the duke - rulebook

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    The Duke contains everything you need toplay, or 2 players.

    GameboardThegameboard is where the action oThe

    Duke takes place.

    Rues BooketThe Rules Booklet is what youre reading

    right now.

    BagsThe two bags hold each players Troop Tiles

    during game play (and can be used to store thetiles between games).

    Terrain TiesThese tiles modiy game play on the board

    and how the Troop Tiles interact: Mountain Dragon 2Flags

    Troo Ties (2 Sets)There are two sets o the ollowing identical

    tiles, in light and dark wood: Duke 3Footmen 3Pikemen Knight Wizard Ranger Seer General Priest Champion Marshall Bowman Dragoon Assassin Longbowman

    Enanced Ties (2 Sets)These tiles include additional rules beyond

    those ound in the standard set-up (see p. 7) Duchess Oracle

    Customization Ties (2 Sets)These tiles, along with the sticker sheets, al-

    low players to create their own, unique, customtiles (see p. 17)

    Reference CardsCardsforeasilyreferencingrulesduring

    game play.

    The politics o the high courts are elegant, shadowy, and subtle. Not so in the outlying duchies.Rival dukes contend or unclaimed lands ar rom the kings reach, and possession is the law in theselands. Use your orces to adapt to your opponents strategies, capturing enemy troops, beore you lose

    your opportunity to seize these lands or your own.

    In The Duke, players move their troops (tiles) around the board and ip them over ater eachmove. Each tiles side shows a dierent movement profle. I you end your movement in a square

    occupiedbyanopponentstile,youcapturethattile.CaptureyouropponentsDuketowin!

    Contents

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    First,placethegame-

    board on a smooth surace inthe center o the playing area.

    Next, each player se-lects one bag o Troop Tiles.Both players set aside theDukeTileandtwoFootmanTiles o their color, andplace all o their remainingTroop Tiles into their bags.

    Determinewhichplayer

    will set up frst. That playerchooses a side o the game-boardandplaceshisDukeTile in one o the two centersquares in his edge row (orhome edge). He then placeshistwoFootmanTilesinany two squares that share asidewiththeDuke;sharingonly a corner is not allowed.

    The second player thenplaceshisDukeTileinoneo the two center squareson the edge row oppositetherstplayer(hishomeedge),andplaceshistwoFootmanTilesinanytwosquaresthatshareasidewiththeDuke.Onceagain,theirlongsidesmustmatch.ThesecondplayerdoesnothavetoplacehisDukeTileexactlyoppositehisopponentsDukeTile.

    Enhanced Abilities: TheDuchessandOracleTileshaveEnhancedAbilities.Play-ers should read that section (see p. 7) to determine i they want to use these tiles or not ina given game.

    Orientation: Each Troop Tile must be placed on the gameboard with its name ori-ented directly toward the player who controls the tile. Regardless o where a tile movesor where on the board new tiles are placed, they must always be oriented toward thecontrolling player, and remain so throughout the game.

    Starting Side: EachTroopTilehasastartingicononitsstartingside,withanothericononthereverse,ornon-startingside.Alltilesplacedontheboardforthersttime,

    whether at the start o the game or added during the game, must be placed with the start-ing iconvisible.

    set-up

    STARTING SIDEICON

    NON-STARTINGSIDE ICON

    Example Set-UpExample Set-Up

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    TheplayerwhoplacedhisDukeandFoot-

    man Tiles frst during set-up begins the game.Playalternatesbackandforthbetweenplayersuntil one player achieves victory.

    Each turn, a player must do one (and onlyone) o the ollowing: Move a Troop Tile:MoveaTroopTile

    on the gameboard using any legal moveas shown by its movement profle,ipping it over to its reverse side oncethe move is done.

    Place a New Troop Tile: Pull arandom Troop Tile rom the playersbag and place it on the gameboardin an unoccupied square sharing aside with the square occupied by theplayersDuke.

    Use an Enhanced Ability (optional):Use a single enhanced ability rom asingle tile. This only applies i playersare using any Enhanced Tiles (see p. 7).

    Aplayercanneverpass;heeithermoves

    a Troop Tile, places a new one, or uses an En-hancedAbilityeveryturn.

    Seethefollowingpagesforafulldescriptiono these options.

    MOvE A TROOp TIlEDuringeachplayersturn,hemaychoose

    to move any single Troop Tile he controls onthe gameboard, ipping it over to its reverseside once the move is completed. Each tile has

    amovementgrid(orprole);thespaceinthecenter o the grid shows the Troop Tiles currentsquare as it corresponds to the gameboard, andthe other movement icons show the squaresthat this Troop Tile may interact with on the

    gameboard. The icon(s) in a given square in themovement grid determines how the Troop Tileinteracts with that location during a move.

    Moement Icons

    The ollowing rules defne what thevarious movement icons on each TroopTilesmovementgridallow.Aplayermayonly choose a single target square in aturn to interact with, and only a singleicon, regardless o how many squaresthe tile may potentially interact with,or the number o dierent icons on themovement grid.

    Note: NotalloftheMovementiconsound below are used by tiles ound inthis box set, but encompass the abilitiesound in some uture expansions as well.They are provided here so even aterobtaining uture expansions you can re-erence all such rules in a single location.(This also provides players the chance toaddtheseadditionalMovementiconstodierent tiles to change-up their individ-ualgameplay;especiallynewtilestheybuildusingthecustomizestickersheets!)

    HoW to pLAY

    In the above movement example, the Seer has many movement options. It can move one square diagonally in three directions, or jump twosquares orward, let or right. However, it cannot jump o the board or move into the square occupied by its own Duke Tile. Meanwhile theDragoon has several movement options as well. It could use the Move icons to enter either square directly above it, or its Jump icons to moveup and to the right, or up and to the let behind the Assassin. It could also use its Slide icons to either move down to the let one square, ordown and to the right one square; but could not enter the Seer square. Finally, the Assassin has only one movement option currently, as twoo the options lead o the board (remember it jumps past the frst square beore it starts the slide, so the move behind it would immediatelyplace it o the board). Because o its Jump Slide icon, it could skip past the Dragoon and either capture the Seer, or stop in the square inbetween the Seer and the Dragoon, putting the Duke in Guard (though the Seer would capture it next turn i it hasnt moved yet).

    Jump

    Slide

    JumpSlideIllegal

    Move

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    Move: This icon allows a Troop Tileto move to the indicated square ithere is a clear and straight path to itrom the starting square (the squarethe tile occupies on the gameboard).I there is a riendly or enemy TroopTile in between the starting andtarget squares, then the move cannotbemade.Likewise,themovecannot

    be made i there is a riendly TroopTile in the target square. I thereis an enemy in the target square,however, the move can be made andthe player captures the enemy tile(see Capturing Tiles, on next page).

    Jump: This icon allows a TroopTile to move to the square shown,

    jumping over any Troop Tile (riendor enemy) along a shortest pathrom the starting square to the targetsquare. I there is a riendly TroopTile in the target square, the movecannot be made. I there is an enemyin the target square, the move can bemade and the enemy tile is captured(see Capturing Tiles, on next page).Nothing happens to the Troop Tilesthat were jumped over.

