
A Mêlée is a Joust between two teams of Knights. The team must consist of two or three Knights per side.
DIFFERENCES
Since the turn, the fighting and the rules are more or less the same, it is easier to pin-point the differences.
• Each team has its own Start Deck and Draw Deck.
• Neither team can have the same knight.
• Neither team can have the same Unique Artefact.
• If both teams have the same start number, the team with the second lowest card begins.
• Only one Knight per team is allowed to carry a Unique Artefact.
SETTING THE BOARD
Team A that have a Knight equipped with a Unique Artefact goes first by positioning the Knight in the centre. The team B positions one of their Knights opposite team A’s centred Knight. Then it’s the team A again, this time positioning one of the wing Knights. The team B position an opponent to team A’s wing Knight. And so on. If a team have one Knight less, one of the wing Knights is deducted.
If neither side have a Knight with a unique Artefact, the Knight with the lowest Chivalry begins. If this doesn’t separate the Knights, use the card number in the lower right corner of the card.
THE TURN
The turn is played clock-wise.
LOOSING A KNIGHT-WHAT HAPPENS?
If the team ends up with two Knights left, there is a slot open. A Knight facing an empty slot may attack a Knight next to the empty slot.
LAST MAN STANDING
The team are in deep trouble if there is only one Knight left. This is the set-up if:
• The knight is faced by three opponents; take the centre position and fight all at the same time.
• The Knight is facing two opponents; hold your position.
• Both teams have Last Man Standing; they are placed in the centre position, facing each other.
TO SPLIT THE ATTACK
In a Mêlée a Knight is forced to attack all adjacent Knights. A Knight must do at least one Action against each of his opponents during the same turn.
MÊLÉE LOCK
During a Mêlée, a player with the Mêlée Lock symbol on one of his cards may initiate a Mêlée Lock at a cost of 3 Fatigue Points. When playing the card, you and your opponent are fixed in combat, mano y mano, until one of you has taken a hit. You may not perform Actions against any other Knight. None of the other Knights may intervene unless they are attempting to break the Mêlée Lock (see below). Place the card with the Mêlée Lock symbol on the table between the two Knights and "Tap" it.
BREAKING A MÊLÉE LOCK
By playing a Mêlée Movement and paying a total of 15 Fatigue Points a Knight may break the Mêlée Lock. This is done by changing position between your Knight and the locked Knight.
MÊLÉE
SPECIAL RESOURCES
THE SECRET SCROLL
RULES & CONCEPTS
GAME CONTENT
Copyright © 2008 by Three Crowns Game Productions · All Rights reserved · E-Mail: inforequest@3cg.se