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Un jeu de Serge Laget et Bruno Faidutti
2 à 5 joueurs à partir de 10 ans.
Matériel:
- 56 cartes personnages,
- 4 remparts,
- 115 pions
- un livret de règles
Principes du jeu
Le plan de jeu représente un château
fort et ses abords immédiats. Les cartes représentent
des personnages. Chaque joueur s'efforce de placer, avant les
autres, toutes ses cartes sur le plan de jeu. La plupart des
cartes produisent un effet quand elles arrivent en jeu, effet
qui consiste souvent à renvoyer une ou plusieurs cartes
dans les mains des joueurs. Le vainqueur est le premier joueur
à ne plus avoir de cartes.
Plus les joueurs sont nombreux, plus le jeu
est bref et laisse une part à la chance. Une partie à
deux, très tactique, peut durer une bonne heure. Une
partie à cinq, plus facile, ne dure guère plus
d'une demi-heure.
La surface de jeu
Elle est composée de quatre zones différentes:
Hors les murs, la cour, les remparts, les tours. En début
de partie, les éléments représentant les
remparts sont placés comme indiqué ci-contre pour
constituer la surface de jeu. À l'exception de la zone
hors les murs, le plan de jeu est divisé en cases selon
le quadrillage indiqué, cases où seront placées
les cartes. Les cases de cour ne sont pas matérialisées
mais sont aisées à imaginer. Sur chaque case ne
peut normalement être placée qu'une seule carte.
L'expression "cases voisines" dans le texte
des cartes désigne des cases ayant un côté
ou un coin commun, même si elles ne sont pas dans la même
zone. Le terme "château" désigne la cour, les remparts
et les tours.
La zone hors les murs n'est pas divisée
en cases. Les cartes hors les murs peuvent être mises
en jeu n'importe ou hors du château, leur localisation
précise n'ayant pas d'importance (sauf pour les engins
de siège, voir infra). Les cartes hors les murs ne sont
"voisines" d'aucune autre carte.
Distribution initiale des cartes
En début de partie, chaque joueur reçoit
des cartes qui constituent sa main et d'autres, qui sont placées
en pile, faces cachées, devant lui, qui constituent sa
pioche. Les cartes restantes sont placées faces visibles
à côté de la surface de jeu, et constituent
l'échange.
Chaque joueur prend également tous les
pions d'une couleur de son choix. À deux joueurs, on
prend les noirs et les beiges. À trois joueurs, on prend
également les rouges, à quatre joueurs les verts
et à cinq joueurs les mauves.
| nombre de joueurs |
Cartes dans la main de chaque joueur |
Cartes dans la pioche de chaque joueur |
Cartes composant l'échange |
| 2* |
9 |
13 |
10 |
| 3 |
7 |
8 |
11 |
| 4 |
5 |
6 |
12 |
| 5 |
5 |
4 |
11 |
* à 2 joueurs, les cartes Fou et Bouffon
ne sont pas utilisées et doivent être retirées
du jeu avant le début de la partie.
Le tour de jeu
Les joueurs jouent à tour de rôle,
dans le sens horaire, en commençant par celui qui est
à gauche du donneur. Pendant son tour, un joueur doit
accomplir deux actions parmi les trois suivantes. Il est possible
d'effectuer deux fois la même action.
- Piocher une carte de sa pioche
- Échanger l'une de ses cartes contre
l'une des cartes à l'échange. La carte écartée
prend alors la place de celle qui est prise.
- Poser une carte
Fin du jeu
Un joueur est vainqueur si, après avoir
appliqué l'effet de la dernière carte qu'il a
posée, il n'a plus de carte ni dans sa main, ni dans
sa pioche. Ainsi, un joueur qui , par exemple, pose un soldat
qui fait remonter son propre engin de siège dans sa main
n'a pas encore gagné.
Dans certains cas très particuliers,
une situation de blocage peut intervenir. Le vainqueur est alors
celui à qui il reste le moins de cartes en main.
