MEDIEVAL KEEP Defend your lands from the invading hordes

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1 MEDIEVAL KEEP Defend your lands from the invading hordes Written By Lloyd Krasner

2 INTRODUCTION Each player controls a small town in a medieval setting. Every turn players build structures and hire defenders to protect their town. Some cards are used to send invaders and disasters to destroy your opponent's towns. THE DECK The deck has 1 of each of the cards listed. These will have to be constructed before play is possible. DEFENDERS Defenders are not represented by cards. Use paper and pencil to record what type and how many defenders you control. SETUP Six sided dice (D6) are needed. Roll high on 1D6 to determine turn order. Players start with a hand of 7 cards. Each player starts with 30 gold. Each player starts with 2 guards. Each players town starts with a castle with 4 walls, and an income = 3 gold. Gold can be used to substitute for any other commodity on a one to one basis. OBJECT Have the most defenders and structures at the end of the game. Each defender and structure is worth 1 victory point. The game ends when the last card is drawn from the deck. In a multiplayer game, the game ends if all but one player's town is destroyed. TURN SEQUENCE Players take turns. Each turn has 5 phases: 1. Draw Phase 2. Upkeep Phase 3. Production Phase 4. Build Phase 5. Attack Phase 6. Heal Phase THE GOLDEN RULE In all situations, Gold can be used to substitute for any other commodity on a one to one basis. 1. RAW PHASE Draw one card. Max hand size = 7. Discard excess cards. 2. UPKEEP PHASE All defenders have an upkeep = 1 food or weapon. If the upkeep is not paid the defender deserts. 1

3 3. REVENUE PHASE Collect revenue from all structures and defenders that produce revenue. Revenue comes in different forms: Gold, food, etc. Keep track of each form of revenue. 4. BUILD PHASE Put structures and defenders into play by paying their cost. Defenders must be paid for in food and/or weapons. Structures must be paid for in half wood and half stone. All players can recruit guards. Other types of defenders require the appropriate structure type for them to be available for recruitment. DEFENDER LIST Card Name: Cost Init AD Hits Notes Guards Swordsmen Shieldmen Halberdiers Archers Missile Crossbowmen Missile Handgunners Missile Longbowmen Missile Light Horsemen Mounted Medium Cavalry Mounted Knights Mounted 5. ATTACK PHASE Players cannot play attack cards until turn 3. Attack cards include Disasters & Invaders. Play one Attack card on the opponent to your left. If you have more than one attack card, you may play the additional card on the next player, and so on. Resolve disasters according to the card text. Resolution of battles with invaders may take several segments. The invader and all defenders attack once during the segment. Attack order is determined by each cards initiative. Ex: Initiative = 10 attacks before Init = 9, and so on. All cards of the same initiative level attack simultaneously. An attacking card rolls a number of six sided dice equal to its Attack Dice (AD). Each roll of 1 causes the other side to lose 1 hit. The attacker decides where hits are inflicted. Each card has a number of hits. If this hit total is reduced to 0 the unit is destroyed. The Invader will keep attacking until destroyed. If the Invader destroys all the defenders, the Invader is discarded and the defender must discard 1D6 structures. If there are no structures left, then castle walls are destroyed. If all a players castle walls are destroyed, the player is eliminated. 6. HEAL PHASE All surviving defenders recover all lost hits. 2

4 Walls may be rebuilt for 3 stone or wood each. Structure cards destroyed this turn may be put back in your hand for 2 gold each. GUARDS Each player starts the game with one. SOLO RULES Do not draw extra cards. You are the target of all attack cards. Resolve attack cards the turn they are drawn. You win if you get through the deck. STRUCTURE CARD LIST Card Name: Cost Notes Farm 2 Revenue = 2 food Brewery 8 Revenue = 5 food Bakery 4 Revenue = 3 food Butcher 6 Revenue = 4 food Market Place 4 Convert 3 of any commodity into 1 gold Church 8 Maximum hand size = +1 Guild Hall 10 Pay 7 gold to draw 1 card Tavern 6 Revenue = 1 gold per 3 defenders (round up) Inn 8 Revenue = 2 gold, Upkeep = 1 food Barracks 6 Recruit Crossbowmen Armorer 8 Revenue = 3 weapons; Recruit Knights Shield Smith 6 Revenue = 2 weapons; Recruit Shieldmen Fletcher 6 Revenue = 1 weapon; Recruit Archers Bowyer 8 Revenue = 1 weapon; Recruit Yeomen Blacksmith 4 Revenue = 1 weapon; Recruit Swordsmen Defensive Wall 4 In addition to original 4 walls Guard House 6 Recruit Halberdiers Gun Maker 6 Revenue = 1 weapon; Recruit Handgunners Moat 8 Attacker is - 1 AD Catapult 8 Initiative = 10, Attack Dice = 2 Ballista 6 Initiative = 8, Attack Dice = 3 Bombard 10 Initiative = 12, Attack Dice = 4 Stables 8 Revenue = 1 gold, Recruit Medium Cavalry Hunting Lodge 6 Revenue = 1 gold, Recruit Light Horsemen Quarry 8 Revenue = 3 stone Mason 6 Revenue = 2 stone Woodmill 8 Revenue = 3 wood Logging Camp 6 Revenue = 2 wood Mine 8 Revenue = 2 gold 3

5 INVADERS CARD LIST Card Name: Init AD Hits Mongols Vikings Moors Saracens Celts Norse Bandits Barbarians Warlord Nomads DISASTERS CARD LIST Card Name: Notes: Earthquake Roll 1D6 for every structure. On a roll of 1 it is destroyed Plague Roll 1D6 for every defender. On a roll of 1 it is destroyed Blizzard Opponent produces no food next turn Drought Opponent produces no food next turn Thieves Any Opponent loses 2D6 gold from his treasury. Assassin Kill one of any opponent's defenders Spies Look at any opponent's hand; Draw 1 card from the deck Prosperity You gain 2D6 Gold. Caravan You gain 2D6 Gold. War You may attack any opponent with one or more of your defenders 4

6 NONCARD VERSION Paper & pencil required. You have to write down what units you own. The game is over after 5 Invasions. Instead of drawing cards roll on the following tables: EVENT TABLE 1D10 Event Notes 1-8 Construction Roll on the Structure table. You may build the indicated structure. 9 Disaster Roll on the Disaster Table. 10 Invasion Roll on the Invader Table. STRUCTURE TABLE 1D100 Structure Farm Brewery Bakery Butcher Market Place Church Guild Hall Tavern Inn Bowyer Gun Maker Hunting Lodge Roll again Barracks Armorer Shield Smith Fletcher Blacksmith Defensive Wall Guard House Moat Catapult Ballista Bombard Stables Quarry Mason Woodmill Logging Camp Mine Pick one DISASTERS TABLE 1D10 Event 1 Earthquake 2 Plague 3 Blizzard 4 Draught 5 Caravan 6 Thieves 7 Assassin 8 Spies 9 Prosperity 0 Reroll INVADERS TABLE 1D10 Attacker 1 Mongols 2 Vikings 3 Moors 4 Saracens 5 Celts 6 Saxons 7 Bands of Outlaws 8 Huns 9 Turks 10 Nomads 5

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