Translation
March 18, 2013 |
1.0 Preface
The above is a short
summary of the game. Do not be concerned if you have not tried war
games before. Read through the rules carefully and try the game with
a few friends. You will find that the rules are not overly
complicated. For experienced war gamers, the simple types of counters
in this game do not affect the flow or depth of the game. Instead,
they serve to help you understand the Three Kingdoms era.
1.1 Remarks on Terminology
2.0 Game Components
2.1 Map
To occupy a territory, all areas in that territory have to be occupied.
The orange horizontal line running across the middle of the map
indicates the border between the northern and southern parts of
China. This border only comes into play during battles
(see 10.2 Terrain
and the
Battle Outcome Table).
The various sections outside of the map,
known as the leader information tables, contain information regarding
the starting positions of each king, diplomatic relations numbers
etc.
2.2 Cards
1. Territory Cards
Event Icon – Different territories
contains different event icons. The icons and what they stand for are
as follows:
Chronicle of the Three Kingdoms
is a war game based on the Three Kingdoms era. The game can
support 3 to 7 players. Each picks from the roles of Cao
Cao, Yuan Shao, Sun Ce, Liu Bei, Liu Biao, Liu Zhang and Ma Teng.
During the game, players pit their wits against one another,
managing military, economy, political and diplomatic matters. The
player who manages these the best will win the game.
If you have any questions
regarding the game, do write (include return envelope and postage) to
us or call us. Our association has dedicated personnel to reply to
your queries. Contact us at
https://www.wargames.com.hk
(Hong Kong).
For ease of explanation,
all those having leadership roles are referred to as leaders
and their daughters are
referred to as princesses. This does not reflect the actual
terminology of the Three Kingdoms era.
Each set of Chronicles of the Three Kingdoms contains:
1 map
70 cards
3 sheets of counters
1 set of rules
1 six-sided die
The map shows all the
territories of the Eastern Han dynasty. The solid black lines denote
the boundaries of a state or province. These will be referred to as
territories in this set of rules. There are 20 territories. Each
territory contains up to 3 areas, denoted by the dashed lines.
There are two types of
cards in the game: territory cards and player cards. There are 20
territory cards, each containing information pertaining to the 20
territories. There are also 50 player cards. These are drawn during
gameplay by players. Players are reminded not to confuse one for the
other.
Area’s Defensive Value – The size and
defensive strength of the area. When the defender chooses to defend
the city/fortress during battle, this value gives the defender an
advantage.
Area’s Yearly Income – This indicates
the importance of the city and affects the income and land value.
(See also 5.0)
Land Value – The higher the Land
Value, the more difficult it is to develop the territory. The
territory is fully developed when the Land Value becomes 0
Yearly Income – The number on the left
indicates the annual income if the territory has not been developed
yet. The number on the right indicates the annual income after the
territory has been developed.
Supplies Required – Reflects the
difficulty in delivering supplies due to terrain. The number
indicates the amount of gold required.
Flood may occur in this territory. | |
Foreign invasion or incursions by border tribes may occur in this territory. | |
May recruit Level 1 cavalry unit in this territory. | |
May recruit Level 1 naval unit in this territory. | |
May recruit Level 2 naval unit in this territory. |
2. Player Cards
The player cards come in
two colours. Black cards are event or disaster cards. When drawn, the
event is resolved immediately and the card may not be retained. Red
cards are strategem cards. These may be retained for use during
battles.
When event cards are drawn, it is important to note the player/leader affected and the timing of the event. If the player/leader drawing the card is not the player/leader indicated on the card, or if the time period has not reached that indicated on the card, the event card is placed on the discard pile.
If the event occurs or has already occurred when the event card is drawn, then the event card may be removed from the game. For this latter case, the player may instead place the event card in the discard pile, so that this event card may be drawn again by players. It is important to note the difference between placing the event card on the discard pile and removing it from the game.
When disaster cards are drawn, the affected player/leader must pick a randomizer counter (see 2.3 point 5). The number on the randomizer counter indicates which territory may be affected by the disaster. If the disaster card’s icon is the same as that on the territory card, then the territory is affected by the disaster. Some of the disaster cards do not carry icons, and these disasters always occur when drawn. There are other disasters, e.g. earthquake, drought, that are time-dependent and require matching of timing of the event to the current time.
For example, suppose the flooding disaster card and the 6 randomizer counter were drawn. The territory numbered 6, Yi Zhou, displays the flooding icon. The flooding event therefore affects Yi Zhou. All disasters, with the exception of flooding, cannot be prevented. For flooding, throw a D6 and reduce the result from the territory’s flood prevention value. If the flood prevention value drops to 0 or below, flooding occurs.
If there are two or more players/leaders occupying different areas of the territory, roll a D6 to determine where the loss occurs. The loss occurs on the east side for 1-3 and west side for 4-6.
