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
LINKS