MEDIEVAL KEEP
INTRODUCTION
Multiplayer card game or Solo rules.
"Historical" version of Borderkeep.
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.
DRAW PHASE
Draw one card.
Max hand size = 7.
Discard excess cards.
UPKEEP PHASE
All defenders have an upkeep = 1 food or weapon.
If the upkeep is not paid the defender deserts.
REVENUE PHASE
Collect revenue from all structures and defenders that produce revenue.
Revenue comes in different forms: Gold, food, etc.
Keep tract of each form of revenue.
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 5 1 2 2
Swordsmen 7 2 3 2
Shieldmen 6 1 2 3
Halberdiers 9 3 4 2
Archers 8 6 1 1 Missile
Crossbowmen 9 5 3 1 Missile
Handgunners 8 4 3 1 Missile
Longbowmen 10 7 2 1 Missile
Light Horsemen 7 3 2 2 Mounted
Medium Cavalry 9 3 3 3 Mounted
Knights 11 3 4 4 Mounted
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.
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.
HEAL PHASE
All surviving defenders recover all lost hits.
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.
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
INVADERS CARD LIST
Card Name: Init AD Hits
Mongols 6 5 4
Vikings 3 5 5
Moors 5 4 3
Saracens 5 3 3
Celts 4 3 4
Norse 3 4 5
Bandits 5 2 3
Barbarians 3 4 6
Warlord 5 5 5
Nomads 5 3 3
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
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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.
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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 table:
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
01-03 Farm
04-06 Brewery
07-09 Bakery
10-12 Butcher
13-15 Market Place
16-18 Church
19-21 Guild Hall
22-24 Tavern
25-27 Inn
28-30 Bowyer
31-33 Gun Maker
34-36 Hunting Lodge
37-39 Roll again
40-42 Barracks
43-45 Armorer
46-48 Shield Smith
49-51 Fletcher
52-54 Blacksmith
55-57 Defensive Wall
58-60 Guard House
61-63 Moat
64-66 Catapult
67-69 Ballista
70-72 Bombard
73-75 Stables
76-78 Quarry
79-81 Mason
82-84 Woodmill
85-87 Logging Camp
88-90 Mine
91-00 Pick one
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
DISASTERS TABLE
1D10 Event
1 Earthquake
2 Plague
3 Blizzard
4 Draught
5 Caravan
6 Thieves
7 Assassin
8 Spies
9 Prosperity
0 Reroll
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