2nd Edition Solitaire ! y a l p e m a G "Each time I end a session, I can't wait to play again. On top of that, I am also nervous over playing it again. Terrific game!" - Everett Hathaway (Board Game Geek) ! e l b a l i a v A Now Mound Builder Rules v1.0 MOUND BUILDERS culture, trade and warfare in ancient North America Table of Contents [0.0] USING THESE RULES ............. 1 [1.0] INTRODUCTION ...................... 1 [2.0] GAME EQUIPMENT ................ 2 [3.0] HISTORY: CARDS & ERAS ..... 2 [4.0] SET UP .................................... 4 [5.0] SEQUENCE OF PLAY ............... 4 [6.0] ECONOMIC PHASE ................. 5 [7.0] HOSTILES PHASE ................... 6 [8.0] REVOLT PHASE ...................... 9 [9.0] ACTION PHASE ..................... 10 [10.0] END OF TURN PHASE ......... 13 [11.0] DISCOVERING CHIEFDOMS . 14 [12.0] PEACE PIPES ...................... 15 [13.0] THE GREAT SUN ................ 16 [14.0] END OF AN ERA .................. 17 [15.0] COLONIZATION (A)............ 23 [16.0] THE BLACK TORTOISE (A)... 23 [17.0] SOCIAL ACTIVITIES (A) ..... 25 [18.0] VARIATIONS (O)................. 26 [19.0] GAME BALANCE (O) .......... 28 [20.0] DESIGNERS’ NOTES ........... 29 [0.0] USING THESE RULES New gaming terms, when initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major “Rules” sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game’s subject matter, its components, the procedures for play, the game’s core systems, how to set it up, and how to win. With each Rule, there can be “Cases” that further explain a Rule’s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension 1 of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text and this font. Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION MOUND BUILDERS is a solitaire States of SiegeTM game where you represent the two largest pre-Columbian Indian “mound builder” cultures that dominated eastern North America from before the time of Christ until the coming of the European colonists in the 17th century. Your empire represents the earlier Hopewell culture and the later Mississippian culture that derived from it. Until the arrival of the Spanish late in the game, you will expand your control across the map of North America, extending it over the various chiefdoms encountered and incorporating them into your economic and religious sphere (“empire”). Your domain will grow and shrink, but be aware that rather than a military advance and retreat, this process represents the rise and decline of culture, religious ideology, and an economic way of life, threatened from outside by competing ideologies and lifestyles as much as by hostile armies. Your goal is to extend Mound Builder culture and amass as many chiefdoms as possible before rival native powers (and the smallpox-ridden Spanish!) rise up to drive you back to your Mississippi River heartland and extinguish your vast capital city at Cahokia, Illinois – near modern St. Louis. In this game, we have generally replaced the term “Native American” with the more colloquial and mercifully shorter (if less Politically Correct) word “Indian.” © 2014 Ben Madison, Wes Erni and Victory Point Games 2 Mound Builder Rules v1.0 [2.0] GAME EQUIPMENT Parts Inventory ● One 11” x 17” map ● One sheet of 49, two-sided pieces ● One Rules booklet (you’re reading it) ● Fifty History cards ● One 6-sided die (not in the bagged version of the game). ● One opaque container to randomize certain markers (not provided) [2.1] Map: The map depicts eastern North America between the Great Plains and the Appalachian Mountains, known as The Great American Woodland area. This was the home of all the continent’s Mound Builder cultures. Cahokia is the hexagonshaped hub of the spaces on the map and your capital. Warpaths are the five different tracks emanating from Cahokia as spokes from a hub, each named for a historic Indian nation which threatened the Cahokians: Ho-Chunk, Shawnee, Cherokee, Natchez, and Caddo. Land is another term for the various spaces on the different Warpaths. Tribal Homeland spaces are the last, rectangular-shaped ones on each Warpath with a tribal symbol of that Warpath’s Hostile Tribe. Wilderness Lands are the round spaces found along each Warpath. Lands where a Chiefdom marker does not reside are Unorganized spaces. Lands where a Chiefdom marker resides are Organized spaces. [2.2] The Playing Pieces: The playing pieces come in two basic types: Armies (the “standee” pieces where you assemble the stand into its base) and markers. The number on an Army is its Battle Value (lower is easier for you to defeat). Armies represent hostile forces and mark the control of territories by your enemies (i.e., the solitaire game system). Conceptual Note: MOUND BUILDERS spans three Eras. During the first, the Hopewell Era, the on-map Peace Pipe markers denote the boundaries of your empire. At the end of this Era, the Armies arrive (marked with distinct colors and Indian symbols). They depict hostile tribes envious of your power and wealth, which oppose you for the rest of the game (the Mississippian and Spanish Eras). At the end, the unpredictable Spanish appear, potentially devastating the entire region. The 25 Chiefdom markers can be in one of two states: a Plain side and a Mounded side (with a brown Indian Mound). Chiefdoms Front (Plain) Battle Value Will Revolt Trade Good Type (underlined = unique) Chiefdoms Back (Mounded) Will not Revolt Mounded symbol Special Ability available for unique, Mounded Chiefdom [2.3] History Cards: A deck of 50 cards regulates the game’s activities (each card’s play is a single game turn), provides historical context, and lists the Warpath(s) that see activity this turn. [3.0] HISTORY: CARDS & ERAS The use of the History cards is largely self-evident. The notations on each card are presented in the order that they are applied during a given Phase of the Sequence of Play (except that Revolts occur after Hostiles), being performed from top to bottom and left to right. Developed by Alan Emrich Mound Builder Rules v1.0 Card Number Card Title Era Color Action Points this turn (3) Revolt this turn Warpath in Ascension () or Decline () Advancing Armies Graphic Historical flavor text [3.1] Card Information: Each card has the following information: 1) Action Points ( ; see 6.0) 2) Special Events: Assorted, below: A) Modifiers (; see 7.2) B) Resource Bonus (; see 6.5) C) Spanish Avaricia (; see 14.2) D) Spanish Entry (; see 14.3) E) Black Tortoise ( ; see 16.0) ; see 3) Hostile Advances ( 7.1) 4) Revolts (______ REVOLT; see 8.0) In addition, each card has a fascinating and well-researched historical note about some aspect of Mound Builder history and culture, which you are encouraged to read! [3.2] Three Historical Eras: You reveal the full deck of cards in MOUND BUILDERS over three distinct Eras of ancient history: Hopewell (green background color): This initial Era sees your expansion across the map absorbing neighboring Chiefdoms into your empire. During the Hopewell Era, you control the Peace Pipe markers, using them to assimilate neighboring independent Chiefdoms, who resist you, into your empire (11.0). During the Hopewell Era (250 AD-750 AD), each turn represents about 50 years. Historically, the congenial Hopewell Era 3 ended around 500 AD, but things didn’t turn nasty for some time afterward. Mississippian (yellow background color): This Era sees the placement of hostile regional armies on the board. Their invasions seek to seize your territory and overthrow your rule by attacking the Chiefdoms that you annexed during the Hopewell Era. During the Mississippian and Spanish Eras, the Chiefdoms are friendly to you. During the Mississippian Era (750 AD-c. 1500 AD), each turn hastens to represent about 25 years. Now the Chiefdoms who resisted you during the Hopewell Era become your defensive bulwarks against the rising tide of hostile invaders! Spanish (black background color). This final Era sees the Spanish trying to take your empire completely apart and potentially devastate the entire region. Finally, during the turbulent Spanish Era (ca. 1500-1600 AD), should Cahokia survive the Mississippian Era (historically, it didn’t quite make it, collapsing circa 1400 AD), each turn spans approximately 5 years of time! Generic (silver background color): These cards appear in the Mississippian and Spanish Eras only. See Rule 14.0 for the ending of one Era and the beginning of the next. [3.3] Two Games in One: During the Hopewell Era of MOUND BUILDERS you’re playing a game of exploration and expansion; when that Era ends, there are no more discoveries to make and expansion of your valuable empire ceases. Beginning with the Mississippian Era you are playing a whole different game, this one a true States of SiegeTM game where you are constantly under attack from all sides and trying to hang on! © 2014 Ben Madison, Wes Erni and Victory Point Games 4 Mound Builder Rules v1.0 [4.0] SET UP [5.0] SEQUENCE OF PLAY 1. Place the hexagonal Cahokia marker showing its unbreached “Palisades” side in the 4F (i.e., two o’clock) position. 2. Place the rectangular Era marker in the Historical Era box reading “Hopewell.” 3. Place the square Action Points marker showing its “Save 1 AP” side in the 0 box on the Storage Pits track. 4. Place the triangular Value Modifier () marker in the Conquered Chiefdoms box. 5. Take the five Peace Pipe markers and place them in the Conquered Chiefdoms box, showing their “Peace Pipe” side. 6. Place all 25 Chiefdom markers inside a Draw Cup, shaking it to randomize them. Pull 5 markers out and randomly place them, showing their Plain side, in the #1 Lands on each Warpath (i.e., Dickson, Angel, Pinson, Kincaid, and Toltec). 7. Set aside the 6 Army standees, the round Great Sun, the square Trade Goods, and the octagonal Smallpox markers. They do not appear in the Hopewell Era. 8. Prepare the Hopewell Era deck as follows: A. Separate the cards into four groups based on their title color backgrounds: 12 green Hopewell Era; 12 yellow Mississippian Era; 2 black Spanish Era; and 24 silver Generic cards. B. Randomly select 2 of the 12 green Hopewell Era cards and set them aside. Shuffle the remainder and place them face down to form the Draw Pile. Play commences with the first turn. Each turn consists of the following Phases that must be conducted in order: 1. History Phase: Reveal the top card in the Draw Pile and place it, face up, in the Event Pile (a.k.a. the Discard Pile). That card becomes the new current History card that you must resolve. 2. Economic Phase: Calculate your Action Points (“APs”) for this turn: If there is a white circle (), see 6.1. If a black circle (), see 6.2. If applicable, gain Economic Bonus APs (; 6.5). 3. Hostiles Phase: Resolve all Warpath Status (; 7.2), Advances ( ; 7.1), Spanish ( or ; 14.2 or 14.3) and Black Tortoise ( ; 16.0) Events, moving all active Armies as indicated on the card and possibly exercising your Defense Roll (7.3) option. If an Army Advances into a “Breached” Cahokia, (7.5) you immediately lose. 4. Revolts Phase: If the current History card lists a Revolt, determine its effect (see 8.0). 5. Action Phase: You may now spend your APs to perform as few or as many Actions as you can afford. APs are used to: Move (9.1), Incorporate / Attack Chiefdoms (9.2/9.6), Mounding (9.3), Fortify/Repair (9.4/9.7), Improve Storage Pits (Advanced Game, 9.5), Powwow (9.8), Colonize (Advanced Game, 9.9), and Go Buzzard (Advanced Game 9.10). 