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Manual Feudal

Feudal is a strategy game set in the Middle Ages where two players or teams aim to invade and capture the opponent's Castle or eliminate their royalty. Players deploy their armies on a board divided into kingdoms, utilizing various pieces with specific movement rules. The game ends when one player's Castle is captured or all their royalty is slain, with options for team play and variations for more players.
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0% found this document useful (0 votes)
30 views5 pages

Manual Feudal

Feudal is a strategy game set in the Middle Ages where two players or teams aim to invade and capture the opponent's Castle or eliminate their royalty. Players deploy their armies on a board divided into kingdoms, utilizing various pieces with specific movement rules. The game ends when one player's Castle is captured or all their royalty is slain, with options for team play and variations for more players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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HOW TO PLAY

FEUDAL
...the game of siege and conquest

During the Middle Ages, there were two feudal kingdoms which bordered one upon the other. One
kingdom was ruled by Ethelred the Great; the other by Aelfric the Barbaric. Raids between the two
kingdoms were frequent and often savage. The bloodiest part of each kingdom was the border area
which was claimed by both kings. Both had tried unsuccessfully to gain possession of this disputed
territory as had their ancestors before them. Many schemes had been tried and had failed.

One day Aelfric decided that the only way to end the dispute was to sieze the castle of Ethelred the
Great and thus win not only the disputed territory, but Ethelred's entire kingdom. He and his son,
Prince Alfred, gathered their forces and called upon Duke Athelstan to join them. Athelstan held a castle
fief which meant that in order to hold his fief he was obligated to defend the king's castle and also to
help him wage war. With his forces and Duke Athelstan's help, Aelfric hoped to conquer Ethelred's
kingdom and also to protect his own castle while he was waging war.

About this same time, King Ethelred also came to the conclusion that the only way to gain control of
the disputed territory was to conquer the neighboring kingdom. Gathering his forces, he called upon his
son, Prince Edgar, and his brother, Duke Ethelbert, to help command them. Leaving some of his men to
guard his castle from possible attack, Ethelred set out to wage war against Aelfric the Barbaric.

This is the point at which the FEUDAL war begins, with both Kings preparing to invade the neighbor-
ing kingdom.

OBJECT OF THE GAME: The object of Feudal is to invade and capture the opponent's Castle or slay his
royalty — King, Prince and Duke — while strategically protecting your own Castle and royalty.

NUMBER OF PLAYERS: Two players or two teams of up to three players each may participate in a
game.
THE TWO-PLAYER GAME

SETUP Two players use only two of the six sets of playing pieces — one selects a blue set, the other a brown set. After
sorting his pieces, each player will have the following:

King Prince Duke Castle Green 2 Knights 2 Sergeants 1 Squire 1 Archer 4 Pikamen

ROYALTY comprised of CASTLE piece which in- ONE ARMY consisting of ten playing pieces as shown
three playing pieces: one cludes a Castle lwalledi and and identified above.
each King, Prince, Duke. Castle Green iunwallerg.

A coin is tossed to determine who will position the playing board and who will move first. Player winning the toss
will be first to move (see Play); player losing the toss positions the board, choosing any two adjacent quarters as his
kingdom. After board is positioned, cardboard Divider Screen is placed across center so players may secretly deploy
(position) their playing pieces.

Screen Holder Insert Holders at intervals across fold in board. Position Screen in Holders as shown.

Keeping in mind the rules which appear below, players position their pieces anywhere in their respective kingdoms.
While doing so, they may refer to Diagram of Moses chart printed on Divider Screen and on page 3 of this folder.
(Beginners may also wish to refer to separate information page on Sample Setups.)

MOUNTAINS AND ROUGH TERRAIN (solid green and patterned spaces respectively) are restricted areas of
play. Before deploying their forces, players should check rules for Mounted Men and Footmen for restrictions
regarding positioning and movement of pieces in these areas.

CASTLE piece may be placed on any terrain, including rough and mountainous areas. Once positioned, the
Castle may not be moved. The Castle Green is the only entrance to or exit from the Castle.

MOUNTED MEN (on horses) may not be positioned on, move onto or across mountains or rough terrain; but
they may cross valleys between mountains and/or rough terrain.
• • • • • • • • • • •
FOOTMEN may not be positioned on, move onto or across
• • • • • • • • • • •
mountains. They may, however, cross rough terrain and valleys
between mountains. The Archer is the only piece that may not • • • • • • • • • • •
be positioned in (or enter) his own Castle; however, he may be • • • 0'1111k\ • • • • • •
placed on the Castle Green.
Men may cross valleys between mountains.


When all pieces have been positioned, Divider Screen and Holders are removed from board. Screen is folded, secured
with one of the Holders (as shown on Screen) and placed on the table for easy reference by both players.

PLAY The play begins with the player who won the toss moving first. During his turn, each player may move any or all of
his men; at least one man must be moved in each turn. Each piece is allowed only one move per turn and may be
moved only as diagramed (see Diagram of Moves).