Stratagem cards may be retained for use in battles. There is a maximum hand limit of 4 for strategem cards. This hand limit applies only at the end of every round/season. The affected player/leader chooses which strategem card(s) to discard (see 10.3 point 4 for use of strategem cards).
2.3 Counters
There are 5 types of
counters: generals, armies, actions,
objects and randomizers.
1. General Counters
Each general counter
represents one general. On each counter are attributes relating to
the general, such as intelligence, military leadership, loyalty,
combat and eloquence (charisma). Below some generals’ names are
some numbers (either in brackets or without). The numbers in brackets
represents the year in which this general appears. As for the numbers
without brackets, the number on the left represents the general
number and the number on the right represents the year of death of
this general.
General Name – Name of the general Combat – Used during battles (see 10.3 point 5) Eloquence – Used during battles and when conducting diplomatic relations (see 10.3 point 11 and 11.0 point 5) Loyalty – Used when conducting diplomatic relations (see 11.0 point 5) Military Leadership – Used during battles (see 10.3 point 6) Intelligence – Used during domestic development and playing of strategies (see 10.3 point 4 and 11.0) |
2. Army Counters
There are three types of
armies. Each army type performs differently depending on terrain type.
| Infantry: Stronger on mountainous terrain. The most basic army unit. |
Cavalry: Level 1 or 2. Stronger on flat terrain, but weaker on all other terrains. | |
Naval: Level 1 or 2. Stronger on rivers, but weaker on all other terrains. |
3. Action Counters
There are 7 types of action counters. Other than the Battle and Recruit Armies
actions (object counters), the other 7 action types require
action counters before they can be taken.
|
Land: Develop land, decreasing own territory’s land value. Taking this action requires gold. |
|
Defence: Strengthen defences of city by increasing its army capacity and defensive value |
|
Diplomatic Relations: Search (generals), recruit (generals) and conducting diplomatic relations with other states |
|
Recruit Armies: Recruit armies. There is a limit on number and type of armies that can be recruited per round. Taking this action requires gold. |
|
Special Tax: Collecting special taxes to increase gold. There will be implications if a disaster has occurred that round. |
|
Espionage: Obtain information on other states, stealing objects etc. There will be implications if the espionage was unsuccessful. |
|
Prevent Flood: The only way to prevent a flood and its associated losses |
4. Object Counters
There are 7 types of
object counters, and a total of 14. Each player starts with 1 object
counter at the start of the game. The rest of the object counters are
mixed and drawn together with the action counters at the start of
each round. Object counters may be retained and exchanged with other
players, with the exception of the princess. Players are the owners
of the objects once they are drawn. Once the object is used, they are
returned to the general supply and may be re-drawn in the future.
There is no limit on the number of objects each player can own.
The 7 types of object counters are as follows:
Image | Name | Value | Notes |
|
Jade Seal |
8 |
May not be used for recruiting (generals). Belongs to Yuan Shu at the start of the game. If used for Diplomatic Relations action against non-human players, the object is left on that territory. The next player to occupy that territory gains the object. |
|
Chitoo Horse |
6 |
– |
|
Princess |
5 |
May not be used for recruiting (generals). Belongs to Lu Bu at the start of the game. If used for Diplomatic Relations action against non-human players, the object is left on that territory. The next player to occupy that territory gains the object. |
|
Beautiful Woman |
4 |
– |
|
Fine Horse |
3 |
– |
|
Treasured Sword |
2 |
– |
|
Guards |
– |
May only be used against espionage or capturing of generals, and may not be used for the diplomatic relations action. |
Each object has an associated Diplomatic Relation value. It affects the success rate when taking the Diplomatic Relations action, including recruiting (generals).
5. Randomizer Counters
3.0 Start of the Game
4.0 The Round/Season
Each round/season is made up of 8 phases. Players may
undertake each phase simultaneously and the phase ends when every
player has completed that phase. During the battle phase, players
take turns to resolve their battles. The battle phase ends when all
battles are resolved
4.1 Summary of Phases of Each Round/Season
5.0 Collect Tax Phase
Army units still
engaged in battles (holding fast in an invasion or involved in
the surrounding a city/fortress) will still be on the map. These army
units require maintenance costs. The procedures for payment of
maintenance costs are the same as that listed under 5.0, points 3 to 5.
[I believe all armies incur maintenance costs only once a season. The
military maintenance costs listed in 5.0 are for armies not in hand, and
not on the map. – translator]
6.1 Disasters
There are numbered and
bad-luck counters. Numbered counters are used during Develop Land and
Defence actions. Bad-luck counters are used to indicate the territory
affect by disasters, and the general affected when a general dies.
