Nic Chilton wrote: > On May 13, 4:56pm, Dylan O'Donnell wrote: > > Subject: Re: More German game translations sought... > > In article <5la16p$e11@squire.cen.brad.ac.uk> you write: > > > Anyone got the translations for LionHeart (Lowenhertz) > > > > Yep :-) Let me know if you want me to email you an ASCII > > copy. > > > > Yes please. I got this game along with Settlers Sailor, neither of which have > translations. Enclosed below - it's lost all the nice formatting of the version I printed out for my own use, but it's usable :-) (Working from dim memories of GCSE German and the liberal help of an online G->E dictionary; but I've compared it with other translations, and it's all correct as far as content goes.) Lvwenherz ("Lionheart") Designed by Klaus Teuber Published by Gold Sieber 1997 Translation by Dylan O'Donnell An exciting game about the borders of power for 2-4 players from 12 up. The King lies on his deathbed. The princes of his kingdom strive for the succession. Each prince holds three castles at the outset of the game. When a prince defines a border around his castle, he has creates a province. The larger the province, the better. Provinces bring power. And power is what is needed to become King Lionheart, the worthy successor of the old King. Game components 1 gameboard frame with 6 map tiles 16 Castles in four colours 48 Knights in four colours 4 victory markers in four colours 100 black border markers 1 black lead player castle 112 cards, comprising: 31 Action cards 12 Decision cards 13 Politics cards 4 Overview cards 52 Money cards Rules for 3 and 4 players (Special rules for 2 players at end of rules) It'll help to understand the following rules if you refer to the sheet "Spiel|bersicht f|r die Einstiegssversion" while reading them. Game setup Once you've played through Lvwenherz once, try the "Random Setup" rules below [the Full Game, essentially]. If this is the first time you're playing the game, set up the Basic Game as follows: Basic Game In the Basic Game each player starts out controlling one province, already defined by borders. The map is laid out as on the "Spiel|bersicht" sheet: 1. Lay out the gameboard frame. 2. Place the six maptiles within the border, so that the letters are in the upper left corner of each and in alphabetical order. Each player chooses their colour and takes one victory marker, 3 Castles and 12 Knights of that colour, placing them in front of them. (The fourth Castle in each colour is only used in the two-player game). Place three Castles and three Knights on the board as shown on the Spiel|bersicht, and borders around the initial provinces. In a three player game, the unused colour is neutral; the pieces of that colour are still placed on the board, where they will act as hindrances. 3. Sort the Action cards by the letter on their backs. Separate them into the five stacks, which are shuffled individually. The "A" stack is not used in the Basic Game; return it to the box. 4. The remaining four stacks are put together face down in alphabetical order, B on top, then C, D and E on the bottom. 5. The Action cards are placed face down on one of the two centre card spaces on the board frame; the other will be used for the discard pile. 6. Each player places their victory marker on the lion at the start of the victory point track. 7. The border markers and the black starter castle are placed next to the board, within easy reach. 8. Sort the Money cards by denomination into three stacks of 1, 2 and 3 ducat values respectively. Place these face up on the three card spaces at the left of the board frame as the Bank. 9. Each player takes Money cards to the value of 12 ducats (2x1, 2x2, 2x3) and places them face down in front of them. 10. The Politics cards are shuffled and split into two stacks (of 6 and 7 cards). Place these face down on the two right-hand card spaces on the board frame. 11. Each player takes the three Decision cards corresponding to his colour (yellow Cup, red Rose, purple Fleur-de-Lys, grey Dove). 12. Each player takes an overview card with a "Province Founding" table on the reverse. Provinces Provinces are spaces that are entirely enclosed by borders (which can be either border markers or the pre-existing border marked around the inside of the board frame), including exactly one Castle. In the example (Rulebook, p.3 left col. top), only Yellow controls a province. The Castles of Red and Purple are entirely surrounded by borders, but neither of them is within its own individual province. (Hint: try to place borders so that your provinces are as large as possible and include Cities. This earns victory points, and these win you the game.) Turn sequence The youngest player [or random, as usual] begins and takes the black castle that denotes the first player. The first player turns over the top Action card and places it on the discard pile. This card will either depict three possible actions for the turn, or be the special Action card "Silver Find!" ("Silberfund!"). The function of this card is described at the end of this section. If the card depicts three actions, the first player must decide which of them he would prefer to enact. He plays one of his three Decision cards face up in front of him, the number corresponding to the action he has chosen (1 top, 2 middle, 3 bottom). The other players do likewise in clockwise order. In