    Slide: This icon allows a Troop Tileto move any number o squares inthe direction shown, as long as ithas a clear path. The Troop Tilemay not jump over any pieces. Iit ends its turn in an opponentssquare, the controlling playercaptures that piece (see Capturing

    Tiles,onnextpage);itcannotendits movement in a square occupiedby a riendly tile.

    Jump Slide: This icon ollowstheexactrulesforSlide,withthe ollowing addition: this iconallows a Troop Tile to move in thedirectionoftheJumpSlideiconand completely ignore any tile

    that might be adjacent, along thedirection indicated. (This will notallowatiletoJumpSlidepasttheMountainTile.)

    Strike: This icon allows a TroopTile to capture rom aar. Removean enemy Troop Tile in one o thesquares indicated by this icon (seeCapturing Tiles, at right), but leavetheTroopTileinitsoriginallocation;using this icon does not move theTroop Tile, but the Tile still ips. Thisicon has no eect on a riendly tile.

    Command:ATroopTilewiththesesymbols can move other TroopTiles around it. Instead o movingthis Troop Tile, the player movesone o the Troop Tiles he controlsrom any square indicated by one othese symbols to any other squareindicatedbyoneofthesesymbols;though this tile does not move, it stillips, as always. I the Troop Tile that

    was moved ends its turn in a squareoccupied by an enemy tile, capturethat tile (see Capturing Tiles,atright);a tile cannot end its move in a squareoccupied by a riendly tile.

    TheMountainTile(seep.8)doesnotblockCommandmovementinany way (a tile still cannot end itsmovementinaMountainTile).NoothertilesblockaCommandmoveinanyway;themovingtilesimplycan move rom any square with theCommandicontoanyothersquare

    withtheCommandicon.

    Dread:Afteranymovementorplace-ment o a new tile is complete, anytile (riendly or enemy) in a square

    coveredbyaDreadiconisfrozenin place. The tile cannot be moved,captured,shiftedbytheCommandability, or use any ability, until theDreadiconisremoved(i.e.atthestart o the controlling players turn,theDreadiconisnolongercoveringthepreviouslyfrozentile).TheFort(andCamelot)TileprotectsagainsttheDreadicon;atileintheFort(and

    Camelot)cannotbefrozeninplace,whileatilewithaDreadiconinsidetheFort(andCamelot)cannotfreezeanytileinplaceoutside.Additionally,anytileactingastheDuke,aswellasanytilewithaDreadicon,isimmunetotheDreadicon.

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    Deense:Atilecannotcaptureatarget tile i its straight move towardsor into the target square would passthroughasquarewithaDefenseiconasindicatedonthetargettile;evenifthe tile starts the turn adjacent to thetarget tile, i the square it starts onindicatesaDefenseicononthattile,

    the target cannot be captured.I a move into a target square

    using a Jump icon can be achievedwith a straight line move, then in theinstanceofaDefenseicononthetarget tile potentially blocking thatmove, that straight line must be usedandhenceisblocked;i.e.youcannottake a non-straight line to the target.However, i there is no straight linemove to the target square, then theplayer can use which ever path canmovearoundtheDefenseicon.

    TheStrikeiconfollowsthesamerulesastheJumpicon;i.e.ifthereis a straight line attack to the targethex, that must be chosen and so iaDefenseiconisalongthatpath,itblockstheStrikeicon.Butifthereisa non-straight path to the target, thantheStrikeiconcanbeusedtocapturethe target.

    NotethatCommandcanalwaysmove a tile and capture the targettile,regardlessofDefenseicons.

    In the diagram at right two players are usingthe Robin Hood Expansion Pack. Its the Prince

    John players turn and hes trying to determinewhat his move should be.

    Currently he has no ability to capture LittleJohn. Since the Priest starts in the Deense iconsquare indicated by the Little John Tile and theJump icon on the Priest to capture Little John isa straight line running rom the Deense icon-in-dicated square to Little John, the Seer cantcapture Little John.

    Likewise, the Assassins Jump Slide icon willnot allow it to leap over the Deense icon-indicat-ed square in an attempt to capture Little John.

    The Prince John player then turns his atten-tion to Friar Tuck and hes got several options toconsider. The rst is Sir Guy. Since there is not a

    straight line rom the square occupied by Sir Guyto Friar tuck or the Jump icon on Sir Guy thatwill allow him to move to Friar Tucks square,the straight line rule does not apply. Howev-er, while this leaves two potential paths to the

    target square, since both the Green Path andBlue Path Jump moves pass through a Deenseicon-indicated square, Sir Guy cannot captureFriar Truck.

    Second, theres the Ranger. While it has thesame non-straight line set-up as Sir Guy, leav-ing two paths to the target, in this instance onlythe Purple Path Jump move passes through aDeense-indicated square, while the Red Path

    Jump move doesnt involve a Deense icon so theRanger could capture Friar Tuck.

    However, theres a better move. Since theCommand icon ignores the Deense icon, the

    player could use the Command icon ability onPrince John (fipping the tile, as usual), to movethe General into capture Friar Tuck, which will

    simultaneously put Little John into danger obeing capture next turn.

    Flip the Tile: In all instances above, at theend o a players turn (ater a movement icon

    has been used), the Troop Tile that used anicon is ipped to the other side. I the Troop Tilemoved to a new square, it is turned to the newsideafterreachingthenewsquare.IfStrikeorCommandiconsareused,theplayerstillipsthe Troop Tile, even though the tile didnt move.

    WhenusingtheCommandicon,theTroopTilethatismoveddoesnotip;onlytheTroopTilethat initiated the move is ipped (that is, the tilethatusedtheCommandicon).

    Capturing Tiles:AnytimeaTroopTileendsits move in a square occupied by an opponentsTroop Tile, remove the opposing piece rom the

    gameboard (simply place it next to the board).WheneveraplayermovesatilethatwillallowhimtocapturehisopponentsDukeonhisfollowingturn,hemustsayGuard.

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    Putting the Duke Tile in Danger:Aplayer cannot move a Troop Tile i it wouldallowtheopponenttocapturehisDukeTile(oranytileactingastheDuke)inthenextturn.

    Looking at Opposite Sides o a Tile:Aplayer can always pick up and review the re-

    versesideofanyTroopTilehecontrols;hedoesnot have to show his opponent that side whendoing so. Unless both players agree at the start

    o a game, a player should never pick up andreview an opponents Troop Tiles.

    Hint: The opposite side o a TroopTiles movement grid can oten be verydifferentfromthefront.Aplayermaymove thinking hes sae rom a tile, onlyto have his opponent move the tile andip it, putting his own tiles in danger.

