- Place a Base
-add a base where you already control the province
[only useful against revolt and the Diplomat]
- Place a Fort
-costs 4 cubes (2 if you have an engineer)
No forts at sea.
- Recruit an Army
-take any of the mercenaries from the 6 draftable ones.
If you don't like any, you may, at the cost of 1 cube,
once first discard all of
them and bring out a whole new set. This commits you
to the recruit activity however. Taking a personality
means that you play it immediately. No more than one
personality type per player except for the merchant.
A player cannot recruit an army labeled "N" unless he
owns a province in the north, same with "S" and south.
- Disband an Army
-put one of the mercenary armies from your hand into the
discard pile. [Some mercenaries have high maintenance costs]
Personalities may never be discarded.
- Expand Trade Routes
-place two cubes from your warehouse on the board.
One extra cube may be placed for each Merchant.
These may be in your own area or that of others.
But each cube must be in or adjacent to one of your
own controlled areas or an area containing one of
your cubes. These placements are sequential so you
can "build out" a trade route. At the end of the game
turn, anyone having more cubes in an area than anyone
else gets half the area's VP value (rounded down). An area
cannot have more cubes in it than the VP value. If it
is full, if you roll a 5+, you can replace an
enemy cube. Downside is that if you fail the cube is
returned to your stock (not your warehouse).
Each Merchant adds a +1 bonus to do this.
Cubes are countermix limited.
- Diplomatic Attack
-If you want to take over a neutral area bordering
your empire, just pay two cubes, roll a 2 or better
and the area is yours. Place a base there. If
you hold the Diplomat, the cost is just 1 cube
and no roll is needed. If you have a Diplomat, you can also try
to take over an enemy province: pay one cube and if you roll a 6+,
you replace one enemy base with one
of your own. You may spend extra cubes to help
your chances, each one adds +1 to the roll, but
you can only spend 3. Diplomatic conquest
does not permit plunder of trade, but do take over any fort.
- Attack
-attack a province which borders your empire. If
crossing mountains roll 1 die.
On a 1 you never make it and your turn is over.
Crossing a black sea connector (strait) is just like
crossing mountains.
Crossing a blue sea connector (sea lane) is like
attacking across a sea area (see below),
but the player gets a +1 on the roll.
To attack into or through a sea area,
you need to roll a 4
or better for each such area (it is legal to attack an
area which is more than one sea area away).
You also get +1 if the target is adjacent to a sea zone
that you control, but you need not control the sea to try.
Attacking an unowned area is just a matter of
rolling a 3 or better.
Attacking another player, each player arranges
their army into a deck of 5 ordered cards. All
fast cards must come before slow cards (slow cards
being Sword, Spear, Pike, Warband). Each player
turns up one card at a time, simultaneously and
the battle is judged. Most cards have a rating,
some with modifiers. The higher rating wins.
Some cards are merely blockers and prevent anyone
from winning it. There are 3 black tokens in the
Battle Display. They start in the center spot.
When you win a battle, you move a token to your
side. If there are no more tokens in the center,
move one out of your opponent's side to the center.
If at any time anyone gets all 3 on their side
the battle is over immediately – it is a rout
(see below).
After combat, each player holds out all the cards
they used and the opponent draws one at random
for each loss that army took. If the cards drawn
are mercenaries, they are discarded. Originally
owned armies are simply returned to their owner.
[Card backs are slightly different, so only let
players see the white parts.]
The winner is the player with the most black tokens
on his side. On a tie, the defender wins.
Otherwise the winner removes all of the enemy
bases from the province and takes it over for
himself. If the attacker won, he also takes any
enemy trade tokens in the province and places them
on his warehouse. They are not usable, but each
counts a VP at the next scoring round and then is
returned to the original owner.
If the defender has a military leader, he can
declare an Ambush. In this case, Foot Skirmishers,
Archers and Light Horse for both sides get +1.
[One of the armies starts with 2 Foot Skirmisher
cards.]
Any player who has a military leader can place
one card out of order.
If the defender has a fort, he must decide whether
he is inside or outside. If inside, combat will
have only 3 cards and special rules apply:
- No mounted units.
- Siege Towers for either side are rated at 9.
- Artillery hits on a 5 or 6.
- Engineer gives +1 to Artillery and Siege Towers.
- No restrictions on army order.
If the attacker wins, the fort
is destroyed unless attacker has an engineer in
which case it is converted over to his use.
If the combat is at sea ...
- At most one card can be a Sword or Spear.
- At most one card can be a Foot Skirmisher or Archer.
- At most one card can be an Artillery.
- The rest of the cards may only be Galley.
- No restrictions on army order.
- Artillery v. Skirmisher or Archer: roll for the
Artillery first with target treated as Galley.
Artillery's result overrides Skirmisher result.
If the defender is routed, in addition to
the normal after battle effects, the attacker gets
to take an immediate extra action, which may be
another attack. However, there is only one extra
action allowed per player turn.
If the attacker is routed,
defender gets 2 trade tokens from the
attacker's warehouse (if available).