a three-player game, the first player (only) plays two Decision cards simultaneously each turn. When each player has played their Decision card, the actions are enacted; first the top (1) action, then the middle (2), and finally the bottom (3), by the player who has chosen each. If two or more players have chosen the same action, then there will generally be a Contest (see below), since most actions can only be enacted by one player. Thus it will usually be the case that one player in each turn will be unable to take an action. In the three player game there is a good chance that the first player will not be able to enact both of the actions that he has chosen. If the Action card "Silver Find!" is turned up, each player scores one victory point for each Mine that lies within the borders of their provinces, and advances their victory marker that many spaces on the track. The same first player then turns up the next Action card. Once all of the actions on the card have been enacted, each player takes their Decision card back into their hand. The first player passes the black castle to the player on his left, who becomes the new first player and turns up the next Action card. The individual actions (The meaning of each action is given briefly on the overview cards.) 1. You earn x ducats If you choose this action, you receive as many ducats as indicated on the card. If two or more players choose this action, the ducats are divided equally between them; any remainder is lost. 2. You may place border markers Place borders, with an eye to forming a province you would control. Once a border has been placed it is considered neutral. You may place as many border markers as indicated on the card (one, two or three), anywhere on the board conforming to the following restrictions: Borders may only be placed on the line between two spaces. (Rulebook, p.3 right col. bottom) Borders may not be placed so as to separate a Knight and a Castle of the same colour, or two Knights of the same colour. Borders may not be placed within a province. If a player, by placing a border, forms one or more provinces, he immediately scores them (see "Scoring", below). If you control three provinces, you may not place further borders. 3. Deploy a Knight or expand a province. When you choose this action, you may either place one of your Knights on the board, or expand one of your provinces by up to two spaces. Deploying a Knight Knights may only be placed on open country or on Forest spaces. If you place a Knight on a Forest space, you incur a cost of 5 ducats which must be paid to the Bank. A Knight can never be placed on a Mine or City space. A Knight must be placed orthogonally adjacent to either another Knight of its own colour, or a Castle of its own colour; if a border intervenes, the pieces are not considered adjacent. Example (Rulebook, p.4 left col. top): Yellow is entitled to place a Knight. He may place it in either of the spaces indicated by arrows. The other spaces are debarred by either being only diagonal to a fellow piece, being separated from the adjacent piece by a border, or being a Mine. NB: If a player has placed all his Knights, he may only use this action to expand one of his provinces. Expanding a province A player may expand one of his provinces by one or two spaces. The first space must orthogonally border the expanding province. The second can either border the original province orthogonally, or the first space taken over. Two pictorial examples (Rulebook, p.4 left col. bottom) Spaces which are occupied by opposing pieces may not be taken over. (Example: Rulebook, p.4 right col. top) Spaces which do not belong to any province or provinces in Neutral Zones (see below) may be conquered without restriction. A player may not expand one of his provinces into spaces controlled by another that he owns. A province may only expand into a foreign province provided that the number of Knights it holds is greater than that in the other province. (Example: Rulebook, p.4 right col. second) If the number of Knights in a neighbouring province is equal to or greater than the number of Knights in the province you wish to expand, it cannot capture squares from that province. Example (Rulebook, p.4 right col. third): Red can expand at the expense of either Purple's or Yellow's provinces. Yellow can only expand into Purple's. When a player expands a province, it can result in the creation of a Neutral Zone. Neutral Zones are spaces that are entirely enclosed by borders, but that do not contain a Castle. Spaces within them are fair game for the expansion of any neighbouring province. (Example: Rulebook, p.4 right col. bottom) NB: Provinces can only grow by use of the Expansion action. It is not possible for the placement of borders to increase the size of a province. Example (Rulebook, p.5 left col. top): It is not possible for Yellow, by placing the two indicated borders, to annexe the four spaces marked in red. They instead form a Neutral Zone. 4. Deploy two Knights or deploy one Knight and expand one province. If you use this action, you may either place two Knights following the rules as above, or (in either order) deploy one Knight and expand one province by up to two spaces. Expanding twice (gaining 4 spaces) is not permitted. 