I
Concept of the Game
Each domain offers different benefi ts: The military allows you to
ght with greater effi cacy against invasions. The clergy focuses
on completion of the cathedral, and education of the peasants
and the military. The peasants toil to fi ll your coffers.
The citizens of the city provide a work force, represented by dice.
You use the work force in different ways: to perform various
activities supervised by your tradesmen, to build the cathedral, to
grapple with unfortunate events, or even to recruit new citizens.
Each of these actions requires utilization of a group of 1 to 3 dice.
In your actions, always regard the goals of the famous character
that inspires your family. This individual is one of several very
infl uential people whose principles have helped make the city
what it is today! In fact, if you can fi gure out whose principles the
other families follow, you can maximize your own fame, because
each family will be scrutinized by all of these famous fi gures.
The player who has garnered the most fame, in the form
of victory points, will win the game!
Troyes is a strategy game in which you represent a rich family from the Champagne region of France,
using your infl uence to recruit and supervise individuals from the 3 prominent domains: military
(associated with the color red in every aspect of the game), religious (white), and civil (yellow).
.
1 game board
.
deniers in
denominations of
1 (×24), 5 (×12),
and 10 (×4)
.
victory point tokens in denominations
of 1 (×24), 3 (×10), 5 (×10), and 10 (×10)
.
24 dice
in 4 different colors: 6 red dice
(military), 6 white dice (religious), 6 yellow
dice (civil), and 6 black dice (enemies)
.
8 wooden discs (2 in each player
color: natural, blue, green, and orange):
1 Infl uence marker and 1 District marker
for each player
.
9 Activity cards
of each type (military:
red, religious: white, civil: yellow). The
Activity cards are numbered from 1 to 3,
indicating the turn they enter the game.
.
16 Event cards: 8 red, 4 white, 4
yellow
.
6 Character cards
.
1 Start
Player card
.
4
Player
Aid cards
.
1-page appendix that describes the
Activity, Event, and Character cards
.
90 cubes (20 in each player color:
natural, blue, green, and orange, plus 10
gray neutral cubes)
.
56 citizens (12 in each player color:
natural, blue, green, and orange, plus 8
gray neutral citizens)
Contents
In the year 1200, the foundation is laid for
the cathedral of Troyes, but it will not be fi nished until 400 years later, after innumerable incidents. This game invites you
to experience four centuries of history by participating in the development of one of the fi nest medieval cities ever to make its
mark on Western culture. The society of that day was organized into three orders: the nobility, the clergy, and the peasants.
The nobility constituted the military force devoted to justice and to protecting the lands. The clergy were the spiritual guides of
the community, contributing to maintaining and developing knowledge and culture. The peasants and artisans, in turn, were
given very little consideration, although their hard work was essential to the daily life of the entire populace.
TROYES RULES ENG 09 03 17 i dd 1 9/03/17 15 57
II
Setup
Initial Placement
1 District marker that he places on 1 of the 5 gray disc
icons on the city square. Each player chooses the district
of the city square closest to his position around the table: this
district belongs to him.
5 deniers (your deniers are visible during the game).
1 Infl uence marker that he places on space 4 of the
infl uence track.
4 citizens with 4 players (5 with 3 players, 6 with 2
players); they form each player’s personal supply (place the
remaining citizens in the general supply). Each player has
a maximum of 12 citizens at his disposal during the game.
1 randomly selected Character card, which he keeps
secret (2 Character cards with 2 players).
20 cubes (the number of cubes is unlimited; if a player runs
out, he can use something else to supplement his cubes).
Sort the Activity cards by color and by
the round number during which they
enter the game (the number on the back
of the cards). For each color, without looking at the cards, place
face-down: a 1 card on the fi rst space of the appropriate color,
a 2 card on the second space, and then a 3 card on the third.
Return the unused cards to the game box (do not look at them).
Form 3 decks of Event cards:
1 red, 1 white, and 1 yellow. The number of
Event cards in the red deck determines the
number of turns in the game: for 4 players, place 6 cards in it (5 for
3 players, 4 for 2 players). Return the unused cards to the box. The
player who last read a history book receives the start player card.
Each player places the citizens from his personal supply
on the 3 principal buildings on the game board (Palace,
Bishopric, and City Hall). To place a citizen, simply put it on
an empty space in 1 of the 3 buildings. Once a citizen is placed,
it is not moved again during the initial placement.
The 1st round of placement starts with the start player, and
ends with the last player, going clockwise. The 2nd round of
placement starts with the last player, and ends with the start
player, going counterclockwise. The subsequent placement
rounds continue in that alternating fashion until each player
has placed all the citizens from his personal supply. At the end
of the initial placement, the gray neutral citizens are placed on
each remaining empty building place (except in a 2-player game,
in which the neutral citizens are placed at the beginning of the
phase, as illustrated at the bottom of the page)
.
This initial placement only happens once, at the beginning of the game.
Place the neutral citizens, the dice, the deniers, and the victory points (VP) near the board,
forming the general supply. Each player chooses a color and starts with:
Special placement with 2 players
With 2 players, place the neutral citizens before the players’
initial placement. Place them as shown here:
Example : Anna goes fi rst, and starts the initial placement by placing a
citizen on space 6 of the Palace. Faye
places 1 on the Bishopric. Geoffrey
places 1 on City Hall. Next, Emily
places 1 citizen on the Palace. Emily is
the fi rst to play in the second placement round, which will go counterclockwise.