6. End of Turn Phase (skip in the Hopewell Era: Perform these Housekeeping Steps in order (10.0): Remove the triangular Status marker and any Overextended Peace Pipe markers (12.3) from the map. Developed by Alan Emrich Mound Builder Rules v1.0 Remove enemy-controlled Plain Chiefdom markers unless there is a Peace Pipe marker on that Warpath. These removed Chiefdom markers are placed in the Conquered Chiefdoms box. Degrade (flip) enemy-controlled Mounded Chiefdom markers unless there is a Peace Pipe marker on that Warpath. If necessary, adjust the Trade Goods marker to reflect the current economic state of your Empire (6.2). If in play, place the Great Sun marker in either its Available box or on any controlled Land. Set the Smallpox level (at the conclusion of the first Spanish turn only, see 14.5). If The Spanish card () was just played for the second time, the game is over (see 14.7). Otherwise, continue play with the next card (or next Era, when it begins). [6.0] ECONOMIC PHASE During the Economic Phase, calculate how many Action Points (“APs”) you receive. You will have an opportunity to spend them during your Action Phase. Your AP income depends on whether you drew a card with a white AP number (e.g., ) or a black AP number (e.g., ). [6.1] White AP Numbers: If the current History card has a white AP number, you simply gain that many APs. Adjust your Action Point marker accordingly. You do not count Trade Goods (6.2) if you draw a white AP number card! [6.2] Black AP Numbers and Trade Goods: If your card has a black circle with a number in it, then your AP total depends on your current economic situation – which in turn depends on Trade Goods. Each Chiefdom on the map has its own Trade Good, and every Trade Good on the 5 map counts toward your economy, even if you do not control it! That’s right. You don’t have to control Chiefdoms to enjoy their Trade Goods; they just have to exist on the map somewhere. These people are happy to trade with you. But do not be lulled into a false sense of security! Starting in the Mississippian Era, Chiefdoms outside your control begin to “degrade” and vanish from the map as they are overrun by barbarians. Thus it is in your interest to annex them as quickly as possible (for their own benefit – to “protect” them, of course). Trade Goods There are nine Trade Goods: Hides, Mica, Obsidian, Chalcedony, Copper, Feathers, Seashells, Pipestone, and Chert. They are randomly and – this is key – unequally distributed among the Chiefdoms. Obsidian, for instance, is much rarer than Hides. Amassing as high a Trade Goods Total as possible is how your economy succeeds in the game. The Size of Your Economy You only count a particular Trade Good toward your total if either (or both) of the following conditions applies: 1) Two or more Plain Chiefdoms producing the identical Trade Good are on the map, OR + = Feathers 2) At least one Mounded Chiefdom producing that particular Trade Good is on the map. = Feathers Important: Count each type of Trade Good only once: e.g., if you have two © 2014 Ben Madison, Wes Erni and Victory Point Games 6 Mound Builder Rules v1.0 Mounded Hides Chiefdoms, you would only count “Hides” once. Economy Example: It’s late in the game and you are down to only a few surviving Chiefdoms, all on the Shawnee Warpath: Angel – Plain Feathers Fort Ancient – Mounded Chert Portsmouth – Plain Feathers Serpent Mound – Mounded Chert Newark – Plain Copper There are two Plain Feathers, so you count Feathers (once, because it requires a pair of them if neither is Mounded). There are also two Mounded Cherts, but you only count Chert once (you never count a single Trade Good twice). Finally, there is one Plain Copper. Since it is not Mounded, you don’t count it because you have only one of them. Your Trade Goods Total is two (Feathers and Chert). Good luck! [6.3] Calculating Action Points (APs): The first step in the Economic Phase, if you have drawn a Black Actions card, is to determine how many APs you have. Procedure Subtract the Black Actions number on the card from your Trade Goods Total (above) to determine your APs for this turn. Example: You have 6 Trade Goods (Mica, Chert, Obsidian, Feathers, Hides, and Copper). The current History card has a on it, so you subtract 4 from your Trade Goods Total of 6. Since 6 – 4 = 2, you have 2 APs this turn. [6.4] AP Limits: The maximum number of APs you can have is 9 or whichever box the Smallpox marker (14.5) is located in on the Storage Pits track (whichever is lower). The minimum number you receive each turn is 1 AP, even if you would otherwise receive 0; think of this as an emergency award of 1 AP. [6.5] Resource Bonus: The diamond symbol on a card () indicates that you receive one additional (+1) AP for every Chiefdom possessing the Trade Good(s) in the card title that you control (mounded or not; 9.0), not merely have access to. Add this bonus after calculating your APs (6.3 and 6.4). Example: You reveal History card #27, which highlights Chalcedony and Obsidian. You will receive +1 AP for each of the two Chiefdoms you control that produces Chalcedony, and another +1 AP if you control the sole Chiefdom that produces Obsidian. [7.0] HOSTILES PHASE Conflict with “outsiders” was a constant feature of Native American life. In MOUND BUILDERS you represent the forces of Hopewell and Mississippian civilization against five generalized, hostile tribes, each identified with a particular Warpath. The Ho-Chunk ( ), formerly the Winnebago, are Siouan-speaking migrants from the northwest. In prehistoric times they created the Effigy Mound and Oneota Cultures of Wisconsin. The Shawnee ( ) represent Algonquian tribes from New York and New England. These include the historic Shawnee, who shared in Mound Builder culture to some degree. These tribes may have actually put an end to Cahokia by 1400 AD. The Cherokee ( ) represent several hostile southeastern tribes on the fringe of mound building culture, who may have participated in the mound building phenomenon. The Cherokee are the largest Indian Tribe in the U.S. today. The Natchez ( ) actually were mound builders, but seem to have been in conflict with other Mississippians to their north. French explorers observed the last remnants of Natchez culture around 1700, and these accounts teach Developed by Alan Emrich Mound Builder Rules v1.0 us a great deal about pre-Columbian Indian life in the shadow of the Mississippian culture. The Caddo ( ), like the Natchez, were rival Mississippians on the western fringes of Mound Builder culture in what is now Oklahoma, east Texas, Arkansas, and Louisiana. Their Caddoan languages may be distantly related to Iroquois. [7.1] Reading the Symbols: During the Hostiles Phase, pay attention to the Hostiles symbols on the cards: Move Status Ho-Chunk Shawnee Cherokee Natchez Caddo All n/a The appearance of a symbol indicates the Warpath where hostile action by rival Indians takes place. If two such symbols appear on the card, two such events occur! Example: In the Mississippian Era you reveal .” This means a History card reading: “ that the Cherokee Army ( ) advances twice, and the Ho-Chunk Army ( ) advances once. [7.2] Warpath Scouting: Cards showing colored triangles offer you Warpath Scouting (“Intelligence”) Reports, which indicate the current state of the Chiefdoms and Armies along those Warpaths. A down arrow () shows them in decline; this is good for you as you receive several favorable 1 Value Modifiers along that Warpath that turn. Conversely, an up arrow () shows their ascension; this is bad for you and inflicts several harmful +1 Value Modifiers. 7 The color of the triangle indicates which Warpath was scouted: green for HoChunk, blue for Shawnee, orange for Cherokee, gray for Natchez, brown for Caddo and white for All. Place the Value Modifier marker in that Homeland (or the All Warpaths area) as a reminder. Warpath Scouting Modifiers What Scouting Report triangles modify: 1. The Battle Value of an Independent Chiefdom (during the Hopewell Era; 9.2) or an enemy Army (during the Mississippian or Spanish Eras; 9.6) when you engage them. 2. The Battle Value of a Mounded Chiefdom when you conduct its Defense Roll (7.3). 3. “Mounding” costs for Chiefdoms (9.3). 4. Your cost to Colonize (15.0). A down triangle () indicates a -1 Modifier along that entire Warpath, which is good for you in each of these areas. An up triangle () indicates a +1 Modifier along that entire Warpath, which is bad for you in each of these areas. Think of modifiers as if they were prices. When they go up, it’s bad for you; when they go down it’s good for you. Remember, these modifiers affect the cost or Value of things; die rolls are never modified in Mound Builders. [7.3] Hostile Advances: The Move symbols on a History card indicate advancing enemy Armies from the Lands beyond your control along that Warpath. The terms “Move” and “Advance” are used synonymously. If the Hostile’s Move carries its Army into an Unorganized Land, or into a Plain Chiefdom that you control, its entry there is unopposed and automatic. During your Action Phase you can spend APs to try to take back these Lands (see 9.6). If the Hostile’s Move carries its Army into a Mounded Chiefdom that you control, © 2014 Ben Madison, Wes Erni and Victory Point Games 8 Mound Builder Rules v1.0 you may make a Defense Roll (see below) and, if the Great Sun is in this Land, you may Ambush (see 9.6). A Mounded Chiefdom “works for you” by defending itself against invaders. There are military as well as economic benefits to Mounding a Chiefdom. Peace Pipe Protection If you have a Peace Pipe marker in a Land when a Hostile attempts to move into that space (i.e., this occurs before any Defense Roll, see below), remove the Peace Pipe marker and set it aside instead; the Hostile remains in place and does not enter that space. The Peace Pipe marker wastes that Hostile’s move, but is “burned up” doing so. If the card has that Hostile move twice, a Peace Pipe marker wastes only one Advance: the other takes place normally. Defense Rolls If you wish to “defend,” militarily, your Mounded Chiefdoms when they are invaded, you must opt to make a Defense Roll. To do this, roll one die: If the result is greater than the ( modified; 7.2) Value of that Chiefdom, the encroaching enemy Army retreats back one space to the Land it attacked from. Its attack against that Chiefdom failed. If the result is less than or equal to the (modified; 7.2) Value of that Chiefdom, the hostile Army occupies that space. Its attack against the Chiefdom succeeded. Destruction: If your Defense Roll is a 1, you must also flip that Mounded Chiefdom to show its Plain side. Ignore this effect if you are in Buzzard Cult mode (see 17.3). You don’t have to roll to defend the Land, especially if you do not want to risk a Destruction result. Ambush Defense: Having the Great Sun marker at the Defending Mounded Chiefdom (13.3) allows you to conduct an Ambush Defense. With an Ambush, you roll two Defense dice (z z) and choose one of their results. [7.4] Cahokia’s Palisades: Cahokia is the capital city of your empire. If it falls, you instantly lose the game (see 7.5). Strength Levels You can raise your Cahokia Palisades up to six levels in strength. Letters in the Cahokia hex indicate the Palisades’ level, from A (the strongest) to F (the weakest). These Palisades’ levels have a Strength Value associated with them located next to the letters, from 4 (the weakest, e.g., 4F) to 2 (the strongest, e.g., 2A). Mississippian cities were often defended by enormous walls, made of felled trees interwoven with wattle and daub (see card #46). The greatest of these cities was Cahokia: unsurpassed in all the lands destined to be the United States prior to the growth of 18th century Philadelphia. Defending the Palisades Battering the Walls: An Army Advancing into the Cahokia space reduces the Palisades marker by one “click” counter-clockwise (i.e., to the next-lowest letter). It doesn’t actually enter Cahokia as long as the Palisades remain unbreached. Palisades Example: The Palisades marker shows the 3C position as its current level. The hostile Cherokee are at Pinson and move forward. Instead of advancing the Cherokees into Cahokia, you “click” the Palisades marker counterclockwise from 3C to 4D to show the effects of the Cherokees battering the walls! Palisades Defense Rolls: You may opt to conduct a Defense Roll (7.3) as you would for a Mounded Chiefdom (including Developed by Alan Emrich Mound Builder Rules v1.0 performing an Ambush if the Great Sun is present) using the Palisades’ current Strength Value (which is never modified): If the result is greater than the Palisades’ current Strength Value, the encroaching enemy Army has stopped and there is no effect. Its attack fails and the Palisades are not damaged. If the result is less than or equal to the Palisades’ current Strength Value, reduce the Palisades marker by the one “click” counter-clockwise described above in “Battering the Walls” (to the next-lowest letter). The attack succeeds. Breach: If your Defense Roll is a 1, do not lower the Palisades marker’s Value; instead, leave it at its current Value and flip it to show its “Breached” side. This Breach “flip” result is reduced to a simple “click” result (above) if you are in Buzzard Cult mode (see 17.3). You can Repair a Breached Palisades marker during your Action Phase (9.7). Last-Ditch Defense: If your Palisades marker is in its lowest (4F) position and must be reduced, it is instead flipped to show its “Breached” side (and remains in the 4F position). The thing to remember is the Palisades marker either clicks or flips, never both. [7.5] Sudden Death: If, after the Hopewell Era, any enemy Army unit or a Coup (16.5) attacks your Breached Cahokia Palisades, the game ends immediately and you lose (14.7). Mississippian Mound Builder culture has suffered a mortal blow. [8.0] REVOLT PHASE During any Era, a History card with the colored words “[Tribe Name] Revolt” indicates a Revolt on the Warpath of the corresponding Tribe. 