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Chaostle Rule Book (pdf) - Chivalry Games

Chaostle Rule Book (pdf) - Chivalry Games

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THE LAND OF ZIRCONYXThe land of Zirconyx has a history.Strange, wonderful, and very very long,as histories get. Most of it is unwritten, passedon in songs and legends rather than books,changing by the season.However, singers and scribes all agreethat the world used to be far larger than itis today. Its many climates offered life tothousands of different species, man and beast,plant and animal, even rock brought to life bythe magic coursing through the earth. Thereare still old maps that show some of thoseplaces, but they are lost to us now. Lost in themist.It started under the rule of King Napadorithe Fair. Life was decent. Hard-workingpeasant farmed the fields and hauled in thecrops, knights and paladins fought in colorfultournaments, and powerful garrisons servedto placate the more unruly of King Napadori’ssubjects.In his thirty-sixth year, King Napadoriwas unhorsed in a tourney by some namelesshedge knight, struck in the head by his opponent’slance; after that, he was a changed man.Plagued by migraines during the day andterrible nightmares at night, there was no safeplace for his mind to hide. The sickness lefthim a jittering, paranoid wreck. His eyes sawshadows and knives in every corner. Publicexecutions of the ‘traitors’ became a daily occurrence.Napadori’s once-loyal subjects tooktheir lessons to heart.Soon enough, Napadori was insistingthat entire armies were being rallied justbeyond his borders by Zirconyx’s neighbors.He ordered his court wizards to scry to thevery Edge of the World, searching for hisenemies. But the closer they got to the Edge,the more their magical visions clouded over.Their scrying glasses would crack, and theircrystal balls would shatter. That had neverhappened before.Napadori cursed them for oathbreakersand incompetents, and dismissed all the wizardsfrom court, banishing them back to theirgreat library in the Glow Mountains.Entire armies of explorers surged forthfrom Napadori’s ancestral castle, but only2 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


a handful ever returned. Scarred men, andbroken, half-mad with fear. The stories blewacross Zirconyx like a cold wind. A thick,terrible mist had swallowed the neighboringkingdoms and empires, all helpless to stop it.It was said to flay the flesh right off a man’sbones; armored or naked, it made no difference.Cold shapes moved through the haze,killing as they faded in and out of sight.When the stories reached them, thebanished wizards came running back to court.The fog they called Erebus was closing in onZirconyx like a tightening noose. The Kingignored them, calling his entire army to thefield, all but the outlying garrisons made upof ‘unreliable’ local troops. He rode out witha column of his best knights, out past the bordersof the kingdom, and wasn’t heard fromfor three hundred years. The crown passed tohis heir, a more decent man, but the banishedwizards chose to remain in exile.Slowly, Erebus covered Zirconyx’soutlying provinces, driving hordes of refugeesbefore it -- peasants and foreigners andcreatures and worse. As a last resort, thewizards, the scholars, the necromancers andthe spellweavers of Zirconyx all set aside theirdifferences for one great purpose, joining theirpower together to weave the greatest magicalspell in history. Day and night they worked,forging raw magic into a great shimmeringdome of protection surrounding what was leftof the kingdom. A spell powerful enough tohold the mist at bay.When they were done, the wizardsreturned to court to bring their news beforethe royal family, only to be stymied by whatthey found. The entire royal family had disappeared.The serving staff had run off in terror.Once turned up, they claimed that KingNapadori had returned at the head of a host ofdead men, and gone down, deep into the bowelsof the castle. There were things lurkingdown there, it was said, and a great doorwaybetween dimensions hidden somewherebelow.The wizardsfled back tothe Glow Mountainsto consultthe Archmage,leaving Zirconyxin chaos. Thekingdom waswithout a king.With the royalfamily gone,that left no oneto succeed to the crown, and the people hadno one to turn to for protection. Leaderlessarmies fell apart or pledged their swords tothe lords and ladies of Zirconyx, rising to fillthe power vacuum. They each raised theirbanners and put forth their diluted claims tothe crown.The Archmage intervened before a civilwar could erupt, declaring a truce for as longas it took to investigate the mystery at theroyal castle. In that, at least, the lords couldagree. Then they uncovered the Seal Stone.The legendary doorway was there, blockedup by Napadori, and the Seal Stone bore onemad inscription scribbled into the rock by theold king himself. “The power is mine -- Napadori,master of dimensions -- to open the Sealis to open the gates of Death.”That decided the issue. It was worthgoing to war over this ‘<strong>Chaostle</strong>’. The first tosecure the doorway would control the castle,the kingdom, and -- perhaps -- power beyondtheir wildest dreams.It’s up to you to decide. Who will rule?Who will claim the mysterious power of the<strong>Chaostle</strong>?© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 3


CHAPTER ONEWAGES OF WARTryst winced as Fenroth, leader of theTartari, slammed a mailed fist on thetable. His great steel helmet in the shapeof a screeching raven toppled off the side,clattering to the floor with an unholy racket.Fenroth didn’t even notice. Over the backgroundshouting, Tryst leaned close to me andwhispered, “This won’t end well.”Listening to Fenroth’s ranting andraving, I couldn’t help but agree. He and theother lords wereno closer tochoosing a successorthan theyhad been a weekago. They neverreally discussedthe possibility ofuniting behinda new king, justblustered ateach other untilthey were hoarse, and every night they retiredto their bright silk pavilions frustrated andangry. It was getting to be about that time.Crickets chirped outside, and the meeting tentwas lit by torches and candlelight alone.A cold wind blew down my back fromthe mouth of the tent, a sharp chill that cutclear through my oiled ringmail. The hairson the back of my neck stood up. Fenrothwas going on about his birthright now, hisbodyguards standing like steel gargoyles at hisshoulders, their giant flamberges worn peacebondedacross their backs. It didn’t make theblades any less intimidating.“I am cousin to the King’s own father,my lords!” roared Fenroth, his voice as roughand hard as old leather, like steel scrapedacross a whetstone. “Try to deny it! My claimis stronger than any of yours, and still youattempt to deny me my rightful throne withyour petty squabbles and accusations. Itbelongs to me, that pile of old stones, and everythingbeneath it. This . . . this ‘<strong>Chaostle</strong>’.”He spat on the great octagonal table. “Whoin the thirteen hells came up with that name,anyway?”“Your only right is banishment to Tartarusfor oathbreaking, torture and murder,”spat Lord Commander Redheart, captain ofthe Order of Paladins. He sat at the side of thetable reserved for Vespers, the Holy Lands,and he’d told it true. Fenroth had been a paladinonce, a long time ago. “You belong in thatshadowy pit you rule now, and I’ll die before Ilet the Portal fall into your hands.”High Priestess Skei echoed his sentiment,as did a few others around the table, butthen there was a cry of unfair prejudice andthey erupted into a screaming fit again.I nudged Tryst, silently telling him tojoin me as I headed outside.“I’ll be a minotaur’s uncle if these foolsever bend the knee to anyone,” Tryst mutteredbetween hard, steaming breaths. A bitterbreeze reddened his cheeks, probably a signof things to come. It was depressing. Even thecommon camp was subdued, full of scatteredmen-at-arms drinking and dicing with eachother, but their hearts weren’t in it. I couldn’teven hear any fighting, from men who’d beenat each other’s throats since the day they arrived.I shook my head slowly. “I like someof them well enough. Redheart’s a good man,I know that, but to hear him tell it, everyonenot on his side is the Red Devil of Tempernilereborn.”The old dwarf turned out of the windto light up his clay pipe, a ratty old thing,probably more ancient than he was. He took apuff, then turned back around to the meetingtent. “I’ve said my piece, for all the good it did.I wash my hands of the whole affair.”That made me feel even colder somehow,clear through surcoat and mail andboiled leather. Goosebumps prickled all overmy skin. I drew the surcoat tight around me,huddling as I walked, the deerskin snapping4 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


