Table of Contents
Translated from Chinese by Yeo Keng Leong and edited by Rick Heli.
1.0 Preface
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.
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.
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).
1.1 Remarks on Terminology
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.
2.0 Game Components
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
2.1 Map
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.
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
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.
1. Territory Cards
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.
Event Icon – Different territories
contains different event icons. The icons and what they stand for are
as follows:
|
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.
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.
|
The number on the army
counter indicates the number of such army units. For example, 5
indicates 5 such units.
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.
- Every player draws 3
counters (action or object counters) at the start of every round.
- Action counters can
be traded with other players or used during the trading phase
(see 7.0).
- At the end of every
round, all action counters are returned to the general supply and
may not be retained for the following round.
- There is no limit on
the number of action counters that can be used in a round. The
number of actions counters depend on the number of generals and the
outcome of trading, if any
(see 7.0
and
8.0).
The types of action counters are as follows:

|
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
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.
3.0 Start of the Game
- Open up and place the map
in the middle of the table.
- Each player chooses a leader
(see 17.0 Choosing Leaders)
and receives
that leader’s allocated territories, gold, general counters
(same colour) and army counters (details can be found on the map).
- Each player collects the territory cards
relating to their allocated territories to denote ownership. The rest
of the territory cards are kept aside and used when those territories
become occupied.
- Non-human players/leaders, such as Lu Bu and Yuan
Shu, are also placed on the corresponding territories on the map, as
denoted on the map.
- The jade seal and chitoo horse are placed on Yuan
Shu's and Lu Bu’s territories respectively.
- Mix the rest of the object counters. Each player draws one at random.
- The
remaining object counters are then mixed with the action counters,
ready for drawing when required.
- Shuffle the 50 player cards, ready for drawing when required.
- Each player collects all of the
general counters of their colour. Other than Zhuge Liang, Huang
Zhong and Wei Yan (for Liu Bei), all generals are available for use
immediately. (Zhuge Liang has not been discovered yet, whilse Huang
Zhong and Wei Yan are only available during the following year).
- Place the year counter on
196 AD and the season counter on Spring. All players keep their counters
covered and hidden from other players. The game is now ready to begin.
4.0 The Round/Season
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.
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
- Collect Tax
Occurs only during Spring of each year and does not occur
during the first round of the game.
- Each player receives
the tax income from their territories
- Each player calculates his own military maintenance costs and pays that
amount. If there is insufficient gold to pay for the military
maintenance costs, an economic collapse occurs, and army units have
to be dissolved until there is sufficient to pay.
- Preparation
- Each player checks
if he has any armies still engaged in battles on the map. If
there are, maintenance costs for these armies have to be paid
- Each player draws 1
player card. Players decide on the order of drawing of cards. If the
draw pile runs out, shuffle the discard pile and that forms the new
draw pile
- If black (event or
disaster) cards are drawn, these are resolved immediately
- If red (strategem)
cards are drawn, these may be kept for trading or use in battle
later
- If disaster(s) takes
place, these have to be resolved first. Multiple disasters can be
resolved at the same time
- Each player draws 3
counters from the mix of action and object counters. If object
counters are drawn, these can be retained. If action counters are
drawn, these have to be used or discarded by the end of the current
round, i.e. they cannot be retained beyond the current round
- Trade
- Players may trade
gold, player cards, action counters, object counters, land, armies
and captured generals etc. with each other.
- The princess may not
be traded and may only be used when conducting diplomatic relations
(see 11.0 point 5).
- Players may not
trade with other players if their diplomatic relations level with
that player is 0 or 1
- Negotiations of
trading of land and armies can only be conducted during this phase
and they require certain conditions to be met before the actual
trade can occur
- There are no limits
on trading. The trading phase ends when every player ends
his respective trading
- Actions
- Players place action
counter(s), with general counter(s) underneath them. The general
counter indicates which general is taking that action. Place the
counters on the territories on the map to indicate where the action
is taking place
- Players may place
gold and/or object counters with the action and general counters.
These help to increase the chances of success of the action. Note
that object counters may only be placed for diplomatic relation
actions.
- When all players
complete their placement of counters, the action phase ends
- Preparing for Battle
- Players who are
planning to wage war take turns to decide on invasion target(s). The
territories to be invaded must be neighbouring territories sharing a
border with the player’s own. Place general and army counters
on the invasion target
- Other players may
send reinforcements, general and armies and/or gold, to support the
invader or defender.
- The above 2 points
can occur simultaneously or sequentially. Players may place
all, part of or none of their armies on territories
(see 9.0).
- Calculate the amount
of supplies required for the battles and pay for them
- Battle
- Both players pick
from their placed generals to assign as their respective commander
and vanguard. When required, another general may be assigned as the
advisor
- The invading player
may go ahead with the invasion, hold fast or retreat (holding fast
postpones the invasion for one round/season while retreat ends the
invasion)
- The defending player
chooses to defend by engaging the invaders outside the city or to
defend the city/fortress
- If the defending
player chooses to defend by engaging the invaders outside the city,
the battle commences. If the defending player chooses to defend the
city/fortress, then the invader chooses to attack the city/fortress
or to surround the city/fortress. If the invader chooses to surround
the city/fortress, the invasion is postponed for one round/season
- When battle takes
place, i.e. defenders engaging the invaders outside the city or
invaders attacking the city/fortress, both players use strategem
cards and calculate both sides’ military strength to decide
attack/defend differentials
- Roll dice and decide
the outcome of the battle based on the Battle Outcome Table
- Both players remove
lost armies. If there is a need to test for sufficient morale, roll
dice to resolve the test
- Defending player
decides whether to retreat. If the defending player decides not to,
the invading player then decides whether to retreat
- If both players
decide not to retreat, repeat steps 3-7 until one player wins or
retreats
- If a player decides
to retreat, the other player may give chase. When giving chase, both
players calculate their respective military strength to decide
attack/defend differentials. Roll dice and decide the outcome of the
battle based on the Battle Outcome Table. The chasing player will
not be affected by the battle outcome unless the retreating player
uses the ambush strategem successfully
- Both players
replenish armies and this ends the battle
Resolve all battles in
the above manner.