The game is composed of a
number of rounds. Each round is equivalent to one season, with 4
rounds/seasons making up 1 year. The game ends at the end of Winter
220 AD or whenever any player achieves overall victory, whichever
occurs first.
Repeat steps A to H above (new round/season).
Occurs only during Spring of each year and does not occur
during the first round of the game.
Resolve all battles in
the above manner.
Determine the outcome of
all action counters placed during the action phase by rolling dice.
These may occur simultaneously
This occurs only
during spring of every year, i.e. once every four rounds. Every
player receives income in the form of gold from their territories. On
the territory card, there are two large numbers separated by a “/”.
These represent the yearly income before and after full development
respectively for the entire territory. If a player occupies only some
of the areas of a territory, then refer to the two smaller numbers,
also separated by “/”, for each area. As before, these
represent the yearly income before and after complete development
respectively for the area.
6.0 Preparation Phase
This phase involves mainly the drawing of player cards and action
counters, as well as resolving disasters and events.
There are 7 types of
disasters in the game, excluding war. Some may happen all year round,
whilse others may only occur in certain seasons. The disasters
are as follows:
Disaster |
Territories where disaster may occur |
Seasons when disaster may occur |
Effect of disaster on gold/land |
Note |
Plague of Locusts |
1-20 |
All year |
1 D6 throw |
|
Earthquake |
1-20 |
All year |
+1 |
|
Plague |
1-20 |
Spring, summer and autumn |
1 D6 throw + 2 |
|
Drought |
1-20 |
Summer and autumn |
2 D6 throws + 1 |
|
Flood |
1-20 +
icon |
Summer and autumn |
1 D6 throw + 1 |
Roll 1 D6, subtract the outcome from the territory’s flood prevention value. If the flood prevention value drops to 0 or below, flooding occurs |
Bandits |
1-20 |
All year |
- |
Same as war |
Incursion by Border Tribes
|
1-20 +
icon |
All year |
- |
Same as war |
No. |
Event Name |
Year |
Leaders involved |
Effect |
1 |
Secret Blood Decree
from the Han Emperor |
198 AD and after |
All |
Cao Cao as invader does not reduce Influence |
2 |
Attack on Xu Zhou |
- |
Liu Bei |
Lu Bu’s military strength is equal to 2 D6
throws |
3 |
Death of Sun Ce |
200 AD and after |
Sun Ce |
Throw D6 to determine outcome |
4 |
Fake Emperor Yuan Shu |
197 AD and after |
All |
Player who defeats Yuan Shu earns +2 Influence,
and -1 for all Diplomatic Relations |
5 |
Xi Liang’s Invasion |
211 AD and after |
Occupier of State Number 2 |
Military strength of incursion is equal to 3 D6
throws |
6 |
Xun Yu, Xun You |
212 AD and after for
Xun Yu 214 AD and after for Xun You |
Cao Cao |
Remove the general counter(s) from the game |
7
|
Manpower Shortage |
- |
All |
Recruitment of army cost doubles |
8 |
Fall of a Star |
198 AD and after |
Pick Bad-luck counter 1-28 |
Chosen general’s counter is removed from
the game |
9 |
Three Personal Visits |
206 AD and after |
Liu Bei |
Zhuge Liang joins Liu Bei |
10 |
Tun Tian System |
- |
All |
Land development action doubles |
7.0 Trading Phase
8.1 Land
This is one of the most
important phases of the game. During this phase, players may exchange
any item with one another, including gold, player cards (strategem.
cards), action counters, object counters, land, armies and prisoners
(captured generals).
8.0 Action Phase
There are 7 types of
action counters. Also, the Guards object counter acts
like an action counter. Action counters are used mainly for domestic
affairs, though players should not forget about diplomatic relations
and espionage. Place desired general counter(s) together with action
counter(s) on the territories on the map (or on the territory cards)
where you would like to take the action. The actions will be
resolved during the resolution phase. (For the special Tax and Recruit
Armies actions, place the action and general counters to one side).
Developed land is the
basic pillar of a state’s economy, and developing land is
therefore of prime importance. It is also the only action that
requires payment of basic costs. On the bottom right corner of the
territory card is the land value of that territory. The higher the
land value, the longer and more expense required to develop.
8.2 Prevent Flood
8.4 Diplomatic Relations
8.6 Special Tax
Diplomatic Relations is a very important action. The
Diplomatic Relations counter may also be used to search or recruit
generals. Players may also use object counters to improve the chances
of success. Details are as follows:
8.5 Recruit Armies
Within each leader's information table are tables indicating the leader's
diplomatic relation level with every other leader. The higher the level,
the more friendly the relationship. One of the uses of the diplomatic
relations counter is to improve diplomatic relations with another leader.
There are a number of generals that are undiscovered at the start of the
game. During the game, there may also be leaders and generals defeated
in battle added to this group of undiscovered generals. These may be
discovered by using the Diplomatic Relations action (e.g. Lu Meng and
Lu Xun etc.).
