Version 1.3 | back to rules

 

Version 1.3

(Printable Version)

Multiplayer
- The concept of partisans has been removed. Instead, if a player loses their capital in a multiplayer game, the victorious player claims the capital as though it is a resource square, placing a color marker on it, and receiving one gold piece (but no new units) as long as they hold on to it. The victorious player may also now use/upgrade the defeated player's leftover defensive structures and build/upgrade new ones on and around the enemy capital to help them hold on to it.
- The player who lost their capital loses one gold piece but can now reclaim their capital, remove the enemy color marker, and regain their gold piece. In addition, they may continue to claim lands, get new units, and use their gold pieces to upgrade their units and use powers. However they may not build/upgrade defensive structures until they reclaim their capital. This should allow players who lose their capital in a multi-player game a better chance of staying in until the end.
- A player wins a multi-player game by completing a fortified city (including on a captured enemy capital), defeating all enemy units, or by holding on to all enemy capitals while retaining their own capital.

Powers
- In order to beef up transport vs. bombard and ambush, transporting players may now transport to claimed resource squares (including the capital) in addition to other friendly units that have not yet moved. The unit also still receives the +1 dice bonus if they attack after transporting to a resource square.

Misc. Changes
- Various clarifications to the rules as noted by Board Game Geek user zefquaavius (Link)

Version 1.21

Team Play
When playing team games (2v2, 3v3, etc.) the following rules take effect:

- Allied players' units may occupy the same square and move through each others' units and defensive structures
- Allied players gain each others' defensive structure bonuses
- When a square occupied by both allied players' units is attacked, either players' units may defend the square

Misc. Notes
- The player who wins the initial die roll now has the option of placing their capital first or last.

Version 1.2

Starting units
Each player now begins the game with one of their units already upgraded to a cavalry, and with a tower on their capital. Players will notice a much faster paced opening game!

Multiple unit combat
The attacker now gets to decide which of their units will go against the defender's unit in multiple unit combat (with the attacker deciding first). In addition, attackers may no longer withdraw during combat and must remain until one side has been eliminated from the square. Grouping of units and multiple unit battles are now much more effective and fun!

Misc. Notes
- Multiple units moving into the same square from different squares no longer counts as a single move.
- Resource squares are now referred to as "outposts."

Version 1.1

Instant Run-Off Combat
Instead of having a complete re-roll in the case of a tie, the next highest die is used to determine the winner in combat. If a unit has no remaining dice to match up to its opponent, that unit automatically loses.

Example: Two Cavalry attack one General. The defender chooses his General to defend against the first Cavalry. The Cavalry rolls a 6, 4 and the General rolls a 6, 5, and 1. The General wins, because his next highest die after the 6 is a 5, which beats the Cavalry's next highest die, a 4. The second Cavalry now goes up against the General, rolling a 5, 3. The General rolls a 5, 3, 2. Because the Cavalry has no more dice to match up against the General's remaining 2, the General automatically wins.

Optional House Rule: Partisans
In a multiplayer game, instead of a player being completely removed from the board when they lose their capital, they are allowed to keep all or up to three units (decided at the beginning of the game) but lose all of their gold and are no longer able to claim outposts, use powers, upgrade units, or build defensive structures. The player does retain their original number of moves per turn and land bonuses in combat, however, and may use these "partisan" units to attack enemy units, salt enemy outposts, destroy enemy defensive structures, and take enemy capitals.


 

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