- Resolution
Determine the outcome of
all action counters placed during the action phase by rolling dice.
These may occur simultaneously
- Completion
- All players check whether
they have more than 4 red (strategem) cards. If yes, discard down to
4.
- Return all action
counters. If it is winter, remove all non-human players’
armies.
- Check if any player
has satisfied the automatic victory conditions, or if it is 220 AD
winter. The game ends if either condition is satisfied.
- If the game has not
ended, then the current round/season ends. Update the year and
season counters.
Repeat steps A to H above (new round/season).
5.0 Collect Tax Phase
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.
- If the land value is
0, the territory is fully developed and the player receives income
equal to the number on the right of “/”. If the player
only occupies part of the territory, i.e. not all of the areas,
he may not receive income equal to the number on the right of
“/”.
(see 8.1).
- Each player must
announce the amount of income collected to all other players
- Each player
calculates the amount of military maintenance cost required. Each
infantry unit requires 1 gold and each cavalry and naval unit
requires 2 gold. Reduce the income collected by total military
maintenance cost.
- If there is
insufficient gold to meet the military maintenance, an economic
collapse occurs. Affected player(s) must dissolve army units
(affected player’s choice) until there is just sufficient to
pay.
- Players who suffered
an economic collapse will have his Influence reduced by 2.
6.0 Preparation Phase
This phase involves mainly the drawing of player cards and action
counters, as well as resolving disasters and events.
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 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
|
- When a disaster card
is drawn, the drawing player checks the season in which
the disaster may occur. If the disaster may not occur,
discard the disaster card and it has no effect.
- If the disaster may
occur in that season, draw an bad-luck counter. The number on
the bad-luck counter is the territory affected by the disaster. If
the number drawn is 21-28 or “Draw 2”, redraw.
- If the chosen
territory does not belong to any player, nothing happens and the
disaster card is discarded.
- If the chosen
territory does not contain the icon required for the disaster to
occur, i.e. flood or incursion by border tribes (see the
territory cards), nothing happens and the disaster card is
discarded.
- Affected territories
suffer losses as shown in the table above (also indicated on the
disaster cards).
- For the bandits and
incursion of border tribes disasters, resolve it as a battle.
6.2 Events
Events cards reflect
certain events that took place during the Three Kingdoms era, e.g.
major events such as secret blood decree and minor events such as
manpower shortage. Some events include the year and the leaders
involved. The details of the events are as follows:
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
|
- If an event card is
drawn, the player who drew the card checks the year in which the
event may occur and whether he is the leader listed on the
card. If either is not satisfied, discard the event card and it has
no effect.
- If the event takes
place, follow the instructions on the event card.
- For the Fall of a
Star event, draw an bad-luck counter and look for the general
counter with the same number. Compare the current year with the year
of death indicated on the general counter. If the current year is
equal to or later than the year of death indicated, the general
passes away. Otherwise, discard the event card.
- For the Tun Tian
System event, the player who drew the card may, for the current
round/season only, send 2 generals to take the develop land action,
provided he has the land action counter. Gold still needs to be
paid for both generals (This is the only way to develop the same
territory’s land twice in the same season. Player may also
develop two separate territories via this method).
- For the Death of Sun
Ce event, if Sun Ce dies, then Sun Quan takes over as the new
leader.
.
Descriptions of each event are provided on the leader cards.
7.0 Trading Phase
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).
- There is no limit on
the number of trades and size of trades.
- The princess may not
be traded and may only be used when conducting diplomatic relations
(see 11.0 point 5).
- Players may not
trade with other players if their diplomatic relations level with
them is 0 or 1.
- Direct
trading of land is not allowed. However, negotiation and agreement
can be achieved during this phase on land trades. For example, the
“invader” sends out an army to take over the land during
the battle phase, pays for the land thereafter etc. The terms of the
payment and take over are decided by the players involved. There are
no limits on such trades (The selling
party do not lose Influence points for land sales, as it is not
considered a loss).
- Direct trading of
armies is not allowed. However, negotiation and agreement can be
achieved during this phase on army trades. The buying player uses a
diplomatic relations action counter on the selling player’s
territory and pays for the armies. The terms of the payment are
decided by the players themselves. There are no limits on such
trades. Upon receipt of the armies, the buying player needs to pay
the basic level of supplies required, i.e. 1/2 gold for every
infantry unit (rounded up), 1 gold for every cavalry and naval unit.
- Generals may not be
traded. Generals who are captured during battles (prisoners), or
captured while carrying out actions
(see 8.4 points A and C),
can be traded. Players may only trade with the original
employer/leader of the general. If a player release captured
generals without condition, his Influence increases by 1.
- When all players
have completed their trades, the trading phase ends.
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).
8.1 Land
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.
- A player may take
the land action to develop a territory only after he has annexed
the entire territory (e.g. if there are three areas in the territory, all
three areas have to be annexed).
