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Rio Grande Games Antike 19 User's Manual

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1. Example See illustration The defender has one galley and one legion standing in the Province of Corniclanum The city has a temple The defender also posses ses the know how MONARCHY The defense strength of the city is 6 3 for city with temple 2 military units plus 1 for MONARCHY TO TAL 6 The conquering nation clears the board of its active still standing military units equal to the defense strength of the city The units removed may be legions or galleys At the conquest the defending nation removes the following from the board e its city stone its temple if any all of its legions and galleys in the province of the conquered city The destroyed temple is returned to the bank for re use The conquerer places his city stone of his color on the city signalling the change in ownership For this new city it is not necessary to have any military units left in the province Regel7_eng indd 9 EXAMPLES OF CONQUEST ACTIONS before after The defense strength of Tryos totals 2 that is 1 city 1 legion There is no know how bonus The city is conquered by two galleys The city stone changes to yellow signalling the new ow nership before after Here too Tyros defense strength totals 2 The city is conquered by one legion and one galley Only a yellow city stone and a yellow legion remain Yellow could have attacked with two legions and then had a yellow galley instead of
2. Al TRORAINO OLALADATRYS IBY MACIGERD INS Regel7_eng indd 1 11 07 2006 0 55 17 Uhr Regel7_eng indd 2 Description i Game Material anneer nennen i Game SES UP ronse areolata MIT Object of tete IV V Produchton ACTIONS VI Marble Iron Gold Utilization ACHONMS aanersenseversenserensennensensnnvene VI Temple Arming Know How Miltary ACOM etste VII Phase 1 Movement Phase 2 Conquest Examples of Military Action sossen X SPOT E EEE EE XI Frequently Asked Questions FAQ XII Ludo TRO SUM XII Variations XIII 11 07 2006 0 55 17 Uhr iia i 1 J i e fF Cpu telt I _ DESCRIPTION ANTIKE is a challenging strategy game about the evolution and competition of ancient civilizations The name of the game in Ger man means age of antiquity Ancient nations found cities erect temples sail the seas do battle and make scientific progress Their legions and galleys open new regi ons for settlement and defend against the enemy For action in two different ancient operational theaters players choose a nation from among the Greeks Romans Germanic tribes Phoenicians Cartha ginians Persians Arabs Egyptians and Babylonians ANTIKE is not a game of conquest The ancient nations do not compete to establish the biggest kingdom Instead each nation tries to win
3. sources with the bank at the rate of 2 for 1 So it can for example trade 3 gold and 1 marble units for 2 iron units with which it can then set up 2 military units Can legions be transported over water No Legions and galleys must abide by the rules which permit them to cross only certain kinds of borders Just as galleys cannot move over land legions cannot be transported across water Can legions and galleys fight each other No No direct fight between legions and galleys is possible However in one case that is the conquest of a city legions and galleys can con front each other For example a city defended only by legions can be conquered by galleys and vice versa 1 Nations performing a Phase 1 Movement Ma neuver can engage an enemy in the same pro vince in a mutual destruction battle at any time with similar units legions or galleys canceling each other out on a one to one basis 2 Nations not having a turn can engage an ene my in the same province in a mutual destruc tion battle immediately after the enemy enters that province with opposing legions and gal leys in the same province cancelling each other out on a one to one basis 3 Nations whose city is being conquered must defend that city with all their military units le gions and galleys that are standing in that city s province Only in this special case the conquest of a city can legions and galleys di rectly oppose each other In
4. ANTIKE can be played on either side using the same rules The sides show very roughly 1 the Roman Empire WEST side and 2 the empire of Alexander the Great EAST side Each side has 50 provinces separated by red land borders blue sea borders or combination red and blue land and sea borders Each province contains the site of a potential city marble cities are white iron cities are blue and gold cities are yellow Each side of the game board also contains At upper right corner a rondel with eight wedges in a circle providing the nation with a choice of actions At lower left a progress chart showing techni cal economic and political advances made by each nation To the right of the progress chart a score card showing the running total of ancient persona ges won by each nation 11 07 2006 0 55 46 Uhr GAME SET UP DIRECTIONS 1 Set up the bank Sort the 35 ancient personage cards into five stacks kings scholars generals citizens and navigators Arrange each stack numerically This way a glance at the top card tells you how many cards remain in stack Place the marble white iron blue and gold yellow chips the 30 coins and the 20 white temples next to the game board for use as needed 2 Distribute nation cards First decide which side of board to play on and how many will play For 2 players 4 nations take part For 3 6 players there is one nation per player The number of nati
