- The Silver and Gold Kingdoms are allies.
- The Red and Blue Kingdoms are allies.
- Allies win or lose together. An Alliance that controls all four Fortresses on the map wins the game.
Each player takes one turn per year. Each player's turn has three phases: Attack, Battle, and Reinforce.
Attack - Move your units into enemy-controlled Lands and Seas to create battles.
Battle - For each battle you created:
- Move all Attackers and Defenders to the Battleboard.
- Roll battle:
Reinforce - Collect Gold, buy new units, and make Reinforcement moves.
- Collect +1 Gold per Land you own and an extra +1 Gold per Capital.
- Buy and place new units (Max 1 per Castle, no limit at a Fortress).
- Move any Land or Sea units who haven’t yet, and any Fliers. Fliers must land in a Friendly Land.
- Units may move as many Zones as their Move stat.
- Land units may only move to other Lands (unless carried by Galleons, see below).
- Sea units may only move to other Seas.
- Units can move freely into and out of Lands and Seas occupied by Allied forces.
- Knights can move freely through Lands with no Enemy units in them, even enemy-owned Lands.
- Land and Sea units must end their move if they enter an enemy-occupied Land or Sea.
- Ending your move in an enemy-occupied Land or Sea creates a Battle.
- Special: Egypt and Syria are connected by a Bridge, as are Constantinople and Bulgaria, and Constantinople and Greece. Treat these as though they share a Land border.
- Land and Sea units may move during either the Attack Phase or the Reinforce Phase
- In the Attack Phase, units that move must move into battle (or, for Galleons, carry units into battle).
- In contrast, in the Reinforce Phase, units that move cannot move into battle.
- Air units may fly freely over any Land or Sea, even if Enemies are there, including Enemy Air units.
- Air units get a second full move in the Reinforce phase.
- Air units cannot conquer Land. If they are part of an Attack with no surviving Legions, Knights, or Warbeasts, that Land remains owned by the enemy.
- Air units must land in an Alliance-owned Land. They cannot end the turn in a Sea or an Enemy-owned Land.
- Each battle round, Attacking Air units that survive the Defender's counter-roll can choose to retreat from battle instead of Attacking again. Replace them on the Map from the Battleboard. They can move during their Reinforce Phase as normal.
- Once per turn, a Galleon can pick up one Land unit in any bordering Land and drop it off in another Land.
- The Galleon can can pick up, then move, then drop off. Alternately, it can move, then pick up, then drop off. (Or it can pick up and drop off without moving)
- The Galleon dropping off a Land unit ends the move for both the Galleon and the Passenger.
- Dropping off ends the Galleon’s move.
- Units Boarding a Galleon must spend one Move to go aboard.
- Units disembark from Galleons as a free move, with no Move cost to the disembarking unit.
- Units disembarking cannot move any more that turn, including Knights.
- Enemy Seas Rule: When a Galleon drops off while in an Enemy-occupied Sea, any passenger it carried is considered aboard and at risk during the Galleon’s Sea Battle, even though that passenger is already placed on its destination Land. The logic is that if the Galleon sinks in a Sea Battle, then the unit aboard would also have been lost at sea, never safely disembarking:
- The Attacker chooses a Battle they created. They must fight all Sea Battles before any Land battles, but may otherwise freely choose.
- Place all units that attacked (moved into) that Land or Sea on the Attacker side of the Battleboard, and all the rest on the Defender side. All Allied Defenders in a Land or Sea defend together.
- All the units now battle for as many rounds as it takes for one side to eliminate the other from the battlefield.
- Each round, every unit (except castles) rolls one combat die, either 6, 12, or 20-sided. A roll of 6 or higher is a successful hit. A hit kills one opposing unit.
- Although the Attacker rolls first each round, any Defenders killed in battle also roll their combat die that round, before they are removed from battle. Place the Defenders in the casualty area until they’ve rolled their battle die.
- Attacker Air units may retreat before rolling their attack die each round. If Air units retreat, remove them from the Battleboard, back to the contested Land or Sea. Attacker Air units that have retreated can no longer roll in combat and cannot be killed in the Battle.
- When a Defender gets a hit against an Attacker, the Attacker selects which of their units receive the hits.
- Defenders must lose units in this order:
- The Battle is over when one side is eliminated from the Battleboard.
- The Attacker takes ownership of a Land if they have any surviving Land units. (Air units can’t take Lands)
- The Attacker then chooses another Battle to fight until all Battles are resolved.
- In Battle, Castles do not roll Combat Dice. They are Defenders, and they can be lost as casualties.
- Fortresses count as 5 Castles in Battle.
- Castles and Fortresses are never permanently destroyed. They are restored after every battle, seized by the victor.
- Castles add +1 to the number of new units you may place in the Land. Fortresses add +infinity.
- Collect one Gold per Land you own, and one extra Gold for each Great City you own.
- Buy and place new units from your supply.
- You may place one new unit in a Land per Castle there.
- You may place an unlimited number of new units in a Land with a Fortress.
- Sea units may be placed in a Sea next to a Land with a Castle or Fortress. The Sea must be unoccupied by Enemies. The Sea unit counts toward that Land's placement limit.
- You cannot save Gold between turns. Spend, spend, spend.
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