In this section of our website, we will try to explain rules of this beautiful game. (Disclaimer: adjust the rules as you wish! This is mainly for inspiration. Of course feel free to use them.)
Setup
- Print the map and get a pencil.
- Place your spawns evenly and randomly (turn the page upside down).
- If there are more players than corners, choose spawns equidistantly.
Expansion
- Each turn a player receives 2 actions.
- They then expand by taking tiles.
- Expanding to 1 empty tile costs you 1 action.
- You can expand at maximum 2 tiles away from your territory.
- You don't move, you expand.
Conquering
- The default power of each tile is 1.
- To conquer an opponent's tile your attack has to be higher than the opponent's defence.
- Neutral tiles require the same attack as is the tile's defence.
- You attack and defend with all adjacent tiles.
- The cost of conquering equals the cost of expansion.
Elements
- The second layer.
- They all have power - it affects their size and the required actions to conquer them.
- Mountains (brown, power 3).
- Lakes (blue, power 2).
- Castle (blackish, power 4). It's size varies (1 or 2). Spawns in the feature layer.
- Sweet woods (beige, power 2). Chopping down (=crossing out) one tile provides one log and removes the element's power.
- You can't jump over elements when expanding.
- You however can go around them.
Features
- Features are the top and third layer (the smallest).
- They don't cost anything.
- Gold (gold). People gather around. Grants you an adjacent neutral feature/elemenent-less tile.
- Village (red). Gives you loot in the form of actions. Loot by crossing out loot next to the map.
- Iron (gray). Resource.
- Material (pink). Resource.
Resources
- Log. Comes from sweet woods. Used to build buildings.
- Material. Used to train soldiers.
- Iron. Reinforces buildings providing them +1 power. Max one per building. To use highlight the tile's edges.
- They can be saved in the warehouse taking up 5 spaces.
Warehouse
- Each player has one the size of (actions per turn * 10).
- It is used to store actions by taking notes.
- At most 10 actions can be spent per turn.
- Used actions are to be crossed off.
Floorings
- The first layer below everything.
- Grass. Just a filler flooring.
- Desert. Water is scarce. Tile doesn't defend itself.
- Snow. The temperatures are freezing and you can't exist here normally. When used during movement, expansion range is 1. Even when only starting there and moving on other terrain.
- Water. Ports can be built here. Ships have +1 expansion range. Only ranged weapons can attack them from mainland. Attacking the coastline deals -1 attack.
Soldiers
- Change the tile's behaviour.
- Built by drawing the corresponding shape, using one material.
- Attacker (triangle) - +1 attack.
- Defender (circle) - +1 defence.
- Bowman (D = bow) - 1 power is moved, not expaned, to the radius 2 around the tile. They can't shoot through anything that would block them (mountain, sweet woods).
- Catapult (square) - Only 3 attack against structures explicitly in the range of 2. Requires open terrain.
Buildings
- Built using resources.
- Provide extra power and abilities.
- You can't stack them.
- Fortification (3). Requires 2 logs. Must be placed on your territory.
- Port (2). One per sea per player. Allows you to enter water.
Other
- Loosing your spawn means losing the game as well.
- The game ends, when someone can't do anything anymore.