JoA CORE Rulebook ENG v13 PDF
JoA CORE Rulebook ENG v13 PDF
JoA CORE Rulebook ENG v13 PDF
2
SUMMARY
BOX CONTENTS ............... 4
COMPONENTS .................. 6
Miniatures & Units - 6
Game Board - 8
Dice - 10
Resources & Player Board - 10
Cards - 10
Battle Board - 11
Other Tokens - 11
SETUP ............................... 12
ACTIONS ........................... 18
history.
Jump
Charge
Prayer
Heal
your opponents.
SKILLS ................................ 30
GLOSSARY ......................... 32
3
Box Contents
2 Booklets
Battle board
Game board
hex tiles
4 Player boards
1
Back in action
Rally all allied destroyed
or Disrupted Peasants. B
“ Fortune favors the brave. Is fortitude one of
your qualities, master?”
C
” You have the ugly face of someone
1
Counter Attack who regularly frequents the brothels.
Give me the location of your favorite
Gain 1 house of ill repute. ”
and play it immediately.
D
” Master, I see your good faith is
Charge displayed in your kind face. Do you often
Retaliation - Dodge Reinforcements give alms to the poor? ”
30 Legend 30 XP tokens 20 Intrigue 30 Wound 8 Rally point 10 Barricade 10 Fire 5 Damage 4 Reroll 20 Scenario
tokens tokens tokens tokens tokens tokens tokens tokens tokens
First Player
token
61 Unit bases
4 Building & rubble overlays
2 Mounted heroes
The Witch
Archangel
Gabriel
The Tarasque
6 Mounted
18 Foot Knights Bowmen
30 Bowmen
12 Wolves
12 Halberdiers 12 Sergeants at Arms
12 Peasants
2 Bullock Wagons
7 Stakes
Well
Shrine
5 Bushes
5 Walls 4 Rocky Outcrops
10 Trees
5
Components
M iniatures Characters are Legendary heroes
or Mythical creatures of medieval
times who have their own base.
Over 230 miniatures are included in the core
game. These represent a wide variety of medieval
characters, from lowly peasants to devious Civilians are units that are not
witches and noble knights. controlled by either player. Often, a
unit that begins a scenario as a
Civilian can be recruited by players
to join their army. If this is the case,
it is then considered as belonging
to the player who recruited it.
Units
There are three broad unit types:
6
U nit cards
B C
The Black Prince
5 D
A
Level: Some Characters begin the game at level 1 and can units in the same area as The
C be upgraded from level 1 to 2. Each star represents one
Black Prince gain Haste 2.
When The Black Prince is
level of experience. K
activated, you may move one of
your Rally points to a free or
H 2 allied area.
1 1 I
L evel up cost: The number of XP tokens a player needs
D to spend to upgrade the Character to level 2.
B
Attack stat: The icon represents the type of attack: Bowmen
Melee or Shooting. Shooting attacks also indicate their
E type and maximum range in hexes. Below the icon is
the number and colour of attack dice.
When attacking:
Type of Unit: The type of unit can be infantry, cavalry,
G war machine, or flying.
K
At start of the game, receive 1 stakes.
As a bonus action, you may place 1
it Points (HP): The number of Wound tokens the unit
H stakes in the Bowmen’s area.
French English Scottish Burgundy Walachian Ottoman Holy Unholy Mercenary Civilian
Factions
7
G ame Board
Hex Tiles
Capacity
Each area has a capacity, expressed in spaces.
Each space can accommodate 1 point of size, so
The game board is made up of large hexagonal the total size of units, building or terrain elements
two-sided tiles that can be assembled like a may not exceed the capacity of the area.
puzzle. Each tile is identified by a tile number to
guide their arrangement and orientation. • A hex with 1 area has 8 spaces.
8
Terrain Elements & Buildings A unit can only enter a building if it is located in
the same area.
Example _____________________
A
Walls and stakes are not terrain elements and
do not occupy any space in an area.
A small house with its building interior They are always placed in an area along one
and rubble side of its borders and serve as markers to indicate
combat modifiers for units in that area if they
Only an infantry unit can enter a building. When are attacked through that border (see Table on
a unit enters a building, the building miniature is page 20).
replaced with the matching interior overlay.
9
D ice
C ards
R esources & Player Board
Each player collects and spends 4 different
resources in order to achieve their goals: Round Deck
Orders, divided into 4 types (Activation, Charge, The Round deck is the timer
Reactivation, and Interrupt), are used to activate for the game. Each Round card
units. The Orders are represented by coloured also shows how many Activation
symbol banners in the rules, and wooden cubes Orders are collected by each
in the Core box. player at the start of a round.
10
Discussion Wound
Citizen
QUESTIONS
A
“ Good master, clearly you are
a person of influence. Could
These cards represent dialogue options
with certain Civilians encountered Whenever a unit with hit points
you introduce me to the lord of
this domain? ”
C
” You have the ugly face of someone
who regularly frequents the brothels.
D
” Master, I see your good faith is
displayed in your kind face. Do you often
chosen.
Rally Point
Intrigue These tokens are placed in
an allied or free area of the
The Garrison of Saint-Loup
Intrigue cards are specific to the game board to indicate
1
Back in action
Rally all allied destroyed
scenarios which they are associated where a player’s Disrupted
with. They trigger beneficial events units return from the
or Disrupted Peasants.
