Office of Parliament (10.5) and when a Noble becomes an Heir (10.3). Note that Clarence has special rules associated with him (10.3.5). The large number in the box indicates the minimum amount of Influence Points (IP) needed to win control of that Noble, and the colored Rose icons (Tendency Bonus) indicate the strength of that Nobles allegiance to the Player House of that color. These are used in the King Phase (24.0).

7.0 Game Board


The game board depicts England and the seas bordering it, as well as parts of the neighboring countries Ireland, Scotland, and France. This is where the players will fight for the throne of England!

7.1.5 Roll of Parliament

7.1 Tracks and Tables


7.1.1 Influence Track

Several tracks and tables used to record and monitor each Players progress towards victory are also found on the game board. The Influence Track, on the perimeter of the board, is used to record the amount of Influence Points each Player collected during a Game Turn. Small wooden cylinders of each Player House color are used to track these amounts.

The Popular Support Track records the support a Player has earned for keeping England safe and stable. Reminders for the effects of each Popular Support Value are printed on this track. Small wooden cylinders of each Player House color are used to track these amounts. The maximum Support Value is nine (9). Increases beyond this value are ignored; likewise decreases below a value of one (1) are also ignored. Most additions/subtractions to Popular Support are done instantly. However, in the odd occasion where a Player needs to adjust his Popular Support both positively and negatively at the same time, always apply the negative adjustment first. Each Player tracks his own Popular Support value, which grants him such things as extra votes in Parliament, extra Influence at court, and extra resources (Card draws) from the countryside. Additionally, actions such as responding to Raids (14.2.1), winning a Battle against an opposing Heir (20.7.1), or holding an important Office of government (10.5) will increase a Players Support Value while losing Offices or hiding in Exile (7.3.1 & 28.3.1) will lower a Players Support Value.

7.1.2 Popular Support Track

7.1.6 Charts

Included on the game board are several charts to aid in game play, such as a Terrain Effects Chart (TEC) and a chart listing the Draw bonuses.

7.2 Shires

Shires correspond roughly to the historical county borders at the time. Note that the Isle of Man, the Pale of Ireland and the Pale of Calais (henceforth Calais) are treated as Shires. Name of Shire Home Estate heraldry in Shire Shire Value (the number) and Shire Loyalty (color of box)

Each Shire has a numbered box. The number in the box is the Shire Value. The color of the box indicates the Shire Loyalty. Each Shire is identified by its Shire name and usually one or more heraldic shields or squares.

7.2.1 Shire Value (SV )

The Shire Value, or SV, specifies: the number of Influence Points earned by the Controlling House during the Influence Phase (23.0); the number of troop steps the Shire can raise in a Muster action (18.0); the number of dice rolled for a Planned Uprising (14.2.1); the losses caused by a Plague Event (14.1.2); and (with a +1 modifier) the Stacking Limit for that Shire (7.2.9).

7.1.3 Turns as King Track

The Turns as King Track records the number of Game Turns that a Player has been voted King in Parliament (24.0); these can be non-consecutive. This is tracked using a small wooden cylinder of the Players House color.

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Crown

of

roses Rule Book Example: Carnafon is considered a Home Estate for the Noble holding the Chancellor Office (which matches the red & white heraldry shown in the Figure above).

7.2.2 Shire Loyalty (SL)

When the numbered box in the Shire is the color of a Player House (blue, white, yellow or red, see 5.0), that Shire is said to be loyal to that Player House. Shires with black boxes are not loyal to any Player House. Shire Loyalty (SL) gives benefits to that Player House in the Muster action (18.0), during Planned Uprisings (14.2.1), and for Shire Control (7.2.8). Also, Players may earn Economic Victory Points by controlling Shires which are loyal to an active enemy Player House (24.1.1). Note that the Merchants of the Staple Ally Card (Card 12) replaces the Warwick SL in Calais for as long as the Ally remains In-Play.

7.2.6 Shared Estates

Nobles/Heirs with identical shield icons treat all Home Estates with that shield icon as if it were their own Home Estate for all game purposes (e.g., Pembrokes and Richmonds Home Estates are the same, and Clarences and all other York Nobles Home Estates are the same). Margaret and Henry VI: In addition, note that Henry VI and Margaret (and their associated Host Block(s), if any) may use a Lancaster Estate (Red Rose heraldry) as their Home Estate. Margaret may also use the France Exile Box as a Home Estate. However, each particular Estate may only be utilized by one Player during the Wintering Phase (27.0). Specifically, if an Enemy-controlled Noble with an identical shield icon as your Noble already occupies a Shire containing a Shared Estate, you may only place your Noble in that Shire if there is a second, legal Estate at which your Noble may enter. Example: If Clarence is controlled by a Player other than York and starts in West Riding, York would normally be prevented from placing a York Noble there as well, since the York Estate in that Shire is occupied by Clarence. However, note that if York is the current King, York could place York Nobles in West Riding by using the Crown Estate and not the York Estate occupied by Clarencesince the Crown Estate would be a second, legal Estate in this situation.

7.2.3 Home Estates

Most Shires contain at least one heraldic shield icon (shield). These shields indicate the locations of the major estates held by the family represented by that shield, within the time frame of the game. Each Noble and Heir Block (8.1) has a shield on their label as well. Blocks with the same shield belong to the same Noble family. The exceptions are Margaret and Henry VI, who have portraits on their Blocks (see 7.2.6 as to which Shires they may use as Home Estates). A Shire with a shield that matches a family shield is said to be a Home Estate for that family. Each family has at least one Home Estate. A Shire may be a Home Estate for more than one family. Example: Northumberland in the North Marches has three shield icons, one corresponding to the Noble Block Northumberland (see RoP and the Northumberland Block), one corresponding to the Lord Warden of the North Marches Office, and the Red Rose shield corresponding to House Lancaster (see the Lancaster Block). The Northumberland Block, the Lancaster Block and the Block holding the Lord Warden Office could all consider Northumberland one of their Home Estates.

7.2.7 Shire Borders

Shire borders are either solid, indicating difficult terrain with few (if any) usable roads; or broken, indicating easier terrain or more (and more usable) roads. Movement costs (16.2) depend on the type of border. Shires are considered to be adjacent to one another whenever they share a common border, regardless of its type. The Shire borders marked with a skull near the region labeled The Fens and The Wash are a reminder of special movement rules along those borders (16.2.2).

7.2.4 Crown Estates

A Crown symbol in a Shire indicates the Shire holds a Crown Estate. These are lands held by the King and Parliament (e.g., State houses and such). Any friendly Heir (10.3) of the current Kings Player House may treat these Shires as additional Home Estates, in all respects and for all game purposes. Some icons match the heraldry shield of the Blocks associated with Offices (10.5). When a Noble holds an Office, it may treat Shires containing those icons as Home Estates, in all respects and for all game purposes.

7.2.8 Shire Control

A Shire is in one of three states of control at any given time: Controlled: The Shire a) has Blocks of only one Player present; OR b) has no Blocks present, but has a SL (7.2.2) in the color of a Player House. Such a Shire is said to be Controlled by that Player House. The Shire is Friendly-Controlled for the Player that controls it and Enemy-Controlled for all other Players.

7.2.5 Office Estates

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Crown of roses Rule Book Contested: The Shire is occupied by Blocks of two (2) or more Players. Note: After all Combat is resolved, there will be no Contested Shires, until possibly during the next Wintering or Operations Phases (when Blocks move into the same Shire). Neutral: The Shire a) has no Blocks present; AND b) has a black SL. Control of a Shire is determined immediately when a Player places a Block into it or removes a Block from it. Thus, as forces move around the board, control states will continually change. Example: Northumberland is empty of all Blocks and is considered Controlled by (i.e., Friendly to) Lancaster given its red SL. If a York Block moves into Northumberland, it now becomes Controlled by York. If a Lancaster controlled Block then moves into the Shire and the York Block does not Evade out, the Shire is considered Contested until after the combat resolution (when, necessarily, at most one of the two Houses will remain in the Shire). Each Shire has a limit to the number of Blocks that each Player may put into it without suffering Attrition effects (22.0). This is known as the Stacking Limit. The limit for each Player is equal to the SV plus one (1). Therefore, in a four-player game, each Player can put five (5) Blocks in London for a total of 20 Blocks.

Exile Boxes represent locations inside nearby Foreign Nations, outside of the map area, where a Noble might flee to lick his wounds and build up his strength (though at a cost in losing Popular Support). There are Exile Boxes associated with each Foreign Nation. These Nobles are still In-Play for the purpose of having at most two (2) active Heirs at any one time (10.3.2), but are considered eliminated for the purposes of determining a Military Victory (6.1) for your opponents. Immediately upon entering an Exile Box, a Player will suffer a 1 in Popular Support (16.2.4), and any Player with one or more Nobles in an Exile Box during the Clean-Up Phase (28.3.1) will suffer a loss in Popular Support for every Turn that they remain in Exile. Restrictions on entering and exiting an Exile Box are explained in the Movement rules (16.2.4). IMPORTANT: As noted above, an Heir is still treated as In-Play and so still counts toward the maximum of two (2) active Heirs at a time while in an Exile Box; but also counts as eliminated for Military Victory.

7.2.9 Shire Stacking Limits

7.3.2 Scotland

Scotland is a Foreign Nation that is not playable, except for the Exile Box. Any Block that moves to the Scotland Exile Box (by land or sea) must immediately reduce its Combat Strength to Retainer Strength (8.3). The following are exception to this rule and may retain their current strength: Queen Margaret (10.3.4) and her Host Block (8.3.3) moving into the Exile Box The Lord Warden of the North Marches (10.5.8) moving into the Scotland Exile Box (as well as any Blocks he leads)

7.3 Regions

Broadly speaking, there are two geographic areas represented on the map: England, which includes England proper, Wales, Ireland and the Pale of Calais, and Exile Boxes, which represent areas outside the map in Scotland, France and Ireland. Within England there are five special regions marked with thick colored borders on the map. They are: London (gray); North Marches (purple); Pale of Calais (blue); Pale of Ireland (green); and Wales & the Welsh Marches (red). Some Cards refer to these regions in the Event text or the Cards ability. Design Note: The area labeled London could have been called Middlesex instead. However, in play testing that version of the map we found players often asking where is London? For that reason we decided to err on the side of familiarity in this case.

7.3.3 Ireland & Calais

As noted above, the non-Exile portions of Ireland and Calais are treated as regular Shires for all purposes. Any Block that moves into the Exile Box of either of them (by land or sea) must immediately reduce its Combat Strength to Retainer Strength (8.3). The following are exceptions to this rule and retain their strength: Queen Margaret (10.3.4) and her Host Block (8.3.3) moving into the Exile Box The Lord Lieutenant of Ireland and the Pale (10.5.7) moving into the Ireland Exile Box (as well as any Blocks he leads) The Lord Captain of Calais and the Pale (10.5.6) moving into the France Exile Box (as well as any Blocks he leads)

7.3.1 Foreign Nations and Exile Boxes

The areas of the Pale of Ireland and Calais are considered the same as regular Shires for all purposes. The Foreign Nation of Scotland cannot be entered, except to go into the Exile Box. Note that the Pale of Ireland and Calais are considered part of England for all game purposes (i.e., everything on the map except the Exile Boxes are considered part of England for the purposes of these rules and Card play, unless otherwise noted).

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7.4 Seas

There are three Seas: the North Sea, the English Channel and the Irish Sea. A solid line on the map indicates the border between Adjacent Seas (near Suffolk and near Cornwall). The English Channel and the North Sea are Adjacent Seas, as are the English Channel and the Irish Sea. Seas can never be controlled. Blocks may move across the seas during play via Sea Movement (17.0), but they may never end their move in a sea. A Shire that is adjacent to a sea is called a Coastal Shire. Most Coastal Shires are adjacent to only one sea. There are two exceptions: Cornwall is a Coastal Shire for both the Irish Sea and the English Channel Suffolk is a Coastal Shire for both the North Sea and the English Channel.

At the bottom of the map there is a series of three squares to hold Blocks for any single Battle in a Shire, should Players feel necessary. The squares are ordered to indicate which are the first, second and third Attackers/Defenders, based on the order of entrance into the Shire. It is suggested to leave the original holder of the Shire in the Shire, and place the Blocks that first entered after them in the square marked 1st in; then the Blocks that entered next go in the 2nd in square; and the Blocks that entered third go in the 3rd in square. When resolving the Battle (20.0), the Blocks in the 3rd in square will be the 1st out; the 2nd in will be the 2nd out; and the 1st in will be the 3rd out.

7.5.4 Combat Holding Boxes

7.4.1 Estuaries

8.0 Wooden Pieces


Six small wooden cylinders in each Player House color are included for use on the Influence, Turns as King, and Popular Support tracks; as well as marking on map locations where a Planned Uprising (14.2.1) is taking place. Three small black cylinders are included for use on the Turn, Sequence of Play, and Impulse tracks. The fifty-four (54) large wooden blocks represent the various noble families, as well as political and mercenary forces of the day. Depending on the scenario being played, some of the Blocks may not be available for the game; or are available only on certain turns of the game.

There are three estuaries on the map. Land Movement is not allowed between Shires separated by them.

On the West side of the map, the Severn Estuary separates Glamorgan in Wales from Somerset. Note, however, Gloucester and Glamorgan are adjacent and movement is allowed between them. On the East side, the Thames Estuary separates Essex from Kent and the Humber Estuary (just north of The Wash) separates East Riding from Lincoln. Note that the map contains reminders for these last two.

7.5 Map Addendum

7.5.1 Unplayable Islands


The Isle of Anglesey and The Isle of Wight are not playable areas.

The distinction between Blocks, Nobles, and Heirs is very important. Block: Any large wooden block with a label attached. Blocks include Nobles, Heirs, Offices, and Mercenaries. Offices: The King Block and the other purpletinted Blocks that have only a Noble Rank Value (a number in a square in the lower-right corner) of its label. The +1 on the Kings Block (in the circle in the lower-left corner) increases the Command Rating of the Host Block by 1 Mercenaries: The Burgundians, French, Scots and Welsh Blocks (see also 24.1.2). These Blocks have no Noble Rank Value or Command Rating on their label. Noble: Any Block that has both a Noble Rank Value (a number in a square in the lower-right corner) and a Command Rating (a number in a circle in the lower-left corner) of its label (exception: the King Block is an Office Block, not a Noble Block).

8.1 Block, Noble, and Heir

7.5.2 Terrain features

As noted previously, the map includes a Terrain Effects Chart which lists the various Shire terrain features discussed above. In addition, note that swamps, rivers and cities are decorative onlythey have no effect on movement or combat in the game.

7.5.3 Office Holding Box

In the Roll of Parliament section of the map there is a rectangular box for placing any Office markers not currently held by a Noble.

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Crown of roses Rule Book Heir: Any Noble that has a Royal Heir Indicator (a Crown icon in the upper-right corner) on its label is a potential Heir. Once its corresponding Heir Card (10.3) is played for the Event text, the Noble then becomes an active Heir. Remember: All Heirs are Nobles, but not all Nobles can be Heirs! Each Block has between two and four levels of Combat Strength (8.3), depending on the number of sides of its label that have dice icons. To maintain a fog of war, Blocks are usually placed so that the controller can see them, but his opponent(s) cannot, with the current Combat Strength of the Block being indicated by the icons on the top edge of the Block. When the Block is revealed to the opponent(s), the Block is tipped forward and placed flat, with the edge farthest from its controller being the current Combat Strength. As an alternative to standing the Blocks upright, Players may keep their Blocks face down by tipping the top of the upright Block towards the controller, so that the current Combat Strength is the edge closest to its controller. When revealed, flip the Block so that the edge of the Block closest to the controller becomes the edge farthest from him.

Example: Some Nobles will start each scenario In-Play and controlled by a respective Player House. If the Noble is not an Heir and is Eliminated in a Battle, that Noble rolls on the Elimination Chart (20.6.1) to determine what happens to the Block. Blocks that Escape damage, remain controlled by their Player House and are placed off the map in the Players Undeclared Pool. They will re-enter the map either via play of certain Event Cards, or during the Wintering Phase (27.0) after they also attend Parliament.

If Killed, the Noble status reverts to Unavailable, losing out on the rest of the Turn and then becoming Inactive the following Turnno longer controlled by the Players House. A similar status change happens if the Block is Woundedthe Noble immediately becomes Inactive, reverting out of that Players Houses control.

8.2 Block States

Each Block can exist in one of five states: 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 the Players 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 Influence 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. Unavailable Blocks become Inactive during the Clean-Up Phase of the Turn (28.1). Design Note: Effectively, an Unavailable Block loses out on the rest of the Turn, including any chance of attending Parliament, but is then available to be Influenced the following Turn. 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 these Blocks face down on their space on the RoP or back in the game box if they do not have such a space.

Inactive (resulting from either a Wounded or Killed Noble, per above) and Undeclared Blocks return In-Play during the Gather Supporters portion of Parliament (24.2.1). Influence Points played on each Nobles RoP Box during a Game Turn (19.0) are compared to see who gains control of the Noble; if a Player has successfully influenced the Noble (note that Undeclared Nobles are influenced by their controlling Player until another Player successfully influences them via IP playwhich is different than Inactive Nobles who are controlled by no-one until a Player successfully influences them). In-Play Nobles may also switch control, remaining In-Play but now controlled by the new Players House. Heirs never become Inactive or Unavailable; instead they suffer permanent elimination and end up Out of Play. An Heir may end up Undeclared, in which case it returns In-Play to its controlling Player during the Gather Supporters portion of Parliament, unless forced to return In-Play earlier (13.3).

8.3 Block Layout

A Blocks Title/Name and Heraldic Shield, Banner, or Image is used for identification. Full Combat Strength (always at top edge of Block) Royal Heir Name indicator Heraldry Command Rating Special rule applies (square around crown) Retainer Strength (always the last/lowest set of dice on Block) Noble Rank

Combat Strength: A Blocks Combat Strength is the number and color of dice icons along the edges of the Block. This is the number and color of dice the Block rolls in combat. Each Block has between two and four levels of Combat Strength, depending on the number of sides of its label that have dice icons. The current Combat Strength of the Block is indicated by the icons on the top edge of the Block (or the edge farthest from its controller, if the Block is face-up and lying flat).

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Retainer Strength: The lowest Combat Strength for that Block, usually only one die. Can be on any of the non-top sides of the Block. Steps and Step Losses: Each side of the Block is called a Step. Whenever a Block takes damage (20.5.3), it takes a Step Loss. For each Step Loss suffered, it is rotated 90 degrees counter-clockwise, thereby reducing its Combat Strength. When a Block is reduced below Retainer Strength, it is said to have been eliminated (and eliminated is used hereafter to mean reduced below Retainer Strength). For non-Noble Blocks, this means they are removed from the map. For Noble (and Heir) Blocks, they will make a final roll on the Elimination Chart to determine their ultimate fate (20.6.1). Adding Steps: To add a Step to a Block, rotate it 90 degrees clockwise. A Block at its maximum strength cannot have any steps added to it. Steps are added via Mustering (18.0) or via some Event Cards. Combat Value: The number shown on the individual dice icons. Die color is also used as an indicator of Combat Value, with red (hits on a 4-6) being better than blue (hits on a 5-6), and blue being better than green (hits on a 6).

8.3.2 Heirs

Each Noble Block that can become an Heir has a Crown icon in its upper right corner. George of Clarences Crown is contained in a box as a reminder of his special rules (10.3.5).

Once a Noble becomes an Heir, Players may not place Influence on its RoP Box. Place an Heir marker on the box as a reminder of this status. Clarence is an exception to this as noted below (10.3.5). A Noble becomes an active Heir when its associated Heir Card (10.3) is played for the Event text. Each Player can have at most two (2) active Heirs, with one Heir being the Senior Heir, and the other being the Junior Heir (10.3). Remember: A Noble with a Crown icon is not an Heir unless the appropriate Heir Card is In-Play.