5. Take a Politics card. Enacting this entitles you to look through one of the two Politics card stacks, choose one card from it and place it face down in front of you. The specific details for each Politics card are given later. Contests With the exception of the action "You earn x ducats" - where multiple players simply divide the income between them - each action may only be enacted by one player. If exactly two players have chosen the same action, they can negotiate with each other who should receive the right to enact it. Negotiation The players involved bid between themselves for the right to use the action they are contesting. Example: Fritz and Gabi have both played Decision cards for the action "Place 2 borders". Fritz offers Gabi three ducats if she will cede him the action. Gabi raises the offer to four ducats. Fritz takes the ducats, and Gabi places the two borders. It is not possible to divide an action. E.g, Fritz and Gabi could not have agreed with each other to place one border each. Politics cards may not be used as part of a negotiation offer. If the two players cannot come to terms, then they proceed to a Duel (as below). NB: When three or four players contest the same action, there can be no negotiation. A Duel commences immediately. The Duel Each player concerned takes their Money cards [and their Politics cards, so they can bluff about the presence of a Dukatenschatz] into their hand, and selects cards to any value they wish (possibly none). They then simultaneously reveal these cards. Whoever has committed the most ducats acquires the right to use the action and gives his money to the Bank. All other players retain their cards. Ties If two or more players in a Duel tie for the most ducats bid, then these players (only) take back their bid cards and repeat the Duel between themselves. They are not permitted to negotiate. If this results in a second tie, then no player will enact the action; all players retain their money. Scoring 1. Scoring for province creation Immediately a player has created a new province (whether one of his own or another player's), it is scored. Count the number of spaces in the province and look up on the "Province Founding" table on the Overview cards how many victory points this corresponds to. Each City within a province scores an additional 5 victory points (as well as counting as a space). The player who controls the newly created province (not necessarily the player that created it) moves their victory marker the appropriate number of points forward on the track. Example (Rulebook, p.5 right col. bottom): Neither player have a province here at present. Yellow places a border and thus creates two provinces; one controlled by his castle and one by Purple's. He looks up the outcome on the "Province Founding table": Yellow's province contains 12 spaces and one City. He scores 7 victory points for the area and 5 victory points for the City; thus the yellow victory marker moves forward 12 places. Purple's province comprises four spaces, and so he moves his victory marker up three spaces. Finish by removing superfluous border markers within the new provinces, and return them to the pile. 2. Scoring for province expansion When a player expands one of his provinces, he moves his victory marker one space forward for each space on the board he annexes. If he conquers a City, he gains an additional five victory points. When a player loses territory or Cities to expansion, he must move his victory marker backwards the appropriate amount. Example (Rulebook, p.6 left col. top): Yellow has expanded his province two spaces into Purple's, as indicated by the red arrows. Yellow advances his victory marker 7 places (2 for spaces + 1 City). Purple must move his victory marker 7 places back. The "Neutral Zone" special case If by expanding his province, a player creates a Neutral Zone in another player's, look up the number of spaces rendered neutral in the "Province Founding" table to calculate the number of victory points lost thereby. Example (Rulebook p.6 left col. bottom): Yellow expands into Purple's province. Purple loses two spaces directly and must move his victory marker two points back; Orange moves his two points forward. In addition, a Neutral Zone (shown in red) is created. Owing to the loss of these 8 spaces, Purple must move his victory marker back an extra 10 places (5 for the 8-space area according to the table + 5 for the lost City). Yellow does not however gain these victory points. Politics cards A player taking a Politics card will retain it for play at a future point. Cards with the shield symbol in the top left corner can be played in conjunction with a Decision card whenever one is played. Played Politics cards are placed in the discard pile. There are four different types of Politics cards: 1. Forced Alliance (B|ndniszwang) This card is used at the same time you play a Decision card. It takes effect immediately, before any Actions, and before the next player plays their Decision card. It is thus not affected by whether the player later gets to enact the action they have chosen. The Forced Alliance card affects two neighbouring provinces, one of your own and one of another player's. Henceforth, neither of these provinces can expand at the expense of the other. [In other words, the current border between them is fixed as long as the Alliance is in force, barring third- party encroachment.] The alliance