MONTY PYTHON & THE HOLY GRAIL - THE COLLECTIBLE CARD GAME
by Hans ten Cate
Sunday, 22 September 1996

THE RULES - PART 1

TABLE OF CONTENTS

1.0 Game Play
2.0 Game Set-Up
3.0 Order of Play
4.0 Cards
5.0 Joining the Round Table
6.0 Movement
7.0 Resolving Disputes
8.0 Castles
9.0 Villages
10.0 Pages
11.0 Items
12.0 Write Yer Own™ Cards
13.0 Timing
14.0 Avalon
15.0 Ending the Game
16.0 Optional Rules
Frequently Asked Questions
Credits

Monty Python and the Holy Grail, The Collectible Card Game (CCG). Design Copyright © 1996 Kenzer & Co. All rights reserved; Monty Python and the Holy Grail is a trademark of Python (Monty) Pictures, Limited.

1.0 GAME PLAY

Each player will lead one Round Table through England on a quest to find the Holy Grail. During the quest, the Round Table will deal with adversaries through combat, wits or running away. Each player will try to hinder his opponent's Round Table by playing cards such as taunts, events and perils so he can complete the quest first. After a player's Round Table has braved the hazards of England, it may enter Avalon where the Holy Grail may be found.

2.0 GAME SET-UP

2.1 Each player removes one Arthur and one Patsy card from his deck and places them aside. These are the starting cast of characters.

2.2 Each player shuffles his deck.

2.3 Each player cuts his opponent's deck and flips the top-card face up. These "ante" cards are placed in a pile. The first to find the Grail wins the ante. If all players agree, you may play for more than one ante card, but in no case shall anyone be allowed to play without an ante (see also Optional Rules).

2.4 Next, each player must place the top 14 cards from their deck, face-down, such that no player knows the cards' identities. All players then arrange the 14 cards face-down to form England and Avalon (see Figure 1).

2.5 Each player then draws seven cards for their hand.

2.6 Whichever player owns the most MPHG cards goes first.

2.7 Om du befinner dig i Sverige, mŒste du spela MPHG CCG vid ett runt bord!

3.0 ORDER OF PLAY

3.1 Draw Cards Phase. The player whose turn it is draws her cards. The number of cards drawn shall be one unless her knights are in an area that provides for the drawing of extra cards (such as lands or castles).

3.2 Take Your Turn Phase. Do any of the following in any order:

  • Play one or more cards from your hand,
  • Move your knights one space in any direction,
  • Resolve disputes with adversaries (this action may be required at specific times),
  • Play face-down cards on your opponent's England,
  • Play face-down cards on Avalon,
  • Ask one knight or persona to join you in your Round Table, or
  • Run away.

    3.3 Balance Hand Phase. A player must always have between three and seven cards at the end of his turn. If a player has eight or more cards at the end of his turn, he must discard down to seven cards. On the other hand, if a player has two or fewer cards at the end of his turn, he must draw enough cards to have three in his hand after the draw.

4.0 CARDS

4.1 When to Play. Any player may play a card face-up on/in any opponent, England, Avalon, or Round Table at any time (subject to restrictions in section 6.2). A card may be played face-down in any England or Avalon only during the player's Take Your Turn phase.

4.2 Quotes. All card titles and quotes must be read aloud or the card does not take effect and is placed in the dead cart. When reading a quote or singing a song, the reader should also make a good faith effort to imitate any applicable movie accent or inflection.

4.3 Two Cards in One. The basic card types include the following: Adversary, Castle, Event, Item, Knight, Land, Page, Persona, Questions Three, Song, Taunt and Village. The majority of cards have a secondary or alternate effect at the bottom or side of the card. These secondary effects may be used in lieu of the primary effect. EXCEPTION: The secondary property of page cards is an adversary. This secondary effect only comes into play if a player turns the card up in his own England. In that case, the card is considered an adversary and not a page. Under no circumstances is a player to play a page or a page's alternate property in any England, on an opponent, or in Avalon, i.e., a player may only play a page in her Round Table Area, and the card must be played as a page (not an adversary).

4.4 Grail Numbers. The numbers inside the grail icon are called grail numbers. They are used just like die rolls. If a grail number is required, a card is drawn and the number inside the grail icon is used. The card is then discarded with no further effect. Exception: Song cards that are used for the grail number must then be immediately played on the drawing player's opponent. (Song cards which you have in your hand may be played at any time subject to limits set by section 4.1).