8.3.3 Attached Blocks

8.3.1 Nobles

Nobles are Blocks with additional attributes:

Command Rating. A Nobles Command Rating, or CR, is the number of other Blocks that the Noble can lead during Movement (16.1) or can command in Combat (20.4.4). This is the circled value in the Noble Blocks lower left corner. Example: Herbert, shown above, can only command one (1) additional Block. Noble Rank & Influence. The value in a Nobles lower right corner is his Rank. A Nobles Rank determines which Block will command in combat (20.4.1) as well as how many votes that Noble has in the King Phase (24.2.2). Rank 1 is the lowest, and 4 is the highest. Note that a Noble cannot be commanded or led in movement or combat by a Noble with a lower Rank (16.1 & 24.2.2), except that Heirs always outrank non-Heirs, regardless of the actual Rank Value. Less senior Heirs are outranked by more senior Heirs. The King outranks all others (10.5.1). Example: Warwick, Noble Rank of 4, is the highest ranking Noble in the game and would command over any other nonHeir Nobles. However, if he is not an Heir himself, then he could not lead even the lowest rank Heir. For example, Clarence (Noble Rank of 2) would command over Warwick if Clarence were an Heir and Warwick were not.(This particular situation, by the way, is impossible in a four Player game, but could occur in two or three player games). Nobles may hold Offices won in the Office Phase (26.0).

At certain times Blocks will be indicated as being attached to another Block (usually a Noble) the latter referred to as the Host Block. Attached Blocks move as one with the Host Block and, in most circumstances, count for command and Stacking Limits (exceptions are the Henry VI and Queen Margaret Blocks (10.3.3 & 10.3.4)). In order for a Block to function as a Host, it must possess a Command Rating of 1 or higher. Blocks with no command rating (e.g., Queen Margaret, Henry VI, Burgundians, etc.) cannot Host other Blocks. In the case that a Host Block is removed from the map due to a change in state (8.2), but the Attached Block is not, the status of the Attached Block depends on whether it is an Office Block (10.5) or a non-Office Block (10.3.3, 10.3.4 & 24.1.2). An Office Block is removed from the map along with the Host Block, whereas a non-Office Block may immediately attach to a new Host in the same Shire meeting the requirements for attachment (exception: Henry VIif his Host Block suffers a killed result on the Elimination Chart due to combat (10.3.3) and Henry VI and Margaret alone in a Shire). If no such new Host exists, place the now Host-less Block in the Players Undeclared Pool. Note that other than Henry VI and Margaret, no Attached Blocks may ever be left without a Host (i.e., Office Blocks and Mercenary Blocks (24.1.2) may never be voluntarily detached/ left behind, and if a Mercenary Block has its Host killed, a new Host must immediately be adopted). A Host Block may have Attached at most: one Mercenary Block (24.1.2), both of Henry VI and Margaret, and Office Blocks subject to the restrictions in 26.3.

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11 Plundered markers are usually placed when a Shire is subject to a Planned Uprising, Revolt or Raid (14.2.1).

9.0 Counters and Markers


9.1 Influence Markers
Influence Points (IP) represent political and economic factors, favorable contracts, lucrative trading terms, and the like. Each Player has a set of Influence Markers in their House color and in several denominations, including zero (0). The zero value IP Markers are useful for bluff and misdirection during the hidden bidding parts of the game. Each House starts the game with 4 zero, 12 one, 10 two, 6 three, 6 five and 2 ten value IP Markers, for a maximum IP Stock of 100 IPs. IP Markers will usually be in one of three locations: in an Unclaimed Pool for the Player; in the Players available Stock; or on a Nobles Box in the Roll of Parliament. In all cases, IP Markers are placed face down and can only be inspected by the owning Player. A Player can freely make change for any IP Marker in their Stock with the available IP Markers in their Unclaimed Pool. To do so, the Player simply reveals the Stock IP Marker(s) and equivalent non-zero (0) value IP Marker(s) in the Unclaimed Pool, swapping and then re-inverting to their hidden side. Zero (0) value IP Markers can only be added to a Players Stock during the Influence Phase (23.0), but the Player may add any number of them from the Unclaimed Pool up to the maximum number available.

9.4 Heir/Senior Heir Markers

Heir and Senior Heir markers are placed on the Roll of Parliament to denote when a particular Noble has become immune to outside political influence (10.3.2).

9.5 Miscellaneous Markers

Included in the game are markers for denoting each Players Total Economic Victory Points (6.3 & 25.0), the Total Votes they can cast for King (24.2.2), Attack and Defend markers for helping to identify who is the attacker or defender in each Contested Shire (20.0), Charge markers to denote when an Heir has has conducted a Battle Charge in combat (20.5.1) and a Combat Round marker to aid in determining when Reinforcements are available to each side (20.3.1).

9.2 Support and Office Markers

Support markers are used when casting votes for King (24.2.3) and for attempting to influence who receives an Office (26.0). These are explained more in the corresponding sections.

The London Garrison counter functions like a Block, except it is always face-up and is permanently stationed in London. It cannot move under any circumstance (including Retreatsit simply reverts to the new controller of London). It does not count against any Command Limits or Stacking Limits and is never affected by any Attrition or Events (e.g., Plague, Raids, etc). The Defender see Combat (20.0) of the last Engagement of a Battle in London may use this Block as part of their combat force. The London Garrison resets to its maximum strength after each Battle in London is resolved. Place it so that its current strength is the side facing North (toward the top of the map).

9.6 London Garrison

9.3 Shire Status Markers

All Shires are considered to have a normal status, unless marked with a Shire Status marker. A non-normal Shire status is denoted by placing one of four status markers: Plague, Devastated, Depleted or Plundered. Plague markers are placed to note which Shire is suffering the Plague. Once the Plague is resolved (14.1.2), the marker is flipped to the Devastated side. Devastated markers are replaced with Depleted markers at the end of the Turn and impact which Shires can grant replacements through Mustering (18.0). Depleted markers are placed as above, or when a Player musters two (2) or more steps from a Shire in a single Impulse (18.0).

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10.0 Cards
Crown of Roses is a card-driven game. As such, the Cards play an integral role in the mechanics of how the game is played. There are three types of Cards. Two types, House Cards and Operations Cards, are similar and can be used fairly interchangeably by Players to perform almost all the actions they wish during the game. Parliament Cards are the larger Cards and play a more administrative role. In-Play Cards: While most Cards are discarded after being played from a Players hand, some Cards (e.g., Allies & Heirs) are placed face-up in front of their controlling Player. These face-up Cards are considered In-Play. Any Card that remains In-Play for a length of time is a Persistent Card (10.4).

10.2 House Cards

Each Player controls a unique set of Cards known as their House Cards. House Cards consist of Heir Cards and Event and Surprise Cards that match historical figures and events related to each particular royal house, respectively.

10.1 Common Characteristics


Card Type Operations Value

Card ID Plague location

Except where noted on the Cards or in these rules, House Cards are considered part of a Players hand of Cards (except they do not count against hand size The front of each House Card limits) and can be used just has a colored Rose icon in the like Operations Cards for upper left corner. Event text or OPS Points (13.0). They are not counted towards the Desperate Times Event. The front of each House Card has a colored Rose icon to indicate which Player controls the Cards (5.0). Players may only control, and use, their own Houses Cards (exception: Henry VI starts one scenario captured by the York Player, though the York Player may not use his Block or House Card for any purpose). House Cards never go into the discard pile, and therefore can only be used once per game, although some stay In-Play until their effect ends.

Title Descriptive text of event Special text

10.2.1 House Event & House Surprise Cards

All non-Parliament Cards share several common characteristics. In the upper left corner is the Operations Value (OPS Value), ranging from 1 to 3 in value (exceptions: at-start Heirs and Affairs of States). House Cards have their OPS Value in a Rose of the House color (Yellow for Buckingham, Red for Lancaster, etc). In the upper middle, below the Card ID, is a descriptor giving the type of Card: Royal Heir, Event, Mandatory, Ally or Surprise. Next to this in the upper right is a Plague location, used to determine which Shire is subject to a Plague should that Mandatory Event be played (14.1.2). The center of the Card includes the title of the Card and, for Royal Heir Cards, an Heir Number (H-#). Under the title there is descriptive text describing what occurs should the Card be played for its Event. Finally, at the bottom of the Card is any special text for unusual characteristics of the Card.

These House Cards operate the same as Operation Cards of the same type (10.4.1 & 10.4.4), except they are always removed from the game instead of being placed in the discard pile once their effect ends. Note: No replacement Card is drawn for play of a House Surprise Card Event (10.4.4).

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10.3 Royal Heir Cards


Crown with H-# gives Heir order (10.3.2) Royal Heir Card

Heir name and title

Corresponding Heir Block shown on card and in card text

Each Houses Heir Card has an Heir number indication (e.g., Heir #1, Heir #2, and so on). The In-Play Heir Card with the lowest Heir number indicates the Senior Heir for that House. The In-Play Heir Card with the next lowest Heir number indicates the Junior Heir. Any time an Heir is eliminated or an Heir Card is played, the assignment of Senior and Junior Heirs is reevaluated. Only the Senior Heir can be King; and, if a more senior Heir is played which would make the King a Junior Heir, then the new Senior Heir becomes King, instead. This transfer of the Office of the King happens immediately. NOTE: Players may have a maximum of two (2) active Heirs at any one time (including in an Exile Box). Important: If all of a Players Heir Cards have been removed from the game, the Player is eliminated from the game (6.1). Also, there are times when a Player may be required to play an Heir Card (13.3). Obviously, the Player is not required to do so if he has no Heir Cards which can be played due to Game Turn restrictions on the Card(s). Heir Cards do not need to be played in Heir order, the only restriction on play is the Game Turn requirement. The following Heir Cards merit further explanation:

10.3.2 Senior and Junior Heir

Royal Heir Cards are similar to Events, in that when played, the Player implements the Card text. Heir Cards with an OPS Value may be used for OPS Points during the Operations Phase, just like an Operations Card; but doing so has significant consequences noted below. Each Heir Card designates its corresponding Heir Block (in the descriptive text, and shown in the graphic on the Card). Some Heirs also have a RoP Box while they are still just Nobles. Remember, Nobles are not Heirs until their Heir Card is put into play. If played for the Card text, the Heir Card is kept face up in front of the owning Player until the Heir Block is killed in Battle (20.6.1) or by some other game effect. The Heir Card is then removed from the game. If played for OPS, the Card is removed from the game once the Player completes all of their actions and the Event text is not implemented. The associated Noble Block becomes Out of Play and is considered eliminated for the purposes of determining Military Victory (6.1). And remember, if all of a Players Heir Cards and Blocks are removed from the game, the Player is eliminated!

10.3.3 Henry VI Lancaster

The Henry VI Block cannot be a Leader for movement or combat (it has no Command Rating), and may be led in movement or combat only by a Noble with a Rank of two (2) or higher.

The Henry VI Block does not count against Command Limits for Battle, but does count against the Command Limits for Movement. Henry VI can control a Shire if dropped off via Movement (16.1) in a Shire, but cannot move on his own once dropped off (given that he cannot be a Leader for movement). His Block may not conduct a Battle Charge. Historical Note: Henry VI was a terrible warrior; he himself will never be in the actual battle even if his Block is. He will be in his tent, contemplating. During the Wintering Phase (27.4), Henry VIs Block must be Attached (8.3.3) to a Noble that the Lancaster Player controls. This may be a different Noble each Wintering Phase. If there are no Lancaster-controlled Nobles, the Henry VI Block must be kept in the Undeclared Pool. If Henry VI is currently in an Exile Box, he may only be Attached to a Noble in the same Exile Box, or to a Noble not in Exile (which removes Henry VI from Exile, as well). If Henry VI is Senior Heir when the Lancaster Player is voted King (24.2.3), the Henry VI Block does not attach the King Office Block and the Lancaster Player may not use the Kings once per Turn ability of utilizing another Offices ability (10.5.1 & 24.2.3) (he still gains the bonus support, votes and IPs listed on the King Card, however).

10.3.1 Playing an Heir Card when Noble is, or was, under Enemy Control

If an Heir Card enters play when an opponent has (or had) control of the Heir Block (8.3.2), control of the Noble switches to the Card player and the Noble becomes an Heir as normal. Wherever the Noble is at the time, it is given to its new controller to place In-Play in any of the Nobles Home Estates. If the Noble was Unavailable at the time, it is placed at Retainer Strength. If the Noble was In-Play, any Combat Strength possessed by the Noble is maintained when ownership is transferred. Otherwise, place the Noble at full Combat Strength; e.g., if the Noble was Undeclared (8.2). For George of Clarence (10.3.5), this transfer of control happens only when he becomes the Senior Heir (10.3.2).

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roses Rule Book Influence can be played on his RoP Box when he is an Heir, but not after he becomes a Senior Heir (place the Senior Heir counter on his RoP Box as a reminder). As a reminder there is a box around his Royal Heir indicator on his RoP Box, and on his Block label. Clarence can be the target of the Treachery Surprise Card just like any other Noble. However, if Clarence becomes the Senior Heir while controlled by a non-York Player, see Heirs under Enemy Control (10.3.1). Example: George of Clarence has been successfully influenced by Lancaster and is currently at full strength controlling Sussex for the Lancaster Player. The York Playerhaving no active Heirsplays the Clarence Heir Card (becoming the Senior York Heir). Clarence immediately becomes controlled by the York Player, who picks him up and decides to places him in Chester at his current Combat Strength. Had Clarence been Unavailable at this time, he would have been placed only at his Retainer Strength.

If the Henry VI Block is eliminated in combat (i.e., reduced below Retainer Strength) or his Host Noble suffers a combat result of Killed on the Elimination Chart (20.6.1), Henry is assumed to have been captured in his tent and executed by the Victor. If this occurs, remove Henrys Card and Block from the game. Design Note: Yes, Henry VI is removed from the game before any roll is made on the Elimination Chart for his Block, if either his Block is reduced below Retainer Strength as a result of combat, or if his Host Noble is killed as a result of a roll on the Elimination Chart. While technically not an Heir, as the Queen can never become King, the Margaret Block behaves in many ways like any other Royal Heir Block. The Queens Block does not count against Command Limits for Battle, and unlike Henry VI, also does not count against Command Limits for Movement either. Her Block cannot be a Leader for movement or combat (it has no Command Rating). Margaret can control a Shire if dropped off via Movement (16.1) in a Shire, but cannot move on her own once dropped off (given that she cannot be a Leader for movement). Her Block may not conduct a Battle Charge. Historical Note: Henry VIs implacable Queen, Margaret, was perhaps the strongest leader of the Lancastrian faction (leading in her husbands name). She herself will never be in battle, even if the Block is. If her Block enters any Exile Box, adjust her Combat Strength to its maximum amount (Margaret was very good at gaining support from abroad). During the Wintering Phase (27.4), Margarets Block must be Attached (8.3.3) to a Noble that the Lancaster Player controls with a Rank of two (2) or higher. This may be a different Noble each Wintering Phase. If there are no Lancaster-controlled Nobles, the Queens Block must be kept in the Undeclared Pool. If the Queens Block is currently in an Exile Box, she may only be Attached to a Noble in the same Exile Box or to a Noble not in Exile (which removes Margaret from Exile, as well). If the Queens Block is eliminated during combat, she will return during the next Wintering Phase. If both Henry VI and Prince Edward (the Lancaster Block) are Out of Play, the Queen goes into permanent exile in France. Immediately remove the Margaret Card from the game and place the Margaret Block Out of Play.

10.3.4 Margaret of Anjou Lancaster

10.4 Operations Cards

Operations Cards are the Cards that make up the draw deck and will be dealt to all Players. Each Card has a type specified at the top: Event, Mandatory, Ally, or Surprise. The Card type determines how and when it can be played.

All Operations Cards (except Affairs of State) have an OPS Value listed in the upper left corner, which is used to determine Player order during the Operations Phase (13.2). In addition, with a caveat for Mandatory Cards (14.1), this value is also the number of OPS Points a Player may use when he chooses to use the Card for Operations (15.0), instead of for the Event (14.0). The text below the picture on each Card is generally referred to as the Event text, and Players can choose to implement the effects of this text instead of using the Card for its OPS Points when they play the Card (exception: Mandatory Cards must always be played as an Event, but the Player then utilizes the OPS after implementing the Event). To repeat, for non-Mandatory Cards, a Player must choose whether to implement the Event textoruse the Card for OPS Points. He cannot do both. After most Operations Cards are played from a hand, or an Ally Card has its discard ability implemented (14.2.2), the Card is discarded, i.e., placed face up on top of the discard pile next to the draw deck. Some Operations Cards have a persistent

10.3.5 George of Clarence York

Clarence is a Royal Heir for the York Player, but he has two unique qualities:

No Influence can be played on his RoP Box until his Heir Card is played (Turn 4 or after).

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a game Event, he must hold it until next Turn; even if not otherwise allowed to hold Cards. In this case it will count as a Held Card (12.2). Note: A Player loses Popular Support for each Held Mandatory Card (28.3.2)! Mandatory Event Cards cannot be used solely for OPS and can never be voluntarily discarded. See Action Steps (13.2) for details on how Mandatory Cards are played during the Game Turn.

10.4.3 Ally Cards

Example of an Operations Card with persistent game effects. Example: In a two player game, York plays first and plays a Royal Heir Card, placing the corresponding Block on the map and the Royal Heir Card in front of him. Lancaster goes second and plays Manpower Shortage for the Event. The Event is left face-up on the table for the remainder of the Operations Phase, as noted on the Card. Had Lancaster played it for OPS, it would have simply been discarded as normal.

Ally Cards have a green persistent rectangle behind their Card type, as all Ally Cards are persistent Cards. Like Event Cards, Ally Cards can be played for their Event text or for their OPS Value. They represent influential individuals who can provide support to a Player House. See Action Steps (13.2) for details on how Ally Cards are played during the Game Turn.

Ally Card

10.4.1 Event Cards

10.4.4 Surprise Cards

Events give Players a special ability, or create a game effect, as noted on the Card. Some bring new Blocks into play, others allow a Player to bend or break the standard game rules. Text on Cards always supersedes these game rules. See Action Steps (13.2) for details on how Event Cards are played during the Game Turn.

10.4.2 Mandatory Cards

Mandatory Event Card

Mandatory Event Cards have a black background behind the Card type. A Mandatory Event Card must be played during the current Turn. It may not be voluntarily held for a future Turn. The choice of when to play it is at the discretion of the Player holding the Card, but it must be one of the Cards that are played that Turn. However, if the Player is prevented from playing it on the current Turn due to the Turn ending early from

Surprise Cards have a red background behind their Card type. These Cards can be played at any time during an Operations Phase (unless the Card text says otherwise) to implement their Event text, even during another Players Turn. When played this way, they do not count as a Card played for an Impulse (13.1).

Once the Surprise Event has been resolved, the Player draws a replacement Card from the draw deck. Surprise Card If the draw deck has been depleted, shuffle the discard pile to create a new draw deck and then draw the replacement Card. Alternatively, Surprise Cards may be played as a Command Card for OPS during the Operations Phase. When played in this latter way, a replacement Card is not drawn.