1
Counter Attack
Gain 1
and play it immediately.
for their side if players put Intrigue Infirmary.
1
Reinforcements
Gain 1
Roll 3 :
for each . tokens on them.
Reroll
Equipment After a dice roll, this token allows
the player who uses it to reroll
Equipment cards can be obtained one or more dice. The token
through Discussion cards. Up to 2 returns to the common pool
Equipment cards may be assigned after use. A player can only have
to each Character. Equipment can be one Reroll token at a time.
either Tactics (blue gem on back) or
Myth (yellow gem on back).
Fire
B attle Board When placed in an area, the Fire token
causes a new terrain effect. It can
inflict Wounds on units and damages
buildings in the area (see page 25).
Barricade
Barricade tokens reinforce the
defence of the areas where
they are placed by Engineer
The battle board keeps track of Round and War actions (see page 24).
council cards, and collects Disrupted units from
all sides.
Damage
O ther Tokens Damage tokens are used to track the
destruction of buildings.
Scenario
First Player Token
Various generic tokens are used to
The First player token is given to the mark the location of specific
starting player, according to the rules points of interest, or specific
of the scenario. items of each scenario.
11
E
L F
Setup Players
All players receive a player board ( ), and the cards
To set up a game, choose a scenario from the Scenario and miniatures of the units ( ) allocated to them
Book and follow the instructions. by the scenario. If Characters have different levels
dispatched on 2 cards, place their level 1 unit card on
Read the scenario, special rules, and victory conditions. top of the level 2 card.
Choose your sides. Give the First player token ( A ) to
the player whose side is designated by the scenario. Each player attaches faction colour rings to their units
and places them on the game board, along with their
Next assemble the game board with tiles, terrain Rally point token ( ), according to the scenario.
elements, buildings, and scenario tokens, as shown in
the scenario ( B ). Place one tree terrain element in Each player receives the resources, Legend cards, and
each forest area and one rocky outcrops in each rocks Reroll token ( ) indicated by the scenario and places
area unless the scenario says otherwise. them on their player board.
Place the battle board ( C ) next to the game board. Other Elements
Shuffle, then place the following decks of cards face
down: Place the remaining resources as well as the Wound
tokens, the Legend cards, and the 2 Equipment decks in a
• War council ( D ). separate location (called the common pool) within each
• Round ( E ). Use only the Round cards indicated player’s reach ( ).
by the scenario.
• Legend ( F ). Use only the Myth or Tactics type, Place all Civilian miniatures on the game board as
as indicated by the scenario (M for Myth, T for indicated by the scenario, and place their unit cards
Tactics). near the common pool ( ).
• Discussion ( G ). Use only the Discussion cards
corresponding to the units with Discussion Place all the building interior overlays ( ) necessary
bubble icons present in the scenario. for the game near the common pool.
12
D
Muddy Terrain
Reinforcements
Breakthrough
once more.
destroyed.
La Brossinière
Add+1
2
2
1
1
1
1
A
Sergeants-at-arms
Retaliation
after the attack roll and attacker’s
all attacker’s
William de la Pole
modifiers, replace
When defending:
Charge
,
Pikemen gain Retaliation.
When defending against
against
Pikemen
Cohesion
by
+1
A 1
3
token located in the Peasants’ area or
Instead of performing an action with
in an area adjacent to the Peasants.
Peasants
Cohesion
Mounted Knights
Charge
B
Sergeants-at-arms
Retaliation
A1
4
Charge
At the beginning or end of their
activation, Mounted Bowmen
may be replaced by Bowmen.
Mounted Bowmen
2
Haste 2
At start of the game, receive 1 stakes.
As a bonus action, you may place 1
stakes in the Bowmen’s area.
When attacking:
Bowmen
2
2
2
1
1
1
La Brossinière
When defending : One of your units
Adaptive Defense
Your Wagon roll is
Reinforcements
to your defence roll.
Hold On!
Bowmen.
Stick hit
destroyed.
Priest QUESTIONS
Priest A
QUESTION S
Soothsay“erWhich saints
call
Amust I S
QUESTION
my arm during
upon I call
to guidesaints Amust for
Blacksmith
Which
“hard waiting
QUESTIONS the upon tobattles
guide my arm during time,
you suffer all thefor will
Blacksmith A
QUESTION S
at the
hard battles waiting
” “Don’t
me? the
knowing in advance
what
arrives me? ”come?”
Bonesetter
“ When the war A
QUESTION S
of the city, do you intend
at the
B
gates war arrives Did it
“ When the men?
lord’s A” in veryB bad shape.
to join the of city,adolotyou
the are intend in “ The church seems ” it
gates “ There men? ”of books suffer from the currentin very bad shape. Did
strife?
to join the lord’s In
B
this cabin. what language “ The church seems strife?
B ”
they written? ” the suffer from the current C alive from
are creations B are you will come back
if Idilapidated! you
“ Which one of your the “Can you tell me
church is sotheC beast of the Doforest?”