    PartofthestrategyandthrillofThe Duke is

    trying to remember all the capabilities o theopponents Troop Tiles, while maneuvering yourown toward victory. However, or those players

    wishing or more ease o play, pp. 15-16 o thisrules booklet shows all o the Troop Tiles orreerence during game play.

    plACE A NEw TROOp TIlEDuringeachplayersturn,insteadofmoving

    a Troop Tile he controls, he may place a new

    Troop Tile on the gameboard.DrawarandomTroopTilefromthe

    appropriate bag and place it starting sideup (marked with a starting icon) in anyempty square that shares a side with

    yourDuke(sharingonlyacornerisnotallowed);remembertoplaceitwiththecorrectorientation (see Orientation, p. 2). I the con-trollingplayersDukeissurrounded(eitherbythe controlling players or the opponents Troop

    Tiles, or the edge o the gameboard), a new TroopTilemaynotbeplaced;aplayermustinsteadmoveatilealreadyonthegameboard(seep.3).

    Onceatileisremovedfromthebag,itmustbe placed on the board, even i it is automatical-ly in danger o being captured next turn.

    I a players bag runs out o Troop Tiles, thatplayer can no longer place new tiles during this

    game;theplayermustmoveatileeveryturn.Stuck Tiles:Tilescanbestuckinaposi-

    tion, either moved or placed there, where theycant move or the rest o the game.

    Hint: Because Troop Tiles may becomestuck, players should take careul noteo where they are moving a tile and es-peciallywheretheirDukeiswhentheyare drawing a new tile.

    In the diagram above, Tina is playing thelighter tiles and its her turn. Unortunately,

    shes in a bad way as shes managed to gethersel trapped on the ar side o the board.

    I she moves her Footman into the openspace, it can be captured by her opponentsChampion Tile. She cant move her Duketo capture the Wizard, as the Marshall Tile

    would then be able to capture the Duke, sothat move isnt allowed. Her best option couldbe to simply draw a tile rom the bag andhope or one that would allow her to moveand eliminate the Marshall, thus potentiallyallowing her to eliminate the Wizard with theDuke in the turn ater that.

    However, shes only pulled one o herthree Pikemen. I she pulls a Pikeman Tilenow, as shown in the diagram, the only

    place she can put it is on the let o her

    Duke Tile; she cant place it in the openspace kitty corner to her Duke, as thats notallowed. Placing the Pikeman to the let oher Duke, however, would trap her Pikemanor the rest o the game and also trap herDuke, orcing her to sacrice her Footmanon the next turn to open up a new space onthe right o the Duke Tile and then hopeul-ly draw a tile that can break her out o the

    position shes in.

    Shell remember next time to try not to lethersel get so trapped.

    wINNING ThE GAMEThe game is won as soon as a player cap-

    turestheopponentsDukeTile.

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    The ollowing rules provide expanded gameplay options or additional enjoyment oThe Duke.

    Asanyoftheexpandedgameplayoptions

    can add more complexity, which oten means alonger game, both players should agree to usingany such rules beore game play begins.

    ENhANCED ABIlITIESAnytilewithadoubleborderaroundits

    movement grid has an enhanced ability and soisconsideredanenhancedtile;i.e.iftherearerulesbeyondthestandardMovementIconsfoundon a tile that apply to that tile, it is consideredenhanced. This allows players to easily sort en-hanced tiles rom non-enhanced tiles.

    The bottom, right-hand corner o an enhancedtile displays a Roman numeral matching one (ormore) o these powers. This provides a quick andsimple identifer o a tiles enhanced ability(s).

    In addition to the standard rules, the ollowingenhanced abilities rules apply to enhanced tiles,as specifcally noted.

    Note:AswiththeMovementicons,notallofthe enhanced abilities are used by tiles ound inthis box set, but encompass the abilities ound inuture expansions as well. They are provided hereso even ater obtaining uture expansions you canreerence all such rules in a single location. (Thisalso provides players the chance to add theseadditional abilities to dierent tiles to change-uptheirindividualgameplay;especiallynewtilestheybuildusingthecustomizestickersheets!)

    SummonIfatilewithSummonisinplay,inplaceo moving a tile or drawing rom the bag,theplayermaySummonthetile.TheplayeripstheDukeTile(oranytile

    actingastheDuke)over(itremainsinitscurrentsquare), and he may move the tile rom whereever it is located on the board and place it ullyadjacenttotheDuke;thecalledtileremainswith

    itscurrentsideup.ThismoveisNOTaCommandmoveandsocannotbeusedtocaptureatile;there must be an open, ully adjacent square orthe summoned tile to occupy ater being called.

    DiinationIfatilewiththeDivinationabilityisinplayand has its non-starting side up, the player may

    choosetomovethetilebyippingitback to its starting side (it remains in itssquare). Immediately the player must

    select three random tiles rom the bag,choosing which one he wants to place on theboard and puts the other two tiles either back inthebag,ortheplayermaydecidetodestroyone or both tiles by simply placing them besidethegameboardasthoughtheywerecaptured;the chosen tile is placed normally.

    EscaeIn place o moving a tile or drawingrom the bag, the controlling playero a tile with the Escape ability maysacrifce any o his tiles ully adja-

    cent to the tile (simply remove it and placeit on the side o the board), to initiate theEscapeability.ThenmovethetilewiththeEscape ability back to one o the two startingsquareswheretheDukemayset-upbeforeplaybegins;thetileautomaticallyrevertsto its starting side. I one o the squares isoccupied by an opponents tile, the escapingtilemayautomaticallycapturethattile;ifboth tiles are occupied by a riendly tile, theescaping tile sacrifces a tile o the playerschoosing (i.e. its captured and removed romthe game).

    In the diagram on the ollowing page, twoplayers are using the Musketeer Expansion

    and the Richlieu player nds himsel introuble. Its his turn and the Richlieu Tile,acting as the Duke, is under Guard rom theDragoon, so it must move or the player loosesthe game. The controlling player cant useRichlieus Jump icons as that would move thetile o the board, nor can he use its Com-mand ability as theres no tiles to manipulatein those squares. He also cant use the ront

    Move icon as it would mean its capture by

    Porthos; cant use the right Move icon as ariendly Footman is there; cant use the letMove icon as that would leave the tile tostill be captured next turn by the Dragoon.Finally, the controlling player cant pull a tileand place it in an attempt to block a move asthe Dragoons Jump icon will move past any

    such tiles.

    expAnded pLAY

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    8

    Normally this would mean the end o thegame with the capture o Richlieu which isacting as the Duke. However, the Richlieu tilehas the Escape ability. Even though Richlieuis actually in one o the two Starting squaresor a Duke, the controlling player can still

    sacrice the Footman tile, placing it on the sideo the board as though its been captured andRichlieu takes the place o the Footman tile.

    Since Richlieu is already on its starting side, thecontrolling player does not need to fip the tile.

    While Richlieu lives another turn, hes stillin a world o hurt with the Musketeers almostready to vanquish that player.

    RansomIn place o moving a tile or drawing romthe bag, a player that has captured a tile

    with the Ransom ability on it may acti-

    vate that ability. There are two instanceswhen this ability can be used (a player

    can only ever use one ability at a time): In place of sacricing a tile during an

    Escape (see above), the player ransomsback a previously captured tile with theRansom ability to the opponent.

