How to Play Troyes: The Ladies of Troyes

Pearl Games, asmodee, Galápagos Jogos · Board game · 2012
2–4 · best 3 90 min Weight 3.5/5
8.5 rating Ludopedia
8.0 rating BGG

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Game Objective

The game Troyes: The Ladies of Troyes is an expansion that requires the base game Troyes. The objective of the game and its gameplay are the same as the base game, with the modifications detailed in this rulebook. Players compete to accumulate the most Victory Points (VP) by the end of the game, using dice, Activity cards, and other strategic actions.

Setup

Game setup involves including several expansion modules, which players must agree to use at the start of the game. Here are the detailed steps for setup, considering the described modules:

  1. Character Cards: Replace the 6 Character cards from the base game with the 9 new Character cards from the expansion. Then, deal one secret Character card to each player (with 2 players, each receives 2 Character cards).
  2. Character Variant (Optional): If desired, one Character card can be revealed at the start of the game, visible to all, indicating how this character will grant VP to all players at the end of the game.
  3. Activity Cards: You can use only the 27 new Activity cards from the expansion or shuffle them with the 27 cards from the base game.
  4. Event Cards: You can use only the 6 new Event cards from the expansion or shuffle them with the Event cards from the base game.
  5. Wall Guards: Each player takes 1 wall guard of their color. The city walls of Troyes form a 20-space track. Each player places their wall guard at the top gate, which is space 0.
  6. Outer Activity Tiles: Take 1 random tile of each level (I, II, III, IV) from the Outer Activity tiles. Place these 4 tiles outside the 4 city gates, clockwise, according to their levels (Level I at the first gate, Level II at the second, etc.). For each tile, randomly choose which side will be face up.
  7. Purple Dice (Family Leader): Add 1 purple die per player to the general supply. Return any unused purple dice to the box.
  8. Additional Tokens: Add the additional denier tokens (8 of five) and victory point tokens (2 of five and 4 of ten) to the general supply.
  9. Other Components: Add the 2 additional black dice, the 20 cubes, and the 2 additional gray neutral citizens to the general supply.

Game Flow

The game flow follows the structure of the base game, with the following phases and modifications:

  • Phase 2: Gather Workforce: Each player adds a purple die (their family leader) to the other dice they are entitled to. This die is rolled along with the others and placed in the player's city square district.
  • Phase 3: Events: The purple die can be used like any other to confront a black die.
  • Phase 4: Actions: A new action is available, in addition to the base game actions. The purple die can be used to perform an action.
  • Phase 5: End of Round (Tournament Variant): In the penultimate round of the game (for 3 or 4 players), the starting player passes the starting player card to their right (instead of their left). The last round of the game is played counter-clockwise.

Actions and How to Play

The base game actions remain the same, with the addition of a new action and special rules for the purple die and the new cards:

Available Actions

  • Use your guard on the walls (Action 7):
    • With a single die of any color, you can use your wall guard.
    • This die cannot be modified by delayed effect cards, but you can increase its value by paying deniers to the bank (each denier increases the value by 1, up to a maximum of 6).
    • You gain action points equal to the die's value.
    • You can use each action point in the following ways:
      • Advance your guard 1 space along the walls (always clockwise, cannot advance beyond space 20).
      • Place a cube on an outer activity to which you have access. Once your guard reaches or passes a city gate, you have access to that gate's outer activity for the rest of the game.
    • You can only place 1 cube per outer activity when performing this action, but you can have multiple cubes on an outer activity if you perform the action more than once.
    • When your guard reaches the top gate of the board (space 20), you must place it on the associated Level IV activity. You will no longer be able to move your guard along the walls, but you can still use Action 7 to place cubes on the 4 outer activities.
    • The guard can never leave the walls to be used anywhere else in the game.

Special Rules for the Purple Die (Family Leader)

  • The purple die can be used like any other die to confront a black die (Phase 3) or to perform an action (Phase 4).
  • You can use Influence points to reroll or flip this die. However, you must pay 2 deniers to reroll your purple die.
  • It is impossible to buy a purple die from another player; only the player who rolled it can use it.
  • When using your purple die, you choose its effective color (yellow, white, or red). While on the board, the purple die is not considered yellow, white, or red.
  • If the purple die is used to confront a black die, it always counts as double, as it is understood that you considered it to be red.
  • When the Procession card is in play, include the purple die in the count to determine who has more dice in their district.
  • You cannot have more than 1 purple die in your city square district.

New Types of Character Cards (The Ladies of Troyes)

  • Mixed Cards: They have an immediate and a delayed effect. On the first activation, you place cubes on the card. On a subsequent activation, you can use the cubes to benefit from the card's effect. It is impossible to place cubes and use them in the same action. You can use more than 1 cube from this card in an action. These mixed Activity cards are not subject to the restriction that an action can only be modified by 1 cube at a time. It is also possible to use a cube from another Activity card to improve the activation of mixed cards.
  • Cards with Delayed Effects until the End of the Game: The cubes that players place on these cards will be counted during scoring at the end of the game.