His
proudest of? ” creations are you ”myThis
fight against it as
dilapidated! Do you
God can really consider
“ Which one of your B ” This” church is so
believe it as His
proudest of? ” C Do you believe God can really
house? C consider
home reeks of brimstone!
poor-quality house? ” come from ancient
”“ AYour
barely warm furnace,
C with the Devil? Is” ”If your powers
D but a heathen?”
an agreement skinny arms…
haveapprentices
iron, withfurnace,
find poor-quality
a decent Is gods, are you nothing
of your church isa
” A barely
any
warmi may
chance arms… ” The atmosphereD I pray
Can church is
thereiron, apprentices shop?with”C skinny to contemplatio n.your
weapon in thischance i may find a decent conducive
” The atmosphereback D toofwar?n.”Can I pray a
before Itogocontemplatio
there”
any
Scoundrel, this do you”often copulate
shop? while,
conducive you have some ” medicinal
weapon in ”I see thatI go back to war?
what you know
with Lucifer? D ” before
told me one day gifts, too. Do you share
while,
beings?”
” An old craftsmanD forge D techniques with fellow human
some age-old one day
me better
toldmuch
about craftsman
old East, fightwere beast, in the
from AnI intend
” the” Far tothat a demonic
forge ” techniques or
about
ours. some youage-old
Dofuture. know them?
thatyou
Do werehavemuchpotions
better
than from near
the Far East,heal
to
ours. Do you know
poultices
if the” fight goes
me,them? Guide Bonesetter
Soothsayer
than
wrong? ”
G
1 .
When defending: Cancel
Once per turn,
During Camp if you spend 3 , search for the
spend 2 : Phase,
Once per round, if you
in the Guide’s area
Doom dice for reroll once the card of your choice
in the Legend
move all units located two
to an adjacent area. Disrupted units.allied Deck. Shuffle the deck
afterwards.
1 .
When defending, gain
13
C ouncil Phase
Game F lip the first card of the Round deck ( A ). Each
Overview
player takes the number of Activation Orders
indicated on the Round card ( B ) and adds
them to their player board.
Draw the first 3 cards from the War council deck
The game is played in a series of rounds. During ( C ), and place them in the river ( D ). The 3
a round, each player takes a turn, starting with cards must be different. If a duplicate is drawn,
the first player, who then passes to the next player discard it and draw another card until the river
indicated by the scenario's turn order. When all contains three different cards.
players have taken their turn, the fate of Disrupted
units is checked and the round ends. S tarting with the First player, each player must
designate one War council card from the river
A round is divided into 4 phases as follows: and apply its effects. Multiple players may
choose the same card if they wish.
Upkeep
1 - Council Phase
Upkeep is not mandatory, but required if a
• ROUND CARD player wishes to maintain a Character upgraded.
• WAR COUNCIL CARDS
• UPKEEP For each level 2 Character they own on the game
board, a player must spend 1 XP token. A Character
in the infirmary doesn’t need upkeep.
2 - First player’s turn
If the upkeep is not spent for a Character, it reverts
• ORDERS PHASE back to level 1. The level 2 card is replaced by the
• RESERVE PHASE level 1 card.
4 - Camp Phase
• CASUALTIES CHECK
P layer’s Turn
• FIRE DAMAGE Each player’s turn consists of 2 phases, in which
• ENDGAME AND VICTORY CHECK
they do the following.
14
A C
1 1
or
1 1
or
X X
B
D
Reserve Phase
The current player removes spent Orders from
the game board and returns them to the
C amp Phase
common pool. When all players have completed their turn, the
Camp phase begins. This determines the fate of
They move unused Orders from their player board all Disrupted units.
to the appropriate reserve areas, if there is room to
do so (see page 17).
15
Other victory conditions are checked during this
Destroy a Unit phase by the First player. If any player has fulfilled
When a unit is destroyed, remove it from play the victory conditions of the scenario, the game is
by placing it in the graveyard ( D ) above the over and that player is declared the winner.
infirmary. In some scenarios, destroyed units
Orders
may award the opponent XP, Legend, or victory
points.
Rally a Unit
P laying Orders
When a unit is rallied, place it in an area
containing an allied Rally point, if the following
conditions are met:
• The area with the Rally point is a free or During their turn, a player takes an Order
allied area. (a cube) from their player board and places it in
an allied area they wish to activate.
• The area with the Rally point has enough
capacity left to hold the unit (see Area • Players must use at least one Order on each
capacity rules, page 8). of their turns, if they have at least one. Each
Order must be resolved before moving on to
If these conditions are not met, the unit is placed the next one.
in the waiting section ( A ) of the infirmary.
• Reactivation, Charge, and Interrupt Orders
Only units in the infirmary can be rallied. may also be played as if they were an
Activation Order.
Rally point • An Activation, Charge, or Interrupt Order
A Rally point token marks cannot be placed in an area that already
the location where units in contains an Order.
the infirmary from this side
can return to battle. The • Playing an Order activates all units in the
initial location for each selected area, regardless of whether a unit
side’s Rally point is was activated earlier in the turn.
determined by the scenario.
French Rally point • The player declares all the actions that
token During the game, Rally units in the activated area will perform (see
points can be moved using Details of the actions page 18).
War council cards, skills, or powers. Rally points
may never be placed in an enemy area. • Multiple units can participate in the same
action. Units moving to the same area are
A Rally point token occupies no space in an area moved at the same time.
and cannot be destroyed.
