engrules 9/30/05 9:03 AM Page 1 To resolve the conflict, the involved players may play cards in the colors of the leaders involved in the conflict. Each card played has the value 1. In addition, each card in the leader color, that lies in each kingdom to be connected, adds value 1 to that player’s conflict value. As with internal conflicts, first the attacker chooses any number of cards in the leader color from his hand and places them face up in his play area. Then, the defender chooses any number of cards in the same color from his hand and places them in his play area. Now the values are compared as before. The loser of a conflict must remove his leader from the kingdom. The winner of the conflict gets one of the played cards (if there are no cards, he may play a card from his hand as with internal conflicts) as a reward and places it on his victory point stack. All other played cards are discarded. Now all cards in the leader color from the former kingdom of the loser (exceptions: treasure cards* and cards with a leader on them) are removed from the kingdom and placed on the victory point stack of the winner. Fill ensuing gaps in the columns by shifting remaining cards upward. It can happen that a kingdom is so disintegrated that further conflicts disappear. Otherwise, the other conflicts are resolved in the order chosen by the active player until all are resolved. Example: attacker kingdom 1 defender kingdom 2 (A) The vase player places a card face down between kingdom 1 and kingdom 2, connecting them. This causes 2 external conflicts - in the colors green and red. The vase player, as the active player, decides that the green conflict will be resolved first. As the vase player is not involved in this conflict, another player will be the attacker. The lion player is closer in clockwise order to the vase player than the steer player, the lion player is the attacker and the steer player is the defender. (B) The lion player starts the conflict with an advantage of 3:1, as there are 3 green cards in kingdom 1 and there is only 1 green card in kingdom 2. He plays 2 green cards from his hand, bringing his advantage to 5:1. (C) The steer player starts with just value 1, for the 1 green card in kingdom 2, where his trader is. He plays 4 green cards from his hand. He, thus, ties the conflict at 5:5, and, as the defender, wins the conflict. 6 engrules 9/30/05 9:03 AM Kingdom 1 becomes two kingdoms. Page 2 (D) First, the steer player (winner) may take 1 of the played green cards and place it on his victory point stack. He discards the others. Next, all 3 green cards from kingdom 1 (the loser’s kingdom) are victory removed and placed on the steer point stack player’s victory point stack. (E) He slides the blue and the black cards upward to fill the gap. The lion player removes his trader. As the original kingdom 1 now disintigrates into two kingdoms, and the new kingdom has only 1 treasure card, the steer player may not use his trader to trade a red card in his hand for a treasure card. Next, the red conflict is resolved. Note that the treasure cards are red and count as red cards when resolving a conflict. After this is resolved, the player turns over the connecting card, in this case a green card, and the game continues as normal. Had the red bowman been standing on one of the cards in the leftmost column of the example, there would no longer be a red conflict. CARD RESUPPLY At the end of a player’s complete turn (not after one action or a conflict), all players may draw cards from the supply to fill their hands to 8 cards! THE CHARACTERISTICS OF THE COLORS As has already been somewhat described, all 4 colors have special characteristics. • Black: the leader can function as a joker, when a card of another color is played and no leader of that color is in the kingdom. • Green: this leader can swap red cards with treasure cards after kingdoms are connected. • Red: red cards are used to resolve internal conflicts. • Blue: when a player uses »place a civilization card« and creates in a column a string of at least 4 cards of the same color (treasure card* may not be included!), the player may build a ship. If the created string is of blue cards, he may choose any of the 3 ship cards (that have not already been used). If the created string is any other color (red, green, or black), the player must choose the corresponding card (e.g. the blue-green ship, when the string contains at least 4 green cards). To build a ship: the player removes the last 4 cards in the string, placing them on the discard stack. He then places the chosen ship card in their place. If there are leaders on any of the removed cards, he returns them to the players whose dynasty they represent. The effect of a ship: for each leader a player has at the end of his turn in a kingdom with a ship of a matching color, the player earns 1 victory point. To earn the point, the player must place a card of this color from his hand on his victory point stack. In this way, a player may earn several extra victory points in a turn. If he cannot or will not play such a card, he does not get the victory point. Note: the king may not use his joker power here! 7 engrules 9/30/05 9:03 AM Page 3 Example: The steer player places the 4th blue card in a string and now may replace the 4 blue cards with any ship card (as the string is blue). He chooses the blue-black ship card. Now, at the end of his turn, the player with a king in this kingdom may place 1 additional black card from his hand on his victory point stack. As soon as a farmer arrives in this kingdom, the player of the dynasty represented by the farmer may place 1 blue card from his hand on his victory point stack. Note: any normal civilization card may be placed below the ship card. Ship cards do