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roses Rule Book All Parliament Cards provide a bonus to Influence gained during the Influence Phase, votes for choosing King and Support Track adjustments (remember to adjust the track back down when a Player loses the Card for any reason). Influence and vote gains are handled in the King Phase (24.0) and after, in the Office Phase (26.0). As noted above, Player Support is adjusted upwards when they gain the Office Card and downward when they lose it. Each Office provides an additional Block to be placed into play by the owning Player. It must be Attached to the Noble who holds the corresponding Office (8.3.3) and may never be voluntarily detached from the Noble for movement (it may detach for combat; see 20.4.3). Office Blocks always count against Command Limits for both combat and movement. During the Parliament Phase (24.0) of each Turn, one Senior Heir is chosen to be King for the next Turn. The Kings Office and its controlling Player are then entitled to certain privileges and have certain responsibilities. In addition, the Kings Office Block conveys an increase of +1 to the Host Nobles Command Rating as long as the Kings Office Block is attached (or participating in the same Combat Round) as the current King. Note that Henry VI does not attach the Kings Office Block if he is King (10.3.3). The King Office (or Henry VI if King): May use Crown Estates as Home Estates (7.2.4). Responds to Embassy Events (14.1.1). Cannot be subject to a Writ (see below). Is always the highest Ranking Noble/Heir (27.3).

Example: At the start of the Operations Phase, York plays Secret Plots to take control of one of Lancasters Allies. This does not count as Yorks Card play, so they draw a replacement Card and select a new Card to play for their Operation Phase playwhich could be the newly drawn Card, or another one from their hand.

10.5 Parliament Cards & Offices


Title of Office

Office Heraldry Office Ranking

Bonuses to Influence gained, Votes for King, and Popular Support Listing of Special Abilities

10.5.1 His Majesty the King of England

Officesrepresented by Parliament (or Office) Cards and Blocksare awarded to Nobles in the Parliament Phases (24.0 & 26.0). Each Office Card lists one or more special abilities (and their restrictions) usable during the Operations Phase by the Player controlling the Noble that holds the Office (the Card will say you may do such-and-such). That Player may use the ability at any time during the Operations Phase, subject to the restrictions listed on the Card. Note: The terms Parliament Card and Office Card are synonymous and are used interchangeably throughout these rules. Some Cards may also give special abilities to the Noble Block which holds the Office (the Card will say he gets such-andsuch ability or bonus). For example, the Noble that holds the Lord Captain Office does not lose any troop strength when in Exile in France (7.3.3). For abilities that may only be used once per Game Turn, when the ability is used we recommend either rotating the Parliament Card 90 degrees, or turning it upside down as a reminder that it cannot be used again until next Game Turn. Note that even when so turned, the Parliament Card still provides all the additional benefits associated with the Office Card. Note: The special abilities granted by the Parliament Card are available to the Noble Block holding the Office, even if the Office Block has been eliminated. It is the Parliament Card which conveys the special abilities, not the Block itself (exception: the King Block grants the +1 Command Rating (10.5.1); which, if eliminated, is no longer gained by the current King). Players receive certain bonuses, specified on the Office Card when a Noble they control gains the Office. However, should the Noble be eliminated, the Player returns the Office Card and marker to the Unclaimed Pool and immediately loses any benefits of the Office. This also applies should another Player gain control of the Noble, or gains control of the Office for one of their Nobles. The other Player immediately gains the Office Card and its bonuses.

The Player controlling the King Office (or Henry VI if King): Gains a Support Bonus of three (3). Can use Writs (see below) against a Planned Uprising. Gains a bonus Card Draw during the Draw Phase (12.3). May assign troops raised in a Mustering action (18.0) to any Block in England, regardless of location. Shuffles and flips the Office Cards during the Parliament Phase (26.0). Decides all tie breakers (see below). If the King is held by any Noble other than Henry VI, the King may: Attach the King Block to the Noble holding the King Office. Gain a +1 to his Command Rating (as long as the King Block remains Attached). Once per Game Turn (for each ability), use the other Officers once per Turn abilities, as listed on the back of the Kings Office Card.

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Crown of roses Rule Book Writ: Similar to a Surprise Card (i.e., can be played at any time) any three (3) Value OPS Card may be discarded to select a valid In-Play Noble (Friendly or Enemy) as a substitute for a Friendly Noble or Office that could be the Responding Noble to a Planned Uprising or Raid Event (14.2.1). In addition, the King may use a Writ to send a valid In-Play Noble (Friendly or Enemy) as a substitute for the King in response to an Embassy Event (14.1.1). The Uprising/Raid or Embassy Event is then resolved with the substitute as the Responding Noble or King, respectively. Only a Player who controls the King, an Officer of Parliament, or Queen Margaret (when in England) may perform a Writ. The Player does not draw a replacement for the Card used for the Writ. If multiple Players want to play a Writ in response to an Event Card, use the tie break rule (see below) to determine who may play it. An In-Play Block cannot be subject to a Writ more than once in response to an Event Card and none of the follow may be subject to a Writ: An In-Play Heir A Block in a Contested Shire The current King Blocks in Exile in a Foreign Nation Prince Edward (i.e., the Lancaster Block) by anyone other than the Lancaster Player Henry VI or Queen Margaret and their Host Block(s) by anyone other than the Lancaster Player All other Noble Blocks are valid targets of a Writ and must respond if selected. Tie Breaker: In most cases during the game when a situation requires a tie-break to be decided (e.g., Impulse Order, Voting for Offices, etc.) it is the Player controlling the King Office Card who makes the decision. In the case where there is no King (perhaps the King was eliminated in combat), the Player controlling the next-highest Ranking Officer (27.3) decides the tie break, i.e., Chancellor if no King, then Treasurer, and so on. In the rare case no Offices are held, the Player with the highest IPs gained during the previous Influence Phase (23.0) decides ties. If multiple Players have the highest IPs gained, roll a die to determine the Player who will be the tie-breaker. If the tie-breaking Player is established by IP Value (including die roll), then that Player will continue to decide tie breaks as needed until the end of the current Turn.

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played as an Event (14.0). If there is no King, The Lord Chancellor decides how ties are broken and gets a bonus of +5 votes instead of his normal +3. Once per Turn, when his controller uses all the OPS of a Card for Political Influence actions (19.0), that Player may Influence one additional Noble (so playing a 1 OPS Card for a Political Influence action would allow the influencing of two (2) Nobles using this ability). Once per Turn his controller may force one Noble (Friendly or Enemy) [exception: not Margaret or Henry VI] and any attached Office(s) to re-roll all their Combat Round dice. If he is the Leader during an Engagement (20.4.1), his controller always forms his Main Force and conduct Replacements after the Enemy has done so, even if he is the defender.

10.5.3 The Lord Treasurer of the Exchequer

10.5.4 The Lord Earl Marshal of England

10.5.5 The Lord High Admiral of England

Once per Turn his controller may use two (2) OPS Points to use Sea Movement (17.0) with him as the Leader. Pirate Raids (14.2.1) roll only one die when he is the Responding Noble.

10.5.6 The Lord Captain of Calais and the Pale

French Raids (14.2.1) roll only two dice when he is the Responding Noble. Neither he, nor Blocks that he leads, lose any steps when moving to the France Exile Box (7.3.3).

10.5.7 The Lord Lieutenant of Ireland and the Pale

Neither he, nor Blocks that he leads, lose any steps when moving to the Ireland Exile Box (7.3.3).

10.5.8 The Lord Warden of the North Marches

Scots Raids (14.2.1) roll only one die when he is the Responding Noble. Neither he, nor Blocks that he leads, lose any steps when moving to the Scotland Exile Box (7.3.2).

10.6 Player Aid Cards

Once per Turn, during one of his Impulses his controller may exchange one IP stack in Parliament with another without examining their values (the stacks need not have the same number of IP Markers in them). This does not cost any OPS and can be done even if the Command Card (13.1) is

10.5.2 The Lord Chancellor of England

Also included in the game are two identical Player Aid Cards (PACs) and four Player Aid House Mats. The PACs contain various charts and rule references for ease of reference. The House Mats provide each Player a detailed map showing Home Estates for each Heir Block, a location to place their Senior and Junior Heirs, their Stock and Unclaimed IP Pools, their Undeclared Pool and a location to place held Offices and available Ally Cards.

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11.0 Outline of Sequence of Play


Each Turn of the game has the following Phases, which must be completed in the order listed: Draw Phase (12.0): Players draw Operations Cards to fill their hands. Operations Phase (13.0): Players execute events, place Influence, muster troops, move, and conduct battles. Influence Phase (23.0): Players collect IP Markers, the currency used in gathering the support of Nobles. King Phase (24.0): Players add newly controlled Nobles to their House, calculate votes, and vote for King. Victory Check Phase (25.0): Check for victory and crown one player winner! Office Phase (26.0): Players bid to gain Offices. Wintering Phase (27.0): Players place their Nobles on the map. Clean-Up Phase (28.0): Remove markers, discard extra Cards, Unavailable Blocks become Inactive, etc. and advance the Turn marker. After completing a full Turn, the Turn marker is advanced by one and the next Turn is played as above, until the last Game Turn of the the chosen scenario is reached.

12.2 Held Cards

Operations Cards may be held in a Players hand from a prior Turn due to Heir bonus abilities or by Card Events. Each Held Card causes the Player to draw one Card less during the Draw Phase.

12.3 Bonus Draws

A Player may gain bonus Cards based upon his current Popular Support level (see Popular Support Track on the map). In addition, a Player draws an extra Card for each of the following: Control of London. Control of Calais. Control of the Office of King. Control of the Warwick Block in two-player and threeplayer games only.

Remember, House Cards never count in determining the number of Cards in a Players hand, and therefore do not affect the number of Operations Cards drawn at the start of a Turn.

12.4 House Cards

13.0 Operations Phase


Once Players have drawn their Cards, play moves to the Operations Phase where each Player will have an opportunity to execute their plans for victory. The Operations Phase is composed of multiple Impulses, played one after another. Each Impulse is composed of a Command (Card-play) Step and one or more Action Steps for each Player, followed by a Combat step for all Contested Shires. At the start of the Operations Phase, determine the number of Impulses for the Turn by counting the number of non-House Cards in each Players hand. The smallest number is the number of Impulses this Turn. Place the Final Impulse counter on the Impulse track at the appropriate number of impulses determined above and place a small black cylinder on Impulse track 1indicating the first impulse to be resolved. Example: After the Draw Phase in a two-player game, York has six Operations Cards in his hand, but Lancaster only has five. There will be five Impulses this Turn, with each Impulse having two (2) Action Steps (for a total of 10 Actions Steps in the entire Operations Phase). The players place the Final Impulse counter on the 5 space of the Impulse track and begin thinking about their first Command Card play.

12.0 Draw Phase


Each Player draws a number of Operations Cards equal to the Base Hand Size less the number of Held Cards (12.2) from the previous Turn, if any, plus any Bonus Draws (12.3) to which they are eligible. House Cards are not included in the calculation of the number of Cards to draw. Each Player, in descending Influence Point order (ties broken according to 10.5.1), draws all their Cards before the next Player draws theirs. If the draw deck is depleted, the discard pile is shuffled and becomes the new draw deck, and Players continue drawing their Cards.

12.1 Hand Size

The Base Hand Size is five (5) Operations Cards. The maximum Hand Size is nine (9) Operations Cards. If Players gain more than four (4) Bonus Draws (12.3) in one turn, they only draw four (4) extra Cards when filling out their Hand (the extra Bonus Draws are lost).

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13.1 Command Step

During the Command Step of every Impulse, each Player selects one Card from his hand and places it face-down in front of him. This can be a House Card or Operations Card, and is the Players Command Card. Once all Players have selected a Card, they are revealed simultaneously. If a Player has only House Cards in his hand, he may choose to pass instead of playing a Command Card (he must reveal his hand at this time to show that he has only House Cards remaining). A Player may not pass if he has any non-House Cards in his hand. A Player that passes do not conduct any Action Steps that Turn. If a Player passes on one Impulse it does not prevent him from playing a Card on a subsequent Impulse. Design Note: This may occur when a Player uses his 3 OPS Cards for Writs (10.5.1) or Pursuit/Retreat prevention (20.5.4), which may result in him having less Non-House Cards than the originally determined number of Impulses in the Operations Phase. 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: see Affairs of State, below). Affairs of State (14.1.3) may not be played on the first Impulse of a Turn, but otherwise may be played even if the Player holds other Mandatory Cards. Example: York holds six (6) Cards, including the Affairs of State (AoS) Card and one additional Mandatory Card. Assuming York had no active Heirs, his first impulse Command Card (CC) must be an Heir Card. Yorks second impulse CC can be any Card including AoS. It does not have to be a Mandatory Card, since there are still greater than 2 impulses remaining. However, assuming the total impulses were five (5), if York has not played either Mandatory Card by Impulse 4 (i.e., second to last impulse), then he must play one of the Mandatory Cards. Note that if he plays AoS before playing the other Mandatory Card, York will be forced to hold the other Mandatory Card for next Turn (though would suffer no loss in Popular Support per 28.3.2).

Example: York plays Rutland, a 2 OPS Heir Card and Lancaster plays Desertions, a 2 OPS Operations Card. Assuming that York is the current King, he would have to decide whether to let Lancaster go first before knowing whether Lancaster intended to use his revealed Card for the OPS Value or the Event. He decides to let Lancaster go first so that he cant play the Event against his incoming Heir. This Turn order is known as the Impulse Order. The Player conducting his Action Step is called the Acting Player. All other Players are Enemy Players. If the Acting Players Command Card is a Mandatory Card, it must be played as an Event. If it is a Surprise Card, it must be used for OPS and no replacement Card is drawn (because the Event did not occur). Otherwise, when the Player is required to conduct their Action Step he must choose whether he will use his Command Card as an Event or for its OPS. When the last Player of the Impulse has finished conducting his Action Steps, conduct all combats in the Combat Step (20.0), and then move the small black cylinder on the Impulse track to the next higher numbered space (i.e., 1 to 2 to 3, etc). When this cylinder is on the same space as the Final Impulse counter, it is the last Impulse of the current OPS Round. Once that last Impulse is complete (including combat), slide the cylinder off the track and proceed to the Influence Phase (23.0) (or King Phase (24.0), if the Turn ends due to play of the Affairs of State Card).

13.3 Required Heirs

If a Player has no In-Play Heir Blocks, he must either play an Heir Card as his CC (subject to the limit of only two active Heirs and the Game Turn restrictions on his remaining Heir Cards) or return an Undeclared Heir to In-Play status. Returning an Heir to In-Play status can be accomplished by either playing a CC that has an Event that allows him to return an Undeclared Noble to In-Play status (he must select an Heir) or by playing a CC for OPS and spending the first OPS Point to return an Undeclared Heir to In-Play status (15.1). In the latter case, the Heir returns at Retainer Strength, only. A Mandatory Card may be played, as they generate OPS Points - the first of which would be required to be spent returning the Heir to In-Play status. No other CC plays are allowed and if a CC is revealed that cannot return an Undeclared Noble to In-Play status via the Event text, it must be played for OPS per above. Example: York has a Senior Heir (only), but its Block is in his Undeclared Pool at the start of an Impulseleaving him with no In-Play Heir Blocks. He may either active a Junior Heir by playing the appropriate Heir Card, or return his Senior Heir to In-Play from his Undeclared Pool (and he may be forced to do the latter if he has no valid Junior Heirs to play due to Game Turn restrictions). York chooses to play a regular OPS Card and spends the first OPS Point to return his Senior Heir to the map at Retainer Strength.

13.2 Action Steps

Players then take turns executing their Action Steps in descending order of the OPS Value of the Command Card played (ties broken per 10.5.1).

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roses Rule Book and, in keeping the Kings peace, no Enemy Blocks may enter that location on this Impulse. This includes Enemy Blocks that Retreat or Evade combat. Furthermore, combat cannot take place in that Shire. If one or more Enemy Blocks are already in that Shire, they must immediately Retreat to an adjacent Shire, if able. If unable to Retreat, the Enemy Block(s) are placed in their owners Undeclared Pool. Place the Kings Office Block (or the sent representative) flat on the map in the Shire (current Strength farthest from the controller) to serve as a reminder that no Enemy Blocks may enter this Shire for the rest of the Impulse. Example: In a three-player game, Buckingham goes second with a played Embassy Mandatory Event, ending up with the King going to Devon. Yorkthe current Kingmoves his Senior Heir King Block and the Kings Office Block to Devon; which is currently occupied by a Lancaster Noble. The Lancaster Noble must Retreat to an adjacent Shire per the Retreat rules, but all are occupied by Enemy players. As such, the Lancaster Noble is pulled off the map and placed in the Lancaster Undeclared Pool and the York Player flips up the Kings Office Block to remind everyone that they cannot enter Devon the rest of this Impulse.

14.0 Event Text Cards


If the Player chooses to use his Command Card as an Event, Mandatory Event, Ally, or Heir, conduct the steps below based on the type of Card. If the Event, Mandatory or Ally Cards text grants the Player any OPS Points, the Acting Player may also conduct actions just as if he had played a Card for that number of OPS Points, after any other Event text is implemented. Some Event Cards have a lasting, persistent, effectin those cases, do not place the Event Card in the discard pile until the game effect has ended (this will be indicated in the red text at the bottom of the Card). Keep the Card visible by the edge of the board so that all Players can see the active game effect (e.g., the Card Manpower Shortage prohibits Mustering actions for the rest of the Operations Phase; so once played, this Card would be kept face-up by the game board until the end of the current OPS Phase). All persistent effect Cards have a rectangular box behind their Card type to indicate that they are not immediately discarded.

14.1 Mandatory Event Cards

Similar to regular Events that grant OPS Points, implement the Event text first, then utilize the listed OPS Points, and discard the Card. Important: As noted above, a Player must make every attempt to play a held Mandatory Card during the current Operations Phase. If a Player fails to play a Mandatory Card and must hold it until next Turn, that Player loses Popular Support equal to the OPS Value of the held Mandatory Card(s) (28.3.2). The only exception to this is if the Turn ended due to play of the Affairs of State Card, in which case unplayed Mandatory Cards must still be held to the next Turn, but do not result in any lost Popular Support. There are three kinds of Mandatory Event Cards. Details on their effects are below:

14.1.2 Plague

When it is the time in the Impulse to resolve the Plague Event, the controller draws an additional Card from the draw deck and notes the revealed Plague location (listed at the top right of the new Card). Place a Plague marker there and discard the additional Card.

14.1.1 Embassy

Embassy Card

A foreign emissary has come to England to treat with the King. Roll a die and consult the Card to determine where the meeting shall take place. The Block of the current King (and its attached Office Block) must immediately be moved to the designated Shire, or use a Writ to send a representative instead (simply pick up the Block(s) and move them to the indicated Shire). The King or representative may not leave this Shire for the duration of this Impulse

Each Player distributes a number of Step Losses equal to the affected Shires Value (SV) to their stack of Blocks in the Shire. The controller of the stack dePlague Card cides which Blocks receive Step Losses one at a time, but no Block may receive more losses once they have been reduced below Retainer Strength. Blocks reduced below Retainer Strength are moved to their controllers Undeclared Pool. Ignore any Step Losses which cannot be applied. According to the same procedure as above, stacks of Blocks in each Shire adjacent to the affected Shire take Step Losses as well. The number of Step Losses for each Players stack is equal to the adjacent Shires SV 1, minimum of one (1) (exception: London always loses steps equal to its SV, even if the Plague originates in an adjacent Shire). Once all Step Losses have been distributed, flip the Plague marker to its Devastated side.

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Crown of roses Rule Book Example: A Plague Card has been revealed. When the time comes for it to activate in the Impulse, the top Card of the draw deck is discarded, revealing Lincoln as the Plague location. All Players with stacks in Lincoln must lose two (2) steps. All Players with stacks in Cambridge or West Riding must lose one (1) step (SV = 2, so SV 1 = 1). Players with stacks in Nottingham, Leicester, Rutland and Huntingdon also suffer one (1) step loss even though 1 1 = 0, since the minimum is one (1) step loss per Shire. East Riding and Norfolknot being adjacent to Lincolnsuffer zero (0) step losses.

21 remember that any Home Estate, including Shared Estates, Office Estates, etc., can be used. The Player controlling the King (and only that Player) may use a Writ to command any Officer to respond if all Players have declined at this point. If no Player has responded voluntarily or by a Writ, the Player with the most Blocks currently in the Shire (if any) must respond. If none, see below for what happens when there is no Responding Noble.