• There can only be one movement action to
Some units have the Rally skill and are treated the same area from a single activation (i.e.,
as additional Rally points for their side. They one Order).
cannot be moved by the effects of cards, skills,
or powers that affect Rally point tokens. • Similarly, there can only be one attack
(melee or shooting) per target area during
Fire Damage a single activation. Each unit can only attack
once during an activation. It is not possible
Resolve the effects of the Fire tokens on the to attack an area with some units, and then
game board (see page 25). to decide to attack it again with more units
that were activated as part of the same
End of the Game & Victory Order.
If the Round deck has no cards left, the game Aside from these restrictions, a player may
ends at the end of the round. activate units in an area to perform different
actions.
Each scenario has its own victory conditions.
Some of them trigger the end of the game as After a player resolves the effects of an Order,
soon as the conditions are met. and before they play another, their opponents
have the option to play an Interrupt Order.
16
Storing Remaining Orders Reactivation
The Reactivation Order can be played
during your turn in an area that
already contains an Order (and only
one). This allows the same area to be
activated twice in the same turn.
O rder Types
Order before an Interrupt Order can be played
in their turn. This Order cannot be played in an
area already containing another Order.
The Charge Order can be played Otherwise, an Interrupt Order can be played
during your turn to activate infantry during a player’s turn as an Activation Order
and cavalry units that have the instead.
Charge skill, and it allows them to
perform a Charge action. This action
allows activated units with the Charge skill to
move 1 area (infantry) or up to 2 areas (cavalry)
and to perform a melee attack as a single
activation (see Skill Action – Charge, page 24).
Units in the same area without the Charge skill
are activated as normal.
17
Actions
Playing an Order in an area activates the area The available actions are:
and all allied units within it. Before activating
units, the player must decide which actions to
take and which units will participate in each
action.
Unit Actions
The player can choose to have different actions
performed by units in the activated area. Each These actions are available for all units:
unit can, however, take part in only one action
per activation, plus as many bonus actions as • MOVE
the player wishes to perform. • ATTACK
• RECRUIT CIVILIAN (BONUS ACTION)
A bonus action is an action that a unit performs • WAIT
in addition to its normal action, and it is done
either before or after the normal action.
Character Bonus Actions
These bonus actions are only available for
Characters:
• DISCUSS
• COMMAND
• USING AN EQUIPMENT
• UPGRADE A CHARACTER
Skill Actions
These actions are available only for units
with specific skills:
• HASTE
• JUMP
• CHARGE
• PRAYER
• HEAL
• ENGINEER (BARRICADE & SET FIRE)
Player Actions
These actions are performed by the player
and do not require an Order or Activation.
18
Each area can only be attacked once per
U nit Actions
activation.
Declaring an Attack
Start by declaring which enemy area is targeted by
the attack. Note that an attacker can only designate
an area and not a specific unit in this area.
19
When the dice have been rolled, resolve the
v PLAIN / FIELD attack following these steps:
- When attacking, each cavalry unit
that performs a charge through only
those areas may reroll 1 dice. 1. The attacker checks and applies any effects
triggered by skills or powers from their units.
FOREST (only with tree) After all effects have been resolved, discard
- When defending, you may reroll 1 dice. any remaining blank results from the attack
- Direct shooting can reach the area but roll.
not pass through.
20
Retaliation Skill
A unit with the Retaliation skill can apply any
Kill, Disrupt, or Push results from their defence
roll to any attacking melee unit (chosen by the
attacking player). The player must roll the dice
of the retaliating unit separately to distinguish
them from other units. The attack and the
Retaliation are considered to be simultaneous.
They get 3 Push results. The defending player rolls 1 black dice:
The defending player rolls for defence using 1 This will negate the Kill result but won’t be
black dice, 1 white dice, and 1 red dice: enough to protect his Hero: The Hero suffers the
Disrupted result and is placed in the infirmary.
21
Recruit Civilians (BONUS ACTION)
When a player’s unit moves into, or starts its
activation in an area where there is at least one
C haracter Actions
Civilian, the player may choose to recruit all the
Civilians in that area. These actions are only available to Characters:
a persomaster, clearly
you intro n of influence.you are
22
• Number of units X ( B ): X is the maximum
Once the discussion action is resolved, number of units within the command value’s
remove the Civilian unit from the game range that can be activated.
(both its miniature and unit card).
The player activates units designated by the
command action, to make them perform an
Example______________________ action as if they had been activated by an
A player performs a discussion action between Activation Order.
level 2 Joan of Arc (French and Holy factions)
and a Citizen Civilian located in the same area. The command action can only target units
outside the area occupied by the commanding
The drawn card offers 3 questions : A, B, and D Character, never in its own area.
(2 Neutral + 1 Holy).
If several commanding Characters are activated
in the same area, they cannot perform a
Citizen
QUESTIONS Although command action on the same Troop unit.
A
“ Good master, clearly you are question A is
a person of influence. Could
you introduce me to the lord of risky (printed in
Using an Equipment
this domain? ”
red), the player
decides to readB it before
“ Fortune favors the brave. Is fortitude one of
handing the card to
their opponent,
your qualities, master?” who turns it over and reads (BONUS ACTION)
answer A. C
” You have the ugly face of someone
who regularly frequents the brothels.
Give me the location of your favorite
Equipment cards are obtained as a result of a
Citizen
house of ill repute. ”
ANSWERS The player who discussion, and may be placed on the Character
” Master,“ YouI see
D
are anyour
A
goodfellow,
ambitious faithsir!is
performed the who performed the discussion as a bonus
displayedI will
give alms
in your kind face.
see what
to the” poor? ”
behalf...