5. Know hows red monarchy yellow roads With ROADS know how the yellow legions have three maneuver actions each They can reach Rome in two movements However they must first cross a province with one green legion If green demands a mutual destruction fight only four of the legions will reach Rome Conquest would then be impossible since the defense strength of Rome is 5 On the other hand if no battle is demanded the yellow units can proceed in peace and conquer Rome illustration 3 and 4 before Conquest Action Regel7_eng indd 10 11 07 2006 0 58 45 Uhr Know hows red MONARCHY yellow ROADS and NAVIGATION Yellow can conquer Attalia but must follow an exact plan First it must fight and eliminate two red legions marked 1 and 2 in that order Yellow s legions and galleys then proceed to Attalia but on the way elimi nate one red galley The remaining two yellow legions and 2 yellow galleys match the defense strength of Attalia 4 and conquer the city Movement action Conquest Action STRATEGY TIPS Opening strategy With starting resources of one iron two marble and three gold units all three of the following opening strategies are reasonable Growth strategy Play MARBLE then TEMPLE To reach temple pay one gold unit Pay the bank three marble units and two coins and receive a temple which triples the power of the city Military strategy Play ARMING and pay one iron unit and o
6. NAVIGATION Every galley of the nation choosing maneuver can carry out up to three maneuver actions MARKET When producing on MARBLE IRON or GOLD the nation receives one extra unit CURRENCY When producing on MARBLE IRON or GOLD the nation receives two extra units Example A nation with two gold cities without a temple and one with a temple produces 5 gold units With the know how MARKET the produc tion total rises to 6 and with CURRENCY to 7 MONARCHY increases the defense strength of a nation s cities by 1 DEMOCRACY increases the defense strength of a nation s cities by 2 11 07 2006 0 57 57 Uhr Regel7_eng indd 8 MILITARY ACTION The MANEUVER wedge appears twice on the rondel to give nations flexibility at all times to act and react militarily r s MANEUVER The maneuver action is carried out in two suc cessive phases 1 In Phase one the galleys and legions of a nation on the board can move and fight Mo vement action 2 In Phase two the nation can conquer foreign cities Conquest action In the early stages of the game each military unit may carry out only one maneuver action per turn This may be either a movement or a conquest action By obtaining the know hows WHEEL ROADS SAILING and NAVIGATION a nation can increase its actions per military unit per turn to two or three Phase 1 Movement Action All of a nation s military units legions and galleys can
7. Rieckhof Germany Peter Dorsam and Peter Eggert provided helpful criticism along with Stefan Fellehner Rainer Vogler Stephan Borowski Kai Hollenbach Thomas Mumm and others At Eggertspiele a small publishing house wiht much experience in unique games enthusiasm for ANTIKE was infectious Financial support was given readily by the PD Verlag The graphic talents of Steffi Krage made the production of the game in its present state possible VARIATIONS Expert Variation In this variation the nation with all eight know hows receives no extra ancient personage The conquest of cities and destruction of temples then becomes even more important Military variation For every general a nation gets 2 victory points for other personages 1 point each total 42 With 6 nations playing the first to gain 8 victory points wins The goal is 9 with 5 nations 11 with 4 nations and 13 with nations The score board registers VICTORY POINTS instead of persona ges In this variation no personage is awarded for having 8 know hows Through test playing the rules were constantly made simpler and easier to use Features that contributed more to complicating the game than to making it more enjoyable were eliminated Still the variety and challenge remained and this was a priority As a result ANTIKE offers not only hours of enjoyment but also high quality components with more than 400 wooden game parts The two sided game board
