KINGDOM TECH






INTRODUCTION
Board and Card game for 2-4+ players. 

GAME END
The game ends when players have gone through the deck 3 times. 
(2 times for a short game or 4 times for a long game)
Alternatively, the Game ends when all the Land spaces on the
Map are occupied. 

VICTORY
When the game ends, the player with the most 
Tokens on the Board + Gold + Victory Points is the winner. 

GOLD
Use coins to represent Gold. 
Unowned coins are kept in a common pile. 
Each player has their own Stash of Gold Coins. 

TOKENS
Each player has a set of Clear Tokens of a unique color. 
Tokens are used to designate ownership of Counters. 

COUNTERS
Players share a common set of Counters. 
Counters represent Units on the Board such as Armies and Cities. 
Unowned Counters are kept in a common Bowl. 
Each player has a set of counters that they have drawn but not played yet. 
This is called their Reserve. 

CARDS
Players share a Common Deck. 
Cards allow you to gain Gold, Draw and Play extra Counters, Move 
Counters, and Steal or Destroy enemy Counters. 
Each player maintains a hand of cards. 

THE MAP
The Map is divided into spaces (irregular or regular squares or hexes). 
Each space contains 1 Terrain Type. 
There are 8 Terrain Types: 
Plains (Fields, Plateau) Yellow
Forest (Woods, Jungle, Oasis) Green
Mountains (Crags, Peaks, Cliffs, Volcano) Grey
Hills (Broken Lands) Brown
Swamp (Marsh, Bog, Fen) Aquamarine 
Water (Sea, Rivers, Lakes) Blue
Desert (Bad Lands) Orange
Tundra (Frozen Wastes) White

ADJACENCY AND CONTROL RULES
Any 2 spaces that share a border are adjacent. 
If you have a Token on a Counter you own that Counter. 
A Counter may only have one Token on it. 
Counters in adjacent spaces are adjacent. 
Whenever you place a Counter on the Board place one of your 
Tokens on top of it to indicate ownership. 
Counters may not Stack. Only 1 Counter per Space. 
You Control (Own) any space Occupied with a Counter with 
One of your Tokens on it. 

PLACEMENT RULES
Villages and Cities are collectively referred to as Settlements. 
Villages and Temples can be placed on all Terrains except Water. 
Cities can be placed on Plains and Hills. 
Mines can be placed on Mountains, Deserts, and Hills. 
Castles can be placed on Mountains, Hills, Forests, and Plains.
Armies, Caravans, and Priests are collectively referred to as Ground Units.
Ground Units cannot be played into or end their moves on Water Spaces.   
Ships must be played into Water Spaces and Remain in Water Spaces. 

SETUP 
Put all the Counters in a Bowl. 
Have all the Gold available in a Pile. 
Shuffle the Deck. 
Each player gets a set of Tokens of a unique color.  
Deal each player a hand of 5 cards. 
Players randomly determine who goes first. 
Each player gets one Village Counter. 
Players take turns placing their Village Counters onto the Board
(with one of your Tokens on it) 
You cannot place your starting Village within 3 spaces of an 
Opponent’s village. 

TURN SEQUENCE
Players take turns. 
Turn order proceeds clockwise. 
Each Turn has 6 Phases: 
1. Supply Phase
2. Draw Phase
3. Build Phase
4. Action Phase
5. Gold Phase
6. End Phase

SUPPLY PHASE
Draw 2 Counters from the Common Bowl. 
Add them to your Reserve. 

DRAW PHASE
Draw 2 Cards from the top of the Deck. 
Add them to your Hand. 
If the Deck runs out, shuffle the discard and draw from it. 
Keep track of how many times the Deck has run out for this 
Signals the Game End. 

BUILD PHASE
Play 1 Counter from your Reserve onto the Board. 
It must be placed in a Space adjacent to a Space you control. 
Place one of your Tokens onto the Counter you just placed. 

ACTION PHASE
You may play cards from your hand. 
These have a variety of effects depending on the exact card text. 
Place Played cards into a common Discard pile. 
When a Card makes Gold, only you make Gold, not your Opponents. 
Destroyed Counters are placed back into the Bowl and the owning 
Player takes back his Token. 
When a card says to take Control of an opponent’s counter, remove his 
Token and replace it with one of your own. 
When moving a Unit, it may move to any adjacent space it can 
Normally occupy. 
When Moving Units they may not go out of contact with your other 
Counters. They must stay adjacent.  
When you Steal Gold (not make it) take it directly from the targeted 
Opponent’s stash. 

GOLD PHASE
You may use Gold for the following effects: 
Pay 2 Gold to draw one random Counter from the Pile. 
Pay 4 Gold to Put 1 Counter from your Reserve into Play. 
Pay 1 Gold to Discard 1 Counter from your Reserve and Draw another. 
Pay 2 Gold to Draw 1 card from the Deck and add it to your Hand. 
Pay 3 Gold to gain 5 Victory Points

END PHASE
Max Reserve Size is 5 Counters. Discard excess Counters. 
Max Hand Size is 5 Cards. Discard excess Cards. 

COMMON COUNTER MIX LIST
#	Type	
100	Village
20 	City
20	Castle
20	Mine
20	Army
20	Caravan
20	Temple
20	Priest
40	Ship

COMMON CARD DECK LIST
#	Card		Notes:
2	Battle		Destroy 1 Army Adjacent to one of your Armies
2	Gold Mines	Mines in Mountains make 3 Gold
2	Iron Mines	Mines in Hills make 2 Gold
2	Copper Mines	Mines make 1 Gold
2	Port of Call	Ships next to Opponent Settlements make 3 Gold
2	Merchants	Caravans next to Opponent Settlements make 3 Gold
2	Sea Battle	Destroy Ship Adjacent to one of your Ships
4	Raid		Armies adjacent to Opponent non-ship counters steal 1 Gold
2	Siege		Control 1 City or Castle adjacent to your Army
2	March		Move any number of Armies
4	Sail		Move any number of Ships
2	Safe Passage	Move 1 Ground Unit
2	Trawlers	Ships adjacent to Land Spaces make 2 Gold
4	Harvest		Villages in Plains make 1 Gold
2	Pilgrimage	Move any number of Priests 
2	Trade Route	Move any number of Caravans
2	Convert 	Control 1 Counter adjacent to a Priest or Temple
2	Indulgences	Temples and Priests make 1 Gold per adjacent Village
2	Tithes		Temples make 1 Gold per Castle you own
2	Taxes		Castles make 1 Gold per adjacent Village
2	Tariffs		Settlements adjacent to opponent counters make 1 Gold
2	Raze		Destroy Settlement adjacent to 1 of your Armies
2	Piracy		Ships adjacent to opponent counters Steal 1 Gold
2	Markets 	Settlements make 1 Gold
2	Commerce	Ships and Caravans make 1 Gold
2	Fishing		Villages adjacent to Water make 1 Gold
2	Lumber		Villages in Forests make 2 Gold
2	Conquest	Control 1 non-ship Counter Adjacent to your Army or Castle
1	Disaster	Destroy 1 Target non-village Counter 
2	Bazaars		Cities make 1 Gold per Caravan you own
2	Culture		Cities make 5 Victory Points
2	Religion	Temples make 5 Victory Points
2	Gems		Mines make 5 Victory Points
2	History		Castles make 5 Victory Points
2	Victory		Armies Steal 1 Victory Point
2	Trapping	Villages make 2 Gold per adjacent Tundra
2	Herding 	Villages make 1 Gold per adjacent Hills
2	Salt Mining	Mines in Deserts make 1 Gold per City you own
2	Quarries	Villages in Mountains make 2 Gold




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