This action attempts to recruit any free generals on the map or generals of other players (including non-human players). This is the only way to increase the number of generals under a player's command.
This is an important part
of military preparations. Due to the high maintenance costs or lack
or manpower, recruiting armies may be difficult. With proper planning
and good use of the Recruit Armies action counter, excellent results
may be achieved
Players may collect special tax from their people with the Special Tax action counter as an alternative way of raising gold. This tax is on top of the usual spring season tax. As this is an unpopular move with the people, it will affect the player negatively should a disaster occur.
8.7 Espionage
The use of spies was
common during the ancient times. Espionage is used in the game for
obtaining information about other states and for stealing objects.
Espionage tends to be complicated, involving many variables and
procedures. The game has simplified espionage to the following:
8.8 Guards
Guards are mainly used
for capturing enemy spies and generals carrying out Diplomatic
Relations actions. Guards is an object counter, and may be saved up
for later use when drawn. Once used, they have to be discarded
The details for the
calculation of success of actions can be found in 11.0.
C |
B1 |
B2 |
A |
Army Type |
Recruitment/ |
Basic Battle Cost |
Infantry |
1 |
0.5 |
Cavalry |
2 |
1 |
Naval |
2 |
1 |
In the above scenario, Liu Bei does not need to pay the supplies transportation costs. Sun Ce’s reinforcements to Liu Bei require supplies transportation costs and there may be a negotiation between Liu Bei and Sun Ce on who pays for that. In addition, when both battles end, Sun Ce’s diplomatic relations level with Yang Feng and Liu Bei are increased by 1 (Liu Bei’s diplomatic relations level with Sun Ce does not change).
For other changes in diplomatic relations levels, see 13.0.
There are areas that may
not be reached directly (may not be invaded) unless certain restrictions
are met. The details of these restrictions:
10.1 Terrain
There are three types of
terrain, namely flatland, mountainous and river. On the map, the
areas with mountains depicted are those with mountainous terrain, and
the areas where the Yangtze River runs through are those with river
terrain (the Yellow River does not count). The rest of the areas
flatland terrain.
There are some territories with areas of different terrain:
Army Type |
River |
Flatland |
Mountainous |
City |
Infantry |
1 |
1 |
2*3 |
1/2 |
(Level 2/1) Cavalry |
1 |
2/3* |
1 |
1/2 |
(Level 2/1) Naval |
2/3* |
1 |
1 |
1/2 |
Note: The orange horizontal line across the middle of the map indicates the border between north and south China. If the north invades the south during summer, the invader’s military strength is divided by 2.
10.3 Battle
During a battle,
participating players may check one another’s generals and
armies. Players name a commander and vanguard pick from their placed
generals. When required, another general may be assigned as the
advisor (this is not required when the commander’s intelligence
is sufficiently high). When taking part in a battle outside the city,
there is a chance that the vanguard general may be injured or killed.
When defending a city/fortress and the defender loses, there is a
chance that participating generals of the defender are captured.
Players should take note of these possibilities. If there are
insufficient generals to take on the above roles, then all abilities
are fixed at 6 (intelligence, military leadership etc.).
1. Invader’s First Decisions
The invading player first
decides whether to go ahead with the invasion, hold fast or retreat
(holding fast postpones the invasion for one round/season while
retreat ends the invasion). If retreat is chosen, then the battle
ends immediately. This decision may be taken to attract the
defender’s main forces, or to avoid unnecessary losses after
finding out the defender’s superior military forces. Either
way, the supplies transportation costs that were paid is not
refundable. If hold fast is chosen, the defender may attack instead
(the invader and defender then switch roles to become the defender
and invader respectively) or may also hold fast. When both sides
choose to hold fast, the battle gets carried over to the next
round/season. During the next round/season’s battle preparation
phase, both players have to calculate and pay military maintenance
costs
(see 5.0 point 3)
and the generals involved in the battle may
not take other actions
2. Defender’s Decisions
The defending player
decides to defend by engaging the invader outside the city or to
defend the city/fortress (when the invader switches role to become
the defender, he may only take part in the battle outside the
city. When the defender has more army units than the city/fortress’
capacity, he must send out the excess army units to engage the
invader outside the city). Once the defend the city/fortress option
is chosen, the defender may not subsequently choose to retreat (when
excess army units are engaging the invader outside the city and the
defender loses, the defeated generals may retreat to other
territories without bothering with the army units still in the
city/fortress)
3. Invader’s
Second Decisions
If the defending player
decides to defend the city/fortress, the invader is faced with a
second decision, to attack the city/fortress or to surround the
city/fortress. If the invader chooses to surround the city/fortress,
the defender has to carry out a test for sufficient morale
(see 10.3 point 8),
after which the situation is the same as that when both
sides decide to stand fast, i.e. the battle gets carried over to the
next round/season and both players have to calculate and pay military