Les cartes
Chaque carte doit être placée dans
une zone précise (cour, tours, remparts, hors les murs),
indiquée sur la carte. Il y a dans le jeu plus de cartes
pour chaque zone que de cases disponibles, et certaines cartes
ont en outre d'autres restrictions quant à leur placement
(à côté du roi
). Une carte ne peut
pas être posée si aucune case adéquate n'est
libre. Lorsqu'une carte déjà en jeu est déplacée,
elle doit rester dans la même zone, la seule exception
concernant l'effet de la fée. En revanche, les autres
restrictions de placement n'ont plus besoin d'être respectées.
À l'exception des chevaliers, qui sont
toujours posés au dessus d'une autre carte, on ne peut
placer qu'une carte par case.
La plupart des cartes produisent un effet lorsqu'elles
sont posées. Il n'est pas nécessaire que l'effet
soit possible pour que la carte puisse être posée.
En revanche, l'effet n'est pas optionnel et doit avoir lieu
s'il est possible, que cela avantage ou non le joueur qui a
posé la carte. À l'exception de la protection
(voir plus loin) et du Hérault, les effets n'ont lieu
qu'une fois, au moment où la carte est posée,
et ne sont donc pas continuels. Si une carte est déplacée
sans être renvoyée, elle ne refait pas effet. La
seule exception concerne les soldats: si un soldat est déplacé
par le guetteur vers la dernière place libre sur un rempart,
l'engin de siège situé en face de ce rempart est
renvoyé.
Chaque fois qu'un joueur pose une carte, il
place sur celle-ci un pion à sa couleur. Lorsqu'une carte
est renvoyée, elle retourne dans les mains du propriétaire
du pion qui se trouve dessus (s'il n'y a pas de pion dessus,
elle retourne avec les cartes à l'échange).
Ex: La Dame de compagnie est posée
sur une case de la cour voisine de la reine ou de la princesse.
Elle ne peut donc pas être posée si ni la reine,
ni la princesse ne sont en jeu, ou si toutes les cases voisines
sont occupées.
Le joueur qui pose la Dame de compagnie renvoie
un personnage masculin se trouvant sur une case voisine. Le
joueur dont un pion est posé sur ce personnage reprend
la carte dans sa main. S'il n'y a pas de personnage masculin
sur la case voisine, cet effet ne se produit pas, mais cela
n'empêche pas de jouer la Dame de compagnie.
La protection
Certaines cartes (Chevaliers, Prêtre,
Capitaine) ont pour effet de protéger d'autres cartes.
L'Ambassadeur, quant à lui, est automatiquement protégé.
Une carte protégée ne peut pas être renvoyée,
déplacée ou assassinée tant que la carte
qui la protège est présente. En revanche, le pion
d'une carte protégée peut être ôté
ou remplacé.
Ainsi, pour renvoyer ou déplacer une
carte protégée par un Chevalier, il faut d'abord
renvoyer ou déplacer le chevalier.
Le Chevalier est la seule carte qui se pose
sur une autre carte. On le décale légèrement
afin de laisser visible le nom de la carte qui se trouve en
dessous. Le pion du chevalier et celui de la carte protégée
ne sont pas nécessairement de la même couleur.
On peut poser un Chevalier sur un autre Chevalier.
Soldats et engins de siège
Les engins de siège sont placés
hors les murs mais, contrairement aux autres cartes, doivent
être placés clairement face à l'un des remparts.
Il ne peut y avoir qu'un seul engin de siège devant chaque
rempart.
Lorsque le quatrième et dernier soldat
est placé sur un rempart, si un enginde siège
se trouve face à ce rempart, il est renvoyé. Il
est en revanche tout à fait possible de poser un engin
de siège face à un rempart sur lequel se trouvent
déjà quatre soldats, tout comme il est possible
de poser des soldats alors que quatre engins de siège
sont déjà en place
Lorsque le quatrième engin de siège
est placé autour du château, tous les soldats se
trouvant sur tous les remparts sont renvoyés.
