You and your rival kings have united to invade the neighboring kingdom of Norshire. While you besiege castles to plunder them, you need to win sufficient gold to pay for your armies. Can you raise more gold than your rivals?

To play Castle Conquests, print out the one-page PDF.

Setup: Take turns creating the map.

A) Draw an effect symbol (see table) in a castle without one to give it a bonus or penalty. (Limit of one per castle but no limit on reusing symbols elsewhere.) Effects are listed below.
–OR–
B)
Draw a road between two castles without crossing an existing road (a road can be straight or wavy). If, as a result of this road, every castle can now reach every other castle indirectly through the network of roads, the next player starts play!

Play: Place your army symbol (X, C, I, or V) on an empty road to besiege 2 connected castles.

If every road around a castle has been occupied by a player, whoever has the most armies around the castle claims the castle and gets its gold and effect. In the event of a tie, no player gets gold; draw walls (a box) around the castle to indicate it is unclaimable.

The player who claims the castle crosses it out with their symbol and…

  • Tallies gold (use grid at left) for each road connected to the castle. Add 1 gold for the key or subtract 1 gold for the lock.
  • If the castle has a horseshoe, they take another turn; if arrows, they lose a turn.
  • If a crown, draw a new castle anywhere and draw up to four roads that connect to nearby unclaimed castles and don’t cross other roads. If a tent, draw a box around an unclaimed castle.
  • If the effect is a bridge, draw a new road between two unclaimed castles and place their symbol on it; if a flood, erase a road between unclaimed castles and score those castles, if necessary.                    

Winning! The player with the most gold wins. If tied, the one with the most castles wins.

Note: Norshire is pronounced /nôrsh’ər)/, with its last syllable as in Cheshire.