CONQUEST OF CANAAN
INTRODUCTION
Card and Dice game for 2+ players.
Canaan circa 1300 – 1100 BC.
Each player represents 1 Nation vying for control of Palestine.
VICTORY
At the end of 20 turns, the player with the most City Tokens wins.
CITY TOKENS
The land of Canaan (Palestine) is represented by a pool of 20 City Tokens.
ARMY TOKENS
Tokens (of a different color) are also used to keep track of Armies.
Each Army Token a player owns generates 1 Force in Conquest phase.
Each Army Token roughly represents 1,000 men.
NATIONS
Each player must pick 1 Nation.
Available Nations Include:
Canaanites
Hebrews
Egyptians
Hittites
Philistines
Assyrians
Minor Kingdoms
Each Nation has a special Ability.
CANAANITES
The Canaanites are the decadent native inhabitants of the region.
They start with 10 of the City Tokens before the
Remaining Tokens are given out in Setup Phase.
HEBREWS
The Hebrews are religious zealots with superior leadership.
Their Max hand size is +1.
EGYPTIANS
The Egyptians are populous but in decline.
They start the game with 20 Armies.
HITTITES
The feudal Hittite war machine is efficient with good logistical support.
The Hittites are allowed 1 extra conquest phase per turn.
PHILISTINES
The Philistines are master iron workers of Agean stock.
The Philistines get +1D6 Force in Numbers Category.
ASSYRIANS
Expansionist & Sophisticated.
The Assyrians are very adept at siege-craft.
Opponents may not use Defense cards vs Assyrians.
The Assyrians get +1 to their Muster Rolls.
MINOR KINGDOMS
Have no Special Abilities.
These Include: Moabites, Edomites, Ammonites, Phoenicians, Arameans
NO TOKENS
If you are out of City Tokens or Army Tokens you are
Not eliminated from the game.
SETUP
Divide up the City Tokens amongst all Players.
Each player draws 5 cards
Each player starts with 10 Army Tokens.
Roll high on 1D6 to see who goes first.
TURN SEQUENCE
Players take turns.
The current player is the Active player (also the Attacker)
Each turn has 4 Phases:
1. Leadership Phase
2. Muster Phase
3. Alliance Phase
4. Conquest Phase
1. LEADERSHIP PHASE
All players fill their hands to 7 cards.
Players may discard up to 3 cards and draw replacements.
If the deck runs out, shuffle the discard and draw from it.
2. MUSTER PHASE
Active player gains 1D6 Army Tokens. (The Muster Roll)
3. ALLIANCE PHASE
Declare who you are attacking this turn (or Pass).
You are the Attacker, your target is the Defender.
Other players may ally with either of you.
An ally can lend 1 card or up to 5 Army Tokens.
Army Tokens not destroyed are returned at the end of the turn.
4. CONQUEST PHASE
Conquest Phase represents 1 Battle between 2 Nations.
First Attacker & Defender may fill their hands to 7 cards.
Next The Attacker & Defender determine who has the advantage in 4 categories:
1. Numbers
2. Strategy
3. Intelligence
4. Morale
Players play cards to generate Force in each Category.
Players compare Force Totals in each Category.
Ties in a Category remain ties.
If one player has the advantage (wins) in more Categories, he wins the Battle.
If the players tie in categories won, roll high on 1D6 to determine winner.
The loser loses 1D6 x 10% of their Army Tokens.
The winner loses 10% of their Army Tokens and takes a City Token from the Loser.
A Player cannot lose more Armies than his opponent has Armies.
NUMBERS CATEGORY
Each Army a player controls generates 1 Force.
Some cards when played generate additional Numbers Category force.
The Player with the most Force wins the numbers category.
STRATEGY CATEGORY
Attacker & Defender play strategy cards.
Each card has a Force value.
The Player with the most Force wins the Strategy category.
The Defender may play Defense cards as Strategy cards.
The Attacker may use Siege cards, but only if the defender used a Defense card
If a Defense card is played, terrain cards are discarded if played or in play.
INTELLIGENCE CATEGORY
Attacker & Defender play intelligence cards.
Each card has a Force value.
The Player with the most Force wins the intelligence category
MORALE CATEGORY
Attacker & Defender play Morale cards.
Each card has a Force value.
The Player with the most Force wins the Morale category
CARD LIST NOTATION
I = Intelligence
S = Strategy
M = Morale
D = Defense
B = Siege
N = Numbers
R = Retreat = Play if loser in conquest phase, to reduce your casualties by half.
P = Pursuit = Play if winner in conquest phase to double opponents casualties.