    The player may trade a capturedtile with the Ransom ability orany previously captured tile by the

    opponent with the Escape ability.Anyretrievedtileinthisfashionisplaced

    in a staring square as though it just used theEscape ability (see p. 7).

    In both instances o ransoming the tile back,the opponent receiving the tile with the Ransomability places it back in his bag.

    TERRAIN TIlESThe ollowing tiles modiy the gameboard.

    Unless specifcally stated otherwise, no twoTerrain Tiles can occupy the same square.

    Capturing Tiles:Anytile(s)capturedbya Terrain Tile are not considered to have beencapturedbyanopponent.

    Note:AswiththeMovementiconsandEnhanced abilities, not all o the Terrain tilesoutlined below are ound in this box set. In-stead, as beore, the rules are provided here soeven ater obtaining uture expansions you canreerence all such rules in a single location.

    Mountain TieBeore play begins,

    randomly determinethe placement o theMountainTileintoanyopen square ater set-upis complete (see p. 2).

    The ollowing rulesapplytotheMountain:

    The square that is occupied by aMountain Tile cannot be moved into

    withtheMove,SlideorJumpSlideicons,or jumped over with the Jump or Jump

    Slide icons. Just like the Defense icon(seep.5),ifthereisastraightjumppathrom the moving tile to the target squareandtheMountainTileisanywherealongthat path, the jump cannot be made.However, i there is no straight line moveto the target square, then the player canuse which ever path can move aroundtheMountainTile.

    New Troop Tiles drawn rom the bag

    cannot be placed in this square.

    The Strike icon cannot be used i astraight line between the target squareand the center o the square occupiedby the Troop Tile crosses any part o asquareoccupiedbytheMountainTile.Ifthat line directly cuts through a squarekittycornertotheMountainTile,thenthe icon can still be used.

    The Command icon cannot be usedto move a Troop Tile into a squareoccupiedbyaMountainTile.

    In the diagram on the ollowing page,both the Bowman and Pikeman Tiles are

    showing their non-starting sides.

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    For the Pikeman, a straight line drawnrom the center square occupied by it toeither o the squares it could normally targetwith its Strike icon passes through the

    square occupied by the Mountain Tile, so itcant use that icon in either square this turn;

    this means the Knight and Footman Tilesoccupying those squares are sae or now.However, i a player trades out the

    Pikeman or the Bowman in this situation,things change. A line drawn rom the centero the Bowmans square to the center o thetarget square on either side o the square oc-cupied by the Mountain Tile passes throughthe kitty corners. As such, the controlling

    player can still use the Strike icon in either

    square to eliminate the Marshall or thePriest; obviously the player cannot use theStrike icon in the third, ront square. Sincean opponent would be able to eliminate theBowman next turn by using the Priests

    Move icon, using the Bowman this turn toremove that threat by capturing the Priest islikely the best move.

    Fort TieBeore play begins, randomly de-terminetheplacementoftheFortTile into any open square aterset-up is complete (see p. 2).

    The ollowing rules apply totheFortTile: The square that is occupied by a Fort

    TilecanbemovedintowiththeMove,Slide or Jump Slide icons; simply placethe Troop Tile on top of the Fort Tile.I an enemy tile already occupies thesquare, capture it.

    Only a single Troop Tile can be in thesquare occupied by a Fort Tile at theendofaturn;ifafriendlyTroopTileisalready there, then the move cannot be

    made.

    A Fort Tile can be jumped over withtheJumporJumpSlideicons(asnoted,though,youcannotentertheFortsquare

    with these icons).

    New Troop Tiles drawn rom a bagcannot be placed in this square.

    The Strike icon cannot be used to

    capture a Troop Tile in the same squareasaFortTile.However,atileinsidetheFortTilecanuseitsStrikeiconagainstanytilesoutsidetheFortTile.

    The Strike icon cannot be used i astraight line between the target squareand the center o the square occupiedby the Troop Tile crosses any part oa square occupied by the Fort Tile; ifthat line directly cuts through a square

    kittycornertotheTroopTile,theiconcan be used (just like the MountainTile;seep.8).

    The Command icon can be used tomove a Troop Tile into (or out o) a squareoccupiedbytheFortTile(whichmeansaTilecanbecapturedintheFortusingtheCommandicon).

    Dragon TieAfterbothplayers

    have set-up (includ-ing placing any othertilessuchasFlags,MountainsortheFort),randomlyplacetheDragoninoneofthemiddlefoursquaresofthe

    gameboard, with its orientation acing either to

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    therightortotheleft;i.e.theorientationofthetile should not match either player. The fnalset-up cannot allow a player to lose a tile to theDragonbeforehisrstturnevenstarts;ifsuch

    would occur, randomly adjust the set-up untilthat situation cannot occur.

    In between each players turn the dragonmayactofitsownaccord;i.e.afteroneplayerhas ully fnished his turn and beore the other

    playerstarts.Duringeachinbetweenturn,i there is a tile that may be captured by theDragon,theDragonautomaticallymovestocapturethetile;ifthereismorethanonetileitmay capture, randomly determine which tile itcaptures.TheDragontiledoesnotipovertoits non-starting side ater its move and it keepsits same orientation (i.e. to the right or let). I amoveplacestheDragonattheedgeofthegameboard, during the next in between turn, the

    Dragonwillre-orienttotheoppositedirectiononly;itwillnotmovetocaptureanewtileonthe turn it re-orients, even i it could.

    Oneachplayersturn,iftheplayercancapturetheDragontileusingeithertheSlideorJumpSlideicon(andONLYthosetwoicons),the player can choose to take their entire turn toenragetheDragon.Todoso,theplayermovesanappropriatetilewitheithertheSlideorJumpSlideiconintothesquaretheDragonoccupies,pushing it one square in the direction o themove.OncetheDragonisinthenewsquare,itipsovertoitsenragedside,andtheplayerthat enraged it may choose either to re-orienttheDragontowardseitherhisopponentorhimsel. I there is a non-Terrain Tile in thesquarewheretheDragonispushed,thattileisimmediatelycapturedandtheDragondoesnotenrage;inthisinstance,theplayershouldran-domlyre-orientetheDragoneitherrightorleft,however.Oncetheplayerhasmovedthetile

    andchosenwheretopointtheenragedDragon,he has no urther control over the tile.

    Theenragingandre-orientingoftheDragontiletakestheDragonsnextinbetweenturnaction, and so play proceeds directly rom theplayerthatenragedtheDragontohisopponent.

    DuringthenextinbetweenturnaftertheDragonwasenraged,theDragonwillcaptureuptotwotilesatonceusingonlyitsStrikeicons. I there are more than two tiles, randomly

    determine which tiles are captured. I there arenotilesitcanuseitsStrikeiconsagainst,thenrandomly determine where it moves using itsMoveicons;ifthereisatileinthesquarewhereitmoves,capturethattile.Afterithasmovedintoitsnewsquare,rotatetheDragon90de-

    greesinthedirectionofthemove;i.e.ifitmovestotheleft,rotatetheDragon90degreestotheleft,ifitmovestotheright,rotatetheDragon

    90degreestotheright.AftertheDragonhasfnished moving and rotating, i it did not cap-tureatilethroughitsMoveicon,checkagaintodetermine i any tile(s) are captured using theDragonsStrikeicons.Ifitdoesnotcaptureanytile(s), its in between turn is done.

