Components
- 7 Double-sided Game Boards
- 52 Learning Cards
- 50 Wooden Discs
- 1 Parchment (to count the turns)
- 1 Hourglass Pawn
- 1 Excalibur Pawn
- Coat of Arms
- 1 Bet Card
- 1 Cup
- 1 Secret Codex Card
- 2 Scrolls
- 1 Turn Order Card
- Instructions
Setup
A Place the game boards at the center of the table (white-bordered face down) as shown on the picture.
B The hourglass is placed on turn I of the parchment.
C The Learning cards are shuffled.
D Sort the coats of arms and place them next to the corresponding game board.
He then places one of his discs on the starting location of each game board. He keeps the 3 remaining discs in front of him (they're used if a disc makes a whole turn on a game board, they're also a reminder of the player's color).
F The frst player is the player who strikes the most chivalrous pose, he takes the Excalibur pawn and starts the game.
Object of the Game
Each player takes the role of a squire, who wants to outdo the others in the different training categories, to score Chivalry Points ().
To achieve this goal, during the 6 turns of the game, the players will have to draft wisely the cards that are the most useful to them, and play them at the right time to move their discs up the training tracks.
At the end of turn VI, the squire who has the most Chivalry Points wins the game, and is knighted by King Arthur!
Game Play
A turn is made of 6 phases:
- Deal 5 Learning Cards To Each Player.
- Draft The Learning Cards.
- Play The Learning Cards.
- Scoring
- Reset
- Change The First Player
1. Deal Cards
The first player shuffles the 52 Learning cards, and deals 5 cards (face down) to each player.
2. Draft Cards
Each player looks at his 5 cards: he chooses one of them and keeps it face down in front of him. He then gives his 4 other cards to the player at his left*. He will receive 4 cards from the player to his right.
He will keep one of those 4 cards, face down, in front of him, and give the 3 remaining cards to the player to his left*. And so on, until each player has 5 cards face down in front of him.
Draft direction: The parchment used to count the turns also tells you the direction of the draft. It means that you will give your cards alternatively to the player to your left and the player to your right.
At the end of the draft, each player takes the 5 cards he has chosen in his hand.
3. Play Cards
Starting with the first player, in clockwise order, each player chooses a card in his hand and plays it in front of him, face up. He moves his disc up the track of the corresponding game board, by the number of the card value (2 to 5).
Example : If the yellow player plays this card, he moves the yellow disc that is on the Gallantry game board 3 squares up
(Note : The illustration, the color of the corners and the symbol drawn in each corner can help you identify which game board is associated to a card)
This goes on until every player has played 4 out of his 5 Learning cards: the last Learning card is not played.
Note: The Jousts/Tournaments cards can be played either on the Jousts game board, or on the Tournaments game board. The value of the card can't be split between the 2 game boards.
N.B.: A disc that arrives on a square where there's already one or more discs is stacked on the other discs from above. During the scoring phase, a disc above another disc is considered to be one rank up in the scoring order.
Note: if a disc goes all the way and back to the beginning of the track (20 squares), take an unused disc of the same color and stack it above it. The player now moves his stack of 2 discs instead of moving a single disc, it shows that he has already completed a full turn of that track.
This can't be done on the « King's Service » board, that stops at 12 squares.
4. Scoring
The scoring is done game board by game board, starting with the Gallantry game board. Some game boards, such as the Gallantry, Jousts and Tournaments game boards, score every turn.
Other game boards, such as King's Service, score only at the end of specific turns witch are noticed by the parchment in upper left corner board.
The players will earn, or sometimes lose Chivalry points, depending on their rank on the game board track.
The player ranked 1st on a game board is the player whose disc is the highest (most advanced) on that game board's track; the player with the last rank is the player whose disc is the lowest on that game board's track.
Reminder: in the case of a tie, the disc that is above is considered to be higher on the track than the disc that is under, with the exception of square 0, where all players are considered to be last.
Scoring the gallantry game board :
This is the first game board that is scored; it is special in the sense that it's the only one where players will not score any Chivalry Points, they will just use it to move their disc up on any game board (including the Gallantry game board itself ).
First, determine which players are ranked 1st, 2nd, and 3rd on the track. Then :
- The player ranked 3rd chooses one of his discs, on any game board, and moves it one square up on the track.
- Then the player ranked 2nd chooses one of his discs, on any game board, and moves it two squares up on the track.
- Finally, the player ranked 1st chooses one of his discs, on any game board, and moves it 3 squares up on the track.
There is a reminder on the top right of the Gallantry game board :
Nota Bene: The bonus allows a player to move only a single disc, it is not possible to split the movement between two or more discs.
Note: the rank of the players on the Gallantry game board is determined at the start of the scoring phase, if a player decides to use his bonus to move his disc on the Gallantry game board, it does not change his rank for the current scoring phase.
Scoring the other game boards :
For every game board that scores this turn, the first player gives to every player the coats of arms that they have earned, depending on their rank on the game board track (once you're used to the game, every player can help himself, it is faster).
Those coats of arms are kept face down, so that the other players don't see your score.
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The Jousts, Tournaments and Quests game boards give positive Chivalry Points.
Example:
In a 3 player game, ranked 3 player never gets anything from the following game boards: Gallantry, Jousts, Tournaments, Quests.
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The Education and Charity game boards give negative Chivalry points to the last players.
Special case, square 0: (staying on the starting location on a track).
If your disc has never moved on a track, you are automatically considered last on that track. A
s such, you can not get anything positive from that game board (no positive Chivalry Points, no bonus from the Gallantry game board), or if it is a game board that gives negative points, you and every other player on square 0 of that track will be considered last and will get the corresponding coat of arms.
If 2 or more player get last place this way, no negative points will be given to the players ranked second to last.
Reminder: in the case of a « tie », the disc that is above is considered to be higher on the track than the disc that is under, with the exception of square 0, where all players are considered to be last.
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The King's Service game board gives points depending on the square that the player's discs reached on that track, rank does not matter.
5. Reset
At the end of Turn III, after the scoring phase, all the discs go back to square 0 on some game boards: Gallantry, Jousts, Tournaments, Education, King's Service.
On those game boards, you'll find this symbol :
Discs on the other game boards, Quests and Charity, are not concerned and do not move.
6. Change first player
At the end of every turn, the player to the left of the current first player becomes the first player for the next turn: he takes Excalibur.
The hourglass goes one square further on the Parchment used to count the turns.
End of the Game
The game ends at the end of turn VI. Every player counts his Chivalry Points on his coats of arms.
The player with the most Chivalry Points wins the game and is knighted by King Arthur!
In the case of a tie, the most gallant (the player whose disc is higher on the Gallantry track) is victorious.
Advanced Rules for Brave Squires
Once you've discovered Medieval Academy, you may want to apply those three rules :
(Phase 4) Scoring :
Just before the Scoring phase, the first player can win a single tie: if one of his disc is under other discs, on the same square, he can place his disc on top of the stack, but only once.
Gallantry: After the top 3 players have taken their bonus and moved a disc, those 3 players move their disc one square down on the Gallantry track.
(Phase 5) Reset :
In the reset phase happening in turn 3, on the Gallantry, Jousts, Tournaments and Education game boards, only the last ranked player moves back to square 0.
The second to last player moves back to square 1. The third to last player moves back to square 2; and so on.... i.e., the discs are moved back but the rank at the end of the turn does matter.
Reminder: in the case of a « tie », the disc that is above is considered to be higher on the track than the disc that is under, with the exception of square 0, where all players are considered to be last.
This does not apply to the King's Service game board.
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