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Reinforcements

During their turn, a player engaged in combat may


choose to move more soldiers into battle (normal troop
movement rules apply). Once the soldiers reach the
combat area, the soldiers are then also engaged in the
battle.

Retreat

After the attacker has rolled their first die, and the
defender and attacker have each rolled two more times,
either player may choose to retreat.
The retreating player must move all of their soldiers
that were fighting back to their starting base county (if
a base county has been conquered by another player,
they must choose a new one that will remain the base
county until the game ends or this county is also
conquered).
The retreating player can not use these soldiers for
one turn if the county where battle took place is
bordering their base county, two turns if the county
where combat took place is two spaces from the
players base county, or three turns if the county where
battle took place is three or more spaces from the
players base.

Victory!

The first player to conquer all counties of


England and Wales is the winner! They become the
new King or Queen of England, and they may celebrate
by beheading their rivals.

War of the Roses


Objective
Capture all the counties of England and Wales
to become the new king

Player Count: 2-4


Materials:

Game board
Soldier pieces
(cube shaped game pieces represent one soldier,
conic game pieces represent five soldiers)
2 die
Deck of county cards (including 4 starting county
cards)

Start

Each player will be randomly dealt one starting


county card, place extra starting county cards back in
the county pile.
Next each player will collect three troops and place
them in their county. This is their starting army.
Roll to determine who goes first, the player that
rolls the highest number goes first, and play goes
clockwise around the table. If there is a tie for first
roll again.

On starting their turn, each player may choose one


of two options
Players may move as many soldiers as they
choose up to three spaces away from where the
pieces were on the beginning of the players turn.
OR
Players may move as many soldiers as they
choose up to one space from their starting
position, and collect the total number of soldiers
listed on all county cards in the players
posession, placing them in any counties of the
players choice.

Sieging

If a players soldiers lands on a county that does not


support their claim to be king (they do not own the
county), the soldiers will begin to siege.
If at least one of the players soldiers is on the county
for the number of turns listed on the countys card,
then the player has successfully sieged the county and
player keeps the card. This county now supports their
claim to be king.
When sieging a county already owned by a player,
the sieging player will lose one soldier each turn after
the first turn they started sieging. When sieging an
unoccupied county, the player will lose no soldiers
each turn.

Combat

When the armies of two players enter the same


county, on the same turn they will begin fighting.
The player whose soldiers were in the county first
are defenders, the player whose soldiers entered next
are the attackers.
The attacker first rolls a die. If they roll a 5 or
greater, the defender loses one soldier.
Next the defender and attacker will both roll a die,
and if the number rolled by the attacker is greater
than the number rolled by the defender, the defender
loses a soldier. If the defender rolls a number greater
than or equal to the attacker, the attacker loses a
soldier.
At this point the current turn ends and the next
player may take their turn. The battle is not over yet.
Once the attacker has finished their turn, combat
continues. From this point on, at the beginning of
each subsequent turn until combat ends (one player
runs out of soldiers or retreats), the attacker and
defender will continue to roll one die each, the player
that loses the die roll losing one soldier.
Combat only ends once one player retreats or runs
out of soldiers.

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