8. a legion left over RARE EXCEPTIONS 1 If a conquering nation already owns 25 cities and so has no more city stones left for a new conquest it can give up one of the cities foun ded previously and use that stone for the new town 2 If a nation has only one city left that city cannot be conquered 11 07 2006 0 58 25 Uhr a gt Serer EXAMPLES OF MILITARY ACTION SS er gt red Navigation The defense strength of Alexandria totals 3 The red galleys with the na vigation know how have three maneuver actions each So they can take part in conquering Alex before Movement action Conquest Action andria Know hows green yellow sailing With the SAILING know how the yellow galleys have two maneuver actions each However to reach the Province of Alexandria one of the galleys would use up both its actions and then be tipped on its side There would then be left only one galley and this could not conquer Alexandria which has a defense strength of 2 pe gt before Aktion Bewegung If green had a galley instead of a legion in the Province of Alexandria see illustration on the right the conquest of Alexandria could take place For this however the galley from Attalia would first have to eliminate the galley in Alexandria in a mutual destruction battle a Movement action Movement action Battle No battle
9. aimed attack that ignores cities that have no temples can decide the game faster than expected Whoever tries simply to expand his empire will most likely lose against more expe rienced players 11 07 2006 0 58 56 Uhr Regel7_eng indd 12 FREQUENTLY ASKED QUESTIONS FAQs When can a nation use its military units to fight On these three occasions May nations make deals Yes Nations can agree for example to crea te spheres of influence or make non agression pacts However they cannot be forced to abide by such agreements There is no rule to enforce compliance The strength of an agreement de pends on intentions of each side May nations trade with each other No nations may not trade lend or give chips or coins or other resources in any manner Also the bank distributes only what nations are entitled to and gives no advances or credit What happens when the bank or nations supplies are exhausted With one exception the bank or nation that runs out of an item must simply continue without it If for example the bank has no more temples can be built Ifa nation has more legions in supply it cannot set up new legions The only exception is when the bank runs out of coins In that case the players have the choice of a marble iron or gold unit as a substitute What does a nation do with gold when it already has all eight know hows The nation with all the know hows can trade re
10. kings scholars generals citizens and navigators over to its side The nation that succeeds in gaining a given number of ancient per sonages first wins the game Lead an ancient nation to victory But watch out for your enemies who will try to destroy your temples ANTIKE for 2 to 6 players aged 12 and up is a fast moving stra tegy game rich in variety and with easy to follow rules Winning depends not on the luck of cards or dice but on imaginative planning and smart diplomacy Playing time approx 90 to 120 minutes Thanks to Carlton Dempfle for the translation into English Regel7_eng indd 1 11 07 2006 0 55 36 Uhr SPIELMATERIAL Regel7_eng indd 2 Game board two sided 12 nation cards West 6 Greeks Romans Germanic tribes Phoenicians Persians Car thaginians East 6 Greeks Persians Arabs Phoenicians Egyptians Babylonians 35 ancient personage cards 9 kings 8 scho lars 7 generals 6 citizens 5 navigators One starting player card marble and gold chips in 1 2 and 5 unit denominations 30 coins usable as desired as 1 unit marble iron or gold chips 20 white temples 150 round flat city stones 25 in each nation s color 102 legions in six colors 102 galleys in six colors 36 octagonal game stones to mark the nation s position on the rondel score card and progress chart 4 short rule cards rule book _ Note about game board
11. The bank receives 7 gold units per each NEW basic know how 10 per each NEW secondary know how New know hows are those which no other nation already possesses 3 gold units per each basic and five for each secondary know how that one or more of the nations already possess Introducing advances in know how first is a great civilizational achievement which is therefore recognized with the award of one ancient scholar Regel7_eng indd 7 Example Anation with no know hows wants to obtain the know how navigation Other nations already possess the basic know how sailing The nation pays 3 for sailing 10 for the new know how navigation total 13 gold units The nation places its octagonal game stone on navigation on the progress chart For navigation it is awarded an ancient scholar Nations with all eight know hows receive an extra ancient personage from the stack with the most remaining If more than 1 stack has the most remaining the nation chooses which it will take Also nations with all eight know hows can trade marble iron or gold with the bank at any time at a rate of 2 for 1 Advantages of possessing Know How WHEEL Every legion of a nation choosing maneuver can carry out up to two maneuver actions Roaps Every legion of a nation choosing maneuver can carry out up to three maneuver actions SAILING Every galley of the nation choosing maneuver can carry out up to two maneuver actions