maintenance costs
4. Use of Stratagem
Cards
The commander (or
advisor) with the lower intelligence decides whether to use strategem
cards (if intelligence is the same for both sides, then the invader
goes first). To use strategem cards, throw 2 D6. If the outcome is
equal to or less than the commander’s intelligence, then the
strategem card is played. To determine if the played strategem card
is successful, the other player now throws 2 D6. If the outcome is
larger than the intelligence (of the higher of own commander or own
advisor), the strategem card is successful. The implications of
successful strategem cards are written on the card (e.g. X2 or X3
military strength). The commander (or advisor) with the higher
intelligence now decides whether to use strategem cards. The
procedure is the same as that just described. The table below
explains each strategem card and its implications:
Strategy |
Who/What It Affects |
Test for Success |
Implications |
Note |
1. Fire trap |
Opposing forces, attacking city or loss of gold |
Both sides’
intelligence (If gold, then target +2) |
Military strength X2 (Attacking city X1.5) |
Zhou Yu, Lu Xun and
Zhuge Liang
– 1 |
2. Water trap |
Opposing forces or attacking city |
Both sides’ intelligence |
Military strength X3 (Attacking city X2) |
Influence – 1
|
3. Ambush |
Opposing forces
|
Both sides’ intelligence |
Military strength X2 |
Zhuge Liang
– 1 |
4. Raid |
Opposing forces or loss of gold |
Both sides’
intelligence (If gold, then target +2) |
Military strength X2 |
Cao Cao, Zhang He less 1 |
5. Fake army |
Own forces
|
Both sides’ intelligence |
Successful retreat |
Opponent is Cao Cao, Sima Yi – 1
|
6. Boost morale |
Own forces (including defending city)
|
Own commander’s eloquence |
Military leadership reduced by 3, towards
recovery |
1 of every 2 armies recover, the remaining army
is lost |
7. Follow through trap |
Strategies 3, 4, 10, 11 and 13
|
Both sides’
intelligence (own not lower than opponent’s) |
Strategy X2 |
Enemy retreats |
8. Empty city
Trap |
Opposing forces
|
Both sides’ intelligence |
Retreat or military strength X2 |
(Enemy retreats) against opponent with
intelligence 8 or above – 1 |
9. Backs against the wall |
Own forces
|
Own intelligence and military leadership |
Recover, military strength X2 |
Military leadership need not – 3, but
military strength divide by 2 if unable to play strategem card |
10. Feint attack
|
Opposing forces or attacking city |
Both sides’ intelligence |
Military strength X1.5 |
|
11. Lure enemy away from strong point |
Opposing forces or attacking city |
Both sides’ intelligence |
Military strength X1.5, defenders engages
invaders outside city |
|
12. Anger and lure enemy out |
Opposing forces
|
Both sides’ intelligence |
Military strength X1.5 |
Enemy vanguard intelligence 5 or below – 1 |
13. Lure enemy into trap |
Opposing forces
|
Both sides’ intelligence |
Military strength X2 |
|
If the winning player occupies an area that splits the losing player’s territories into two disconnected parts, the losing player has to split his generals, gold, armies etc. between the two parts. Calculations of income and outgo will be done separately for the two parts, until they can be re-joined in future rounds/seasons. The losing player may assign nothing to one of the parts, leaving it open to other leaders to occupy
|
Action |
Dice Throw Test |
Adjustments Via |
Effect of Success |
Limit |
1 |
Land |
Intelligence |
Gold |
Land Value –1 |
Once per territory** |
2 |
Prevent Flood |
Intelligence |
Gold |
Flood Prevention Value +1 |
Once per territory |
3 |
Defence |
Intelligence less Defensive Value |
Gold |
Defensive Value +1 |
Once per territory |
4 |
Diplomatic Relations |
Diplomatic Relations Level |
(Eloquence) Gold or Object |
Diplomatic Relations Level +1/+2 |
- |
|
Search for Talent |
Intelligence |
- |
Free general appears on map |
- |
|
Recruit General |
Eloquence less Loyalty less Charisma * |
Gold or Object |
General employed by self |
- |
5 |
Recruit Armies |
- |
- |
3 infantry units, 1 cavalry unit and 1 naval
unit |
- |
6 |
Special Tax |
- |
- |
Gold equal to 1 D6 |
- |
7 |
Espionage |
Intelligence |
- |
(See 8.7) |
- |
8 |
Guards |
Intelligence |
- |
Capture general taking Espionage
action/Espionage action fails |
- |
Example 1: A general (intelligence 8) is taking the Espionage action. 2 guard object counters are placed by the opposing player. The player taking the Espionage action can only succeed by throwing 2 to 4
Example 2: A general (intelligence 7) is taking the Prevent Flood action. The player also pays 3 gold to improve the chances of success. He/she succeeds by throwing 2 to 10
Example: A general (intelligence 7) is taking the Defence action for a particular area (defensive value 3). The player taking the Defence action can only succeed by throwing 2 to 4. If the player also pays 5 gold during the action phase (or just before the dice throw), he succeeds by throwing 2 to 9
Example:
A general (intelligence 8) uses guards to capture an opponent’s
general (intelligence 7) taking the Recruit General action. The
general using guards first rolls 2 D6. Suppose 7 is rolled and the
capture is successful. The opposing general taking the Recruit
General action now rolls. Suppose 7 is also rolled. The opposing
general therefore escapes and can take the Recruit General action (if
the opposing general was passing through the territory, then the
Guards action is resolved during the action phase)
Example:
Liu Zhang sends a general (eloquence 8) to take the Diplomatic
Relations action with Liu Biao (on Liu Zhang’s information
table, the diplomatic relations level with Liu Biao is 5). The
general brings 1 gold and 1 treasured sword (value of 2) with him.