in the wind.“Chilly night for this time of season,”I said, trying to change the subject. “Mightmean a bad harvest.”Tryst scowled, his face a broodingmask. “You’ll see just how bad a crop you’rereaping soon enough,” he snapped.“What, you’re blaming me for this messnow?”“Sorry, I didn’t mean to. I’m just . . .worried.”“Don’t try that jape on me, old friend.If you said you were angry, then yes, I’d believeyou. Cantankerous? Oh, certainly! Butworried? Not in a hundred years.”Tryst didn’t reply. He only staredstraight ahead, chewing and puffing on hispipe, and stepped back into the tent.I just managed to catch High PriestessSkei’s finishing statement. “. . . Very well! Ifyou desire the Portal so intensely, my lord,then you’ll have to try and take it! Vespersgoes to war before any man here lays a fingeron that evil thing."The Tartari side of the table almostcheered, while the Plainsmen and the riverlords looked on with wide eyes and sullenfaces. They were always the ones who paiddearest when Vespers and Tartarus marchedon each other, raided and pillaged by bothsides. The Elven lords were slipping out of thetent one by one, unnoticed in the chaos. Othersspoke up for their own rights, their rightsto the portal, nomads burnt brown by thedesert sun and raiders of the Luminous Lakewho always smelled of salt. Shouts of “So beit!” and “War!” were raised, and before long,the whole tent was chanting.Acid churned in my stomach as Trystand I fled into the night. My tabard with itsVespers heraldry felt heavier than the steelringmail underneath.“Nothing for it now,” Tryst growledas he kicked at a rock. His tone was moreresigned than angry. “Well, if they want thePortal, they can have it. Fat lot of good it willdo them.”“You know something,” I said, but thestubborn old dwarf refused to answer. “Hasit got to do with Erebus? With the old King?Tell me!”“I can’t. You’ll have to trust me onthat.”The mysteries were driving me crazy. Igroaned in frustration and buried my hands inmy hair. “It does things to people, Tryst. It’slike they can feel how much power lies underthat blasted castle. I’ve tried to reason withLady Skei, but sometimes I have to wonderif she does just want it to keep it away fromFenroth. The gods only know what he’d dowith it. But what will she do?” I sighed, and along silence fell. “What will I do?”Tryst’s eyes glinted as he rested hishand on the dagger at his belt. It was almosta shortsword when you counted the dwarf’sheight. “Leave Vespers. Come with me.”Aghast, I wheeled to face him, butfound only sincerity in his eyes. I couldn’tbelieve it. He meant what he said, and heexpected me to say yes. Expected it!“I’m no turncloak,” I said sharply.“How dare you. How dare you, dwarf? Youwere supposed to be my friend! Don’t everask that of me!”“Then stay here and fight. Die.” Suchsadness in his voice.“I said the words. I knelt before thealtar and I said the words. I can’t just unsaythem whenever they’re inconvenient!” I wasshouting now, angry, insulted, hurt. “Betterto die with honor than forsake my vows andeverything I’ve fought for!”“Dying with honor will leave you justas dead, lad,” he sighed, as if he were the fontof all wisdom. “If you ever change your mind,I’ll find you.”And with that, he was gone, vanishedinto thin air. Not even the decency of a puff ofsmoke. Cursing all things dwarvish, I lookedeastward and saw the first faltering rays ofdawn, turning the sky the color of blood.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 5


The stairway located between eachset of King and Queen positions leads upto the secondlevel of the InnerSquare. Thegoal is to moveyour character(s)up the stairwaylocated directlynext to your Kingor Queen andinto the InnerSquare. Thisis the only wayQueen postionAt the beginning of thegame, players selecteither a King or Queenposition on the board torepresent their color.If the player chooses aQueen position then theplayer’s characters movecounter-clockwisearound the game board.characters can enter the Inner Square. Fromthere, characters can battle the castle andreach the Sanctuary.Locate the colored bases to match thecolor of your selected King or Queen startingposition and snap them onto the bases of yourcharacters. This will easily identify whatarmy the characters belong to.DETERMINE THE HEALTH OF THECASTLEThe castle has defenses to protectattackers from entering it but does not fightback. Before beginning the game, determinethe strength of the castle by setting the numberof health points it has. 100 is recommended.Insert pegs into the Battle Card of thecastle to indicate the number of health points.Two PlayerAlternativeThe game board is rather large for onlytwo players. You can use only half theboard by selecting starting positions on oppositesides of the board, selecting startingpositions where opposing characters travelin a direction towards each other so they willcross paths (one player will be in a King positionand the other in a Queen position), andallow characters to travel up their opponent’sstairway towards Sanctuary. Using half theboard will shorten the distance to be traveledallowing more battles and confrontations.Starting the GamePlayers should select one of their charactersand place it onto their respectivestarting position.While players canput multiple charactersinto play atCURRENTPLAYERthe same time, onlyone character at atime can occupyany space on thegame board. Thegame is now ready to begin with each playertaking turns in a clockwise order. The playerwho went last in selecting characters gets toCHOSENCHARACTERThe chosen characteris the character thatthe current playerhas chosen to movethe number of spacesindicated on the die.Fates from the fatecards are applied tothe chosen characterwhen applicable.The current player isthe player that iscurrently taking theirturn during the game.take the first turn.The firstplayer rolls a singledie and will moveone of their charactersas specified bythe number rolledduring their turn.The character inmotion is referredto as the chosen character. The followingactions should be taken when the followingnumbers are rolled:◊ One or a Two ◊A player who rolls a one or a two on their turnhas the option to set a character in play byplacing it in the starting position, or move oneof their characters that are in play the numberof spaces shown on the die. One of theseoptions must be done if possible. A charactercan only be placed in the starting position ifit is unoccupied or the character chooses tobattle for the position.◊ Lucky Three ◊A player who rolls a three on their turn mustmove one of their characters that are in playthree spaces if possible. Since three is lucky, theplayer will take another turn. This second turn islike the beginning of any other turn and thereforethe die roll can apply to a new character.8 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


◊ Optional Four ◊A player who rolls a four on their turnhas the option to move one of their charactersthat are in play four spaces, or choose to notmove any character even when a move ispossible.◊ Fate Five ◊A player who rolls a five on theirturn must move a character that is in playfive spaces if possible. Be careful as to whatcharacter you move as you could be sendingthat character to its doom. The chosencharacter will immediately receive a fateafter being moved even before a battle can befought. The Card of Happiness or the Card ofDoom will determine the character’s fate. Rollthe red die to determine which card holds thecharacter’s fate. The number rolled representsthe column on the card. Columns one throughthree appear on the Card of Happiness andcolumns four through six appear on the Cardof Doom. Next rollIN PLAYAny character thatcurrently exists onthe board isconsidered in playexcept for those thathave reachedSanctuary.two white dice andadd them togetherto determine the rowunderneath that column.Perform thefate that is displayednext to the row number.Refer to the fatedescriptions on the Card of Happiness or Cardof Doom reference sheets for specific details.You must roll for a fate even if you do not haveany characters in play because some fates maystill apply to the player and/or other players.stairways. The stairways are positions on thegame board that connect two levels, and arehalfway in height between the levels.◊ Level 1 ◊Level 1 is the cobblestone walkwayshown in green on the diagram below.◊ Level 2 ◊Level 2 is the path on the game boardthat is shaped like a plus sign and shown inyellow. The Inner Square surrounding Sanctuaryis on Level 2 but not considered part ofthe Level 2 pathway around the game board.◊ Level 3 ◊Level 3 is the path on the game boardthat is shaped like a square and shown in blue.The Spider Lair and Torture Chamber trapsare on Level 3 but not considered part of theLevel 3 pathway around the game board.STST93STST4TORTURE 7CHAMBERST29STST3 2938 88STSTSTSTSANCTUARYINNER SQUARESTSTSTST8STSPIDER LAIR64ST2ST39STST◊ SIX ◊A player who rolls a six on their turnmust move one of their characters that are inplay six spaces if possible.Board LevelsThere are three different levels on the <strong>Chaostle</strong>game board as illustrated in the diagrambelow. Characters traveling through thecastle can switch levels by going up or downST Stairway Between LevelsLevel 1 Cobblestone WalkwayCharacterMovementLevel 2 Castle WallsLevel 3 Castle WallsCharacters can be moved through threelevels of the castle, but there is a lot ofstrategy involved with moving through thelevels. Each level has its own advantages and© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 9


disadvantages. The lower levels are longerdistances around the board but are easierto move on. The higher levels are shorterdistances around the board but are more difficultto move on. For example, Level 1 is thelongest distance around the board but there isno jumping involved so a character can alwaysmove. In comparison, Level 3 is the shortestdistance around the board but there are longjumps requiring difficult die rolls to get across.Characters can choose many differentpaths to take through the castle. They caneven move backwards if desired. They maywant to take a route that avoids trouble, orone that will lead into battle. The followingrules apply to character movement:• At times the player may not be ableto move any characters due to none being inplay, or no moves being available.• The player must move a characterthe number of spaces shown on the die ifpossible even if it means moving the characterbackwards or into battle. The exception tothis rule is if an optional four was rolled on thedie.• Characters can only move on thethree levels and stairways. Movement onLevel 1 is restricted to the cobblestone walkwayand not the grass areas or castle floor tiles.• Characters can pass other charactersup when moving spaces, but cannot landin a position occupied by another characterunless they battle for the position and win.• Characters can move up or downany of the stairways at any time but only acharacter’s respective stairway can allowthem access to the Inner Square. Kings andQueens guard these entrances and only allowtheir own characters to enter.• A character cannot land in the samespace twice during a turn.• A character cannot cross their owncolored line next to their original startingposition regardless of castle level under anycircumstances. This includes movement resultingfrom fates or special skills. They musttravel around the game board to get to thelevel one position directly next to their originalstarting position, and then continue up thestairway onto the Inner Square surroundingSanctuary.• A character can exit the InnerSquare by going down any of the four stairwaysbut can only return through their ownstairway.• A player can only move a characterthe number of spaces shown on the die to aposition that is on the same level, unless thecharacter is traveling up or down a stairway.• Adjacent characters belonging to aplayer may leap frog by lining up next to eachother and advancing as a group. This is doneby the last character in the line jumping overLEAP FROGA strategic move wheretwo or more characterson the same teamline up next to eachother and advance as agroup. The character inthe back jumps over theentire group to aposition in the front.This continues for eachmovement of the dieroll. Characters thatleap frog cannot usetheir extra movementpoints and cannot makeany castle jumps onlevels 2 and 3.the entiregroup to thesquare positionin thefront. Thiscontinuesfor eachmovement ofthe die roll.Charactersthat leap frogcannot usetheir extramovementpoints andcannot makeany castle jumps on Levels 2 and 3. If a fiveis rolled, the fate applies to the first charactermoved.JUMPINGThe following rules apply to jumping acharacter from one position on the boardacross the gap to another position on the samelevel:• Jumps are only allowed on Levels 2and 3.• The number of movements requiredto make the jump is the number of spaces itwould take to move the character across to theother side. Important: This number of spaces10 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


