HOW TO PLAY AND WIN Ind Rev Quick Play

HOW TO PLAY AND WIN
Winning
 We are all winners for participating
 The players with the most points win!
 There are 3 ways to win
 1: Solo winner –beat all your opponents and earn 3 points
 2: Allie victory –join forces and earn 9/# of allies
 3: Collaborative win –reach a healthy equilibrium and earn 5 points each
Rules
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Each player begins with $100 and 4 squares representing their homeland.
The corner square represents the capital. Protect your capital from capture.
The cross in the center represents natural boundaries.
Unoccupied territory represents the hinterlands –sometimes occupied by barbarians.
Except for the capital, each square has a defense and resource value (see bonuses).
Constructing items and expanding provide certain bonuses but come at a price $$$.
Only armies move –they can move one region in any direction
You can only expand (explore) a neighboring region
Costs $
 Except for the capital (free) new cities costs $100 and 100 resource points
 Territories and cities cost $10/turn to maintain
 Unoccupied territory cost $30 to develop but you must first explore the region by
 i) Invading it with an army -roll 3 or greater to survive and control (no bonus)
 if you roll a 2, your army reports the presence of natives1
 if you roll a 1, your army perishes –remove the piece from the board
 ii) Explore the region with a hired adventurer.
 Pay $5 and roll a 4 or greater to discover the new land free of inhabitants
 if you roll a 3, you discover the presence of natives
 if you roll a 1 or 2, your explorer went missing and you need to wait 1 turn
before you can try exploring that region again.
 Occupied territory
 i) if you decide to invade another players homeland, you must have an army
 ii) if the territory is completely empty (the home team has not built anything on the
square, apply the same principles as unoccupied territory costs (see above)
 iii) if the home player occupies the region, both players roll in a battle2
 Schools cost $20 or 20 factory points + 5 resource points (+ $5/turn to maintain)
 Markets cost $40 or 40 factory points (self maintaining)
 Factories cost $50 and 40 resource points (built next to a city and 20RP/turn to maintain)
 Armories/Garrisons cost $ 40 and 10 factory points (+ $10 and 10FP/turn to maintain)
 Armies cost $10 and 5 factory points (+ $5 and 5FP/turn to maintain) –Must be built in an
armory/garrison and you also need at least 1 territory dedicated to farming for every army
Bonuses
 Market
 $20 and +20 resource points/turn
 School
 +1 on all rolls and -10 resource consumption/turn (must be built within a city)
 Military
 + 1 defensive rolls
 Armories/Garrisons extend protection to all bordering territories
 Armies only provide bonus to territory they are occupying
 Factory
 +20 factory points/turn (excess points must be converted into $)
Natives: if natives occupy a region you are interested in developing, you must come up with a
solution to either avoid the region, co-exist with them, dominate them or eliminate them. Be
careful, the other players will note your actions.
2 Battles: One roll/turn; defenders win ties; crossing a natural border costs -1 on all attacks
1
Quick Table
Item
Purchase
Cost $
Bonuses
Maintain
Territory
$30
RP/turn (roll 2Xd6)
$10/turn
City
$100 and 100RP
Required to build
schools and
factories
$10/turn
Market
$40 or 40FP
$20 and 20 RP /turn
0
School
$20 or 20FP
and 5RP
+ 1/Roll
-10 RP /turn
(built inside city)
20FP/turn
-excess FP must be
converted into $
(built next to a city)
$5/turn
40RP/turn
remove if
insufficient
RP
Factory
$50 and 40RP
Armory/Garrison
$40 and 10FP
Extended protection
+1 to defensive roll
10$ and
10FP/turn
Army
$10 and 5FP
built in
armory/garrison
+1 defense on
occupied territory
$5 and
5FP/turn
(need a farm)
Basic Rules:
1)each player begins with some $$$ and land and takes a turn.
2)use your cash, resource points (RP) and factory points (FP) to build stuff
3)use your army or explorer to expand –be aware of possible native encounters
4)develop new territories
5)you can declare a winner once
a)only 1 person remains
b)once all territories are occupied –richest player wins after 2 full turns
c)2 or 3 allies fully occupy opponent(s) homeland
d)a peaceful equilibrium exists (all territories and wealth is equally distributed)
NOTE: To keep track of your resource points and factory points, write them down on the
territory squares. For example, if you have a territory earning you 8 RP/turn, write 8RP in the
corner of the square. At the beginning of each turn, add up your points, decide what you want
to do/purchase/build and then proceed. MAKE SURE everyone knows what you are doing and
ask the teacher for help if you have a doubt.