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 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.
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