9 Procedure Roll a separate, unmodified die. Match the result with the Revolting Warpath’s Land numbers to determine in exactly which Land the Revolt occurs. Revolt Example: The current History card shows a Revolt on the Shawnee Warpath, whose Land numbers are 1: Angel; 2: Fort Ancient; 3: Portsmouth; 4: Serpent Mound; 5: Newark; and 6: Homeland. You roll a 3, so the Revolt occurs in Portsmouth. Revolt Results There is no effect if the result is a round Wilderness OR rectangular Tribal Homeland space. These Lands never Revolt under any circumstances. Wilderness Lands begin sparsely settled and, if you colonize them (15.0), the people are too dependent on Cahokia to Revolt. Tribal Homelands are staunchly loyal to your enemies’ cause, at least while Cahokia still exists to unite them. If the result is any other Land that you do not control: During the Hopewell Era, there is no effect. There is no authority to Revolt against! During the Post-Hopewell Eras, the Hostile Army on that Warpath (or the one closest to Cahokia if the Spanish Army is also on that Warpath; or both if they’re on the same Land) Retreats back one Land closer to that Warpath’s Homeland space. There will be no way to maintain your Peace Pipe marker on that Warpath, should you have one (see 12.3); it is Overextended and will be removed. If the result is any other Land that you do control: If there is a Green Birdman on that Land’s Chiefdom marker, there is no effect. Green Birdman people love you and do not Revolt. If the Land is Unorganized or there is a Red Crossed-Arrow on that © 2014 Ben Madison, Wes Erni and Victory Point Games 10 Mound Builder Rules v1.0 Land’s Chiefdom marker, they Revolt and: o During the Hopewell Era, Retreat your Peace Pipe marker one space closer toward to Cahokia (or remove the Peace Pipe if you must retreat it into Cahokia). o During the Post-Hopewell Eras, Advance the Hostile Army on that Warpath to the next Land closer to Cahokia. No Defense Roll is permitted (7.3) and no Peace Pipe marker is removed. A Hostile Army that Advances onto a Peace Pipe marker does not affect its use for Ambush Attacks. A Revolt cannot become an Attack against Cahokia itself. If the Hostile Army is in the #1 space on its Warpath (i.e., adjacent to Cahokia), a Revolt cannot cause it to Advance. Revolt Example: It is the Mississippian Era and the current History card indicates a Revolt on the Shawnee Warpath. Its current Land numbers, and markers are as follows: 1 Angel has a Red Crossed-Arrow Chiefdom. 2 Fort Ancient is Unorganized and empty. 3 Portsmouth has a Mounded Green Birdman Chiefdom and a Peace Pipe marker. 4 Serpent Mound is an Unorganized Wilderness with the Shawnee Army marker. 5 Newark is Unorganized and empty. 6 Shawnee Homeland is terra non grata. On a Revolt Location die roll of 1 ( ) or 2, a Revolt against Cahokia occurs, and the Shawnee Army will Advance into Land 3 Portsmouth; you can make no Defense Roll to hinder this Advance, nor is the Peace Pipe marker removed. On Revolt Location die rolls of 3 ( ), 4 (Wilderness), or 6 (Tribal Homeland) there is no effect. On a Revolt Location die roll of 5, a Revolt against the Shawnee occurs and the Shawnee Army marker Retreats into Land 5 Newark. [9.0] ACTION PHASE During the Action Phase, you can conduct Actions by spending APs (like spending money). Each Action costs one or more APs. When you spend APs, reduce your AP total on the Storage Pits track. The only limit to the number of Actions that you can perform is whether you can afford them. You can’t spend your APs below 0. Definitions Advance: Your Peace Pipe markers Advance away from Cahokia and toward the Tribal Homeland at the end of the Warpath. Hostile Armies Advance toward Cahokia and away from their Tribal Homeland at the end of the Warpath. Retreat: Your Peace Pipe markers Retreat toward Cahokia and away from the Tribal Homeland at the end of the Warpath. Hostile Armies Retreat away from Cahokia and toward their Tribal Homeland at the end of the Warpath. Control: During the Hopewell Era, you control all of the spaces that your Peace Pipe markers have advanced to (9.1), and all the lower-numbered spaces behind them back to Cahokia. After the Hopewell Era, Hostile Armies appear and they denote the limit of your controlled spaces thus: everything on a lower-numbered space you control (this would be the closest Hostile Army marker along that Warpath if the Spanish Army is present on it), and everything on that Hostile Army’s or a higher-numbered space (back to their Homeland) they control (not you!). Developed by Alan Emrich Mound Builder Rules v1.0 Hopewell Era Only Actions These Actions are only available during the Hopewell Era. The Hopewell Era is a happy time for you of peaceful expansion and economic development. You want to do well during this Era because you will need as big and economically diverse an empire as you can build before the Hostile Armies show up in the next Era and start taking you down! [9.1] Unopposed Peace Pipe Advance: During the Hopewell Era (only), there will be times you can Advance your Peace Pipe marker unopposed up its Warpath. If you are trying to Advance it into a Wilderness Land, or where there is currently a Mounded Chiefdom (the people there already love you), simply spend one AP and Advance your Peace Pipe marker; no die roll is necessary. You cannot Advance thus into a Tribal Homeland space at the end of a Warpath, however. They are too remote. Advancing into a Wilderness during the Hopewell Era will trigger the Discovery of a new Chiefdom in the next-higher numbered space. This Discovery ability is not available after the Hopewell Era ends. [9.2] Incorporating an Independent Chiefdom: During the Hopewell Era (only), you will discover independent, uncontrolled Chiefdoms adjacent to your controlled territory (defined by the furthest advance of your Peace Pipe marker down a given Warpath) and can try to Incorporate these Plain Chiefdoms into your Cahokian empire thus: It costs one AP to attempt to Incorporate a Plain Chiefdom into your empire and requires a Diplomacy die roll versus that Chiefdom’s Value (modified; 7.2). If the result is greater than that Plain Chiefdom’s (modified) Value, you now 11 control that Chiefdom. Advance your Peace Pipe marker into that Land (or place a Peace Pipe marker there if it is the #1 Land on that Warpath) and Discover the Chiefdom in the next higher-numbered Land along that Warpath (if applicable). Your diplomacy succeeds! If the result is less than or equal to that Plain Chiefdom’s (modified) Value there is no effect. They are unpersuaded of the virtues in joining your empire. Busks: Once you have Incorporated the first Chiefdom and established your Peace Pipe marker along a given Warpath, all of your subsequent Diplomacy rolls along that Warpath are called Busks. With a Busk, you roll two Diplomacy dice (z z) and choose one of their results. A “Busk” is a Mound Builder festival, also called the Green Corn Ceremony. The Chiefdoms can now clearly see that it is only thanks to your Leader that the sun rises every morning and the crops grow. It’s in their self-interest to align themselves with Cahokia’s vast supernatural power! Every Era Actions These Actions are available during all Eras. [9.3] Building a Mound (“Mounding”): To build a mound (i.e., improve) for any Chiefdom you control, you must expend APs equal to its Value (modified; 7.2). Flip that Chiefdom over from its Plain side to show its Mounded side. Mounding Example: There is a 4 Value Obsidian Plain Chiefdom in Etowah. Since it is your only source of Obsidian, you need to invest in its development. You spend 4 APs (ouch!), and flip it to show its Mound side, visibly indicating that the Chiefdom in Etowah is Mounded. You also note that this changes its Value to 2 and that has several implications! If the current History card showed the Cherokee Warpath with a Declining modifier © 2014 Ben Madison, Wes Erni and Victory Point Games 12 Mound Builder Rules v1.0 (), their misfortune along that Warpath would be good news to you as your cost for Mounding would have been reduced by 1 AP to only 3. Building Mounds is, literally, the name of the game in MOUND BUILDERS. A Mounded Chiefdom is no longer an exploited dependency; it is a full-fledged part of your empire. Its noble families have married into yours; its people accept your religion and the legitimacy of your rule. They have tied their economy to yours; you share their resources, and their trade networks benefit the common good (i.e., yours in this game). Typically, they will go from irascible red arrow ( ) Plain Chiefdoms to friendlier green birdman ( ) Mounded Chiefdoms, but not always! [9.4] Fortify Cahokia: If your Palisades are not Breached (7.4), you can spend two APs to improve them by one “click” clockwise. Cahokia’s maximum Palisades strength is its 2A position. You can improve the Palisades as many times as you can afford during a turn, but a Breach must be repaired first (9.7). Post-Hopewell Era Actions These Actions are only available during the Mississippian and Spanish Eras. [9.5] Improve Storage Pits (Advanced): If you are playing the Advanced Game and you control a Mounded Chiefdom that produces Seashells, you can spend APs equal to the number of Wilderness Lands that you currently control (minimum of 1) to flip over the APs marker (17.2), improving your ability to save APs at the end of a turn from one to two (9.11). [9.6] Attack a Hostile Army: In the Post-Hopewell Eras, there will always be a Hostile Army adjacent to (i.e., “just beyond”) the most distant Land you control on each Warpath. To Attack an Army costs one AP and requires an Attack die roll. If the result is greater than the designated defending Army’s Value (modified; 7.2), it is defeated and you Retreat it back one Land closer to its Homeland. You now control that Chiefdom, Wilderness, or Unorganized Land from which it retreated. Any Peace Pipe you had on that Warpath remains in place (note Rule 10.0 #1). If the result is less than or equal to the designated defending Army’s Value (modified; 