- For each territory,
the land action may be taken only once per round/season (exception
being Tun Tian System event,
see 6.2 point 4).
- When the land action
is taken, pay gold equal to the current land value (e.g. if the
current land value is 4, then 4 gold is required). The gold paid is
not refundable, regardless of success or failure.
- The player may pay
extra gold to improve the chances of success.
- If the land action is successful, the land value decreases by 1
(e.g. 4 becomes 3). If the land value decreases to 0, the
territory’s land is fully developed. During tax collection at
every spring, the player receives income equal to the number on the
right of “/”. The player’s
Influence is also increased by 1 immediately after the land is fully
developed (one time increase).
8.2 Prevent Flood
The prevent flood action
helps to reduce the losses due to flood. Though its impact is modest,
it should not be overlooked.
- The
prevent flood action may only be taken on territories with the
possibility of flood icon (above).
- For each eligible
territory, the prevent flood action may be taken only once per
round/season
- The player may pay
extra gold to improve the chances of success
- If the prevent flood
action is successful, add 1 flood prevention point to the
territory’s event icon.
- When the flood
disaster occurs on the territory, throw 1 D6. Reduce the
outcome by the number of flood prevention points. If the flood
prevention points are reduced to 0 or less, the flood will affect
the territory. The flood prevention points do not return to their
pre-flood levels (if the flood prevention points is 5, and there is
a throw of 5 or 6, the flood affects the territory. If there is a
throw of 3, the flood prevention points are reduced to 2, and the
flood does not affect the territory)
8.3 Defence
Defending one’s
city/fortress is vital during battles, though it is not easy to
succeed. The higher the defence value, the more army units the
city/fortress can hold (e.g. if the defence value is 5, the city/fortress
can hold up to 5 army units of any type)
- For eligible
territories, the Defence action may be taken only once per
round/season.
- The player may pay
extra gold to improve the chances of success.
- If the Defence
action is successful, add 1 point to the territory’s defensive
value.
- When the
city/fortress is under attack, and the invader throws a 12 (not
including any adjustments to throws), the city/fortress’
defensive value reduces by 1.
8.4 Diplomatic Relations
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:
- Diplomatic Relations
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 no limits on how many diplomatic relations counters can be used on the same territory or leader.
- Place a general counter with diplomatic relations counter on the territory (on the map) for which leader the player wishes to improve relations with. If there are other leader's territories between the player's own territory and target leader's territories (non-human players excluded), the third player may place the guards object immediately to try and capture the general taking the action.
- The general taking the action may not be captured by the target leader.
- If the general taking the action is not captured, and therefore safe, the general counter remains on the map. The action will be resolved during the resolution phase.
- The player may pay extra gold or objects to improve the chances of success. Other players may also pay gold or objects to decrease the chances of success.
- The player who successfully takes the action (the player sending out the general), increases the diplomatic relations level with the target player by 1 (only with the target player). Update the diplomatic relations level on the diplomatic relations table with the corresponding numbered counter.
- If either the princess or jade seal object is used, and the action is successful, the increase the diplomatic relations level is 2.
- If the diplomatic relations level with any player (including non-human player) reaches 9, the player's Influence increases by 1.
- Search for Talent
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.).
- There are no limits on how many diplomatic relations counters can be used on the same territory.
- Place a general counter with diplomatic relations counter on the territory (any of own territories) for which the player wishes to search for talent.
- The player may not pay gold or use object counters to improve the chances of success.
- If the search is successful (resolved during the resolution phase), place the discovered general's counter on the territory where the search was conducted (one of the areas of that territory).
- Recruit General
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.
- There are no limits on how many diplomatic relations counters can be used on the same general.
- As with A2 above, if the Recruit action involves moving through or stopping at other players. territories (non-human players excluded), then the other player(s) may place the guards object to try and capture the general taking the action.
- If the general taking the action is not captured, and therefore safe, the general counter remains on the map. The action will be resolved during the resolution phase.
- The player may pay extra gold or objects to improve the chances of success. Other players may also pay gold or objects to decrease the chances of success.
- If the Recruit action is successful, place the general counter in the player's hand. If the recruited general was not a free general, i.e. recruited from another player, then the diplomatic relations level with that player is decreased by 1 (the decrease affects both players).
8.5 Recruit Armies
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
- There are no limits
on how many recruit armies counters can be used in the same
round/season.
- Dice rolling is not
required to determine the success of the recruit armies action. The
action will definitely be successful (but a general is still
required to take the action).
- For every recruit
armies counter, up 3 infantry, 1 cavalry and 1 naval unit can be
recruited during the resolution phase. The recruitment costs have to
be paid immediate upon recruitment (1 gold per infantry unit, 2 gold
per cavalry or naval unit).
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.
8.6 Special Tax
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.
- There are no limits
on how many special tax counters can be used in the same
round/season.
- Dice rolling is not
required to determine the success of the Special Tax action. The
action will definitely be successful (but a general is still
required to take the action).
- For every special
taxes counter, roll 1 D6. The outcome is the amount of gold that is
collected.
- For players who
collected special taxes, if a disaster occurs in one of his
territories during the following round/season, the player’s
Influence is decreased by 1.
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:
- There are no limits
on how many espionage counters can be used on the same territory in
the same round/season.
- Place the espionage
counter on the territory to be spied on (still requires placement of
general counter).
- Only the territory’s
owner’s guards may affect the chances of success.
- If the Espionage
action is successful, the player may carry out one of the following:
- Steal one object
(may check all objects of player before deciding).
- Steal one player
card (may not check).
- Check all the
armies of the other player (including type and quantity).