You can follow all the placements in the illustration by following the numbers
indicated on the citizens. Once each player has placed 4 citizens, there are 2
empty spaces in the Palace, which neutral citizens will fi ll.
15
9
16
6
3
14
7
2
10
8
11
13
1
12
5
4
17
18
TROYES RULES ENG 09 03 17 i dd 2 9/03/17 15 57
III
The City
Square
divided into
5 districts
Marauding
Event Card
Decks
City Hall
Event Queue
Bishopric
Cathe-
dral
Infl uence
Track
General Supply
Agricul-
ture
Count’s
Palace
A
B
C
CC
D
TROYES RULES ENG 09 03 17 i dd 3 9/03/17 15 57
IV
Gameplay
A game lasts 6 rounds with 4 players (5 rounds with 3 players, 4 rounds with 2 players).
The fi rst 3 rounds each comprise 6 phases. Thereafter, each turn comprises 5 phases:
Each player rolls the dice to which he is
entitled: 1 yellow die per citizen located in
City Hall, 1 white die per citizen located in the Bishopric,
1 red die per citizen located in the Palace. Each player
then gathers his dice on his district of the city square, being
careful to maintain the face-up values that he rolled. Next,
the start player rolls the dice associated with the gray citizens
placed on the 3 buildings, and places them on a district of
the city square not belonging to any player (the gray district).
The dice represent the workforce of the citizens of the city, and
they enable the players to perform their actions.
Each player gains a fi xed income of 10 deniers.
Then, he pays the salaries of his citizens in the
Bishopric (1 denier per citizen) and in the Palace (2
deniers per citizen). The citizens in City Hall cost nothing.
If he cannot pay the salaries for all his citizens, he pays what he
can, then loses 2VP (a player with no VP loses nothing).
Phase 3: Events
Phase 0: Reveal Activity Cards
Phase 1: Income and Salaries
Each turn, 2 new events enter the game.
Reveal the top red Event card from the deck
and place it in the event queue, to the right
of those already threatening the city. That card will call
for a second card, either white or yellow, indicated by the
symbol on the red card. Place the second card at the end
of the event queue.
The Event cards in the queue take effect from left to right,
beginning with Marauding. There are 2 types of events:
.
military events are indicated by black dice: the start player
takes a black die into his hand for each die represented on the
cards. These black dice represent the enemies attacking
the city.
.
various events whose effects are indicated on the card,
and explained in detail in the annex.
If a player cannot totally resolve an event, he resolves as much
as he can, and then loses 2 VP (a player with no VP does not
lose anything).
After all events have been resolved, the start player rolls the black
dice that have accumulated. The start player must counter the
highest-valued black die with 1 or more dice from his district:
the total value of the chosen dice must be equal to or greater
than the value of the black die. The dice chosen by the player
to counter the black die are discarded, along with the black die.
Then, the player to the left of the start player must counter the
next-highest black die in the same manner, and so on until all
the black dice have been countered (as a result, it is possible that
the start player will have to contend with several black dice). If
a player’s dice do not allow him to beat the black die he’s up
against, he discards it without losing a die, but loses 2 VP.
Example: Each player gains a fi xed income of 10 deniers. After the initial
placement at the beginning of the game, Anna
must pay 1 denier salary for her
religious citizen, and 2 deniers for her military citizen. Faye
pays 3 deniers for
her 3 religious citizens. Geoffrey
pays 1 denier for his religious citizen. Emily
pays 1 denier for her religious citizen, and 6 deniers for her military citizens.
Example:
Anna has placed 2 civil
citizens, 1 religious citizen, and 1
military citizen: she rolls 2 yellow
dice, 1 white die, and 1 red die,
which she places in her district.
Once each player has rolled his
dice, Anna rolls the 2 red dice of the
neutral player, and places them in
the gray district.
Notes: The Marauding event is always present; it never leaves play. The cards
remain in play until they have been countered by the players. The number of cards
threatening the city is not limited: Continue the queue off the board if necessary.
Important:
. When combating black dice, the value of red dice is doubled,
.
A player can use dice of different colors to counter a black die,
. A player can counter several black dice at once: the highest-valued die,
plus any others he chooses,
. A player gains 1 Infl uence point for each black die he counters,
. It is possible to use Infl uence points before countering black dice (see
Infl uence),
. It is not possible to buy other player’s dice to counter black dice.
In the fi rst 3 rounds, for each color, reveal
the Activity card color whose number
corresponds to the current round: thus 1
new Activity card of each color becomes available in each
of the fi rst 3 rounds.
Phase 2: Assemble Workforce
1
2
TROYES RULES ENG 09 03 17 i dd 4 9/03/17 15 58
V
Merchant
Marchand
12
2
2
4
B
eginning with the start player, then going clockwise, each player
can either utilize his workforce to perform 1 action or pass. This
round of the game ends once either there are no more dice available,
or all the players have passed (see End of the round). Each action
requires using a group of 1 to 3 dice of the same color, and those dice
come from 1 or more of the city square’s 5 districts. A die coming from
the district of another player must be purchased from that player, who
cannot refuse the transaction. Pay the bank to use the dice in the gray
neutral player’s district. You do not pay to use your own dice. After
dice are used, they are discarded to the general supply.