    OncetheDragonisenraged,itcannotbere-enragedagain(i.e.usingtheJumporJumpSlideicons) until it ips back over to its reverse side.

    The dragon only un-enrages once it has capturedatleastonetile(whetherusingitsStrikeorMoveicons).Whenitcapturesatile(s),immediatelyiptheDragonbacktoitsstartingsideandrandomlyre-orient it either right or let. In the in betweenturnwhenitun-enrages,eveniftheDragoncould,it will not move to try and capture a tile.

    Mountain and Fort (Camelot) Tiles: TheDragonwillmoveintotheFort(orCamelot)Tile,usingitsMoveicons,whileonitsStarting

    side,tocaptureatile.TheDragoncanmoveintoboththeFort(Camelot)andMountainTileswhen being pushed by a move that will enrageit.Additionally,whilemovingrandomlyonitsenragedside,theDragoncanenterboththeFort(Camelot)andtheMountainTiles.

    TheMountainandFortTilesblocktheDragonsStrikeiconsperthestandardrules(seepp.8-9);thisincludestheStrikeiconnot

    workingagainstatilewithintheFort.However,iftheDragonisenragedandintheFortsquare,itcanuseitsStrikeiconsoutsideoftheFort(orCamelot)perthestandardrules(seep.9).

    Dread: TheDragonisimmunetotheDreadicon.

    Fag TiesInsomeAlternate

    Objectivesgames,de-scribed starting at right,theplayersplaceFlag

    Tiles on the gameboardbeore play starts.

    FlagTilescanbepickedupandcarriedbyTroop Tiles that end their move in a squareoccupiedbyaFlagTile;simplyplacetheTroopTileontopoftheFlagTile.

    Onaplayersturn,insteadofmakinganor-mal move as indicated by the movement iconsontheTroopTilesmovementgrid,theFlagmaybe moved to another Troop Tile controlled bythe player i that Troop Tile occupies a squarethatsharesasidewiththecurrentFlagTileholder;simplymovetheagtilefromunder-neath the frst tile to underneath the new tile. Ithere are no other squares occupied by TroopTiles the player controls that share a side withthecurrentFlagTileholder,theFlagTilecannotbe moved.

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    ALternAteobjeCtives

    Aswithanymilitarycampaign,theobjectiveso a given battle can change based on circum-stances. These rules provide a variety o optionsor mixing up the style o any The Dukegame;players may fnd that these ideas spawn addition-al variants theyd like to create themselves.

    Unless stated otherwise below, all the stan-dard rules o game play apply.

    Dread: TheDreadicon(seep.4)canhaveadrasticeffectonanyoftheAlternateObjec-

    tives.Assuch,playersshouldcarefullyconsiderwhethertoallowanytileswithaDreadiconinto any o these games.

    Counting CouWhenhonorisatstake,shamingyourop-

    ponent with minimal bloodshed can raise yourglory high.

    The ollowing additional rules apply: Each player places a Flag Tile, ater

    set-up, in any open square along anyedge o the gameboard. The player whofnished set-up last (see p. 2) places hisFlagTilerst,followedbyhisopponent.

    Use the rules or carrying and movingthe Flag, at let, when playing or thisobjective.

    A player cannot enter the squareoccupiedbyanopponentsFlagTile.

    Score 1 point or ending a move in asquare sharing a side with the squareoccupied by the opponents Flag Tile(simply write the score down on a pieceofpaper,ortrackitinsomeotherfashion);kitty-corners do not count. After thepointisscored,theowneroftheFlagmayimmediately move that tile to any squaresharing a side with one o the Troop Tiles

    he controls, and then takes his standardturn. I there is no open square that fts thecriteria,theFlagTilecannotbemoved.

    No points are scored or Troop Tilesthat begin a turn in a square that sharesa side with the opponents Flag Tilesquare (even i a Troop Tile uses the

    StrikeorCommandiconandipsattheend o its move).

    Placing a new Troop Tile on the boardin a square that shares a side with theFlagTilesquaredoesscoreapoint.

    I a players Duke is captured, thatplayer cannot place any new Troop Tilesonthegameboard;playersdonotwinbycapturingtheDuke,however.

    I a player has all o his piecescaptured, he automatically loses (theopponent wins).

    A player wins immediately upon scoring3points.

    Troy huntersADukemaybepowerful,buthesnot

    alwaystheendgameintheMachiavellianpowerplays within the kings lands.The ollowing additional rules apply:

    Each player places a Flag Tile, aterset-up, in any open square on theopponents home edge. The player whofnished set-up last (see p. 2) places hisFlagTilerst,followedbyhisopponent.

    A player cannot pick up or move hisown Flag Tile; that is, he cannot endhis turn with one o his Troop TilesoccupyingthesquareofhisFlagTile.

    Using the rules under Flag Tiles (seep.10),eachplayermaychoosetomovehisopponentsFlagTileonhisownturn.

    I a players Duke is captured, thatplayer cannot place any new Troop Tilesonthegameboard;playersdonotwinbycapturingtheDuke,however.

    I a player has all o his piecescaptured, he automatically loses (theopponent wins).

    A player wins immediately by movinghis opponents Flag Tile to any squarealong his own edge o the gameboard.

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    66

    4

    5

    4

    5

    11

    22

    33

    Trophy Hunters ExampleTrophy Hunters Example

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    In the rst diagram on the previouspage, Joshua, playing the light-coloredtiles, is in a good position. His oppo-nent, Frank, has had a string o badluck, leaving his Flag exposed. Joshuais going to capitalize on that and tryand move it to his gameboard edge.

    Its his turn, so in the seconddiagram on the previous page, the rstthing Joshua does is move his FootmanTile into the square occupied by theFlag Tile.

    Frank, to stop Joshua rom movinghis Knight next to the Footman, wantsto eliminate the Knight Tile. He coulduse his Pikeman, but that would put it indanger o capture by Joshuas Footman

    next turn. Instead, in the third diagram,he uses the Strike icon o the Bowman(fipping the tile even though it didntmove) and captures Joshuas Knight Tile.

    However, Joshuas got a backupstrategy. In the ourth diagram hemoves the Wizard adjacent to theFootman.

    Franks not in a position to use aStrike icon against the Footman, nor

    can he move into the square to capturethe Footman while the Flag is there,

    so in the th diagram Frank sets upor the next best option and moves hisPikeman.

    Rather than moving any pieces(or placing a new piece), in the sixthdiagram Joshua moves the Flag Tilerom underneath the Footman Tile tounderneath the Wizard Tile.

    Thats what Frank was hoping or.In the nal diagram, he uses the Strikeicon rom the Pikeman to capture the

    Wizard (he fips the Pikeman Tile, asnormal), leaving his Flag Tile by itselin a square.

    Joshuas still got the advantage,but hes several turns rom being ableto move Franks Flag Tile the one last

    square needed to hit his home edge andwin the game.