Summing up the values, we obtain 5+1+2=8. The adjustment to the dice
throw due to the general is added (eloquence 8 less Liu Biao’s
intelligence 6 = 2) to arrive at 10. In other words, a throw of 2-10
is a success. If successful, Liu Zhang’s diplomatic relations
level with Liu Biao is increased to 6 (if using the jade seal or
princess, the increase will be to level 7). The adjustment (eloquence
less intelligence) is also added if it turns out to be negative.
The
above situation, requiring the dice throw, is for the case when Liu
Biao is a non-human player. If Liu Biao is a human player, then both
players negotiate terms, and if Liu Biao agrees, the action is
successful. If Liu Biao refuses, then the action is a failure. The
action still requires the use of the diplomatic relations counter.
Another
way of improving diplomatic relations level, is via affecting the
diplomatic relations levels between other players (also usable on
non-human players).
Example:
Player A sends a general to player B’s territory to improve the
diplomatic relations level with B. At the same time, A also plans to
affect the relations between players B and C (worsen their
relationship). Player A first checks from his leader information
table the diplomatic relations level with B and that of C (C has to
be a human player) with B. The chances of success is equal to the
former number reduced by the latter number. Player A may also use
gold or objects and the general’s eloquence to affect the
chances of success. If the action is successful, A’s diplomatic
relation with B is increased by 1 and C’s diplomatic relation
with B is decreased by 1.
When taking the Recruit General action, the chances of success is equal to
the eloquence of the general taking the action less the loyalty of
the target general. If the outcome of 2 D6 is equal or smaller than
the above, then the action is successful (if the target general is
employed by a leader, then add on the leader’s charisma). If
the outcome is larger than the above, the action is a failure.
Besides the player taking the Recruit General action, other players
may also use gold or objects to increase or reduce the chances of
success.
Example:
A general (eloquence 8) is taking the Recruit General action on a
general employed by a leader (loyalty of general 8 and charisma of
leader 6). Combining, this gives -6. The general uses 8 gold and 1
beautiful woman (value of 4) to increase the required throw from -6
to 6. Other players may use gold or objects to affect the throw. If
no players do so, then the recruiting player requires a throw of 2 to
6 to succeed. If successful, the target general becomes the
recruiting player’s general, and the diplomatic relations level
with the original employing leader is reduced by 1 (both players
reduce by 1)
When all actions are
resolved (success or failure), the current phase ends and we move on
to the next phase
12.0 Completion Phase
The main purpose of this
phase is to limit the number of player cards held and to return
certain counters. The steps are as follows:
13.0 Diplomatic Relations
Improving diplomatic relations with one another is an important aspect
of this game. Although the main purpose of improving diplomatic
relations with one another is to gain Influence, there are other good
reasons for doing so:
Leader |
Yuan Shao |
Cao Cao |
Liu Bei |
Sun Ce |
Liu Biao |
Liu Zhang |
Yuan Shao |
- |
4 |
5 |
5 |
6 |
5 |
Cao Cao |
4 |
- |
5 |
6 |
5 |
5 |
Liu Bei |
5 |
5 |
- |
5 |
5 |
5 |
Sun Ce |
5 |
5 |
5 |
- |
4 |
5 |
Liu Biao |
6 |
5 |
5 |
4 |
- |
5 |
Liu Zhang |
5 |
5 |
5 |
5 |
5 |
- |
Lu Bu |
5 |
3 |
5 |
5 |
5 |
5 |
Yang Feng |
5 |
5 |
5 |
5 |
5 |
