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- Rulebook -
Welcome to the days of old, when knights were bold!                                The Basics
                                                           Phases of the game:
Medieval Mayhem is a family-friendly and simple
but addictive card game – a crazy mash of humor,              a. Set-up                    c. Battling
kings, strategy, caricatures, wizards, bluffing, puns,        b. Betting                   d. Scoring
randomness and other nonsense...                           a1. Each player is dealt a hand of 10 cards, which
                                                           he* then splits in any way he likes into exactly five
Split your hand of ten debatably brave characters          face-down piles (“armies”). Each pile can have any
into five powerful armies and let them loose on your       number of cards, which must be visible to all players.
friends!! Before the battle starts, you will also have a
betting round: the perfect opportunity to bluff and        b1. Each player then places a bet on any of the
deceive the other players.                                 armies of his choice – his own or his opponents’.
                                                           c1. Now the battle rounds start! Each player selects
Easy to learn but hard to master, Medieval Mayhem          one of his own face-down piles. After all players
can be enjoyed by anyone, from the most casual to          have made a choice, the piles are revealed and the
the most competitive players. Its simple mechanics         strongest army(-ies, in case of a tie) wins the round.
and fast pace make it very easy to learn – in less than
5 minutes you will have a good grasp of the game           c2. Repeat this process until any player has won
– but its depth and many decision points offer the         a decisive number of rounds (no other player can
more advanced players plenty of opportunities to           catch up), or otherwise for the four remaining
bluff and try to out-play their opponents!                 rounds.
                                                           * We could never endorse a gender-neutral language for this
The developers of Medieval Mayhem,                         rulebook, after all this is a game about medieval times… Note
                                                           however that the rules are the same for all players, independently of
                                                           their gender – unlike during the dark ages!
Hugo Chaves & Andreea Nae
                                                                       10                        10
                                                                                        The Characters
c3. If the army you bet on wins the round (or is tied
for the win), you immediately score 1 bonus point!*
d1. At the end of the battles, the player who won                       8910 Villagers (x29):
the most rounds scores 2 points!*
                                                                      Our Villagers are the standard characters of Medieval
d2. Start again and keep playing until any player
                                                                      Mayhem and represent some of the stereotypes of
reaches 10 points – whoever does so first earns the
                                                                      medieval society.
title of “Sovereign of Mayhem” and the bragging
rights that come with it!
                                                                      The number in their shields indicates the strength
                                                                                                            0th Edition
                                                                      they add to their army. If an army is comprised of
                                                                      Villagers only, its total strength is simply the sum of
                                                                      its characters.Knight
                                                                        Which knight invented the ambush?
                                                                          - Sir Prize!
                                                                                         10
* You can use the D10s included with the game to keep track of each
player’s score.
         King (x3):                                                    Assassin (x3):
The King is an almighty ruler who doesn’t take “no”         These guys were awful in any army due to their
for an answer! As such, even if he is alone, a King’s       debatable trustworthiness – meaning that any army
army is stronger than any regular army!                     containing an Assassin will be weaker than all
                                                            regular armies...
But even powerful Kings have a nemesis, who makes
their armies the weakest… (read on to the Assassin!)        Assassins were experts at killing Kings though!* This
                                                            means that, if at least one King shows up for battle,
                                                            the Assassin‘s army now becomes the strongest!
                                         0th Edition
                                                                                                            0th Edition
                                  PRO TIP                                                    PRO TIP
                                  The King is one of                                         Kings and Assassins
                 King             the strongest cards                        Assassin        are often played alone,
                                  in the game because                                        because their effects
                                  it weed?
   What do you call a king who likes   can beat very                                         mostly
                                                                Medieval assassins were always   a hit override any
                                  strong armies on its          with the ladies...           Villagers in their army.
    - Your Highness!
                                                                  - They knew how to take them out!
                                  own. Try playing                                           You might also pair
                                  your Kings against                                         them up with side
                                  your       opponents’                                      characters though, as
                                  largest piles, as those                                    these might help you
                                  probably correspond                                        beat other players’
                                  to their strongest                                         Kings or Assassins.
                                  armies!
                                                            * So do not even try playing Kings and Assassins together in the same
                                                            army!
