king's progress english rules
DESCRIPTION
Rules for board game King's ProgressTRANSCRIPT
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I n t r o d u c t i o n
This game is based upon the typical life of a late medieval
English court. Many Kings came under the influence of a
select inner group of courtiers who used their influence to
gain gifts of land, titles, money, offices and castles. This
game recreates your desperate race to get the best and the
most gifts.
The game is played over three rounds; each round the
king visits a royal castle or house (The Kings Progress).
Your aim is to gain the most prestige for your family by
collecting courtier cards, melding them to build your
influence and thus gain control of the courtiers, advancing
those courtiers to the royal castle and then using these
courtiers to select various gifts for yourself. Gifts and
courtier control gain prestige points at the end of each
round. As the game progresses prestige points for gifts
increase. Each courtier also has a character ability that can
be used by the player in control to gain extra actions or
other advantages. Most Prestige points at the end wins.
C o m p o n e n t s
8 courtier pieces
1 King Card
1 King Counter
10 scoring markers (2 each of five colours)
64 Influence cards (8 courtiers, 8 cards each of values 0,
1, 2, 3 twice per courtier)
60 gift cards (5 gift types: 12 each of Castles (blue), Land
(green), Money (yellow), Offices (red) and Titles
(purple))
8 ability cards
8 minor control cards
8 exhausted ability disks
3 King location order cards
1 game board
C o u r t i e r s
There are 8 Courtiers and each has;
A symbol denoting that courtier
A shield on the board with the symbol showing the home domicile
A suit of influence cards (2 each of value 0,1,2,3)
An ability card
A minor control card and
A courtier piece (in the same colour as the Influence card and shield)
Example
The Knights Shield, (his home domicile is shown on the board
with his shield);
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His Ability Card, his Minor
control Card and an influence card
(value 2)
B o a r d
Apart from the eight houses and castles of the eight
courtiers (home domiciles) there are three other features
The travel inns that can
accommodate one courtier
each,
London that can accommodate
two courtiers and
the three Royal Castles and
Houses that the King
progresses to throughout the
three rounds of the game. The
Royal house or castle is shown
by the King shield and will be
referred to in the rules as the
Royal Court.
P r e p a r a t i o n
1. Each player chooses a two scoring markers of the same colour (player choice or at random). One will
remain in front of each player until they score prestige
points and the other is placed in front of the player as a
helpful reminder of the player colour. The colour of
the scoring marker shows which gift type each player
is particularly interested in: if a player scores any
prestige points in his gift he scores a bonus prestige point.
2. Choose a starting player at random and give him the King Card.
3. Place the 3 King location order cards at random face-up next to the three royal courts; shown by the King
Shield.
4. Place the piece of each courtier at their indicated home
domicile.
5. Shuffle the cards and Deal each player four Influence cards. They then discard one card face down and keep
the three remaining cards to form their initial hand of
influence cards.
6. Shuffle the remaining Influence deck plus the discards, make one face down pile and turn over three
cards face up.
7. Shuffle the gift deck and deal 12 gifts to the Major Gifts area in 6 pairs of 2. Then deal 6 gifts in the
Minor Gifts area.
8. Place the King Counter on the Court timing track on the number equal to the number of players
P l a y i n g t h e G a m e
The game consists of 3 rounds in which the King journeys
to one of the 3 Royal Courts. In the first round the
Progress is to the Royal Court with the King location
order card 1, the second round to King location order card
2 and the third round to King location order card 3.
Each round consists of four phases
1. Player Turn (players take their turn in a clockwise order until this phase
ends)
2. Minor Gift Selection 3. Scoring 4. Housekeeping
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1 . P l a y e r T u r n
Each players turn may consist of 3 phases: A. King Card B. Courtier Abilities
C. Influence and Control
A . K i n g C a r d
At the start of each players turn there is a King Card phase. If the player does not have the King Card this
phase is skipped.
If the player has the King Card he carries out two actions:
1. Advance the King Counter along the Timing Track. (This happens even in the first turn of
every round)
2. Claim 1 Prestige Point IF there is a courtier in the Royal Court.
If the King counter should reach the crown the round ends
immediately; the moving player does not get a turn but
will start the next round.