Q = Player gets an extra conquest phase this turn (only if he won the first)
U = Opponent cannot Attack you this turn
A = Target Player cannot Ally this turn
G = Gain an extra 2 Army Tokens this Turn
Z = Opponent loses 1D6 Army Tokens (Play in his Muster Phase)
X = Special
COMMON DECK CARD LIST
Card Name: Type Force Notes:
River Crossing S 4
First Wave S 2
Second Wave S 3
Spearhead S 3
Night March S 4
Clever Stratagem S 5
Maneuvers S 2
Ruse S 5
Renew the Attack S 3 or Numbers = 2
Strategic Insight S 2 Draw 1 card when played
Enemy Complacency S 4 or Intelligence = 2
Screening Force S 2 or Intelligence = 2
Surprise S 5
Sham Retreat S 5
Open Plain S 4 Terrain
Deployments S 2 or Numbers = 1
Covered Position S 3 or Intelligence = 2
Pitched Battle S 3 or Numbers = 2
Main Assault S 4
Ambush S 5
Attack Downhill S 5 Terrain
Block Approach S 4
Cunning S 5
Take the Initiative S 4
Concerted Attack S 2 & Numbers = 1
Forced March S 3
Split Forces S 4
Fight in Woods S 2 Terrain
Guerrilla Tactics S 3
Speed & Mobility S 2
Swampy Ground S 5 Terrain
Diversion S 4
Threaten Flank S 3 & Morale = 2
Decoy S 4
Intercept S 3 or Intelligence = 2
Surrounded S 5
Pre-Arranged Signal S 4 or Intelligence = 2
Attack Rear S 5
Trap S 5
Night Attack S 5
Narrow Gorge S 5 Terrain
Timing S 5
Stealth S 5 or Intelligence = 2
Set Battle S 2
Mountains S 4 Terrain
Formations S 2 & Numbers = 1
Phalanx N 3 or Strategy = 2
War Chariots N 3
Picked Troops N 3
Multitude N 2
Towers & Battlements D 4
Ramparts D 4
Entrenchment D 3
Garrison D 2 & Numbers = 1
Formidable Defenses D 5
Outpost D 3
Stronghold D 4
Citadel D 4
Fortified City D 5
Strong Defenses D 4
Earthquake B 9
Weak Walls B 5
Scale the Walls B 5
Starvation B 5
Siege Engines B 5
Tunnel B 5
Ramp B 5
Fire & Smoke B 4
Battering Rams B 5
Innkeeper I 4
Underestimate I 4
Observers I 3
Reconnoiter I 3
Know Terrain I 5 Terrain
Spies I 5
Vantage Point I 4
Misled I 5
Learn Dispositions I 3
Infiltrate Camp I 4
Learn Intentions I 2 Draw 1 card when Played
Scouts I 4
Catch Enemy Spy I 3
Mission I 4
Communications I 2 & Strategy = 1
Reports I 3
Lookouts I 2
Personal Reconnaissance I 5
Traitor I 5
Demoralized M 3
Divine Intervention M 6
Terror M 5
Flush with Victory M 5
Leadership M 3 & Strategy = 3
Self-Assurance M 4
Champion M 5
Revive Spirits M 4
Exhaustion M 3 & Numbers = 1
Anxiety M 3
Break M 5
Leader Slain M 7
Vengeance M 4
Superstition M 4
Blow Trumpets M 3
Heroic Action M 5
Confusion M 3
Panic M 5
Desperate M 5
Religious Beliefs M 3
Prowess M 3
Psychological Impact M 4
Daring M 3
Campaign Q -
Occupation Q -
Logistics Q -
Invasion Q -
Pillage & Plunder Q -
Subjugation Q -
Impose Authority Q -
Pre-Emptive Strike Q -
Interference Q -
Counter Offensive Q -
Organized Retreat R -
Friendly Territory R -
Escape R -
Regroup R -
Smite Foe P -
Rout P -
Flee P -
Disperse Foe P -
Harass Fugitives P -
Blocking Force P -
Exploit Victory P -
Decisive Victory P -
Pursuit P -
Diplomacy U -
Wells Dry Up U -
Weakness U -
Empty Promises A -
Threatened A -
Ally Minor Tribe G -
Gather Host G -
Centralized Government G -
Tribal Contingents G -
Mercenaries G -
Auxiliary Troops G -
Local Clans G -
Natural Allies G -
Drought Z -
Internal Divisions Z -
Desertions Z -
Nomad Razzias Z -
Raids Z -
LINKS
Assyrians
Hittites
Philistines
Canaanites
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