The cost of a die depends on the number of dice the player is
using for his action:
.
if he is using 1 die, it costs him 2 deniers (if it belongs to another
player),
.
if he is using 2 dice, each die from another player costs him 4
deniers,
.
if he is using 3 dice, each die from another player costs him 6
deniers.
The cost of the dice depends on how many dice are required for
the action, so it is important to put together the group of dice
before paying the different players.
The players must choose 1 of 5 actions, or pass:
1- Activate 1 Activity card from the city
2- Construct the Cathedral
3- Combat the Events
4- Place a citizen on a principal building
5- Use agriculture
6- Pass
Activate 1 Activity card from the city
You may use a group of 1 to 3 dice to assign a portion
of the workforce to the activity described on 1 of the
available Activity cards. The yellow dice allow you to
activate a civil card; the white dice, a religious card; and
the red dice, a military card. In order to activate an Activity card,
a player must possess a tradesman who can direct the citizens’
work. 2 situations can arise:
.
you do not have a tradesman on the card
You must fi rst hire a tradesman by paying the amount in deniers
indicated in the upper-left part of the card. Place a citizen of
your color on a free space on the card to act as the tradesman.
The citizen must come either from your personal supply (if you
do not have any, you must hire one for 2 Infl uence points - see
Infl uence), or from any location on the board (Activity cards, or the
principal
buildings, or even expelled citizens lying on a building).
Once the tradesman is hired, the player must put together a
group of dice to activate the Activity card.
Example: A red card is drawn: War . This one calls for a white card, which
turns out to be Theological Confl ict
.
We resolve the 3 events: Anna takes 3 black dice (1 for Marauding, 2 for War) into
her hand, then she resolves the Theological Confl ict card as explained in the appendix.
Anna rolls the 3 black dice, and she gets 4, 6, and 1. She must counter the 6
with the dice in her district. She chooses to use her red 4. Red dice count double,
so she also chooses to counter the 1, which gains her 2 Infl uence points.
That leaves 1 black die, the 4, with which Faye , her left-hand neighbor, must
contend. She uses a white 1 and a yellow 3 to counter the black die. She gains 1
Infl uence point.
Example:
Anna hopes to attain a value of 16 with her dice in order to perform her
action. She has 2 yellow dice in her district. With Geoffrey’s
5 die, she reaches
16. Her group of dice comprises 3 dice, so 1 die would cost her 6 deniers. She pays
Geoffrey 6 deniers.
Instead of doing a yellow action, Anna could have performed an action with her
white die, and 1 of Faye’s
, in which case she would have paid Faye 4 deniers.
Example: Anna wishes to assign
the workforce of the 3 yellow dice
to the Merchant activity. Because she does not yet
have a tradesman on the card, she must fi rst hire one.
Cost: She pays 4 deniers to hire a tradesman.
Placement: She places her tradesman on the fi rst
available space, which in this case is worth 2 VP at
the end of the game.
Activation cost: The yellow dice have a value of
16, which allows her to use the Activity card 8 times
(16/2=8).
Effect: The card’s effect is immediate, so she
immediately gains 16 deniers because she activated
the card 8 times.
Phase 4: Actions
TROYES RULES ENG 09 03 17 i dd 5 9/03/17 15 58
VI
Prêtre
Priest
6
3
2
3
+3 +3
+3
2
4
4
Confl ict of Succession
Conflit de
succession
+
Merchant
Marchand
12
2
2
4
Prêtre
Priest
6
3
2
3
+3 +3
+3
Note: When the Marauding event is countered, players gain VP as
indicated above, but nobody takes the card. The cubes are removed
and the event is available again to receive new cubes in future actions.
Example: Faye wishes to assign the
workforce represented by 2 white dice to
activate the Priest. She uses the white 5 from her
district and buys a white 4 from Anna for 4 deniers
(because the group comprises 2 dice).
Cost to place: She pays 6 deniers for
her tradesman. Now that Faye has a tradesman
on this card, she will no longer need to pay 6
deniers in order to activate it and place cubes.
Activation cost: Her white dice worth 9 allow
her to activate the Activity card 3 times (9/3=3).
Effect: She places 3 cubes on the card because
it has a delayed effect. Later in the game, during a
yellow action, Faye can discard 1 cube from the card
to use the effect of the card (+3 for each yellow die in her group).
Example: Emily
wishes to combat
the Succession Confl ict event with her
3 red dice (2, 3, and 4).
She can place 2 cubes on the card’s banners (9/4=2).
She immediately gains 2 Infl uence points.
The event is countered because all 5 of the banners
are covered. Emily
and Geoffrey each gain 3VP
because they are tied for fi rst. Anna
gains nothing
because she is 3rd. Geoffrey takes the card because he
placed a cube before Emily.
Example: Geoffrey
wishes to
participate in the construction of the
cathedral with his white 5, Faye’s
2, and Emily’s 4. He pays Emily
and Faye 6 deniers each to purchase
their dice.
He places 1 cube in each of the
spaces 2 and 5 of the 1st level, and 1
cube on space 4 of the 2nd level. He
gains 5 Infl uence points and 3 VP.