- Check total gold of
the other player (stealing is not allowed).
- Check all the
armies of the non-human player
(see 14.0).
- If the Espionage
action is unsuccessful, the player’s diplomatic relations with
the other player is reduced by 1 (the decrease affects both
players). The player’s Influence is reduced by 1.
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
- When used on spies,
guards can only affect the chances of success (during the resolution
phase, add 2 to the outcome of the die throw).
- When used on
generals carrying out Diplomatic Relations actions, a general is
required to attempt the capture. The capture is resolved during the
resolution phase via die throw (exception: when the general carrying
out diplomatic relation action is passing through, the capture is
resolved during the action phase, also via die throw).
- Guards may not be
used if the general carrying out diplomatic relation action is
coming to the player’s territory with the purpose of improving
relations.
The details for the
calculation of success of actions can be found in 11.0.
9.0 Battle Preparation Phase
Players
may invade any neighbouring territory. Generals and armies are needed
for invasions. There are no limits on the number of generals and
armies he may invade with. These need not be placed all at once
on the map. Instead, he may place part of his forces, wait
for the response of the other players
before adding more of his own. This phase ends only after all
players have completed their placements.
Players may also pass
through other players’ territories to support/reinforce one of
the sides. The following picture helps to illustrate:
Player A may, with Player
B’s consent, pass through B2 to help defend against Player C’s
invasion on B1. Player A will however need to pay 4x the supplies
required. If instead, B1 belongs to a non-human player, or Player A
needs to pass through 2 or more territories, the above route will not
be allowed
- All generals and
armies counters sent out during this phase are flipped over so that
other players do not know their identities. Other players may also
not spy or gather information on these general and army counters.
- When an area or
territory is under attack (human or non-human players) and if a
player has neighbouring territories to the territory under attack,
he may send army reinforcements. Sending army reinforcements is
similar to an invasion, except that the battle’s outcome does
not affect the player sending reinforcements directly. The
reinforcing player’s diplomatic relations with the reinforced
player (human or non-human) is increased by 1
(see 13.0).
- Players
may also send reinforcements in the form of gold (including players
with neighbouring territories). However, this can only be done for
reinforcing non-human players and the gold reinforcement is not
refundable. When reinforcing other human players, only army
reinforcements are allowed. Every 3 gold is equivalent to 1 infantry
unit, and every 6 gold is equivalent to 2 cavalry or naval units. If
the territory may not recruit naval units, then the gold
reinforcements may not be used to exchange for naval units. For
example, if You Zhou is under attack, the gold reinforcements will
be used to exchange for level 1 cavalry units, in line with the
territory card.
[You
may reinforce non-human players with both armies and gold, but can
reinforce human players only with armies. – translator]
- When sending gold
reinforcements, the reinforcing player’s diplomatic relations
with the reinforced player is increased by 1. When sending both army
and gold reinforcements, the diplomatic relations still increases by
1, and not 2.
- After placement of
all general and army counters (including those of the defending
side), reinforcements with armies or gold, the supplies
transportation costs have to be calculated and paid. On every
territory card, next to the outline of the territory, there are
numbers such as X2 and X3. These numbers indicates the difficulty in
keeping the armies supplied on the territory (the number on the left
is the territory number. For example, 10.X2 means that invading
territory number 10 incurs X2 the supplies transportation cost). The
basic supplies transportation costs are shown in the table below. As
an example, for 1 infantry unit invading a X2 territory, 1 gold is
required and for 1 infantry unit invading a X3 territory, 2 gold is
required (1.5 rounded up).
Army Type
|
Recruitment/ Maintenance Cost
|
Basic Battle Cost
(Supplies Transportation)
|
Infantry
|
1
|
0.5
|
Cavalry
|
2
|
1
|
Naval
|
2
|
1
|
When
attacking a different area of the same territory, the supplies
transportation costs will always be based on X2
- When defending one’s
own territory, supplies transportation costs is not required
(reinforcements sent from other territories still require supplies
transportation costs)
- When all generals
and armies are placed on the map, the battles are ready to commence
Example: Cao Cao invades
area A (belonging to Liu Bei) and area B (belonging to non-human
player Yang Feng). A number of generals and armies were sent to both
areas (the types and quantities of which are unknown to other players
because they are covered). Liu Bei sends out a number of generals and
armies to defend, and also asks Sun Ce, whom shares a border with Liu
Bei, for reinforcements. Sun Ce sends 2 infantry units as
reinforcements for Liu Bei and also sends 6 gold to reinforce area B.
The 6 gold is converted into 2 infantry units. At this moment, Cao
Cao may send additional generals and armies to reinforce his own
invading forces at area A or B. The reinforcing actions can continue
until both sides end. When every player has completed their actions,
the supplies transportation costs are calculated. If area A’s
supplies transportation costs is based on X2, Cao Cao will need to
pay 1 gold per infantry unit and 2 gold per cavalry or naval unit.
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:
- The Lo Yang area may
only be invaded after occupying either Han Gu Guan or Hu Lao Guan.
When the armies exceeds the capacity of either pass/Guan (for
example, Han Gu Guan’s capacity is 5 armies), the extra armies
do not need to engage the enemy outside the city. These armies may
be added to the defending force as it is depleted (subject to the
same limit)
- The Xu Zhou
territory, Xia Pi area may not invade Yang Zhou North territory, Wu
Jun area. This is due to the major river between them
10.0 Battle Phase
The abilities of generals
come to the fore during battles. Intelligence, military leadership
and combat are all vital. Terrain also affects the effectiveness of
each type of army unit. It is vital for players to use the
corresponding army type on each terrain type
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:
- Yang Zhou North
territory: The Shou Chun area is of flatland terrain, while the
rest are of river terrain.
