Condottiere Rules
Condottiere Rules
Overview
D
uring the Renaissance
Era, Italy was divided into
numerous independent city-
states. While bursting with
trade and wealth, the city-
states’ growing concern over jealous neighbors
invited the rise of the Condottieri, ambitious
leaders of powerful mercenary armies.
Components
1
Setup
1. Place the board in the center of the table.
Playing the Game
I
n Condottiere, players
2. Return all 8 cards marked compete in numerous battles
with the classic version icon over the different regions
(fruit) to the box. Shuffle the of the board. In each battle,
remaining cards and deal players fight over a contested
10 facedown to each player. region, taking turns playing cards to increase
Place the deck facedown near the board. their strength and trigger special effects.
3. Each player chooses a color and takes the At the end of each battle, the player who has
six control markers of that color. the highest strength based on the cards he or
she played wins the battle and gains control
4. The youngest player takes of the contested region. The game ends when
the battle marker. He or she a single player controls either three adjacent
initiates the first battle and regions or a total of five regions anywhere
takes the first turn of the game. on the board.
Battle
To initiate a battle, the player with the battle
marker chooses an empty region (a region
with no markers on it) and places the battle
marker in that region. This marks the region
as contested, and the winner of the battle will
gain control of it.
2
Pass
Player Turn If you do not wish to play a card, or if you
Player turns are taken in clockwise order are out of cards, you pass. For the rest of this
starting with the player who initiated the battle, you cannot play any more cards, and
battle. When you take your turn, you can your turn is skipped.
choose to either play a card or pass.
Any cards you already played during the
Play a Card battle stay in your row, and their values and
effects still apply; regardless of when you
Playing a card allows you to increase your
pass, you can still have the highest strength at
strength, hinder opponents, or trigger other
the end of the battle.
effects. There are two types of cards:
mercenary and special cards. If all players except you have passed, you can
take as many consecutive turns as you wish,
Mercenary cards
playing cards until you also pass.
form the backbone
of your army and are
marked by a shield
icon and value (top
left). Each mercenary
you play contributes Strength and Mercenaries
its value to your
After you play a card, add up your
strength. If you have
current strength (the total value of
the highest strength
the mercenaries in your row plus any
among all players at the end of the battle, you
modifications from special cards) and say
win the battle and gain control of the
it aloud to the other players. This keeps
contested region.
everyone aware of the state of the battle.
Special cards
The deck contains 58 mercenaries:
affect the battle in
10 of the 1-value mercenaries, and 8
powerful ways, such
each of the 2, 3, 4, 5, 6, and 10-value
as forcing an early
mercenaries.
end to the battle
or multiplying a
player’s strength.
Each special card
is marked with a
unique icon (top
left) and a scroll (bottom) that indicates the
card’s effect. For each card’s full effect, see
“Special Cards” on pages 5–6.
3
End of Battle
After all players have passed, the battle ends.
4
Special Cards Turncoat (3)
When you play a
E
ach special card has a unique Turncoat, the battle
effect that can change the immediately ends. The
state of the battle. These rules for who wins, who
effects are summarized by a takes the battle marker,
group of icons on the bottom etc., are all resolved as
of each card. Each card (and its quantity in normal.
the deck) are explained in greater detail in
the following section.
Winter (3) & Spring (3)
Bishop (6) The seasons of Winter and Spring alter the
mercenaries’ effectiveness for all players, but
When you play a Bishop, only one season can be in play at a time.
check which mercenary
has the highest value When you play Winter or
among all player rows. Spring, place the card on
Discard all copies of that the season space of the
card from all player rows. board. If there is already a
card in that space, discard
Then, take the favor marker (from the board it and replace it with the
if necessary). Choose and place it in an empty new card. After a battle
region on the board; it remains on the board ends, if Winter or Spring is
(even across multiple battles) until another on the board, discard it.
Bishop is played. Battles cannot be initiated in
the favor marker’s region. Winter: While Winter is
in play, the value of each
mercenary in all player
rows is “1.”
5
Drummer (6)
While you have a
Drummer in your row,
double the value of each
Strength and Special Cards
mercenary in your row. Special cards whose effects relate to
You can play additional mercenary values are resolved in this
Drummers, but they have order:
no effect.
