Maharaja Variant - Green Player Cards


Pandyas

TURNS 4, 7, 10, 13, 16
Karnatak, Mysore (2);
Kerala, Malabar (1.5);
each other area (1)

TURN 19
Karnatak, Lanka, Mysore (2);
Kerala, Malabar (1.5);
each other area (1)
Kill Rajaraja (1)

DURING TURN 20
Kill Rajaraja (1)

TURN 22
Golconda, Karnatak, Kerala, Mysore (2);
each other area in South India or Ceylon (1)

TURNS 25 and 27
Each area in South India or Ceylon (1)

Notes:

  1. Boats: Turns 14-19

Aryans-2

TURNS 4, 7, 10, 13, 16, 19, 22, 25 and 27
Magadha, Bundelkhand, Bihar, Bengal and Orissa (3);
Each other non-hiland area (2);
each hiland area (1).

Notes:

  1. Use Mughal counters.
  2. 6 in Central Asia on Turn 1
  3. Major Invasion: Turn 1
  4. Must submit to Mauryans if own 2 or fewer areas and attacked by Mauryans.
  5. All may combine with Mauryans-3 kingdom if at least one Aryans-2 territory is adjacent.
  6. Must submit to Guptas if own 2 or fewer areas and attacked by Guptas.

Greeks

TURN 6
For occupying at any time during the Greek Turn:
Baluchistan, Gandhara, Punjab, Sind (1)
For occupying at the end of the Greek turn:
Gandhara (2);
each other area (1)

TURN 7
Gandhara, Punjab (2);
each other area (1)

TURNS 10, 13, 16, 19, 22, 25 and 27
Gandhara, Kashmir, Lahore, Punjab (1)

Notes:

  1. 6 in Afghanistan on Turn 6
  2. Leader Alexander: Turn 6
  3. At end of Greek turn on Turn 6, count victory points and then remove Alexander and 2 armies.

Mauryans-3

TURNS 10, 13, 16, 19, 22, 25 and 27
Each non-hiland area (2); each hiland area (1).

Notes:

  1. Use French factory and boats counters (with French rifle counter as population marker).
  2. Arises from split of Mauryans at the start of Turn 8.
  3. Mauryan Kingdom breakup: Turn 8
    At the start of Turn 8, the Mauryan (yellow) kingdom splits to form four new kingdoms, one played by each player. This occurs in the following sequence:
    1. The Yellow player converts all Mauryan (and submitted to Mauryan) counters currently in Magadha (using Gupta counters). Then he also converts all Mauryan and submitted counters in up to 4 areas adjacent to Magadha. Counters are replaced token for token in each case.
    2. After the Magadha kingdom is created, the Blue player chooses any 3 contiguous areas currently occupied by Mauryans counters to form the kingdom of the Mauryans-2. If at least one Aryans-4 territory is adjacent to any Mauryans-2 territory, all Aryans-4 may be converted to Mauryans-2, even if not submitted.
    3. After the Mauryans-2 kingdoms is created, the Green player chooses any 3 areas currently occupied by Mauryans counters to form the kingdom of the Mauryans-3. If at least one Aryans-2 territory is adjacent to any Mauryans-3 territory, all Aryans-2 may be converted to Mauryans-3, even if not submitted.
    4. After the Mauryans-3 kingdoms is created, the Purple player chooses any 3 areas currently occupied by Mauryans counters to form the kingdom of the Mauryans-4. If at least one Aryans-3 territory is adjacent to any Mauryans-4 territory, all Aryans-3 may be converted to Mauryans-4, even if not submitted.
    5. After the Mauryans-4 kingdoms is created, remove all remaining Mauryans tokens from the mapboard. Nations previously submitted to Mauryans remain on the map board and are no longer considered submitted.
  4. Must submit to Guptas if own 2 or fewer areas and attacked by Guptas.

