2 Decks of cards, different backs
2 D6
A Full set of chess pieces
Setup:
Remove the jokers, kings, aces and sevens from one deck, shuffle the remaining cards and then make a 5 wide by 4 tall grid representing territories in play, put the other 20 cards in the face down as the territory draw pile.
Remove the jokers from the second deck and separate into piles by suit, these represent resources.
Each Player keeps their color of chess pieces, these are buildings...
Pawns are Towns(1 pt): Towns are placed at the corners (intersections) of cards and cost HSCD
Rooks are Forts(2 pts): Forts replace Towns for DDDD
Knights are Baracks(2 pts): Barracks replace Towns for CCCC
Bishops are Temples(2 pts): Temples replace Towns for HHHH
Queens are Palaces(2 pts): Palaces replace Towns for SSSS
Kings are Capitals(3 pts): Capitals replace Forts, Barracks, Temples or Palaces for DDCCHHSS
Players Roll for first and player 1 places 1 Town for free then player 2 places 1 Town for free and then places a second Town and collects 1 resource for surrounding territory then player 1 places 1 Town and collects 1 resource for each surounding territory.
Gameplay:
Role 2D6 and resolve as follows:
- if you have a Town, Fort or Barracks touching a card with that number on it, collect 1 resource of that type.
- if you have a Temple touching a card with that number on it collect 1 of any resource.
- if you have a Palace touching a card with that number on it, collect 2 resources of that type.
- if you have a Capital touching a card with that number on it, collect 1 resource of all resources touching that capital, also collect a territory card.
-if you roll a 7 if either player has more then 7 cards in their hand they discard down to 7, and the person who rolled a 7 gets a territory card.
Do any, all or some of the following:
- Place a Town on an intersect by paying into the Bank for it.
- Replace a Town with with a Fort, Barracks, Temple, or Palace by paying the bank for it.
- Replace a Fort, Barracks, Temple, or Palace with a capital by paying the bank for it.
- Trade resources with your opponent or trade 4 for 1 to the Bank for a territory or any resource.
- Announce that intend to activate a building's ability:
>>If you have a Capital or Fort, announce your intent and roll a D6, pay that number of any type of resource to change any 1 card in the grid with a card from your hand of territories, if you don't have sufficient resources you lose all that you have.
>>If you have a Capital or Barracks pay SHDC then you roll a D6 and your Opponent rolls a D6, if your roll is higher destroy an opponents Town of your choice.
>>If you have a Capital or Temple pay SHDC then you roll a D6 and your Opponent rolls a D6, if you roll higher change an opponents building that is touching the same card as your Capital or Temple to your color of the same type or lower building.
>>If you have a Capital or Palace, announce your intent and roll a D6, pay that number of any type of resource to add a card to the grid from your hand of territories, if you don't have sufficient resources you lose all that you have.
Winning: First to 15 points wins. if a player has no buildings for 2 consecutive turns they lose.