- Yi Zhou Centre
territory: The Cheng Du area is of flatland terrain, Jian Ge area is
of mountainous terrain and the Ba Dong area is of river terrain
Other than the above two
territories, all other territories’ areas have the same type of
terrain within each territory
10.2 Terrain’s Impact on Army Types
The following table
describes the military strength of each army type on each terrain:
Army Type
|
River
|
Flatland
|
Mountainous
|
City
(attack/defence)
|
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
|
River terrain refers to
Yangtze River territories. Cavalry units’ military strength is
reduced by 1 during summer (down to a minimum of 1). * indicates the
terrains on which the army type enjoys advantages
[I am not sure why Infantry has 2*3 listed under Mountainous. I suspect
it is a typo and it should be 2*. – translator]
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 “boost morale”
or “backs against the wall” strategems are successful,
player may first take the “replenish armies” procedure
described under point 11 below. “Follow through trap” may
only be used if the opponent was unable to play his strategem
card (it may not be used if the opponent able to play his
strategem card, but the strategem was unsuccessful)
5. Calculation of
Total Military Strength Example
Sum up
the military strength of both participants of the battle (military
strength is 0 for a player with no armies). When the strategem card
was played and successful, multiply the military strength total by
the effect of the strategem (e.g. 1.5 or 2 depending on strategem).
Following that, calculate and add the difference in combat of each
player’s vanguard general (for example, A’s vanguard of 8
and B’s vanguard of 6 will mean an addition of 2 to A’s
military strength and no change for B). For the defender, when
defending the city, add the city/fortress’ defensive value.
Finally, determine the invader to defender military strength ratio,
rounding down if necessary. For example, 21:11 rounds down to 2:1.
6. Dice Throw
Adjustments
Determine the column
corresponding to the calculated invader to defender ratio from the
Battle Outcome Table. The invader rolls 2 dice, and adds the total to
the differential between both players’ commander’s
military leadership (for example, the invader’s and defender’s
commanders’ military leadership are 7 and 6 respectively, the
differential will be +1. If the invader’s commander’s
military leadership is lower than the defender’s, then the
differential will be negative). The final total is used to determine
the battle outcome.
7. Battle Outcome
Read off the battle
outcome based the adjusted dice throw (corresponding row) and
calculated invader to defender military strength ratio (corresponding
column). The number on the left indicates the number of armies
defeated for the invader, and the number on the right indicates the
number of armies defeated for the defender. Each player chooses which
army units are defeated and turn them over to indicate their loss. If
the dice throw (before adjustments) is 2 or 3, the invader’s
vanguard general needs to go through a combat test. If the dice throw
(before adjustments) is 11 or 12, the defender’s vanguard
general needs to go through a combat test. Finally, if the dice throw
(before adjustments) is 12, the defending city’s defensive
value is reduced by 1.
The vanguard’s test
for combat involves throwing 2 dice. If the outcome is greater than
the vanguard’s combat, the vanguard general suffers an injury.
Throw 1 die to determine the number of rounds required for full
recovery. If the test for combat throw results in 12, the vanguard
dies in battle. If the test for combat throw result is equal to or
less than the vanguard’s combat, there is no impact. The
vanguard will not be able to take part in the current battle if
injured or dead, and the general is removed from the battle.
8. Morale Test
If an * appears next to
the left number on the Battle Outcome Table, the invader needs to go
through a morale test to determine the additional army units lost
(see the Morale Test Table). If an * appears next to the right number on
the Battle Outcome Table, the defender needs to go through a morale
test.
9. Retreat
At this point in time,
both sides decide whether to retreat, starting with the defender,
followed by the invader. If neither player retreats, then repeat the
steps from 2 onwards, until one side retreats (defender defending
city/fortress may not retreat). If both sides lose all armies, then
the invader retreats and the defender is the winner of the battle.
However, the defender does not earn the increase in Influence (the
invader still loses Influence).
10. Pursuit
If pursuing, the pursuing
player calculates the military strength of the
advantageous army type and adds to that half the military strength of
the rest of the armies (rounded down). This total is compared to the
military strength of the retreating player (military strength of the
advantageous army type and add to that 1/3 the military strength for
the rest of the armies). The consideration of vanguard’s combat
and dice throw adjustments still apply. The pursuing player rolls the
2 dice to determine the battle outcome, after which the battle ends
(pursuing player is unaffected by the battle outcome. However, if the
retreating player use the ambush strategem successfully, then the
pursuing player is affected by the battle outcome).
11. Army Recoveries
The winning player
(including the pursuing player) may recover half of his defeated
armies. This is done by flipping back half the defeated armies (done
by army type, e.g. for every 2 same level cavalry units, 1 is
recovered). The losing player does the same for his defeated
armies. However, the losing player needs to conduct a recovery test
with the general with the highest eloquence who took part in the
battle. For example, if the general has eloquence of 8, the losing
player throws 2 D6. If the outcome is 2 to 8, then the army is
recovered successfully. Every to-be-recovered army unit has to go
through this recovery test before they can be recovered
12. Losing Player’s
Generals in City/Fortress
Generals in a
city/fortress may not retreat. Every such general needs to go through
a combat test. Throw 2 D6. If the outcome is greater than the combat
of the general, the general is captured. If the outcome is equal to
or less than the combat of the general, the general escapes. Captured
generals with loyalty of X dies (captured leader may be imprisoned).