Doon
I can do you often
your action is then action.
TEST
OR 1 .
: IF Gain 2
invited to do a
ELSE discard a Legend card and 1 .
- Spend 1 to ask a level 2 question. test: he rolls a Equipment can be either Tactics (blue gem on
B white dice. If he back) or Myth (yellow gem on back).
gets aenough
Shield,
to survive inhe can
“ I am as crafty as the fox in the fables. It’s
challenge this world. ” gain either 2 Intrigue
Draw a War Council card and benefit from
tokens
its effects ORorgaina2 Reactivation
. Order, but any other
result will force C him to discard 1 Legend card When a Character receives an
and
Isabel 1
hasLegend token.
“ Between us, sir, the bathhouse of mistress
a tolerable reputation. ” Equipment card, place it near
Gain 2 OR 1 Legend card.
Whatever
- Spend 1 to askhappens,
a level 2 question. he can then spend 1 XP their unit card. A Character cannot
token to draw D a level 2 Discussion card and have more than 2 Equipment
ask a new I care question
“ They say it’s impossible to redeem one’s own
soul. Nevertheless, deeply for that oformy he can simply end the cards at any time.
neighbour. ”
discussion (and
Retrieve your Reroll token
units.
OR rallyremove
one of your the Civilian from the
game).
Characters may discard Equipment cards at any
Command (BONUS ACTION) time, or give them to another Character in the
same area.
Characters with a command value
can perform the command action Once placed, the Equipment card provides a
on allied Troop units. The command permanent or one-time bonus to the wearer,
action is a bonus action, which depending on the effect described on the card.
A
B must be declared and resolved
before or after the normal action When a Character is destroyed, their Equipment
performed by that Character. cards are discarded.
23
Upgrade a Character (BONUS ACTION)
S kill Actions
Some Characters have 2 levels of
experience indicated by the level These actions are available only for units with
ohn Fastolf A
icon ( A ) on their card. To upgrade the specific skills:
to the second level, spend the
B
3 required number of XP tokens ( B ).
Haste
When the player spends the XP This action is only available for units with the
tokens to upgrade, replace the Haste X skill. The unit may move through several
Character’s level 1 card by the level 2 consecutive areas. The X rating of the Haste skill
card, and transfer any tokens from it is a value representing the maximum number
to the level 2 card. of areas that can be moved through during this
action.
To upgrade to level 2, flip the level 1 card. If
there is a level 2 card with two sides, the player
decides which side to use and places it with Jump
that side face up.
This action is only available for units with the
Each side has different features and Jump X skill. When the unit performs this action,
adds an additional faction banner remove its miniature from the game board and
(Holy or Unholy). Once the player has place it on any allied or free area that is not full,
chosen a side, even if the Character within X consecutive areas of its starting area.
drops back to level 1 (by lack of upkeep
for example), it will never be able to
choose the other faction of the level 2 Charge
card if it is subsequently upgraded.
aliation - Dodge A player cannot upgrade a level 1 This action is only available for units
Character to a level 2 version with a with the Charge skill who have been
faction banner opposed to the banner activated by a Charge Order.
hen defending: of an allied unit in the same
area. The player will have to
n Fastolf suffers a wait for this Character to be When performing a Charge, cavalry units can
in an area that does not move up to 2 areas AND make a melee attack.
u may move him up to contain any other allied unit
2 areas. with opposing banners When performing a Charge, infantry units
before they can upgrade it. can move 1 area AND make a melee
attack.
A 1 Upgrading to level 2 is
not permanent: At the Units cannot Charge into or from a building
end of the Council interior, nor into or from a swamp area.
phase, each player
must pay upkeep
to maintain their Prayer
level 2 Characters
(see page 14), This action is only available for units with the Prayer
by spending 1 skill. When a unit uses this action, its owner may take
XP token per 1 XP or Legend token from the common pool and
Character. place it on their player board.
Heal
This action is only available for units with the Heal
skill. The Heal action removes 1 Wound token from
the card of a Character located in the same area
as the unit performing the action.
24
Engineer Actions
Engineer actions are only available for units
P layer Actions
with the Engineer Skill. There are two possible
Engineer actions: These actions are performed by the player, not by
units, and do not require an Order to be played.
Barricade
Place a Barricade token in
the same area as the unit Play a Legend Card
performing the action. This
action can only be
performed in a forest, village, building interior
area, or in an area containing a building.
Attacking units with the Engineer skill ignore this Legend cards are acquired by players from War
restriction. Remove the Barricade if an enemy council cards and certain other powers. They are
unit enters the area containing it. drawn from the Legend deck. If this deck runs out
of cards, shuffle the discarded Legend cards and
assemble a new deck.
Set Fire
A unit may : A player may play any Legend card from
• place a Fire token in its area and their hand by spending the number of
perform a bonus movement action Legend tokens indicated on the card( A ).
afterwards After the effect of the card ( B ) has been
• or remove a Fire token from its resolved, it is discarded, face up.
area.
The Legend card’s power description indicates
There can only be one Fire token per area. when it can be played.
1
Counter Attack
Gain 1
and play it immediately.
(unless stated otherwise by the
• Each unit present in the same area suffers Reinforcements card) by putting the required
1 Roll 3 :
1 red dice attack roll and cannot roll their number of Intrigue tokens on the
Gain 1 for each .