B . C o u r t i e r A b i l i t i e s
There are 8 ability cards, one for each courtier. They
describe the courtiers special ability. As each player takes major control they also take the ability card and
place it below the built cards.
All abilities are in addition to a players normal turn
except for Influence of the Chaplain that replaces the players turn.
The player, at the start of his turn, may use the ability of
one of his courtiers if it is NOT exhausted. When used he places an exhausted disk on the Ability card. The ability
can be used once while they have major control of that
courtier and cannot be used in the turn the ability is
gained.
If another player gains major control and thus the ability
card, the ability is refreshed. The exhausted disk removed
and the ability can now be used again. Ability cards are
not refreshed between rounds; to be refreshed they have to
change ownership.
For details on the abilities see summaries on card and full
details on the back page of the rules
C . I n f l u e n c e a n d C o n t r o l
Each player has two actions. There are four action types
but they must occur in the order of Advance, Build,
Collect and Discard. A player may repeat any action type.
The actions and their order are:
Advance a courtier
Build influence in courtiers
Collect influence cards
Discard any exposed influence card
Advance a courtier A player may use one action to move one courtier to
an adjacent location
He may repeat the action to advance the same courtier again or another courtier
Only one courtier is allowed per inn (note some locations have two inns and some one)
Two courtiers are allowed in London A player may move a courtier over whom he has no
control
No courtier may be advanced away (a further distance) from the current Royal Court
If the same courtier is moved twice the intermediate location can be full, i.e. the courtier rides through.
If the moved courtier should arrive at the target Royal
Court follow the Arrival at Court sequence.
A r r i v a l a t C o u r t
As each courtier arrives at Court the active player
enters the courtier on the Arrival Track in entry order
(position 1 then 2 then 3, etc) and takes the King
Card.
The player with Major control then:
1. Discards the exposed influence card of the arriving courtier
2. Selects any pair of gifts in the Major gifts layout
This discard from a courtier in the Royal Court does
not change Major or Minor control until the Scoring
phase of each round.
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Exposed
Card
Note that cards can still be built to courtiers in the
Royal Court but again control does not change until
the Scoring phase of each round.
T i m i n g T r a c k
Each round ends when five courtiers arrive at the
Royal Court. If the moving player has another action
this action is lost but he gains the King Card and so
will start the next round.
Note the round can also end when the King piece
reaches the crown on the Timing track even if five
courtiers have not reached the Royal Court.
Build influence in courtiers A player may build (meld) any number of cards from
his hand to the table for one courtier or one each for
two courtiers
When several cards are built they should be stacked so that the courtier name is visible for all cards and only
the top card is exposed
Any cards added to a build must be placed underneath the bottom card (the one furthest from the exposed
card). However the value of the cards built can be
concealed from other players by picking up the set,
adding underneath and laying down again
Control of courtiers is checked immediately when new influence is built except when the courtier is in the
Royal Court. In this situation control only changes in
the Scoring phase
Major control of each courtier is determined by the
highest value built (face-up cards on the table). The player
who has the second highest value built has minor control.
The value of the build is equal to the number of cards plus
the number of symbols on the exposed card.
Example above: this build has 3 cards plus 2 bottles
giving a value of 5.
When any player first builds influence cards of a courtier
give him BOTH the Ability Card and the minor control
card. When a second build is made (of any value) give the
appropriate card (ability for major control, or minor for
minor control) to the building player. If the building
player ties for build value then give him the minor control
card. In other words you have to improve on a courtiers
build value to take ownership of either card (ability or
minor control). A circumstance can arise when an ability
or minor control card needs to be reallocated and two
players (or more) are tied for build value and neither
player has either card. In this case the nearest player in
clockwise order from the card that needs to be reallocated
takes precedence.
Note that a player can enter a courtier into the royal court
with both major and minor control.