5 |
Yuan Shu |
7 |
4 |
4 |
6 |
5 |
5 |
Zhang Xiu |
6 |
4 |
5 |
5 |
7 |
5 |
Ma Teng |
5 |
5 |
5 |
5 |
5 |
5 |
Gongsun Zan |
3 |
5 |
7 |
5 |
5 |
5 |
Increase/Decrease
Diplomatic Relations Levels:
+1 |
Send reinforcements to battles involving other
players |
+1 |
Successfully taking the Diplomatic Relations
action (+2 if jade seal or princess is used) |
+1/-1 |
Successfully taking the Diplomatic Relations action to affect the diplomatic relations levels between other players (see 11.0 point 5). |
-1 |
Player who attempts and fails the Espionage action |
-2 |
Player who borrowed gold or armies and is unable
to return them the following spring |
Both players -1 |
Conflicts (including battles, recruitment of
employed generals, not accepting exiled leaders, exiled leaders do
not return borrowed land, etc.) |
Yuan Shao |
13 |
Cao Cao |
12 |
Liu Bei, Liu Biao, Liu Zhang |
11 |
Sun Ce |
10 |
Category |
Condition |
Change in Influence |
Diplomatic Relations |
Diplomatic relations level with another leader
reaches 9 |
+1 (-1 if the diplomatic relations level drop
back below 9) |
Failure to return loan of gold or armies |
-1 |
|
Domestic Development |
Complete land development for territory |
+1 (-1 if the land value increases back above 0) |
Economic collapse |
-2 |
|
Political |
Attack Cao Cao (Secret Blood Decree from the Han
Emperor event) |
-2 (One time only, and if Cao Cao attacks first,
player will not attract -2 Influence for future attacks on Cao
Cao) |
Espionage action fails. |
-1 |
|
Release of all captured generals after battle |
+1 |
|
Military |
Winning battles (outside city or city/fortress) |
+1 |
Occupy Xu Chang |
+3 |
|
Occupy area |
+1 |
|
Losing battles (outside city or city/fortress) |
-1 |
|
Loss of Xu Chang |
-3 |
|
Loss of area |
-1 |
|
Use water trap strategem |
-1 |
|
Losing 10 or more armies after battle ends |
-1 |
|
Attacking other leaders with which diplomatic
relations level is 9 |
-2 |
|
Others |
Leader dies |
-2 |
Leader exiled |
-2 |
|
Accepting leader in exile |
+1 |
|
Not accepting leader in exile |
-1 |
|
Leader in exile not returning borrowed land |
-1 |
Leaders not controlled by humans are non-human players. These do not have gold nor armies, and do not have to meet any military maintenance costs. When human players invade non-human players’ territories (one of its areas), a certain number of armies will appear on each area of that territory to act as defence. The invader throws 2 D6 to determine the number of armies to be placed on each area (1 throw per area).
Exiled leaders who join other leaders may temporarily occupy an area (the leader accepting the exiled leader chooses the area while for non-human players, the area with the lowest income is chosen) and may receive income from that area. The player accepting the exiled leader may request return of the area at any time (if the exiled leader refuses, he loses 1 Influence). The exiled leader then begins the process as described above of joining a leader again. Exiled leaders may also rebel on the borrowed area and it will be treated as a battle. The exiled leader may also refuse to return the area (reduce 1 Influence and both leaders’ both players’ diplomatic relations level with each other is reduced by 1)
17.0 Choosing Leaders
If there are fewer than 6
human players, the following leaders are suggested:
3 players – Play as
Cao Cao, Sun Ce and Liu Biao
4 players – Add
Yuan Shao
5 players – Add Liu
Bei
6 players – Add Liu
Zhang
Players may feel that the
above is not the best combination with three players, since Yuan Shao
is not in the game to provide resistance to Cao Cao. However, this
