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From the chat window:
Type /join
and press Enter to join the game;
Type /start and
press Enter to begin the game (3-4 players)
Or if you prefer, you can use the game administration tools.
The starting player is chosen at random, with the current player's
name enclosed in **.
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There are two Houses of Counts
that fight each other: The House of the Eagle and The
House of the Rose. The players fight for the Houses and try
to conquer the oponents territories, so they get rewarded with Victory-Points.
During the game players can change their Loyalty and start supporting
the other House of Counts. |
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This game knows two kind
of points: Conflict-Points and Victory-Points.
Conflict-Points
determine the result of a conflict between the two Houses of Counts.
As soon as there is a fight between two territorries, each House
adds up Conflictpoints: The House with the higher number wins
the conflict. This is described in detail in Phase 5. Conflict-Points are shown in squares.
Victory-Points
determine the winner of the whole game. The one who has collected
the most Victory-Points at the end of the game wins. Victory-Points
are shown in circles.
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Territory-Cards
The Territory-Cards show
the different territories that are fought for. They display to
which house their Loyalty currently belongs, their Strength
(the number of Conflict-Points) and how much Victory-Points
the players of the opposite House will earn when they conquer
it.
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Supply-Cards
Supply-Cards contain addtional
Conflict-Points, which can be used to strengthen the territory
from the same loyality that is in the middle of a conflict. There
is a total of 23 Supply-Cards:
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Farms / Offices
Every player can build
up to three buildings. He can build Farms, Offices or both,
but not more then two Offices.
Every Farm will entitle
to a new Supply-Card, at the end of each turn, provided
the territory on which the farm is situated shows the same
Loyality as the player.
Offices give Extra
Victory-Points in the Final Count.
On each territory can
be only ONE building.
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| Action-Cards
During a conflict players
can choose to take roles and exercise the associated actions.
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The Traitor
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The Diplomat +2
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The Diplomat +5
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The Builder
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The Strategist
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The Farmer
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DerThe
Traitor changes his Loyalty and receives an extra
Victory-Point
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The Diplomat +2 receives
an extra Supply-Card and two Conflict-Points
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The Diplomat +5 receives
five Conflict-Points
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The Builder can build
a new Farm or Office
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The Strategist
determines next turn the new place of conflict (check Phase 1) and receives two extra Victory-Points.
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Der Farmer receives
three Supply-Cards
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At the start of the game:
receives every player
three Supply-Cards with the Values 3,4 and 5,
is the first player
the Start-Player,
is the second player
the Strategist,
builds every player
a Farm on a free territory.
How do I do that? In the
Sequence of turn, every player builds his Farm. When it is his
turn, he can move the mouse pointer over the Territory-Cards.
There where he is allowed to build, the border of the Territory-Card
changes to the player color. As soon as the player clicks this
territory, his farm will be placed.
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Each game turn is devided
in 12 phases. The phases without player interaction (calclation,
return of cards) are executed by the computer (Phases 4, 5, 6,
8, 9, 11 and 12):
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Phase
1 - Determine the Place of Conflict
The Strategist determines
the place of conflict: The two neighbouring territories
of different Loyality, that will fight each other.
How do it do that? The
Strategist moves the mouse pointer over the Territory-Cards. Alle
possible locations for the conflict will be marked with a white
border. If he wants to accept this location he clicks on the left
of the territories.
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Phase 2 - Choose an Action
Each turn one Action-Card
is randomly removed (after the turn the card is added again).
Which one stays unknown. Commencing with the Start-Player every
player choses one card from the remaining Action-Cards.
How do it do that? The
remaining Action-Cards are shown in the middle of the game table.
The card frame will change to white when it is selected by a mouse
click. The selection is confirmed by clicking on the the little
Ok button at the bottom right of the Action-Cards. The selection
window can be moved to have another look at the Place of Conflict.
(click and drag; the same way as any Windows window is moved).