Si des soldats sont protégés par
leur Capitaine, ils restent en place mais le Capitaine, qui
ne se protège pas lui même, est renvoyé.
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A Game
by Serge Laget and Bruno Faidutti
for 2 to 5 players ages 10 and up.
Components:
- 56 Character Cards.
- 4 Castle Wall Pieces.
- 115 Tokens in 5 different
colors.
- 1 Rules Booklet.
Goal of the Game
Each player tries to be the first
to place all of their character cards onto the board. Most of
the cards have some sort of special effect when they are placed,
often causing one or more other cards to be sent back to the
hands of other players. The winner of the game is the first
player to get rid of their cards.
The more players you have, the
more luck will factor into the game, and the shorter the game
will last. However, with two players, Castle is very tactical,
and can last over an hour. A five player game is easier to play,
and rarely lasts more than a half hour.
The Game Board
The game board represents a fortified
castle and its immediate surroundings. It is composed of four
pieces and the "spaces" they create inside.
To set up the board, place the four castle wall pieces in the
center of the playing area, as indicated in the diagram below.
The completed Castle now forms four different areas in which
players will place their cards: Outside the walls, the Courtyard,
the Ramparts, and the Towers.
With the exception of the area Outside the walls, the game board
is divided into spaces on which cards are placed. The sixteen
spaces in the Courtyard are not actually printed, but can be
easily visualized. Unless specified by the card, only a single
card may be placed on each space.
For game purposes, the word "Castle" refers to the Courtyard,
Ramparts, and Towers. The word "Adjacent" in the text of some
cards means any cards within the castle that are adjacent orthogonally
or diagonally, even if they are in different zones. Thus, the
corner spaces of the Courtyard are each adjacent to 1 Tower,
4 Rampart, and 3 Courtyard spaces.
The area Outside the walls is not divided into spaces. Cards
that must be placed outside the castle may go anywhere near
the castle (except for Siege Engines, which must be placed beside
a Rampart. See below for details.) Cards which rest Outside
the Castle are not "adjacent" to any other card.
Dealing the Cards
At the start of the game, each
player is dealt two sets of cards, face down, according to the
table below. One set of cards forms each player's hand, and
a second set of cards is stacked in front of each player, to
form their deck. The remaining cards are placed face up near
the board so that all are visible. These cards are called the
Exchange.
Each player also takes all of
the tokens of one color. With two players, use the black and
beige tokens. With three players, also use the reds. With four
players add the green tokens, and with five players, the purple
tokens.
| # of players |
# of cards in players'
hands |
# of cards in players'
decks |
# of cards in the exchange |
| 2* |
9 |
13 |
10 |
| 3 |
7 |
8 |
11 |
| 4 |
5 |
6 |
12 |
| 5 |
5 |
4 |
11 |
* with two players, the Village
Idiot and Fool cards are not used, and should be removed from
the game before dealing the cards.
A Player's Turn
Players take turns in clockwise
order, starting with the player to the left of the dealer. On
each player's turn, they must perform two of the following three
actions. The player chooses which two they will perform. If
a player wishes, they may choose the same action twice:
- Draw one card from their deck.
- Exchange one of the cards
in their hand with one of the cards in the Exchange. The card
from their hand takes the place of the one in the Exchange.
- Play one card from their hand.
End of the Game
A player wins if they have no
more cards, neither in their hand nor in their deck, after they
have applied any effects of the last card that they played.
Thus, a player who plays a Soldier which returns their own Siege
Engine to their hand does not win.
In very rare situations, a blockage
may occur (there are no more spaces to play a card). In such
a case, the player with the fewest cards in their hand is the
winner.
Playing The Cards
Every time a player plays a card,
they must place a token of their color on the card. Each card
must be played in a particular area as indicated on the card.