efore they areconquered. Whena character is putin play, they startout with their totalnumber of healthpoints available. Thenumber of damagepoints inflicted duringbattle reduces health points. Health pointsare restored once a character is conquered andlater put back into play, or the character visitsone of the Lucky Toads located on the gameboard. The Dragon Slayer’s health pointsstart at 31 and can be upgraded to 36.◊ Health (Tracking) ◊Health tracking numbers located alongthe bottom ofCONQUEREDA character is consideredconquered in abattle when they haveless than one healthpoint left. Thecharacter is then takenout of play but doesnot lose any upgradesfrom their battle card.The opposing characterthat conquered thecharacter gains anupgrade.LUCKY TOADSTwo Lucky Toads exist onthe board on level one inopposite corners. Acharacter must land onthe corner position ofthe board directly infront of one of theLucky Toads to be healedand regain their healthpoints to their maximumthe battle cardare used to trackthe remaininghealth pointsthat a characterpossesses. Twopegs are neededto track thehealth points ona battle card.One peg is usedfor the “tens” positionand one peg is used for the “ones” position.As the character loses health points, thepegs should be adjusted accordingly. Once acharacter drops below one health point, thecharacter is conquered and taken out of play.Action: Place pegs in battle cards forall characters to start tracking their initialhealth.◊ Movement ◊Movement points shown in the bluesection of the battle card represent the numberthat can be added to the roll of the diewhenever moving the character. For exampleif the player rolls a three, the character movesthree spaces. The character can remain in thisposition or continue to move their additionalnumber of movement points if desired. Ifthe player chooses to move the character theextra movement points, all movement pointsmust be used and must continue in the samedirection. This means a character cannot landin the same space twice when making themove. These extra movement points do notaffect the consequences of the die roll. A dieroll of threestill means theplayer gets toroll again dueto the luckythree rule.OUT OF PLAYAny character thatcurrently does not existon the board isconsidered out of play.Movement points only affect the numberof spaces the character moves. If a playerforgets to add movement points to a characterduring a turn, then those movement points arelost. The character cannot apply their movementpoints when they are placed in the startingposition. The Dragon Slayer’s movementpoints start at 0 and can be upgraded to 1.◊ Armor/Protect ◊Armor/Protect points shown in theblue section of the battle card are the amountthat is subtracted from the damage pointsreceived by the character during each roundof a battle. A higher number represents morearmor or magical protection and thereforeabsorbs more of the damage that would havebeen inflicted. Some characters may alsohave armor points due to tough skin, scales,etc. Magical characters may have protectionpoints depending on their magic ability. TheDragon Slayer’s armor/protect points start at4 and can be upgraded to 6.◊ Special Skills (Advanced) ◊Each character has three special skillsthat are unique to that character as seen in thered section. These unique skills and magicalspells are explained in detail in the “SpecialSkills” section. Before using special skills,become familiar with the skills of all of yourcharacters before starting the game. The© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 13


Dragon Slayer has the added skills of DragonDamage, Dragon Protection and Evasive Action.Common special skills involve damage orprotection. For example, the Dragon Slayer’spoints for Dragon Damage would be addedto the damage done by the Dragon Slayer’sweapons whenever the Dragon Slayer battlesa dragon. Also, the Dragon Slayer’s pointsfor Dragon Protection would be added to theDragon Slayer’s armor/protect whenever theDragon Slayer battles a dragon.◊ Starting Position ◊The starting position on the character’sbattle card is shown below the character illustrationand is upgraded whenever the characterreaches or passes the next opponent’s stairwayleading to the Inner Square. The positionon the cobblestone walkway directly in frontof the stairway becomes the character’s newstarting position. The new starting positionsprevent characters from having to start overall the way at their original starting positions ifthey get conquered in battle. A character willpass three opponent stairways before reachingtheir own stairway.WEAPON USAGEThe light grey section of the battlecard is referred to during a battle. The rollof a single die determines the weapon used,the damage of the weapon, the range of theweapon and if the weapon hit or missed byassociating it with the respective row. Forexample if the player rolls a five on the samplebattle card for the Dragon Slayer, the weaponused is the Sword of Destiny which causes13 points of damage (upgradeable to 20) at arange of 1 (upgradeable to 2).◊ Weapon ◊The six weapons listed are the weaponsthat the character has available to them to usein battle.◊ Damage ◊Each weapon has a number of damagepoints associated with it. The damage is theamount of points to be deducted from theopposing character’s health points when thatweapon is used. Not all of the damage maybe inflicted if the other character has somearmor or protection points. Damage is usuallyhigher for weapons that are more powerfulor the character is more skilled at using. Thestrength of the character may also add to thedamage caused by a weapon. This can varybetween characters using the same weapon.Damage is only applied if the character iswithin range of the other character.◊ Range ◊Each weapon has a number that representsthe range of the weapon. The range isthe number of movement points that it wouldtake for a character to move to land in thespace occupied by the opposing character.This includes moving up or down stairwaysand around corners following the charactermovement rules. For example, a range of 1indicates that the characters are in positionson the board right next to each other. Rangescan apply to positions forwards and backwardsfrom the attacking character. If theweapon indicated by the roll of the die is notwithin range of the other character, then theattacking character missed and no damage isinflicted.Upgrading BattleCardsThe holes on the battle cards appear to theleft of values that an item can be upgradedto. For example, the sample battle card forthe Dragon Slayer shows that the characterhas 31 health points. The 31 is followed by ahole to the right of it, and a number 36 to theright of the hole. If the player has the optionof upgrading the Dragon Slayer’s card, theymay choose to upgrade the character’s healthpoints from 31 to 36 by placing a peg in thehole. This signifies that the number to the14 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


ight of the hole is the new upgraded healthpoints. When upgrading health points, thehealth at the bottom of the card should beincreased by the difference in health pointsfrom the upgrade.Items that have not been upgraded yetdo not need a peg. The first number displayedto the far left is the original default value.Once a battle card is upgraded it remains thatway throughout the game. A character who isupgraded and then conquered in battle keepstheir upgrades when they are put back in play.The only holes on a battle card thatcannot be used for upgrades are the healthalong the bottom of the battle card, and thestarting position. The health is reserved fortracking health points of the character, andthe starting position can only be upgradedwhen a character reaches a new startingposition. Any single item on a character’scard can be upgraded whenever the characterconquers another character in battle (depletestheir health points below one). Upgradesare also sometimes rewarded to charactersthrough the fate cards. The pegs are placedinto the cards to track the starting position,health points and upgrades of a character.BattlesAfter the current player has completedtheir turn by moving a character and takingany required actions from the fate cards,the player may choose to battle. The playercan have a character battle any of the opposingplayer’s characters as long as the opposingcharacters are within the range of at least oneweapon on the attacking character’s battlecard. The following rules apply to battlesbetween two characters:• A character can start a battle aslong as an opposing character is within rangeof at least one weapon on the character’sbattle card• Multiple battles can be foughtbefore the current player ends their turn.• Only one character can be battledat a time.• Asingle charactercan battle multipleopposingcharacters.• Asingle charactercan battle multiplecharactersbelonging to thesame player.SACRIFICEA game strategywhere a player’scharacter battlesone of their owncharacters toconquer them andgain an upgrade forwinning the battle.Battles between twocharacters belongingto the same player arenot allowed.• The character can only battleeach opposing character once per turn. Inother words if the battle ends, it cannot berestarted until the next turn.• A character cannot battle anopposing character residing in its originalstarting position unless the opposing characterstarts the battle.• Two characters belonging to thesame player cannot battle each other. This isreferred to as a sacrifice.• Characters can battle from differentlevels but the range distance must followthe movement rules. For example, the rangedistance includes the spaces along the pathgoing up or down the stairway to get fromone level to the other. Refer to the example inBattle Diagram 1.Level 3 Level 3 Level 3StairwayBattle Diagram 1: A battle between the Level 3 position on the far leftand the Level 2 position is valid with a range of two.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 15Level 2Level 1