Notes:
.
If you do not have a tradesman on the card, and you can’t hire one, then you cannot
activate the card.
.
At the end of the game, the tradesman is worth the VP indicated on his space.
.
A single player cannot place 2 tradesmen on the same Activity card.
.
If all the spaces are occupied, a player can place a tradesman on the card’s illustration,
but it will not be worth any VP at the end of the game.
.
If you hire a tradesman, you are required to activate the card at least once.
.
If a tradesman gets moved to another Activity card, his space is freed up, making it
available for the other players. Other citizens already on the card cannot be moved to
the newly freed space.
.
you already have a tradesman on the card
In this case, you neither pay nor place a tradesman on the card:
you just immediately put together a group of dice to activate
the Activity card.
2 types of Activity cards can be used:
Cards with an immediate effect: The effect of the
card is applied immediately. The activation cost, in the
lower-left corner of the card, determines the color of dice
required to activate the card, as well as the number of
times the effect can be used (this number is equal to the value
of the group of dice, divided by the number under the division
bar, rounded down to the nearest whole number).
Cards with a delayed effect: These cards can be
distinguished from those with an immediate effect by
the hourglass icon in the lower-right corner of the card.
When you activate this type of card, place the cubes of
your color on the card’s illustration. The number of cubes placed
is defi ned by the activation cost. Each cube can be used later in
the game during 1 of your actions, but an action can be modifi ed
by only 1 cube (2 cubes can never modify the same action). It is
not possible to use a cube to counter black dice in the Event phase.
Construct the Cathedral
You may use a group of 1 to 3 white dice to work
on constructing the cathedral. Each die allows
you to place 1 cube on the same-numbered
construction site of the cathedral. This construction site is
divided into 3 levels: the bottom row corresponds to level 1, the
2nd to level 2, and the 3rd to level 3. For each value, you cannot
place a cube on a higher-level space until there is a cube on
each lower-level space.
You immediately gain 1VP and 1 Infl uence point per cube that you
place on the spaces numbered 1 to 3, and 1VP and 2 Infl uence
points per cube that you place on the spaces numbered 4 to 6.
Combat the Events
You may use a group of 1 to 3 dice to combat the events
threatening the city. The activation cost shown on
the left side of an Event card defi nes:
.
the type of dice you must use to combat the event,
.
the number of cubes that the player may place on
the card (this number is equal to the value of the group of dice,
divided by the number under the division bar, rounded down to
the nearest whole number).
Place each cube on the upper-leftmost empty banner icon on the card.
For each cube placed on a card, you immediately gain 1 Infl uence
point. It is impossible to place cubes on multiple cards in a single
action without activating certain military Activity cards.
The number of banners defi nes the number of cubes required
to counter the event (it is impossible to place more cubes
than there are banners). Once the event is countered:
.
the player who placed the most cubes gains the larger VP reward
(the upper one). In the case of a tie for fi rst place, the tied players
divide the VP for 1st and 2nd place (rounded down to the nearest
whole number) and any lower-ranked players gain nothing. If a
player is the only one with cubes on the card, he gains the total VP of
both ranks. The neutral player’s cubes are considered in determining
majorities, and the neutral player can deprive players of VP,
.
the player who placed the second-most cubes gains the smaller
VP reward. In the case of a tie for second place, the tied players
divide the VP for 2nd place (rounded down to the nearest whole
number),
TROYES RULES ENG 09 03 17 i dd 6 9/03/17 15 59
VII
. the players retrieve their cubes and put them in their personal
supplies,
. the player who placed the most cubes takes the event
card (if it is the neutral player, the card is discarded). In
the case of a tie, the tied player who placed cubes on the
card fi rst wins. The cards can gain you VP at the end of
the game when the characters’ missions are evaluated.
Place a citizen on a principal building (Palace,
Bishopric, or City Hall)
Unlike the other actions, you always use
exactly 1 die to place a citizen on 1 of the
principal buildings. You take 1 of your citizens
from your personal supply (if you do not have any, you may hire
one for 2 Infl uence points - see Infl uence) or 1 of yours already
on the board, and place it on the principal building corresponding
with the color of the die you have chosen. A red die grants access
to the Palace; a white die, the Bishopric; and a yellow die, City Hall.
The value of the die shows the location inside the building where
the citizen is placed. Find the small picture of a die showing the same
value that you rolled. Your citizen will go there, as detailed below:
At City Hall and the Bishopric, the new citizen is placed on
the fi rst space of the matching row. If the row is fi lled with other
citizens, they are shifted 1 space to the right. If that pushes a
citizen out the right end of the row, lay the expelled citizen on the
illustration of the building (More than 1 player can have a citizen
lying on the illustration). In cases where there is an empty space,
citizens fi ll the space as they are moved to the right.
At the Palace, the new citizen goes on the matching space.
If there was already a citizen there, the old citizen is expelled and
laid on the illustration of the Palace.
Important: If you already have a citizen lying on a building’s
illustration, nobody can expel your citizen from that building; however,
you will retrieve your expelled citizens to your personal supply at
the end of the round, so this small protection is only good for the
current round. This also means that if placing a citizen would expell a
color already lying on the building, nobody can place a citizen there.
