Suomeksi In English

Keskiajankylä

Rules

Goal of the game:

In Castle Conquest, the red attacking team must eliminate the defending team's king and queen within the agreed number of rounds.

If the round counter reaches zero, the defending team wins.

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Action points:

Each team has a limited number of action points to use during one turn. These are counted with red discs for the attackers and green discs for the defenders.

When the discs run out, the turn changes to the other team.

Before the game begins, the teams may agree how many points each team has per turn. Usually this is 8 for the attackers and 6 for the defenders.

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Defences:

Before the game begins, the defending team may build its defences.

For example, the defenders can move cross obstacles onto the field and build a castle from wooden blocks to protect the royal figures.

The attacking team may try to destroy these defences with the catapult, spear, or battering ram.

In the quick version, the wall is left out to make the game faster.

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Turns:

When the defences are ready and the characters are behind their team's flag line, the attacking team begins the game.

Whenever the defender's turn ends, one round is removed from the total round counter and the turn changes back to the attackers.

If the round counter reaches zero, the defending team wins.

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Characters:

The sign on each character shows what that soldier or device can do with action points.

Movement is measured with the red measuring stick included in the game, which equals one step.

If all players agree, movement may also be measured with a player's own steps to make the game faster.

Shooting with a character is always done from behind the character.

Characters must stay inside the play area.

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Returning a soldier:

If a soldier from the attacking team is eliminated, the attacker may bring it back into play for free at the beginning of the next turn, from behind the starting line.

The defending team, however, must use one action point to return a character from behind its own starting line.

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Turning a character:

If the opposing character you are about to shoot at is at a difficult angle, for example sideways or diagonally toward the shooter, it must be turned to face the shooter.

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