• Characters can battle across ajump section but the range distance mustinclude the spaces between the jump. Refer tothe example in Battle Diagram 2.Stairwaylevel 3 level 3StairwayLevel 2 Level 2level 1Battle Diagram 2: A battle between the Level 3 position on the left andthe Level 3 position on the right is valid with a range of four.The battle begins with the currentplayer rolling the die against their character’sbattle card to determine the weapon used. Ifthe range of the weapon used is within therange between the characters, then the attackwas successful. The damage caused by theweapon is then subtracted from the defendingcharacter’s health points. The full amountof damage is not taken from the defendingcharacter’s health points if the defending characterhas armor or protection. The armor/protect number on the defending character’sbattle card reduces the damage points. Thetwo players continue to take turns rolling thedie against each other’s battle cards until thebattle ends.The battle ends when one of thecharacter’s health points drops below one orpossibly when the attacking character misses.If a character’s health points drop below one,the character is considered conquered andis taken out of play. Characters taken outof play can be brought back into play on afollowing turn by rolling a one or a two. Thecharacter’s health points get reset and they donot lose any of their upgrades.If an attacking character misses ontheir turn (the defending character is out ofrange from the weapon rolled), the defendingcharacter may choose to end the battle, orstrike back since it is now their turn. In otherwords whenever one player’s character misses,the other player has the option to cancel thecurrent battle. Once the battle is completed itcannot be restarted again until another turn.The battle can resume on the next turn if thecharacters are still within range of each other.If a player wishes to move their characterto a position that is already occupiedby an opposing character, then the attackingcharacter must win the battle by conqueringthe opposing character before moving to thatposition. This is considered a range of zero onthe battle cards so all attacks will be a hit (nomisses) resulting in a fight to the death.Battling the CastleThe number of health points the castle hasshould be determined at the beginning ofthe game. It is recommended that the castlebe given 100 health points since it cannot fightback.The CastleHundreds: 1 2 3 4 5 6 7 8 9Tens: 0 1 2 3 4 5 6 7 8 9Ones: 0 1 2 3 4 5 6 7 8 9A character must be on the innersquare to battle the castle and can only strikethe castle once each turn. The battle beginswith the current player rolling the die againsttheir character’s battle card to determine theweapon used. All weapons are considered inrange because the battle is a range of zero.The damage caused by the weapon is thensubtracted from the castle’s health points.The battle is now considered over, but can berestarted on another turn. Once a characterconquers the castle, the character can movedirectly into Sanctuary. Usually the firstplayer to get a character into Sanctuary isthe winner. If you are playing a longer gamewhere more than one character needs to reach16 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


The Dragon, however, has one Armor/Protect point on its battle card that absorbs oneof the damage points inflicted by the Dragon Slayer. The Dragon therefore has 18 (points ofdamage) - 1 (armor/protect) = 17 health points subtracted from the bottom of its battle card. TheDragon's health drops from the initial 40 down to 23.Battle Round 1 (Player Two's Turn):Player two now gets to retaliate. Player two rolls a 4 on the die indicating the weapon usedis Lava Breath with a damage of 9 and a range of 0. The weapon's range of 0 is not greater thanor equal to the distance between the two characters so the weapon missed. No damage is done tothe Dragon Slayer.Battle Round 2 (Player One's Turn):Player one can now choose to end the battle because the Dragon missed on its last attempt.Player one decides to continue the battle and rolls a 2 for a Blazing Sword of Steele that does 14points of damage with a range of 1 for a hit. The Dragon takes 14 (points of damage) + 3 (dragondamage) - 1 (armor/protect) = 16 health points subtracted from the bottom of its battle card. TheDragon's health drops from 23 down to 7.Battle Round 2 (Player Two's Turn):Player two rolls a 1 for a Furious Roar of Fire that does 15 points of damage with a rangeof 2 for a hit. Let's pretend that the Dragon's Furious Roar of Fire was upgraded on a previousturn so it now does the upgraded 21 points of damage. The Dragon Slayer takes 21 (points ofdamage) - 4 (armor/protect) - 3 (dragon protection) = 14 health points subtracted from the bottomof his battle card. The Dragon Slayer's health drops from the initial 31 down to 17.Battle Round 3 (Player One's Turn):Player one rolls a 5 for a Sword of Destiny that does 13 points of damage with a range of 1for a hit. The Dragon takes 13 (points of damage) + 3 (dragon damage) - 1 (armor/protect) = 15health points subtracted from the bottom of its battle card. The Dragon's health drops from 7down to below one. The Dragon is now conquered and taken out of play. The Dragon Slayergets an upgrade to his battle card for winning the battle.Special SkillsThere are several unique special skills that a character can possess including magical spells.These skills are specified on the character's battle cards. Usage of all special skills is optional.These are advanced skills for the characters that you may not want to use the first couple of timesyou play the game until you are comfortable with the basic rules. DamageFrequency: Every round of a battle.Usage: During a battle.Points Represent: Additional weapon damage.The points for this skill are used in the same manner as a weapon's damage. The type or category damage and theweapon's damage points are added together to increase the amount of damage inflicted during battle. Some charactersinflict additional damage against certain types or categories of characters. For example, a Dragon Slayer is skilled atfighting dragons and will therefore have some Dragon Damage. The additional damage can only be used during a battlewith the specific type or category of character. In other words, the Dragon Damage only applies when the Dragon Slayeris fighting dragons.18 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: ProtectionFrequency: Every round of a battle.Usage: During a battle.Points Represent: Additional armor/protect.The points for this skill are used in the same manner as armor/protect. The type or category protection points and thearmor/protect points are added together to reduce the amount of damage taken during battle. Protection is a spell orblessing that protects the character from damage. This is common for magic characters and royalty. Protection can also beavailable to some characters for battles against specific foes. For example, a Dragon Slayer is skilled in defending againstdragons and will therefore have some Dragon Protection. The protection can only be used during a battle with the specifictype or category of character. In other words, the Dragon Protection only applies when the Dragon Slayer is fightingdragonsSkill: AgilityFrequency: Every time an opposing character misses.Usage: During a battle.Points Represent: Damage to opposing character.Your character is very agile in battle and can react quickly when an opposing character makes a mistake in battle. Thepoints for this skill represent the damage done to an opposing character every time the opposing character misses duringbattle.Skill: Arrow DynamicsFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Damage to opposing character.Your character has been given some superior designed arrows that can be shot a very long distance. Choose an opposingcharacter that is between a range of 6 and 9 from your character with this skill. Roll a single die and add 3. If the sumis greater than or equal to the range between the two characters then the shot was successful and your character causedthe number of Arrow Dynamics points in damage to the opposing character. The opposing character cannot deduct theirarmor/protect points.Skill: Astral ProjectionFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to astral project tothe character and start a battle. The battle is fought as though it was a range of zero except that the attacking charactermay end the battle at any time after the opposing character's battle turn. If the attacking character wins the battle, thecharacter does not advance to the position where the battle took place, but the character does earn an upgrade for winningthe battle.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 19


Skill: Avoid TrapsFrequency: Prior to every trap.Usage: When sent to a trap.Points Represent: Number to roll less than or equal to.This character has the ability to detect and avoid falling into traps. The points for this skill represent the number that thecurrent player must roll less than or equal to with a single die to avoid going to the trap. Use this skill whenever the characteris sent to a trap from the card of doom including the shark attack, snake pit, spider lair and torture chamber.Skill: Battle CryFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Number to roll less than or equal to.Battle cries were used to rally soldiers to a battle. The points for this skill represent the number that the current playermust roll less than or equal to with a single die to rally another character. A successful battle cry allows the player to addone of their characters that are out of play (if available) to the battle. This character will be returned out of play after thebattle. The player uses the two battle cards in battle by alternating the cards. The character in play battles first by attackingand defending. Then the character out of play attacks and defends on the next round. This continues back and forthuntil the battle is over. The battle ends if the character in play is conquered in battle. The battle continues with only onebattle card if the character out of play is conquered. The opposing player's character can possibly receive two upgrades byconquering both characters.Skill: BerserkerFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Number to roll less than or equal to.This savage reckless skill allows your character to insanely attack their enemies doing additional damage. The points forthis skill represent the number that the current player must roll less than or equal to with a single die to go berserk. If thecharacter successfully goes berserk, the player can roll a single die again to determine the number of additional damagepoints the character does each round of the battle. Use this skill prior to a battle.Skill: Bolt of TerrorFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to fire a bolt of terrorat the opposing character. The current player rolls a die to determine the number of health points that are deducted fromthe opposing character's battle card. The opposing character cannot deduct their armor/protect points.20 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: Charging LariatFrequency: Once per pass.Usage: After passing over an opposing character.Points Represent: Damage to opposing character.This mean character charges past opposing characters and hits them full force with their extended forearm as their momentumcarries them past the unsuspecting opponent. The points for this skill represent the damage done to an opposingcharacter every time your character passes over the opposing character. The opposing character cannot deduct theirarmor/protect points.Skill: Cheat DeathFrequency: Once per battle.Usage: When conquered in battle.Points Represent: Health points.Is your character dead or not? Nobody really knows. If your character is conquered in battle and their negative health isless than or equal to the negative of the points for this skill, then the character does not die. Instead two dice are rolled andsummed together to determine the number of health points that the character now has on their battle card. The characterwho originally conquered your character does not gain an upgrade. Your character may now resume or end the battle.The battle must resume if it is at a range of zero. Use this skill every time the character's health points drop below one.Skill: Deceptive DecoyFrequency: Every round of a battle.Usage: During a battle.Points Represent: Number to roll less than or equal to.Your character has the ability to make a ghostly image of themselves tricking an opposing character into attacking thedecoy rather than your character. Roll a single die less than or equal to the number of points for this skill to successfullycreate a decoy causing the opposing character to miss. This skill can be used every time an opposing character attacksduring a battle.Skill: Defensive Shield BashFrequency: Every round of a battle.Usage: During a battle.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character during a battle tobash the opposing character with their shield. If the character's are within this range, the character with this skill does twopoints of damage with their shield each round that the opposing character attacks in a battle without missing. The damagepoints are taken from the opposing character's health points≠. The opposing character cannot deduct their armor/protectpoints.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 21