Use agriculture
The Agriculture activity allows you to
gain some money, thanks to the toil of the
peasants (a group of 1 to 3 yellow dice). This
activity does not require a tradesman. You gain a number of
deniers equal to the total value of the group of dice, divided by
2 (rounded down to the nearest whole number).
Pass
If you do not wish to perform any more actions this
round and there are still dice in the city square (in any
district), pass and receive 2 deniers, which you place
in your district.
During the remainder of this round, you
cannot take any more actions, but each time the turn comes
around to you, another denier is added to your district.
Note: If a gap is formed by eliminating an event card, shift any cards right of the
gap leftward to fi ll the gap.
The game round ends after a player’s action if:
.
all the players have passed (there are deniers in each player’s
district) or
.
there are no more dice in any of the districts of the city square.
The players retrieve the deniers from their districts. Citizens
lying on buildings return to their owners’ personal supplies.
Unused dice are returned to the general supply. The start
player passes the Start Player card to his left-hand neighbor,
and the next round begins.
Phase 5: End of the Round
Anna
buys the red 3 from the gray player for 2 deniers. She places a citizen on
space 3 of the Palace, expelling Emily’s
y
y
y
y
y
y
citizen, which is laid on the building.
Example: Faye
buys Geoffrey’s
yellow 1 for 2 deniers. She places a
citizen in row 1 of City Hall, expelling her own citizen. This move could be an
interesting way to secure a better position and to avoid getting expelled by someone else.
TROYES RULES ENG 09 03 17 i dd 7 9/03/17 15 59
VIII
Influence
End of the Game
.
1 point: you may reroll 1 die from your district (it is forbidden
to reroll anyone else’s dice — even the neutral player’s — even
after purchasing them),
.
2 points: add a citizen from the general supply to your personal
supply,
.
4 points: you may turn over 1 to 3 of the dice of your district
(it is forbidden to turn over anyone else’s dice - even the neutral
player’s). The chosen dice are turned to show the opposite face,
keeping in mind that the sum of 2 opposite sides of a die is
always equal to 7. The dice turned over may be of different colors.
It is possible to perform several of these actions in any order.
In addition to the VP tokens gained during the game, each
player:
.
gains 1 VP per un-countered event card on which he has a
presence (included the Marauding),
.
gains the VP indicated on the spaces occupied by his citizens
on the Activity cards,
.
loses 2 VP for each of the 3 levels of the cathedral on which
he has no cubes,
.
reveals his Character card. Each Character will evaluate all
the families, checking their performance on the character’s
mission. For each Character card in the game, each player gains
VP according to the Character card’s criteria. Because each
character rewards all the players, it is very important to try to
gure out which characters the other players have. Similarly, it
is important to bluff a bit in order to misdirect the other players.
If they cannot fi gure out your character’s mission, they are going
to have a hard time gaining VP by satisfying it!
The winner is the player with the most VP.
Thanks
The designers thank the numerous playtesters and proofreaders who have contributed to the
realization of this game, who we hope will take no offense: It is unfortunately impossible to list them all!
The publisher would like to thank Xavier and Alain for their confi dence and for the good times during
the creation of this game, and also his wife for her indispensable support.
www.pearlgames.be
©
2016 Pearl Games
Example: There are 2 dice in the city’s
districts: a red 1 on the neutral player’s
district, and a yellow 2 on Geoffrey’s.
It is Geoffrey’s
turn, and he chooses
to reroll his die for 1 Infl uence point:
he rolls a 1. He could spend another
Infl uence point to reroll a second time,
but he prefers to turn his die over for
4 Infl uence points: his 1 becomes a 6.
With this die, he chooses to place 2
cubes on the Marauding event, which
gains him 2 Infl uence points.
Note: You may never have more than 20 Infl uence points: any gained beyond that
are wasted.
Note: During the game, VP are hidden. In order to maximize suspense during the
nal tally, for each type of scoring, each player should make piles of 10 VP in front
of himself. This also makes it very easy to compare the players’ scores.
Before countering a black die, or performing an action, you may spend your Infl uence
points in various ways, in addition to your main action:
The game ends at the end of the round during which the fi nal red event card enters the game.
Designers: Sébastien Dujardin, Xavier Georges, Alain Orban
.
Illustrations and Graphic Design: alexandre-roche.com
Editing of the Rules: Sébastien Dujardin
.
English Translation: Nathan Morse
TROYES RULES ENG 09 03 17 i dd 8 9/03/17 15 59
4
6
2
Artisan
Artisan
5
1
3
4
=
0
2
6
Tithe
Dîme
6
2
4
Chivalry
Chevalerie
1
2
6
Diplomate
Diplomat
1
3
2
2
6
Archer
Archer
3-4-5-6
3
Merchant
Marchand
12
2
2
4
Prêtre
Priest
6
3
2
3
+3 +3
+3
2
4
2
5
Miller
Meunier
1
3
3
Monk
6
2
Moine
1
1
2
5
Innkeeper
Aubergiste
3
3
5
2
Blacksmith
Forgeron
+5
3
6
2
Militiaman
Milicien
3
3
3
3
6
2
Apprenticeship
Apprentissage
5=
=5
5=
3
3
2
7
Confession
Confession
+2 +2
+2
3
3
2
7
Templar
Templier
5
Hunting
Chasse
3 1
3
2
1
2
Mercenary
Mercenaire
3
2
1
5
6
Tax Collector
Percepteur
1
3
5
4
2
2
Journeyman
Compagnon
1
2
8
2
1
4
+
Goldsmith
Orfèvre
3
6
15
5
1
Sculptor
Sculpteur
3
3
5
4
+
2
Procession
Procession
2
7
1
2
1
0
Pilgrimage
Pèlerinage
3
5
7
2
1
Glassblower
Verrier
4
3
7
Captain
Capitaine
2
1
3
2
5
Joust
Joutes
2
+
3
7
2
Troubadour
Troubadour
2
3
3
3
Artisan
Spend 1 Influence
point to gain 6 deniers.