    Dark RiderSendingaloneridertoharassanenemys

    ank can be devastating to enemy morale,while showcasing the superiority o your owntroops.

    This is the most challenging o all thealternate objective scenarios. Its exceedinglydifcultfortheKnighttopulloutawin.Tolesson the difculty o the scenario, playerscaneitherplaywithonly3Pikeman,oryoucanswitchouttheKnightfortheRanger.Or,despite a string o losses, you might just keeptrying the scenario as is, knowing your awe-some bragging rights once you pull o a win

    withtheKnight!The ollowing additional rules apply:

    One player selects 4 Pikeman (hellneed to use Pikeman Tiles from bothbags), and places them in any squareso his edge o the gameboard. How the

    player chooses which squares to placethePikemeniniscompletelyuptohim.

    Once the frst player has placed all hisPikemen, the opponent places a singleKnightTileinanysquarealonghisedgeo the gameboard and then takes thefrst turn to start the game.

    The Pikeman player immediately winsby capturing the Knight, or by moving

    threeofhisPikemanTilesintosquareson his opponents edge o the gameboard(iftheKnightplayercapturesatleasttwoPikemen,thePikemanplayercannotwinin this second ashion).

    77

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    14

    Once a Pikeman Tile reaches theopponentsedge,itisfrozenandcannotbemoved or captured or the rest o the game.

    The Knight player immediately wins bycapturingthreeormorePikemanTiles.

    Dynastic Disute

    Whenaclearlineofsuccessionisindis-pute, the court can be torn asunder with bloodfghting blood, but snatching victory under suchconditionsisthemarkofatruenoble!

    The ollowing additional rules apply: Beore the game begins, players set

    aside their Duke and three FootmanTiles, then place all the rest o theirtiles in ront o them and then randomlydetermine who will select frst.

    The frst player selects a single TroopTile(s) type and places it in his bag.The second player takes all his TroopTile(s) o that type and places them backinthebox;theywontbeusedthisgame.

    The second player then selects a singleTroop Tile(s) type o those remaining inront o him and places it in his bag. Thefrst player then takes all o his Troop

    Tile(s) o that type and places them backinthebox;theywontbeusedthisgame.

    This alternates back and orth untilall Troop Tiles are either in bags or inthe box.

    Each player takesoneofhisFootmanTiles and places it in his bag.

    The player who picked frst, as

    described above, sets up rst; proceedwith standard set-up (see p. 2).

    The player who picked second takesthe frst turn.

    All other standard rules apply duringgame play.

    Dawson and Kristian are aboutto play the Dynastic Dispute variant.Theyve set aside their Duke and FootmanTiles, have decided not to play with theenhanced tiles Duchess and Oracle, andhave all the rest o their Troop Tiles inront o them; they randomly determinethat Kristian will choose rst.

    While its not the best piece, Kristianlikes having the extra three tiles and choos-es the Pikeman; Dawson takes his threePikeman Tiles and places them in the box.

    Dawson then has the chance to pickone o the more powerul tiles and choosesthe Wizard; Kristian remembers to placehis Wizard in the box.

    Kristian then grabs the Champion;Dawson places his in the box.

    Dawson snags the Bowman; Kristianputs his in the box.

    Kristian then selects the Seer; Daw-sons goes in the box.

    Dawson snatches up the Priest; Kris-tian drops his in the box.

    Kristian grabs the Knight; Dawsontosses his in the box.

    Dawson then selects the General;Kristian puts his in the box.

    Kristian then pulls the Marshall; Daw-son places his in the box.

    Dawson nabs the Longowman; Kris-tian tosses his in the box.

    Kristian pulls the Assassin; Dawnsonputs his in the box.

    Dawson selects the Dragoon; Kristianplaces his in the box.

    Finally, Kristian takes the last tile, the

    Ranger, and Dawson drops his in the box.They each take one o their FootmanTiles and place it in their bag. Then Kris-tian sets up his Duke and two FootmanTiles rst, ollowed by Dawson, who then

    starts the game by taking the rst turn.

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    15

    terrAin tiLes

    troop tiLes

    See . 8

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    16

    See . 7

    enHAnCed tiLes

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    17

    CustomizationTilesallowplayerstocreatetheir own, unique tiles. Using the blank tilesand the sticker sheets, each player can designand feld a tile o their very own.

    There is no right or wrong way to design a tile,norarethererules.Playerswillquicklynd,especially moving beyond the base game into theExpansionPacks,thattheresawidevarietyofdesigns covering all sorts o game play styles.

    Whileaplayercangoutterlywildanddesignany type o tile, doing so could prove a littleunbalancing.Playersinsteadshouldusetheregular tiles as a guide, as each tends to fll aspecifc role andalmost alwayshas strengthsand weaknesses.This allows orthe great synergyo multiple tilesoverlappingtheir abilities inboth oensiveand deensive

    ways during thegame. Using thattemplate whendesigning a new,unique tile willbetter ensurethat said tileoers great newand un tacticso play, while notbeing so overpowering that

    when it entersthe game it turns

    into a win or that side every time.Playersmayndtheyneedtoadjusttheirdesignafterplay;thatswhyweincludedtwosheets (i.e. the stickers are not designed or

    repeat use, so pealing o a sticker may renderit unusable).

    Playersmayalsodecidetheywanttousethesestickerstomodifyextenttiles.Whileultimately each player group can decide whattheyll allow, such modifcations should beundertaken with extreme care as it can be easyto upset the balance o a tile.

    Experiment, learn, and most o all, create a

    piecethatsfuntoplay!

    Note: Theres a chance that a player, whendipping their hand into a bag, will be able to

    tell a custom-izedtilefromastandard tile.Playerswillneed to deter-mine i thatsthe case or their

    group and comeup with dierentoptions orhow to handlethat situation.Forexample,i a group is sub-stituting theircustomizedtileor an extenttile, then simplyleave the extenttile in the bagand when itspulled, replaceit. I playersare adding tothe game, they

    couldperhapsusetheMountainoraFlagTileas the stand-in and once its pulled, replace it.Andsoon.

    CustoMiZAtionstiCKer set

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    18

    pAtrons oFtHe Arts

    peers oF tHe reALM

    FortiFied tHe duKes ArMies

    Words oF WisdoM For tHe duKe

    enGineers oFtHe reALM

    HiGH CounCiL

    SchuleinP,Rambo,DanielJohnson,DamonRichardson,GeorgeDuffy,JamesBuckett,KevinRodkey,MatthewLey,MattMorley,ThomasDiener,FrankRaskow,RichardLibera,Brett1324,PeterEndean.

    DanielCisek,StephenMercer,Jonathan Dietrich,KellyLeahy,AdrienPotheau,SentfanWyaerda,DelMason,StevenRedfearn,MattMorley,StormHolloway,ChristianBusch,BenjaminNicholson,ChrisSchreiber.