All men (except Squire) may be moved only over unoccupied spaces on the board. (Squire's move, same as knight in
Chess, may be over vacant or occupied spaces.) When moving to slay an enemy, the attacker (except Archer) must
move onto an enemy-occupied space; slain enemy is removed from board and victor occupies the space.

Archers do not "move" to slay; instead, they may shoot (remove) the first man in line of fire up to three spaces
away in any direction. They may not shoot over mountains or Castles; however, they may shoot from or across the
Castle Green.

To cross the Green, or to leave or enter the Castle, a man must stop on the Castle Green and wait till his next turn to
leave it.

The game ends when the opponent's Castle is captured, or when all of his royalty has been slain. To capture a Castle, the
invader must gain entrance through, and stop on the Castle Green. From the Green he may enter the Castle on his
next move — and WIN THE GAME!

Note: At any time during the game, a player may ask for a truce. If the other player agrees to the truce, the battle is
over and the game ends in a stalemate.

RULES FOR TEAM PLAY (3 to 6 players)

When more than two play, one player is chosen as team captain of the blue forces, one as captain of the brown
forces. After choosing his teammates, each captain selects one of his team's armies plus the Castle and royalty of the
same color. Each teammate selects one of his team's remaining armies, but does not take a Castle or any royalty.
(The four remaining Castles and matching sets of royalty — plus any unused armies — remain in the storage box and are
not used in the game.) If an odd number play, one member of smaller team must select two armies as both teams must
start with equal forces.
ame, a
Captain gives teammates his Prince and/or Duke pieces to command their armies. As in The Two Player G coin
is tossed to determine which team will position board and which will move first; board is positioned, Divider Screen is
placed across board and each player deploys his pieces. Divider Screen is removed and the game begins.

Team winning toss moves first. Captain may wish to designate order in which armies are to move during team's turn.
Each player, during his turn, may move any or all of his men; at least one man in each army must be moved.All
moves are made as in Two-Player Game. (Suggestion: By working from left to right, a player may find it easier to
remember which pieces he has moved.) When all players of one team have moved, the opposing team takes its turn.

Team capturing opponent's Castle or slaying opponent's royalty wins the game!

—2—
DIAGRAM OF MOVES

\004 tope
. ..pre. 'i,,i.„0„, ).:.,,,th.
11v , ,..„.. te . 0
41.4e:4 icyilliiisN
if
..12. Kl.)
KING
Moves 1 or 2 spaces hori•
PRINCE DUKE
MOUNTED MEN move any number of spaces horizontally,
4101
-
III.
KNIGHTS

Allk
I

.1111...".1 '

zontally, vertically or di- vertically or diagonally. (Remember mounted men may ir $


agonally. not move onto or across rough terrain.) •o •
:*— — ...
A
,1...
14 0114IN
AC)

SQUIRE
SERGEANTS PIKEMEN V ARCHER
> <
- 7\ Moves or shoots* up to 3 spaces
Movesl space horizontally horizontally, vertically or diago-
or vertically followed by 1 nally; may not shoot over moun-
Move up to 12 spaces hot.- space diagonally over tains or Castles.
Move up to 12 spaces di-
agonally OR 1 space hori- izontally or vertically OR vacant or occupied spaces •Archar shoots (removes) brat enemy in
line of lire op to 3 spaces away but does
zontally or vertically. 1 space diagonally. (same as knight in chess) not move onto space vacated by enemy.

All moves (except Squire's) are made over unoccupied spaces. To slay, attacker (except Archer) must end move on enemy-occupied
space. No man may move onto or across a mo untain.

- 3 -
VARIATIONS

FOR TWO PLAYERS


g to
When two players have become familiar with the moves and strategies of the game, they may find it excitin
command two or three armies apiece. Regardless of the number of armies used, each player may use only one Castle, King,
Prince and Duke. During his turn, each player may move any or all of his men; at least one man in each army must be
moved.

FOR FOUR PLAYERS

When four play, they may occasionally wish to try this interesting variation: Instead of playing in teams, each player
chooses one complete set of playing pieces (Castle, royalty and army) — and selects one quarter of the playing board as his
kingdom. So that they may secretly deploy their pieces, players may use both Divider Screen and instruction folder as
shown below.

Insert Screen Holders along folds of board 6


spaces from center. Place Divider Screen and
instruction folder in Holders at right angles.

After deciding who will be first to move, players position their Castles and men and the game begins in the usual
manner. Play rotates clockwise, with each player attempting to invade and capture his opponents' Castles.

As soon as a player's Castle is captured, he is out of the game; his Castle and any remaining royalty are removed from
the board. Invading piece is placed in space vacated by Castle; if on restricted terrain, piece must be moved one space in any
direction off that terrain. The capturing player then completes his turn by moving the remainder of his own army; on his
next turn, he also commands any remaining pieces from his defeated opponent's army, moving any or all of them.

Play continues until only one player's Castle remains on the board — and that player wins the game!

—4--

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