For captured generals with a numerical loyalty, the winning player
may recruit, imprison or execute. If recruit is chosen, follow the
procedure listed under 11 point 5. Other players may not pay gold to
interfere with this process. If the recruitment fails, then the
general becomes a free general, not employed by any leader
13. Calculation of Diplomatic Relations Level and Influence
After the battle ends,
participants calculate and make the adjustments to their diplomatic
relations level and Influence
14. Occupied Areas
If the winning player
occupies an area of the losing player, that area’s land value
is increased by 1 (if the invader to defender ratio was 5:1 at the
start of the battle, the invader wins automatically and the land
value need not increase. The same applies when the ratio is 1:5).
Place the flag of the winning player on the occupied area
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
11.0 Resolution Phase
The success and failure
of actions are decided only during the resolution phase (exception:
use of guards). Players may carry out their own tests for success,
without limitations on player order. If there were changes to a
general’s assignment of duties after the action phase, then the
original action or duty is voided (for example, if a general was
assigned to improving the defence of a city during the action phase,
and was subsequently called on to take part in a battle, then the
original action of improving the defence is voided. The player may
not assign another general to take over that task)
Actions Table
This table clearly each action’s probability of success and what it
affects. Other than the Recruit Armies and Special Tax actions, all
other actions require an intelligence test (2 D6). Note that
regardless of the general’s intelligence and number of
additional gold or objects used (1 gold reduces the throw outcome by
1, object also reduces the throw outcome by the object’s
value), as long as 11 or 12 is thrown (excluding any adjustments to
the throw outcome), the action is considered to have failed. Players
may not use gold or objects to affect the success of the action after
the dice throw
|
Action
|
Dice Throw Test
|
Adjustments Via
|
Effect of Success
|
Limit
|
1
|
Land
|
Intelligence
(Basic payment of gold required)
|
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
|
-
|
* Where the general is
employed by another leader
** Exception being Tun Tian System
(see 6.2)
- Land, prevent flood
and Espionage actions requires only the intelligence test. Throw 2
D6. If the outcome is equal or less than the action taking general’s
intelligence, then the action has succeeded. If the guards appear
during an Espionage action, each guards object adds 2 to the throw
outcome. Each gold spent by the player taking the action reduces the
throw outcome by 1.
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
- Special tax and
Recruit Armies actions do not require intelligence tests. They will
definitely succeed. There are however limits on the types of armies
that can be recruited in each territory. The details are as follows:
Infantry: All territories
Level 1 cavalry: Only on territories with the cavalry unit icon
Level 2 cavalry: All territories
Level 1 naval: Only on territories with the naval unit icon
Level 2 naval: Territories number 3, 4, 5 and 7 (Qing Zhou, Xu Zhou, Ke
Zhou and You Zhou)
- Defence and Land
actions’ intelligence tests are similar. For defence, the
defensive value of the area needs to be subtracted from the dice
throw outcome
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
- The intelligence
test for the Guards action is the same as that for the Land action.
However, upon success with the intelligence test, the targeted
general also goes through an intelligence test. If the outcome of
this throw is equal to or less than the general’s
intelligence, the general escapes. If the outcome is larger than the
general’s intelligence, the general is captured
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)
- When a general is
taking the Search for Talent action, an intelligence test is
required. If the search yields an undiscovered general but the year
of discovery shown on the general counter is later than the current
year, then the Search action fails. When taking the Diplomatic
Relations action, check the leader’s diplomatic relations
level with the target leader. Gold, objects and eloquence affects
the chances of success
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:
- Check for each
player if the number of player cards (strategem cards) has exceeded
4. Discard the excess down to 4
- Return all used
gold, object counters and action counters (if the jade seal and
chitoo horse were used during Diplomatic Relations actions, leave
them on the territories they were used on). Action counters can
never be retained for use in the next round/season
- If the current
round/season is winter, remove all non-human players’ armies
from their respective territories
- Check each player’s
Influence to see if the winning condition has been met
(see 14.0).
If a player meets the winning condition, the game ends
- Move the season
counter to the next season and year counter to the next year, if
required. Repeat A to H phases
(see 4.0).
If the current year is
220 AD and current season is winter, then the season counter does not
move. The game ends and the player with the highest Influence wins
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:
- Trading of armies
- Trading with a
player is forbidden if your diplomatic relations level with that
player falls to 1 or 0.
- If your diplomatic
relations level with a non-human player is 8, you may borrow gold
from the non-human player. The amount is the outcome of 1 D6. The
amount borrowed has to be returned the following spring.
- If your diplomatic
relations level with a non-human player is 9, you may borrow gold or
armies from the non-human player. With gold, the procedure is as
described above. The number of armies that can be borrowed is the
outcome of 1 D6 (infantry only). The armies borrowed have to be
returned the following spring (the military maintenance costs for
spring has to be paid). The supplies transportation costs when
borrowing and returning also has to be paid and is equal to the
basic supplies transportation costs (X1).
The table below lists
each player’s starting diplomatic relations level with one
another as well as that with non-human players, and the ways to
increase or decrease them:
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.)
|
14.0 Influence
Influence is the only way
to win the game. At the start of the game, each player’s
starting Influence is different. This is to reflect each leader’s
different background, strength and reputation. However, after the
start of the game, these differences can change drastically,
depending on the skill of players. The starting Influence of each
leader is as follows:
Yuan Shao
|
13
|
Cao Cao
|
12
|
Liu Bei, Liu Biao, Liu Zhang
|
11
|
Sun Ce
|
10
|
The list below covers all
the ways that Influence can increase or decrease. Once the conditions
required are fulfilled, the Influence increases/decreases
immediately. However, even if the victory condition is satisfied, the
round/season has to end before the player is declared the winner
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
|
The amount of Influence
required to win the game depends on the number of human players:
3 players: 40 Influence
4 players: 35 Influence
5 players: 30 Influence
6 or more players: 25
Influence
15.0 Human and Non-human Players
Certain leaders have
special events pertaining to them, e.g. Liu Bei, Liu Biao. These are
written on the respective leader information tables.