Skill: Dimensional TransportFrequency: Once per character in range per turn.Usage: End of turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to optionally transportthe other character to a different location on the board. At the end of the current player's turn, they can choose totransport any characters within this range a number of spaces determined by a single die roll if possible. Each charactercan only be transported once per turn. A separate die must be rolled for each character being transported.Skill: Diplomatic InfluenceFrequency: Once per battle.Usage: Anytime during a battle.Points Represent: Number to roll less than or equal to.Diplomatic Influence gives the character the ability to persuade opposing characters to not attack them. The points for thisskill represent the number that the current player must roll less than or equal to with a single die to avoid a battle. If thebattle is avoided and is at a range of zero then the attacking character is returned to the position where it came from.Skill: EnchantmentFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Number to roll less than or equal to.Your character has the ability to enchant opposing characters during battle making it difficult for them to concentrate. Thepoints for this skill represent the number that the current player must roll less than or equal to with a single die to enchantthe opposing character. If enchanted, all of the opposing character's upgrades are ignored during the battle.Skill: Energy BurstFrequency: Once per turn.Usage: After placement in starting position.Points Represent: Movement.Your character gets an additional burst of energy whenever being put into play. Move the character the number of spacesof Energy Burst points immediately after placing them in the starting position.Skill: Equestrian DamageFrequency: Every round of a battle.Usage: During a battle.Points Represent: Damage to opposing character.This character uses a lot of long weapons such as pikes that inflict extra damage against characters that are horse-like orride horses. The points for this skill represent additional damage that can be added during battles against horse relatedenemies such as centaurs and unicorns.22 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: Escape TrapsFrequency: Once per turn.Usage: Beginning of turn.Points Represent: Number to roll less than or equal to.The character with this ability is a skilled escape artist. The character can attempt to escape a trap including the shark attack,snake pit, spider lair or torture chamber at the beginning of each turn. The points for this skill represent the numberthat the current player must roll less than or equal to with a single die to escape the trap.Skill: Evasive ActionFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Number to roll less than or equal to.Usually the player to start the battle has a slight advantage by striking first. This skill gives the defending character withthis skill the ability to evade an initial attack allowing them to strike first. The points for this skill represent the numberthat the current player must roll less than or equal to with a single die to evade the initial attack. Use this skill prior to abattle that you did not initiate.Skill: Exploding SkullsFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Damage to characters within range.The character possessing this skill can toss these primitive skull grenades at their enemies. The player must first specifywhich direction the character is tossing the exploding skull. A single die is then rolled to determine the distance in spacesfrom the character that the exploding skull will land from the throw. The points for this skill represent the damage done toany characters within a range of 1 from where the exploding skull lands. This implies that the character with this abilitywill also take damage if the roll of the die is a 1. The characters cannot deduct their armor/protect points.Skill: Fate MessengerFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from an opposing character to give a fate tothe opposing character. The character given the fate must roll against the fate cards. The fate may end up being a doomor happiness fate.Skill: Fire WallFrequency: Once per move.Usage: When an opposing character lands nearby.Points Represent: Damage to opposing character.The points for this skill represent the damage done to an opposing character that stumbles into the fire wall. Roll a singledie to attempt to hit the opposing character with the fire wall. If you roll a number equal to the range that your characteris from the opposing character then you were successful. This skill can only be used immediately after an opposing characterlands on a space near your character with this skill. The opposing character cannot deduct their armor/protect points.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 23


Skill: Flee Battle SceneFrequency: Once per battle.Usage: Anytime during a battle.Points Represent: Number to roll less than or equal to.The points for this skill represent the number that the current player must roll less than or equal to with a single die to fleefrom a battle. The character can only use this skill once during a battle after the opposing player's attack. If the attemptto flee is successful, the battle ends and the player must roll a single die to determine the number of spaces the charactermoves to flee away from the battle. The character can add in their additional movement points when fleeing.Skill: Healing PowersFrequency: Once per character per turn.Usage: End of turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to heal some of theother character's health points. At the end of the current player's turn, they can choose to heal any characters within thisrange a number of health points determined by a single die roll. A character can only be healed up to their maximum healthpoints. A separate die must be rolled for each character to be healed. Characters with this skill cannot heal themselves.Skill: Hide and SneakFrequency: Always in effect.Usage: Ongoing.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from other characters to sneak around themand be virtually hidden. An opposing character cannot battle with the hidden character unless the hidden character startsthe battle, or the opposing character lands within the hide and sneak range during their turn. The character will thenremain hidden to the opposing character on following turns.Skill: LabyrinthFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to chase them into amaze. The opposing player rolls a die to try to escape from the maze. The following action is to be taken depending on theroll of the die:1=The character takes a wrong turn through the maze and ends up in the Snake Pit. Refer to the Snake Pit fate on the Card of Doom.2=The labyrinth skill backfires sending the character with this skill into the Shark Attack trap. Refer to the Shark Attackfate on the Card of Doom.3= The character takes a wrong turn through the maze and ends up in the Torture Chamber. Refer to the Torture fate onthe Card of Doom.4= The character finds a secret passage out of the maze and is safe.5=Rather than get lost in the maze, the opposing character turns back and attacks your character. Move the opposingcharacter to the position occupied by your character and battle to the death.6=The character takes a wrong turn through the maze and ends up in the Spider Lair. Refer to the Spider Lair fate on theCard of Doom.24 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: Magic DeflectionFrequency: Once per skill used.Usage: When a skill is used against the character.Points Represent: Number to roll less than or equal to.The points for this skill represent the number that the current player must roll less than or equal to with a single die tomagically deflect any non-battle related skill used against them. Deflection cancels out the effects of the opposing skill.Skill: Magic Dragon SpitFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Number to roll less than or equal to,and additional armor/protect.Few people are aware of the fact that the spit of the Mighty Dragon has magical protective powers. Your character hassomehow persuaded the dragon to hand over some of this spit. The points for this skill represent the potency of the spit.Roll a single die for your character to drink the spit. If you roll less than or equal to the points for this skill then the spittakes affect giving the character additional protection throughout the battle. The points for this skill also represent thenumber of protection points added to the character's armor/protect points during the battle.Skill: Magic ResistanceFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Weapons on opposing character's battle card.This character has the ability to avoid taking damage from certain spells during a battle against a character categorized asmagic. No damage is taken from the opposing character's weapons that are numbered less than or equal to the points forthis skill.Skill: Magnetic Field ShieldFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Weapons on opposing character's battle card.This character has the ability to cast a spell to protect themselves from taking damage from certain weapons during a battleagainst all characters except for those categorized as magic. No damage is taken from the opposing character's weaponsthat are numbered less than or equal to the points for this skill.Skill: Mesmer EyesFrequency: Once per turn.Usage: End of turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to hypnotize them.The hypnotized character attacks themselves once at a range of zero causing their health points to be reduced accordingly.The character casting the spell earns an upgrade if the hypnotized character is conquered. This skill can only be used onceat the end of the current player's turn after all battles are fought.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 25