4.5 The Dead Cart. Used cards and discards are placed in a face-up pile next to the player's deck. This pile is called the dead cart. EXCEPTION: a card which must specifically be "eliminated from play" is not placed in the dead cart. It must be removed from the playing surface never again to be used in the current game.

4.6 Unique Cards. Only one of each card may be in play on a player's England, Avalon, or Round Table Area at a time. Otherwise duplicate cards may be played using their secondary effect, or on the other player's England or Round Table Area. Note that if a card is in Avalon, it may not be played in either player's England or Round Table. If a duplicate card is turned face-up, it is immediately discarded (and replaced if appropriate - see 6.0 Movement for more details). EXCEPTION: "generic" cards may always be duplicated.

5.0 JOINING THE ROUND TABLE

5.1 Knights. New knights may be invited to join a player's Round Table. A knight will not join the Round Table unless there is a page in play that can carry his coconuts. If there is a page that can be assigned to the knight, the knight may join the Round Table. Knights played directly from a player's hand join the Round Table automatically (if there is a page for them, of course). Knights encountered in England may be asked to join by a knight who is already a member of the Round Table. When a knight is asked to join, both players draw a grail number. If the knight's number is less than the Round Table representative's number, he joins. If it exceeds the Round Table representative's number, he refuses to join and becomes an adversary (he must be defeated to enter the area). If the numbers are equal, the knight will not join, but may be asked to join again. A knight may be asked to join only once per turn, unless he is challenged to combat or a battle of wits, in which case he will never join.

5.2 Personas. Personas may be invited to join the Round Table just like knights, however the Round Table representative may not use a Round Table bonus (if any). Personas do not normally require a page to serve them.

5.3 'Til Death Do Us Part. Knights, personas and pages may not be voluntarily dismissed or removed from Round Table service - they are members until death. EXCEPTION: If a knight's page is killed or eliminated, the knight will leave the Round Table (place him in the dead cart) unless another page can be immediately assigned to him. A page cannot be assigned to this knight at the expense of another knight.

6.0 MOVEMENT

6.1 Movement in General. The knights may move to one area adjacent to the area they are in per turn (although some special cards enhance/restrict movement and see also Section 7.6, Running Away). A player's Round Table may not move (except to run away) without at least one knight. To move, a player announces the space that she intends her Round Table to move into.

6.2 Face-down Cards. If there are face-down cards in the space the knights are moving into, they are turned over, such that the former bottom card is now on top, and all cards are now face up, i.e., the first card placed face-down is revealed first. As each card is revealed, the primary ability affects the knights and personas entering the area. Thus any events, songs, taunts or trivia that are revealed can adversely affect the knights; it is as if the player's opponent had played the cards and whether the card takes effect is totally at the discretion of the opponent. If, after all events have taken effect, there are no lands, adversaries (or perils), castles, knights, personas, items or villages, the player whose turn it is must take the top card from her deck and place it face-up in the space. This process continues until an appropriate card fills the space (from any source, including another player's hand).

This would suggest that a player must encounter at least one of the following when moving into a new area of England: lands, adversaries (or perils, which includes pages), castles, knights, personas, items or villages. So if the player traversing into a new area of England encounters cards only belonging to the other four "suits" (i.e. events, questions three, songs, and taunts), the player has to keep drawing cards until one of the other eight suits comes up.

6.3 One per Space. There may be no more than one of each of the following cards in a space at any given time: land, village, castle, peril or adversary, knight (may or may not be an adversary), persona. Additionally, a peril may not occupy the same area as a knight. The cards played first remain, the others are discarded. Thus, if a player plays a castle on a face-down space and later the original face-down card is revealed to be a castle, the second card played is discarded. EXCEPTION: Anthrax personas and adversaries may be played together in contravention of the "one card type per space" rule. Add their wits together and resolve the dispute once.

6.4 Occupying the Space. After the knights have defeated any adversaries in an area, the entire Round Table is free to enter the area. This is indicated by moving one knight (usually Arthur) or some other appropriate marker into the space. For convenience, the rest of the Round Table remains in the Round Table Area. The knight that is representing the Round Table by moving as your "piece" in England is not necessarily the lead knight for disputes - the lead knight is chosen when a dispute occurs.