The Red cards are played in the Courtyard; Green are placed
Outside the walls; Orange are placed on the Ramparts; Blue are
played in the Towers; and Purple can be played anywhere. There
are more cards that may be played in each area than there are
spaces available the area. Moreover, many cards have additional
requirements that must be met ("Must be played next to the King",
etc.) in order to be played. If there is no available space
for the card, it may not be played. Card effects (such as moving
adjacent cards) that are not possible (there are no adjacent
cards) do not prevent the card from being played, they are instead
ignored.
Sending Back
Cards
When a card is sent back, it returns to the hand of the
player who owns the token resting on the card. If, for any reason,
there is no token on a card (E.g. it was removed or not placed
due to an action of a card), the card is returned to the Exchange.
A card to be sent back need not belong to an opponent, players
can send back their own cards if they wish.
Moving Cards
When a card is moved, it must be moved to a free space within
the same area (except when moved by the Fairy). So if the card
to be moved started on the Ramparts, it must be moved to another
space on the Ramparts. However, any other restrictions for placement
(E.g. "Adjacent to the King") that are printed on the card need
not be followed.
Except for the Knights, which
are always placed on top of another card, only one card may
occupy any one space.
Most of the cards have some sort
of effect when they are played. Being unable to carry out the
effect does not prevent the card from being played. However,
the effect is not optional, and if it can occur it must occur
- even if it hurts the player who played the card. With the
exception of Protection effects, and the Herald card, the effect
of a card only takes place at the moment a card is played. The
placement rules and effects on a card have no lasting effect.
If a card is moved, you do not reapply the effects of this card
in the new space.
Only Exception: If a Soldier is moved by the Lookout to the
last free space on a Rampart, a Siege Engine facing that Rampart
is sent back.
Ex: The Lady in Waiting must
be placed on a space in the Courtyard adjacent to the Queen
or the Princess. Therefore, she may not be played if neither
the Queen nor the Princess are in the game, nor if all of the
spaces adjacent to the Queen or Princess are occupied.
The player who plays the Lady
in Waiting sends back a male character on an adjacent space.
The player who owns the token on the sent back card returns
the card to their hand. If there is no male character adjacent
to the Lady in waiting, this effect does not occur, but the
card may still be played.
Knights
The Knights are the only cards which can be placed on top
of another card. When playing a Knight, place it slightly askew
so that the name of the card underneath is visible to everyone.
The token on the Knight and the token on the card underneath
need not be the same color. You may play a Knight on top of
another Knight, but you can't place a Knight on an empty space.
Note: When a card's placement
rules, or effects apply to a Knight, this only applies to a
"real" Knight, not to the Black Knight.
Protection
Some cards (Knights, Priest, Captain) have the effect of
protecting other cards. The Ambassador is also automatically
protected. A protected card may not be sent back, moved, or
assassinated as long as the card which protects it is present.
However, a token on a protected card may be removed or changed.
Therefore, in order to send back or move a card protected by
a Knight, a player must first send back or move the Knight.
Soldiers &
Siege Engines
Siege Engines are placed outside the walls. However, unlike
other cards outside the walls, they must be placed clearly facing
one of the four Ramparts. There may not be more than one Siege
Engine facing each Rampart.
When the fourth and last Soldier is placed on a Rampart, any
Siege Engine facing this Rampart is sent back. It is however,
permissible to place a Siege Engine next to a Rampart where
four Soldiers already rest.
When the fourth Siege Engine is placed around the castle, all
of the Soldiers on all of the Ramparts are sent back. It is
permissible to place new Soldiers on the Ramparts even if all
four Siege Engines are in place.
If some Soldiers are protected by their Captain, they remain
in place. The Captain, however, does not protect himself and
is sent back. |
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Card
texts
Due to the many translation errors
in the german cards, I've added here the english texts, which
are all correct, as a reference.
Alchemist
Tower
The Alchemist forces you to immediately exchange two of the
cards in your hand for two of the cards in the Exchange.
Ambassador
Courtyard - On the last free Space.
The Ambassador is always Protected.
Archer
Tower
The Archer sends back a card from Outside the Castle.