14.1.3 Affairs of State

When this Card is first revealed its controller takes the top Card of the draw deck and shows it to all Players. Treat the Card drawn as if the Player had played it as his Command Card (including determining Impulse order). It must be played for OPS unless it is a Mandatory Event (Embassy or Plague), in which case it must be played for the Event text.

Planned Uprising Card

If a Noble responds (voluntarily or by Writ) it becomes the Responding Noble. Pick it up and move it (and any Attached Blocks) to the targeted Shire. What happens next depends on whether the Event is a Raid or a Planned Uprising. For Planned Uprisings only, if the Responding Noble is controlled by the Controlling Player, the Responding Noble immediately gains two Steps (up to its maximum) [the peasants favor that Players House, so join his army as new recruits!]. In all other situations (e.g., if the Responding Noble is not controlled by the Controlling Player of a Planned Uprising or when anyone is responding to a Raid), make a single Line Combat Roll (20.5.2) against the Responding Noble (and any attached Blocks) according to the Card played (and roll immediately on the Elimination Chart for any Blocks that are reduced below Retainer Strength. For Responding Nobles with attached Blocks, any hits may be distributed to either Block per the normal damage allocation rules (20.5.3). Planned Uprising: Roll a number of Green Dice (hits on a 6) equal to the Shire Value. Roll an additional die if the Shire in revolt is loyal to a House other than the Responding Nobles controller (e.g., a Buckingham-controlled Noble responding to a Planned Uprising in Stafford would roll two (2) dice, but any other non-Buckinghamcontrolled Responding Noble would roll three (3)). Pirate Raid: Roll two Green Dice (hits on a 6) French Raid: Roll three Blue Dice (hits on a 5) Scots Raid: Roll two Blue Dice (hits on a 5) After resolutionand regardless of whether the Responding Noble survivedincrease the Popular Support of the Responding Nobles House by one (1). This increase in Popular Support is gained even for Planned Uprisings where the Responding Noble is controlled by the Controlling Player. If no Noble responds to a Planned Uprising, place a small cylinder of the color of the Controlling Players House in the Shire in revolt to represent the rebels (Raids do not deploy rebels).

Once the current Impulse is complete, end the Operations Phase regardless Affairs of State Card of whether any additional Impulses remain. Resolve all combats (20.0) and then skip the Influence Phase (23.0) and continue play of this Turn with the King Phase (24.0). Note that Affairs of State can not be played on the first Impulse of the Operations Phase.

14.2 Non-Mandatory Event Cards

Implement the Event text, and then a) Operations Cards are discarded (exception: if having persistent game effects); b) House Cards are removed from the game. See Cards (10.0) for an overview of House Event Cards and Operations Event Cards. Most Cards should be self-explanatory, but the following Events warrant some explanation:

14.2.1 Planned Uprisings & Raids

Some Cards allow a Player, the Controlling Player, to cause a Planned Uprising (representing a peasant revolt) or a Pirate, French or Scots Raid in a Shire. In Impulse order, each Player who has an In-Play Officer Noble with a Home Estate in the Shire in Revolt (or subject to the Raid) declares whether he will respond to the Event, and with which Officer (if he has more than one). If no Officer volunteers, again in Impulse order Players can choose to send a non-Officer Noble with a Home Estate in the targeted Shire. Regardless, only the first Player to elect to send a Block may respond and

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The Shire is considered Controlled by the Controlling Player for all purposes as long as the small colored cylinder (hereafter rebels) remains. When any Enemy stack moves into a Shire containing rebels, the rebels make their Line Combat Roll against the stack, as above. When a Friendly stack enters a Shire with rebels, they gain two Steps distributed as the Controlling Player wishes, with no Block exceeding its maximum. In either case, the rebel cylinder is then removed. If they still remain, the rebels are removed at the beginning of the upcoming King Phase (24.1.2). Finally, for any Raid or Planned Uprising where a Line Combat roll was required - or - for any Raid where there was no Responding Noble, place a Plundered marker in the Shire. Design Note: On the off chance that there are already 10 Plundered/Depleted markers on the map when an 11th is needed to be placed, the Player who needs to place the marker must remove one from any Shire with the lowest SV among those that are Depleted, selecting from Shires that do not contain any of that Players Blocks, if able. Jack Cades Rebellion: Players will note that this Event Card does not list London as an illegal Shire for conducting the Planned Uprising, while all others do (e.g., Robyn of Holderness). This is by design. Example: In a three-player game, Buckingham (the current Kings House), plays their 1 OPS Value House Card Buckinghams Rebllion as his Command Card. Both York and Lancaster play 2 OPS Cards and take their Action Rounds first in the Impulse. When Buckinghams Action Round comes, he places a small yellow cylinder in Stafford (a 2 SV pro-Buckingham Shire) with the thought of having his Buckingham Block (currently down to Retainer Strength) respond in order to gain two (2) steps by recruiting the rebels into his army. However, Yorkwho went before Buckingham in the Impulsehas control over Shrewsbury, who also has a Home Estate in Stafford and is currently the Lord Admiral. Since York doesnt want Buckingham to gain the two (2) stepsand has first choice in sending a Responding Noble due to Impulse orderhe sends Shrewsbury and the Lord Admiral Block to Stafford as the Responding Noble. Three dice are rolled against him: 3 , 6 and 6. The York player grimaces as he applies one hit to Shrewsbury and one hit to the Admiral Block. He then increases his Popular Support Value by one (1) and places a Plundered marker in the Shire, hoping his gamble pays off and that he or Lancaster can kill Buckingham while he is still at Retainer Strength.

14.2.2 Ally Cards

Place the Ally Card In-Play in front of the owning Player. The Player may use the discard ability of the Card at any time, including immediately after being placed In-Play.

All Ally Cards have a Discard this Card (choose one) ability that becomes available once the Card is In-Play. The controlling Player may choose to activate this ability any time he wishes. To do so, he announces his intent, choose one of the powers to invoke, and discards the Ally Card. Should more than one Player want to use their Ally powers at the same time, the King (per tie breaker rules; see 10.5.1) decides the order the Players will resolve their powers. Players are not required to specify the power they are going to use until the order of play is determined, and may even choose a different power than first specified if they wish. However, once declared that they are using an Ally power, they must use one of the Ally powers when it is their time to act. Most Ally abilities are self-explanatory, but several require a bit more explanation: Add X Ally Influence: A Player may use this discard ability to place X (i.e., one, two, etc.) IP Point(s) (not Markers!) from his Stock onto one Nobles RoP Box (subject to the restrictions of the Political Influence action in 19.0). Example: York discards Ally Card #16 (Sir Robert Ratcliffe) while controlling Lovel. He may place a single 1 IP Marker on two different Nobles, or a 2 IP Marker on a single Noble. Regardless, York can only add two additional IPs (in total) to Nobles by use of this ability. Assist with Command: A Player may use this discard ability to increase the Command Rating of one Friendly Leader by one (+1) point until the end of his current Impulse, or until the end of a Battle (20.0) in a Shire. Note that the Event of the Surprise Card Leadership (Card #72) functions in the same manner as above. Gain control of an Office Block: A Player that gains control of a vacant Office Block attaches the Block per the language on the Card, but does not gain any of the benefits conveyed to being the corresponding Officer (unless, of course, the Host Noble happens to be that Officer already!). Activate an Undeclared Noble: A Player may use this discard ability to place one (1) friendly Undeclared Noble onto the map at full Combat Strength in any Shire containing a Home Estate for that Noble. The Noble may enter into an Enemy controlled or a contested Shire this way.

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Crown of roses Rule Book Respond to a Raid, Revolt or a Writ: A Player may use this discard ability to send Lord Stourton as the Responding Noble to any Raid or Revolt, or in place of a Block that has been Writ (for any reason). The Player still gains the +1 Popular Support and no dice are rolled against Lord Stourton (who is discarded after responding).

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14.2.3 Heir Cards

Play of an Heir Card as an Event to activate the Heir is restricted to certain turns as indicated in the Card text. The Card cannot be played as an Event in a Turn earlier than specified. Also, remember that no Player may have more than two (2) active Heirs at once. If the restrictions are met, place the Card face up in front of the controlling Player; if the corresponding Heir Block is not already In-Play, put it In-Play in a Home Estate at full Combat Strength. If the Heir Block is controlled by another Player, see Heirs under Enemy Control (10.3.1). Once the Heir Card is played, the corresponding Block is now considered an Heir for the remainder of the game. For Heirs other than George of Clarence, place an Heir counter on the Roll of Parliament (RoP) Box (if the Heir has one) as a reminder that Influence Markers can no longer be played there (move any IP Markers there to their respective Unclaimed Pools). When Clarence becomes Senior Heir, place the Senior Heir counter on his RoP Box (10.3.5) for the same effect.

Operations Points may be spent on multiple uses of the same action or on different actions, as desired. A Player does not have to spend all of his OPS, but OPS cannot be saved for future useany not used are lost. Once the Player has conducted all the actions they are willing or able to perform, the Card is discarded. None of the Event text is implemented when the CC is played for OPS. Obviously this does not apply for Cards where the Event text grants the Player OPS Points to spend. The following actions can be performed by spending the specified amount of OPS Points: Return an Undeclared Heir (only) to In-Play Status (15.1) _ 1 OPS/Heir Land Movement (16.0) _ 1 OPS/stack Sea Movement (17.0) _ 3 OPS/stack [exception: once per Turn, 2 OPS for a stack led by the Lord Admiral] Mustering (18.0) _ 1 OPS/Step Political Influence (19.0) _ 1 OPS/ Noble to be influenced Details on these actions are given below.

15.1 Returning an Undeclared Heir to In-Play Status

A Player may (and occasionally must) return an Undeclared Heir to In-Play status by spending 1 OPS Point. Heirs returned via this method return to any valid Home Estate (Friendly, Enemycontrolled or Contested) at Retainer Strength. They may not move during the Action Step that they returned In-Play, but may be the target of a Mustering action (18.0).

16.0 Land Movement


16.1 Basics of Movement
It costs one (1) OPS to move a stack (stack being one or more Blocks) from one location to another. Hereafter, Stack/stack will always refer to one or more Blocks moving together. To designate a stack for movement, the Acting Player designates a single Block with a positive (non-zero) Command Rating as a Leader for movement (exception: the King Office Block cannot lead movementthe +1 only increases the Command Rating of its Host Block). Important: Remember that a Leader always has to be the highest Ranking Noble (or tied) in a Stack, that Heirs always outrank non-Heirs, and that a Leader can only lead a number of Blocks equal to its Command Rating! The Moving Stack may consist of the Leader alone or the Leader and additional Blocks in the same Shire or Exile Box. The maximum number of additional Blocks is limited to the Leaders Command Rating (8.3.1), also called the Leaders Command Limit. Likewise, the stack may not contain any Noble Block that has a higher Rank than the Leader. Note: A Moving Stack has a movement allowance of four (4) Movement Points, or MPs.

15.0 Operations/OPS Points


If the Acting Players Command Card (CC) is a Surprise Card (10.4.4), or the Player chooses to use his Card for OPS instead of for the Event, the Player will have a number of points (OPS Points) to spend on actions equal to the OPS Value of the Card (e.g., playing Hidden Schemes for OPS will give the Player two (2) OPS Points to spend). Note that some Cards give OPS Points as part of the Event text these points are spent as if received by playing a CC for OPS, but only after implementing the Event text. A Player with OPS to spend may perform as many actions as they wish subject only to the costs of those actions. Design Note: Remember, a Surprise Card used for a Command Card must be used for OPS; it cannot be used for its Event text.

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The Moving Stack may pick up, or drop off, any number of non-Leader Blocks at any time during the move, provided the number of Blocks in the moving stack does not exceed the Leaders Command Rating at any specific time. Office Blocks cannot be detached; they must stay with their assigned Noble, and remember, they do count against the Command Limit (10.5). Any Block that is part of a Moving Stack (even if dropped off before spending all four (4) MPs) must stop moving for the remainder of that Impulse. It may, however, move in a later Impulse of the same Operations Phase. Design Note: If a Player plays a 2 OPS CC and uses one (1) OPS to activate a Leader and two (2) Blocks, none of those three (3) Blocks can move (either as a Leader or a led Block) with the second of the OPS Points in that Action Round. However, they are available to move in a subsequent Impulse when a new CC is played. A Moving Stack cannot drop off its Leader. However, the Leader may drop off the entire Moving Stack and keep moving. Example: Non-Heir ExeterRank 2 and Command Rating of 2, is picked to move as a Leader, along with Stanley. This is allowed, since they are tied at Rank 2. He spends two (2) of his four (4) MPs moving from Derby to Stafford to Shropshire, where Exeter drops off Stanley and picks up Fauconberg and Hastings. Note that the owning Player cannot use Fauconbergs Command Rating of 3 to also keep Stanley, since Fauconberg is not the current Leader Fauconberg is also only of Noble Rank 1. Exeter, Fauconberg and Hastings move to Powys, spending one (1) MP (safe roads; see below) since friendly controlled Lancaster and Northumberland are currently stacked there. However, since Exeter is not an Heir and does not have a Rank of at least three (3), he cannot pick up either Lancaster (an Heir) or Northumberland (Rank = 3). Instead, he drops Hastings and moves back to Shropshire with Fauconberg (still one (1) MP due to safe roads since Stanley was left in Shropshire!). Note that the Lancaster Player will have to activate Lancaster or Northumberland to avoid ending the Impulse with three (3) Blocks in Powys, or suffer possible Attritionthough neither of these could lead Hastings, since Hastings already moved once this Action Round.

16.2.1 Safe Roads

The unmodified cost to cross a land border is one half () of the normal MP unmodified cost when the two Shires that share the crossed border are both Friendly Controlled. Note that this does not apply to the special Wash or Fens movement, below (16.2.2 & 16.2.3), or to any movement cost additions via Event text (e.g. Bad Roads). Example: Marcha York Heiris currently in Huntington and moves to Rutland (unoccupied) for one (1) MP, Leicester (unoccupied) for MP, Derby (occupied by a York stack) for MP and ends in Lancaster (two (2) MPs), spending a total of four (4) MPs due to the safe roads in Rutland, Leicester and Derby.

16.2.2 The Fens

The water and swamp area near Lincoln and Norfolk, was treacherous to cross, even in the best of circumstances. These land borders are marked with a Skull icon and indicate a special Fens border. A Moving Stack may cross any of the Fens borders with Land Movement at a cost of two (2) MPs, or utilize the special Fens movement noted below. The cost to move across a Fens border via special Fens movement is one (1) MP. This form of movement is only allowed across the indicated borders. This one MP cannot be reduced by safe roads (16.2.1). Any Block moving via special Fens movement or Retreating across a Fens border must roll for Attrition (22.0). Note that Force Marching (16.3) across a Fens border only incurs a single Attrition check. Design Note: This is the two if by land, one if by water rule in that it costs two (2) MP to cross these land borders normally with no Attrition, but using the special Fens movement to cross costs only one (1) MP. However, there is a risk of losing Steps from the Blocks that make the crossing at the one (1) MP rate, as they must roll Attrition.

16.2.3 The Wash

16.2 Movement Costs

As noted above, each Moving Stack has a total of four (4) MPs (16.1). Each time a Moving Stack moves across a border between Shires and/or Foreign Nations, it expends MPs. The amount expended depends on the type of border crossed.

The crossing between Lincoln and Norfolk is referred to as the Wash. A Player may move from Lincoln to Norfolk (or vice versa) via the Wash using a special Wash movement.

Border Type
Rough (Solid Black) Clear (Broken Black) Sea Zone (Solid Black)

Normal MP Cost
2 1 Special

Safe Road MP Cost


1 N/A

The cost to move across the Wash using the special Wash movement is one (1) MP. This one (1) MP cannot be reduced for safe roads above. In addition, any Block moving across the Wash must roll for Attrition (22.0). Retreating or Evading across the Wash is not permitted.

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16.2.4 Exile Boxes

An Exile Box (7.3.1) may only be entered during the Operations Phase of a Game Turn, not during Wintering (27.0). A Block may exit an Exile Box during the Operations or Wintering Phases.

Once per Impulse only (i.e., Blocks can only move to an adjacent Shire once, until a new CC is played and they are again selected for Movement). Not after moving into a Shire containing Enemy Blocks, even if those Blocks successfully Evade (16.6). Example: Warwick has the Capt. of Calais Block attached and moves with Suffolk into Essex with their fourth MP. The controlling Player decides to have Warwick Force March to an adjacent Shire, but leaves Suffolk in Essex. Both Blocks would roll Attrition (22.0), with Warwick adding +1 to its roll for being the Leader Block.

Exile Boxes are entered either via special move due to Card play or special circumstances (in which case the Block is simply picked up and placed in the designated Exile Box), or via regular movement. The MP cost to enter or exit an Exile Box is 2 MPs by Land Movement from an adjacent Shire. A stack must immediately stop its movement for the rest of the Action Step upon entry of an Exile Box. The Irish Exile Box is only adjacent to the Pale of Ireland The France Exile Box is only adjacent to the Pale of Calais The Scotland Exile Box is adjacent to both Cumberland and Northumberland Sea Movement (17.0) may also be used to enter Exile Boxes, with the Scotland Exile Box being considered to be on both the Irish Sea and the North Sea. Immediately upon entering an Exile Box, decrease a Players Popular Support by one (1); and, for each Turn that a Player winters at least one Noble over in at least one Exile Box, their Popular Support will decrease by one (1) again in the Clean-up Phase (28.3.1). Note that only a single Players Blocks may be in any given Exile Box. Once a Player has their Block(s) in the Exile Box, no other Player may place his Blocks there until the Exile Box is once again vacant. Note that this means that there can never be combat in an Exile Box! Upon entry of an Exile Box, Blocks immediately drop to Retainer Strength, unless led by the appropriate Officer or if Hosting Queen Margaret (7.3.2 & 7.3.3).

16.4 Pinning

When a stack enters a Shire containing Enemy Blocks (and those Blocks do not Evade; see16.6), some of the moving Blocks are required to end their movement in that Shire. The number of moving Blocks that must end their movement is equal to the number of Enemy Blocks in the Shire. These Blocks are considered Pinned. Excess Blocks above the number of Enemy Blocks may continue moving (with the stack Leader). If the number of Enemy Blocks exceeds the number of moving Blocks, all moving Blocks must stop and are all Pinned. Place Pinned Blocks near the border from which they entered the Shire, since it will be important to know from which Shire these units arrived during combat (20.5.4). Blocks that start their movement in a Shire with Enemy Blocks are likewise Pinned. The Acting Player may move a stack out of such a Shire, but must leave behind a number of Blocks in the Shire equal to, or exceeding, the number of Enemy Blocks in that Shire. Note: this means that the Blocks that cause the moving force to be pinned will likewise be pinned and will not be able to move if their chance to move comes in a later Action Step. A Block can be pinned from Wintering placement (27.0), as well as from movement. The effects are the same. Pinning does not prevent a Block from responding to an Event (e.g., 14.1.1 & 14.2.1), but does prevent a Block from being subject to a Writ (10.5.1) or from Intercepting into adjacent Shires (16.5).

16.3 Force March

After a Moving Stack has expended all of its four (4) MPs, the Acting Player may move the Moving Stack to one adjacent Shire or Exile Box by performing a Force March. Once the Force March is announced it must be taken. To perform a Force March, the Acting Player declares which Blocks from the Moving Stack will participate. The Leader always participates, but it may move alone. The Leader and the chosen Blocks must then move to any one adjacent Shire or Foreign Nation (they cannot split up). Each Block, including the Leader, making the Force March suffers Attrition (22.0). Force Marches are subject to the following restrictions: Not after Sea Movement (17.0). Not across the Wash (Force Marching across the Fens is allowed at no additional penalty).