7.2) it is victorious and remains in place. Rout: When a “1” is rolled, you are Routed and must lose (i.e., spend) one additional (+1) AP to represent your military losses. (There is no penalty if your Storage Pit is currently at 0). Ignore this effect if you are in Buzzard Cult mode (see 17.3). You can attack Hostile Armies and drive them back beyond the limits of your empire (i.e., into however many Unorganized or Wilderness Lands lie beyond the limit of your Chiefdoms along that Warpath), but never beyond their Tribal Homeland space at the end of their Warpath. Pushing Hostile Armies back beyond the limits of your empire does not “grow” your empire in any way. The Lands beyond your empire are all useless in the Post-Hopewell Eras. Ambushes: By having a Peace Pipe marker anywhere on that Warpath, your Attack rolls against the Army on that Warpath are called Ambush Attacks. You can also Use the Great Sun (13.2, 13.3) to Developed by Alan Emrich Mound Builder Rules v1.0 initiate Ambush Attacks. With an Ambush, you roll two Attack dice (z z) and choose one of their results. Ambush Attack Example: You’re Ambushing the 4 Value Ho-Chunk Army. You roll a 2 and a 5. You pick the 5, since that is the only roll that would defeat the 4 Value Ho-Chunk Army. An enduring and well-known mystery of Indian warfare is how skilled tribes were in orchestrating these surprise attacks – yet how incompetent they often were in preparing in case some other tribe conducted a sneak attack on them! [9.7] Breach Repair: If Cahokia’s Palisades are Breached (7.4), you can repair the Breach. Spend APs equal to the current Value of the Palisades and flip the Palisades Breached marker back to show its (unbreached) Palisades side, retaining its current clock position. Cahokia’s “shields” are back up, and the Palisades can be improved again (9.4). Breach Repair Example: Cahokia’s Palisades are Breached and showing strength 3C. You pay 3 APs and flip the Palisades Breached marker to its Palisades side, retaining its notch at the 3C position. [9.8] Powwow: In the Mississippian Era only, you may Use the Great Sun (13.1) and spend two APs to Powwow. In the Advanced Game, you may Powwow with the Black Tortoise on its Warpath (16.4, when the Leader marker is flipped to its “darker side”). Either way, a Powwow requires a Leader. This creates a Peace Pipe marker on the Warpath of your choice that does not currently have a Peace Pipe. Place it in your controlled Land immediately adjacent to the Hostile Army on that Warpath (even if there is not a Chiefdom there). Peace Pipe markers are never placed in Cahokia! 13 Therefore, you cannot do a Powwow when the Hostile Army is in its #1 space. You can’t buy off an enemy army that thinks it’s about to conquer you! Late Game Limits: After the Coosa card (#25) is revealed, you are limited to only two Peace Pipe markers in play (14.2). Powwow Example: During the Mississippian Era, the hostile Shawnee Army is in Serpent Mound (Land #4). Using your Great Sun marker (moving it to the Leader Unavailable box) and spending 2 APs, you place a Peace Pipe marker in Portsmouth (Land #3), the farthest extent of your empire along the Shawnee Warpath. [9.9] Colonize (Advanced): In the Advanced Game, you can spend its Plain side Value ( modified) in APs to return a previously removed Chiefdom marker (10.0, Step 2) from the Conquered Chiefdoms box to the map with its Plain side showing (15.0). [9.10] Go Buzzard (Advanced): If you are playing the Advanced Game and you control the Mounded Chiefdom that produces Obsidian, you can spend APs equal to the current position of the Trade Goods marker with a minimum of 5 APs (i.e., from 5 to 9 APs) to flip your Trade Goods marker over to show its “Buzzard Cult” side and fully adopt the Buzzard Cult religion. This serves to militarize Cahokian society and improve its warriors’ fighting prowess. See 17.3 for all the details. [9.11] Storing APs in Storage Pits: In any Era, once you are done conducting Actions, you may save one unspent AP for the next turn (or up to two APs if you have Improved your Storage Pits; see 17.2). All remaining unspent APs are lost! [10.0] END OF TURN PHASE During the Hopewell Era, you only need to perform Step 1. During the later Eras, © 2014 Ben Madison, Wes Erni and Victory Point Games 14 Mound Builder Rules v1.0 you must perform other important Housekeeping Steps during this Phase, and in this order: Step 1: Remove Markers: Remove the triangular Value Modifier marker and any Overextended Peace Pipe markers (see 12.3) from the map to the Conquered Chiefdoms box. Step 2: Remove Enemy-Held Plain Chiefdoms. Remove from the map and place in the Conquered Chiefdoms box all Plain Chiefdom markers in enemycontrolled Lands. Exception: If there is a Peace Pipe marker on that Warpath, do not Remove any enemy-held Plain Chiefdoms. Step 3: Degrade Enemy-Held Mounded Chiefdoms. Degrade (flip in place to show its Plain side) all Mounded Chiefdoms in enemy-controlled Lands. Exception: If there is a Peace Pipe marker on that Warpath, do not Degrade any enemy-held Mounded Chiefdoms. Degrading shows how things deteriorate when Chiefdoms become separated from your beneficent and enlightened rule. Feeling abandoned, these outlying Chiefdoms adopt different beliefs, lose touch with their trade networks, and their villages disperse. Step 4: Reset the Trade Goods Marker. If circumstances (i.e., the current History card or this turn’s activities) result in change to the number of Trade Goods available, set the Trade Goods marker back to its new correct space on the Trade Goods track (as per 6.2). Step 5: Deploy the Great Sun. If the Great Sun marker shows its “Great Sun” side, deploy or keep it in the Available box, or place it in any controlled Land (13.0). Step 6: Set the Smallpox Level. At the conclusion of the first Spanish turn (i.e., the first time card #26 is revealed), place the Smallpox marker on the Storage Pits track in the same numbered box as the Land the Spanish Army currently resides in (14.5). That is your new AP limit! [11.0] DISCOVERING CHIEFDOMS Chiefdoms are at the very heart of MOUND BUILDERS. They represent towns of up to a thousand or more people, with powerful rulers and an economic base. This game is all about discovering them, incorporating them, integrating them into your empire by “Mounding” them, and then defending them from Hostile Armies. The Hopewell Era Discovering new Chiefdoms occurs only during the Hopewell Era; once that Era ends, set the Draw Cup aside for now. Your rivals occupy all of the undiscovered Lands because you did not establish trade relations with them during this time. In game terms, the Hopewell Era gives you great freedom to shape your empire, but the choices between continued expansion and consolidation are always present. However, you get no second chance to expand your empire after the end of this “happy time.” What You Know When the game begins, you control only Cahokia (the central, hexagonal Land), and know (from set up) who your immediate neighboring Chiefdoms are along each Warpath in the Dickson, Angel, Pinson, Kincaid, and Toltec Lands. What You Discover During the Hopewell Era (only), you Discover the Lands without Chiefdom markers adjacent to your controlled territory. When you Discover a new nonWilderness Land, immediately draw one Developed by Alan Emrich Mound Builder Rules v1.0 Chiefdom marker at random from the Draw Cup and place it, Plain side up, in that Land. Chiefdoms are not Discovered in Wilderness Lands. Discovery is not an Action nor does it cost APs. Discovery Example 1: On the first turn, the Discoveries of your neighbors take place during set up: Dickson, Angel, Kincaid, Toltec, and Pinson, each with their Plain sides up. But you cannot Discover any other Chiefdom markers along a Warpath until you control the first Land on along it. For instance, you can’t Discover Chucalissa until you control Kincaid. Note that simply attempting to incorporate a Chiefdom does not allow you to Discover the next Chiefdom along that Warpath. You must successfully incorporate that Chiefdom (i.e., place your Peace Pipe marker on it) to Discover the next Chiefdom out along its Warpath. Discovery Example 2: Early in the game, you try to incorporate Angel repeatedly, but until you actually roll higher than their Chiefdom’s Value, you cannot enter Angel with your Peace Pipe marker and thence Discover Fort Ancient. The instant you succeed in incorporating Angel, you may place a randomly drawn Plain Chiefdom marker in Fort Ancient. Once a Chiefdom is Discovered, it remains so for the rest of the game. Even if you are no longer adjacent to it, your people will remember that it’s still there. [12.0] PEACE PIPES A Peace Pipe marker means different things during different Eras. The Hopewell Era [12.1] Hopewell Era Peace Pipes: In the Hopewell Era, once you get a foothold on a Warpath (i.e., control that Warpath’s Land #1), you gain a Peace Pipe marker on that Land. It marks the outer limits of your controlled territory 15 (i.e., Lands beyond a Peace Pipe are beyond your control). Each time you Incorporate a neighboring Chiefdom (9.2) or lose one through a Revolt (8.0), the Peace Pipe marker dynamically Advances or Retreats. A Peace Pipe marker in this Era also allows you to expand your empire more easily by permitting you to conduct Busks (9.2). The Peace Pipe was the universal Indian symbol of fellowship. In MOUND BUILDERS, Peace Pipe markers represent peace between Cahokia and the other Indian polities along a particular Warpath. In the Hopewell Era, Incorporation of Chiefdoms represents cultural and economic assimilation, rather than military conquest. Thus, the Peace Pipe marker is a symbol of your message of peaceful trade and cultural identity. Each “Warpath” is, in fact, one big happy family. The Post-Hopewell Eras At the end of the Hopewell Era, the advance of your Peace Pipe markers shows the outer limits of your empire where Hostile Armies appear in the Lands just beyond. Your Peace Pipe marker immediately disappears if you have no Mounded Chiefdoms on that Warpath (14.1). After the Hopewell Era, the very nature of the game changes from a story of your peaceful expansion to one of military survival. Rules 12.2 to 12.4 reflect this. [12.2] Later Era Peace Pipes: The nature of a Peace Pipe marker now symbolizes the existence of a “truce” on that Warpath. They become static and no longer move along a Warpath as they did before. A Peace Pipe marker is removed from the map in defense of its Warpath (see 7.3) and, while present on a Warpath, prevents Hostile Armies from harming the Chiefdoms that they conquer there (10.0, #2 and #3); maintaining them so you can plan to take them back! © 2014 Ben Madison, Wes Erni and Victory Point Games 16 Mound Builder Rules v1.0 A Peace Pipe marker in this Era also allows you to extend the Lands you control more easily by permitting you to conduct Ambushes (9.6). You surprise your enemy when you “break the truce” and stab them in the back. After the Hopewell Era, the invention of the bow and arrow changes everything. Powerful groups rise up to challenge your wealth and power causing your vast trade connections to wither. Now, the limits of your empire are defined by Hostile Army markers and a Peace Pipe represents temporary truces on your frontiers where you hold a “Powwow” (a giant party with dancing and food) to “buy off” a Hostile Army or lull them into complacency while you plan a surprise attack against them. [12.3] Overextended Peace Pipes: You pay a price for successful Ambushes (9.6) and suffering Revolts (8.0). During the Housekeeping Phase (10.1 #1), Peace Pipe markers not in your farthest controlled Lands (i.e., in the Land in the next lower-numbered Land adjacent to a Hostile Army) are removed from the map. Overextended Peace Pipe Removal Example: You take advantage