Collect influence cards A player may take one card per action OR two cards if
all three cards showing have no symbols on them
(values of 0)
These cards are replaced immediately from the influence deck
At no time can a player take a blind card from the top of the deck without the Rumour ability of the Mistress
L o y a l t y T e s t
If the face-up three cards cannot be replenished due to
the Influence deck running out a Loyalty Test Occurs.
Each player in order, starting to the left of the player
with the King Card, must discard one exposed
Influence card from a built set on the table. The player
or players who discard the highest value Influence
Card get a free courtier advance. These discards and
any others are then shuffled into the Influence deck
and the table cards replenished before any free
advances are taken.
If there are two or more free advances the player to the
left of the King Card goes first and then in clockwise
order. If a courtier enters court follow the normal
arrival sequence. The King Card goes, as normal, to
the player entering the courtier. If the phase should
end because five courtiers have arrived at the Royal
Court any remaining free advances can still occur but
no further entries to the Royal Court are possible.
Play continues from the point prior to the Loyalty Test
Discard any exposed influence card A player may discard any one exposed influence card Major and Minor control may change unless the
courtier is at the Royal Court
2 . M i n o r G i f t S e l e c t i o n
When the round ends either by 5 courtiers arriving or time
running out, the Minor gifts are now picked in reverse
entry order. The player with minor control of the courtier
in the highest numbered space (e.g. 5 if five courtiers
have arrived at Court) on the Arrival Track selects first.
Behind
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At least one minor gift and two major gifts will remain
and these are discarded.
3 . S c o r i n g The Gifts are now scored in alphabetical order: Castles,
Land, Money, Offices and Titles. The scores vary by
round:
Round 1st 2nd 3rd
1 2
2 3 1
3 4 2 1
The player with most gifts of that type is in first. Second
most is second place and so on. If players have the same
number of gifts in one type then the most crowns on those
gift cards break the tie.
If there is still a tie then score that position with one
prestige point less and the next lowest position is not
scored. For example; if there is a tie for first in the third
round then the tying players score 3 prestige points each
and the next player scores 1 for third.
Then the player with the most gift types also scores. If the
number of types is equal, the worst suit for each player is
compared. If those suits are equal, after length and then
number of crowns are considered, then the next best suits
are compared and so on until the tie is broken or the suits
are deemed to be equal.
If a player scores any prestige points in the gift which is
the same colour as their player colour they score a bonus
prestige point. This does not apply to most gift types.
Example: In the first round Adam, playing purple, has 3
Titles, 2 Land and 1 Castle. Steve, playing yellow, has 3
Land, 2 Offices and 1 Title. Adam is first in Titles and
castles scoring 4 Prestige points and Steve is first in Land
and Offices also scoring 4 points. Both players have three
gift types. Adams worst gift type is 1 castle with no crowns but Steve has 1 Title with 1 crown. So Steve scores
2 points for the most gift types. Finally Adam scores in
his gift, titles (purple), scoring a further point. Steve playing yellow did not score in his type (Money).
As each player scores first in a gift type they must discard
any one exposed built card from any courtier they choose.
This discard also applies to most gift types. If there is an
unresolved tie then BOTH players must discard. These
discards are made before the next gift type is scored.
M a j o r C o n t r o l S c o r i n g For all courtiers, redistribute Major and Minor control as
required.
The player with the highest value built for each courtier
has major control and gets the Ability card and the player
with the second highest value built gets the Minor control
card. If there are ties the player with either of these cards
wins the tie. If the players with the cards are tied then the
cards remain where they are. In other words you have to
improve on a courtiers value built to take ownership of
the card (ability or minor control).
Example: Adam has Mistress build value of 3 and the
Ability card. (He had to discard when selecting a major
gift). Carl has a build value of 4 as does Martin. However
Carl has the minor control card. So the Ability card (now
refreshed) goes to Carl and the minor goes to Martin.
Each player now scores 2 Prestige Points for each Major
control of a courtier they now possess.
4 . H o u s e k e e p i n g
Return all the courtiers who are at the Royal Court to their home domiciles. All others remain on their
current travel inn or home domicile
All gifts that are unselected are discarded
Pick up the influence deck, add the discards, shuffle, cut and stack face down. The three face-up cards
remain face up
Deal a fresh set of gifts to the Royal Court
Place the King Counter on the Timing track on the number equal to the number of players
The first player to start the next round is the player with the King Card
W i n n i n g t h e G a m e
The player with the most Prestige Points Wins.