Blacksmith
Add 5 to the value of a
group of any number of red
dice. You cannot use that
group to place a citizen on
the Palace.
Sculptor
Gain 1 VP.
Apprenticeship
The value of each die in
a group becomes 5. You
can use this activity on a
group of dice of different
colors. You cannot use
that group to place a
citizen on the Bishopric,
City Hall, or Cathedral.
Captain
Gain 1 VP for each event
card with 1 or more cubes
of your color on it (inclu-
ding Marauding).
Merchant
Gain 2 deniers.
Militiaman
Use 1 to 3 yellow dice as
though they were red dice
of the same values. You can
use only yellow dice for this
action.
Tithe
Take up to 1 yellow die from each player
for free when putting together a group of
dice. For example, you can put together a
group of 3 yellow dice by taking 1 die from
each of 2 other players and 1 die from your
district. You can take a die from the neutral
player’s district. You cannot use another
cube to modify the dice in this group.
Confession
Add 2 to the value of
each die in a group
(the value of a die can
exceed 6). You can-
not use that group to
place a citizen on the
Bishopric, City Hall, or
Cathedral.
Glassblower
Gain 1 VP for
every 2 cubes of
your color on the
cathedral.
Hunting
Gain 3 Influence
points.
Joust
Gain 2 VP if the total value of red dice in
your district is higher than the total value
of red dice in each other player’s district
(excluding the dice used to activate this
card). If you are tied for highest, each tied
player gains 2 VP.
Miller
Choose either the Palace or the
Bishopric. Gain 2 deniers for
each citizen of your color on
the chosen building. You gain
no deniers for expelled citizens.
Each time you activate this card,
you may choose a different
building.
Journeyman
Pay 3 deniers to gain 2 VP.
Priest
Add 3 to the value of
each yellow die in a
group (the value of
a die can exceed 6).
You cannot use that
group to place a
citizen on City Hall.
Templar
Use 1 white die as though
it were 2 red dice of the
same value. You cannot
use more than 1 white
die for this action. If you
purchase the die from
another player’s district,
it costs 2 deniers. You
cannot add additional
red dice.
Mercenary
Gain 3 deniers.
Troubadour
Spend 3 Influence
points to gain 2 VP.
Innkeeper
Pay 1 denier to gain 1 In-
uence point.
Goldsmith
Gain 1 VP and 2 deniers.
Tax Collector
Each player pays you 1 denier for
each of his citizens on City Hall
(excluding expelled citizens). Gain
1 denier for each neutral citizen
on City Hall (excluding expelled
citizens). If a player cannot pay
the full amount, he pays as much
as he can.
Note: Don’t forget to
activate your Activity card
as many times as the group
of dice allows (e.g. activate
Joust twice to gain 4 VP
instead of only 2).
Chivalry
Place 1 cube on an Event
card for each red die in your
district (excluding the dice
used to activate this card).
Diplomat
Spend 1 Infl uence point to place
1 cube on an Event card (gain 1
Infl uence point). Each time you
activate this card, you may place
a cube on a different Event card.
You must spend all the Infl uence
points you want before placing
any cubes.
Archer
Roll 1 die; if you roll a 3 or higher,
place a cube on an Event card (gain
1 Infl uence point). Each time you
activate this card, you may place a
cube on a different Event card. The
value of the die cannot be modifi ed.
Monk
Use 1 white die as though
it were 3 yellow dice of the
same value. You cannot use
more than 1 white die for this
action. If you purchase the die
from another player’s district,
it costs 2 deniers. You cannot
add additional yellow dice.
Procession
The player with the highest num-
ber of dice in his district gains 2
VP (excluding the dice used to
activate this card). If multiple
players are tied for highest num-
ber, each tied player gains 2 VP.
A player must have at least 1 die
in his district to gain the 2 VP.
Pilgrimage
Gain 2 VP. You can use dice of any
combination of colors to activate
this card. If the group contains
dice of 2 or more colors, only
Apprenticeship and Confession
can be used to modify the dice.