of your Peace Pipe marker in Etowah (Land #3) during the Action Phase and Ambush the Cherokee Army in Ocmulgee (Land #4). Your success using two dice (9.6) drives it back to Anhaica (Land #5) – or even if you kept driving it all the way back to its Homeland (Land #6) – your Peace Pipe marker will be removed during the Housekeeping Phase because it is no longer adjacent to an Army marker. That is the price of making aggressive war on your neighbors. If a Revolt occurs on a Warpath containing a Peace Pipe marker, some interesting dynamics arise. If the Hostile Army Retreats, your Peace Pipe marker will be removed at the end of the turn; the locals blame you for the Revolt, which can worsen your position. Of course, you could “back-up” the Revolt with your own Attacks along that Warpath, making “lemonade” out of the situation. If the Hostile Army Advances, your Peace Pipe marker should make it relatively easy to recover the lost space via an Ambush and still maintain the Peace Pipe marker in the now-adjacent Land. If you fail to do so, the Peace Pipe marker disappears at the turn’s end as well, and this “sign of weakness” will be a disaster. [12.4] Late Game Limits: After the Coosa card (#25) is revealed, your Peace Pipe markers are limited to two (14.2), and too soon they disappear forever (14.2 #2). [13.0] THE GREAT SUN Dominating the Mississippian Era was Cahokia’s greatness, as embodied by the city’s hereditary ruler, the Great Sun. This title, recorded by French explorers, symbolized Cahokia’s military prowess and its claim to universal moral authority. You can use the Great Sun marker to Powwow (9.8) or to conduct an Ambush (13.2 and 13.3). General Rule At the beginning of the Mississippian Era, you will set up the Great Sun marker either in the Leader Available box OR in a controlled Land of your choice on the map. Similarly, during the End of Turn Phase (10.0 #5), you can place (or keep) the Great Sun marker in the Leader Available box OR in a specific controlled Land on the map. [13.1] “Using” the Great Sun: If the Great Sun is in the Leader Available box, it “can be Used” to perform its special function once during that game turn. When used, slide it down to the Leader Developed by Alan Emrich Mound Builder Rules v1.0 Unavailable box as a reminder that it has already performed its once-per-turn feat. When a Rule says that the Great Sun “can be Used,” it means moving it thus from the Available box to the Unavailable box. Important: The Great Sun cannot “be Used” if it is in a Land on the map (instead of the Available box), but see 13.3, below. [13.2] Ambush Attack: If the Great Sun is in the Leader Available box, it can be Used (once per turn) in one Attack anywhere on the map to conduct an Ambush (9.6). [13.3] Location Ambush: If the Great Sun is placed on a Land (including Cahokia), and that Land is involved in any kind of combat (an Attack or Defense Roll), then the Great Sun can Ambush (9.6) multiple times there that turn. During the Hostiles Phase, the Great Sun conducts an Ambush Defense (7.3) against each Advance made upon the Mounded Chiefdom where the Great Sun is located. The Great Sun remains in that Land even if the Hostile Army should Advance into (or even past) it. During the Action Phase, the Great Sun can Ambush Attack (9.6) a Hostile Army occupying its Land (only, and for the usual Action cost of one AP). The Great Sun can do this as long as you have APs to pay for it to keep Attacking its Land. Note that while the Great Sun is in a Land, if the Hostiles lack the courage to Advance on him, there is nothing he can do that turn. He will not be able to conduct Ambushes in either Attack or Defense. Location Ambush Example: During the Mississippian Era, the Caddo Army in Spiro makes a Double Advance against your Mounded Chiefdom in Marksville where your Great Sun also resides this turn. On its first Move, the Caddo Army Advances into Marksville, and you opt to have that Chiefdom Defend itself with an Ambush from the Great Sun (rolling two dice), but the results of 1 and 2 yield failure and Marksville falls. 17 With its second (and last) Move this turn, the Caddo Army Advance unopposed into your Plain Chiefdom at Poverty Point (Unmounded, it can offer no Defense). The Great Sun is “behind enemy lines,” so any Attacks against the Caddo in Poverty Point roll only one die during your Action Phase. If you successfully drive them back, you can Ambush (roll two dice) with your subsequent Attacks made from Marksville (where the Great Sun is). If also successful there, your further Attacks against the Caddo Army at Spiro will only roll one die again. [14.0] END OF AN ERA When one Era ends and another begins, certain transitional housekeeping must be performed to set up the new Era dawning. [14.1] Ending the Hopewell Era: When the last card in the Hopewell Era deck has been played, that Era ends. When this occurs, follow these steps in order: Setting Up the Mississippian Era 1. Place each Warpath’s corresponding Hostile Army in the Land that is one number higher than your Peace Pipe marker on that Warpath. If there is no Peace Pipe marker on that Warpath, place that Hostile Army in its Land #1. Ouch! 2. Remove Peace Pipe markers on Warpaths that do not have at least one Mounded Chiefdom (whether or not you control it). This Warpath begins this Era “at war” right from the outset. Hostile Army Placement Example: On the Cherokee Warpath, your Peace Pipe marker is in Etowah. None of the Chiefdoms there (in Pinson, Etowah, or Ocmulgee – Anhaica having never been Discovered) is Mounded, so you place the Cherokee Army standee on top of the Ocmulgee Chiefdom and remove your Peace Pipe marker from this Warpath. © 2014 Ben Madison, Wes Erni and Victory Point Games 18 Mound Builder Rules v1.0 You control Etowah and all the lower-numbered Lands back to Cahokia along the Cherokee Warpath. Your new enemies, the Cherokee, control Ocmulgee, Anhaica and the Cherokee Warpath Tribal Homeland itself. 3. Remove the Hopewell Era marker from the Historical Era box, revealing that it is now the Mississippian Era. 4. Calculate the number of Trade Goods in your economy (6.2 and 6.3) and place the Trade Goods marker in that number space of the Trade Goods track. 5. Place the Great Sun marker, either in its Leader Available box or in a specific Land (as per 13.0). 6. Remove all Chiefdom markers from the Draw Cup and set them aside; they are no longer in play. Do not put them in the Conquered Chiefdoms box! 7. Prepare the Mississippian Era and Spanish Era deck for play as follows: A. Take the unused cards, separated into four groups. You should have: 2 green Hopewell Era cards remaining; 12 yellow Mississippian Era; 2 black Spanish Era; and 24 silver Generic cards. B. Shuffle the 24 silver Generic cards together and deal out, face down, a stack of 6 cards to form the bottom of the new Draw Pile. These “end game” cards are the seeds of the Spanish Era deck (14.4). C. You now build the yellow Mississippian Era cards on top of the cards from Step B. Build the end of the Mississippian Era by dealing out, face down, 4 (of the remaining 18) silver Generic cards and to them add the black card #26 (“The Spanish” ). Shuffle those 5 cards together and place them on top of the Draw Pile (which will now be 11 cards high). D. Deal out, face-down, 4 more (of the remaining 14) silver Generic cards and to them add the black card #25 (“Coosa” ). Shuffle those 5 cards together and place them on top of the Draw Pile (which will now be 16 cards high). E. Finally, take all of the remaining cards (the 12 yellow Mississippian, the 10 silver Generic, and the 2 unused green Hopewell). Shuffle them thoroughly together, face down, and place them on top of the Draw Pile (which is now 40 cards high). Play continues with the first turn of the Mississippian Era. The “happy times” are over and you are now in a state of siege! When the Coosa (#25) card is drawn, the Black Banner () Event on it serves as a warning to you: it heralds the approaching end of the Mississippian Era. The Spanish have discovered the New World! The Spanish Are Coming Perform the following administrative task when the Coosa (#25 ) card is revealed: [14.2] Spanish Avaricia: On the turn that the Coosa card (#25) is revealed, as the last Event of the Hostiles Phase, the Black Banner () Event means you establish the pool of Spanish Leaders by noting where your Trade Goods marker is on the Trade Goods track and reading the three names in that box. Locate these three Spanish Leaders (they are on the backs of the Peace Pipe markers, substitute ones out of play for ones still in play until you have the right three Spanish Leaders out and the right two Peace Pipe markers in) and place Developed by Alan Emrich Mound Builder Rules v1.0 them in the Draw Cup (which had its Chiefdom markers kicked out at the end of the Hopewell Era). Since you can only have two Peace Pipes starting at this juncture (9.8), this all works out very neatly. Spanish Leader Placement Example: When the Coosa card (#25) is revealed and the Black Banner () Event occurs (i.e., after enduring your enemy’s slings and arrows of the other Events listed before it during the Hostiles Phase), you note that your Trade Goods marker is in the 6 box on the Trade Goods track. That 6 box contains the names Heredia, Coronado, and De Soto respectively. Find those three Spanish Leaders, place them in the Draw Cup, and wait for the next shoe to drop (i.e., The Spanish card to be drawn). The richer you are, the stronger the Spaniards who come looking for you! They have heard rumors of your riches at Cahokia… If they hear stories of your unbelievable wealth and opulence, then the fiercest Conquistadors – men like Pizarro and Coronado – will hunt you down. If the reports in Madrid say that you’re subsisting in a bunch of mud huts with only pottery and baskets to plunder, then His Most Catholic Majesty will dispatch historical Leaders like Vaca and De Soto. Times change (in this case, for the worse), and you must change with them. The first time you reveal “The Spanish” card (#26 ), it marks the arrival of the Spanish explorers from Europe on the map and this final Era of the game begins. When this occurs, follow these steps in order: Setting Up the Spanish Era 1. Place the Spanish Era marker in the Historical Era box and then roll a die to determine where to place the Spanish Army unit: 19 Roll Location 1 to 3 Cherokee Homeland 4 or 5 Natchez Homeland 6 Caddo Homeland Place the Spanish Army unit in the Tribal Homeland space of that Warpath. It doesn’t have a Leader yet, but it will. If there is a Peace Pipe on the Spanish Warpath, remove it from play. These Spaniards do not Powwow; instead, they go to mass. Important: The Spanish and Indian Armies simply coexist on their Warpath. They do not fight each other, and you can only Attack the one that is closest to Cahokia; if both Armies are in the same Land, you must designate which one you are Attacking first. 2. You can no longer perform a Powwow Action. If you have any remaining Peace Pipe markers on the map, once they’re gone, they’re gone! 3. Remove the Great Sun marker from play. In the Advanced Game, you would flip this marker to show its Black Tortoise side and place it with the Spanish Army at this time (16.0). After the Spanish arrived, American Indian rulers were too preoccupied with managing diseases and internal social strife to effectively manage their empires or provide much inspirational leadership. [14.3] The End of the Spanish Era: After conducting The Spanish card (#26 ) the first time, it is not left in the current History (i.e., “discard”) pile. Instead… Spanish Era Deck Procedure …at the end of the turn (before revealing the next card), reshuffle The Spanish card () back into the remainder of the deck to form The Spanish deck. When this card is revealed the second time, at the end of that turn, the game is over (14.8). © 2014 Ben Madison, Wes Erni and Victory Point Games 20 Mound Builder Rules v1.0 That is, The Spanish () card is played twice: once to begin the Spanish Era, and a second time to end the game. [14.4] The Spanish Turn Rules: On both Spanish card turns, perform the HoChunk and Shawnee as usual (as shown on the card), and then perform the Black Cross () Event as follows and in order: 1. Randomly draw one Spanish Leader from the Draw Cup, placing it next to (and keeping it with) the Spanish Army on the map (there should be room). This Leader’s Value serves as the Spanish Army’s Value. This Leader in play is also a reminder that you are now in the Spanish Era. 2. Advance the Spanish Army one Land toward Cahokia. If it attacks a Mounded Chiefdom that you Control, you may make a Defense Roll (7.3). 