not have any effect on external conflicts and leaders may not be placed on ship cards! Game end The game ends when there are not enough civilization cards in the stacks to resupply all players to 8 cards at the end of a player’s turn. The game also ends when there is only 1 treasure card left at the end of a player’s turn. The winner All players take their victory point stacks and separate them by color. The treasure cards are jokers, and each can be used as any color the player chooses. Each player counts the cards only in the color that he has the fewest cards in. The players compare these numbers. The player with the highest such number is the winner. If players tie, those tied compare their color with the second fewest, and so on, until a winner is determined. If they tie with all colors, they rejoice in their shared victory. Example: Green 5 Red 7 Blue 6 Black 5 Green 6 Red 4 Blue 6 Black 6 Green 4 Red 9 Blue 5 Black 6 Green 9 Red 7 Blue 8 Black 3 The bowman player wins! His least high color his 5 cards. Next is the lion player, then the steer player, and, finally, the vase player. The publisher and author thank the following for their contribution to with this game: Iain Adams, Martin Higham, Ross Inglis, Kevin Jacklin, Dieter Hornung, Christof Tisch, Alex Weiß, and Hannes Wildner. © 2005 Hans im Glück Verlags-GmbH Rio Grande Games PO Box 45715 Rio Rancho, NM 87174 [email protected] www.riograndegames.com 8 engrules 9/30/05 9:03 AM Page 4 Reiner Knizia Contest of kings Contents •16 leaders in 4 dynasties bowman •193 civilization cards population market 40 40 •4 catastrophe cards lion steer temple 65 •3 ship cards vase agriculture treasure 40 8 During the game, treasure cards may be replaced by temple cards. When “treasure cards*” appears in the rules with the asterisk, the reference means treasure cards or those replaced by temple cards. Preparation Each player chooses a dynasty (symbol) and places the 4 leaders of his chosen symbol in the 4 colors: black (king), green (trader), red (priest), and blue (farmer) in his play area (on the table before himself). Each player also takes 1 catastrophe card. With fewer than 4 players, the rest are returned to the box. Place the 3 ship card aside for later. Separate the 8 treasure cards from the civilization cards and place them on the table in a row as shown below. There should be space between each treasure card for a card, and room below for 8 rows of cards. The treasure cards are, in each case, the beginning and first card of a kingdom. Leave room in each column for 8 cards! Shuffle the remaining 185 civilization cards and deal 8 cards to each player as his starting hand. Place the remaining cards face down in several stacks so each player can easily reach one or more stacks. When playing with just two players, remove 30 civilization cards from the stacks and return them to the box. 1 engrules 9/30/05 9:03 AM Page 5 Goal The goal of the players is to develop their dynasties in the areas of population (black king), market (green - traders), temple (red - priests), and agriculture (blue farmers). In addition, each player places leaders of his dynasty in kingdoms and expands the kingdoms, builds ships, initiates conflicts, and scores victory points in the 4 areas. The winner will be the player who develops his dynasty most evenly, with no areas far behind the others. Kingdoms In the game, cards connected horizontally or vertically are part of a single kingdom. Horizontal connections can only exist between the treasure cards*! In a kingdom, there can be several leaders (from the same or different players), but never of the same color (e.g. never 2 priests)! Playing the game The players choose a starting player using any method they want. Players take turns in clockwise order starting with the starting player. On his turn, a player (the active player) may take up to 2 actions in any order he chooses. He can choose any of the following and can even choose the same action twice: 1. place or move one of his leaders 2. place a civilization card (from his hand into a kingdom) 3. play a catastrophe card king 1. place or move one of his leaders trader A player may place one of his leaders on any empty civilization card, whether he is placing it from his play area or moving it from another card. The color of priest the leader need not match the color of the card where it is placed. A leader may also be placed on a treasure card*. When a player has a leader in a farmer kingdom, he can collect victory points in the color of the leader. 2. place a civilization card When a player places a civilization card, he increases the size of a kingdom and victory points are scored (see page 3). There are 2 possibilities: a. The card is placed in a column under a treasure card*. The player can choose any column. Players place the first card in a column directly under the treasure card*. Players place each further card in a column directly under the previous card in the column. When a column has 8 cards, no further cards may be placed in the column. Cards can still be removed, however. b. The card is placed between two treasure cards*, connecting two kingdoms. This is only allowed, when there are at least 3 cards under each of the two adjacent treasure cards*. 