• Place a damage token on a building The tokens remain on the Intrigue card
or building interior located in this to indicate which effect was triggered,
area. If the number of damage as each effect can only be triggered
tokens equals or exceeds the once. (unless stated otherwise by the
capacity of the building, it collapses: Remove card).
the Fire token and flip the building interior to
show its rubble side. The rubble is not a terrain A player may exchange at any time
element but it occupies 1 space in the area it’s and as many times as they want one
put in, and it’s considered as a building interior unused Intrigue token for one XP or
area, but without any defence bonus. Legend token
G igantic Creatures B
C
Name of the creature.
E
Number and type of dice the creature rolls
for melee and shooting attacks.
F The gigantic dice type which is used to make
gigantic attacks.
A B J
F
1
E K
D
2
I
C H
26
Orders and Movement may Follow up, if the target hex contains no
units, buildings, or terrain elements.
Gigantic creatures are never placed in an area If the gigantic creature is also a flying unit, it
but always in a hex, fully occupying all areas and can perform its gigantic attack from a sky hex
free spaces of that hex. to any ground hex (see Flying Units’ rules next
page).
To activate a hex containing an allied gigantic
creature, pay the number of Orders indicated by
its activation cost: If this number is 2 Orders, only
1 Order is placed in one area of the creature’s
hex while the other Order is discarded.
Gigantic Attack
Gigantic creatures can perform a type of attack
action called a gigantic attack. This is a melee
attack targeting all units and buildings in an
adjacent hex.
Example______________________
If a Kill result is assigned to an area with 3
units, those units must defend against 3 Kill
results.
27
F lying Units
Flying units are indicated by the
flying type icon on their card.
• Place all the available sky hexes face down An area on a sky hex is considered to be adjacent
and draw 2 at random. Draw 1 additional to all areas on a ground hex for movement
sky hex per gigantic flying creature involved. actions. An area on a sky hex is never considered
Discard the remaining sky hexes. to be adjacent to a building interior.
• Place the chosen hexes face-down, as per A unit that is Pushed back from a sky hex is
the diagram. After all the hexes are placed, placed on an allied or free sky area of the
flip them face-up. attacker’s choice.
28
Sky hexes have their own types of terrain, with
their own rules: W ar Machines
BLUE SKY
No effect. A war machine unit is indicated by the
war machine type icon. War machines
are subject to the following rules:
CLOUDS
When defending against shooting
attacks, gain 1 black dice.
Limited Movement
RAINBOW
When attacking from this area, A war machine can never move more than one
Holy faction units gain 1 black
dice. area during a turn and, not being infantry or
cavalry, is not eligible for any skill or power that
can move it more than 1 area.
Crew Dependancy
Flying Unit Rules
Trebuchet, Ballista, Culverine, and Bombard are
When performing a move action, instead of deployed at the beginning of the game with 2
moving to an adjacent sky hex, flying units may Artillerymen attached to their base and are size 1.
move from a sky hex to any free or allied ground
hex, or vice versa. Each flying unit may only do Those war machines can only be activated if there
this once per turn. is at least 1 unit with the Crew skill attached to
their base. Those war machine bases can only
When activated on a sky hex, flying units can receive units with the Crew skill (see p30).
perform a melee attack against an adjacent sky
hex area, but not to a ground hex area.
Structural Damage
Flying units activated on a sky hex can perform
a shooting attack against any enemy ground Some war machine attacks can
area, if they have a range 1 or higher shooting cause damage to buildings. For
attack. each damage inflicted, put a
damage token on the building.
Flying units on sky hexes can be targeted by
enemy ground units with range 1 or higher If the number of damage tokens equals or
shooting attacks. exceeds the capacity of the building, it collapses.
The building interior is flipped in its rubble side.
When they are attacked on the ground, flying The rubble is not a terrain element but it occupies 1
units are always Pushed back in a ground area. space in the area it’s put on, and it’s considered as
a building interior area, but without any defence
Flying Characters with Command may command bonus.
from a sky hex to any area of a ground hex if
their Command range is at least 1. When a building collapses, all units located in
that building suffer 1 red dice attack roll and
may roll their defence dice. Place surviving units
on the rubble overlay.
29
Charisma
Skills When a unit with Charisma performs a
discussion action, the player may choose any
question regardless of faction restrictions. In
Some skills are followed by an “X“, which is addition, if the chosen answer involves a dice
usually a number indicating a value such as roll, you can reroll the dice once.
range or power rating.
Cohesion
Big If at least 3 units of the same name with this
This unit has a size of 3 spaces and is immune skill are in the same area, add 1 white dice to
to Terror skill effects. your defence roll.
Bodyguard Crew
After attack results have been allocated to units When defending, this unit must suffer a Kill or
in the same area as a unit with Bodyguard, the Disrupt for any such result allocated to the war
defending player can reassign 1 Disrupt or Kill result machine it’s attached to. The unit is removed from
from another unit to the unit with Bodyguard. the base when it suffers said result. When it’s
rallied or deployed, it can only be placed on an
empty slot of an allied crew-dependant war
machine (see page 29).