combination is probably more suitable from the perspective of
balance, as all three leaders share borders with one another and also
have space to grow. Players may of course discuss and come up with
their own combinations. The above suggestion is only a guide
Dice Throw Territory |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
1 Yang Feng |
6 |
6 |
6 |
6 |
7 |
7 |
7 |
8 |
8 |
9 |
9 |
2 Li Jue |
7 |
7 |
7 |
8 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
(Pei Cheng ) 3 Lu Bu |
6 |
6 |
7 |
7 |
7 |
7 |
8 |
8 |
8 |
9 |
9 |
(Bei Hai) 7 Kong Rong |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
7 |
8 |
8 |
9 |
8 Gongsun Zan1 |
8 |
9 |
9 |
9 |
10 |
10 |
10 |
11 |
11 |
12 |
12 |
10, 11 Ma Teng1 |
9 |
10 |
10 |
10 |
11 |
11 |
11 |
12 |
12 |
12 |
13 |
12 Zhang Lu2 |
6 |
6 |
7 |
7 |
7 |
8 |
8 |
8 |
9 |
9 |
10 |
14 2 |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
7 |
7 |
8 |
8 |
15 Zhang Xiu |
7 |
7 |
7 |
7 |
8 |
8 |
8 |
8 |
9 |
9 |
9 |
(Shou Chun) Yuan Shu |
6 |
6 |
6 |
6 |
7 |
7 |
7 |
7 |
8 |
8 |
8 |
20 |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
7 |
7 |
8 |
8 |
Liu Bei |
8 |
9 |
9 |
9 |
10 |
10 |
10 |
11 |
11 |
12 |
12 |
Liu Zhang3 |
9 |
10 |
10 |
11 |
11 |
11 |
12 |
12 |
12 |
13 |
13 |
Yuan Shao |
12 |
12 |
13 |
13 |
14 |
14 |
14 |
15 |
15 |
16 |
16 |
DR |
1:4 |
1:3 |
1:2 |
1:1.5 |
1:1 |
1.5:1 |
2:1 |
3:1 |
4:1 |
Ratio Dice Throw |
2 |
***5/1 |
***4/1 |
**4/1 |
**3/1 |
*2/1 |
*2/1 |
3/2 |
3/2 |
2/2 |
2 Invader vanguard |
3 |
***4/1 |
**4/1 |
**3/1 |
*3/1 |
*2/1 |
3/2 |
3/2 |
2/2 |
2/2 |
3 combat test |
4 |
**4/1 |
**3/1 |
*3/1 |
*2/1 |
3/2 |
3/2 |
2/2 |
2/2 |
2/2 |
4 |
5 |
**3/1 |
*3/1 |
*2/1 |
2/1 |
3/2 |
2/2 |
2/2 |
2/2 |
2/3 |
5 |
6 |
*3/1 |
*2/1 |
2/1 |
3/2 |
2/2 |
2/2 |
2/2 |
2/3 |
2/3 |
6 |
7 |
*2/1 |
2/1 |
3/2 |
3/2 |
2/2 |
2/2 |
2/3 |
2/3 |
2/3 |
7 |
8 |
2/1 |
3/2 |
3/2 |
2/2 |
2/2 |
2/3 |
2/3 |
2/3 |
1/3* |
8 |
9 |
3/2 |
3/2 |
2/2 |
2/2 |
2/3 |
2/3 |
2/3 |
1/3* |
1/3* |
9 |
10 |
3/2 |
2/2 |
2/2 |
2/2 |
2/3 |
2/3 |
1/3* |
1/3* |
1/4** |
10 |
11 |
2/2 |
2/2 |
2/2 |
2/3 |
2/3 |
1/3* |
1/3* |
1/4** |
1/4** |
11 Defender vanguard |
12 |
2/2 |
2/2 |
2/3 |
2/3 |
2/3* |
1/3* |
1/4* |
1/4** |
1/5*** |
12 combat test Defensive value -1 |
Morale Test Table
Military Leadership |
6 |
7 |
8 |
9 |
10 |
2 |
1 |
1 |
0 |
0 |
0 |
3 |
2 |
1 |
0 |
0 |
0 |
4 |
2 |
1 |
1 |
0 |
0 |
5 |
3 |
2 |
1 |
0 |
0 |
6 |
3 |
2 |
1 |
1 |
0 |
7 |
3 |
2 |
2 |
1 |
0 |
8 |
4 |
3 |
2 |
1 |
0 |
9 |
4 |
3 |
2 |
2 |
0 |
10 |
4 |
4 |
3 |
2 |
1 |
11 |
5 |
4 |
3 |
2 |
1 |
12 |
5 |
4 |
3 |
3 |
2 |
[I have no idea what the above two notes mean. – translator]
Roll once for every 5 units (split up the army types; extra units still require a roll but a reduction to throw outcome is applied. For example, if there are 4 army units left over, reduce the throw outcome by 1, and if there is 1 army unit left over, reduce the throw outcome by 4, and so on). The result from the throws are the additional defeated armies
2) In the first column of the morale test table, 6 implies 1-6 military leadership.
Counters
4) Use 2 naval army counters (without numbers) as the year and season counters.
5) Huang Zhong's general number is 21.
6) There is an extra None and Draw 2 bad-luck counter. The total number of bad-luck counters players should use is 32.
7) Ma Chao's loyalty is "X"; i.e. he cannot be recruited.
3) Tian Feng is a green colour general counter, and starts the game as a general under Yuan Shao.
Territory | Leader | Employed Generals |
---|---|---|
1 | Yang Feng | Xu Huang |
3 (Pei Cheng) | Lu Bu | Zhang Liao |
8 | Gongsun Zan | Zhao Yun |
10,11 | Ma Teng | Han Sui, Ma Chao, Pang De |
15 | Zhang Xiu | Jia Xu |
18 (Shou Chun) | Yuan Shu | – |