Middle Ages
You are the head of a fiefdom and its future is in your hands. Will you develop agriculture with fields and mills? Or will you become a pious church-builder or prefer to feast in your sumptuous palaces? Develop your lands in your image and become the most influential lord in the kingdom.
Explore the essence of medieval urban life through 8 distinct tiles: fields, farms, villages, forts, markets, barracks, churches, and palaces. Each tile features its own scoring system yet linked to others, offering a rich and immersive gaming experience. Unleash strategic maneuvers, from daring assaults on rival fiefdoms to reserving tiles for future use. Harness the power of tactical combinations to amplify your income and pave your way to triumph!
Number of players: 2 - 5
Game duration: 12 mn
Complexity: 3 / 5
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Play Middle Ages and 959 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Overview
Obtain a variety of different Estates over the course of 16 rounds in order to be the richest Estate holder
Setup
As part of setup, place your Lord on an empty Plot tile on the top row
Turn
Before anyone takes their turn, discard the unselected plot tiles from the current row
Turn order is based on your Lords position in current row, leftmost going earliest
Move your Lord to an empty plot on the next row (the lowest row wraps round to the 1st row) and take the plot your Lord came from and place it on your Estate of the same type
After placing the tile in the associated Estate gain the Effect then the Income of that Estate
When everyone has taken a turn, refill the now empty row with new tiles (If you run out of draw tiles, depending on player count, either simply reshuffle the discards OR add new tiles in from the Orange Deck)
On the 4th, 8th, 12th, and 16th rounds you will also trigger the active Event
Estates
Estate | Quantity | Effect |
---|---|---|
Field | 14 | Gain a coin for each Farmer THEN gain 2 coins for each Field |
Mill | 13 | Each player with fewer Mills than you gives you 2 coins THEN gain 2 coins for each Mill |
Village | 12 | Move a tile from your Cemetery to its Estate without activating it THEN gain 2 coins for each Village and each Rampart |
Rampart | 11 | Place your Scout on a tile in a row your Lord is not present to reserve it and prevent others from claiming it THEN gain 2 coins for each Field and each Rampart. (Note: You do not have to pick the reserved tile, but when your Lord reaches your Scout's row, if you do not pick the reserved tile then your Scout is returned to you.) |
Market | 10 | Gain a coin for each Chest THEN gain 2 coins for each Mill and each Market |
Barracks | 9 | Any other player whose Rampart quantity is lower than your Barrack quantity place their leftmost and topmost tile in their Cemetery and give you 2 coins THEN gain 2 coins for each Village and each Barracks |
Church | 8 | Place an Extra Coin token onto any Estate with a free space for one which permanently boosts its effect going forward THEN gain 3 coins for each Church |
Palace | 7 | Place a Plot token onto any Estate with a free space for it and that does not already reward that plot type which now permanently rewards the new plot type also going forward THEN gain 3 coins for each Palace |
Game End
The game ends at the end of the 16th Round after its associated Event
Lose 10 coins per Estate you have 0 Tiles in
After which, the player with the most remaining coins, wins!
If tied, the player with the most Palaces wins!
If still tied, the most of the next Estate going from right to left until the tie is broken wins!