If there is a tie for the most Prestige Points then most gifts
in total, most crowns on gifts and then most built cards
break ties.
T h a n k s
Many, many thanks to the Monday Night Crew of Martin
Draper, Adam Huby, Adam Tracey and Carl Brittain for
their ideas, help and enthusiasm in play-testing and proof
reading. Especially to Martin Draper for the thinking
around the character abilities.
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H o u s e a n d C a s t l e s
Anglesey Abbey: Cambridgeshire The Priory was founded in the reign of Henry I for
Augustinian monks (circa 1279). It was destroyed by
Henry VIII in the year 1609 and four hundred years of
being a religious community came to an end with Henry
VIII's dissolution of the monasteries. When the site
passed into the hands of the Parker family at the turn of
the 17th Century, they set about transforming it into a
country house.
Blickling Hall: Norfolk In 1390 a rectangular moated hose was built on this site.
In 1505 Blickling was inherited by Sir Thomas Boleyn,
whose daughter Anne grew up in the house and later
became Henry VIII's second wife in 1533. Rebuilt in the
early 17th century it became one of England's great
Jacobean houses, famed for its spectacular long gallery,
superb library and fine collections of furniture, pictures
and tapestries.
Knebworth: Hertfordshire In February 1490, Sir Robert Lytton, purchased
Knebworth from Sir Thomas Bourchier for 800. In about
1500, he began to build on to the fifteenth-century
gatehouse a new red brick Tudor manor house enclosing a
central courtyard. In 1810, Mrs Elizabeth Bulwer-Lytton
decided to modernise the house in a rather radical manner.
With the demolition of three sides of the house she
proceeded to remodel the one remaining wing and cover
the brickwork in stucco. Continuing the work of his
mother, Sir Edward Bulwer-Lytton embellished the
exterior of Knebworth in an eccentric gothic fashion that
resembled a cross between a fairy-tale castle and an eerie
'Adams family' abode. A liberal array of fancy domes and
turrets are vividly contrasted with carved bats, griffins and
grotesque gargoyles.
Boarstall: Buckinghamshire Boarstall Tower is all that remains of the fortified moated
house built here by John de Handlo in 1312. The three-
storey tower with hexagonal turrets rising from each
corner of the battlemented roofline was the only entrance
to his carefully guarded property. It was altered in the
16th and 17th centuries and today the Tudor and Jacobean
windows and octagonal chimneys can be seen rising
almost to the height of the turrets.
Chenies Manor: Buckinghamshire
The manor was built in 1460 by Sir John Cheyne and
added to in 1526 by Sir John Russell (Earl of Bedford.
Both Henry VIII and Elizabeth I were entertained at the
house, which includes a medieval well, dungeon and
reputed priest hole. It has beautiful gardens and two
mazes.
Greys Court: Oxfordshire Grey's Court derives its name from Lord de Grey who
fought at Crecy and became one of the original Knights of
the Garter. In 1347 Edward III granted Lord de Grey a
licence to crenellate his house. In 1538 Henry VIII
secured the estate to Francis Knollys, who later held the
office of Lord Treasurer of the Household to Queen
Elizabeth. The 14th century Great Tower and three
smaller medieval towers remain but it is basically a
gabled 16th century building. The well is 200 feet deep
and a great wheel turned by a donkey was used to raise
the water and it is the largest surviving donkey wheel in
Britain.
Windsor: Berkshire Windsor Castle is the oldest and largest occupied castle in
the world. William the Conqueror chose the site, high
above the river Thames and on the edge of a Saxon
hunting ground. It was a day's march from the Tower of
London and intended to guard the western approaches to
the capital. The outer walls of today's structure are in the
same position as those of the original castle. In the 1170s
Henry II rebuilt in stone the Round Tower, the outer walls
of the Upper and most of the Lower Ward, and the Royal
apartments in the Upper Ward. In the 1360s Edward III
created the immense St. George's Hall for the use of the
Knights of his newly founded Order of the Garter. St
George's Chapel was begun by Edward IV and ten British
monarchs lie buried in the chapel: Edward IV, Henry VI,
Henry VIII, Charles I, George III, George IV, William IV,
Edward VII, George V and George VI.