Skill: Oversized DamageFrequency: Every round of a battle.Usage: During a battle.Points Represent: Damage to opposing character.This character uses a lot of ranged weapons. Oversized enemies are much easier targets at these distances. The pointsfor this skill represent additional damage that can be added during battles against oversized enemies including dragons,minotaurs and ogres.Skill: ParalyzeFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from other characters to paralyze one ormore of them during a battle. The paralyzed character cannot flee from battle if the attacking character misses.Skill: Portal EscapeFrequency: Once per battle.Usage: Prior to a battle.Points Represent: Movement.The points for this skill represent movement points that can be optionally used to move the character whenever they areattacked. The character can only move once per battle before the battle starts. These extra movement points may be usefulin moving the character out of range of the attacking character, or moving closer to the attacking character to improvetheir own range.Skill: Predatory StalkingFrequency: Once per move.Usage: Whenever a nearby opposing character moves.Points Represent: Movement.The points for this skill represent the range that the character must be within from another character to stalk them. Thecharacter can follow the opposing character by moving the same number of spaces in the same direction if possible on theopposing player's turn.Skill: Raise the DeadFrequency: Once per battle.Usage: When a character is conquered in battle.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from other characters to bring them backto life if they are conquered in a battle. If the character casts this spell, the conquered player must roll a single die higherthan that of the victorious player for the conquered character to be raised from the dead. If successful, the conqueredcharacter gains back their full health points. The victorious character still receives an upgrade for winning the originalbattle. The conquered character may now resume or end the battle. The battle must resume if it is at a range of zero.26 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: Rejuvenated HealingFrequency: Once per turn.Usage: End of turn.Points Represent: Health points.The points for this skill represent the number of lost health points that the character regains at the end of every turn. Acharacter can only be healed up to their maximum health points.Skill: Savage InstinctsFrequency: Once per move.Usage: When an opposing character lands nearby.Points Represent: Range from other characters.This character instinctively lashes out at opposing characters that come too close to them. The points for this skill representthe range that the opposing character must land within to receive a lashing. Roll a single die to determine the number ofhealth points that the opposing character loses. The opposing character cannot deduct their armor/protect points.Skill: Seductive DeceptionFrequency: Once per turn.Usage: Anytime during turn.Points Represent: Range from other characters.Your seductive character has the ability to deceive other characters into sharing valuable information that can later be usedagainst them. The points for this skill represent the range that the character must be within from an opposing characterto attempt to steal an upgrade. You must roll a single die to determine the weapon on the opposing characters battle card.Remove upgrades if any from that weapon and add them to your character's battle card.Skill: Smoke ScreenFrequency: Once per battle.Usage: During a battle.Points Represent: Number to roll less than or equal to.Fire breathing dragons possess this ability and can blow smoke at their enemies reducing their visibility in battle. Thepoints for this skill represent the number that the current player must roll less than or equal to with a single die to blow asmoke screen during a battle. If successful, the range of all weapons used in the battle by both characters is reduced byone but not less than zero. This skill can only be used once per battle.Skill: Spontaneous HealingFrequency: Once per battle.Usage: After a battle.Points Represent: Health points.The points for this skill represent the number of health points that this character gains back immediately after surviving abattle up to their maximum health points.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 27


Skill: Stealth MovementFrequency: Once per move.Usage: Land in a space near an opposing character.Points Represent: Movement.The points for this skill represent the number of additional spaces that the character can move if they land in a spacewithin a range of one from an opposing character, if possible. The character sneaks past the opposing character and avoidsthe battle.Skill: Summons SpiritFrequency: Once per turn.Usage: End of turn.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to summons theSpirit of Doom to attack the opposing character. The current player can roll for the Spirit by rolling two dice to determinethe amount of damage the Spirit does. The defending player must then roll two dice and try for a number higher than thatof the Spirit's roll to end the battle and avoid the damage. Otherwise, the opposing character takes the full amount of damage.The opposing character cannot deduct their armor/protect points. The battle continues this way until the defendingplayer rolls higher than the Spirit or the character is conquered in the battle. The Spirit attacks first. This skill can only beused once at the end of the current player's turn after all battles are fought.Skill: TeleportationFrequency: Once per move.Usage: When moving character.Points Represent: Movement.The points for this skill represent additional movement points that can be optionally used when moving the character.Unlike regular movement points, the teleportation movements can move the character forwards or backwards. In otherwords after moving the character the die roll amount plus any movement points, the character can then teleport back to aposition that they had already landed on.Skill: TerrifyFrequency: Once per move.Usage: Land in a space near an opposing character.Points Represent: Movement.The points for this skill represent the number of spaces that an opposing character will flee in terror if the character withthis skill lands in a space within a range of one from an opposing character. The character with this skill can move theopposing character the number of points for this skill in any direction if possible. Moving the opposing character into anoccupied position would cause a battle.28 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Skill: Time TravelFrequency: First round of a battle.Usage: During a battle.Points Represent: Number to roll less than or equal to.Your character has the power to time travel into the future for a split second and bring back a futuristic weapon to aid inbattle. The points for this skill represent the number that the current player must roll less than or equal to with a single dieto travel in time. If successful, the character rolls against the following weapons rather than their battle card for the firstbattle round only:Weapon Damage Range1. Blazing Death Ray Gun 19 32. Blasteroid Grenade Launcher 24 43. Nuclear Warhead Missile 300 84. Precision Optic Laser Annihilator 28 35. Glow-in-the-Dark Gamma Melting Pistol 26 36. Heat Seeking Electronic Wasp 21 4Skill: Walking CorpseFrequency: Once per battle.Usage: After winning a battle.Points Represent: Range from other characters.The points for this skill represent the range that the character must be within from another character to turn the opposingcharacter into a walking corpse after conquering it in battle. The conquered character will have zero health points butremain in play. The characters are moved back to their positions prior to the battle if the battle was at a range of zero.The conquered character cannot advance to the next starting position, and must return to its last starting position to endthis curse and be taken out of play.© 2004-2008 <strong>Chivalry</strong> <strong>Games</strong>29


Faction descriptionsChaosWhat's good without evil? There can'tbe light without dark, and every flamecasts a shadow. Progress comes from chaos,death, destruction. If no man ever made roomanother, Zirconyx would be suffering fromfamine and overpopulation in a matter ofyears. Let the Paladins prattle about 'honor'and 'justice', but those who follow Chaosdon't pretend to live in that fantasy. Anarchyis freedom. We do what we want, when wewant, and obey no law other than survival ofthe fittest. Anything else would be unnatural.GoodWe are all equals. Aristocrat, knight,merchant or commoner, every decentman and woman has the same rights and receivesthe same justice. The forces of Good arethe watchers on the walls, the fire that burnsagainst the darkness, the shield that guardsour King and Kingdom. By honor, by prayerand by steel, we stand against the enemies ofall that is Good.MagicThe greatest things in life are not relatedto fighting; they are knowledge, diligenceand study. Master all of them, and you masterZirconyx's immense magical power. No oneever got anything done by getting themselveskilled. And regardless, it's not a wizard's placeto judge between good or evil, so long as ourmembers abide by the rules and tenets ofMagic. We draw strength from that diversity.No matter where we come from, we all worktogetherNeutralIt's nice to hold to lofty ideals or ivory-towerintellectualism, but out in no man's land,they're both about as valuable as horse dung.There are no Knights or Paladins riding in tosave you. You have to survive by any meansnecessary, and there are always those whowant to take what you've worked for. It'sa hard life, and it breeds hard people. Thepeople of the frontiers will do whatever ittakes to protect themselves, and they won'tsuffer a tyrantCharacter DescriptionsChaos Characters:Dragon: Powerful, solitary creatures that can breathe walls of fireacross the battlefield.Most often, the only warning of an approaching dragon is a momentary shadow, greatwings blotting out the sun. The very ground shudders at its roar, and the unfortunatevillagers have only a few seconds to see the creature swooping in over the hills, its wingsbeating like thunder against the scorched grass. By tooth and claw and fire and brimstone,a Dragon is an avatar of destruction. Solitary males hunt the Grassy Plains as theyplease, burning villages and eating entire herds before disappearing to their home Cliffsfor a long nap. Their speed and toughness place them squarely at the top of the foodchain. Wizards are often reluctant to harm the magnificent creatures due to their rarity,and the far greater study value of a live specimen.30 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Warlord: Feared even by the savage barbarian, the Warlords'heavy armor and insatiable lust for blood make them the darkknights of Chaos.The Warlords of Tartarus may shun the horses that knights and paladins ride, but theynever seem to tire as they charge across the battlefield, covered from head to toe in burnishedblack plate. Even a frenzied barbarian will hesitate against the Warlord'sawesome two-handed sword. The blades are as tall as a man, capable of cleaving shields intwo with a single stroke. Warlords also carry a deep, seething hatred for everything goodand lawful. They have been seen charging lines of unblooded knights, hacking at legs andlances in a berserker rage until each and every enemy lies deadGood Characters:Crusader: Traveling warriors sworn against the forces of Chaos,hounding them to the darkest corners of the world and beyond.Determination. Courage. Strength. Honor. The requirements to become a member ofthe Order of the Crusaders. Their responsibilities are great; the final test to becomea Crusader is to walk the land alone for a year, hunting down evil wherever it's to befound. Yet still the Order's ranks swell every year, as young men and women join tofight for a cause they believe in. They have been forged into an elite force of fighters,respected by even the mighty Paladins, and the townspeople of the Grassy Plains adorethem for the good deeds they do wherever they go.Dragon Maiden (Add-on Character): The Dragon Maidens are amonastic order of women who strive to be one with nature. Theyenjoy a special rapport with Zirconyx's mighty Dragons.Common as a rose blooming in the desert, the Dragon Maiden's voice is her greatestweapon. With a song and a whisper, she can charm a Dragon to do her bidding, lettingit ride on her arm like some strange fire-breathing falcon. Fortunately for Zirconyx,Dragon Maidens ply their unique trade in service to the forces of Good. They are theKingdom's first line of defense against the powerful Dragons, and command greatrespect from all the other Orders of Good.Dragon Slayer: The armed and armored heroes of old legends,trained their entire lives to take on the mighty Dragons of Zirconyxin single combat.When the Dragons first appeared in Zirconyx, the Kingdom's knights were helplessbefore them. Their lances couldn't reach into the sky, their armor was no better than acooking pot, their warhorses little more than snacks. Centuries of military doctrine wererendered useless in one fell swoop. To counter the threat, the Order of the Dragon Slayerswas founded, studying the Dragons' ways, discovering their weaknesses. A new breedof fighter was born. These men have dedicated their lives to the knowledge, as mobile intheir armor as outside it, capable of dodging the dagger-like teeth and the boiling fire.32 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Many hopeful squires fail the final test of their training, and die trying, but those whokill their first Dragon will emerge to be legends in their day.Paladin: A holy knight in the service of truth and justice. Plate armorand a burning fanaticism ensure the Paladin's dominance on thebattlefield.A Paladin is a force unto his own. Fueled by righteous fervor, the armies of the unjustquail before his wrath. If a battle should take a turn for the worse, a Paladin will fightto the last man rather than retreat, surrounded by a pocket of men who refuse to break.He is more than an armored warrior, his vows more pious and restrictive than those of aknight, and his responsibility is a great one. Since the very conception of the Kingdom,the burdens of maintaining order and honor throughout the land have always fallen ontothe Paladins' capable shoulders.Prince (Add-on Character): The glibbest of the glib, a Prince is asmooth-talking diplomat born and bred. His aristocratic lineage affordshim the best training and protection money can buy.The Prince is a renowned courtier, the apple of the Kingdom's eye. Never would he rideinto battle without the finest watered steel in his hand. Trained for war since childhood,a Prince ranks among the most skilled fighters in Zirconyx. However, his diplomatic skilland charm allow him to fight with words as easily as weapons, and his power over theland's ladies borders on the magical. To safeguard the Prince's health, powerful counterspellsmust be placed upon his person, making the Prince highly resistant to many formsof magic.Unicorn: As wondrous and beautiful as they are deadly, these creaturesof good are the embodiment of purity and virtue.A unicorn on the battlefield is an awesome sight. It seems to radiate light and hope toeveryone around it, inspiring warriors to new heights of valor, and can bring routedformations to pick their weapons back up and continue the fight. A charging herd of themis like nothing else on this world, their horns lowered like shimmering lances, riding inperfect synchrony. The thunder of their hooves can make even a frenzied Warlord decideto dive out of the way. Unicorns ride like lightning, strike like a tidal wave, and show nomercy to the minions of Chaos.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 33