1. Bishop
2. Winter
Spy (12) 3. Drummer
For each Spy in your row, 4. Spring
add 1 to your strength.
5. Spy and Heroine
Also, after each battle,
the player with the most This means that the Bishop affects
Spies takes the battle mercenaries at their normal values
marker instead of the (before calculating Winter, Spring, or
player who won the battle. If players are tied the Drummer).
for most Spies, the battle marker is taken as
The Drummer doubles values after
normal.
Winter (each mercenary is effectively
worth 2 instead of 1), but before Spring
Credits
Game Design: Dominique Ehrhard
TM
1995 County Rd B2 West
2-Player Game Design: Justin Kemppainen Roseville, MN 55113 USA
651-639-1905
Producer: Justin Kemppainen [email protected]
Editing: Andrea Dell’Agnese & Julia Faeta
Graphic Design: Samuel R. Shimota Proof of Purchase
© 2018 Z-Man Games. Z-Man Condottiere ZM008
Cover and Card Art: Tomasz Jedruszek Games and the Z-Man logo are TMs
of Z-Man Games. Fantasy Flight
Board Art: Samuel R. Shimota Supply is a TM of Fantasy Flight
Games. Actual components may
Art Direction: Bree Lindsoe with Samuel R. Shimota
vary from those shown. Made in
Publisher: Steven Kimball China. THIS PRODUCT IS NOT A
TOY. NOT INTENDED FOR USE BY
Playtesters: Beth Erikson, Dan Gerlach, PERSONS AGE 9 OR YOUNGER.
Monica Helland, Kate Kemppainen,
Alexandar Ortloff, Jasmine Radue, Michael Silsby
6
Classic Version Setup Changes
Create two identical decks
I
ncluded in this edition using only the cards marked
of Condottiere are the with 2-player game icons.
components and rules to Each deck contains 14
play the original version of mercenaries (2 of each, values
the game. 1–6 and 10), 3 Scarecrows,
and 1 each of the Bishop (new
version), Drummer, Heroine,
Setup Changes Turncoat, Winter, and Spring.
Before shuffling the deck, modify it as follows: Each player takes one of the
decks (23 cards), shuffles it,
Remove all 22 cards marked and draws eight cards. Gather five control
with the new version icon markers of any color. Randomly determine
(flower) from the deck: all which player takes the battle marker.
Spring cards, Bishops (new Return the board, the favor marker, and all
version), and Spies, and one unused cards and control markers to the box.
Scarecrow. They are not used in the 2-player game.
Include all 8 cards marked
with the classic version icon
(fruit): five additional 1-value
Rule Changes
There are a few rule changes:
mercenaries and three
Bishops (classic version). • When a battle ends, the winner takes a
control marker. Then, players return all
played cards to the box (players cannot
Bishop (3) look at them) and draw back up to eight
cards (if possible).
When you play a Bishop
• The first player to win three battles (have
(classic version), the battle
three control markers) wins the game.
ends immediately with no
winner. Randomly decide • If you are completely out of cards (both
who takes the battle your deck and hand are empty), your deck
marker, then resolve the is not reset; you are forced to pass in the
remaining “End of Battle” remaining battles.
steps as normal. • If both players are out of cards after a battle
ends and neither player has won three
W
hen playing Condottiere with related effect of the Bishop (new version).
two players, each player uses
an identical deck, fighting • If Winter or Spring is played, place it in the
several battles head to middle of the play area instead of on the
head to determine who can board. Resolve its effects as normal.
achieve supremacy.
7
Special Card Quick Reference
Bishop (New) Spring
Discard all copies of the highest-value Add “3” to all copies of the highest value
mercenary in play. Place the favor marker in mercenary in play. This card replaces the
an empty region. current season.
The battle ends with no winner. Randomly Double the value of each mercenary in
decide who takes the battle marker. your row.
Scarecrow Spy
Take 1 mercenary from your row back to Add 1 to your strength. At the end of the
your hand. battle, the player with the most Spies takes
the battle marker.
Turncoat
Heroine
Winter