3. After each Spanish Advance from Step 2 (above), whether successful or not, you receive one free AP which you must spend conducting an Attack. It doesn’t have to be used to attack the Spanish Army, but it must be used to Attack somewhere. You will not be able to Ambush them in return as the Great Sun is removed from play during the Spanish Era (14.2, #3). The Relentless Spaniards If you Attacked the Spanish Army and lost, or if you Attacked a different Army with your free AP, go back to Step 2 and repeat Steps 2 and 3. The Spanish are relentless: they will not quit until Cahokia falls, or you stop them! If the Spanish Army is defeated (by any means), its Relentless Advance ceases and you continue the turn normally, spending any APs that you might have available (i.e., saved in your Storage Pits or, in the Advanced Game, garnered through Looting; see 17.1). Spanish Era Example: The Spanish card () is revealed for the first time. You roll for the Spanish Army placement location and the result is a 2, so you place the Spanish Army unit in the Cherokee Tribal Homeland (#6). Note: Because you received this free AP, you are not eligible to receive the “emergency” free AP from Rule 6.4. When attacking the Spanish, if the Spanish Leader has the two or three dice icons on it (e.g., z z: Heredia, Pizarro, and De Soto), they automatically Ambush you. You must roll two (or three) dice against them and then use the lowest result! Taking stock of your situation prior to the great incursion, your Trade Goods are at 7, there is 1 Developed by Alan Emrich Mound Builder Rules v1.0 AP in your Storage Pits, and Cahokia’s Palisades are set to 4E, and the Great Sun is now removed for good! This situation is illustrated below. Now you perform the “Hostiles” activities in order as listed on the card… First: the Ho-Chunk Advance; the only effect is to remove the Peace Pipe marker on their Warpath. It is permanently removed (14.2 #2). Second: the Shawnee Army Advances. The Mounded Seashells Chiefdom fails its Defense Roll, leaving you a huge problem to deal with right on your doorstep! Third: the Spanish Army is ready to Advance, but first they need a Leader. From the Draw Cup you pull Coronado (Value 4) and place him on the map adjacent to the Spanish Army. Here they come! The Spanish Army Advances into Anhaica (Land #5), which is useless real estate and there’s nothing you can do about it since there is no friendly Chiefdom there to resist. This Advance (successful or not) gives you one free Attack AP automatically, and you must use it immediately. For this free Attack, you opt to confront the Shawnee Army, hoping to preserve your only source of Seashells and push them back from the gates of Cahokia. (You’re counting on your Mounded Obsidian Chiefdom at Ocmulgee to handle these Spanish interlopers). Rolling a 6, you drive the Shawnee back one Land to Fort Ancient. Since the Spanish Army has not yet been thwarted this turn, it now Advances relentlessly on Ocmulgee. Your Defense Roll is a 1, which not only sees Ocmulgee occupied by the Spaniards, but their Destruction (caused by our roll of 1, see 7.3) causes this Mounded Chiefdom to flip to its Plain side! 21 Seething, you reflect that the 6 you rolled previously against the Shawnee would have sent the Spanish scurrying for their Carracks and put a stop to their invasion! With that Spanish Advance all too secure after your hapless Defense Roll, you are gifted with another free Attack AP, and so you hurl the die in revenge upon the Spanish. Your roll of 4, barely fails, but it’s still a failure! 5 1 The Spanish are relentless, Advancing boldly into Etowah (which, being Unmounded, offers no resistance). But this affords you another free Attack AP, and by the Great Spirits, you must have a victory over these Spanish and their God! You Attack the Spanish again, rolling a miserable 2, and your tribe weeps at their prospects. Time to round up some maidens for a sacrifice! Undaunted, the Spanish proceed to the Wilderness of Coosa with style and bravado. The Spanish Advance grants you yet another free Attack AP, and your settlement with the Spanish Army goes badly again as you roll a 3. Coosa well and truly falls. Once again, the Spanish Army Advances, this time they press on to Pinson. This Mounded Chiefdom discovers that these Spanish must be allergic to Feathers, as your Defense Roll of © 2014 Ben Madison, Wes Erni and Victory Point Games 22 Mound Builder Rules v1.0 5 halts their Advance. The Spanish are, at last, stopped cold (this time, at least) and settle back into Coosa until The Spanish card () is revealed again (and for the last time) or you go on the Warpath and try to push them back in the few turns remaining. Although stopped, the attempted Spanish Advance still grants you one more free Attack AP, which you direct once more against these evil Spanish foreigners. You hope to reclaim some Cahokian honor, but your die roll of 3 fails once more and begs the question, “Hey, does anybody here know how to use a bow?” With no Revolts this turn, your Action Phase is a desperate affair. You want to push the Spanish back and to mitigate the horror of Smallpox that awaits you at the end of the turn (14.5, below), you empty your Storage Pits for one final Attack against the White Man! But you are mocked with a roll of 1, and fail once more. (At least you do not suffer the normal Rout penalty, as you have no APs left to lose). Assessing the damage during the End of Turn Phase, the grim results include the loss of the Obsidian and Hides Chiefdoms (both Degraded), and the Smallpox marker is placed in the 2 space (see below). Next turn the Trade Goods marker will drop to 6, but with the Smallpox so devastating, you will only have at most 2 APs to spend in any case! [14.5] Smallpox: During the End of Turn Phase of the first visit of The Spanish () card, note the Land the Spanish Army ended in. Place the octagonal Smallpox marker in that numbered space of the Storage Pits track. You can no longer have more than that smallpox-capped number of APs available at any time, for any reason, for the rest of the game! Smallpox Example: If the Spanish Army blazes a trail down the Warpath all the way to Pinson (Land #1), you can never have any more than one AP (so don’t plan on conducting any Actions that cost two or more APs, like improving the defenses of Cahokia). In the above example, smallpox, brought unwittingly from Europe by the Spanish adventurers, has devastated your nation! [14.6] Effect of Revolts: If a Revolt (8.0) strikes a Warpath while the Spanish are present there and both these Armies share the same Land, then you must Advance or Retreat them both. If they are in separate Lands, Advance or Retreat only the Army closest to Cahokia. [14.7] End of the Game: Play continues normally (often with great limitations on you), until the Spanish card () is redrawn; complete this second “Spanish turn” as described below and note that it is the last turn of the game. The Return of The Spanish () Repeat the steps of the first Spanish turn (14.4) with the following changes: Draw a new Leader at random from among the two remaining in the Draw Cup; it replaces the existing Spanish Leader on the map. The Spanish Army begins its Advance from its current Land. Ignore the End of Turn Phase. After spending your last Action of this second Spanish () turn, the game is over and you have won! (Typically, several White cards will remain unplayed). Of course, if you had lost Cahokia earlier, the game would have ended then and you would have never made it this far! [14.8] Your Victory Level: If you survived to the end, congratulations! You are a winner and your score equals: the Smallpox number, plus the Land numbers of all six Armies. So, the less you were affected by smallpox and the farther away you kept your enemies, the higher your score. If Cahokia fell, you lost! You still receive a score, but it equals: Developed by Alan Emrich Mound Builder Rules v1.0 the Smallpox number (0, if you did not survive the first Spanish turn), minus the number of remaining cards in the Draw Pile. You get to add the Smallpox level to your score, even if you are defeated, as long as you survived the first Spanish turn. If you didn’t survive the first Spanish turn (or were defeated long before), you don’t score any points for Smallpox. Score Level of Victory or Defeat 35 or more Overwhelming Victory 28 to 34 Decisive Victory 21 to 27 Major Victory 16 to 20 Moderate Victory 7 to 15 Minor Victory 0 to 6 Draw -1 to -5 Minor Defeat -6 to -12 Moderate Defeat -13 to -22 Major Defeat -23 to -34 Decisive Defeat -35 or less Overwhelming Defeat If Cahokia is still standing, you will have won the game! And if Cahokia falls, it is impossible to gain a victory; but you can still pull out a draw. Victory Example: Cahokia never fell and the game ends with the Smallpox marker in the 3 box, the Spanish and Ho-Chunk Armies in their respective 1 Lands, the Natchez in Land 6, the Cherokee in Land 5, the Caddo in Land 2, and the Shawnee in Land 3. When you add all those number up, you get a score of 21, enough to scrape out a Major Victory. Defeat Example: The Smallpox marker is in the 3 box, and you have 9 cards remaining in the Draw Pile when the powerful Ho-Chunk crash through your Palisades and sack Cahokia, thus ending the game. Your score is 3 – 9 = -6, which is a Moderate Defeat. THE ADVANCED GAME You must play Rules 15.0, 16.0, and 17.0 as a “set” (i.e., using them all together). When doing so, you are playing the Advanced Game of MOUND BUILDERS. 