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Phase 3 - Play Supply-Cards
Commencing with the Start-Player
every player can select zero to fiveSupply-Cards and display
them openly, to strengthen the territory of his Loyalty. If the
player has choosen the action Traitor (Verräter) he will of course
strengthen the territory of his new Loyalty, without that the
other players might know (or perhaps they do?)
How do it do that? In
the same way as you selected the Action Card you can now select
none, some or all Supply-Cards. Again the selection is confirmed
by pressing the Ok button.
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Phase 4 - Play Action-Cards
Now all Action-Cards are
visible and the Traitor - if someone has choosen this role - changes
Loyality.
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Phase
5 - Determine Winning House
To determine the winning
House of Counts all Conflict-Points of both parties are compared.
This includes:
The Conflict-Points on
the territories
The Conflict-Points
of the played Supply-Cards
The Conflict-Points
of the Diplomats (2 or 5)
The House of Counts with
the higher sum of Conflict-Points wins! If both Houses total the
same number of points there are no Victory-Points, except for
the Strategist and the Traitor.
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Phase 6 - Distribute
Victory-Points
The key to the Victory-Points
is printed on the Territory-Card of the loosing House of Counts.
The number of Victory-points is determined by the number of players
loyal to the winning House.
Following Players receive
additional Victory-Points:
The Traitor receives one
additional Victory-Point
The Strategist receives
two additional Victory-Points
Now the occupied territory
changes it's Loyalty.
What happens now? The
logo of the winnig House of Counts will be displayed in the middle
of the Board until every player confirms it with a click. So every
player has additional time to have another look at the just played
round.
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The builder may now:
build a new Farm or
build a new Office (max 2 per player) or
Switch a Farm to an Office or vice-versa and/or move a Building.
How do I do that? Which
building will be placed is marked on the players card and can
be changed by clicking on the building type. To place the choosen
building just click the on the territory where you want to place
it.
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Phase 8 - Strategist
Action
The one who had
choosen the role of a strategist is now appointed and has the
right to determin the place of conflict in the next round. A player
keeps this role, until another player chooses the Strategist Action-Card.
But a Strategist only receives the two extra Vicory-Points if
he played the Strategist Action-Card in this turn.
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Phase 9 - Return
Supply-Cards
The Supply-Cards
used in the Conflict are returned to the bank.
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Phase 10 - Replenish
Supply-Cards
All Players who
have the right to receive Supply-Cards do this now. But no one
may pull more than three cards at a time, nor may one have more
than five cards on the hand. Surplus cards are returned before
replenishing, or less cards than theoreticaly possible will be
drawn.
First the farmer
draws three Supply-Cards. Then commencing with the Start-Player
every player with a Farm on a territory of his own Loyalty draws
a Supply-Card. The player with the Action-Card Diplomat +2
receives an additional Supply-Card.
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Phase 11 - Return
Action-Cards
All Action-Cards
are returned to the Bank.
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Phase 12 -Pass
on Start-Player rights
The player who sits
in sequence next to the Start-Player becomes now appointed the
new Start-Player and the Game restarts with Phase 1.
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The Game ends
after Phase 10, when:
One House of Counts
has conquered all Territories or
when with 3 players each of them has been 3 times the Start-Player
or
when with 4 players each of them has been 2 times the Start-Player
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Final
Count
After the End of
the Game the extrapoints for the offices are added to the already
achieved Victory-Points.
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For Mathematics ...
Extrapoints = # (Offices)
x min (3, #(Supply-Cards))
For all the others ...
The extrapoints are calculated
by multiplying the number of offices with the Number
of Supply-Cards. Only a maximum of 3 Supply-Cards will be
taken into consideration. As there is another maximum of 2 possible
Offices the highest number of extrapoints is: 2 * 3 = 6!
The player with
the most Victory-Points wins the game.
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| We wish to thank 601Markus for the superb translation.
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