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).
- The only way to know
non-human player’s army size in advance is via the use of the
Espionage action counter. If the Espionage action is successful,
throw 2 D6 to determine the number of armies to place on the
corresponding area on the map (player does not need to attack the
area to take the Espionage action)
- At the end of every
winter, all non-human player’s armies are removed from the
board. Human players need to take the Espionage action again to find
out the number of armies
- When the following
years are reached, the non-human players number of armies will
increase as follows:
200 AD: +1 army
204 AD: +2 armies
208 AD: +3 armies
212 AD: +4 armies
216 AD: +5 armies
220 AD: +6 armies
Note that the above are added to the outcome of the 2 D6 throw. For
example, to determine Zhang Lu’s armies in 208 AD, a throw of 8
means 11 armies (8 + 3)
- There are leaders
with loyalty marked X. If these leaders are defeated in battle and
escape (no territories to retreat to), their general counters are
moved to the free generals pile. If a human player discovers one of
these leaders when taking the Search for Talent action, draw
bad-luck counters to determine where they appear. The chosen number
will be where the non-human player is placed (draw until non-human
player’s territory’s card is drawn). If this territory
is invaded in the future, throw 2 D6 to determine this leader’s
armies (there will therefore be the territory’s armies and
this leader’s armies on that territory). If this leader is
defeated and escapes again, this leader does not retreat. His
general counter is moved to the free generals pile and may be drawn
again by human players taking the Search for Talent action
- For generals with
loyalty marked X, if they escape after defeat in battle, carry out
the same steps as above. However, they will become recruited by
non-human leaders occupying that territory. If there are no
non-human player territories for points 4 and 5, then the general
counters are removed from the game when drawn
- For certain
territories without general counters, its general’s abilities
are all set as 6 (intelligence, military leadership etc.)
Some special
circumstances apply to certain non-human players, with the exception
of Yuan Shu and Lu Bu
(see 3.0).
When Ma Chao, Han Sui or Pang De is
recruited by the non-human players, Liang Zhou’s will not
suffer from any foreign invasion or incursions (the territory’s
foreign invasion or incursions icon is considered void)
16.0 Exile
A leader who chooses to
go into exile, or is forced into exile (no territories), will have
his influence decreased by 2. The process after going into exile
is as follows:
If the human player has
an agreement with another player, the player in exile may choose that
particular player to join. If there are several players willing to
accept the player, or no players are willing to accept, then the
exiled player chooses the player with whom the diplomatic relations
levels is the highest (if there are several with the same level, then
the exiled player chooses from those leaders with the same diplomatic
relations level) to join. If the chosen leader rejects the exiled
player, his Influence is reduced by 1 and both players’
diplomatic relations level with each other is reduced by 1. The
exiled leader then moves on to the next player, and continues this
process. If there are still no players willing to accept the exiled
leader, the exiled leader may join the non-human player with whom the
diplomatic relations level is the highest (if there are no non-human
players, then the game ends for the exiled leader). The leader who
accepts the exiled leader gains 1 Influence
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
18.0 Additional Counters
When playing with 7, the additional player
takes the role of Ma Teng (only when there are 7 human
players). At the start of the game, Ma Teng occupies territories 10
and 11, with 10 gold, the generals of Ma Chao, Han Sui and Pang De, 4
infantry units and 2 cavalry units (level 1) and Influence 10.
- Ma Teng does not
have a leader information table and does not have any diplomatic
relations level.
- Ma Teng does not
need to pay military maintenance costs every spring (supplies
transportation costs still need to be calculated and paid). This is
until Ma Teng occupies another territory.
- To make up for Ma
Teng’s lack of Diplomatic Relations actions, Ma Teng may trade
Influence with other players during the trading phase as part of his
winning condition (example: exchanging 1 level 1 cavalry unit for 1
Influence).
19.0 Basic Strategies for Each Leader
Each player has a chance
to win, depending on the tactics employed.
For example, diplomatic relations between players, invasion
plans and routes, use of strategems. The various leaders starting
positions and their basic strategies are discussed below:
Yuan
Shao – At the start of the game,
Yuan Shao occupies the 3 Zhous of Yi, Qing (half) and Bing. His
economic strength is the highest amongst all players and is Cao Cao’s
biggest rival. Due to the need to defend his vast territories and
shortage of manpower, the starting strategy would be to search for
talent and recruit more generals. Besides that, Yuan Shao also needs
to keep tabs on Cao Cao’s movement,
and to occupy You Zhou if the opportunity arises (example, Cao Cao is
busy invading Si Li). When Yuan Shao’s power base stabilizes,
it will be time to invade Cao Cao. When doing so, pick a time when
Cao Cao is busy with other battles, because Yuan Shao’s
generals’ abilities are on average lower than that of Cao Cao’s
generals’. To have a good chance of winning, attack on a few
fronts, while hiding the main force. It is also important to try abd
convince other players to attack Cao Cao from a different front at
the same time.