Activity Cards
TROYES SHORT RULES ENG 09 03 17 i dd 1 9/03/17 18 21
Chrétien de Troyes
5
(6)
3
(4)
7
(8)
631
Hugues de Payns
631
5
10 15
1 3 6
Urbain IV
(4)
(4)
(4)
(4)
4)
3
(6)
(6
(6)
)
5
(8)
(8)
(8)
)
7
Le Florentin
4
2
6
631
Thibaut II
631
1812
6
63
1
Henry I
1 3 5
4
1
Drought
Sécheresse
3
4
Civil War
Guerre civile
2
3
Maîtres d’oeuvre
itinérants
Traveling Builders
4
3
2
1
Brigands
Brigandage
3
3
+
1
Soutien
Support
3
3
Theological Confl ict
Conflit
théologique
1
4
3
1
3
Interrupted Work
Perturbation
des travaux
4
2
4
4
Confl ict of Succession
Conflit de
succession
+
1
Wayfarers
Voyageurs
3
3
2
Hérésie
Heresy
3
3
1
2
Skirmishes
Escarmouches
3
+
Guerre
War
2
2
1
+
Chrétien de Troyes
He created the legend of the Grail and with it, the
modern literary concept of a romance. He needs
readers, and rewards having a lot of citizens on
the principal buildings.
.
1 VP if you have a total of 3 or 4 citizens
on the 3 principal buildings (4 or 5 with
2 players)
.
3 VP if you have 5 or 6 (6 or 7 with 2
players)
.
6 VP if you have 7 or more (8 or more
with 2 players)
Hugues de Payns
This count founded the Knights Templar in 1118.
He rewards having a lot of infl uence.
.
1 VP if you have 5 to 9 Infl uence points
.
3 VP if you have 10 to 14
.
6 VP if you have 15 or more
Urbain IV
Son of a cobbler from Troyes, he became pope in
1261 after having been clerk for the Cathedral.
He rewards the builders of the Cathedral.
.
1 VP if you have a total of 3 or 4 cubes
on the Cathedral (4 or 5 with 2 players)
.
3 VP if you have 5 or 6 (6 or 7 with 2
players)
.
6 VP if you have 7 or more (8 or more
with 2 players)
Le Florentin
Domenico del Barbieri, called The Florentine,
participated in the reconstruction of the city after
the fi re of 1524. He rewards having a lot of
tradesmen.
.
1 VP if you have a total of 2 or 3
tradesmen on Activity cards
.
3 VP if you have 4 or 5
.
6 VP if you have 6 or more
Thibaut II
This count was the chief instigator of the grand
fairs of Champagne. He rewards accumulation
of money.
.
1 VP if you have 6 to 11 deniers
.
3 VP if you have 12 to 17
.
6 VP if you have 18 or more
Henry I
He was knighted by the emperor and participated
alongside Louis VII in the second Crusade. He
rewards countering events
.
1 VP if you have gained 1 or 2 Event
cards
.
3 VP if you have gained 3 or 4
.
6 VP if you have gained 5 or more
Drought
Each player pays 1 denier for each of his
citizens on City Hall (excluding expelled
citizens).
Traveling Builders
Place a gray cube on the empty space with
the lowest value and in the lowest level of
the Cathedral.
Support
Place 1 gray cube on each of 2 Event cards
to the left of this card. If there are fewer than
2 Event cards to the left of this card, place
1 gray cube on each Event card to the left
of this card.
Theological Confl ict
Roll 1 die and place 1 neutral citizen on
the fi rst space of the matching row of the
Bishopric (pushing and expelling citizens
as normal).
Interrupted Work
Remove a cube from the occupied space
with the highest value and in the highest
level of the Cathedral.
Heresy
Each player loses 2 Infl uence points.
War and
Normans Attack
+ 2 black dice.
Civil War
Each player loses 3 deniers.
Brigands (x3)
+ 1 black die.
Confl ict of Succession
Roll 1 die and place 1 neutral citizen on
the matching space of the Palace (expelling
citizens as normal).
Wayfarers
Roll 1 die and place 1 neutral citizen on the
rst space of the matching row of City Hall
(pushing and expelling citizens as normal).
Skirmishes (x2)
+ 1 black die.
Note: If all 8 neutral
citizens are already in
play, ignore the effects
of Event cards that add
neutral citizens.
Event Cards
Character Cards
TROYES SHORT RULES ENG 09 03 17 i dd 2 9/03/17 18 21
6
1
1
6
1
6
Initial Placement
Gameplay
Baker
Boulanger
12
1
3
5
Baker
Gain 1 denier for
each yellow die in
the city square.
+
3
7
Banquet
Banquet
2
4
1
Banquet
Gain 1 VP for each red die in
the district of the city contai-
ning the most red dice (the
district may belong to another
player, including the neutral
player).
3
4
3
Prior
8
3
Prieur
Prior
Use 1 white die as
though it were 2
white dice of the
same value. You
cannot use more
than 1 white die for
this action.
2
3
6
Resistance
Résistance
+
Resistance
When this card comes into play, it
calls for a second red event; take
the card from those returned to the
game box during setup. The second
red card will call a yellow or white
card as normal. When Resistance
resolves, remove the most recently
placed cube from each Event card.
Baker
Boul
ange
rBoul
ange
r
11
2
2
11
5
5
Bake
r
Gai
Gai
Gai
Ga
Ga
Gai
Ga
n1
n 1
n 1
n
1
n1
1
n
de
de
d
de
e
d
d
nie
ie
nie
i
nie
e
eac
eac
eac
eac
a
ea
ac
h y
h y
h y
h y
h
h y
ell
ell
ll
ell
e
ell
ow
ow
w
w
ow
ow
ow
d
d
d
d
the
e
the
he
e
the
ci
ci
ci
ci
ty
ty
ty
ty
ty
ty
squ
squ
squ
squ
sq
ar
a
ar
ar
ar
r
r
BONUS
Le Roy uses the meeples of 2 colors. The gray meeples are not used.
