The game takes place over a series of rounds and ends when the last influence token is taken, finishing the round such that everyone has had an equal number of turns.
On your turn, you have a choice of 1 of 2 actions:
After your turn, play proceeds to the left.
This allows you to move your knights on the main board.
This allows you to flip the troop tokens on the top right of your board. This will make your crusade actions more powerful and gain you influence.
Collect influence equal to the strength of the action + any influence bonuses.
Important:
Note that uncovered action bonuses on your board are cumulative.
Unlocked knights are placed onto the same region as the castle that unlocked them.
If all of your wedges are upgraded and you don't have any useful actions, you can just distribute the tokens from a wedge.
When the last influence token is taken from the supply, finish the round (equal turns) and the game ends. Players may still collect influence tokens after the supply is empty. Use the tokens set aside at the beginning of the game.
Whoever has the most influence wins.
During setup, instead of randomizing the order of the wedges, ensure that all players setup their wedges according to the diagram below. Players also do not sue the "Upgrade a Wedge" action.
During setup, instead of randomizing the order of the wedges, ensure that all players setup their wedges according to the diagram:
During setup, each player randomizes the order of their own action wheel.
Do note that this can result in slight imbalances between the players. This can be played with or without knight order tiles.
Prior to setup, each player selects the knight order of their choice, as well as the order of the action wedges. For this variant, multiple players can use the same knight order tile.
Credit: | Jay Deiman |
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Version: | 1.0 |