Carrier
When a flying unit with Carrier moves from a
ground area to a sky area, it may take an allied
infantry Character in the same area with it. The
Dodge
base of the Character’s miniature must not be When defending, if a unit with Dodge rolls a
bigger than the base of the flying unit. blank result, it may immediately move to an
adjacent free or allied area of the defender’s
The transported Character moves with the choice. This move occurs before the attack is
flying unit. Place it next to the carrier unit to resolved.
indicate this state. This move is the only action a
Character may perform while being transported.
30
Immortal Retaliation
The unit is placed in the Disrupted area of the When defending against melee attacks, this
infirmary when it suffers a Wound that would unit can apply Kill, Disrupt or Push results
otherwise destroy it. obtained with their defence roll to one attacking
The unit treats any Death result on the Doom unit, chosen by the attacker (see page 21).
dice as a Disrupted result.
Rally Tough
Units with Rally are considered to be additional When defending, if this unit receives a Kill result
allied Rally points. They cannot be moved by after being attacked when having only one hit
powers or effects that can move the Rally point point left, roll a black dice and cancel the Kill if
token (see Rally a Unit, page 16). the result is a Shield.
Reroll
Once per game, when a player activates this unit,
they can choose to retrieve their Reroll token.
31
no faction allegiance. During the course of the
game, they can be recruited by players who move
Glossary
units into areas occupied by the Civilians.
ACTIVATION: When a player puts an Order in DEFENCE: Defence is a dice roll carried out in
an area during a turn, all units in that area are response to an attack against units in an area.
activated to perform actions. Results on the defence roll can be used to cancel
or offset results of the attack roll.
ALLIED AREA: All areas that contain one or more
of your units, or of another player on your side. DESTROY: Destroy is a term used for units with
no hit points that receive a Kill result in combat,
ALLIED UNIT: A unit controlled by you or another or units that receive Wound tokens that equal or
player on your side. exceed their hit point value. Destroyed units have
their miniatures placed in the graveyard.
ANSWER: Answers are read from Discussion
cards by the active player’s opponent, based DISCUSSION: A discussion is an action that can
on the question they chose during a discussion be carried out by a Character, when they are in
action. They may incur bonuses or penalties for an area containing a unit or Civilian with the
the active player. Discussion bubble icon. A discussion is performed
using Discussion cards, and the questions chosen
AREA: An area is a section of a hex tile, into and answers given determine the outcome.
which units, buildings, and terrain elements may
be placed. DISRUPT: Disrupt is a combat result
which represents the unit being
ATTACK: Attack is an action in which units target demoralised and rendered ineffective
an enemy area and roll dice to try to inflict in battle. Disrupted units are sent to
casualties. There are two types of attacks: melee the infirmary until they can rally or are
and shooting. destroyed.
BATTLE BOARD: The battle board keeps track DOOM DICE: The Doom dice is rolled to determine
of Round and War council cards, and collects the fate of units in the infirmary.
Disrupted units from all sides.
ENEMY AREA: An enemy area is any area
CAMP PHASE: Camp Phase is the last part of a containing enemy units.
round, in which casualties are dealt with, and
victory and end game conditions are checked. ENEMY UNIT: An enemy unit is any unit belonging
to your opponent(s).
CAPACITY: Capacity is a value representing the
number of spaces in an area. Each space can EXPERIENCE: Experience, also known
accommodate 1 point of size from units, terrain as XP, upgrades and maintains certain
elements, or buildings. The number of areas in a Characters. It is represented by tokens
hex determine what the capacity of each one is that can be spent to upgrade a
(see page 8). Character, and to maintain the
upgrade via upkeep.
CHARACTERS: Characters are a type of unit. They
are usually heroes or individuals represented on FACTION: Factions are the groups that different
the game board by a miniature, and a card listing units fight for. On their unit cards this is
their stats, skills, and powers. Some Characters represented by a faction banner, and their
have a level 1 and level 2 version. miniatures are attached to bases that are colour
coded by faction. Level 2 Characters may be able
CIVILIANS: Civilians are units that belong to to choose an additional faction.
neither side at the start of a game and have
32
FLYING: Flying units have special move and attack INTERIOR OVERLAY: An interior overlay is a tile
rules. When flying units are present in a game, representing the inside of a building. When units
there are two game boards: one, the normal game move to enter a building, transfer their miniatures
board, is referred to as the ground board, and the onto the interior overlay. An interior overlay is an
other is the sky board, comprised of sky hexes. area that may contain units from opposing sides,
and allied Characters of opposing factions. When
FOLLOW-UP AFTER COMBAT: Follow-up is a move a building is destroyed, you flip the interior overlay
that can be made by the attacking units after and use the rubble overlay for the rest of the game.
combat if they destroy or Push back all enemy
units in the target adjacent area. Units with the INTRIGUE: An Intrigue is a player action
Impetuous skill must make this move if they can. that triggers an effect or bonus from
their Intrigue card. Each Intrigue card
FREE AREA: A free area is any area on the game has several effects listed on it, which are
board that does not contain any units belonging paid for with Intrigue tokens. Each effect
to a player. may only be used once per game.
FREE ACTIVATION: Activation that doesn't need any KILL: Kill is a combat dice result. Units
Order to be spent or placed on the game board. that are assigned a Kill result are
destroyed and go to the graveyard if
FULL AREA: A full area is one in which all the they have no hit points listed. If they
spaces are taken up by units, terrain elements, or have hit points they receive a Wound
buildings. Units may not move into areas which token instead.
are full.