Outer Activities

The cubes placed on outer activities allow you to benefit from them in the same way as the base game's delayed effect Activity cards, with the difference that you can use the outer activity cubes during other players' turns and during Phase 3: Events.

  • In the same action, it is possible to use both a cube from a delayed effect Activity card and cubes from outer activities.
  • It is possible to use 2 cubes from different outer activities in the same action; however, it is not possible to use 2 cubes from the same outer activity during the same action (even if the action is performed by an opponent).
  • The die used to place a cube on an outer activity through Action 7 - Use your guard on the walls must be of a different color than the die displayed on the activity (e.g., cannot use a yellow die to reroll a yellow die).
  • Examples of Outer Activities:
    • Discard 1 cube to reroll 1 die of the color indicated on the outer activity.
    • Discard 1 cube to gain 2 additional VP when placing at least 1 cube on the cathedral or on an Event card.
    • The first player to reach the gate related to this activity places their guard on the first space and gains 6 VP. The second gains 4 VP, the third 2 VP, and the fourth 1 VP. It is not possible to place cubes on this outer activity.
    • All players who have reached the gate related to this activity gain 3 VP. At the end of the game, each cube placed on this activity gives its owner 1 VP. The player with the most cubes gains 8 VP, the second 4 VP, and the third 2 VP (in case of a tie, they split the VP rounded down).
    • Discard 1 cube to receive 5 additional deniers when using agriculture.
    • Receive 4 deniers when an opponent activates an Activity card on which you have a merchant (requires discarding 1 cube from this activity during the opponent's turn).
    • Discard 1 cube to exchange 1 die with each opponent (up to 3 exchanges per cube, including the neutral player). The purple die cannot be exchanged.
    • Discard 1 cube to confront a black die each time you have to confront the highest value black die during Phase 3: Events (gains Influence points normally). It is also possible to discard 1 cube to avoid losing deniers (Drought and Civil War), Influence points (Heresy), or a cube (Harsh Winter and Interrupted Work) during Phase 3: Events.
    • When activating a delayed or mixed effect Activity card, you can place 1 of your cubes from this outer activity on a delayed effect, mixed, or end-of-game delayed Activity card of your choice.
    • Discard 1 cube to flip an opponent's die that you just bought to perform an action. You must use the die immediately.
    • Gain 4 Influence points when an opponent buys at least 1 of your dice (requires discarding 1 cube from this activity during the opponent's turn).
    • Discard 1 cube to gain 4 Influence points when placing a citizen in 1 of the 3 main buildings.

End of Game and Scoring

Refer to the manual for details on this section.

Tips for Winning

  1. Guard and Outer Activity Management: Prioritize moving your wall guard to access the outer activities that best align with your strategy. Remember that access is permanent once you pass through the gate, and some activities offer VP upon arrival, so plan your route.
  2. Strategic Use of the Purple Die: The purple die is versatile, allowing you to choose its effective color (yellow, white, or red) to adapt to your action needs. Use it to fill gaps in your actions or to confront black dice, where it counts as double. Remember that it cannot be bought by other players, ensuring you always have a powerful die at your disposal.
  3. Leverage Mixed and Delayed Effect Cards: The new Character and Activity cards offer scoring opportunities and powerful effects. Plan your activations to maximize the benefits of immediate and delayed effects, especially cards that count cubes at the end of the game for VP.

Rules manual

Official PDF file

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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Troyes: The Ladies of Troyes?
The game Troyes: The Ladies of Troyes is an expansion that requires the base game Troyes. The objective of the game and its gameplay are the same as the base game, with the modifications detailed in this rulebook. Players compete to accumulate the most Victory Points (VP) by the end of the game, using dice, Activity cards, and other strategic actions.
How do you set up Troyes: The Ladies of Troyes?
Game setup involves including several expansion modules, which players must agree to use at the start of the game. Here are the detailed steps for setup, considering the described modules: Character Cards: Replace the 6 Character cards from the base game with the 9 new Character cards from the expansion. Then, deal one secret Character card to each player (with 2 players, each receives 2 Character cards). Character Variant (Optional): If desired, one Character card can be revealed at the start…
How do you play Troyes: The Ladies of Troyes?
The game flow follows the structure of the base game, with the following phases and modifications: Phase 2: Gather Workforce: Each player adds a purple die (their family leader) to the other dice they are entitled to. This die is rolled along with the others and placed in the player's city square district. Phase 3: Events: The purple die can be used like any other to confront a black die. Phase 4: Actions: A new action is available, in addition to the base game actions. The purple die can be…
How does Troyes: The Ladies of Troyes end, and how do you score?
Refer to the manual for details on this section.
What are some tips for winning Troyes: The Ladies of Troyes?
Guard and Outer Activity Management: Prioritize moving your wall guard to access the outer activities that best align with your strategy. Remember that access is permanent once you pass through the gate, and some activities offer VP upon arrival, so plan your route. Strategic Use of the Purple Die: The purple die is versatile, allowing you to choose its effective color (yellow, white, or red) to adapt to your action needs. Use it to fill gaps in your actions or to confront black dice, where it…
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