23 [15.0] COLONIZATION Chiefdoms removed by the Hostile Armies (10.0, #2) are not out of the game; they are placed in the Conquered Chiefdoms box and, in the Advanced Game (using this Rule) they are available for Colonization. This allows you to repopulate Unorganized Lands for the glory of the Great Sun. Colonization Procedure To Colonize, select any Chiefdom marker from the Conquered Chiefdoms box (your choice), pay its Plain side Value in APs ( modified; 7.2), and place it in any Land you control that does not have a Chiefdom in it (even a Wilderness Land). This need not be the Land that Chiefdom was previously removed from. From then on it functions as a normal Plain Chiefdom and can be Mounded (9.3) when you can afford it (including immediately after placement). Colonization Example: Those nice Feather folk had their Chiefdom marker (2/2) removed from the map by vengeful Ho-Chunks, and are languishing in your Conquered Chiefdoms box. You draw the Angel card (#21), showing the Shawnee Warpath in decline () and thus providing you a handy -1 Value modifier there. After a quick campaign to seize Newark (Land 5), you spend 1 AP to Colonize the Feathers Chiefdom there in an Unorganized Land, and another 1 AP to “Mound” them right away, creating an instant military and economic strongpoint along the Shawnee Warpath. The only Chiefdoms you can colonize with are ones you've already seen but were removed from the map. If you failed to “discover” a great economic value like Chalcedony during the Hopewell, that’s too bad; you'll never see it in the game. [16.0] THE BLACK TORTOISE In the Advanced Game, pay attention to the six cards that have the Black Tortoise symbol ( ). They indicate the rise of a powerful rival Indian © 2014 Ben Madison, Wes Erni and Victory Point Games 24 Mound Builder Rules v1.0 Confederacy that threatens your borders. If this rival Leader goes unchallenged, it diminishes the Great Sun’s moral authority. The Black Tortoise is intentionally on the reverse side of the Great Sun; only one or the other can be in play at the same time. [16.1] Appearance: During the Hopewell Era, the Black Tortoise can never appear as no Hopewell Era cards have its symbol. When you reveal a Black Tortoise symbol ( ) card during the Mississippian Era, roll an unmodified die: Roll 1 2 3 4 5 6 Location Ho-Chunk Homeland Shawnee Homeland Cherokee Homeland Natchez Homeland Caddo Homeland Coup? (see 16.5) On a 1 through 5, place the Black Tortoise marker in the Tribal Homeland of the designated Warpath (indicating that the powerful Black Tortoise is backing that Warpath’s Army). On a 6, if the Black Tortoise is already in play, face-up, supporting a Warpath, it remains in its current location. If the Great Sun is face-up, flip it to its Black Tortoise side and place this marker inside Cahokia. A Coup has taken place, see 16.5. When you reveal a Black Tortoise symbol ( ) card during the Spanish Era, place (or keep) the Black Tortoise marker on the Spanish Warpath. The Black Tortoise only affects the Spanish Army during the Spanish Era (and not any Indian Army). With the introduction of alien weapons (muskets), exotic animals (horses), and diseases, only the Spanish star shines in the Spanish Era. [16.2] Initial Sudden Move: When a Black Tortoise ( ) Event occurs, the Hostile Army on its Warpath (Spanish only, once that Army is in play) Advances one Land; this is in addition to any indicated Advances that occur afterward during the Hostiles Phase. If The Buzzard Cult card (#45) is drawn, the Black Tortoise’s Army Advances three Lands (even if the Black Tortoise itself is removed; see 16.3). Important: When the Spanish Army receives the above free Black Tortoise Advances you do not receive any free Attack APs for any of them (as per 14.4)! [16.3] Battle Effect: All Attack and Defense Rolls against an Army supported by the Black Tortoise marker always fail on a 5 result. However, that roll of 5 removes the Black Tortoise! Immediately place the Great Sun in the Leader Unavailable box (during the Mississippian Era) OR the Black Tortoise in the Leader Unavailable box (during the Spanish Era). The Black Tortoise’s Homeland: During the Mississippian Era, you can Attack the Black Tortoise’s Indian Army in its Tribal Homeland (#6 Land). Defeating that Army (or, of course, rolling a 5) removes the Black Tortoise marker (place the Great Sun marker in the Leader Unavailable box). This is the only effect. The only other way to remove the Black Tortoise marker from a Warpath is to wait for a new Black Tortoise Event card ( ) to move it OR the arrival of the Spanish. [16.4] Powwows: You can Powwow on the Black Tortoise’s Warpath for 2 APs (9.8). This creates a Peace Pipe marker on the Black Tortoise’s Warpath. You cannot Powwow with the Black Tortoise if it is in Cahokia. “We don’t negotiate with terrorists!” (see 16.5). If the Black Tortoise is on the map then, by definition, the Great Sun cannot be, so the Black Tortoise is the only Warpath Army you can Powwow with. [16.5] Coup: When a Coup occurs (see 16.1, 6), a violent uprising strikes Cahokia and its Palisades are Attacked from within! Unlike other Attacks, those from a Coup do not involve a Hostile Developed by Alan Emrich Mound Builder Rules v1.0 Army moving up and knocking at the door; they simply represent Attacks on the Cahokia Palisades from the “inside.” Coup Procedure The Black Tortoise makes an immediate Attack on Cahokia (as per 7.4), which you can Defend against. If The Buzzard Cult card (#45) is the current History card, the Black Tortoise makes three such Attacks! This may result in the game ending should Cahokia collapse “from within.” If you make a successful Coup Defense Roll (or roll a 5), immediately remove the Black Tortoise marker, flip it, and place the Great Sun marker in its Unavailable box. If the Coup Attack(s) succeed in damaging Cahokia’s Palisades (and no 5 was rolled), the Black Tortoise marker stays in Cahokia. Its only effect there being that all attacks on Cahokia receive the power of the Black Tortoise ( ; i.e., any Defense Roll of 5 fails to protect Cahokia, but the Black Tortoise is removed, see 16.3). Note that if the Black Tortoise is still on Cahokia and the next Black Tortoise Location Roll is a 6, another Coup strikes Cahokia! Maybe you should invest in a Secret Police Force. [17.0] SOCIAL ACTIVITIES [17.1] Looting: At any time during your Action Phase, if you control a Mounded Chiefdom, you may Loot it by flipping it to its Plain side and gaining one (+1) AP on the Storage Pits track. “Looting” might seem to be a little harsh. You can instead think of it as a forced “loan” to you during a time of need. We’re sure you intend to pay it back… Given the cost to Mound a Chiefdom in the first place, Looting usually makes poor economic sense – but you might find it necessary for short-term gain when you are desperately short of one AP. 25 And with a useful modifier (), “nonessential” and weak Chiefdoms can be Mounded purely to Loot later on (they work as a sort of “bank” in that regard). During the Spanish Era, you often Loot on a large scale as the “old ways” are breaking down and you find yourself desperately seeking APs just to survive! [17.2] Improved Storage Pits: During the post-Hopewell Eras, you may conduct an Improve Storage Action to increase your Storage Pit capacity from 1 AP, to 2 APs (9.5 and 9.11). Flip the AP marker to its “Improved” side. This requires two things: 1. You must control and have Mounded the Chiefdom that produces Seashells. 2. You must spend APs equal to the number of Wilderness Lands that you currently control (minimum of 1). IF you later lose access to the Seashells Chiefdom (i.e., it is removed from play – not merely flipped to its Plain side or is currently enemy-controlled), THEN your Improved Storage Pits are lost. Flip the APs marker back to its original side. You can later improve your Storage Pits again if the right conditions arise once more. Adding crushed seashells to clay proved to be a technological breakthrough. Clay that was “tempered” with shell grit was easier to shape and fire; it was also tougher and lasted much longer. This, in turn, made long-term storage easier. The reason it costs more to improve your storage if you control more Wilderness Lands is due to the logistical strain of ruling over vast, unpopulated spaces. [17.3] Embrace the Buzzard Cult: After the end of the Hopewell Era, you may “Go Buzzard” (9.10) and so greatly increase the fighting efficiency of your empire. If you choose to go Buzzard: 1. You must control and have Mounded the Chiefdom that produces Obsidian. © 2014 Ben Madison, Wes Erni and Victory Point Games 26 Mound Builder Rules v1.0 2. You must spend APs equal to the level of Trade Goods that you currently control, with a minimum of 5 APs (see 6.2, for a total of 5-9 APs). 3. Flip your Trade Goods marker to its “Buzzard Cult” side to indicate this. If you later lose access to the Obsidian Chiefdom, your Buzzard Cult advantage is lost (flip the Trade Goods marker back to its original side; at least this allows your economy to grow again). You may later reembrace the Buzzard Cult if the right conditions should arise once more. Buzzard Cult Effects The Good News: You can ignore these bad results when you roll a 1: Destruction (flipping your Mounded Chiefdoms to Plain in Defense; 7.3); Breach (flipping your Palisades marker from a failed Defense Roll; “click” it instead; 7.4 – when you’re “out of clicks,” it remains a Breach); and Rout (losing +1 AP when you Attack a Hostile Army, 9.6). Note that these rolls of 1 still fail, but in the Buzzard Cult you suffer no injury in addition to that insult. The Bad News: After joining the Buzzard Cult, you cannot ever increase your Trade Goods marker on the Trade Goods Track for the remainder of the game (regardless of how many Trade Goods you can later access). It can, of course, go down! There are some icky historical data on the Buzzard Cult, the Mississippians’ violent and bloody religion, on card #45. Fully embracing all of this ghoulish religious excess is an “all-in” position for you. It can lead to some spectacular victories and equally spectacular defeats. OPTIONAL RULES [18.0] VARIATIONS [18.1] Black Tortoise Revolt Volatility: If a Revolt (8.0) occurs on a Warpath containing the Black Tortoise, roll a die for its location as normal: If that Warpath’s Army controls that Location, remove the Black Tortoise (even if the Revolt occurred in a Wilderness or Tribal Homeland space). Place the Black Tortoise marker in the Leader Unavailable box – Great Sun side showing in the Mississippi Era, or Black Tortoise side showing in the Spanish Era. Regardless of ownership, any Chiefdom in the Revolt location is immediately Removed (if Plain), or Degraded (if Mounded), even if the Revolt occurred in a Wilderness, or Land occupied by a Birdman Chiefdom. No Army movement of any kind occurs. Any Revolt involving the Black Tortoise could fundamentally disrupt that region. [18.2] Scrambled game: During Set Up (4.0), add this step: 9. Shuffle together all of the remaining cards. When the first Black card appears (Coosa or The Spanish , it doesn’t matter which), set it aside and draw the next card. When the second Black card is drawn, immediately play the Coosa (#25 ) card (normally, see 14.2). At the conclusion of the Coosa card, shuffle The Spanish (#26 ) card, with half (rounded down) of the remaining cards and place this stack on top of the other half of the remaining card to recreate the Draw Pile (“The Spanish are coming!”). After drawing The Spanish card from that deck and playing it, shuffle it in again with all of the remaining cards to form the Spanish Era deck. Developed by Alan Emrich Mound Builder Rules v1.0 All the remaining rules concerning the Black cards and the Spanish Era remain. The average results are similar to the original game, but this Rule offers a lot of scope for variation, particularly in the timing of the Spanish Era. [18.3] Variable Hopewell Era: Adding an interesting twist to the game would be having a variable-length Hopewell Era. This is achieved when creating the decks. Hopewell Era Deck Set Up Modify the game’s Set Up (4.0, #8) thus: 8. Prepare the Hopewell Era deck as follows: A. Separate the cards into four groups based on their title color backgrounds: 12 green Hopewell Era; 12 yellow Mississippian Era; 2 black Spanish Era; and 24 silver Generic cards. B. Randomly select 2 of the 12 green Hopewell Era cards and shuffle them together with 1 randomly-selected silver Generic card. Place these three cards face-down to form the bottom of the Hopewell Era Draw Pile. C. Shuffle the remaining 10 green cards together and set 1 of them aside with all of the other cards. Place the remaining 9 on top of the 3 cards in the Draw Pile to complete the Hopewell Era Draw Pile. The Hopewell Era ends when the first silver Generic card is drawn; that card is the first card of the Mississippian Era. Post Hopewell Era Deck Set Up Modify the creation of the Post Hopewell Era deck (14.1, #7) as follows: 7. Prepare the Mississippian Era and Spanish Era deck for play as follows: A. Take the unused cards, separated into four groups. You should have: 1 to 3 green Hopewell Era cards remaining (between the one set aside and what 27 was left in the Draw Pile