Guptas of Magadha

TURNS 16, 19, 22, 25 and 27
Magadha (3); each other area (1)

Notes:

  1. For counters, player may choose either the Greeks or all Green Squares and Boats counters (using the Square Rifle counter as population marker), but may not choose any side which still has counters remaining on the board. If there is no qualifying counter set, choose from among the counter sets with the least number of counters on the board and flip those counters that are on-map to their reverse side. They no longer have population growth.
  2. Gupta Kingdom breakup: Turn 14 (addition)
    At the start of Turn 14, the Gupta (yellow) kingdom splits to form three new kingdoms, one each played by each Yellow, Purple and Green. This occurs in the following sequence:
    1. At start of turn the Purple player replaces all Gupta tokens in Rajputana and areas adjacent to Rajputana, excluding Malwa, with Rajput counters.
    2. If there are no Gupta tokens in any of these areas at the start of Turn 14, place 3 Rajputs tokens in Rajputana and 2 tokens in the adjacent area (excluding Malwa) currently having the least number of tokens (Purple player chooses which area in case of ties). Any tokens already in these areas must retreat; those which cannot retreat are destroyed.
    3. No matter what the previous state of the Gupta Kingdom, the Rajputs must have at least 5 counters at the end of this process, stacking them up in Rajputana and forcing possibly non-Gupta tokens in Rajputana to retreat, if necessary.
    4. After the Rajputs are placed, the Yellow player flips over all Gupta tokens in Malwa and areas adjacent to Malwa (excluding Rajput areas). The counters are considered part of the new Malwa kingdom.
    5. If there are no Gupta tokens in any of these areas at the start of Turn 14, place 3 Guptas tokens in Malwa and 2 tokens in any adjacent area (excluding Rajput areas) currently having the least number of tokens (Yellow player chooses in case of ties). Any tokens already in these areas must retreat; those which cannot retreat are destroyed.
    6. After the Malwa are placed, all Gupta tokens in Magadha and areas adjacent to Magadha (excluding Rajput and Malwa areas) are now considered Guptas of Magadha (green).
    7. If there are no Gupta tokens in any of these areas at the start of Turn 14, place 3 Guptas of Magadha tokens in Magadha and 2 in any adjacent area (excluding Rajput and Malwa areas), currently having the least number of tokens (Guptas of Magadha player chooses in case of ties). Any tokens already in these areas must retreat; those which cannot retreat are destroyed.
    8. No matter what the previous state of the Gupta Kingdom, the Guptas of Magadha must have at least 5 counters at the end of this process, stacking them up in Magadha if necessary.
    9. Following this, remove from the map board any remaining face-up Gupta counters.
    10. Finally, flip right side up the inverted Malwa counters counters.
  3. Cholas may submit to Guptas of Magadha if at two areas and attacked.

Tibetans

TURN 15
Nepal (2); each other area (1);
Each army destroyed (1)

Notes:

  1. Use Portuguese counters.
  2. 3 tokens in Tibet on Turn 15
  3. Tibetans have a +1 modifier to Battle rolls in hiland
  4. Must Raid, i.e. may enter any region adjacent to Tibet, conduct Battles and then retreat to Tibet at end of Tibetan turn.
  5. At end of Tibetan turn on Turn 15, count victory points and then remove all Tibetans from the game.

Mughals

DURING GAME TURN 25
Kill Sanga (1)

TURN 22
Punjab (2), Delhi (4);
Gandhara, Kashmir, Lahore (1)

TURN 23
For occupying at any time during the Mughal Turn:
Delhi (4)

TURN 25
Agra, Bengal, Delhi, Gujarat (3);
Berar, Bundelkhand, Kashmir, Khandesh, Lahore, Maharashtra, Orissa, Rajputana, Sind (2);
each other area (1)

TURN 27
Agra, Bengal, Delhi, Gujarat (2);
each other area (1)

Notes:

  1. 4 in Afghanistan on Turn 21
  2. 6 in Central Asia on Turn 24
  3. Leader Timur: Turn 24
  4. At end of Turn 24, count victory points and then remove Timur and 2 armies.
  5. 10 in Afghanistan on Turn 25
  6. Leader Babur [use Akbar counter]: Turn 25
  7. 4 in Afghanistan on Turn 26
  8. Major Invasion: Turn 26
  9. Leader Akbar: Turn 26
  10. Rajputs may submit to Mughals if reduced to two areas and attacked once. Submission ends if Mughals ever reduced to three areas or less.

Portuguese

DURING ANY GAME TURN
Each Muslim army destroyed (2)

TURN 27
Bengal, Karnatak, Maharashtra, Malabar (3);
for each coast on which they own territory (1)

Notes:

  1. Always have Boats
  2. Special movement abilities (5.14)
  3. Never suffer from Overpopulation
  4. 2 in Arabian on Turn 26
  5. 2 in Arabian on Turn 27
  6. Leader Albuquerque: Turn 26

Last update: Mon Sep 24 16:22:00 PDT 2001
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