LEGEND CARDS/TOKENS: Legend cards
GAME BOARD: The game board is the main play are cards drawn from a Legend deck
area on which units move and fight, and various during the course of play. Players can
game tokens are placed and removed. It is made up trigger the effects of Legend cards they
of hex tiles and terrain elements, set up according hold by paying the corresponding
to the scenario. amount of Legend tokens.
GIGANTIC: Giggantic units take up all areas of MELEE: Melee is an attack using hand-to-hand
hexes they occupy, and may make special gigantic weapons. Units that perform melee attacks can
attacks. only target adjacent areas.
GIGANTIC ATTACK: Gigantic attacks affect all units MYTH CARD: Myth cards are a type of Legend card
and buildings in the target area and are rolled on that feature supernatural events. The scenario
gigantic dice. usually determines if Myth cards are used in the
Legend deck.
GRAVEYARD: This is an area above the infirmary
on the battle board for collecting destroyed units. ORDER: Orders are used by players to activate units
In some scenarios, players earn victory points from in an area to perform actions. They are represented
enemy units in the graveyard. by coloured cubes, and different Orders allow units
to perform different actions. The standard Order is
GROUND BOARD: The ground board is an Activation, and all types of Order can be used as if
alternative name for the game board, used in they were Activation Orders. The other types are
scenarios with flying units. Charge, Reactivation, and Interrupt.
GROUND HEX: Ground hexes are an alternative PLAYER BOARD: Each player has a board on which
name for hexes on the game board in a scenario they store and keep track of their resources.
with flying units. The name distinguishes them
from sky hexes. POWER: Powers are unique abilities or actions
available to units.
HEX: Hexes or hex tiles are large, card hexagons
depicting terrain. Each hex may be subdivided into PUSH: Push is a combat dice result
one, two, or three areas. Hexes are the components representing defending units being
that make up the game board. forced to give ground to attackers. Units
assigned a Push result are moved into
INFIRMARY: The infirmary is an area on the battle an adjacent allied or free area by the
board used to store Disrupted units of all sides, until attacker.
their fate is determined by the Doom dice.
33
RALLY: Rally is a Camp Phase action in which STAT: Stats are values printed on unit cards
eligible units are moved from the infirmary to a providing information about the unit’s
Rally point on the game board. The Rally point is capabilities and status, such as how many hit
usually a faction specific token in an area. points it has, how far it can move as a single
action, or what is the maximum range of its
RESOURCE: Resources are collected and used by shooting attacks.
players to perform various actions in the game.
These are Orders, Legend tokens, XP tokens, TACTICS CARDS: Tactics cards are a type of
and Intrigue tokens. Legend card that feature non-supernatural
events, and which usually occur in historical
RIVER: The river is where War council cards scenarios. The scenario determines if Tactics
drawn during the Council Phase of a round are cards are used in the Legend deck.
placed. All cards in the river must be different,
so duplicates are discarded and replaced. TOKENS: The game includes various tokens to
track values (such as Wound tokens), resources
ROUND: A round is a period of gameplay during (such as XP tokens), or mark the positions of
which cards are drawn, upkeep is paid, all points of interest on the game board (such as
players take a turn issuing Orders and resolving Rally point tokens).
actions, casualties are dealt with, and victory
and end game conditions are checked. The TROOPS: Troops are a type of unit. They are
game plays out over a series of rounds. usually infantry or cavalry, are represented on
the game board by miniatures, and have a card
SHIELD: Shield is a combat dice listing their stats, skills, and powers.
result. Shields are generally used by
defenders to cancel the effects of TURN: A turn is a period of gameplay during
attack dice. which a player issues Orders and activates their
units to perform actions, and clears away any
SHOOTING: Shooting is an attack using ranged resource tokens used during the turn. Each
weapons that allows attackers to target enemy player gets one turn per round, starting with the
areas up to a maximum number of hexes away first player.
determined by a range stat. There are two types
of shooting attacks, arcing and direct shots. UNIT: Units make up the armies of players,
Arcing attacks can ignore most types of blocking and any other factions present in the scenario.
terrain, but direct shooting attacks are blocked They are represented on the game board by
by some terrain types. miniatures, and their stats and abilities are
recorded on unit cards. There are three types
SIZE: Size is a stat that determines how many of units: Troops are infantry, cavalry, flying, and
spaces a unit takes up in an area. war machine; Characters are named individuals,
and Civilians are neutral parties who may be
SKILL: Skills are common abilities that different recruited to join any player’s army during game
units may possess. They apply certain effects play.
during gameplay, or allow units to perform
certain actions. XP: XP is an abbreviation for experience points.
SKY BOARD: The sky board is a special game WAR MACHINE: A war machine is a type of unit
board used in scenarios that have flying units. which requires a crew to operate and attack.
It is made up of sky hexes and is separate from
the main game board, which is referred to as the
ground board. Flying units can move and attack
between the sky board and the ground board,
and units on the ground board may target sky
hexes with shooting attacks.
34
Credits
Acknowledgements from the author:
35
© 2018 Time of Legends: Joan of Arc, and related logos and distinctive likenesses are trademarks or registered trademarks of Mythic Games.
All rights reserved. Time of Legends: Joan of Arc Miniatures Board Game © 2018 - Mythic Games