            Wizard (x3):                                                      Courtesan (x2):
We don’t believe in magic, so Wizards’ spells would                Courtesans* were the ultimate equalizer of medieval
probably just create more chaos and confusion in                   society: rich or poor, weak or powerful, all men
battle – in that spirit, when a Wizard shows up for                alike desired their company! And all men alike
battle, the rules are reversed: the weakest armies                 could end up with some debilitating condition as
beat the strongest ones!!*                                         a consequence... True to that, when a Courtesan
A Wizard can never be played alone because it adds                 is played, ALL other characters lose their special
no strength to its army. It must always be played                  abilities! Kings, Assassins, Wizards – they all become
together with at least one side character.                         powerless in the presence of a Courtesan!
                                                     0th Edition
                                                                                                                 0th Edition
                                     PRO TIP                                                          PRO TIP
                                     Wizards are almost                                               Courtesans are very
                    Wizard           always paired with
                                                                                   Courtesan          good at negating
                                     very     weak      side                                          the other special
     Literacy was so low during medieval                               Being a courtesan was tough in medieval
     times...                        characters (such as               times ...                      characters but have
                                     weak Villagers or even
        - Even wizards could hardly spell!                                                            no battle strength of
                                                                          - They often had to work knights!
                                     Assassins) to make the                                           their own. As such,
                                     most of the Wizard’s                                             it is common to pair
                                     reversal effect and                                              them with strong
                                     transform         your                                           Villagers – this way
                                     weakest cards into                                               you build an army
                                     powerful armies!                                                 that can defeat almost
                                                                                                      anyone!
* This effect also applies to Kings and Assassins.                 * The name might just be another family-friendly euphemism...
              Sequence of a Game                           Set-up
                                                           1. Arthur (the dealer) shuffles and deals 10 cards to
Arthur the Alchemist, Brom the Blacksmith and Catrain      each player.
the Courtesan sit down to play a game. The first one to
reach 10 points will be the winner!                        2. All players split their 10 cards into exactly 5 face-
                                                           down piles (with at least one card in each pile),
Arthur starts as the dealer, Brom is sitting to his left   placed in front of them. The number of cards in each
and Catrain to Brom’s left (so to Arthur’s right).         pile has to be clearly visible to all players.
                       Arthur                                                                         ROUNDS
                                                                                                      WON
        Catrain                     Brom
                                                            B                                                   C
Phases of the Game
a. Set-up
b. Betting
                                                           ROUNDS
c. Battling                                                WON
d. Scoring
                                                                                     A                ROUNDS
                                                                                                      WON
Betting                                                                 Battling
A game about dark and chaotic times would not be                        4. The first battle round starts: Starting with Brom
complete without a mild incentive to gambling.*                         (the first player after the dealer) and going clockwise,
                                                                        each player selects one of his own piles and moves it
3. Starting with Brom (first player after the dealer)                   forward, still face-down. You can always check your
and proceeding clockwise (Brom > Catrain > Arthur),                     own piles to see which characters they have – no
each player places his betting crystal on any pile of                   need to memorize them!
their choice.
                                                                                                                   ROUNDS
                                                                                                                   WON
If the army you bet on is among the winners of the
battle it fights, you immediately get 1 bonus point –
even if you don’t own that army!
   PRO TIP
   Will you place your bet on one of your own
                                                                         B                                                  C
   armies? Would you give away your strongest
   army or bluff your opponents by betting on the
   weakest?
   When you have a weaker hand, it might be even
   smarter to place your bet on an opponent’s pile –
   they have one less incentive to win with it, so you
   might still be able to steal the victory... Or claim an
   easy bonus point if you don’t!                                       ROUNDS
                                                                        WON
* No real money involved though: for the sake of family-friendliness!
                                                                                                  A                ROUNDS
                                                                                                                   WON
5. All piles are turned face-up and the strongest                BATTLING RULES:
army(-ies, if tied) wins the round. If any of the
winning armies had bets placed on them, the bet                  • The strength of an army is the sum of the
owners immediately claim 1 bonus point each!                     numbers on the shields of its characters. Special
                                                                 characters (no number in their shield) add no
To keep track of how many rounds each player won,                strength to their army unless stated otherwise.
the winner of each round takes the cards that were
played (split them among the winners in case of a                • Any army with a King is stronger than all
draw) and keeps them in face-up stacks by his side.              regular armies.
