LANCASTER AND YORK






INTRODUCTION
Card game for 2 players. 
Simulation of the War of the Roses 1455-1485. 
One player is the Lancastrians (Red Roses). 
The other player is the Yorkists (Whites Roses). 

VICTORY
Eliminate all your opponent’s Heirs or 
Remain King for 5 turns in a Row. 

THE DECKS
Players share 2 Common Decks: 
The Heir Deck
The Resource Deck

THE HEIR DECK
This contains 16 Heir cards. 

THE DECK
The deck contains 6 card types: 
Supporters 
Troops
Intrigue
Rebellion
Battle
Killing

REBEL AND KING
One player is the King. The other player is the Rebel. 
Use possession of a Marker to indicate who the current King is.  

LORDS
Heir cards and Supporter cards are collectively referred to as Lords. 

SETUP
Each player is dealt 5 random Heir cards to form their Heir Pile. 
The cards in ones Heir pile are kept stacked face-down. 
Flip over the top card of your Heir Hand to be your first Heir in play. 
The Lancaster player starts out as King. 
Both players are dealt a hand of 4 Resource cards. 
The Lancaster player goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 9 Phases: 
1. Heir Phase
2. Draw Phase
3. Recruit Phase
4. Intrigue Phase
5. Rebellion Phase
6. Battle Phase
7. Claim Phase
8. Killings Phase
9. End Phase

HEIR PHASE
If you do not have an Heir in play, flip over the top card of your Heir Pile.
If you have no Heirs left, you automatically lose. 

DRAW PHASE
Both players draw 2 cards from the Resource Deck. 
If the deck runs out, shuffle the discard and draw from it. 

RECRUIT PHASE
You may put Supporter and Troop cards face-up into play. 

INTRIGUE PHASE
You may play (discard) Intrigue cards. 
For each Intrigue card played you may take control of one 
random opposing Supporter Card. 

REBELLION PHASE
Both players may play rebellion cards.
Each card has a Force value.  
The player with the highest total Force value wins the Phase. 
The Rebel wins ties. 
If the King wins, skip Battle Phase. 

BATTLE PHASE
If the Rebel won Rebellion Phase there will be a Battle. 
Both Players may play (discard) Battle cards. 
Each player adds up the total Force value of their 
Heirs, Supporters, Troops, and any Battle cards they play. 
The player with the highest total point value wins the Battle. 
The King wins ties. 
Both players must discard all their Troop cards at the end of the battle. 

CLAIM PHASE
If the King won Rebellion or Battle phase he remains the King. 
If the Rebel won in Battle phase, he becomes the new King and 
The old King becomes the Rebel. 

KILLINGS PHASE
The current King may play (discard) Killing cards if he won a Battle this turn. 
For each Killing card played the Rebel player must discard one random Lord. 

END PHASE
Max resource hand size is 4 cards. 
Discard excess cards. 

CARD LIST NOTATION
H = Heir
S = Supporter
T = Troops
I = Intrigue
R = Rebellion
B = Battle
K = Killing

HEIR DECK CARD LIST
Card Name			Force	
Prince				2	
Boy King			1	
Regent				3	
Protector			4	
Heir Apparent			1	
Successor			1	
Queen				3	
Baron				4	
Claimant       			2	
Candidate			2	
Challenger			4	
Guardian       			3	
Pretender			1	
Imposter       			2	
Usurper				3
Faction Leader			4


RESOURCE DECK CARD LIST
Card Name		Type	Force	Notes:
Duke			S	4	6 in deck
Earl			S	3	6 in deck
Great Lord		S	2	6 in deck
Noble Magnate		S	1	6 in deck
Companies		T	3	
Partisans		T	1
Levied Troops		T	1
Foot Soldiers		T	1
Knights			T	4
Men-at-Arms		T	4
Commoners		T	1
Veterans       		T	4
Yeomen			T	4
Calais Garrison		T	4
Halberdiers		T	2
Retainers		T	3
Archers			T	3
Field Artillery		T	2
Town Militia		T	1
Hand Gunners		T	2
Pikemen			T	2
Foreign Mercenaries	T	3
Crossbowmen		T	2
Contingents		T	3
Popularity		I	-
Shifting Loyalties	I	-
Marriage       		I	-
Diplomacy		I	-
Treachery		I	-
Negotiations		I	-
Reconciliation		I	-
Plot 			I	-
Kingmaker		I	-
Influence		I	-
Collusion		I	-
Counsel			I	-
Alliance       		I	-
Change Sides		I	-
Bribes			I	-
Betrayal       		I	-
Challenge		R	2
Repression		R	1
Resentment		R	3
Strife			R	1
Factionalism		R	3
Hereditary Rights	R	3
Propaganda		R	2
Anarchy			R	2
Dynastic War		R	4
Threats			R	1
Corruption		R	1
Restoration		R	3
Revolt			R	3
Uprising       		R	3
Demands			R	1
Reforms			R	1
Tyranny			R	2
Mutiny			R	2
Accusations		R	1
Extortion		R	2
Guilty Men		R	1
Medieval Crisis		R	4
Claim the Throne       	R	3
Usurpation		R	4
Lack of Governance	R	2
Heavy Taxation		R	2
Madness			R	3
Powerful Nobles		R	4
Private Armies		R	4
Weak King		R	4
Civil War		R	4
Blood Feud		R	4
Killed in Battle       	K	-
Murder			K	-
Exile			K	-
Take Prisoner		K	-
Locked in Tower		K	-
Captivity		K	-
Removal of Traitors	K	-
Notable Casualties	K	-
Hunted Down		K	-
Go into Hiding		K	-
Trial			K	-
Beheading		K	-
Mortally Wounded       	K	-
Hasty Executions       	K	-
Punishments		K	-
Butchered		K	-
Frontal Attack		B	3
Thick Fog		B	1
Favorable Ground       	B	4
Bloody Fight		B	2
Short & Sharp		B	2
Long & Hard		B	2
Confused Melee		B	2
Reckless Charge		B	1
Intercept		B	3
Skirmish       		B	1
Fresh Troops		B	3
Counter Attack		B	3
Make Camp		B	1
Outmaneuvered		B	4
Brilliant Campaign	B	4
Divide Enemies		B	4

CARD SET AVAILABLE
Thanks Ron!
Click Here














THREE PLAYER VARIANT
Make the third player the Tudors. 

FOUR PLAYER TEAM VARIANT
2 Players are Yorkists and 2 are Lancastrians. 
Each player has 4 Heirs. 

LINKS
Wikkipedia
WaroftheRoses.com
Answers.com







Return to Warpspawn Mainpage