king's progress english rules

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Introduction 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. Components 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 Courtiers 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 Knight’s Shield, (his home domicile is shown on the board with his shield); 1

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Rules for board game King's Progress

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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);

    1

  • 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

    2

  • 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.

  • 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

    4 3

  • 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.

    5

  • 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.

    6

  • 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.

    7

  • 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.

  • 8