16.5 Interception

Whenever a Moving Stack first enters a Shire that is adjacent to a non-Contested Shire containing Enemy Blocks, the Enemy Player controlling those Blocks may attempt to Intercept the Moving Stack. Players may not Intercept across the Wash (16.2.3), but may Intercept across the Fens (16.2.2). Enemy Players wishing to intercept must declare their intent. If there are multiple possible Enemy Players wishing to Intercept, the Enemy Player who conducts/conducted their Impulse earliest in the current Turn gets to make the attempt. Note that a maximum of one (1) Interception attempt can be made for each Shire entered (not one per Enemy Player!). The Enemy Player making the attempt forms an Intercepting Stack with a Leader

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roses Rule Book Example: Lancaster and Oxford are in Lincoln when the York Player moves Shrewsbury into the Shire. The Lancaster Player, not wanting to be in combat or Pinned, attempts to Evade and fails. Later in that impulse, the Buckingham Player enters Lincoln with a stack including Stafford, Suffolk and the Admiral Block. York controlled Shewsbury cannot Evade since Lancaster is the Enemy Player with the most Blocks already in the Shire. Lancaster, seeing the writing on the wall, attempts to Evade with the Lancaster Block (he can only Evade with one (1) Block, since Shrewbury Pins the other) and rolls a 2. He waves goodbye to Oxford and Retreats the Lancaster Block to an adjacent Shire. Evading Blocks must move to an adjacent Shire subject to the following restrictions: Cannot Evade to any Shire containing Enemy Blocks (even if the Shire also contains Friendly Blocks). Cannot Evade by Sea Movement (17.0) or across the Wash border between Lincoln and Norfolk (16.2.3). All Blocks must Evade to the same Shire, and that Shire must be one to which it would be possible to to perform legal Land Movement. Cannot Evade across any border that Enemy Blocks crossed to enter the Contested Shire. Blocks can Evade across a Fens borders (16.2.2), but must suffer Attrition with an additional 1 die roll modifier. If there is no available Evasion route, the Enemy stack cannot Evade. Evasions do not count as movement. Blocks moving by Evasion cannot be Intercepted and Interceptions cannot be Evaded. If the Moving Stack still has MPs available, it may continue movingincluding following the stack that just Evaded (assuming it has enough MPs). However, note that it can not Force March (16.3). An Evasion does not create a Victor for purposes of PostCombat (20.5.5). Example (continued): Even if Norfolk was empty or Friendlycontrolled, Lancaster could not Retreat there since the only way to move to that Shire from Lincoln would be via special Wash movement. Instead, he has to Retreat to any other valid adjacent Shire. If he Retreated to Huntingdon, Rutland or Cambridge, he would suffer Attrition with a net +0 modifier [+1 for Heir/Leader and 1 for Evasion across a Fens border].

and additional Blocks, just as a Moving Stack in the Movement rules (16.1). Any Interception attempt must be resolved before any Blocks in the Shire may attempt to Evade (16.6). Design Note: Remember that negotiations are always allowed in CoR, so Players are free to negotiate who should attempt the Interception, or even whether they can be talked out of Intercepting in the first place! The Intercepting Player then rolls a single die and compares the result with the Leaders Command Rating. If the die roll is less than or equal to the Leaders CR, the Intercepting Stack moves into the Shire with the Moving Stack. The Moving Stack immediately stops in the current Shire and may not move any more during this Impulse. Note: The Intercepted Moving Stack may not use Evasion (16.6) against a successful Interception.. If the die roll is higher than the Leaders CR, the Intercepting Stack remains put. The Moving Stack may stop or may continue moving up to the limits of MPs (16.2) and/or Force Marching (16.3). For the purpose of determining Engagement order (20.1), a stack that entered the Shire through Interception is treated as if it had moved there just before the Blocks it Intercepted, and will be the Defender against those Blocks.

16.6 Evasion

After any Interception (16.5) attempt, if the Moving Stack enters a Shire containing Enemy Blocks, Players controlling those Enemy Blocks may be able to move some of them before they are Pinned (16.4) by conducting an Evasion. Previously Pinned Blocks may not Evade. In the situation where the Shire is already Contested, the Enemy Player with the most Blocks already in the Shire can attempt to Evade with their unpinned Blocks (i.e., any Blocks of their choice exceeding the number of Enemy Blocks currently occupying the Shiredo not consider the currently moving Blocks). Each Enemy Player may attempt only one Evasion with one stack of Blocks each time another Player moves his Blocks into a Shire. To attempt an Evasion, the Enemy Player must declare the attempt and form an Evasion Stack with a Leader and additional Blocks, just like a Moving Stack in the Movement rules (16.1). The Enemy Player then rolls one die. If the roll is less than or equal to the Leaders CR, the Leader and its stack may Evade based on the Evasion requirements, below.

17.0 Sea Movement


It costs three (3) OPS Points to perform Sea Movement. To conduct the Sea Movement, the Acting Player forms a Sea Movement Stack just like a Moving Stack in Land Movement

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Crown of roses Rule Book (16.1). The exception to this is the Lord Admiral perform Sea Movement using only two (2) OPS Points once per Game Turn (10.5.5). The Sea Movement Stack then moves to any other Coastal Shire or Exile Box in the same or an Adjacent Sea Zone. If the Sea Movement Stack moves to a Shire or Exile Box in an Adjacent Sea Zone, each Block in the Sea Movement Stack must roll for Attrition (22.0). Blocks that move by sea must end their movement in the destination Shire; they cannot remain at sea. The Blocks may not conduct additional Land Movement (16.0) before, or after, conducting a Sea Movement (including Force Marching; see 16.3). The destination Shire of a Sea Movement may contain Enemy Blocks. If a Sea Movement ends in a Shire containing Enemy Blocks, those Blocks may Evade if eligible. Sea Movement may only be Intercepted in the destination Shirenever while at sea. Example: A York-controlled Shrewsburythe current Lord Admiralis currently located in Chester (a Coastal Shire on the Irish Sea), stacked with his Office Block and Clifford. York plays a 3 OPS Value CC and chooses to use the Lord Admirals once per Turn special ability for two of the three OPS Points. He flips the Lord Admiral Parliament Card upside down to indicate this, and sails Shrewsbury, the Lord Admiral Block and Clifford to a Lancaster-occupied Devon. Since Devon has a coast on the Irish Sea, no Attrition is suffered by the Sea Movement Stack. Lancaster, having a stack both in Devon and in adjacent Somerset, attempts to first have the Somerset Blocks Intercept the landing into Devon. This fails when the Lancaster Player rolls a 6. Then the Lancaster Player tries to have his stack in Devon Evade...which also fails when he rolls another 6. He can only hope his string of 6s continues to the combat portion of the Phase.

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Design Note: On the off chance that there are already 10 Depleted markers on the map when an 11th is needed to be placed, the Player who needs to place the marker must remove one from any Shire with the lowest SV among those that are Depleted, selecting from Shires that do not contain any of that Players Blocks, if able. All steps gained via Mustering must be added to Blocks located in the Shire where they were Mustered, unless the Block performing the Mustering is the King. In that case, the King may assign the steps to any friendly Block(s) not in Exile. Mustering cannot be performed in a Shire that is Depleted, Devastated, or Plundered. Example: York has a stack of Blocks in Rutland (a pro-York Shire). During the York Action Step, he plays a 3 OPS Card and Musters two (2) steps in Rutland for two OPS Points. He is able to do this since Rutland is pro-York (SV of 1, +1 for pro-York = two (2) maximum steps). He then places a Depleted marker in Rutland, prohibiting any subsequent Mustering in that Shire. Had he only Mustered one (1) step, no Depleted marker would have been placed and Rutland would have still been available for Players to Muster from later in the Turn. Note that a Depleted marker would still have been placed if he Mustered one (1) step with one (1) OPS point, moved a stack with his second OPS point, and then Mustered a secone step in Rutland with his third OPS pointas more than one step in total would have been Mustered in Rutland during the York Action step. A Noble that Musters cannot voluntarily move during the rest of the current Action Round, but can Evade (16.6), Intercept (16.5) or participate in Combat (20.0). In addition, the Noble is still permitted to respond to Events (14.1.1 & 14.2.1), and can move if summoned by a Writ (10.5.1).

19.0 Political Influence


It costs one (1) OPS Point to increase the amount of Influence applied to a single Noble. This is considered taking a Political Influence action. The Player taking the Political Influence action selects one or more of the IP Markers from his Stock and places them face down, in secret, on one Nobles RoP Box. This represents the economic benefits the Noble family has been promised and political clout being brought to bear to recruit them to the Player Houses cause. Influence Markers may not be placed on a Nobles RoP Box if: There is a scenario restriction in place The Box contains an Heir or Senior Heir marker (14.2.3) The Box contains a face-down Block (indicating it is Out of Play) or a face-up Block (indicating it is currently Unavailable).

18.0 Mustering
A Noble in a Friendly Controlled Shire can Muster troops to gain Combat Strength Steps. Mustering costs one (1) OPS Point per step gained. The maximum number of steps that can be Mustered in a Shire is equal to the Shire Value (7.2.1). If the Shire is loyal to the Player House controlling the Noble, one (1) additional step can be Mustered. Once the Mustering action is completed, if more than one step in total was Mustered from that Shire in a single Players Action Step, place a Depleted marker in the Shire.

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roses Rule Book Design Note: This may seem a bit complicated at first read, but it boils down to the first Player in the previous Impulse gets to determine the order that combat is resolved for any Shire where he is the attacker, then the next Player picks the Shire order for Shires where they are the attacker, etc. Since all Engagements in a Shire are resolved before picking the next Shire, it only matters who is the attacker in the first Engagement to be fought for the purpose of this rule. Example: York, Lancaster and Warwick all have units in Contested Shires. York went first, so he gets to resolve any Shires that include York Blocks as the initial Attacker (and either or both of Lancaster or Warwick Blocks defending) in an order of his choosing. Warwick went second, so will set the order to resolve any remaining Shires that contain Warwick attackers and Lancaster or York defenders. Finally, Lancaster would resolve any remaining Shires where Lancaster was the attacker.

Any or all the IP Markers a Player has in his Stock, regardless of the values, may be placed on a Nobles RoP Box in this way. However, at least one IP Marker must be placed. Note: Some IP Markers have a value of zero (0), which can be used to obscure bids and bluff, although a bid of only zero (0) IP Markers will have no effect once revealed in the Parliament Phase (24.2). IP Markers may be placed on any Nobles Box, even if there are Friendly or Enemy IP Markers already there, and regardless of which House may be in control of that Noble at the time. When a Noble with a Box on the RoP becomes an Heir (10.3 & 14.2.3), there will be an Heir marker on its corresponding RoP Box as a reminder. Note: Clarence is an exception to the above rule. He may have Influence Markers played on him while a Junior Heir, but not once he becomes the Senior Heir. He will only have a Senior Heir marker placed on his RoP Box once he becomes the York Senior Heir. Until that time, Players may freely place Influence Markers on Clarence subject to the restrictions of 10.3.5. IP Markers on a Noble that become Unavailable (8.2), Out of Play (8.2) or an Heir/Senior Heir (for Clarence) are immediately removed and placed in the respective Players Unclaimed Pool (i.e., they have no impact on the Noble).

20.0 Combat
Once all Players have completed their Action Steps (13.2) for the current Impulse, Players resolve all potential combats in a Combat Step. A Battle is conducted in each Shire containing Blocks controlled by two or more Players. Each Battle will have a number of Engagements equal to the number of Players in the Shire minus one (1) (see below), with each Engagement lasting one or more Combat Rounds. Design Note: The hierarchy is Combat Round < Engagement < Battle, in that one or more Combat Rounds make up an Engagement between two Players, and one or more Engagements make up a Battle in a Shire. The order that Battles are resolved in is based on Player order in the last Impulse played. The Player that went first picks any Shire in which the initial Engagement of the Battle has him as the first Attacker (see 20.1). After resolving all Engagements in that Shire, the Player continues to pick Shires meeting the above requirement (i.e., where he is the attacker in the initial Engagement). When the first Player is done with attacks, the next Player gets to initiate Combat where he is the attacker (see the Design Note below for more clarity). When he is done, the third and fourth Players go, respectively. After each Battle is resolved, conduct Post-Battle Events (20.7) before resolving the next.

Attackers in a Battle are chosen by a last-in, first-out system. The Player who last moved Blocks into the Shire is the first Attacker. The next to last Player to move Blocks in, or was already in the Shire at the beginning of the Turn, is the first Defender. Each such pairing (one Attacker and one Defender) is an Engagement. The sole exception to this is for Battles that result from placement of Blocks during the Wintering Phase. In such a case, the King decides who is the Defender and who is the Attacker (normal tie breaking rulessee 10.5.1apply in the case where there is no King at this point). A stack that entered the Shire through Interception (16.5) is treated as if it had moved there just before the Blocks they intercepted, and will be the Defender against those Blocks. Example (continued): Note that a Shire that had Lancaster in the Shire first, then York entered, then Warwick entered would be resolved during the Warwick portion of combat resolution, as Warwicknot Yorkwould be the Attacker in the first Engagement (Warwick vs. York).

20.1 Determine Attacker & Defender

20.2 Engagements

Battles are resolved one Engagement at a time between one Attacker and one Defender. When there are Blocks of three or four Players in a Shire, the Engagement is resolved between the first pair of Attacker and Defender as described above. The winner of that Engagement then becomes the Attacker and a new Engagement is fought with a new Defender. The new Defender is the remaining Player who moved his Blocks most recently into the Shire. Repeat for the fourth Player if necessary. Note that since Battles are fought between all of a Players Blocks in a Shire, this may result in the Player with Blocks originally in the Shire fighting as an Attacker or Defender earlier in the Battle (see Examples, below).

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Crown of roses Rule Book Immediately prior to an Engagement being foughteven before Blocks are revealedboth Players may voluntarily avoid combat, with either side (not both) Retreating. This must be via a negotiated agreement and both Players must agree to avoid combat, otherwise the Engagement must be fought. Remember, agreements and negotiations are encouraged...but are never binding! Example 1: In a four player game, the Warwick Player has a single Block currently in Sussex. The York Player, moving second, moves York and the Lt. of Ireland Block into Sussex from Hampshire. Next, the Lancaster Player moves into Sussex from Kent, but with only one Block. Not wanting to be left out, the Buckingham Playermoving lastmoves Arundel and Hastings into Sussex, also through Hampshire (now vacant). The Warwick Player decides to intercept this last move with a stack in Surrey, and succeeds in bringing in Warwick and the Capt. of Calais Block. None of the Players desire to exercise their right to attempt an Evasion. After all other Players have resolved Shires where they are the Attacker, Buckingham gets to pick Sussex to resolve. This is because the initial Engagement will be between the Buckingham Player (Attacker) and the Warwick Player (Defender), due to the successful interception by Warwickand will include all the Warwick Blocks, including the one that was originally in the Shire before any other Blocks. Warwick wins and then is the Attacker against the lone Lancaster Block. Another Warwick victory sees him the Attacker, again, against the last remaining HouseYork. Example 2: If the above occurred in London, note that once Warwick intercepted into the Shire from outside of London, he would have vacated the city (and, hence, the Tower garrison). York, the last Defender in London in the above example, would have gained the benefit of the city and the Tower garrisonagainst Warwick! So be careful intercepting into London if you currently have the last Defender, since your forces will sally forth to do battle, losing the garrison benefits! Example 3: Continuing the above, this is slightly different in a two player game. For example, in a two player game, Lancaster has a Block in London and York moves a stack into London to attack it. If Lancaster successfully Intercepts, he will still be the last Defender in London and gain the benefit of the Tower Garrison as a successful Interception is taken to place those Blocks in the Shire as the Defender against the Intercepted Force (20.1).

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Stacks arriving as Reinforcements participate in the Engagement in the second and subsequent Combat Rounds (this is on the back of the Combat Round marker to remind you). Starting on the second Combat Round, each Player may bring in a single Leader Block from his Reinforcements and additional Blocks up to the Leaders Command Rating. The order of bringing in Reinforcements is not otherwise limited and a Player may mix and match from various stacks that have arrived after the Starting Force but from different movements. Continuing the example above: In the initial combat between Buckingham and Warwick, Warwick and the Capt. of Calais will be the Starting Force since they were the group that established the Engagement order. The single Warwick Block originally in Sussex will enter as a Reinforcement in the second Combat Round. Design Note: Players may want to line up stacks in order of arrival as a way to remember sequencing. Also, spare Influence Markers can be used to keep track of the order in which Blocks arrived into the Shire. As each force enters the Shire, place a marker for the controlling House face down in the Shire. Once Engagements start, pull markers off the top of the stack to determine the next Attacker. Weve also included some Attack! and Defend! markers which can be used to help remember which stack is the Defender and Attacker (and from which direction they came) for each Contested Shire. These can also be used to differentiate the Starting Force from any Reinforcements.

20.3.2 Reserves

Reserves are Blocks that are currently involved in the Engagement, but not fighting in the current Combat Round. Reserve Blocks are available to fight, but are not fighting due to Player choice (20.4.1 & 20.4.2), Command Limits (20.4.4), etc., as noted below. This is distinct from Reinforcements as Reinforcement Blocks are not available to fight as they have not yet arrived to the Engagement.

20.4 Combat Rounds

Each Engagement between the Attacker and Defender is fought in one or more Combat Rounds, according to the sequence below, one after the other until one side is eliminated or voluntarily Retreats.

20.4.1 Force Selections First Combat Round

20.3 Reinforcements and Reserves


20.3.1 Reinforcements
When different stacks controlled by the same Player are involved in a combat with Enemy Blocks, the stack that determined the Engagement order is the Starting Force and all others are Reinforcements (even if arriving by Interception or if previously in the Shire).

The Defender forms his force first, then the Attacker according to the following: The Defender chooses a Leader for the Engagement. This must be the most senior Heir if any are present in the Starting Force, otherwise, the Defender must choose a Noble with the highest (or tied for the highest) Rank in the Starting Force. Do not reveal this Block yet. Design Note: Remember, Rank is the number in the square in the lower right corner of the Block.

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roses Rule Book Next, each Player must determine/choose a Leader Block for the next Combat Round, as outlined above. Note that a Player may be required to change Leaders if a more senior Heir or higher Rank Noble joined their force as a Reinforcement (see 20.4.1, above). The Defender selects first, then the Attacker. Finally, each Player may move any of his Blocks currently involved in the Combat to the Reserves and move Blocks from the Reserves into his Main Force. These latter Blocks are known as Replacements. The Defender conducts his Replacements first, followed by the Attacker. Note that Blocks still waiting to arrive as Reinforcements are not currently involved in the Combat. Remember to ensure that the Main Force meets the Command Limits of the current Leader Block! Continuing the example above: When the additional Warwick Block enters on Combat Round 2 as a Reinforcement, Warwickan Heir with the highest Rank in the gamemust still be chosen as the Leader for the second Combat Round.

