Manafacture: Rio Grande Games
File size: 1.79 mb
File name: Game_10_gameRules.pdf
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manual abstract
With more productive lands, the general can levy higher newly conquered lands and to reward his generals, he gives them taxes, show his worth to Alexander, and win the game! control of the new lands. The generals establish administration over the lands and levy taxes on the people living there. Contents 1 Alexander figure 55 cards, 11 each with the 5 symbols and colors used on the board: 16 guard figures, the temple - administration, amphora troops of Alexander’s army, nourishment, horse - transport, in 4 different colors lyre – culture, soldier - security 4 scoring discs in the 4 player colors 65 black boundary walls and 10 red boundary walls 1 game board, separated in triangular spaces, most in open (light brown) with no symbols, the rest in 5 different Preparation colors with 5 different symbols. Card supply and discard stack Empty space 2 face-up cards Scoring track Symbol space Each player chooses a color and takes the 4 guards and scoring disc in that color. Each places his scoring disc at the beginning of the scoring track. Place the Alexander figure on the starting space in the upper left of the board. Separate the black and red boundary walls and place them next to the board. Shuffle the cards and deal one face down to each player. Place two cards face-up next to the bottom of the board. Place the remaining cards face down next to the board as a card supply. The players choose a starting player using any method they prefer. 1 Playing the game Playing the game The players take turns in clockwise order, starting with the starting player. On his turn, a player must first move Alexander and then takes 2 further actions. The move of Alexander is the basis for a player’s success or failure in this game. Thus, it is critical that the players understand fully all the possibilities of Alexander’s move. 1. Moving Alexander On a player’s turn, he first chooses 1 of the 2 face-up cards (which could be identical) and moves Alexander to the closest empty triangular space with a symbol matching that of the card chosen. This means: -closest: the shortest distance between the point of the triangle where Alexander now stands to the closest point of the triangular space where Alexander could be moved. -empty: a space is empty when it has no boundary walls on any of its sides and no figure (guards or Alexander) standing in it. A point of an empty space can be touching a boundary wall. When moving Alexander, a player tries to reach different goals considering the situation at that very moment; many times he simply moves Alexandros in the direction he prefers, but sometimes he encloses a productive province that he can occupy (now or later) or he reduces the size of an opponent’s province. The player adds the chosen card to his hand and draws another card from the supply as the new face-up card. If there are several chose the horse card) move Alexander to the lower right horse space as it is further (3 triangle sides vs. 2 triangle sides) from Alexander’s current position. Figure 1: Alexander stands on the starting space and the 2 face-up cards show a horse and a lyre. Thus, the player can move Alexander to the closest empty space showing a lyre or a horse. The red-bordered spaces are the 2 spaces where the player may move Alexander, depending on which card he 1 1 32 223 chooses. The player may not (if the player empty spaces showing the symbol matching that of the card chosen that are the same distance from Alexander, the player may choose which among them to move Alexander to. Then the player moves Alexander to any one of the three points of the triangular space he chose. The player need not choose a point closest to Alexander, but may choose any of the three points of the chosen triangle. Next, the player places black boundary walls on the triangle sides between Alexander’s previous position and his new position. The shortest path must be followed. If there are several shortest paths, the player may choose freely among them. Figure 2: the player chose the lyre card, added it to his hand, and drew a soldier card to replace it. Then, he must move Alexander to any point of the empty lyre space shown. Let’s say he chooses the eastern-most point in that space; next he places 2 boundary walls between Alexander’s previous position and his new one: it’s the only way to do that, because any other path would require 3 steps instead of 2. Figure 3: the situation is the same as in the previous example, but the player moves Alexander to the southern-most point in that space. Next, he places 3 black boundary walls between Alexander’s previous position and his new one. Note, that in this case a small province has been formed with 4 spaces, 2 with and 2 without symbols. This is not the only shortest way to make the connection. It is also possible, for example, to follow the coastline. Provided the shortest path rule is respected, a player may choose any kind of path. For example, a path along the coast (or the edge of the playing ar...