12. adds to the enjoyment potential Do you have any criticisms or suggestions or ideas for other game variations Our website www eggertspiele de is ready for any critical or positive comments Hamburg 2005 Mac Gerdts OF ANTIKE Longer game If a longer game is desired each nation can start with just one city The start cities can be chosen from the three start cities on the nation card Trying to build up a nation that initially has only very limited action choices can present a huge challenge Antike for three players With three players the number of ancient per sonages needed to win can be set at 10 or 12 players However the goal of 12 requires some experience Without a good knowledge of stra tegic possibilities beginners tend to become in volved in long near stalemates 11 07 2006 0 59 09 Uhr iia i ANTIKE SHORT RULES 1 MOVE ON RONDEL 1 3 steps free pay unit of resource for each additional step MARBLE For each of your nation s cities supplying selected 9 resource take unit of resource city without 5 IRON temple 3 uni 5 emple 3 units per city with temple GOLD bonus if it applies market 1 currency 2 TEMPLE Pay 5 marble units for each new temple Permanent max 1 temple per city ARMING Pay 1 iron unit to install legion or galley in your province Add 1 per turn if without temple 3 if province has temple use KNOW HOW Pay 7 gold u
13. be moved on the board in any desired se quence In every movement action a military unit crosses a border of a neighboring province Red land borders can be crossed only by legions and blue sea borders crossed only by galleys Com bined red blue land sea borders can be crossed by both legions and galleys Example A legion with the know how ROADS can carry out three maneuver actions and so may cross three red land borders per turn The movement of military units into a province where foreign units are already standing may result in a battle if either of the nations invol ved wants it Legions can fight only legions and galleys only galleys In such a battle both sides lose the same number of similar military units and remove them from the game board on a 1 1 basis Example A nation s three galleys enter the Province of Athens in which the Greeks have one galley and one legion stationed The Greeks demand a fight The invaders and the Greeks each remove one galley from the gameboard The Greek le gion is not involved in the fight since it cannot fight galleys Battles are always possible and require no spe cial preparation Military units including those that have not moved can battle enemy units in the same province All battles are resolved one after another When one fight is over the next military unit can carry out its movement and or fight too As each military unit completes its movements it is laid on its
14. f the player s choice will be selected on the rondel and marked with a game stone of the nation s color If a nation places its game stone on the wedge marked GOLD for example it can produce gold etc The full meaning of the individ ual wedges will be explained in the succeeding pages After the rondel action a nation may still found cities and win ancient personages Regel7_eng indd 5 Taking a turn 1 Moving on the rondel For the first turn each nation can select any wedge on the rondel that it wishes But for every succeeding turn the nation must move clockwise around the rondel Starting from its last position the nation may move one two or three wedges on the rondel free of charge For advancing more than three wedges the bank must be paid per each additional wedge one resource of the nation s choice i e a marble iron or gold chip or a coin It is not possible simply to remain on the wedge used for the previous turn To use the same wedge twice in a row a nation must advance eight wedges and pay the bank five resource units of its choice marble iron or gold units or coins Example A nation s game stone is on IRON It can ad vance to TEMPLE GOLD or MANEUVER free of charge But to advance to ARMING it must pay the bank one resource to MARBLE two re sources etc 2 Founding Cities A nation may found one or more new cities The nation must however have at least one military unit legion