The Defender may then choose Blocks, remaining from the Starting Force, if any, to fight with the Leader as the defending force up to this Leaders Command Rating. Blocks not chosen are placed upright into the Reserves. The chosen Blocks, in total, will be referred to as the Defending Players Main Force, with the non-chosen Blocks making up the Defending Players Reserves. The Attacker then chooses his Leader, though for the first Combat Round the Leader of the Attacking Force must be the Noble that led the Attacking Players Starting Force into the Shire. The Attacker may then choose Blocks, remaining from the Starting Force, if any, to fight with the Leader as the attacking force up to this Leaders Command Rating. Blocks not chosen are placed upright into the Reserves. Design Note: We recommend placing an Attack! marker on the Leader Block when the first force enters the Defenders Shire as a reminder for which Block must be the Leader in the first Combat Round. Note that each Combat Round will always have a Main Force (those Blocks that are fighting) and may have Reserve Blocks (available Blocks, but not fighting in the current Combat Round) and/or Reinforcement Blocks (Blocks not yet arrived at the Battle). The Starting Force is simply the group of Blocks for each Player that established the Engagement order. Example: Continuing the above, the first Combat Round of the first Engagement will be between the Warwick and the Capt. of Calais Blocks as the defenders; and at least Arundel for Buckingham (as Arundel had to have been the Leader given that Hastings could not lead Arundel due to having a lower Rank). The reason is that even though Warwick had a single Block in the Shire first, it was the interception by the Warwick and Capt. of Calais Blocks that established the first Engagement; so those two Blocks are considered the Starting Force. In establishing the Main Forces, for Buckingham, it would be his choice as to whether to include Hastings in the first Combat Round, or leave Hastings as a Reserve. Knowing that the Warwick Player has a Reinforcement coming in Round 2, Buckingham decides to go all in and use both Blocks in the Main Force in the first Combat Round. Likewise, the Warwick Player could choose to leave the Capt. of Calais Block as a Reserve, but instead keeps him with Warwick in the Main Force.

Additional example: Let us instead assume that Warwick and the Capt. of Calais Block enter as Reinforcements on Round 2, and that Warwick had a Starting Force with Fauconberg (Command Rating 3) and three other Blocks. In the first Combat Round, the Warwick Player could fight with all four Blocks (Fauconberg and the three Blocks he could lead). However, on Combat Round 2, Warwick must be chosen as the Leader for the next Combat Round, reducing the maximum number of Blocks that could participate to three (Warwick plus two other Blocks, given his Command Rating of two). The other Blocks not chosen to fight would be placed in the Reserves, to serve as Replacements later in the Engagement. Once all force selections are made, both Players reveal any upright Blocks in their Attacking/Defending Force by tipping them forward (to preserve their Combat Strength). Thus the Blocks will have their current Combat Strength indicated by the edge of the Block that is furthest from their controller.

20.4.3 Attached/Host Blocks

20.4.2 Force Selections Second and Subsequent Combat Rounds

First, assuming neither Player Retreated at the end of the previous Combat Round (20.5.4), each Player brings in any desired Reinforcements, should they have Reinforcement Blocks available. A minimum of one (1) Reinforcement Block must be brought in, with the maximum being based on the Command Rating of the Reinforcing Leader Block (20.3.1).

In general, all Blocks fight individually in Combat, though Attached Blocks (8.3.3) in the Main Force with their Host Block (e.g., Offices, Margaret, Henry VI, etc.) may be allowed to suffer associated losses if their Host Block incurs Step Losses (20.5.3). Note that Office Blocks cannot choose a new Host Block (they are always associated with the Noble holding the Parliament Card of that Office), but other non-Office Attached Blocks may be given a new Host each Combat Round (though remember that Margaret and Henry VI have limits on which Nobles may serve as their Host). Place any Attached Block(s) in the Main Force next to their Host Block(s).

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Crown of roses Rule Book Attached Blocks (8.3.3) must be Attached to a Host Block to fight in a Main Force; they cannot fight if they are not Attached to a controlling Host Block. The sole exception is for Henry VI and/or Margaret if they are the only available Block (including Main Force and Reserves). Office Blocks are immediately set aside with their Host Noble if their Host Noble is Eliminated (reduced below Retainer Strength). If the only available Blocks in the Main Force and Reserves are Mercenary Blocks, that side immediately cedes the field and loses the Combat. The Mercenary Blocks then switch allegiance to the Victor. The Victor takes the associated Mercenary Card and attaches the Mercenary Block (at its current Strength) to a valid Noble in the victorious force. If the Victor has no valid Nobles (either all are eliminated or none may Host), all Mercenary Blocks turn rogue and plunder the Shire. The Mercenary Block goes Inactive (8.2), place a Plundered marker in the Shire, and discard the Mercenary Card. Design Note: Since most Attached Blocks count against a Leaders Command Rating (below), there may be times when a controlling Player leaves the Attached Block as a Reserve, even though its original Host Block is in the Main Force.

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Non-Charging target Blocks make a Line Combat Roll without modifiers against an Heir that is Charging them; and all Step Losses are resolved simultaneously. Blocks not involved in the Charge (either as a Charging Block or a target) do not roll (yet!). If two Heirs target each other, they each will only roll their Line Combat Roll with the +1 modifier at each other (i.e., they do not get to make a defensive Line Combat Roll and a Charging Attack at each other). Target Blocks that are reduced below Retainer Strength must immediately roll on the Elimination Chart (20.6.1) with a 2 modifier. Do not wait until the Post-Engagement Actions. Heirs that conduct a Battle Charge may not attack in subsequent Line Combat, however, target Blocks may if they were not eliminated. Mark any Heir(s) that Charged with a Charge! marker as a reminder that they may not attack in Line Combat (they may still suffer losses in regular Line Combat per 20.5.3). Remember: Noble Blocks are not considered Heirs until their Heir Card is In-Play. Until that time, they will not receive any of the benefits available to Heirs (Battle Charge, +1 on attrition rolls, etc.). Design Note: Deciding when to Charge with your Heir is always a tough decision, as you are opening your Heir up to damage from return fire (that cant be spread to other Blocks). However, if you have the opportunity to Charge a wounded enemy Heir before you think he is going to Retreat, then forcing him to roll on the Elimination Chart with a 2 modifier is a great way to maximize your chance of eliminating him! Example: Gloucester, a York Heir, charges at (targets) Exeter, a Lancaster Heir, who is also conducting a Battle Charge. However, Exeter targets the York-controlled Warwick Block. Gloucester rolls for his Chargewith a +1 modifieragainst Exeter, Exeter rolls for his Charge at Warwickalso with a +1 modifier; and Warwick rolls back at Exeter, with no modifier (note: Exeter does not get to roll back at Gloucester since Exeter is Charging himself ). All results are resolved simultaneously. If Exeter decided to counter-Charge Gloucester instead, they would both roll with a +1 modifier against each other and that is it.

20.4.4 Command Limits

The maximum number of Blocks that can fight with a Leader is equal to the Leaders Command Rating Value (which is the Leaders Command Limit, exactly as done for Movement purposes). Office Blocks do count against this limit and can be detached from their Officer Noble if desired (e.g., to be placed in Reserve).

20.5 Combat Resolution


20.5.1 Battle Charges
First, each Player must decide if any of his Blocks are able to conduct a Battle Charge, and whether they wish to do so.

The only Blocks which may conduct a Battle Charge are Heirs in the Attacking or Defending Main Force. A maximum of one Heir per Player may make a Battle Charge. The Attacker decides first, followed by the current Defender. Note: Neither Henry VI nor Margaret may conduct a Battle Charge. If the Attacker decides to make a Battle Charge, he designates a single Enemy Block as the target of the Charge. Then, the Defenderif also Chargingdesignates which Block will be the target of his Charge. A Charging Defender can be the target of the Attackers Charge, and can choose to target the Attackers Charging Heir as well. Charging Heirs make a Line Combat Roll (20.5.2) against their target Block with a +1 modifier to each die rolled. Blocks Attached to the Charging Heir (Office or otherwise) have no effect on the Battle Charge and are ignored.

20.5.2 Line Combat Rolls

Each Block in the Main Force of both Players, excluding Heirs that conducted a Battle Charge (above), roll a number and type of dice indicated by their current Combat Strength. In-Play Ally Cards may be discarded to provide bonus dice before any dice are rolled. Those extra dice are rolled as if they appeared on a Blocks Combat Strength, but only function for the current Combat Round.

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The Attacker rolls first, followed by the Defenderbut all results are applied simultaneously. Roll for each Block individually before rolling for the next Block, applying damage only after all Blocks have rolled for both sides. Total all hits scored by each Player and apply damage to the Enemy Force as specified below (20.5.3). Design Note: In a Battle where the Marshall or a King able to use the Marshalls once per Turn ability are not present, all combat dice can be rolled together as there are no Events that allow for re-rolling a single Blocks combat dice. A hit is scored when the die roll is equal to or greater than the number of pips shown on the Blocks Combat Strength. Example: A full-strength Richmond will roll two blue dice and one green die. Richmond scores a hit for each blue die result of 5 or 6, and for a green die result of a 6a maximum of three (3) possible hits.

20.5.4 Retreat Decision

After the second and subsequent Combat Rounds, each Player has the option to Retreat from the Battle (i.e., all combats last a minimum of two rounds!), with the Attacker choosing first. Only one Player may Retreat, so only if the Attacker declines does the Defender get a chance to do so. Note that Retreats forced by Card Play may occur before, or after, any Combat Round, even before or after the first Combat Round. Cards that require a legal Retreat path (see below) have no effect if played when the Enemy Blocks cannot legally retreat (a retreat across a Fens border is a legal retreat path; albeit one that requires an Attrition roll!). The Attacker must Retreat back to the Shire from which he entered the Battle if possible; otherwise, he may Retreat to any valid Shire per the Retreat Path Restrictions below. The Lancaster House Card Queen Margaret Proclaims a Love Day is unique in that it affects all Battles. Each Battle is determined as outlined above, along with determination of which House is the Attacker in each Engagement fought in each Battle. Resolving one Battle at a time, each and every Attacker must Retreat in order. If no valid Retreat path exists for an Attacker, all attacking Blocks are placed in the owners Undeclared Pool. Example: Going back to the Warwick, York, Lancaster and Buckingham example in Sussex above, if Lancaster played the Love Day card before any Engagements were fought, Buckingham would be forced to Retreat first, as he was the first Attacker. However, since Enemy stacks entered the Shire though all three borders (remember, York also entered Sussex via Hampshire), the Buckingham Blocks would be removed from the map and placed in the Buckingham Players Undeclared Pool. Warwick, who entered the Shire next to last with his Intercepting stack, is the next Attacker and Retreats all his Blocks to Surrey. Lancaster, who entered right before Warwick, Retreats his lone Block to Kent, and York breathes a sigh of relief as he is now the controller of Sussex. Note that York also would have been forced to the Undeclared Pool if he had to Retreat, as Buckinghams entry via Hampshire would likewise keep York from Retreating to that Shire. If a Player declares a Retreat and his Retreating force includes an Heir, the other Player involved in the combat may discard a 3 OPS Card (including a House Card) from his hand to conduct a Pursuit, which will cancel that Retreat. The Retreating Player then has the option of discarding one of his 3 OPS Cards (if any)

20.5.3 Damage Allocation

The Attackers hits are applied to the Defenders Blocks and vice versa. One at a time, apply each hit to the strongest (see below) Enemy Block as one (1) Step Loss. Once that Block has taken its Step Loss, re-evaluate which Block is the strongest, and apply the next hit and so on until all hits are applied. The strongest Block is the one with the largest strength points, which is the number of dice in its current Combat Strength (the color of the dice is irrelevant). If there is more than one Block tied for strongest, the controlling Player chooses which Block will suffer the Step Loss. Rotate the Block 90 degrees counter-clockwise for each Step Loss it suffers. Blocks that suffer a Step Loss while at Retainer Strength are eliminated. Move them to the side, for now. Their true fate will be determined in the Post-Engagement Actions (20.6.1). If a Noble has an Attached Block in the Main Force (i.e., not as a Reserve), hits applied to the Noble or its Attached Block may be taken as a Step Loss by either, according to the controlling Players choice. Example: The Attacker inflicts four hits on the Defender. The Defender has four Blocks in his Main Force. One Block is strength three (3), one is strength two (2), and the other two are strength one (1). The Defender applies the first hit to the strongest Block, which is strength three (3), reducing it to strength two (2). The second hit can be applied to either Block that is now strength two (2) (they are both strongest), reducing one of them to strength one (1). Now the remaining Block that is strength two (2) is the strongest, so it takes the third hit. After this, all Blocks are strength one (1). The Defender may now choose which Block takes the fourth hit since they are all strongest. If the strength three (3) Block had the Admiral Office Block Attached and in the Main Force (as one of the strength two (2) Blocks), the owning Player could have applied the first two hits to the three (3) strength Block, but taken the Step Losses on the Attached Admiral Block, eliminating it. The last two Step Losses would then be applied as above.

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Crown of roses Rule Book to resume the Retreat, and so-on until one Player is unwilling or unable to discard in this way. No replacement Card(s) are drawn for any Cards used for Pursuit or to resume a Retreat. Retreat Path Restrictions: Retreating Blocks must move to an adjacent Shire subject to the following restrictions: Cannot Retreat to any Shire containing Enemy Blocks (even if the 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, and 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 enter the Contested Shire (even if they came across that same border!). Blocks can Retreat across a Fens border (16.2.2), but must suffer Attrition with an additional 1 die roll modifier. If neither side chooses to Retreat, another Combat Round is fought. It is not possible for both sides to Retreat. If either Player Retreated, perform Post-Engagement Actions (20.6) and conduct the next Battle, if any. Design Note: Remember that Combat is broken down as follows: each contested Shire has one Battle, which has one or more Engagements, with each Engagement having one or more Combat Rounds. The initial forces to set the Engagement order are the Starting Forces, with all other Blocks entering later as Reinforcements. When a Player has more Blocks available to fight than what their Leader can control, they end up having a Main Force including the Leader and Blocks up to his Command Rating, and a Reserve of all excess Blocks. These Reserve Blocks can switch out with other Blocks in subsequent Combat Rounds as Replacements, subject to some restrictions regarding Leader Blocks. After the second Combat Round, both sides have the option to Retreat.

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make a check for Blocks that Retreated before being eliminated. Office Blocks and other non-Noble Blocks that are eliminated are automatically Unavailable (see Killed Blocks, below) and placed off the board until they are gained back through normal means (e.g., play of the appropriate Card or winning of the appropriate Office). The exceptions are Henry VI, who is considered Killed and Out of Play if his Block is eliminated in an Engagement (20.5.3) or if his Host Block is Killed from a roll on the Elimination Chart (10.3.3); and Margaret, who has special rules regarding her elimination (10.3.4).

Elimination Chart (1d6)


Die Roll
0-3 4-5 6+

Result
Killed Wounded Escaped

Effect
Noble = Unavailable Heir = Out of Play Noble = Inactive Heir = Undeclared All = Undeclared

Elimination Die Roll Modifiers: +2 if Block was eliminated by an Attrition roll +1 if Enemy force Retreated +1 if Block is an Heir 2 if Block was eliminated by a Battle Charge The modifiers for a force Retreating are if the remaining, noneliminated Blocks Retreated (versus a force being entirely eliminated in the Engagement). Killed Blocks The Block was either killed in the Battle or captured and executed shortly thereafter. Heir Blocks are placed Out of Play (face down on Parliament or back in the game box). Noble Blocks become Unavailable (place face-up on the RoP Box) (see Block States, 8.2). If the Killed Noble held any Offices, the corresponding Office Block(s) and Card(s) are lost and placed off map. Adjust the Popular Support Track and Influence Track to account for loss of the Office. Remember that if the Office Block itself was eliminated, it is removed from the map as noted above (without rolling on the Elimination Chart). The Player keeps the Office Card and the Noble maintains the Office abilities (exception: the +1 to Command Rating associated with the King Block per 10.5.1). Only the Office Block is lost. The Office Block will be reattached to the new Officer in the next Office Phase (26.0). If Henry VI was Attached (8.3.3) to the just Killed Noble at the time that the Noble was eliminated, Henry VI is immediately considered to have also been Killed and is placed Out of Play, as noted above.

20.5.5 Engagement Victor Determination

If, at this point, only one Player has Blocks in his Main Force and/or Reserves (of the two Houses that just fought the Engagement), that House is the Victor of the current Engagement. Proceed to Post-Engagement Actions, below (20.6). Note that Reinforcements that have not yet entered the combat do not count for the determination of who is the Victor in an Engagement. Otherwise, increase the Combat Round marker by 1 and continue the Engagement until only one Player (of the two that are currently fighting the Engagement) has Blocks remaining in the Shire.

20.6 Post-Engagement Actions


20.6.1 Block Status Determination
Each Noble that was eliminated in an Engagement (20.5.3) must roll one die, apply any applicable modifiers and consult the below Elimination Chart for the appropriate effect. Do not

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Wounded Blocks It was only a flesh wound. Noble Blocks become Inactive (and are placed next to the game board) and Heir Blocks become Undeclared (place in the controllers Undeclared Pool) (see Block States, 8.2). If the wounded Noble held any Offices, the corresponding Office Block(s) and Card(s) are lost and placed off map. Adjust the Popular Support Track and Influence Track to account for loss of the Office. Office Blocks and the Office Card associated with a wounded Heir are kept with the Heir and are not lost. Escaped/Retreated Blocks If this result was obtained, it looked much worse than it was. The Nobles becomes Undeclared (place in the controllers Undeclared Pool) (see Block States, 8.2). Office Blocks and Office Cards associated with an escaped/Retreated Noble are kept with the Noble and are not lost.

20.7.2 Post-Battle Movement

First, if there are any surviving non-Office attached Blocks (e.g., Welsh, Burgundians, etc), attach them to any valid Block in the Victors force (8.3.3). If there are no valid Blocks to Host them (for instance, if the only Block that survived the Battle was one of these Blocks), place these surviving Attached Blocks into the owners Undeclared Pool (exception: Margaret and/ or Henry VI, as they can exist in a Shire without a Host Block; see 10.3.3 & 10.3.4). Important exception: If Henry VI and/or Margaret are the sole surviving Blocks, instead of remaining in the Shire, the Lancaster Player may immediately place them into any valid Exile Box. If no valid Exile Boxes exist (i.e., they are all occupied by non-Lancaster forces), the Lancaster Player may place them into his Undeclared Pool. If the Victors Blocks violate the Stacking Limit in the Battle Shire, at this time he may move Blocks according to the below restrictions until his remaining Blocks equal the Stacking Limit (he may not reduce below the Stacking Limit, though). Obviously, if there are no valid movement paths the Victor may not move any Blocks from the Shire. The Victor may choose to leave his Blocks in violation of the Stacking Limit by not moving any Blocks out, or only moving some of the excess Blocks. Post-Battle Movement Restrictions: Blocks may move to an adjacent Shire (only) subject to the following restrictions: Cannot move to any Shire containing Enemy Blocks (even if the Shire also contains Friendly Blocks). Cannot move by sea or across the Wash (16.2.3). Blocks can move across a Fens border (16.2.2), and do so without suffering Attrition. Example: Lancaster gangs up on a York stack in Derby (Stacking Limit = 2), bringing in two (2) stacks totaling four (4) Blocks. Assuming Lancaster is the Victor after resolution of all Engagements in Derby, he may reduce his stack size to two (2) Blocks (total), assuming he has a legal movement paths for two (2) Blocks. He may not reduce below two (2), and may choose to leave all four (4) Blocks in the Shire and suffer Attrition.

20.6.2 Check for Subsequent Engagements

If the Shire where the Engagement was just fought is still contested, return back to Force SelectionsFirst Combat Round (20.4.1), with the Victor of the previous Engagement being the Attacker for the subsequent Engagement. Otherwise, proceed to Post-Battle Actions, below (20.7). If there are additional Engagements to be fought, the current victor may enter one set of Reinforcements (20.3.1) before resolving the next Engagement. All remaining Reinforcements will be Reinforcements during the next Engagement. Example: York, Buckingham and Lancaster are fighting over London, with several Blocks between them. The initial Main Force has Lancaster, Command Rating 2, leading himself and two (2) additional Blocks against a single Buckingham Block. Waiting as Lancaster Reinforcementsfrom stacks that entered prior to Lancasterare four (4) additional Blocks. Assuming that Lancaster wins on Combat Round 1, the Lancaster Player may enter one set of Reinforcements before fighting the first Combat Round against York. Lancaster decides to enter Stanley as Leader, with Ormonde (Stanley has CR = 1, so can only lead 1 additional Block). The remaining two (2) Lancaster Reinforcement Blocks will have to wait until Combat Round 2 in the Engagement against York before they can enter the fight.

