How to play
Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.
Here is an overview of how to play the game, covering setup, turns, and the end of the game.
Game Setup
- Assemble the Game Board Frame in the middle of the play area, placing face-down Coastal, Inner, and Central Region Tiles to form the isle of Avalon, and set the Favor Track nearby (p. 6).
- Each player chooses a faction, takes their boards, components, and a Card Separator, and places a Settlement on each Settlement slot of their Faction Board with Faction Discs on the 0 spots of all tracks (p. 6).
- Choose a game mode (such as Normal Length, Symmetric Factions, Standard Battles, and Catch-Up Mechanisms for a first game) and adjust your boards to match the chosen sides (p. 6).
- Separate all Main Deck Cards into four types (Deploy, Move, Settle, Battle Plan), shuffle each deck, and place them face down in the Deck Holder (p. 6).
- Shuffle the Mythical Beast, Artifact, and Prophecy Decks and place them in their designated places on the Favor Track Board, along with the Green Knight and Excalibur Cards (p. 6).
- Place each player's Favor Marker on the 0 space of the Favor Track, and place player VP Markers on the VP Track based on the values next to their faction names (p. 5, 6).
- Place the Season Tracker Token on the first space of the season track, place the Round Tracker Token on the round track, and keep the Excalibur Token, Holy Grail, Green Knight Miniature, Mythical Beast Miniatures, Strength Tokens, and VP Tokens within reach (p. 5).
- If playing a 2-player or 3-player game, place Deep Mist Tokens on the designated regions as specified for that player count (p. 5).
- Each player draws 3 Artifacts from the Artifact Deck, chooses 1 to keep, and sets the rest aside (p. 5).
How a Turn Works
- During the Preparation Phase, each round consists of players taking one turn in initiative order (high to lowest) (p. 10, 24).
- On your turn, you resolve your chosen Card's effects from left to right and top to bottom, and you may also use any number of abilities you wish (p. 13, 24).
- At the end of your turn, you perform end of turn actions: you discard the Card you played along with any Cards used to pay for it, and then you draw 2 Cards of your choice from any of the four Main Decks (p. 3, 8).
- Finally, you check region limits to ensure you do not control more than 5 units in any region, returning excess units to your supply if necessary (p. 8).
How the Game Ends
The game ends when players reach the end of the final season (season 2 for a normal game, or season 3 for a long game) (p. 5, 4). At the end of the final season, each player gains VPs from the revealed Settlement slots on their Faction Boards one last time (p. 4). The winner is the player with the most VPs at the end of the final season, and ties are broken by the Holy Grail bearer winning or, if no one bears the Holy Grail, all tied players winning (p. 4).
This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.