Magic Characters:Enchantress (Add-on character): The Enchantress is no ordinaryspellslinger; she uses her magic to enhance her powers of seductionto a predatory art.If any Enchantress was ever ugly, she has since woven so much magic into her bodythat her every bend and curve approaches perfection. Enchantresses are legendarythroughout Zirconyx as courtesans, entertainers and spies. It's easy to forget howdevious they are, always conniving to further their own hidden goals. Of course, if anEnchantress is ever exposed, she can make herself appear so innocent, harmless andvulnerable that men will rush to her defense. Regardless, she is well capable ofdefending herself.Ghoul (Add-on Character): A ghostly visitor from the spirit world,dark and secretive, and an emissary of the deadly fog Erebus.Floating through the vast reaches of Erebus, the magical Ghouls keep a steadfast vigilin the mist, slaughtering anyone who ventures outside the Kingdom's magical protection.As masters of shadow and trickery, Ghouls are powerful opponents, shielded fromthe touch of iron and steel by their evil magic. No one knows how they manage to enterand leave Erebus, or why. They guard the secret with their lives.Mage: Advanced magical spells fill the repertoire of this master oftheory.The life of these scholars and scribes consists of endless study. They have evolved (somemight say reduced) magic to a cycle of experiments, catalogues, archives and lists. It'srare to find a Mage without a book clamped under his arm. Their reclusive lifestyledoesn't make them very popular, but when someone needs to find a book in the vastlibrary in the Glow Mountains, it's the Mages they turn to.Sorceress: A mistress of time, space, and destruction. To defy aSorceress is to laugh in the face of Death.It takes great power to transcend the laws of physics. These she-devils have harnessedthe potential of the astral plane, allowing them to tiptoe along the delicate strands ofexistence. It doesn't take a genius to recognize the difficulty in attacking someone whocan jump through time at will. Their order was once welcome in the Glow Mountains,but when they attempted a coup, the wizards banded together and banished them to thedark forest of Tartarus.34 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Warlock: A wielder of the dark arts, cheating death and laying lowhis opponents with the foulest of magics.Banished from the Glow Mountains, the Warlocks are wizards who crossed the line, whotoyed with forbidden knowledge and became entangled with it. Their necromantic powersallow them to raise zombies from the dead and throw swarms of flesh-eating insectsat their enemies. They command a grudging respect from their enemies, despite their vainand vengeful nature, and all Warlocks believe they've raised death to an art form.Wizard: A wise and friendly master of Magic, using his power tohelp those who deserve it and punish those who don't.Wizards are unique. Their attunement to the raw essence of magic allows them to casta great variety of spells, from healing to hurting -- and when a Wizard is angry, thingsare going to get destroyed. Apprentices have to study for decades to attain the rank ofWizard, turned into old men by the time they finish their studies. After that, they oftentake to wandering, helping the needy as they see fit. They can often be found living likehermits in the Elven Woods, where the herbs and fungi for their magic potions grow inabundance.Neutral Characters:Barbarian: Nomadic savages, renowned for their strength and theirbattle madness. They are rightly feared throughout the land.These battle-loving people are famous among the citizens of Zirconyx. There are manysongs about the Barbarians' tremendous strength, and about the pitiless death waitingbeneath their heavy axes. They have centuries of experience at raiding the GrassyPlains, taking whatever they need from the caravans and villages that 'trespass' on 'their'land. Barbarians also pride themselves on their fighting ability and tend to regard magicusers as pathetic weaklings. A Barbarian spends most of his time practicing his skills,while robbing everyone in sight and smashing everything else.Centaur (Add-on Character): Cavalry without the need for a rider,Centaurs make awesome lancers and spearmen, fast as a charginghorse. They consider themselves the ultimate evolution of cavalry warfare.On the plains, it's not rare to hear a sudden thunderstorm on a clear blue sky. A passingherd of Centaurs makes a lot of noise at full gallop. Half-man and half-horse, fusedtogether long ago in a magical accident, they have become a people of their own. Whilethey're prone to vanity, Centaurs are excellent warriors. They charge into an enemyformation, go through, and form up again for the next attack. Although a touch undisciplined,Centaurs are well-adapted to combat situations, and they're often make allianceswith the other peaceful inhabitants of the Grassy Plains.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 35


Dwarf: A short, tough fighter with an oversized battle axe and anarsenal of exploding skulls.The Dwarves are a highly skilled and disciplined fighting force. While they seemalmost too short to be effective, don't be fooled by their size; they do a tall amount ofdamage. Their excessive drinking doesn't seem to hinder their fighting ability, nor dotheir obsession with beards and axes. In battle, Dwarves like to rush down a hilltopshouting their thunderous battle cry, wheeling their greataxes over their heads. OtherDwarven weaponry includes their secret homebrewed 'fire stuff'.Elven Archer: These 'fair folk' can shoot the flame off a candle ata hundred paces, and their steel-tipped arrows punch throughflesh and armor with equal ease.No one can say where and how Elves came into the world. Old stories say they're thechildren of gods, specifically the gods of trees and wind, as their ears taper up towardsthe heavens. The only hint to support this theory is the fair folk's uncanny skill atarchery. They have perfected their bow- and arrowcraft over the course of centuries,and it still seems to improve on a daily basis. Their bodkin arrows can punch througheven the thickest plate mail. It's said that they weave tree magic into the fletching,which might explain why Wizards seem to fall in droves when Elven Archers arearound.Rogue: A moving shadow and a whisper of leather in the dark, theRogue is an expert in sneaking, thieving and assassination.There's no trade blessed with more colorful names than that of the Rogue. They arethe Kingdom's thieves, bandits, marauders, cutpurses and pickpockets. They live inthe shadows and at night, rarely seen or heard unless they want to be. Most times,the only sign that a Rogue is stalking you is the lightness in your money pouch, or thedagger in your back.Warrior (Add-on Character): A hard fighter and protector ofthe weak, the Warrior is a patchwork master-at-arms.Warriors are the guardsmen of the Grassy Plains. Even in its heyday, the Kingdomcouldn't protect every village and hamlet within its borders, but there were alwaysbrave men willing to take up arms in the defense of their families. They formed asworn brotherhood to protect the plains from the Barbarian scourge. Though alwaysshort of money and equipment, they quickly learned the art of scrounging weaponsand bits of armor off the bodies of their foes and comrades. Every once in a while, abrave band of Warriors will go out and reduce the Ogre population by a few heads.36 © 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>