15. nations 4 Line start cities for 4 nations 5 Line start cities for 5 nations 6 Line start cities for 6 nations On game board nations place city stones on their start cities ANTIKE for two players Each player manages two nations in the Roman Empire region West one player manages the Romans and Phoenicians the other the Germa nic tribes and the Greeks In the other theater East one manages the Persians and Phoe nicians the other the Greeks and Arabs Each nation acts independently with its supplies and ancient personage collection kept separate from the other s game ends as soon as one of the four nations has won 9 ancient personages Another variation for two players is for each play er to manage one nation but use two colors and double the materials used In this variation the first player to gain 15 ancient personages wins the game At the start of the game players take turns picking out their three starting cities The starting player can be determined by the flip of a coin 11 07 2006 0 56 02 Uhr Regel7_eng indd 4 OBJECT OF GAME The object of the game is to be the first nation to win a given number of ancient personages There are five kinds of personages which a nation wins for different achievements The total of each per sonage available is given in parentheses wi KINGS 9 For every five cities a nation owns it receives one king When it owns 10 cities it receives a sec
16. ne coin to set up two military units Then play MANEUVER Move both military units Immediately after the maneuver action pay one gold and one marble chip and one coin to found a city Progress strategy Play GOLD on the next turn MARBLE and on the third KNOW HOW four gold units and three coins buy a new basic know how and in so doing win your first ancient scholar Supporting a conquest action Military units that exhaust all their maneuvers to reach a province can still help make a conquest This is done by battling military units that would otherwise defend the city Regel7_eng indd 11 Know hows aiding movement are impor fant Don t underestimate the advantage of securing know hows that facilitate movement Consider obtaining the basic know hows WHEEL and SAILING before you think of conquering cities Without these know hows that facilitate move ment a conquest can take a very high number of turns How to win in the windup In the final part of the game if only ancient ge nerals remain to be won all action should focus on destroying temples There is little point in con quering or defending cities that have no temples That only leads to needless loss of military units which then cannot be used to conquer cities with temples Especially in this phase of the game know hows that facilitate movement are impor tant Huge armies achieve little when know hows that facilitate movement are lacking A well
17. nits per new basic know how 10 per new secondary 3 per old basic 5 per old secondary MANEUVER Military units can maneuver once per turn but twice with wheel sailing know how or three times with roads navigation know how Maneuvers which can be combined Movement move to next province Conquest Match opponent s defense strength only with units in target province Defense strength 1 for city without temple or 3 for city with temple total defending units in target province bonus if it applies monarchy 1 democracy 2 Fight legion cancels out legion galley galley 1 1 move 2 FOUND CITIES Only in provinces containing your military unit Pay 1 marble 1 iron and 1 gold unit per new city 3 WIN KEY PEOPLE King Scholar General Citizen Navigator REGLES FRANGAISE REGOLE ITALIANO REGLAS ESPANOL www strategie spiele de antike ANTIKE VIDEO http www boardgameswithscott com p 20 Regel7_eng indd 14 11 07 2006 0 59 10 Uhr
18. ond king etc SCHOLARS 8 For every new advance new know how nation receives an ancient scholar lt GENERALS 7 For every temple a nation destroys it receives one ancient general Atemple is destroyed when the city in which it stands is conquered fit CITIZEN 6 For every three temples a nation owns it receives one citizen When it has a total of six temples it receives a second citizen etc 2085 NAVIGATOR 5 For every seven seas sailed a nation receives an ancient navigator For 14 seas sailed it receives a second navigator A province is counted as a sailed sea for the nation when it has at least one of the nation s galleys in it at the end of a turn Other nations galleys standing in the same provinces are simply ignored Additionally a nation which owns all 8 know hows is awarded an extra ancient personage page VII Any deserved ancient personages are awarded at the end of a turn Once won an ancient per sonage cannot be lost This applies also when possessions that led to the award are no longer held Example A nation with 10 cities and two ancient kings lo ses one city to conquest so it no longer has the 10th city it needed to gain the second king Nevertheless it keeps the second king Howe ver when the nation has 10 cities again it does not get another king The third king is awarded only when the nation possesses a total of 15 cities The number of personages each na
