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Medieval Academy Variant Rules
Hey there! Today, I want to talk to you about some cool variant rules for the Medieval Academy game. I’ve got some exciting ideas, so let’s dive right in!
First up, let’s chat about the “Double-sided Kingdoms” variant. In the original game, each player starts with the same set of kingdom cards. Well, with this variant, you’ll mix things up a bit. Each player will have two double-sided kingdom cards, and they’ll get to choose which side they want to play with at the start of each round. This adds a whole new layer of strategy and decision-making to the game. Pretty cool, huh?
Next, let’s talk about the “Elevated Tiles” variant. In the standard game, tiles are placed flat on the game board. But with this variant, you’ll add some extra depth to the game by placing certain tiles on top of others. How neat is that? Just be careful, because this can change the dynamics of the game and force you to adapt your strategy.
Now, let me introduce you to the “Regenerated Actions” variant. Normally, you only get one action per round, which can be a bit limiting. But with this variant, you’ll have a chance to regenerate some of your actions. At the start of each round, a number of action tiles will be randomly placed on the board, and you’ll have the opportunity to claim them throughout the game. Talk about a game-changer!
Finally, let’s explore the “Specialty Cards” variant. In the original game, all players have access to the same set of cards. But with this variant, players will each have their own unique set of specialty cards. These cards will give you special abilities and bonuses that you can use to your advantage. It adds a whole new level of customization and strategic thinking to the game.
So, there you have it! These variant rules bring a fresh and exciting twist to the Medieval Academy game. Whether you’re looking for more strategic choices, added depth, or unique abilities, these variants have got you covered. Give them a try and see which one becomes your favorite. Happy gaming!
When you play these variations of the game, you’ll need to keep all the regular rules in mind. However, there are a few modifications that you’ll need to understand. To start, use a bordered game board, and follow the specific rules for that game board, which are explained below.
The Jousts and Tournaments Variation
Getting Started:
When you play Jousts and Tournaments, the game board you use has a white border. This game board is actually made up of two separate game boards – one representing the White Knight and one representing the Black Knight. The game board also has a track for each knight and a track for the Cup. The Cup is placed at the bottom of the board, between the smallest black cup and the smallest white cup.
Each player puts a disc on both the White Knight track and the Black Knight track. In this version of the game, in addition to coats of arms, you will also need Chivalry Points and special tokens.
Phase 3 – playing Jousts/Tournaments cards
Now we get to the exciting part of the game – playing the Jousts/Tournaments cards. This is when the action really heats up and the competition becomes fierce. I have to admit, this is my favorite part of the game.
During this phase, you and your opponent will take turns playing Jousts/Tournaments cards from your hands. Each card has a value, represented by a number. This number determines the strength of the card and can help you win the joust or tournament.
The key to success in this phase is carefully considering the value of your cards and strategically playing them to maximize your chances of victory. Sometimes it’s worth playing a weaker card early on to save your stronger cards for later rounds. Other times, it’s better to play a strong card right away to gain an early advantage.
It can be quite perplexing trying to anticipate your opponent’s moves and figuring out the best course of action. But that’s part of the fun! The burstiness of emotions as you try to outsmart your opponent and come out on top is what makes this phase so exhilarating.
Remember, it’s not just about the strength of your cards. You also need to consider the special abilities and effects that some cards have. These can give you a strategic advantage or disrupt your opponent’s plans. So, don’t forget to read the card descriptions and make use of their unique features to boost your chances of success.
Playing the Jousts/Tournaments cards requires careful thought and planning. But don’t worry, with a little practice, you’ll become a master at navigating this phase of the game. So go ahead, take your turn, and may the best player win!
When I play a Jousts/Tournaments card, I have a choice to make. Do I want to play it for the White Knight or the Black Knight? It’s up to me to decide, and my decision will have consequences.
First, let’s talk about what happens when I play the card. If I choose to play it for the White Knight, I move my disc up the White Knight track. If I choose to play it for the Black Knight, I move my disc up the Black Knight track. Simple enough, right?
But that’s not all. I also need to move the cup on the cup track. The cup will travel as many squares as the value of the card I just played. So if I played a card with a value of 3, the cup will move three squares.
Now, here’s where things get interesting. If the cup reaches the end of the track, it stays there. It doesn’t move back unless something else happens to make it move. So I need to be careful and think strategically about when and where I play my Jousts/Tournaments cards.
Here’s another important thing to know. I can play my Jousts/Tournaments cards for any knight, regardless of the cards I played before. I have the freedom to switch sides and play for whoever I want. And hey, why not? It’s all part of the game.
Phase 4 – Scoring
This cool game board has a unique scoring system that happens every other turn. The cup in the middle shows which knight wins.
If you’re in 1st place on the winning knight’s track, you get an awesome coat of arms worth 8 Chivalry Points. If you’re in 2nd place on that same track, you get a coat of arms worth 5 Chivalry Points. And in a game with 4 or more players, the person in 3rd place gets a coat of arms worth 2 Chivalry Points.
The same goes for the losing knight, but with coats of arms worth 5, 3, and 1 Chivalry Points.
Now, let’s move on to Phase 5 – Reset. After the game board is scored, all the discs go back to square 0, and the Cup returns to the center. Easy, right?
Gallantry Variation
Getting Started
Let’s set up the game first. Take the Bet card and put it next to the Gallantry game board. Each player needs to put a disc next to this card.
Phase 1 – Dealing the Learning Cards
Now it’s time to deal the learning cards. Each player will receive 5 cards for their starting hand. Take a look at your cards and get ready for the next step.
Before we proceed to the draft, every player needs to choose a game board and place their disc on a square of the Bet card that matches their board. Keep in mind that multiple players can choose the same square.