Territories of ZirconyxCliffsThe southern Cliffs are a forest of rock,sandstone needles jutting out of the earthat an almost vertical angle. Sheer drops ofover three hundred feet serve to discouragepossible climbers, and there's the wildlife toconsider. Even getting there is a challenge, asit takes a long trek through the Desert Plains.Every now and then, an aspiring DragonSlayer will survive as far as the Cliffs, probablyseeing the great beasts for the very firsttime. Shadows soaring in the stark blue sky,tending to their vast eyries carved out of therock. It's the final task of every Slayer-intrainingto kill a Dragon so he can graduate.Before long, one of them will notice him, andall bets are off as the hungry monster comesswooping down the mountain.Desert PlainsAn endless sea of sand dunes, burntyellow and orange by the sun. Dust stormsrage across the surface, torrents of wind anddust that clog a man's mouth and nose until hechokes to death. Giant outcroppings of burntstone confound compasses, while hot miragesplay tricks on the eyes of explorers. The natives-- small nomadic bands that roam thesteppe land near the Grassy Plains -- are theonly ones who can find their way, and havemade a small industry out of providing guidesfor the Dragon Slayers. The mirages are acoveted study object for illusionists. Only ahandful ever return from their expeditions,but those that do have the power of the desertpulsing through their veins.Elven WoodsNowhere do the trees grow as large asin the Elven Woods. A carpet of pine needlescovers the earth beneath the great conifers,with the occasional pile of red or yellow leaves.Many exotic creatures roam the silent forests,coexisting with the Elves who give the place its© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 37


name. However, it's not as peaceful as itsounds. Forest panthers and countless otherpredators stalk across the forest floor, andthe hungry Ogres are always on the hunt foranimals and people alike.Elysium Rain ForestA never-ending spring rain dancesupon the golden leaves of Elysium. The skiesabove this great forest have never seen acloud, but still the rain pours down, lightingup the sky with hundreds of sparklingrainbows that seem to dance with eachfalling drop. Many creatures call Elysiumtheir home, both ordinary and mystical, chiefamong them the legendary unicorn.ErebusThe deadly mist Erebus surroundsZirconyx like a hangman's noose, a greywall from which no traveler ever returns. Itswallows anyone who disturbs its smotheringdepths. Where did it come from? How longhas it existed? Is there another side, or does itgo on forever? No one knows. Only the domeof protection shields the Kingdom from beingswallowed up like its neighboring countries.All other magic slides off it like water; nomatter how far the wizards attempt to scry,Erebus is always there, staring back at them.Glow MountainsThe white tips of the Glow Mountainscan be seen even from the parapets of thedistant <strong>Chaostle</strong>, like a line of white-hairedgiants marching across the horizon. In themountains, seeing never equals believing.Not unlike the Elysium rain forests, the GlowMountains have a powerful z magical fieldabout them, only more devious and unpredictable.Tricks of the light can distract theunwary traveler and send him plunging to hisdoom into a deep crevasse. A giant library lieshidden deep within these mountains, wherethe Mages tend to their old books in silenceand solitude.Grassy PlainsA simple name to describe a simpleplace. The Grassy Plains are oceans of greenand yellow, wild grass growing from horizonto horizon, speckled with towns and isolatedcottages and crisscrossed by faded old roads.The nomadic Barbarian tribes rule the greensea, forcing everyone else to band together totry and defend themselves from vicious raids.The Kingdom used to send armies to try andwipe out the Barbarians, but they've provenimpossible to pin down by any significantforce.Kingdom of ZirconyxThe most densely-populated place inall the realm, the Kingdom of Zirconyx isa conglomeration of many villages looselybound together into a great city, stretchingfor miles in every direction. The city is thebeating heart of the land, and at its stands amagnificent castle, the ancient seat of royaltynow called the '<strong>Chaostle</strong>'. However, with thedisappearance of the royal family, the castlestands empty, and the bloodline of the oldKings is at an end. It's time for a new ruler, anew dynasty. The <strong>Chaostle</strong> is there for you totake -- if you can.Lethe RiverThe river Lethe, the river of forgetfulness,serves as a barrier between the ElvenWoods and the darkness of Tartarus. Itscurrents are treacherous, as they tend to shiftfrom day to day, flowing into the LuminousLake on one day and out to Erebus the next.Even experienced skippers sometimes forgetwhich way they're going and sail straight intothe deadly fog. It's a favored burial place forthe cremated nobles of Zirconyx, as the riveris rumored to pass clear into the afterlife, carryingthe cleansed souls of the dead with it.Luminous LakeLuminous Lake glows under the palerays of the moon. Sparkling white beaches runall along the coastline, made of salt and sand38 © 2004-2008 <strong>Chivalry</strong> <strong>Games</strong>


and broken seashells. Several harbor townssupport a thriving industry of saltwater fishermen,as well as extensive trade across the lakeand up the freshwater Lethe River. Dozensof different creeks and streams end in theLuminous Lake, and it supports an awesomevariety of marine life in addition to a greatvariety of birds, fishermen and lake pirates.Mud LandsThick black mud and wet clay coverthe ground for as far as the eye can see. Hereand there, the bleached skeleton of someman or animal sticks out of the muck, and agnarled tree struggles to survive in the barrenmud. Things seem to bray and bellow in thedistance, but the sound is diffuse and maskedby the howling wind. The Mud Lands aremade even more treacherous by the miles andmiles of tunnels that run under the surface,contorted into mind-boggling Labyrinths bythe Minotaurs who dwell there, far from thelight of the sun. Minotaurs take great delightin excavating these mazes, and nothing makestheir work quite as rewarding as having visitorsover for dinner.QuicksandAt the westernmost point where theGrassy Plains meet the desert, a lonely signstands in the cork-dry wind. Half-buried inthe sand, only a stub of its pole remains, andwhatever words it carried has been worn off.However, the skull and crossbones carvedinto it are no less foreboding now thanthey were a thousand years ago. The desertnomads consider it a test of bravery to walkright up to the sign without flinching. Nothingsurvives in the lands beyond; the sand itselfswallows anyone who sets foot beyond thesign. It would be a quicker, cleaner suicide tofall on your sword rather than taking a walkin the Quicksand.Tartarus Dark ForestBeneath the choking branches of Tartarus,sunlight never even touches the ground.Tartarus's endless night is full of shadows,dark and dangerous. The branches are longand sharp, the bushes covered in thorns, andthe flowers black with poison. No one knowshow they sustain themselves without sunlight.From the heart of the woods, a twisted spireof grey granite reaches up to the sky:Anhedonia Tower, the home of the Kingdom'sfoulest, cruelest rejects.Vespers Holy LandsVespers, the Holy Lands, is a largechunk of the Grassy Plains that providesa defensive buffer between the Kingdom'scapital city and Tartarus. It was given over tothe Kingdom's many religious orders, chargedto keep watch and defend the realm againstthe dark inhabitants of Tartarus. The ParagonTemple was built as the headquarters for thesepious men and holy warriors. Over the centuries,it's turned into a formidable fortress, andhas never been taken in battle.Whispering SwampsEver treacherous, the WhisperingSwamps are infamous for sucking unwarytravelers down to their deaths. The stickymud can tear your boots right off your feet.Leeches as big as your fist hide in the twistedmangrove branches. What looks like a wadingpool can easily be thirty feet deep. Pocketsof marsh gas choke the breath from anyonewho sets foot inside -- or explode at the flameof an ill-placed torch. A soft keening noisecan be heard throughout the swamp, whichfolklore claims to be the unburied ghosts ofdrowned men, unable to rest and forever wailing.Zirconyx's learned men scoff at folklore,however, and dismiss it as a mere trick ofthe wind. There is only one slight problemwith that theory. No wind ever blows in theSwamps.© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong> 39


CreditsInventor and Designer: Mark A. JacobsProject Manager: Mark A. JacobsConceptual Storyline and Content: Mark A. JacobsWritten Storyline and Editing: Ryan A. SpanCharacter Sculptors: Sandra Garrity and Kevin Contos3D Castle Designer: Bruce HirstLogo & Game Board Artwork, Fate Card & Storyline Illustrations: Sue DaweInstruction <strong>Book</strong>, Graphic Layouts, Icons, Battle Card Borders: Sue DaweBox and Castle Card Artwork: Britt MartinBarbarian and Warlock Illustration: Britt MartinCentaur Illustration: Brad J. WilliamsCrusader and Enchantress Illustration: Mark Andrew GoldfineDragon Illustration: Stefan HolmgrenElven Archer Illustration: Jonathan R. BrünnerGargoyle Illustration: Jeffrey B. CrokePrince Illustration: Selina A. FenechSorceress and Unicorn Illustration: Sue DaweWarlord Illustration: Matthew ForcellaWizard Illustration: Terry A. ErnestAll Other Character Illustrations: Paul Abrams and Tom SorensenPhotography: Mark SandfoxManufacturer: Grand Prix International40© 2004-2010 <strong>Chivalry</strong> <strong>Games</strong>

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