Cao
Cao – Second to Yuan Shao in
economic strength. Due to his large number of generals with strong
abilities, Yuan Shao’s invasion does not pose too great a
threat. Cao Cao also enjoys a political advantage (-2 Influence when
attacking Cao Cao). These should ensure Cao Cao is not defeated
easily. Do not be overly hasty when invading new territories and not
to do so with a high proportion of his armies (Cao Cao’s is in
the middle of all players’ territories, and doing so will
invite invasions from other fronts). Once Cao Cao’s power base
stabilizes, it will be time to invade Yuan Shao. Besides that, Liu
Bei’s territory should not be taken early. Instead, Liu Bei can
be another player to help Cao Cao resist Yuan Shao’s forces.
Although Liu Bei is weaker, his impact should not be ignored.
Sun
Ce – Not a weak leader with many
generals with well-rounded abilities. Although Sun Ce’s
starting economic strength is not high, with careful planning and
development, Sun Ce can become Cao Cao’s nemesis. It is
unfortunate though that there is a chance that Sun Ce will pass away
early. Besides that, recruit cavalry units only after building up a
substantial naval force, in preparation for attacking the north.
Liu
Biao – Not a weak leader, with
stronger economic strength than Sun Ce. If there are no human players
to his west, then these territories will be a good way to increase
his power base. At the start of the game, do not try to extend
northwards as it is difficult to defend against the northern forces.
Liu Biao lacks an advisor-like general and can consider recruiting
Jia Xu (though this will affect diplomatic relations with Zhang Xiu).
Once he is recruited, taking any action will become easier. As with
Sun Ce, recruit cavalry units only after building up a substantial
naval force, and the proportion of cavalry units should not be too
high.
Liu
Zhang – Occupies a territory that
is in a corner of the map. With intelligent advisors such Fa Zheng
and strong generals such as Zhang Ren, it should not be difficult for
Liu Zhang to expand his territories. However, his neighbouring
territories are of poorer quality, making it difficult to increase
his forces substantially. Liu Zhang should try to expand southwards
or Han Zhong. When the powers to his east start to attack each other,
he can consider expanding into Liang Zhou, or attack Liu Biao to his
east. Due to the different terrains in his territories, naval and
cavalry units are both important. The proportion of cavalry units
will depend on the player’s preference to expand northwards or
eastwards.
Liu
Bei – A legendary leader in
history, but occupies only one territory in the game. He is also
surrounded by stronger rivals and lacks an intelligent advisor.
Invading other territories will be challenging. Playing Liu Bei
requires skill. Liu Bei plays a balancing role in the battle between
the two great northern powers. If Yuan Shao and Cao Cao understands
the importance of Liu Bei (Liu Bei needs to impress this upon the
other two players), then the chances of defeat will be much reduced.
Besides that, diplomatic relations with other players is also very
important. If successful, Liu Bei may be able to expand with their
aid. If Yuan Shao and Cao Cao engages each other in a major battle,
Liu Bei can take the opportunity to capture other territories and
increase economic strength. To maintain balance in the game, Zhao
Yun and Zhuge Liang can only be employed by Liu Bei. However, these
two generals appear later in the game and Liu Bei will need to
recruit other generals while waiting for Zhuge Liang’s aid.
The above points are for
reference only. Players may adopt different strategies during the
game, adapting as circumstances arise to rise above all other rivals
and win. This is the ultimate goal behind this game – putting
your wit to good use. We hope players enjoy the game
Non-Human Player Armies
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
|
1. All infantry units
2. All cavalry units are
level 1 cavalry units
3. 1 naval unit for every
5 army units
Battle Outcome Table
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
|
1. If the target is the golden number, battle outcome X3 and represents the
number of losses.
2. 5:1 is an automatic victory, land value is not affected.
3. Losses are cumulative.
4. When
defending a city/fortress, test for loss * level, +1 level per
round/season.
[I
have no idea what the above two footnotes mean. I have
therefore translated them literally. – translator]
Morale Test Table
Military Leadership
Dice Throw
|
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
|
** Military leadership – 2
*** Military leadership – 3
[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
Errata and Counters Explanation
Map
1) Territories 14, 17 and 19 share borders with territory 20.
2) In the first column of the morale test table, 6 implies 1-6 military leadership.
Counters
3) Tian Feng is a green colour general counter, and starts the game as a general under Yuan Shao.
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.
Cards
8) The event icon of the middle area of territory 16, Jing Zhou Middle Section, should be level 1 naval unit and not flood.
9) Xu Du, as mentioned on the Xun Yu, Xun You event card, is Xu Chang on the map.
Counters Explanation
10) The general assigned as the commander cannot be assigned as the vanguard at the same time.
11) For both participants in a battle, when playing strategem cards, the intelligence test can be carried out by the general with the highest intelligence (e.g. advisor). During the army recoveries, the loser may pick the general with the highest eloquence to take the action.
12) When carrying out strategies that targets the gold of the other player, the player playing the card adds 2 to the outcome of the dice throw.
13) If the "fake army" strategem is used against Cao Cao or Sima Yi, add 1 to Cao Cao or Sima Yi's dice throw outcome. For other strategems such as "ambush", the dice throw outcome of generals mentioned in the notes of the table is reduced by 1.
14) When using the diplomatic relations counter to search for talent, simply place the general taking the action on an area of one's own territory to take the action.
15) The starting positions and generals for non-human players are as follows:
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
| –
|
The 6 generals, Zhuge Jin, Lu Meng, Lu Xun, Xu Shu, Pang Tong and Sima Yi start the game as free generals.
Created March 16, 2013
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