19. ons determines which nations take part For West Roman Empire side Greeks Romans and Germanic tribes always take part For each nation there is a card listing the nation s starting cities The nation cards being used in the game are turned face down and offered to the players for them to draw Or players can pick from the face up cards starting with the youngest or whatever player and going clockwise around the table Phoenicians are added for 2 4 5 or 6 nations Carthaginians are added for 5 or 6 nations Persians are added for 6 nations For East orient side Greeks Persians and Arabs always take part Phoenicians are added for 2 4 5 or 6 nations Egyptians are added for 5 or 6 nations Babylonians are added for 6 nations Regel7_eng indd 3 3 Distribute game materials At the start of the game each nation receives the resources from the bank shown on its nation card 1 blue iron 2 white marble and 3 yellow gold units Also each nation gets a different color of 17 legions 17 galleys 25 city stones 6 game stones No nation can have any more than this number of legions galleys or city stones during the game 4 Occupy three start cities Each nation starts with one marble one iron and one gold city The three start cities are different for each number of participating nations and are shown on the same line of the nation cards 3 Line start cities for 3
20. or each iron city a nation owns it receives iron units from the bank It receives 1 iron unit per iron city without temple iron units per iron city with temple Gold For each gold city a nation owns it receives gold units from the bank It receives 1 gold unit per gold city without temple gold units per gold city with temple The production of marble iron and gold can be increased by obtaining the know hows Market 1 and Currency 2 UTILIZATION ACTIONS Gt Temple nation may build or more new temples For each new temple it pays the bank five marble units and places the temple on the game board beside the city The temple triples the city s ability to produce arm and defend itself Reason for this achieve ment is the temple s producing a marked increase in public contentment and productivity Only one temple can be built per city If all 20 temples are already on the game board no further temples can be built until destroyed temp les can return to play amp Arming Anation can set up additional military units legi ons or galleys For each new military unit it pays the bank one iron unit then sets up the unit ina province where the nation already owns a city Each new military unit set up is limited to 1 unit in province where the nation owns a city without a temple 3 units in a province where the nation owns a city with a temple The above limits a
21. or galley in the province where the city is to be built Foreign military units in the province cannot prevent the city s founding For each newly founded city the nation must pay the bank one marble one iron and one gold unit Coins can substitute for lacking marble iron or gold chips The nation places a city stone of its color on each new city it founds 3 Winning Ancient Personages At the end of a turn a nation collects one or more ancient personages if it meets the requirements for each and the bank still has them available 11 07 2006 0 56 44 Uhr Regel7_eng indd 6 WEDGES ACTION FIELDS There are three kinds of wedges on the rondel Wedges to produce resources marble iron or gold Wedges to utilize resources that have been produced Temple Arming Know How These utilization wedges are located exactly opposite the wedges on the rondel used for production of the corresponding resources The Maneuver wedge which is printed twice on the rondel for military action PRODUCTION ACTIONS Marble For every marble city a nation owns it receives marble units from the bank It receives 1 marble unit per marble city without temple 3 marble units per marble city with temple Example A nation owns three marble cities one of them with a temple It receives from the bank 1 1 for two cities without temple 3 for one city with temple total 5 marble units Iron F
22. pply only to new units set up per turn There is no limit to the number of military units either owned by the province s nation or foreign that can stand in a province at any one time The presence of foreign units does not prevent setting up new units Only galleys can be set up in provinces with only blue sea borders only legions can be set up in provinces with only red land borders Game tip To avoid confusion when a nation with many military units is adding others the new ones should be tipped on their side until the turn is over Then they are tipped upright 11 07 2006 0 57 24 Uhr 5 UTILIZATION ACTIONS Know How technical economic or political advances A nation may secure one or more know hows by paying gold to the bank In the top row of the progress chart are the BASIC KNOW HOWS wheel sailing market monar chy In the bottom row are the SECONDARY KNOW HOWS roads navigation currency and democracy To obtain a SECONDARY KNOW HOW a nati on must already own the corresponding BASIC KNOW HOW Nations must have e wheel to get roads e sailing to get navigation e market to get currency monarchy to get democracy Each know how that a nation obtains is marked on the progress chart with one of the nation s colored octagonal game stones When the nation obtains the corresponding secondary know how that game stone is moved down on the chart to the secondary know how
