How to Play

Lancaster

2-5 players 60-60 min 7.4 Board Game Geek Rating

Players are ambitious noble families supporting King Henry V's conquest of France in 1413 England. Send knights to counties, castles, and French conflicts to gain influence. Compete by placing stronger knights to displace opponents' weaker ones from valuable locations. Develop your knighthood strategically while influencing parliament for beneficial laws. Victory goes to the player accumulating the most power points.

Published 2011

Lancaster

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place boards
Put the game board, parliament board, and 2 supply boards on the table
2
Stock supply boards
Put voting cubes, gold, and squires equally on supply boards
3
Select player color
Each player chooses a color and puts their player marker on 0 of the VP track
4
Place reserve knights
Put 7 knights of your color on any reserve area on the board
5
Take player components
Each player takes 1 castle board, 6 extension tiles, 1 screen, and 2 knights from their reserve (strength 1 and 2)
6
Receive starting resources
From supply, take 1 voting cube, 2 gold, 2 squires, and 2 voting tiles (yes and no)
7
Prepare law cards
Sort law cards by number on back, shuffle the 3 "0" laws and place face-up left to right on upper row of parliament board
8
Prepare noblemen tiles
Sort by letter on back, place each pile face-up in matching county
9
Set up castle
Place 2 knights in court area on player board, select 1 extension tile and place on castle covering same reward space, remaining 5 form personal supply on right
10
Prepare conflict area
Put 6 king's favor tiles face-up in conflict area
11
Remove conflict cards
Based on player count: 2/4 players remove cards 2 and 10; 3 players remove 9 and 10; 5 players remove 2 and 3
12
Reveal conflicts
Shuffle remaining conflict cards, place on board space, draw top 2 cards face-up in upper row
13
Determine start player
Pick start player and award start player marker, play proceeds clockwise
14
Hide resources
Keep gold and squires hidden behind player screen; all other information is public

On Your Turn

What you can do during your turn.

1
Move knights from court
Active player moves 1 knight from court to a knight space, playing clockwise until all players have placed all knights
2
Skip if necessary
Players may have different numbers of knights; skip turn if no knights remain in court
3
Place in county
Place on empty or occupied space; knight must match or exceed minimum strength of space
4
Place in castle
Place knight on empty space in own castle to earn reward later; 1 knight per space
5
Place in conflict
Place knight in topmost empty space of either conflict; each player can only occupy 1 space per conflict but can add strength to existing knight
6
Vote on new laws
Vote on 3 new laws (bottom row); current laws remain on top row
7
Cast votes
Vote on laws one by one starting with bottom left; all players place selected voting tile face-down, then put chosen number of voting cubes (0 or more) in hand and simultaneously reveal
8
Tally votes
Voting tile counts as 1 plus any voting cubes used; ties approve the law
9
Resolve approved laws
Approved laws slide into current law row from right, discarding leftmost law
10
Remove rejected laws
Rejected laws are removed from game
11
Return voting markers
All used and unused voting markers return to general supply (do not keep for next round)
12
Gain law rewards
After all 3 votes complete, players immediately gain rewards for laws in play from left to right
13
Score counties A-Z
Winning player either takes 1 nobleman OR takes reward shown on county OR pays 3 gold and takes both
14
Return pieces
Knight returns to court; squires return to general supply
15
Nobleman restriction
You cannot take the same nobleman more than once
16
Award start player
Player who wins Surrey awards start player marker to any player including themselves
17
Score in player order
Players receive rewards for knights and castle extensions in any order
18
Gain voting cubes
Receive 1 voting cube for each nobleman you have (except at end of round 5)
19
Determine winner
If England strength equals or exceeds France strength, England wins
20
Score England victory
Players gain VP rewards on card based on strength contributed for 1st/2nd/3rd place; ties go to player who entered fight last; knights return to court; discard conflict card
21
Score France victory
Top player gets 2nd place VPs, etc.; slide conflict card and knights to lower row
22
Second battle France victory
Score 2nd and 3rd place only; players must pay 1 gold per strength to retrieve knight, otherwise knight goes to reserve area
23
Reveal new conflicts
Draw 2 new conflict cards and place in upper row; flip all king's favor tokens face-up
24
Reveal new laws
Draw 3 new laws from top of draw pile, place left to right
25
Assign start player
Surrey winner assigns next start player; otherwise current start player keeps marker

Winning

How to claim victory.

1
Game duration
Play 5 complete rounds, then conduct final scoring
2
Knight strength bonus
+8 VP for highest total combined knight strength, +4 VP for 2nd highest
3
Extension tile bonus
+8 VP for most extension tiles in castle, +4 VP for 2nd most
4
Nobleman scoring
Score VP based on number of noblemen collected: 1=0, 2=1, 3=3, 4=6, 5=10, 6=15, 7=21, 8=28, 9=36 VP
5
Determine winner
Player with the most VP wins

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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