is signified by turning one of the border markers between the two provinces through 90 degrees. NB: Should either of the spaces that this rotated marker occupies be conquered by a third province, the alliance does remain in force between the two original provinces. [Presumably, the marker is rotated back, and a new one turned crosswise further along. I'd be inclined to rule that if at any point the two provinces cease to border one another, the treaty lapses, even if they come to border one another again in the future - this point isn't dealt with in the rules, however.] An alliance can be ended at any time, by one of the two players involved paying a sum of 10 ducats to the Bank. Example of a Forced Alliance (Rulebook, p.6 right col. middle): Purple has, together with his Decision card, played the "Forced Alliance" card. Yellow can now no longer expand into Purple's lower province. He may however expand into Purple's righthand province, since there is no alliance between this province and his own. 2. Renegade (\berldufer) This card is used along with a Decision card and takes effect immediately (before actions), as for "Forced Alliance". The "Renegade" card affects two neighbouring provinces, one of your own and one belonging to another player. When you play this card, you must remove a Knight from the foreign province (it is returned to the owner's pile). Simultaneously, place a Knight of your own colour in your own province that borders it, following the rules for the Knight deployment action above. In removing the foreign Knight, you may not select any Knight that forms the sole link between two other Knights of the same colour, or between a Knight and its castle. Example (Rulebook, p.7 left col. top): Yellow has played a "Renegade" together with his Decision card. He removes the Purple Knight indicated with an arrow (he couldn't remove the Knight immediately to the right of the Castle, since this would break the chain). At the same time he places one of his own Knights. If you remove a foreign Knight from a Forest space, you must pay 5 ducats to the Bank. It is not permitted to remove a foreign Knight while not placing one of your own. It is possible that a Castle can be left alone in a province without any Knights. 3. Treasure Trove (Dukatenschatze) This card has a value of however many ducats are indicated on it. It can be used in a Duel either in conjunction with additional Money cards or on its own. Treasure Trove cannot be converted for Money cards or change be given for them. If you use this card to pay to place a Knight in a Forest space or to nullify a Forced Alliance, the excess ducats are lost. 4. Deeds (Lehen) This card remains concealed until the end of the game. Its owner then moves his victory marker as many points forward as are indicated on the card. End of the Game One of the Action cards in the last stack, E, is "The King is Dead!" (Der Kvnig ist tot!). When this card is turned up, the game ends immediately. Every player scores one victory point for each mine they control (as for "Silver Find!"). Holders of "Deeds" reveal them and advance their victory markers the appropriate amounts. Whoever has the victory marker furthest advanced on the track is the winner. If two or more players tie for victory points, whichever has the most ducats (including "Treasure Trove") wins. Random Setup After you've played through your first game you shouldn't use the setup from the Basic Game, but instead build a new map for each game, as follows: Shuffle the 6 maptiles and place them randomly within the board frame. Ignore the orientation of the letters. One player begins and places one Castle on any open space and a Knight on an open space orthogonally adjacent to it. Each player follows clockwise, until everyone has placed 3 Castles and 3 Knights. Knights and Castles may not be placed on City or Mine spaces. During setup, Knights may not be placed on Forest spaces either [nor may Castles, presumably]. Castles of the same colour must have at least a six space clear distance between them (not measured diagonally). (illus. Rulebook, p.7 right col.) In a three player game: each player, after they have placed their three Castles and Knights, places one Castle and Knight of the fourth (neutral) colour. These Castles must similarly have at least six spaces separating them from each other. The Action card stack "A" will be used. For each game separate out the Action cards by letter and shuffle the stacks separately, then order the stacks from A on the top to E on the bottom. The remainder of setup continues from paragraph 5 as for the Basic Game. Special rules for 2 players Lvwenherz makes a few small alterations to the rules to work better with two players: Play with three colours. Each player takes one colour; the third is neutral. Each player places four Castles and Knights of their colour, then two Castles and Knights of the neutral colour. Setup goes as follows: Players alternate placing. They place their own pieces first, then the neutral ones. Castles of each colour must still have at least six spaces separation from each other. The first player each turn always plays two Decision cards. -- : Dylan O'Donnell : "'And for my first trick, I'm : : Demon Internet Ltd, slave deck : going to prevent World War One.'" : : http://www.fysh.org/~psmith/ : - Graham Nelson, "Jigsaw". :