Players take turns.
Each turn is divided into phases:
1. Epidemic Phase
2. Monsoon Phase
3. Famine Phase
4. Mine Disaster Phase
5. Leader Phase
6. Rebellion Phase
7. Production Phase
8. Investment Phase
9. Infrastructure Phase
10. Movement Phase
11. Diplomacy Phase
12. Battle Phase
13. Upkeep Phase
14. Profit Phase
15. Control Phase
EPIDEMIC PHASE
Roll 1D6 for each territory you control.
On a roll of 1 the territory produces no income this turn and all armies in the territory
are destroyed.
MONSOON PHASE
Roll 1D6 for each coastal territory you control.
On a roll of 1 the territory produces no income this turn.
FAMINE PHASE
Roll 1D6 for each territory you control.
On a roll of 1 the territory produces no income this turn.
On a roll of 1-2 desert territories produce no income this turn.
MINE DISASTER PHASE
Roll 1D6 for each mine you control.
On a roll of 1 the mine is destroyed.
LEADER PHASE
Roll 1D6. On a roll of 1 place a Leader counter on one of your armies.
An army may have only one Leader. Excess leaders are discarded.
REBELLION PHASE
Roll 1D6 for each territory you control.
On a roll of 1 the territory rebels.
Place 1D2 Rebel Army counters in the territory.
On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader.
The territory produces no income until the Rebel Armies are destroyed.
PRODUCTION PHASE
Each of your farms and mines produce revenue equal to the income value of the
resource they are exploiting.
Towns generate income equal to the population of the territory.
Ports generate income equal to 1 + the number of adjacent territories.
INVESTMENT PHASE
Gain 2D6 income from European investors.
INFRASTRUCTURE PHASE
Build Structures and raise armies.
You can only spend what you have earned this turn.
You cannot spend profit from previous turns.
Structure Table
Type Cost Notes
Farm 3 Exploit Crops, Livestock, and Exotics/Luxuries
Mine 10 Exploit Oil, Gold, and Diamonds
Fort 6 Defense +1
Town 10
Port 8 Requires a Town
Army Table
Type Cost Upkeep Combat Bonus Terrain Bonus
Rebel 6 1 +0 +1 in Jungles
Native 6 1 +0 +1 in Jungles
Colonial 9 2 +2 +1 in Mountains
European 12 3 +4 +1 in Plains
European armies must start in a territory with a port.
Native & Colonial armies can start in any territory you control.
You cannot buy rebel armies.
MOVEMENT PHASE
Your Armies can move to adjacent territories.
More than one army may occupy a space.
An army that is already in a territory with a hostile army cannot move into a space
controlled by an opponent.
Armies with leaders can move 2 spaces.
Rebel armies never move.
DIPLOMACY PHASE
If an army moves into a territory controlled by no player roll 1D6.
On a roll of 1-3 the natives resist:
Place 1D2 Rebel Army counters in the territory.
On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader.
The territory produces no income until the Rebel Armies are destroyed.
BATTLE PHASE
Enemy armies in the same territory will fight.
Each army rolls 1D6 and adds modifiers to get a Force Total.
This includes terrain and army type modifiers.
An Army with a leader gets +2.
An army destroys 1 opposing army with a Force total equal to or less than its.
Two or more armies may combine their force totals to destroy one enemy army.
Leaders are destroyed with their army.
UPKEEP PHASE
Pay upkeep for each army.
If upkeep is not paid the army disbands.
PROFIT PHASE
All money not spent this turn is profit for your European Investors.
CONTROL PHASE
If only your armies occupy a territory, remove any enemy control markers, and put down
one of your own. Take control of all structures in the territory.
GAME DESIGNERS NOTES
This is Africa of course, but it doesn’t have to look like it.
DEITY INTRODUCTION
Players assume the roles of certain lesser Demigods.
Each demigod begins with a small band of worshipers.
Gain power by building temples and helping your population grow.
Crush your enemies populations with acts of god and the armies of the faithful.
The last remaining immortal is the one true Deity.
OBJECTIVE
Destroy all of your opponent armies, populations, and temples.
WORLD BUILDING PREGAME SETUP PHASE
Use a 10 x 10 or 12 x 12 blank hex map.
Each player takes a turn drawing and then placing a Terain counter on the map.
Counters are drawn at random from the terrain pile.
The first player places his counter anywhere on the map.
Counters must be placed adjacent to a counter already placed.
A player may discard his counter and draw a new one twice during setup.
Spaces without terrain counters are considered to be oceans or inland seas.
SETUP
Each player rolls 4D6 to determine their starting population.
If the Gods favor you, your rolls will be high.
These may be placed in any one plains hex, not within 6 spaces of
opposing units.
Players start with no cards, armies, or temples.
Players roll high to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 7 phases:
1 Draw Phase
2 Build Temple Phase
3 Raise Armies Phase
4 Population Growth Phase
5 Miracle Phase
6 Battle Phase
7 Movement Phase
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