2 engrules 9/30/05 9:03 AM Page 6 COLLECT VICTORY POINTS: • Whenever a player places a card in the column of a kingdom, and the kingdom has a leader of the same color as the card placed, the player whose dynasty is represented by that leader (usually the player who placed the card) earns 1 victory points in that color. To earn the victory point, the player must play a card of that color from his hand face up in his play area. If he does not have such a card or chooses not to play it, he does not earn the victory point. During the game, each player will build a stack of victory point cards. In the stack, only the top-most card is visable and the player may not examine the cards in his stack. Variant: if the players agree, they may choose to play their victory points in 4 separate (by color) stacks, so that the points are visible to everyone. Example: the lion player uses his first action to place his trader on the red card. For his second action, he places a green card under it, adding it to the same kingdom. Thus, he earns 1 green victory point. He takes a green card from his hand and places it face up in his play area. kingdom victory point stack • The black leader (king) may act as a joker in addition to his normal role as black victory point collector. When there is no leader in the kingdom matching the color of the card placed, the player whose dynasty is represented by the king in that kingdom earns a victory point in that color if the player chooses to play the appropriate card from his hand to his victory point stack. kingdom Example: the lion player’s king was placed earlier in the kingdom and there is no trader in the kingdom. As his first and second actions, the lion player plays green cards in the kingdom. Thus, he earns 2 green victory points and places 2 green cards from his hand on his victory point stack in his play area. victory point stack • When a player places a card between 2 treasure cards*, so that he connects two previously separate kingdoms, this may create a conflict that must be immediately resolved (see page 5). No player earns victory points for a card so placed. • If the new larger kingdom has a green leader (trader) and the new kingdom has at least 2 treasure cards, the player whose dynasty is represented by the green leader may take all but one of those treasure cards by placing a red card from his 3 engrules 9/30/05 9:03 AM Page 7 hand in its place. This happens after the resolution of any conflicts caused by connection. Note: the king cannot be used here as a joker! Example: The lion player plays a black card between the two treasure cards. As he has his trader in the new kingdom, he may play 1 red card from his hand to take 1 treasure card from the new kingdom (as there are 2), placing it on his victory point stack. Treasure cards act as jokers during scoring. 3. play a catastrophe card victory point stack With his catastrophe card, each player can, once in the game, remove a civilization card. He discards both cards - they are out of the game! A player can even remove a civilization card that connects two kingdoms. A player may not remove cards with leaders, treasure cards*, and ship cards. When a gap occurs in a column after playing a catastrophe card, shift the cards below the gap upwards to fill the gap. Example: The player plays his catastrophe card to remove the blue card. He discards both cards. The large kingdom is separated into 2 separate kingdoms. Conflict In the game, there are 2 kinds of conflicts: internal and external conflict. Both kinds are described below: INTERNAL CONFLICT (LIKE-COLORED LEADERS) When a player places one of his leaders in a kingdom where there is already a leader of the same color, he creates an interneal conflict. To resolve the conflict, the players involved may play red cards (temple cards). Each red card played has the value of 1. Additionally, a players gets a bonus value of 1 if his leader stands on red cards (temple or treasure cards) in the kingdom. First, the attacker (the active player) chooses any number of red cards from his hand and places them face up in his play area (from 0 to as many cards that he has). Then, the defender (the player whose dynasty is represented by the matching-colored leader 4 engrules 9/30/05 9:03 AM Page 8 that was already there) can play as many red cards from his hand as he wants. Now, the values of played red cards and bonuses are compared. The player with the higher value is the winner. In the case of a tie, the defender wins. The loser of the conflict must remove his matching-colored leader, placing it in his play area. The winner of the conflit takes as his reward 1 red card, placing it on his victory point stack. He takes this card from the red cards played by the players in the conflict. All other cards played to resolve the conflict are discarded. If neither player played red cards, he may use a card from his hand. If he cannot or will not do so, he does not get the victory point. Example: (A) The bowman player places his trader in the kingdom, causing an immediate internal conflict with the trader of the lion player. The lion player begins with an advantage of 1, as his trader stands on a red card. attacker defender (B) The bowman player, as the attacker plays 3 red cards in his play area, giving him a 3:1 lead. (C) The lion player, as the defender has only 1 red card in his hand and chooses not to play it. (E) The lion player loses the conflict and must remove his trader from the kingdom. (D) The bowman player wins the conflict and may place 1 red cards he played on his victory point stack. Return to the lion player. EXTERNAL CONFLICT (2 KINGDOMS ARE CONNECTED) When 2 kingdoms are connected, the player connecting the kingdoms first places the connecting card face down. Next the kingdoms are checked to see if the new kingdom will contain leaders of the same color. If this is the case, there is external conflict. If there is more than one external conflict, the active player decides the order for resolving them. The active player may even choose to resolve conflicts he is not involved in before those he is. When the active player is not involved, the attacker is the player closest to the active player in clockwise order around the table. 5
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