23. side This way the nation retains an overview of which of its units still have maneuver actions left Units that have not moved or only partially moved remain upright Example A galley with navigation that has moved only twice will not be tipped on its side since it can still carry out a third maneuver action A city with enemy military units in its province is not disadvantaged in any way It can continue producing resources and setting up military units in its province unimpeded If a nation has no wish to carry out further movements or fight it may still engage in conquest of cities phase 2 Phase 2 Conquest Action In Phase two cities are conquered To take part in a conquest military units must be situated in the province of the city to be conquered and must be standing erect that is still capable of carrying out an action during the turn To conquer a city the number of the nation s active military units those still standing erect must be at least equal to the defense strength of the city The defense strength of any city totals 1 for a city without a temple for a city with a temple To this is added the number of the legions and galleys of the defender that stand in the province of the city a bonus of 1 if the defending nation has the know how MONARCHY OR 2 if it has the know how DEMOCRACY 11 07 2006 0 58 12 Uhr Ci in Ee a EESTE gt a MILITARY ACTION
24. summary a fight is not possible unless a na tion selects the turn maneuver Can a city be conquered simply by the act of foreign units entering its province No Simple movement of an enemy into a provin ce is inadequate for that For conquest a Phase 2 conquest action is necessary Can military units attack more than once With a conquest the life of a military unit involved is immediately ended Such units cannot conquer twice even if they have maneuver actions left over Can a city be attacked and not conquered No As long as a city is not actually conquered it cannot be attacked There is no such thing as an unsuccessful conquest action For further questions visit us at www eggert spiele de or directly on the Antike website www strategie spiele de antike 11 07 2006 0 59 02 Uhr Regel7_eng indd 13 i e fF in Ee a a LUDO ERGO SUM LUDO ERGO SUM Latin play therefore am The game ANTIKE appeared at the end of 2004 as the further development of games of historic themes which were played only in limited private circles Antike wanted to produce a contest with simple rules many variations and one that still picked exciting strategic challenges after years of play The evolution of ANTIKE was a joint effort involving much testing without which the game as it now appears would not have been possible Most of the test playing probably took place in Hamburg
25. tion has won is shown by the nations colored octagonal markers on the score card at the bottom of the board The total of personages needed to win the game is based on the number of nations participating as follows with 6 nations with 5 nations with 4 nations with 3 nations 7 ancient personages 8 ancient personages 9 ancient personages 10 ancient personages When five or six nations participate it can happen at some point that all 35 personages have been awarded and there is still no winner In that case from then on the first nation to destroy a temple is the winner Note Ancient personages are referred to as Key People on the Short Rule cards provided with this game 11 07 2006 0 56 37 Uhr GAME FLOW Starting player The nation with a red dot on its nation card highlighting the number of nations taking part starts the game It also get the starting player card With four nations participating for example the Phoenicians start red dot highlighting the 4 Take a coin At the start of each round of play when the player who started the game has his turn again each nation receives a coin from the bank These coins can substitute at all times for 1 unit marble iron or gold chips When the bank has no more coins players can request 1 unit marble iron or gold chips instead Players take turns round the table in clock wise sequence On each nation s turn an action field wedge o

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