Hampton Court: Surrey
Vyne: Hampshire The Vyne was built in the 16th-century for Lord Sandys,
Henry VIII's Lord Chamberlain, and then became home to
the Chute family for over 300 years. In the mid-17th-
century it acquired the classical portico on the north front
(believed to be the first of its kind on a domestic building
in England) and in the late 18th-century a dramatic
Palladian staircase hall was designed by the owner, John
Chute. Another significant feature includes the fascinating
Tudor Chapel with Renaissance stained glass.
Knole: Kent
Hampton Court Palace was England's most significant
palace of the Tudor age. From 1515-c.1521, the Lord
Chancellor of England and soon-to-be Cardinal, Thomas
Wolsey, transformed a medieval manor (situated 13 miles
southwest of London on the north bank of the River
Thames) into a palace. In 1527 Wolsey finished building
lodgings for Henry VIII and soon after was forced to
surrender ownership to the King. Much of the place was
rebuilt by William III in 1689.
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Knole was a late medieval archbishop's palace that Henry
VIII liked so much that he forced Thomas Cranmer, his
Archbishop of Canterbury, to hand it to him in 1538. In
the early 17th century, Thomas Sackville, 1st Earl of
Dorset, transformed it into a Renaissance mansion.
Towards the end of the 17th century, his great-great-
grandson, the 6th Earl, acquired Knole's unique collection
of Stuart furniture and textiles through his office as Lord
Chamberlain.
Leeds Castle: Kent
Situated on a lake in the middle of the Kent countryside
the castle can trace its history back to a Royal Saxon
manor house built in 857. The original stone castle at the
site belonged to the Crevecoeur family, becoming a royal
palace in 1278, when Edward I built a fortified mill and
barbican here. It became known as "Lady's Castle"
because its royal residents include Eleanor and Margaret,
the wives of Edward I, Philippa of Hainhault, wife of
Edward III, Catherine de Valois, Henry V's wife,
Catherine of Aragon, first (but not last) wife of Henry
VIII, and Elizabeth I, who was imprisoned here, for a
time, before her coronation.
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C h a r a c t e r A b i l i t i e s
All abilities are in addition to a players normal turn except for Influence of the Chaplain that replaces the players turn.
C h a m b e r l a i n : D i s g u i s e The Chamberlain can build up to two different courtiers into one or two builds. These must be
different courtiers to the build they join. He places the disguised card/s underneath the chosen
build. These cards are discarded if they become exposed.
C h a p l a i n : I n f l u e n c e The Chaplain may perform three actions in any order but all three actions must be different.
K n i g h t : C a r r i a g e The Knight can give a free advance to any courtier. A courtier can then undertake further
advances as part of a players normal actions to move through a full travel inn.
M i s t r e s s : R u m o u r The Mistress must draw a number of cards from the Influence deck equal to the number of
courtiers in the same and adjacent locations (including the Royal Court). She may choose one of
these cards to keep whilst the remaining un-chosen cards are discarded. If there are not enough
cards in the influence deck she can only draw as many as are there.
P r i v y S e a l : N e g o t i a t e The Privy Seal can reorder up to two built sets. He cannot build any cards with this ability but he
can still build influence cards as either or both of his 2 actions
S e c r e t a r y : F a v o u r The Secretary can swap any gift in the major or minor gift area with another in the gift area or
with a blind draw from the remaining gift deck. If it is swapped with the gift deck, draw the top
card and discard the exchanged card.
S t e w a r d : O p p o r t u n i t y The Steward can collect a discard or a face-up card. He can sort through the discards to find on he
likes and he does not have to reveal the chosen card.
T r e a s u r e r : C o r r u p t i o n The Treasurer can claim as many prestige points as courtiers in the Royal Court.
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