Lancaster

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Overview

Lancaster is a strategy game set in 1413 England under King Henry V. Players are aspiring noble families seeking to become the most powerful Lord by developing their knighthood, deploying knights to English counties, their own castle, and conflicts with France, and influencing Parliament. The game is played over 5 rounds, each consisting of 3 phases. The player with the most power points at the end wins.

Components

Setup

  1. Randomly determine a start player and give them the start player marker.
  2. Set up the game board with nobleman tiles in counties, conflict cards, and law cards.
  3. Each player receives their castle board, knights, voting tiles, and starting resources.
  4. Players take turns in clockwise direction.

Turn Structure

The game is played over 5 rounds. Each round has 3 phases:

Phase 1: Place Knights

Players take turns placing one knight from their court onto a knight’s space. This continues until all players have placed all their knights.

Three placement locations:

  1. County: Place on an empty or occupied space. Knight must meet or exceed the minimum strength requirement. Squires may be added (each adds +1 strength, not counting toward minimum). An occupied space’s knight can be expelled if the new knight’s total strength (knight + squires) exceeds the occupant’s total strength. Expelled knights return to their owner’s court; accompanying squires return to general supply. A player can never expel their own knight.

  2. Castle: Place on an empty space in your own castle. Each space holds one knight.

  3. Conflict: Place on the topmost empty space of a conflict card. Each player may occupy only one space per conflict. A player already in a conflict may reinforce by stacking knights. The first 6 knights placed in conflicts earn the “King’s Favor” – the player selects a favor tile from the display and receives its reward immediately.

Phase 2: Parliament

Three new laws are voted on, one at a time.

Phase 3: Rewards

Evaluated in order: Counties, then Castles, then Conflicts.

Counties (A through I): Each player with a knight in a county chooses one of three options:

Knight returns to court; squires return to general supply.

Special – Surrey (County I): The player also determines the new start player (can be any player, including themselves).

Castles: In player order, each player scores their complete castle:

Conflicts: Resolved one at a time (lower row first, then upper row):

  1. Determine winner: Total all knights’ strength. If combined strength >= France’s strength, England wins. Otherwise, France wins.
  2. Player ranking: Rank players by total strength contributed. Ties broken by who entered later (lower position = higher rank).

Actions

Scoring / Victory Conditions

Final Scoring (after round 5):

The player with the most power points wins. Ties are shared victories.

Special Rules & Edge Cases

Player Reference

Phase Order Each Round:

  1. Place Knights (all players, one at a time)
  2. Parliament (vote on 3 new laws)
  3. Rewards (Counties A-I, then Castles, then Conflicts)

Prepare Next Round:

Conflict Power Points (England wins):

Rank Points Awarded
1st Highest score on card
2nd Middle score on card
3rd Lowest score on card

Conflict Power Points (France wins):

Rank Points Awarded
1st Middle score on card
2nd Lowest score on card
3rd Nothing

Final Scoring Bonuses:

Category 1st Place 2nd Place Tie-breaker
Knighthood Strength 8 PP 4 PP Most squires
Castle Extensions 8 PP 4 PP Most gold
Nobleman Tiles Scaled by count