Feudality is a great fun board game designed by Tom Wham and published by Z-Man Games in 2011. The game is currently out of print. A pdf of the F2F rules is available here.

These are the V2 rules for the postal adaptation (for 3-4 players only) by Richard Smith 2020. The V1 rules are still available for now.

These rules are for the basic set, not including the Dark Clouds, Pretty Flowers expansion. Note also that the Wizard and Soothsayer tiles are slightly different for postal play.

1. Setup

1.1 There are 12 different Fiefdom Management Cards (FMCs) available. With 3 players everyone gets a choice of 4, with 4 players a choice of 3. The GM should supply images of the FMCs to the players.

1.2 Each player receives 3 iron cubes, 3 wood cubes, 3 food cubes, 3 gold cubes, 3 stone cubes, a keep, a tower and 1 forest tile.

1.3 Having chosen an FMC, each player needs to place their Keep and Tower (gain 1 Iron for each hill covered - note that a double hill is worth 2 iron when covered, but does not increase the output of mines placed on it). Example: "place Keep with top left at white 4 blue 3 and Tower at white 4 blue 4". They then need to place their forest tile.

1.4 In the postal game, the free tiles are determined slightly differently from the F2F game. As part of the setup, each player is given four random tiles (not value tiles with gold stars), and they place two on the FMC at no cost, the other two going back in the bag.

1.5 The play order is determined randomly by the GM with the Senior Player cycling round (R1 = player1, R2 = player2 etc.). Players are informed of this as part of the startup.

2. Number of Turns

2.1 The game ends when one or more players gets to 13 points (4 players) or 14 points (3 players) - tie break as per F2F rules. There are a maximum of 16 turns in the 4-player game and 15 in the 3-player. Most points at the end of these wins (tie breaks as per F2F rules).

3. Turn Report

3.1 Result of Previous Turn

(not on first turn)

3.1.1. Activations: The tile activations made by each baron are reported.

3.1.2. Event Card: The outcome of the previous turn's event card is reported.

3.1.3. Purchase Phase: Tiles purchased by each baron are reported. Fortifications built are also reported at this point.

3.1.4. Baronial Actions: Last turn's senior player's baronial actions are reported.

3.1.5. Feeding: Last turn's senior player's feeding outcome is reported.

3.1.6. Pass The Shield: The new Senior Player is named.

3.2 Actions of Current Turn

(not on final turn)

3.2.1 Roll Dice - the dice rolls (by the GM) are reported. Note that in the postal game, for the first three rounds (3-player game) or 4 rounds (4-player game) there are always at least two rolls. If the first roll is not a double or 8, roll again anyway. For subsequent rounds, the guaranteed second roll goes but Wizards can be used to re-roll one of the dice (see Wizards section).

3.2.2 Event Card - the GM draws a random event card for the next turn and reveals it. Players are given instructions for what orders to supply for the event.

3.2.3 Purchase Phase - the GM draws 2 production / military tiles per player (so 8 in a 4-player game). There may be an additional tile if someone activated a Soothsayer on the previous turn (see Soothsayer section). The GM will report the order of selection, the Senior Player getting first dibs then round the table. Players will also be shown the next available upgrade for their fortification.

3.2.4 Baronial Actions - a reminder to the current Senior Player to select two actions.

3.2.5 Feed the Fiefdom - a reminder to the current Senior Player that feeding is due.

3.2.6 Announce next Senior Player for the next turn.

3.3 Fiefdom Status

3.3.1 Up to date FMC images need to be shared and this could be in the turn report, but will take a lot of space so they could be sent to players as a zip file, or via internet links - see this sample fiefdom image

3.3.2 The GM must provide an updated table of victory points and resources held.

4. Orders

4.1 All players need to specify which tiles they will activate according to the reported dice rolls.

4.2 Depending on which Event Card is drawn, the Senior Player and others may have to supply orders, sometimes conditional.

4.3 Each player may purchase one of the tiles on offer, and in addition may purchase a fortification upgrade (it's one or the other in the F2F game). Players must supply a preference list of tiles to purchace, and for each one the location(s) to place it if acquired (e.g. "first choice Alchemist, place at blue 5 white 3").

4.4 The Senior Player must supply orders for his Baronial Actions. He can activate any two resource tiles (or the same tile twice) and receives the resources (but not victory points). He may also elect to activate one tile and take one of the alternative actions (see F2F rules). Note that in the postal game Private War B does not start a general war.

4.5 The Senior Player must feed his Fiefdom as per the F2F rules. He may have to supply conditional orders for the feeding, if not the GM will do something sensible.