    ChrisSchreiber,MartinGregory, ColeBusse,StormHolloway,Jonathan Dietrich,KellyLeahy,RichardParent,DanielCisek,SelkirkBrown,JimBuckett,StevenRedfearn,AdrienPotheau,EJTracer,SentfanWyaerda,ChristianBusch,ChrisKreskai,AlexanderShvarts,Karlis,AaronCrabtree,EurionKemish.

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    19

    MichaelStackpole,RobynRatKing,MichaelKatz,AndrewStevens,Damon

    Richardson,Keyes,PaulRubin,KeithKoleno,ColeBusse,JohnMorrow,palenoue,JeffreyZinn,BruceTurner,JamesPriebnow,GalBuki,ChrisSchreiber,Stuart,Vestifex,HankPanethiere,NealDalton,TomHughes-Croucher,MickSullivan,scifantasy,KennonBallou,RichardGropp,

    VincentArebalo,JoshuaBeale,Bracken,NeilRoseman,AdamMoeller,Peter,JoshuaBuergel,CarlWitty,StevenFujisaka,KurtZdanio,ToddBerman,JamesGalloway,AlecKoumjian,Chris

    Andrews,RobertDuman,StephenHill,ChristianNord,RichardLecours,ZacBelado,AmyRich,Keith,CathyGrifn,Laremy,SamualA.Rebelsky,maelic001,MarkShocklee,KristanWheaton,SeanHolland,EvanRattner,MattHogan,CarolynKoh,GredSaalfeld,MartinSugianto,Bryan

    Wade,JohnBrewer,TomGlennon,JonathanJordan,Rochelle,StephanSzabo,T.RobBrown,LukePerrett,TorinReed,PeteBaginski,J.C.Lundberg,ScottPizio,DorothyAl-Ghosien,Noah

    WarrenJones,JeremyMonken,AndrewStingel,ThomasBiskup,AlexanderPierce,JustinSchaffer,DanMiles,JohnDean,Steve,DanielVelazquez,Stefan,PhilipStein,BenOlmstead,RobertSlaughter,BenSpeakmon,MichaelKasprzak,KarstenAlexanderKopplin,anderland,AndrewNichols,RalphBingham,JeffDarkwindKing,NickCarter,DapperDevil,PjSaad,DavidElls,Lianne,ScottThomasMartin,TomHansen,NicholasLoffredo,kenrufo,RickKoeppen,JasonR,JasonSaldana,TimBraun,winaimed,

    BarabaraKnighton,PeterEndean,R.EricReuss,KarlAho,MilesMatton,JosephKnight,Gamerstable_Dan,D.SpencerZier,MarcJ.

    Waters,JosephSoonsinLee,Hekse,WaruiTanuki,EricHandler,TomHoee,JonathanC.Dietrich,RichardMorgan,jonathanplateau,MichaelDodd,StephenEckman,JasonFordham,Esritt,rickwilhelm,S,StephenWilcoxon,JoeOToole,BrandonLevan,RichardGable,Michael,IanGregory,ChrisGrowcock,DavidDesignMC

    Openheart,DanF,PeterHolthaus,GameHen,MarkBiggar,NoeRidgway,jimcook,Dave,KevinRodkey,Dreadpirate,EricAusley,BasilBerchekasIII,Chip&Katie,JeffreyGates,BenAhroni,KevinMcAninch,KyleBurckhard,KarlZahler,Ola

    MikaelHansson,Tyler,BenMiller,Magentawolf,MicahJones,StephenTavener,kimswanson,

    The_Healer,markbarbieri,DanLemcke,ChrisSchock,JohnBecker,JeremyStrickland,BarryGuertin,Sean,[email protected],DavidSterling,BrianHenderson,TonyMarinaro,ZackPope,KipKwiatkowski,SonofCyrus,KeithStrickland,JamesLasseter,SeanMcDonald,JoeGriesmer,NinjaSpank,BradDevlin,SteveBenton,JohnBrieger,MikePrimeau,CanyonVR,FrankPiechorowski,EricV,KevinKortekaas,KenNabbe,EmmanuelAquin,RyanKinal,Steve

    Donovan,ColinSng,YannickMeyer,SeanDWhaley,MichaelRemenak,Jchasse,AlexKristopovich,ArneKreutzmann,KennethJenkins,mattkollmer,QuentinAntrim,Zankas,ColtonHoerner,Marcus,JohnJamesRyanJr.,JasonBean,ScottElkin,BrianQuery,Jakethegamingrobotfromthefuture,cormroc,Matthew,MichaelZabkar,RolandBruno,Glenn,MattGualdarrama,PatrickCiraco,MitchellParent,NancyHutchins,KenMachacek,MichaelOccupyRlyehWebster,

    AdnTejada,ScottDeMers,SchuleinP,AlexanderShvarts,shiraki,MattMorley,DavidKegg,Jesse

    Wieman,JohnKaufeld,GrantLindsay,BronsonWongkew,S.Reblesky,JohnLambert,ChrisDennett,PhilipA.Lee,RaechelCoon,Peter

    Wilson,GarthElliott,JonShelky,RobertH.MitchellJr.,EdwardHand,LucasReed,DascalescuDan,GarryJenkins,WilliamVida,GeraldCollins,MichaelInguagiato,MarlondeSilva,MarkSponholtz,CaitSidhe,ScottVanderMolen,MatthewLey,ToddShowalter,

    timlinnemann,ThomasSchellenberg,Raymond,Adam,Michael,HunterKelly,AndreiMouravski,ShaunGuth,ChristopherMitchell,Carolyn

    Atkins,gbreden,Edward,BrianLinnen,GraydonSchlichter,DerekEldar,Rambo,VincentEcuyer,MannyVega,ChrisDill,PatNelson,RyanTempleton,DarrenStevens,BillJahnel,WilliamGruber,AkilHooper,JanProwell,WilliamFritts,BrianHough,KenNakai,LeonardoLee,RolfLaun,Vongalin,RichardThrower,TomHeadley,

    JohnBernardo,MattB,MarlinKreger,RayKramer,WilliamCarpenter,bastiat,ConradYu,BillWilliams,NathanOwen,JamesPowell,BrianKnudson,ChannyTremblay,Vincourt,FrankRohrer,MarcusSteffen,RussellCardullo,Brett,

    expAnded tHe duKes LAnds

    KniGHts

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    20

    tHAnKs!