                     Arthur
                                                                                  10       10   6               2         10   6
       Catrain                   Brom
                                                                 If multiple Kings are played, only the strongest
                                                                 ones (if teaming with other side-characters) can     5
                                                                 win the round.
                                                                                           10   6               10        3
                                                       10   10    6               2        10   6
                                                                 If one or more Assassins
                                                                                 10       also
                                                                                            10 join
                                                                                                 6 the battle, then
                                                                                                                 2        10   6
                                                                 all armies with Kings5 become weaker than all
                                                                 regular armies.
 PRO TIP                                                    10    6
                                                                                  6
                                                                                  10        3
                                                                                                3               6     5        3
 If a player with 9 points wins his bet, that player
 gets his bonus point and becomes the winner                                               10   6               10        3
 immediately – not giving his opponents any
 further chances to win their own bets or the game!
                                                                                  2             1               2         9    3
                                                       6          3               6             3
                                                                                  6             3               6              3
                                                                                                                 10   6               10         3
                                                                                                                                             5
                                                                                                                 10   6               10         3
10   10• Any
         6             2 Assassin
             army with an      10 is6 weaker than all                               Kings lose unless Assassins are played and
      regular armies.                                                               Assassins win unless Kings are played. If multiple
                               5                                   10            10 Kings
                                                                                      6   or Assassins62 are played,
                                                                                                                10 63 only the weakest
                                                                                                                                   6                 3
                                                                                    ones (weakest side-characters, if any) can win the
                                                                                    round.
     10   6               10         3                                                                  6    5        3               6              3
                          10        10   6                2         10      6
                                                                                 10     6               10        3
       If one or more Kings also join the battle, then all                                               2            1                2         9   3
10   10armies
           6   with Assassins
                         2    become
                                   10 stronger
                                       6          than all     5
       regular armies.                                                                • Wizards reverse each other: for example, if two
6         3               6              3
                                                                                      Wizards show up, 2the rules are 1reversed and then
                                                                                                                                      2          9   3
                                      10 6                10            3
       If multiple Assassins are 5played, only the strongest                          reversed again, going back to normal – strongest
       ones (if teaming with other side-characters) can                               army wins!
     10win6 the round.
                                                                   6                   3                62            31               2             10   9
                           10          3
2                         2          9   3                                                              2             1                2             10   9
          1
                          6              3                6                 3
                                                                                      • The Courtesan negates all other special characters
                                                                   2                    1               2         9   3
                                                                                      – when she is played, the battle boils down to the
6     • If3 one Wizard is 6played the rules
                                        3   are reversed:                             army with the highest sum.
      the weakest army wins! (Wizards add no strength
2     to their
          1    army)       2           10 9
                          2              1                2            9    3
                                                                   2                   1                2             10   9
2         1               2          9   3
                          2              1                2                 10   9
6. The second round starts: now Catrain (to Brom’s        Scoring
left) starts and selects her pile first. Play continues
                                                          8. After the game ends, the player who won the most
clockwise as before.
                                                          rounds scores 2 points. If multiple players are tied
                                                          for the most rounds, each of them counts as winner
Each successive round, the starting player is the one
                                                          and scores 2 points.
sitting to the left of the previous starting player.
                                                          9. The dealer for the next game will be Brom (he sits
                                                          to Arthur‘s left). For each successive game, the new
7. The game ends after any player has won a decisive
                                                          dealer is the player sitting to the left of the previous
number of rounds (i.e., no other player can win
                                                          dealer.
enough rounds to catch up), or otherwise at the end
of the five rounds.
                                                          10. Keep playing until the first player reaches 10
                                                          points!
  PRO TIP
  If a player is on the verge of winning a decisive
  number of rounds, you should try to play the
  pile you bet on as soon as possible, if you haven’t
  already – otherwise you might miss your chance
  to score your bonus point...
  The decisive number of rounds is usually three
  because a maximum of five rounds is played.
  Note however that if some of the rounds end in
  draws, the decisive number might increase.