4.6 Passing the Shield to next Senior Player (automatic).

4.7 The receipient of the shield in 4.6 is the only baron who can supply Wizard orders for the next dice roll(s).

5. Production Tiles

5.1 These operate as per the F2F rules except the Wizard and Soothsayer are as described below:

5.2 Wizards

5.2.1 As per the F2F game, no baron may buy a second wizard until everyone has one.

5.2.2 The order of resolution of possible wizard use is: Event Cards, Baronial Actions, Dice Rolls for next round. Remember that changing the dice roll is done by the NEXT senior player in advance of the GM doing the roll(s).

5.2.3 For each potential use of the wizard, in the order given above, the player can order to use a wizard if still avaiable, or elect not to use a wizard. The default is not to use a wizard

5.2.4 For the dice rolls, the player should supply a list of squares on which the white dice should be re-rolled, and a list of squares on which the blue dice should be re-rolled (can also be done with a table, see below). Each roll can only be wizarded once, but if a baron has more than one wizard he could still use it on a potential second or third roll. Conditional orders may be supplied for possible additional rolls, e.g. if the wizard is not needed on the first roll, use him on the second roll.

B1 B2 B3 B4 B5 B6 B7 B8
W1 w w w w
W2 w w w w
W6 b b
W7 b b
W8 b b

5.3 Soothsayer

5.3.1 When a player builds a Soothsayer, in subsequent rounds it is worth a VP when activated, and as a permanent power (no activation required) he is given an extra tile for the purchase phase which only he can choose.

5.3.2 The exception to this is that players choosing tiles after the soothsaying baron can include the extra tile in their preference list, so just like the F2F game others can use the tile if its owner does not take it.

5.3.3 Example


Selection order is Baron Bloggs, Baron Smith, Baron Jones. Baron Smith played the Soothsayer so Baron Bloggs cannot take the Miner. Baron Jones may include the miner in his preference order and could get it if Baron Smith does not select it.

6. Military Tiles

6.1 These live in the bag with the production tiles, and are purchased in the same way.

6.2 Tiles are placed inside the Keep and must be stacked so that all Men-at-arms are in one square, Archers in another and Knights (including Wolf) in the remaining Keep square. The GM will inidicate if a stack has more than one tile on it on the FMC image.

7. Fortifications

7.1 Not in the bag, each player may upgrade to the next level of fortification during the Purchase Phase.

8. Event Cards

8.1 The list of possible events are in the F2F rules and the GM will draw one using real cards.

9. Other

9.1 In the event of an NMR the GM will choose neutral, inoffensive orders for the player.

9.2 Communication between barons must be done in public via messengers (i.e. press in turn report).

10. Example Round

10.1 Turn Report


  1. Activations: Baron Smith: Quarry (+2 stone); Baron Jones: Gravel Pit (+1 stone); Iron Mine (+2 iron); Baron Bloggs: Tower (+1 VP), Forest (+2 wood)
  2. Event Card: Baron Bloggs sent the Black Dragon to attack Baron Jones. Dragon rolls 17, Jones 10. The dragon breaks into square b1 w2, eating Baron Jones's Beggar.
  3. Purchase Phase: - Baron Smith: Iron Mine (-1 wood); Baron Jones: Alchemist (-1 Iron,-1 Gold); Baron Bloggs: Miller (-1 stone, -1 wood). Baron Smith also upgrade his Fort to a Castle (-6 stone, -1 wood)
  4. Baronial Actions: Baron Bloggs activates the Shepherd (+3 Food) and Alchemist (+4 Gold).
  5. Feeding: Baron Bloggs feeds her fiefdom for one food.
  6. Pass The Shield: Baron Bloggs passes the shield to Baron Smith.


  1. Dice Rolls: The new dice rolls (players may activate ONE tile on or adjacent to the indicated square for EACH roll) are White 6 Blue 6, White 2 Blue 3.
  2. Event Card: The new event card is: Bandits Attack! 2d8+1. Each baron is attacked (unless they have no fortification) and has their own roll. Compare this with the defence value which is fortification value + military strength (e.g. Tower(6) + Archer(2) =8). If the bandits win by 1, 2 or 3 they take that many resources from the fiefdom. If they win by 4 or more one level of fortification is lost instead (note that Towers can be reconstructed for 2 stone in the Purchase Phase). Players need to supply conditional orders for which resources to lose (will be random if not supplied).
  3. Purchase Phase: Baron Smith has first choice, Baron Jones second and Baron Bloggs third choice from Alchemist, Archer, Gold Mine, Junk Pile, Knight and Shrine. All barons can also upgrade their fortification, resources permitting, to the next level.
  4. Baronial Actions: Baron Smith to choose two baronial actions.
  5. Feeding: Baron Smith must feed her Fiefdom (one food per six tiles, as there are 3 players, it's one per five in a 4-player game).
  6. Pass The Shield: Baron Jones is the Senior Player next time.

10.2 Orders