    Corey,MichaelCampbell,WilliamKoontz,DevonJones,PaulSchwartz,NickHuntington,Jeff

    Wowkowych,JoeGarcia,StephenJacobsen,LukeFarinella,Pierre-LucRamier,AndyAllen,Monte

    W.Lewis,DAK,Jonathan,JudeMelancon,maxxvonMorton,FrankRaskow,RussellMorris,aaronjurkis,MarkPavlou,Eileen,JonDowling,KristofferOlausson,dishocker,AlexanderHawson,RonZelman,JohnBrunhaver,StephenLewis,LaraPohs,RogerBrandon,JohnSokolowski,PeterSchweighofer,GaryKamikawa,

    MaartenBukkems,DelvinMason,BillSullivan,RaymondCroteau,MarcSilverman,xzooma,Sleet,ShawnThill,Aknorb,RossTarvin,KenFisher,ShannonDorothyParker,planetm,bz715se,Jason,KarlisJerins,Winterhawk,SaulDudley,BrianPearson,BennetR.Rosenthal,JimTopa,L.Humenuk,JasonFritcher,Vince,PatrickCousans,KenKuhn,ZachBertram,JasonPrince,PatStyles,RobertMcKeagney,JaredCluff,DanielBeaulieu,DanielW.Cisek,MattDracula,Carsten

    Borg,Pedwidge,DaveM.,Shteevie,ChaseMacomber,ThomasDiener,Zentri,IanFarragher,JP,IanTorwick,WillUrban,SebastianHaaf,KevinM.Wing,Gregory,BradBecker,GlennMochon,DamonPriest,RolfBuchner,chrisSechler,RyanTrottier,KeithOSullivan,BlakeCetnar,NicholasStadler,RC,ScrObot,JosephFriesen,AndrewLazar,CaineHazen,EricT.Garff,JeffCasey,CaptainoftheTrigati,EurionKemish,RemiThibault,GregoryZuniga,RobinHoover,GeraldGetskow,FloydPretz,BrainC.

    Brazil,EricNielsen,MichaelFrederickWalter,KevinYancey,ChrisKreskai,Brett1324,AJBabcock,CarlosSurez,ArionHypes,JoshKalmbach,JamieJeffers,PaulSjardijn,Jackofall

    games,JimmyLeeMaddox,CharlesMolesworth,ThomasPanebianco,JoshuaKnatz,TerryMcKelvey,StephenR.Mercer,EliSalzbeger,DanielScherm,JonathanReynolds,Christian

    Wakeman,Sporx,DaleChenault,MiniatureReview,ChristopherSziklas,WombatSanders,

    DawnDeBacker,AaronCrabtree,NikosConstant,

    GeorgeDuffy,RichardLibera,MartinGregory,JonSchleifer,N,MikeSchaffer,ScottPalmer,Willow,SeanHoward,PugUglie,Hoystory,MonteKalisch,PhilBrown,GeektropolisCantina,FernandoVillarrealA,ChuckRichmond,wolput

    wouter,TomStanley,JamesandJenniferBixby,JamesRoundTopMagnan,DanielJohnson,Christian,Lynda-JaneSouthon,GregMorse,randyvranesh,MatthewFlynn,MatsTnnehag,BrianRooker,Paulie771,ChrisCowles,MarekJurko,HansIsaacson,Cbc,BrianNorris,Jonathan

    DSilva,Weirdo,JonathanThames,TribeComics,D.J.Cole,AlsonFarrell,JoeMoriarty,GWells,ScottGalliand,BrianHansen,DavidWolf,

    Aldermac,MichaelMiller,BillyButler,GustavoBarona,JeremyKitchen,GMiller,aaronPhillips,TomCampbell,MichaelMoore,Eric,KellyLeahy,JayZetterberg,S.Mcgiggans,StevenRedfearn,

    AllenNilles,TravisStonebraker,Tobias,PhilipLangdale,Craig,david,BradHoffman,ChristopherOber,lowyerfuy,PatrickBlaine

    McIntyre,CraigAntosiewicz,Veli-PekkaJaakkola,JeromeHope,ScottCole,chadbrown,ErikBrown,JohnBlankenhagen,DennisRandle,JakeThompson,AdrienAdiPotheau,ToddLichty,KingJackaL,RickyCantrell,ChrisPalmenberg,CharlesBorner,SentfanWyaerda,PaulKennedy,

    AaronE.,WilliamChen,CeritywillyoumarrymeTradewind,VillageIdiot,LouMoratti,BenjaminNicholson,David,SarahPinault,Adam,kroner,JamesBuckett,DennisWerberg,Nasel,RyanMolony,HansWeise,MartyConnell,Chris

    Brooks,SamWillett,BenjaminHosp,ColinToenjes,AlanBargender,Richardparent,LeifBolanderBaker,DaveBlisard,spukko,JonLarsen,Fernando,JanelleAlvis,DanielDulek,GregMarchand,Jason,RebeccaQuery,JeremyD,Tim,MichaelPurgar,WalterWolowicz,JeffreyMorgan,

    john payne, Harrison Brace, Erick Tracer, RichardWalsmith,BenClarkson,GillWright,diegoMolano,Andrew,EliSeekins,MarkFerrall,MatthewSutorius,JamesMRomanchik,Storm,

    YannRethoret,Dreekenkorin.

    expAnded tHe duKes LAnds

    KniGHts

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    21

    COM I NG

    SOON !

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    In Hex-A-Gon, par jup hxana

    pi vr ah hr iz h

    fr h aard. Durin ah

    urn, a par an knih

    n h aard and jup hvr hr knih in pn hx.

    An nur f jup in pn hx

    an ad in a urn, izin a rin f

    knih ha un ward vir a h

    nd f h a. Hwvr, arfu, a vr v an pn an

    avnu fr ur ppnn d h a!

    cAtAlystgAmelAbs.com

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    cnrauain! A h nw

    franhi wnr f a Hnhn

    Uniid An, u prvid

    h ndd hp fr an f

    h wrd diriinain

    ajr viain a h ipn

    hir vi pan. survivr fn

    ai ha h xprin i qui

    rwardin!

    But Beware those

    doomsday plans

    COM INGSOON !

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    Game DesignJeremy Holcomb, Joe Huber

    and Stephen McLaughlin

    Additional Tile DesignRandall N. Bills

    Loren L. ColemanAssassin

    Adam Moeller

    Casey MoellerDragoon

    James Bixby

    Jennier BixbyLongbowman

    Chris SchreiberEditing

    Diane Piron-GelmanGame Deeoment

    logo, Game Graic Design

    & Ruebook layoutMatt Heerdt

    Secia TanksTo Chris Schreiber, whostepped up and helped ina big way as we navigatedthese oreign Kickstarterwaters, and Bryn Bills, whoplayed literally hundredso games and brought greatinsights into balancing theExpansion Pack tiles.

    DedicationTo all the Kickstarter back-ers or allowing us to take aantastic game and add somuch more cool...you guys

    i !

    PublishedbyCatalystGameLabs,animprintofInMediaResProductions,LLC

    PMB20230391stAveNEE502LakeStevens,WA98258

    CREDITS

    sYMboLs

    eACH turn Move a Troop Tile:MoveaTroopTileonthegameboardusinganylegalmoveasshownbyits

    movementprole,ippingitovertoitsreversesideoncethemoveisdone(seep.3).

    Place a New Troop Tile:PullarandomTroopTilefromtheplayersbagandplaceitonthe

    gameboardinanunoccupiedsquaresharingasidew iththesquareoccupiedbytheplayersDuke

    (see p. 6).

    Use an Enhanced Ability (optional): Use a single enhanced ability rom a single tile. This only

    applies i players are using any Enhanced Tiles (see p. 7).

    MOvE

    STARTING SIDE ICON

    SlIDE

    JUMp SlIDE

    DREAD

    JUMp

    NON-STARTINGSIDE ICON

    STRIKE

    COMMAND

    DEFENSE