Every country / region has 11 cities,
represented by a dice roll.
Countries / regions have the opportunity to attack other countries using soldiers.
Each soldier is represented by a
If a city is defended by a , the remains, and the city is not
If a city is not defended by a ,
the city is
In order to make a soldier, a military base is built first.
This "stamp" represents that something has been built/made.
Once a soldier is used for an attack, they can not be used anymore.
In order for an attacking country/region to
conquer another country/region,
5 different hits need to occur.
The country/region who made the 5th hit...
collects ALL resources of defending country/region
+3 points added to only their country paper
At the end of the game, teams can earn points for their military.
Base + 3 soldiers
Base + 2 soldiers
Base + 1 soldier
Base + 0 soldiers
Every country/region has 11 cities represented by a dice number.
The game manager can choose whether or not to use walls in the game.
Building a wall
Pros/Cons of Walls
Pro/Con of using walls:
Pro: Players appreciate being able to defend their country/region from attacks.
Con: Not that realistic in modern days of using walls in preventing attacks.
Pros/Cons of NOT using Walls
Pro/Con of NOT using walls:
Pro: More realistic in modern days. Meeting stage more purposeful in preventing attacks.
Con: Players can't defend their country on their own, rather need to rely on diplomacy and alliances.
5 different hits = conquered.
The conquered country/region...
gives all resources to attacking country/region who made the 5th hit
continues to play
continues to produce and keep their resources
War usually happens in the latter rounds.
Attacks can only happen one at a time.
Attacks usually happen in bunches.
Game manger may establish a fair way to choose the order of attacking.