WARRING STATES PERIOD
INTRODUCTION
China 475 – 221 BCE.
Each player is the king of one of 7 States vying for domination.
Card game for 2-7 players.
VICTORY
The first player to control 15 Province Tokens wins the game.
WARRING STATES
Each player picks as his identity one of the following 7 States:
Qin, Wu, Chu, Qi, Yan, Zhao, Han
PROVINCE TOKENS
There are exactly 21 Province Tokens.
RAZED PROVINCES
Province Tokens should have 2 distinguishable sides.
When a Province is razed (hit by a disaster) flip it over.
ARMY TOKENS
Tokens are used to represent Armies.
THE DECKS
There are 3 common decks:
1. Event Deck
2. Resource Deck
3. Battle Deck
If a deck ever runs out, shuffle the discard and draw from it.
MONEY
Currency is in units called “Bu”.
Use coins to represent Bu.
SETUP
Shuffle the decks.
Players cut the Battle deck. High card goes first (becomes first active player).
Each player gets an equal number of Province Tokens.
If extra Tokens remain, they are not used.
Each player starts with 10 Bu.
THE ACTIVE PLAYER
Give the Active player a small figurine to denote this Honor.
The Active player goes first in War Phase.
Play proceeds clockwise.
TURN SEQUENCE
Each turn has 7 Phases:
1. Event Phase
2. Income Phase
3. Trade Phase
4. Taxes Phase
5. Build Phase
6. War Phase
7. End Phase
EVENT PHASE
The active player Flips over and plays the top card of the Event Deck.
INCOME PHASE
All Players Draw 3 Resource cards.
Players Draw an extra Resource card for every 2
Province Tokens they control (rounding down) that are not razed.
TRADE PHASE
Players may trade Resource cards.
TAXES PHASE
Discard 3 Mines to gain 3 Bu. (Bronze Meld)
Discard 3 Cities to gain 3 Bu. (Trade Meld)
Discard 3 Agriculture to gain 3 Bu. (Rice Meld)
Discard a combo of 1 Mine, 1 City, and 1 Agriculture to gain 2 Bu. (Balanced Meld)
Discard 2 Mines to gain 1 Bu.
Discard 2 Cities to gain 1 Bu.
Discard 2 Agriculture to gain 1 Bu.
Discard 2 Generals to draw 1 Resource card.
BUILD PHASE
Pay 2 Bu to rebuild a razed Province (Flip it right side up)
Pay 2 Bu to gain one Army Token.
Pay 2 Bu to put a General Card into play
Discard all unused Resource cards.
WAR PHASE
Players take turns in War Phase.
The Active Player goes first.
War Phase is divided into 3 Segments:
1. Declaration Segment
2. Ally Segment
3. Campaign Segment
DECLARATION SEGMENT
The Active player (Attacker) may declare he is going to war with a
target opponent (Defender).
In order to go to war, the Attacker must have at least one General and one Army.
The Defender will fight with whatever units it has.
ALLY SEGMENT
Other players (not the Attacker or Defender) may send units to aid either side.
They can be recalled at any time.
PROVINCE ARMY RULE
Important: If the Defender has no Unit cards, one of his Province Tokens will
act as an Army, referred to as a Provincial Army.
CAMPAIGN SEGMENT
The War will consist of 1 or more Battles.
Each Battle has 3 Rounds:
1. Tactics Round
2. Clash Round
3. Casualties Round
MULTIPLE CAMPAIGNS RULE
The attacker may wage multiple wars in the same turn against different opponents.
Each such campaign requires at least one General and one
Army not engaged in another campaign.
TACTICS ROUND
Each player has a Battle hand.
If a player has 1 or more cards in his Battle Hand he skips the rest of Tactics Round.
If a player has no cards in his Battle hand, he fills his Battle hand to up to
4 cards plus 1 for each army he controls. He may then discard and redraw
1 Battle card for each General he controls.
CLASH ROUND
Each Player plays one Battle card from his hand (This is called the Destiny Card)
Players calculate their Battle Totals (BT):
BT = # of Generals + # of Armies + Destiny Card Value + General Bonuses
The player with the higher BT wins the Battle.