20.7.3 London Garrison

20.7 Post-Battle Actions

Reset the London Garrison (9.6) to its full Combat Strength.

20.7.1 Battle Victor Determination

After the Battle is resolved (i.e., all Engagements are complete in the single Shire), the Player whose Blocks remain in the Shire, if any, is declared the Victor. If no Player has Blocks remaining, then no-one is declared Victor. If any Heirs were present in any Enemy force fought in the Shire, the Victor receives a +1 increase to his Popular Support Value. Design Note: Note that the Victor need not have fought an Engagement against the Heir, only that one of the losing Houses had an Heir involved in combat in that Shire!

21.0 Post-Operations Phase Actions


21.1 Stacking Check
After all Battles have been completed, Stacking Limits in each Shire are checked. Each Player that has a number of Blocks in a Shire exceeding the Stacking Limit (7.2.9, equal to Shire Value +1) must roll for Attrition (22.0) for each of their Blocks in the Shire (i.e., if two Players exceed the Stacking Limit in

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Crown of roses Rule Book a Shire, both Players would need to roll for Attrition for all of their Blocks). Note that the only modifier to these Attrition rolls is whether the Block is an Heir (there is no Leader Block when the Blocks are not moving or fighting). As noted in the Attrition rules, Blocks reduced below Retainer Strength in this way roll on the Elimination Chart with a +2 die roll modifier. Example: If, after a Battle in Kent, the York Player had five (5) Blocks remaining, he would have to make Attrition rolls for each of his five (5) Blocks. Assuming one of his Blocks was an Heir, that Block would suffer a Step Loss on a roll of a 1 and the other four Blocks would suffer a Step Loss on a roll of a 1 or 2.

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Example: Marcha York Heirwill only lose a Step due to Attrition on a roll of a 1 (+1 = 2), unless March is forced to Retreat across a Fens border; in which case, March will lose a Step on a roll of a 1 or 2. If reduced below Retainer Strength by this Step Loss, March would roll on the Elimination Chart with a net +3 due to the +1 for being an Heir and +2 for Attrition loss (i.e., an Heir will never be killed for failing an Attrition roll).

23.0 Influence Phase


In this Phase, Players will collect Influence Markers for their accomplishments during the Turn, and add them to their Stock. Influence Points (IPs) can be used in two ways: in the Office Phase (26.0) to bid on Offices or during an Operations Phase to influence Nobles (19.0). Once earned, they can be used immediately (i.e., the same Turn) or saved for future use. Important: this Phase is skipped when the Turn ends by play of the Affairs of State Card. Each Player calculates the total sum of all IPs earned this Turn (see below) and adjusts his marker (small wooden cylinder of their House color) on the Influence Track to that number. This is their net IPs gained for the Turn. Once so marked, Players may freely take a number of IP Markers from their Unclaimed Pool with a total IP value equal to their gained IPs. These are taken face-up and may include any and all 0 value IP Markers in the Unclaimed Pool (remember, Players may also make change at any time). After insuring the proper value of IP Markers have been taken, each Player adds these new IP Markers face-down to their Stock (9.1). Design Note: Dont add to the number from last Turn...use the Block to only indicate the current total of IPs gained! Players earn IPs for the following:

21.2 Block Facing

Any Blocks in a Shire that are still revealed are returned to their hidden state by tipping the Block backwards towards the Player, such that the current Combat Strength is indicated by the top edge of the Block.

22.0 Attrition
In certain circumstances, Players will be forced to suffer potential Attrition to their Blocks. Attrition represents the gradual degradation of fighting capabilitiesrepresented in the game by lost Steps on the Blocks. In all cases, a non-Noble Block at Retainer Strength that suffers a Step Loss due to Attrition will be removed from the map and become Inactive. A Noble Block (remember, all Heirs are Nobles) that suffers a Step Loss due to Attrition while at Retainer Strength rolls on the Elimination Chart with a +2 die roll modifier. For each Block undergoing Attrition, roll a single d6.

Attrition Chart (1d6)


Die Roll
1-2 3+

Result
Lose 1 Step No Effect

23.1.1 Controlled Shires

Attrition Die Roll Modifiers: +1 if the Block is an Heir1orif the Block is the Leader Block1, 2 and 1 for any Block Retreating or Evading across a Fens border (remember: neither Retreats nor Evasions can occur between Lincoln and Norfolk, i.e., across the Wash) Notes:
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Occupied: Each Shire occupied by at least one Friendly Block earns the controlling Player a number of IPs equal to the Shire Value (7.2.1). Shires with a Shire Loyalty (7.2.2) in the Players color add one to this. Unoccupied: Empty Shires loyal to the Players House (7.2.2) earn one (1) IP for the controlling Player.

These modifiers are not cumulativea maximum of one +1 drm may be obtained even for an Heir who is also a Leader Block.

The Leader Block drm does not apply for Attrition suffered due to Stacking Limit violation (21.1).

Enemy controlled Shires earn the Player no IPs, even if that Shire is loyal to their House. Note that there will be no Contested Shires (7.2.8) at this point in the game (all Contested Shires were resolved during the previous Combat Step).

23.1.2 Home Estates

Each Block in a Shire that functions as one or more of that Blocks Home Estates (7.2.3-7.2.6) earns its controlling Player one (1) IP.

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roses Rule Book Turn. Do not count any Shires loyal to Houses for which there is no active Player (e.g., do not count Shires loyal to Warwick, blue, in three-player games). Each Shire counted above scores one (1) Economic Victory Point (VP), which accumulates from Turn to Turn. Keep track of these VPs on the Influence Track with your Victory Pts marker. Should a Player exceed 50 VPs, flip the VP marker to the +50 side and continue around the track as appropriate. These Points play a role in the victory conditions for the game (25.0).

Example: The Noble holding the Lord Admiral Office gains one (1) IP to the Player if in Dorset, Hampshire or one of the Nobles own Home Estates.

23.1.3 Offices

Each Office Card specifies the number of IPs earned by the Player whos Noble holds that Office; e.g., The Lord Admiral grants two (2) IPs.

24.1.2 Remove Event Items

If any rebel markers from Planned Uprisings are still on the map, remove them at this time.

23.1.4 Ally Cards

If still In-Play, the following Mercenary Blocks become Inactive (8.2): Burgundians French Scots Welsh

Some In-Play Ally Cards can be discarded at this time to gain IPs, while some Ally Cards provide an IP bonus while In-Play. Each Player should check his In-Play Ally Cards for any bonuses granted to him and add to these bonus IPs to his total (if automatic, or if discarded).

23.1.5 Popular Support

The Popular Support Track specifies the number of IPs earned by the Player as indicated by the Players marker on the track. Example: At a Popular Support Level of four (4), the Player earns two (2) bonus IPs.

24.2 Attending Parliament

After the above actions, each Player prepares his Nobles to attend Parliament, vote on the new King, and bid on all Offices. Every controlled Noble that is not in Exile must attend Parliament (including those in a Players Undeclared Pool). Nobles in Exile may not attend Parliamentleave them where they are for now. Move all attending Nobles and any attached Office Blocks to a place near, but off, the game board, placing them face-up at this time. Take care to remember which Player controls which Block. Design Note: At this point, there should be no Blocks on the map except those in Exile or still on the RoP. All controlled Nobles and Office Blocks should be in front of their corresponding Player face-up, and all other non-Noble Blocks are removed per 24.1.2.

24.0 King Phase (Including Affairs of State)


For every Game Turn, the King Phase is conducted at this point. This includes when the Affairs of State Mandatory Card is played during an Operations Phase Impulse (only the Influence Phase is skipped).

24.1 Non-Parliamentary Steps

Several steps are conducted in the King Phase, two related to non-Parliament activities and several related to the politics of voting on the current King and obtaining Offices. First, the non-Parliament activities are performed.

24.2.1 Gather Supporters

Players determine, by the procedure below, if they have gained control of any Nobles based on IP bids on the RoP. For each RoP Box that has IP Markers on it, do the following (in order): 1. Select a Noble The current King (see 10.5.1 if no King) selects any one Noble with IP Markers on its RoP Box. The exact order of selection is up to the King/selecting Player.

24.1.1 Accumulate Economic Points

Each Player counts the number of Shires he controls and are loyal to another Player. Count the Shires loyal (i.e., have a Shire Loyalty per 7.2.2) to Players that have been eliminated this Game Turn, but not if they were eliminated in a prior Game

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IP Threshold Tendency Bonus: Some Parliament Boxes have a number of colored Rose icons, indicating the tendency of a Noble to side with a particular House. If the corresponding Player House placed a non-zero bid on the Nobles Box, increase their bid by the number of rose icons. Example: The Lancaster Player placed a 1, 3 and 5 IP Marker on Beaumont. For Beaumont, Lancasters effective bid, so far, is eleven (11) because of the two red Rose icons (1 + 3 + 5 = 9; with +2 = 11). Ally Bonus: At this point, within the order determined by the King (or per 10.5.1, if no King), Players must choose whether they are using any Add X Ally Influence discard abilities to place IPs on the indicated Noble. 3. Compare IP to Threshold If there is a tie for the highest effective bid (bid, hereafter), there is no change in control of the Noble. Continue checking the remaining bids on other Nobles. If a single Player has the highest bid, they compare it to the Influence Threshold in the Nobles Parliament Box (the large number in the lower right corner). If the bid is equal to or higher than the threshold, the Player gains control of the Noble and places it in front of him with his other controlled Nobles (if any). If controlled by another Player at the time, that other Player loses control of the Noble. Any Offices held by a Noble switching allegiance also switch with the Noble (be sure to adjust the Popular Support Track at this time). Example: Game Turn 4 starts with York controlling Wa r w i c k , b u t during the Turn Lancaster places three hidden IP Markers (totaling nine (9) IPs) on Warwick. York, seeing that Lancaster is making a play at taking control of Warwick, but not knowing how strongly, places two hidden IP Markers of his own on Warwick (totaling four (4) IPs). York gets a three IP bonus from the white Roses, so feels this should be enough.

(continued) During the King Phase they reveal the IP totals on the Warwick Box in the Roll of Parliament. The York Player grimaces as he sees the nine (9) IPs for Lancaster, knowing that the four (4) IPs he put there are lost and so is Warwick! The effective bid totals are nine (9) for Lancaster and seven (7) for York. Warwicks Rank will now count towards Lancasters total of votes for Kingan eight (8) vote swing in favor of Lancaster! Example 2: As above, but let us assume that Lancaster placed only seven (7) IPs on Warwick. When the IP Markers are revealed, Warwick would remain under York control since both effective bids are seven (7). A tie for highest bid leaves control of the Noble as is. If Lancaster had an Ally with a Add X Ally Influence discard ability, they could utilize it now, after seeing the revealed IPs. Example 3: If Lancaster is the only Player to bid on Warwick, but placed only three (3) IP Points then this is not enough to meet Warwicks threshold of four. Control of Warwick would remain with York. Note that some Events (and the Chancellors once per Turn ability) allow for movement of IP Markers on the RoP, so this scenario is definitely possible in a game! 4. Remove IP Whether or not any Player gained control of the Noble, place all IP Markers which were on the Nobles RoP Box back into their respective Unclaimed Pool. 5. Send to Parliament Players place these newly controlled Nobles with those that are attending Parliament. These Nobles are now In-Play controlled by the respective Player. 6. Select the next Noble If there are still Nobles with IP Markers on their RoP box, return to step 1, above.

24.2.2 Available Votes

Each Player calculates the number of votes his House will have in Parliament. This is:

the sum of the Ranks of all controlled Noble in attendance; plus the sum of all Office Bonus votes (specified on the Office Card) for all controlled Nobles in attendance who hold an Office, and any bonus votes from the Popular Support Track.

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roses Rule Book Example: In a three-player game, the Buckingham Player has 12 votes based on Noble Ranks, etc., the York Player 10 and the Lancaster Player 15. Only the York and Lancaster Player have their Senior Heir at Parliament, so Buckingham cannot be King. York convinces Buckingham to vote for him, with a promise of helping to clear Lancaster from any one Buckingham Home Estate next Turn, so Buckingham secretly selects the York Support marker. When revealed, Lancaster has 15 votes (no surprise there, he voted for himself ) and the York Player has 22 (10 for his votes + 12 from Buckingham). The York Total Votes marker is adjusted to 22, Lancaster stays at 15, and Buckinghams drops to zero (0). Next Turn, Yorks Senior Heir will be King and Buckingham can only hope that he keeps his campaign promises. The player who won the vote takes the King Office Card, places it in front of him, and puts the King marker on his Senior Heir Card. If the Heir is not Henry VI, he attaches the purple labeled The King Block to the Heir Block. Design Note: What this means is that if Henry VI is the Lancaster Senior Heir and they win the Office of the King, the Lancaster Player does not get all the benefits of being King (see 10.3.3). Decrease the Popular Support Track value for the previous Kings House by three (3) points. Then the Player with the current King increases his Support Track Value by three (3) points, as indicated on the King Office Card. Of course, if the same Player is King again this Turn, the Support Track Value does not change. Advance the Turns as King marker one space to the right for the Player who now controls the newly elected King.

This total is the effective number of votes for the Player for the current Game Turn. Votes cannot be saved from previous Turns, so this value solely represents the current Turns votes. Design Note: Dont add to the number from last Turn use the marker to only indicate the current total of available votes! Mark this total on the Influence Track by using the Total Votes marker.

24.2.3 Vote for King

Each Player places his set of four (4) Support markers face down in front of him: one for each House in the game.

Players should then feel free to converse, debate, and make deals, etc. before deciding how they will vote. However, no deals are binding by any game rule. Treachery and political backstabbing are allowed and should be expected (and even encouraged!). All Players vote, but each Player may only vote for a House that has a living, Senior Heir that has attended Parliament. When a Player is ready to cast his vote, he secretly selects one Support marker from those in front of him and places it into his hand and keeps it hidden until all Players have made their choice. This is whom the Player will be voting for as the next King. Players may not abstain from voting and must select a valid Support marker when voting for the King. Design Note: In a two-player game, this effectively means that the only Support markers that will be used will be York and Lancaster, as these are the only two Houses that will have In-Play Heirs. Once all Players have made their choice, the markers are simultaneously revealed. The number of votes cast for a Player House to be King is the sum total of the effective votes (marked on the track above) from each Player who chose a corresponding Support marker for that Player House. Adjust each Players Total Votes marker to correspond to their sum total (note: a Player House with no Heir will end on the zero (0) box). The order of these markers will be important for placement of Nobles during the Wintering Phase. Design Note: Dont add these new values to the current Total Votes marker value, instead, adjust the Total Votes marker to reflect your new vote total for just this Turn. Players may discard any In-Play Ally Cards they control which provide a vote bonus to increase their vote total at this time. Record this increase on the Influence Track by moving the Players marker the appropriate amount. If there is a tie between two or more Houses see 10.5.1 for tiebreaking rules, considering there is no King at this point of the game.

25.0 Victory Check Phase


If no Player has yet achieved a Military Victory (6.1), check to see if any Player has achieved a Political Victory (6.2). They do so by becoming King the number of turns required by the scenario victory conditions. If it is the last Game Turn and no Player has won via a Military or Political Victory, then the Player with the most accumulated Economic Victory Points is the winner (6.3). If tied, the winner is determined by the following, in order: The Player with the most turns as King. The Player with the most IP Value in his Stock. The Player currently controlling the King Block. The Player that last controlled the King Block (if no current King).

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26.0 Office Phase


After determining the new King and if no Player has just won the game, the Players now determine which, if any, Offices will be held by the various Nobles in attendance at Parliament.

Once all Players have made their choice, the bids are simultaneously revealed. The number of votes bid for a Player House is the sum total of all bids (i.e., IP Marker Values) placed in anyones hand with the corresponding House Support marker. The Player with the highest bid wins the Office (ties broken according to 10.5.1). Example: The Office of Lord Admiral is currently up for vote. The York Player places a 1 and 3 IP Marker in his hand with a Support Marker having the York shield. The Lancaster Player places a 5 IP Marker in his hand with a Support Marker having the Lancaster shield, and the Buckingham Player places a 2 and a 3 IP Marker with a Support Marker having the Buckingham shield. When the votes are revealed, both Lancaster and Buckingham are tied at five (5) IPs. The current King would get to decide which of Lancaster or Buckingham was willing to make the best deal to be named Lord Admiral Place the IP Markers used for all Players bids back into their Unclaimed Pools. They are considered spent and cannot be used for subsequent bids. Place the Support marker aside for use in the next bid. The Player who won the Office takes the Office Card and places in front of himself. The Player also chooses a Friendly controlled Noble or Heir in attendance at Parliament to hold the Office. Place the corresponding Office marker on the Heir Card or on the Nobles RoP Box if not an Heir. That Noble/Heir is said to be an Officer. Attach (8.3.3) the purple labeled Office Block with the Noble Block who is the Officer (e.g., the Treasurer Block with the Noble selected to be Treasurer, etc.), subject to the restrictions listed below (26.3). Adjust the Players Popular Support amount if the Office Card indicates a Support Bonus. Repeat the procedure above until all Office Cards have been flipped over.

26.1 End of Terms

The Officers terms have expired. The King gathers and shuffles all the non-King Office Cards (10.5), and places them face down in a stack near the game board (including those from Nobles that did not attend Parliament for whatever reason). Each Player adjusts his marker on the Support Track based on any Officer bonuses that have been lost (even though this may be temporary). Detach and return any Blocks acquired from Office Cards and return all Office markers to the Vacant Offices holding box on the map. The King then draws the top Office Card and reveals it to all Players. Players who wish to bid on the revealed Office secretly select any number of IP Markers (representing political votes/influence, as well as economic influence) from their Stock and place them hidden into their handthis is their bid. They also place one Support marker in their hand, as well. This marker indicates for which Player the bid will count. Example: A Player could place an IP Marker with a value of three (3) in their hand, along with their York Support marker to cast three (3) votes for York to have the revealed Office. Do not forget the zero-value IP Markers to use for bluffing. Note that a Player may only cast a vote for a Player that has a Noble capable of holding the Office (i.e., one that is attending Parliament and has the capability to hold the Office should it be won; see 26.3). This includes Players voting for themselves or other Players. Players are not required to bid on any Officesit is solely at their discression. Example: Buckingham has had a bad series of events this Turn and finds himself with only one Noble in attendance at Parliament. He wins the Chancellor Office, but when the Treasurer Office comes up for vote he cannot vote for himself. Nor can anyone else vote for Buckingham to win it, since a Noble may only hold one of King, Chancellor or Treasurer; and the lone Buckingham Noble already holds the Chancellor Office. Players should feel free to negotiate, barter, and make promises in order to secure an Office for themselves. Remember, however, that no agreements are binding.

26.2 Determine New Officers

26.3 Office Limits

Important: A Noble/Heir may hold only one of King, Chancellor or Treasurer (the big three). Otherwise, a Noble/Heir may hold a number of Offices equal to his Command Rating. The exceptions to the above are: The current King may never hold any additional Offices. Henry VI may only hold the Office of the King (he may never be awarded a non-King Office) Margaret is not allowed to hold any Office (much to her annoyance, we are sure!). If a Player is found to have won an Office, but does not have a valid Noble to hold the Office, it is immediately awarded to the House with the next highest bid total, if any.

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roses Rule Book A Player having no unplaced non-Officer Heirs may pass instead of placing a Noble; if they do so, the remaining non-Officer Nobles controlled by that Player become Undeclared (8.2) and are moved to that Players Undeclared Pool. Players continue taking turns placing their non-Officer Nobles (or passing) until all Player-controlled, non-Officer Nobles are in Shires, Exile Boxes, or Player Undeclared Pools (as a result of passing). Design Note: Once all the Offices have been bid on, Players begin returning their Nobles to the map. The first Nobles to return are those without any Office, as this allows the Officer Nobles to see where enemy formations are gathering before returning from Parliament.