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Phase 4 – Scoring
When we score the Gallantry game board, the top 3 players on the Gallantry track can move up 1, 2, or 3 squares on the game board they chose in phase 1. They earn this advancement for each Learning card of that type that they played during this turn.
For example: In phase 1, I choose to bet on Quests. Later, after the draft, I play a total of 3 Quests Learning cards.
During the Scoring phase, if I am ranked second on the Gallantry game board, I will move my disc on the Quest game board 3 times 2, which equals 6 squares up.
Education Variation
Initial Setup
If you want to try something different, I have a variation for you. You’ll need the special 0 Chivalry Point coat of arms and the Secret Codex card.
Grab a #image.jpg and a #image.jpg, and then gather enough #image.jpg to have one for each player.
Phase 1 – Everyone gets 5 learning cards
Before we start playing, let’s make sure everyone has some learning cards. Deal out 5 cards to each player. This will give us a good starting point for the game. But before we move on, we need to do a little preparation.
Grab a #image.jpg and a #image.jpg. We also need enough #image.jpg for each player. These will be used to create coat of arms. Take all the coat of arms cards and place them face down on the Secret Codex card. Mix them up so no one knows which one is which.
Phase 3 – Playing Jousts/Tournaments Cards
When you play an Education card, you’ll move your disc on the track like normal. But now, you have a special option. You can also choose one of the coat of arms cards from the Secret Codex card and take a look at it. After you’ve seen it, put it back face down on the Secret Codex card where it was before.
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Phase 4 – Scoring
Alright, here’s what happens next. The player at the top of the education game board gets to pick a cool coat of arms from the Secret codex card. But, they keep it to themselves – no showing off allowed!
Now, it’s the second-ranked player’s turn. They also get to choose a coat of arms, just like the first player. This goes on until every player has a coat of arms. Now, here’s the thing – if any players chose a 0 Chivalry Point, they have to give it back. The points will be reused in the next game turn.
King’s Service Variation
Initial Setup:
In this special variation, we’ll need these cool stuff: #image.jpg and the 2 scrolls #image.jpg. Take the scrolls and place them on their reserved spots, squares 6 and 12 of the track.
Phase 3 – Playing King’s Service Cards
When I reach or go beyond a square with a Scroll, I get to take the Scroll. It’s pretty exciting!
Phase 4 – Scoring
If I have a Scroll, there’s a special scoring phase for the King’s Service game board. I get the coat of arms that is drawn on my square.
If I manage to take both Scrolls in the same turn, I get 2 coats of arms instead of just 1. That’s a great bonus!
Once I’ve taken the Scroll, I have to give it back. If there’s still a Scroll on square 12, the other Scroll goes right back next to the King’s Service game board. But if there’s no Scroll on square 12 anymore, the whole game board resets. It’s like starting over!
Phase 5 – Reset
If there’s no longer a Scroll on square 12, the game board resets completely. Every disc goes back to square 0, and both Scrolls go right back to where they started. It’s a fresh start for everyone!
Quests with a Twist
Getting Started:
In this version, you won’t need to worry about matching the Quests’ coats of arms.
Phase 4 – Score Calculation
Quests can be a lot of fun, but they don’t always have to be the same. In this version, I’m going to show you a different way to play that will mix things up and keep you on your toes.
First things first, let’s talk about the initial setup. Normally, when playing Quests, you would need to match the coats of arms. But in this variation, that’s not necessary. So you can relax and focus on other aspects of the game.
Now let’s move on to scoring. Phase 4 is when you calculate your score. This is where things can get really interesting. Instead of only counting the number of Quests you completed, you can now also earn points for other achievements. For example, you might get bonus points for completing a Quest in the shortest amount of time or for successfully completing a difficult Quest.
This new scoring system adds an extra layer of excitement and strategy to the game. It encourages you to think outside the box and take risks in order to maximize your score. So don’t be afraid to try new things and push yourself to do better.
In conclusion, Quests can be a lot of fun, and this variation adds even more excitement to the mix. By trying out different strategies and aiming for additional achievements, you’ll enhance your gaming experience and keep the adventure going strong. So gather your friends, set up the game, and get ready to embark on an unforgettable Quests journey!
When the game ends, I’ll count your Chivalry Points. The number of POSITIVE coats of arms you have will determine whether you gain or lose points. POSITIVE coats of arms are earned through Jousts/Tournaments or King’s Service.
If you’re ranked 1st on the Quest game board, you’ll earn 1 extra Chivalry Point for each POSITIVE coat of arms you’ve earned. If you’re ranked 2nd, you’ll earn 1 extra point for each pair of POSITIVE coats of arms.
On the other hand, the player who is ranked last will lose 1 Chivalry Point for each pair of POSITIVE coats of arms they have. This includes all players who stay on square 0 – you’ll be considered last if you’re on this square.
Keep in mind that each pair of POSITIVE coats of arms means losing or gaining points. So, make sure to strategize and aim for the best outcome!
The Charity Variation
Initial Setup:
In this twisted form, you won’t need the fancy Charity coats of arms. Just gaze upon the chaos that unfolds in the fourth phase of the game. Brace yourself and let the scoring begin.
During the last scoring phase, after all the other game boards are scored, the top-ranked player on the Charity game board has the opportunity to give one of their negative coats of arms (Education coats of arms) to the player ranked last. In return, they can choose up to two positive coats of arms (Jousts/Tournaments or King’s Service) with a value of 3 or less from the last-ranked player.
All exchanged coats of arms are selected by the player in the first position.
In a game with four or more players, the player ranked second on the Charity game board also has the chance to give one of their negative coats of arms (Education coats of arms) to the player ranked second to last. Additionally, they can take a single positive coat of arms (Jousts/Tournaments or King’s Service) with a value of 3 or less from the last-ranked player.