Defender wins ties.
Discard Destiny cards.
CASUALTIES ROUND
The loser discards one Unit (Army or General).
Even if he lost, the Attacker may (if he wants to) attack the same target
again (conduct a Battle) if He has at least One General and One Army in play.
If a Provincial Army is defeated, the Attacker gets to keep that Province Token (Conquest).
END PHASE
Discard all Battle hands.
The New Active player is the player to the left of the current Active player.
Check to see if anyone has won (15 Provinces).
RESOURCES DECK
Card Name: # Notes:
Agriculture 10 -
Mine 10 -
City 10 -
Daring General 2 If you are the Attacker get +1 to BT
Steadfast General 2 If you are the Defender get +1 to BT
Brilliant General 2 Strategy Destiny Card gets +1
Methodical General 2 Troop Destiny Card gets +1
Thoughtful General 2 Counts as 2 Generals in Tactics Segment
# = copies of card in deck.
EVENT DECK
Card Name: Notes:
Plague Destroy all Army Tokens in play
Earthquake Each Player has 1 Province Razed
Uprising Target Player has 1 Province Razed and loses 1 Army
Fire Target Player has 1 Province Razed
Rebellion Steal 1 Army from Target Player
Treachery Steal 1 General from Target Player
Annex Steal 1 Province from Target Player
Flood Each Player has 1 Province Razed
Drought Rice Melds earn no Bu this turn
Pestilence Each player discards 1 Bu
Barbarian Invasion Each player loses 1 Army
Nomad Raids Each player loses 1 Army
Duel Target Player loses 1 General
Assassination Target Player loses 1 General
Anarchy Target Player may not Attack on his Next Turn
War of Succession Target Player loses 1 General and 1 Army
Power Struggle Target Player may not Attack on his Next Turn
Tributes You Gain 1 Bu
Prosperity All Players Gain 1 Bu
The 5 Classics All Players Draw 1 extr card in Income Phase
Confucianism You Draw 3 extra cards in Income Phase
Taoism You Draw 2 extra cards in Income Phase
Legalism You Draw 1 extra cards in Income Phase
Ironworking Your Troop cards get +1 this turn
Metal Coinage Bronze Melds earn double this turn
New Trade Route Trade Melds earn double this turn
Good Harvest Rice Melds earn double this turn
Sun Tzu Your Generals get +1 this Turn
Mass Conscription You Gain 1 Army
BATTLE DECK
Card Name: Type Value
Infantry T 1
Swords T 2
Spears T 3
Halberds T 4
Pikes T 5
Bowmen T 6
Archers T 7
Crossbows T 8
Flaming Arrows T 9
Artillerists T 10
Scouts T 11
Light Chariots T 12
Medium Cavalry T 13
War Chariots T 14
Heavy Cavalry T 15
Outflank S 1
Deception S 2
Envelopment S 3
Ambush S 4
Surprise S 5
Logistics S 6
Cross River S 7
Mountain Pass S 8
Feign Retreat S 9
Counter Attack S 10
Avoid Strength S 11
Terrain Advantage S 12
Swift Maneuver S 13
Concentrate Force S 14
Attack Weakness S 15
S = Strategy
T = Troops
CARDSET AVAILABLE!!!
Thanks Ron!
Click Here
FAQ's
Q - Rules questions: "Unit" refers to Generals & Armies?
A - Yes.
Q - If you lose a "Unit" after a battle it is either a single General or a single Army?
A - Yes. You choose which specific unit you loose.
Q - If loser is the defender who was using a Provincial Army, and
that is taken, is that the "Unit" lost by the defender?
A - Yes.
Q - Attacker may attack multiple opponents if and only he has at least 1 General &
1 Army v. each opponent. But, if the Attacker makes serial attacks v. same opponent
can he re-use the same General & Army?
A - Yes. Units commited to a campaign against a specific opponent can keep
attacking that opponent.
LINKS
Wikkipedia