Roll 6 dice (2 red, 2 yellow, 2 white); the 3 highest results indicate where le Roy places three meeples, then proceed
to place 2 of your own meeples. Repeat this placement order until all spots are fi lled (the buildings should contain
12 of le Roy’s meeples, and 6 of the player’s).
NOTE: Equal numbers are resolved as follows: red > yellow > white. The value of the dice is irrelevant; le Roy
will place his meeples on the best places in each building, as shown here (the best place is 1, the worst is 6):
• Shuffl e the 6 character cards, and place them on the table, one on top of the other, in such a way that the
bottom part of each card remains visible. The card on top will be the fi rst to be resolved (see below for
rules on resolving character cards).
Le Roy and the player will take turns being the Start Player, alternating each round.
Negative events do not affect le Roy.
Any event that refers to the neutral player now refers to le Roy (his meeples and cubes).
Le Roy ranks his dice by value, then by color ( red > yellow > white), as shown below.
When combating black dice, le Roy uses his strongest available die to eliminate only the highest remaining black
die. Any remaining black dice are passed back to the player.
For the player’s turn, the game proceeds just like the standard game. If the player chooses to purchase le Roy’s
dice, he pays the appropriate deniers to the bank.
For le Roy’s turn, roll 2 black dice and combine their value to determine his action for the turn (see the table on
page 2) . The price indicated is the number of dice le Roy spends for the action. IMPORTANT: Le Roy always spends
his best dice, and continues taking turns until all of his dice have been used. If the price exceeds his number of
remaining dice, le Roy still completes the action using all of his remaining dice.
The solo variant is played against a neutral player, le Roy. Le Roy plays without money
or infl uence, but he will try anything to win. The rules for solo play are the same as the
standard game, except as indicated below.
The strongest die is in the
upper left, the weakest in
the bottom right.
Example :
631
Henry I
1 3 5
Le Florentin
4
2
6
631
Hugues de Payns
631
5
10 15
Thibaut II
631
1812
6
Chrétien de Troyes
5
(6)
3
(4)
7
(8)
631
1 3 6
Urbain IV
(4)
(4
(4)
(4)
3
(6)
(
(6)
5
(8)
(8)(8)
7
The King’s Challenge
Solo variant rules, by Shadi Torbey
Bonus Cards
TROYES SOLO RULES ENG 04 04 17 i dd 1 4/04/17 11 50
Result Action Price
2
Le Roy gains 2 VP 3 dice (1 is purchased
from the player)
1
3
Le Roy gains 2 VP 2 dice (1 is purchased
from the player)
2
4
Le Roy places 1 worker meeple
3
1 die
5
Le Roy resolves the right-most event X die/dice
4
6
Le Roy places 1 tradesman meeple
5
1 die
7
Le Roy places 2 cubes on the cathedral
6
2 dice
8
Le Roy reveals a character card
7
0 die
9
Le Roy resolves the right-most event X die/dice
4
10
Le Roy places 1 worker meeple 1 die
11
Le Roy gains 2 VP 2 dice (1 is purchased
from the player)
2
12
Le Roy gains 2 VP 3 dice (1 is purchased
from the player)
1
Notes :
1
Le Roy purchases your best available die for 6 deniers.
2
Le Roy purchases your best available die for 4 deniers. If you have no dice, he uses his own without paying you.
3
Le Roy’s highest die will indicate where (red=Palace, yellow=City Hall, white= Bishopric).
Le Roy always expels one of your meeples if possible.
4
Le
Roy spends one die for each free banner on the event card.
5
Le Roy places a meeple on the spot worth the most VP. In case of a tie, use the least expensive location. If still
tied, the preference order is red > yellow > white.
6
Le Roy places his cubes on the best available spaces of the lowest available row. If there are no spaces left, le
Roy instead gains 2 VP.
7
Le Roy and the player immediately receive the points of the character on top of the pile. This character card is
then removed from the game. If there are no characters left, le Roy instead gains 1VP. Le Roy does not score for
gold and infl uence.
Le Roy and the player receive the appropriate number of points for each of the remaining character cards, if applicable.
The player’s fi nal score is calculated by subtracting le Roy’s VP from his own.
-100 to 0: Your defeat merits no additional comments. You’re beheaded.
0 to 5: Wipe that smile from your face. lt’s not terrible, but le Roy will still have your head.
6 to 10: An average performance, at best.
11 to 15: Not bad, you’re starting to make something of yourself.
16 to 20 : You’re making le Roy start to worry. You’re beheaded.
20+: Congratulations! Masterful work!
Card Modifi cations:
Tax Collector - Gain 2 deniers for each of le Roy’s citizens on City Hall instead of 1.
• Tithe - Take up to 3 yellow dice from le Roy instead of 1. You can still use a maximum of only 3 dice per action.
Traveling Builders - If there is an empty space on the Cathedral, le Roy gains 1 VP.
• Banquet - Do not count le Roy’s dice when determining the district with the most red dice. You gain VP even if
le Roy has more red dice in a district than you.
End of the Game
TROYES SOLO RULES ENG 04 04 17 i dd 2 4/04/17 11 50