when the first silver card was drawn); 12 yellow Mississippian Era; 2 black Spanish Era; and 23 silver Generic cards. B. Shuffle the 23 remaining silver Generic cards together and deal out, face down, a stack of 6 cards to form the bottom of the new Draw Pile. These “end game” cards are the seeds of the Spanish Era deck (14.4). C. You now build the yellow Mississippian Era cards on top of the cards from Step B. Build the end of the Mississippian Era by dealing out, face down, 4 (of the remaining 17) silver Generic cards and to them add the black card #26 (“The Spanish” ). Shuffle those 5 cards together and place them on top of the Draw Pile (which will now be 11 cards high). D. Deal out, face-down, 4 more (of the remaining 13) silver Generic cards and to them add the black card #25 (“Coosa” ). Shuffle those 5 cards together and place them on top of the Draw Pile (which will now be 16 cards high). E. Finally, take all of the remaining cards (the 12 yellow Mississippian, the 9 silver Generic, and the 1 to 3 unused green Hopewell). Shuffle them thoroughly together, face down, and place them on top of the Draw Pile (which is now 38 to 40 cards high). Play continues with the first turn of the Mississippian Era (i.e., the silver card just drawn that launched this Era). [18.4] Extended Game: If you survive the second arrival of The Spanish card (#26 ), move the Smallpox marker again to the space number corresponding to the Land number where the Spanish are currently located and roll one unmodified die: © 2014 Ben Madison, Wes Erni and Victory Point Games 28 Mound Builder Rules v1.0 If the result is greater than the Smallpox number, the game is indeed over: count your Victory Points. If the result is less than or equal to the Smallpox number, the game continues. Shuffle The Spanish card together with the remaining cards in the deck and continue playing the Spanish Era. The next time The Spanish card is drawn, the Spanish Leader will automatically be the last one in the Draw Cup and the game definitely ends after this third Spanish turn! The standard game assumes the Spanish realize that the fabled wealth of Cahokia is not, in fact, based on gold, and they suspend operations in this region in favor of more lucrative targets. This variation assumes that the stymied Spanish simply don’t have a good read on the source of Cahokia’s surprising power (and the region is not too disease-ridden), so they decide to have another “go” at the legendary Empire of Cahokia. [19.0] GAME BALANCE [19.2] Famous Chiefdom “Discovery”: This variant assists you. During the Hopewell Era, whenever a Revolt roll indicates an Unorganized non-Wilderness Land, place a Discovered Plain Chiefdom in that Land. There is no other effect. This variant gives you a chance to “see over the next hill” and establish trade ties with remote but “famous” Lands that come into prominence. [19.3] Black Tortoise Power Surge: This variant challenges you. During the Mississippian Era, after rolling for the Location of the Black Tortoise, roll a second die: If this second die roll is equal to or greater than the initial Placement roll, the Black Tortoise’s Warpath is automatically in Ascension that turn. If the second die roll is less than the first, there is no effect. If a Coup took place, and the second die roll was also a 6, all Warpaths are in Ascension that turn! MOUND BUILDERS GAME CREDITS: These optional Game Balance Rules vary MOUND BUILDERS’ difficulty level. Use them together, separately, or not at all, as you see fit. [19.1] Variable Hopewell Era: A. This variant assists you. Use 11 green cards to form the Hopewell Era deck (or even all 12). This reduces the uncertainty factor, giving you a nice jumpstart to your empire-building. B. This variant challenges you. Use only 9 green cards to form the “Hopewell” deck (or even only 8). Shuffle the extra green cards into the main Mississippian Era deck. You will face more uncertainty and have a harder time building your economy. The easiest way to adjust the game’s difficulty is simply to change the length of your Hopewell Era “happy time.” Design: R. Ben Madison and Wes Erni Development: Alan Emrich Map Art: Tim Allen Graphics: Michelle Ball Playtesting: Nathan Hansen, Hermann Luttmann, Mardi Mattison, Zack Vandekamp Proofreading: Amy Durnford, Rick Partin, Leigh Toms, Ian Wakeham, Karen Wolterman Developed by Alan Emrich Mound Builder Rules v1.0 [20.0] DESIGNERS’ NOTES By R. Ben Madison and Wes Erni MOUND BUILDERS originated in an unfinished project for another publisher, on the topic of the ancient Maya city states. We created that game as an update of a fun and clever game system from the 1978 Gametime Games classic, Grand Imperialism, a game that got Ben and his buddies through high school. In GI, you discover and colonize fictitious countries, drawing a random counter to find out how many hostile natives were there to greet you and, after conquering them, another random counter indicated what that newly conquered territory was actually worth. To lessen the number of counters, Ben suggested in our Maya game that each land simply have one counter, with both economic and military values on it. Wes, whom developer Alan Emrich describes as a “mathemagician,” came up with that game’s balanced counter mix and we were off to the races. Typically, Wes designated these “building blocks” with unique characteristics, including commodity scarcity, military effectiveness, and degrees of friendliness. This, of course, became the basis for the Chiefdoms in MOUND BUILDERS. After our successful work with Victory Point Games (2012’s Swing States), Ben began taking notes on the MOUND BUILDERS project, an heir to the long and illustrious States of SiegeTM series tradition. Ancient American cultures, especially the Effigy Mounds and Aztalan, found in his native Wisconsin, have long intrigued Ben. Therefore, he sketched out the MOUND BUILDERS map, representing the growth and decline of Mississippian culture along the lines of imperial rises and falls. Key to the new design was the Chiefdom markers, and their discovery, annexation, and “mounding.” As with many of our games, Wes was interested not so much in the subject matter but in the game as a mathematical puzzle and as a 29 sort of tabula rasa on which to try out various new gaming ideas, relying on Ben’s narrative ability to come up with a convincing historical rationale for including Wes’ puzzles in the game. Adding a third wheel to the random “tricycle” (cards, dice, and cup draws), creates great volatility – some games will simply be harder than others purely by chance. Mitigating this fact (to some degree) are the Revolt, and Spanish Rules, which can act as a leveling force. Still, Wes notes that sometimes he discovered what it’s like to be crushed quicker than he could say “Mississippian” on his first couple of turns after leaving the Hopewell Era – while finishing other games wondering how he could get to Spain to continue his conquests, thus demonstrating a wide range of outcomes. Despite this level of randomness, MOUND BUILDERS is definitely a game of skill. Wes noted, “I only play games where skill is the primary determinant of the result, and I design games with that same philosophy.” Ben’s idea of applying individual Trade Goods to the Chiefdoms (seashells, mica, etc.) came right out of our unpublished Maya game design. Wes made it work, linking Trade Goods to Action Points in a way that simulates a real economy but, given the random arrival of fixed () and variable () AP allotments each turn, it makes it impossible for you to rely exclusively on your domestic economy to fuel your visions of grandeur. Wes developed the basic game system and added innovations such as Wilderness areas, the Great Sun, the Spanish, and rogue magnate leaders called the Black Tortoise. (This is actually an inside joke paying homage to William Pidgeon’s pseudoscientific mound builder epic, Traditions of De-Coo-Dah. Astute players may chuckle that the Tortoise functions much as the Vice President does in Swing States!) As with all of Wes’ projects, a vast amount of thinking and number- © 2014 Ben Madison, Wes Erni and Victory Point Games 30 Mound Builder Rules v1.0 crunching went into the game system. Hostile Army strengths, the number of times each Army Advances against you, and many more variables were calculated from a formula based on Ben’s notes about the historic dates during which native communities on each Warpath were settled and destroyed. Meanwhile, Ben researched the map and named its Lands, detailing the history of each real mound builder site on the flavor text of the History cards. Ben even called in the aid of a personal acquaintance, Dr. Robert Birmingham, archaeologist in the Department of Historic Preservation for the State of Wisconsin. He is one of America’s foremost authorities on Indian mounds. He was key in determining the list of nine trade goods, as well as in specifying the identities of the five Hostile Indian Tribes that threaten your Cahokian realm, noting that two or three of them were actually Mound Builders themselves! The last cherry on top of our growing Mound came in the form of the Palisades Rule, shamelessly ripped off from cleverly inspired by John Welch’s brilliant Cruel Necessity game and made physically possible by VPG’s ultra-cool laser cutting technology. MOUND BUILDERS offers several new twists to VPG’s tried and true States of SiegeTM series. As such, it has many original ideas, some of which look like they were stolen (but weren’t; perhaps they will be from this game by future designers) – and many other ideas that were indeed lifted from other games. Wes and I are firm believers in using any tool that gets the job done. As a game, MOUND BUILDERS has enormous replay potential. For a historical game, it is extremely abstract, thanks both to the general lack of detailed knowledge about Mound Builder history combined with the need to squeeze 1,400 years of what we do know into a fun and workable game. In some ways this was an advantage, given that there is a certain freedom when tasked to design a game on a subject you know nothing about and about which the historical record is utterly vague. Moving forward on the design with little deadweight from preconceived notions or documented history, Wes could concentrate on a game full of replayability – one that is rich in tactical and strategic options. A great example is the Revolt Rule, which Wes sketched out five years ago for a proposed game on the rise and fall of ancient Assyria. The strategy is that you don't want to move too far on a Warpath; self-restraint means the Revolts hurt your enemies on that Warpath more often, at the risk of an enemy advance on Cahokia if the Revolt hits you instead. Both in terms of economics and military factors, Wes has provided plenty of dramatic peaks and valleys for players to experience while encouraging them to make short-, medium-, and long-term plans. This all dovetailed nicely with Ben’s research and game framework, and this influenced the greater focus on economic and diplomatic factors (more so than usual in a States of SiegeTM game). We hope that you enjoy playing MOUND BUILDERS and discovering the fascinating world of pre-Columbian American Indian societies through the History card notes. If you live in the eastern United States, you will find many of the historic sites in this game within driving distance of your home – a chestnut not every game can offer to its American players! Suggestions for Further Reading: Cahokia: Ancient America’s Great City on the Mississippi (Timothy R. Pauketat, 2009) Indian Mounds of Wisconsin (Robert A. Birmingham and Leslie E. Eisenberg, 2000) The Moundbuilders: Ancient Peoples of Eastern North America (George R. Milner, 2005) Developed by Alan Emrich
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