26.4 Vacant Offices

Players are not required to bid on any Office, and it may be that no Offices are awarded at all. Any Office that is not presently held by a Noble should have the Office marker flipped to its Vacant side and set near the game board where all Players can see. If no Player wins the Chancellor Office, the Player with the lowest IPs gained value on the Influence Track (23.0) and a Noble capable of holding the Chancellor Office is awarded the Office as if he had successfully bid and won this Office. If the Player with the lowest IPs gained does not have a Noble capable of holding the Chancellors Office, then the Office is awarded to the Player having the next lowest value of IPs gained, and so on, until a Player with a valid Noble capable of holding the Office is found (if any).

27.3 Place Officers

27.0 Wintering Phase


27.1 Ally Cards
In-Play Ally Cards (14.2.2) are kept In-Play until their benefit is used.

In order from lowest (Ranking 8) to highest (Ranking 1) Officer Ranking (shown below), Players take turns placing one Officer Noble they control onto the map at full strength in any Home Estate, Office Estate or, if appropriate, Crown Estate (7.2.3-7.2.6) for that Noble. Officers must be placed on the map. Players may not pass if they control an Officer. For Nobles holding multiple Offices, place the Noble when it is the time for its highest Ranking (closest to 1) Office. Officers must be placed with their attached Office Blocks at this time. If an unplaced Henry VI is King and he already has a designated Noble as his Host, both Blocks (Henry VI and the Host) are placed per the Kings Ranking. Valid Home Estates are those for either Block, or Crown Estates. Example: Warwick holds the Office of Treasurer (Ranking 3) and Admiral (Ranking 5). After the Lord Captain (Ranking 6) is placed, players will skip to the Lord Marshall (Ranking 4) and then place Warwick with both the Treasurer and Admiral Office Blocks, as the Treasurer with its Ranking of 3 is the highest Ranking Office held by Warwick. Office Ranking is shown on the Parliament Cards and Offices are listed below in descending Ranking order (i.e., Ranking 1 is the highest Ranking Officer): 1. His Majesty the King of England 2. Lord Chancellor of England 3. Lord Treasurer of the Exchequer 4. Lord Earl Marshal 5. Lord High Admiral 6. Lord Captain of Calais and the Pale 7. Lord Lieutenant of Ireland and the Pale 8. Lord Warden of the North Marches

27.2 Place Nobles

In order from highest to lowest votes received in vote for King (24.2.3) (ties broken according to 10.5.1), Players first decide if any of their Nobles currently in an Exile Box (7.3.1) wish to remain in their current Exile Box. If a Player chooses to have Blocks come out of Exile, immediately place them with that Players Nobles that attended Parliament. Nobles that stay in Exile are simply left on the map in their current Exile Box. These Nobles will be at Retainer Strength unless led by the appropriate Officer or if Hosting Queen Margaret (7.3.2 & 7.3.3). Then, in the same order, Players alternate placing one non-Officer Noble they control (which attended Parliament or left Exile) onto the map at full strength in any Home Estate (7.2.3-7.2.6) for that Noble. Henry VI and/or Margaret may be placed along with a Host at this point (using either the Hosts Home Estate(s) or one of their Home Estates), or may wait and be placed later. Even when being placed later, Margaret and/or Henry VI may designate a non-placed Host Noble (Officer or non-Officer) to be placed with their Block according to 27.3 or 27.4. Example: At the start of placement of the non-Officer Nobles, Lancaster designates Somerset (holding no Offices) as the Host for both Henry VI (the current King) and Margaret. He could place all three (3) Blocks during 27.2 (as Somerset is a nonOfficer) or at the end of 27.3 (as the King is Ranking 1 and places last). Had he not designated Somerset as the Host for Margaret, he could have placed her Block separately per 27.4.

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27.4 Place Other Blocks

Boxes).

If not already placed or Out-of-Play (8.2), place Henry VI with a Lancaster-controlled Host Noble of Rank two (2) or more (10.3.3). Note that if Henry VI is currently in Exile, there are limitations on his placement (see 10.3.3 cant change Exile

per above, each Player decides which (if any) non-House Cards to hold for next Game Turn, and discards the rest. Remember that Mandatory Cards must be held and do count towards the above limit! House Cards may never be discarded and are always held for free.

28.3 Popular Support Adjustments


28.3.1 Blocks in Exile
Each Player that currently has one or more Blocks in Exile (7.3.1-7.3.3) loses one (1) point of Popular Support (i.e., a maximum of one (1) point per Player, regardless of the number of Blocks that particular Player has in Exile).

Even if Margaret of Anjou was eliminated in Battle, place her with a Lancaster-controlled Host Noble of Rank two (2) or more (10.3.4) if not previously placed. However, if Henry VI and Prince Edward/Lancaster have been removed from play, she does not return. Note that if Queen Margaret is currently in Exile, there are limitations on her placement (see 10.3.4 cant change Exile Boxes).

28.3.2 Held Mandatory Cards

28.0 Clean-Up Phase


First remove all the Depleted markers (9.3). Then replace all Plundered and Devastated markers (9.3) with Depleted markers (on the back of the Plundered markers). If, for whatever reason, when replacing a Devastated marker with a Depleted marker there are none available, simply remove the Devastated marker and return the Shire to good order. All Unavailable Blocks become Inactive (8.2) (i.e., move faceup Blocks from the Roll of Parliament off of, but next to the game board). If face-down, flip over the Queen Margaret of Anjou Card (Lancaster House Card) and any flipped Parliament Cards (10.5).

28.1 Marker and Block Adjustment

If the Player is forced to hold any Mandatory Cards, reduce that Players Popular Support by the OPS Value of any held Mandatory Card(s). Exception: there is no reduction of Popular Support for held Mandatory Cards if the Operations Phase ended due to play of the Affairs of State Card. Any Player without an In-Play Junior Heir and who had an Heir Card that was capable of being played during the Operations Phase of the just completed Game Turn reduces his Popular Support by one (1) [Note: a Junior Heir in an Exile Box does count for the purposes of this rule]. Capable of being played means that the Player had a valid Heir Card for the current Game Turn and at least one Impulse with no Junior Heir In-Play (i.e., if you lose an Heir in the final combat step of the Operations Phase, you will never lose Popular Support; as you would not have had an opportunity to play a new Heir). Example: On the last Impulse of the Operations Phase, one of Yorks current Heirs gets killed. York will not lose a point of Popular Support this Game Turn, since he did not have a chance to play an Heir Card after his Heir was killed. Next Turn, York intends to play his last Heir Card, but Lancaster plays Affairs of State before York plays his Heir. At the end of the Turn, he loses one (1) point of Popular Support for not having a Junior Heir In-Play, since he had at least one Impulse where he could have played the Heir Card. Not wanting to suffer another loss in Support, York plays his last Heir at the start of the following Turnonly to see the Heir killed off in the very same Impulse. York will no longer be subject to the penalty for not having a Junior Heir since he no longer has any additional Heir cards to play. His last Heir is In-Play as his lone (Senior) Heir.

28.3.3 No Junior Heir

28.2 Held Cards

Some Heir Cards, when InPlay, allow a Player to keep a number of Operation Cards in their hand between turns. These abilities are not cumulative (i.e., having two Heirs with You may hold up to one Card between turns only allows a Player to hold one Card between turns). If allowed

28.4 Turn Advances

Advance the Turn Marker one space to the next Game Turn.

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roses Rule Book Foreign Nation (7.3.1): Scotland and the areas represented by Exile Boxes are considered Foreign Nation territory and, except for the Exile Boxes, may not be entered. Heir (8.3.2): A Noble Block with a played (i.e., face up) Heir Card. All Heirs are Nobles, but not all Nobles are Heirs. Host (8.3.3 & 20.4.3): A Block that has at least one other Block attached to it. Impulse Order (13.2): The final order, after any ties are decided by the King (10.5.1), of players in a single Impulse. Goes from highest OPS Value CC to lowest OPS Value CC. In-Play (8.2): Any Block controlled by a Player that occupies a Shire or Exile Box. Inactive (8.2): Any Block not controlled by any Player and kept off-map. It may come into play via Influence. Influence Points (IPs): A commodity in the game generally representing a Players Houses economic and political influence. They are gained by control of Shires, Offices and certain Events (23.0). A Players IPs are usually located in one of three spots: their Unclaimed Pool (IPs not yet earned); their Stock (those IPs available to be used by the Player); or on a Nobles box on the Roll of Parliament (attempting to win that Noble to the Players side). Junior Heir (10.3.2): When a Player has two active Heirs, the Heir with the higher Heir number on its Card. Leader: For movement, a Block designated to move either alone, or with additional Blocks up to their Command Rating (16.1). For combat, a Block designated to fight a Combat Round either alone, or with additional Blocks up to their Command Rating (20.4.1). The Leader may change each Combat Round. Main Force: The forces of the Attacking and Defending Player that are fighting each other in a Combat Round (20.4). This is distinguishable from those Blocks that are not fighting in that Combat Round, but could have been (i.e., Reserves; see 20.3.2), and from those that have not yet arrived at the Battle (i.e., Reinforcements; see 20.3.1). Mercenary Blocks (24.1.2): The Blocks brought in by play of the French, Burgundian, Welsh and Scots Cards. Movement Points (MPs) (16.1): The amount of movement each stack can do when activated. Generally equal to four (4) MPs, though can be increased by Force March (16.3). Neutral Shires (7.2.8): A Shire with no Blocks and a black SL box. Out of Play (8.2): Any Block face-down on its RoP Box (or put back in the game box). It does not return for the rest of the game. Parliament: A major house of government in England, where Nobles would meet and govern (and scheme and backstab!). For game purposes, it generally is represented by the King Phase (24.0), Victory Check Phase (25.0) and Office Phase (26.0), where the King for the next Game Turn is determined, autovictory conditions are checked, and the other Offices voted on.

29.0 Glossary
Attached Blocks (8.3.3): Blocks that require being Attached to a Host Block to function normally. These include all Office Blocks, all Mercenary Blocks (24.1.2), Henry VI and Margaret. These are the only Blocks that may Attach to a Host Block. Attrition (22.0): The gradual wearing down of the combat effectiveness of a Block as represented by Step Losses. Attrition occurs when you exceed the Stacking Limits (7.2.9), Force March (16.3), use special Fens (16.2.2) or Wash (16.2.3) movement, or perform an Adjacent Sea Zone Sea Movement (17.0). Battle (20.0): Overall combat between two or more Players in a Shire. Each Battle involves one or more Engagements (20.2), each of which lasts one or more Combat Rounds (20.4). Battle Charge (20.5.1): A special form of Combat allowed only to Heir Blocks, granting +1 drm to each of their attack dice. Coastal Shire (7.4): A Shire that is adjacent to a Sea. Cornwall is a Coastal Shire for both the Irish Sea and the English Channel and Suffolk is a Coastal Shire for both the North Sea and the English Channel. Sea Movement (17.0) must begin and end in a Coastal Shire. Combat Round (20.4): Part of an Engagement (20.2). Selecting force compositions, rolling dice, allocating damage (20.5.3) and conducting Retreats (20.5.4). Combat Strength/Strength Points (20.5.3): The number (and occasionally, color) of dice icons on a Blocks top edge. Command Card (CC) (13.1): The single Card that each Player places face down in front of him for play during that Impulse. Command Rating/Command Limit: The number of other Blocks a Noble can lead in Movement (16.1) or in Combat (20.4.4), in a circle at the lower-left of the Block. Contested Shires (7.2.8): A Shire with two or more Players Blocks in it. Controlled Shires (7.2.8): A Shire that contains a Players Blocks or an SL box of the Players color and no Blocks. Controlling Player (14.2.1): The Player that played an OPS card used as a Raid or Planned Uprising Event. The Controlling Player determines which Shire is affected and rolls any Battle dice against the Responding Noble. d6 (or D6): The roll of one six sided die numbered one each of 1 through 6 (no cheating with all 6s for you!) DRM (Die Roll Modifier): A modifier, either plus or minus, that is applied to a roll of a d6 to get a final, modified result. Engagement (20.2): Part of a Battle. The resolution of combat between two Players. Exile Boxes (7.3.1): The playable areas outside of England proper that represent a Noble hiding out in the countryside. Force March (16.3): A special type of movement that allows a Leader and any led Blocks to move one additional Shire.

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Crown of roses Rule Book Rank (Noble Rank): Only on Noble and Officer Blocks (8.3.1), located in a square at the lower-right of the Block. Used for determining who can lead for Movement (16.1) and Combat (20.4.1), and also plays a part in determining the number of votes in the King Phases (24.2.2). Ranking (Officer Ranking) (27.3): The order of importance of each Office, starting with the King (Ranking 1, the highest Ranking) and going to the Lord Warden of the North Marches (Ranking 8, the lowest Ranking). Reinforcements (20.3.1): Blocks that came to a Battle after the Main Force. Reinforcements enter starting on Combat Round 2, at a rate of one (1) Leader and appropriately led Blocks per Combat Round. Reserves (20.3.2): Blocks involved in a Battle in a Shire that are not currently fighting in a Combat Round; either due to Player decision or due to having a Leader with insufficient Command Rating to lead all the Blocks in the Battle. Responding Noble (14.2.1): The Noble that responds to a Raid or Planned Uprising Event. Must have a Home Estate in the Shire and Officers have first choice to respond. Retainer Strength (8.3): The weakest Combat Strength of a Block before it is removed from the map; i.e., the last combat step of a Block. Roll of Parliament (RoP) (7.1.5): The portion of the game board showing which Nobles are eligible to be Influenced. Sea Zone (7.4): Used interchangeably with sea, there are three Sea Zones that break the water around England into three regions: Irish Sea, North Sea and the English Channel. Senior Heir (10.3.2): Sole Heir, or the Heir with the lower Heir number on its Card. Shire (7.2): A playable land area on the map, generally corresponding to separate regions of England during the game period. Shire Loyalty (SL) (7.2.2): The color of box in each Shire: Black = none; White = York; Red = Lancaster; Yellow = Buckingham; and Blue = Warwick. Shire Value (SV) (7.2.1): The number in the box in each Shire. Stacking Limit (7.2.9): The number of blocks of each player that may occupy a Shire. All Shires have a Stacking Limit of the Shire Value plus 1. Exceeding the Stacking Limit at the end of all Battle resolutions will result in Attrition (22.0). Starting Force (20.4.1): The first group of Blocks that fight in an Engagement. Includes a Leader and may include additional Blocks up to the Leaders Command Rating. The Starting Force is the group of Blocks that determined the Engagement order. Stock (9.1): The number of IPs available to a Player to use on various activities; such as influencing Nobles by placement on the RoP (19.0) or attempting to purchase Offices (26.0). Unavailable (8.2): Any Block that is face-up on its RoP Box. It becomes Inactive next Turn.

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Unclaimed Pool (9.1): The remaining of a Players IP Markers that are not currently available to a Player to use by being in his Stock. A Player may always make change between his Stock and Unclaimed Pool, but may only take 0 IP Markers when gathering new IPs during the Influence Phase. Undeclared (8.2): Any Block controlled, but off-map in a Players Undeclared Pool. Wintering (27.0): The portion of the game where Blocks are returned to the map after Parliament.

Game Design: Stephen A. Cuyler Development: Andrew Young and Kevin Bernatz Art Director, Cover Art & Package Design: Rodger B. MacGowan Map: Knut Grnitz Counters & Stickers: Charles Kibler Manuals, Cards & Player Aid Cards: Charles Kibler Player Mats: Stephen A. Cuyler, Rules Editing: Kevin Bernatz, Nick Drochak, and William Place Playtesters: Wendell Albright, Mark Beazer, Steph Brochu, Michael Debije, Walter Devore, Michael Drueen, Daniel Harrison, Paul Haseler, Donal Hegarty, Neil Henning, Dan Hyer, Les Kramer, John Lapham, Kenneth Li, Ric Manns, Nate Merchant, Scott Moore, Brian Morris, Michael S. Owens, Kevin Rohrer, and William ONeal Playtest Artwork: Stephen A. Cuyler, Rodger B. MacGowan, David Rayner, and Nathan Trimmer Proofreaders: Hans Korting, Nick Drochak and Wendell Albright Production Coordination: Tony Curtis Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley, and Mark Simonitch VASSAL Support: Joel Toppen, Tim McCarron Special Thanks: The Rochester Boardgaming Society, Millennium Games, Neil Randall, Andy Lewis, Mark Godson, Armorial Gold

Credits

2012 GMT Games, LLC

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Crown

of

roses Rule Book


Grid Locations* Bedford Berkshire Buckingham Calais Cambridge Carnarfon Chester Cornwall Cumberland Derby Devon Dorset Durham East Riding Essex Flint France Exile Glamorgan Gloucester Hampshire Hereford Hertford Huntingdon Isle of Man Ireland Ireland Exile Kent Lancaster Leicester Lincoln London Norfolk North Riding Northampton Northumberland Nottingham Oxford Pembroke Powys Rutland Scotland Exile Shropshire Somerset Stafford Suffolk Surrey Sussex Warwick West Riding Westmorland Wiltshire Worcester 7/21 6/22 6/21 9/23 8/20 3/18 4/18 1/24 4/15 5/18 3/23 5/23 6/15 7/17 8/21 3/18 9/24 3/21 4/21 6/22 4/20 7/21 7/20 2/16 1/15 1/16 9/22 4/17 6/19 7/18 7/21 9/19 6/16 6/20 5/14 6/18 6/21 2/20 3/20 7/19 4/14 4/19 4/22 5/19 9/20 7/22 7/23 6/20 6/17 4/16 5/22 5/20

Noble

Arundel Audley Beaumont Buckingham (B) Clarence (Y) Clifford de Ros Devon Essex Exeter (L) Fauconberg (W) Hastings Herbert Kent Lovel Montague (W) Norfolk Northumbrid Ormonde Oxford Pembroke (L) Richmond (L)

Flint, Surrey, Sussex Derby Lincoln, Norfolk East Riding, Stafford, Powys, Buckingham, Gloucester, Kent Ireland, West Riding, Shropshire, Powys, Hereford, Hertford Westmorland, Lincoln North Riding Devon, Dorset Essex Bedford, Devon North RIding, East Riding Leicester Pembroke Flint Lancaster, Oxford Wiltshire, Somerset Lincoln, Suffolk, Glamorgan, Surrey, Sussex Northumberland, Cumberland, East Riding Ireland, Wilshire Cambridge, Essex North Riding, Pembroke North Riding, Pembroke

Home Estate(s)

Noble

Rivers Salisbury (W) Scrope Shewsbury Somerset (L) Southwick (B) Stanley Suffolk Warwick (W) Westmorland Wiltshire (B) Worcester

Officer

Northampton, Kent Cumberland, North Riding, Kent Nottingham Stafford, Shropshire, Hereford Somerset, Dorset, Hampshire Wiltshire, Somerset Isle of Man, Lancaster Buckingham, Suffolk, Essex Durham, Warwick, Worcester, Hertford, Gloucester, Glamorgan Durham, Lincoln Northampton, Huntingdon Cambridge, Hampshire

Home Estate(s)

King/Crown

Berkshire, West Riding, Oxford, London, Cornwall Chancellor Carnafon Treasurer Carnafon Marshal Chester, Norfolk, Berkshire Admiral Dorset, Hampshire Capt. of Calais Calais, France Exile Box Lt. of Ireland Ireland, Irish Exile Box Warden Scotland Exile Box, Cumberland, Northumberland Officers listed in Ranking order

Home Estate

based on the track numbers along the North and East edges of the mapboard, read as North/East map edge.

GMT Games, LLC


P.O. Box 1308 Hanford, CA 93232-1308

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