Assassin
Courtyard
The Assassin permanently removes from the game a card from an
adjacent space. The King and protected cards cannot be assassinated.
Barbarian
Outside Castle
The Barbarian sends back one card from either a Tower or a Rampart.
Black Knight
Courtyard
The Black Knight sends back a Knight from an adjacent space.
Captain
Ramparts
The Captain is a Soldier. The last soldier placed on a rampart
sends back a Siege Engine facing that rampart. The Captain also
protects all of the other soldiers on the same rampart.
Conspirator
Courtyard
The Conspirator must exchange the tokens on any two cards. These
two need not be adjacent to the Conspirator.
Courtesan
Courtyard
The Courtesan takes a random card from an opponent's hand, and
replaces it with a card of your choice from your own hand.
Courtier
Courtyard
The Courtier sends back a card from any adjacent space.
Dragon
Outside Castle
The Dragon sends back a card from Outside the castle and a card
from either a Tower or the Ramparts.
Enchanter
Outside Castle
The Enchanter sends back the last card played, prior to this
one.
Fairy
Outside Castle
The Fairy moves a card from inside the Castle to Outside the
Castle.
Fool
Courtyard
All players simultaneously pass a card of their choice to the
player on their left.
Ghost
Occupied Tower
The Ghost sends back the card that previously occupied the Tower.
Herald
Outside Castle
If the Herald is on the board, the player with the King in their
hand must play it at the beginning of their next turn.
King
Courtyard
The King sends back a card of his choosing. If the Mistress
is in play, its controlling player must also send back a card.
King's Counselor
Courtyard - Adjacent to the King.
The Counselor places a card from the Exchange onto the board.
No token is placed on the card chosen from the Exchange, but
any effects this card has are carried out normally by the person
who played the Counselor.
Knight
On top of another card.
The Knight protects the card beneath him from being moved, sent
back, or assassinated.
Lady in Waiting
Courtyard - Adjacent to the Queen or Princess
The Lady in Waiting sends back a male character from an adjacent
space in the Courtyard.
Lookout
Tower
The Lookout moves a Soldier.
Magician
Tower
The Magician sends a card from anywhere on the board to the
Exchange.
Merchant
Courtyard
The Merchant sells you a third action this turn. As payment,
you must replace three tokens of other players with tokens of
your own color.
Minstrel
Courtyard
The Minstrel rearranges as he chooses any adjacent cards in
the Courtyard.
Mistress
Courtyard - Cannot be played if the Queen is in play.
The Mistress moves the King and a Knight.
Priest
Courtyard
The Priest protects cards in adjacent spaces which have tokens
of the same color as the token on the Priest.
Prince
Courtyard
If the King is not in the Courtyard, cards which must be placed
next to the King may instead be placed next to the Prince. When
the King is in the Courtyard, cards that must be placed adjacent
to the King can no longer be played adjacent to the Prince.
Prince Charming
Courtyard - Adjacent to the Princess.
Prince Charming moves a female card.
Princess
Courtyard
The Princess moves a Knight.
Queen
Courtyard - Adjacent to the King, if he is in play, otherwise
anywhere you like.
The Queen sends back a card from anywhere in the Courtyard.
Siege Engine
Outside Castle - Facing a Rampart
All Soldiers on the Ramparts are sent back when the fourth Siege
Engine is played.
Soldier
Ramparts
Playing a Soldier in the last empty space of a Rampart causes
any Siege Engine facing that Rampart to be sent back.
Spy
Courtyard
The Spy may rearrange the Tokens of the adjacent cards in any
way he sees fit.
Thief
Courtyard
The Thief removes the token from a card on an adjacent space.
Traitor
Ramparts
The Traitor is a Soldier. If played in the last empty space
on a Rampart, a Siege Engine facing that Rampart is sent back.
The traitor sends back an adjacent card in the Courtyard.
Village Idiot
Courtyard
All players simultaneously pass a card of their choice to the
player on their right.
Witch
Tower
The Witch sends back a card from the Exchange to the hand of
a player of your choice. |