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JonathanGrand

David Wood
The
Alliance 1.5
WoodBoardGames
Alp

From the ashes of a fallen


2 2 1land,
1 - 8small
978
civilizations pop up. These civilizations grow and
1 . 5the
become empires. Alliances rise among
empires and superpowers grow. And when all
your enemies finally fall, invaders come from
the south, weak at first, slowly grow into a force
stronger than your own and turn your realm into
ashes and flames; unless commanding skills
save you. The Grand Alliance is a fun packed
game featuring fierce battles, great betrayals,
and Grand Alliances.

Starting the Game


Each player will select a piece for the game to act as their
king. Select a banker who will be in charge of finances and
properties. Please remember if the banker is a player his account
should be separate from the bank. The banker will then start by
shuffling up the cards and passes them out one at a time to each
player. Each player will then pick a color for their military and
place one riflemen on each one of his Properties.
Territories, Rails, and Properties
Territories are Community Chests and Chances. Rails consist
of Reading Railroad, Pennsylvania Railroad, B & O Railroad, and
Short line (you cannot upgrade these counties). You receive taxes
from any territories and rails inside your lands after a round.
1

$5
2 $25
3 $125
4 $625
5 $850
6 $1025
7 $1355
8 $1525
9 $2200
10 $2570
11 $2740
12 $3020
13 $4000

Properties have color a coding above them. They also have


special cards giving information over upgrades and the
money you get if a player lands on it.

Rolling the dice

Each player rolls one die. The player with the highest roll
goes first, and the roll continues clockwise. The beginner rolls one
die and advances the number of spaces.

Paying
If the player lands on a tax when he is still on his first trip
around the board, the bank pays the money in the center of the
Board. If a player lands on a tax after his first trip around the
board they must pay the tax. If a player lands on any property,
territory, or rail, the bank pays the owner, if no one owns the
property then the player who landed on the property receives the
money.

Upgrading Properties
If a player desires to upgrade one of his properties, then he
can pay $50 dollars for a house. He can also upgrade to a hotel
for $250. After you have a hotel you may upgrade that hotel to a
Hotel 1 for $300. Then he can upgrade to a hotel 2 for $500 and
then a Hotel 3 for $750. You must acquire these upgrades in
order. You can only sell Houses; you may not sell from Hotel and
up. Once you have a Hotel 3 you may acquire a CornerStone for
$10,000 (CornerStones upgrade whole color sets). As soon as you
have a CornerStone you may buy Bricks for $20,500 each. As
soon as you have a CornerStone and three Bricks you may
acquire the Finisher for $52,000. Once a property set has a
CornerStone, three Bricks, and a Finisher it is referred to as a
Bank. See Property Cards for more information.

Battles and Army

Line up your army in whatever order you want (normally


Infantry, Calvary, and then the Artillery). The war starts with each
of the involved players rolling two dies. Numbers are compared
biggest against biggest smallest against smallest. So lets say
player 1 rolls a five and a two, player 2 rolls a five and a four. Five
and Five is a tie, so there is no damage done. Player 2 beats
player 1 four to two. So player 1 loses two infantry. Next come the
Cannons. Cannons get one die each, so if player 1 had three
cannons he rolls three dice. Lets say he had a five, a six, and a
two. Evens are worth two hits and odds are worth one hit, so in
total player 1 has five hits. So he hits 5 units. The Calvary can be
used at any time while they advance each infantry may hit them;
it takes five hits to kill them. So lets say you have fourteen
infantry and your opponent is attacking you with six cavalry. You
are able to fire once before the Calvary arrives. So you kill two
Calvary and give one of them 80% damage. Remember that
horse. Then the Calvary is in your front lines. Each horse can kill
two infantry. So you have now 6 infantry and they fire upon the
Calvary. Two horses down including the one with only 20% health.
Now your opponents Calvary hit. After that you are left with 2
infantry at this time your opponents Cannons may fire. Your
opponents Calvary and Artillery have left you with no infantry;
however you still have your Calvary. Your Calvary beats your
opponents Calvary. It is one for one when horses battle. Now you
might have noticed that your Artillery hasnt done anything about
the horse attack, which is because your Artillery cant safely take
out an opponent in your own lines. You need $3,000 to refresh
your already purchased box. You may purchase a box for $5,000.
After the raider hit you must pay $10,000 to refresh you army. You
may not refresh troops during a battle; however, you may refresh
it during a war. (A war is from the first military battle until peace
is established.) You may put your troops into your inventory
however they must have a one round cool down. See Walls,
Troops, and Archer Towers for more information.

Fireballs
You may purchase fireballs for $5,000. You may hurl fireballs
from behind your lines. Any troops that fall over are counted as
dead. You may purchase as many Fireballs as you want; however,
you may only bring two into battle.

Quake Spells
Quake spells are wall targeting spells that deals major
damage to walls. Just like fireballs you can only bring 2 of these
into battle. See Quake Spells for more information.

Free Parking
At the start of the game the bank place $500 in the center of
the board. Any of the Tax money is placed there as well. If any
player lands on free parking, they receive everything in the center
of the board. The bank places $500 in the center after a player
collects the money in the center. Once player pass the raiders the
bank puts $5,000 in the middle instead of $500.

Going to Jail
Anyone who lands on Go to Jail or receives a card that
sends them to jail must move backwards to jail. If they pass Go
on the way the money goes to the middle. When it is there turn
they must roll their die in attempt to get a six. If they get a six
they are released from jail and the turn passes on, if they fail to
get a six then they will remain in jail until they get a six or pay
$500 to the center. Once players pass the raiders they must pay
$10,000.

Surrendering
At any point of the game any player may surrender. This
simply means that they remove their troops from the area and
place them on one of their other territories. Their property goes to
whoever advances into it first. The player cannot bring upgrades
with him when he surrenders.

Colonies
A Colony may be built if a new person joins the game;
however, you cannot bring back players who were destroyed
previously in the game.

The Raiders
The raiders begin the Dark Age for your kingdom. Your only
option is to fight back. There are ten rounds:
1
2
3
4
5
6
7
8
9
10

1
1
1
1
2
2
2
2
3
3

Box
Box
Box and 1 Fireball
Box and 2 Fireballs
Boxes and 1 Fire ball
Boxes and 2 Fire balls
Boxes and 3 Fire balls
Boxes and 4 Fire balls
Boxes and 1 Fire ball
Boxes and 5 Fire balls

Nation Wars

This is it, no more messing around. Youre with the big boys
now. If these nations have $$ they may acquire renewals and
fireballs just like players can.
Fire Nation: 1 Army, 2 Fireballs Win bonus= $100,000
Acan: 2 Army renewals, 4 total Fireballs Win Bonus=
$1,500,000
Drun: 2 Army renewals, 5 total Fireballs Win Bonus=
$2,250,000
Helsom: 3 Army renewals, 6 Total Fireballs Win Bonus =
$2,750,000
Iccan: $55,000 Win Bonus = $300,000
Golden Age: 10 Minutes of no attacks, $1,000,000 in
the middle.
Sicom: $100,000 Win Bonus = $750,000
Desflem: $500,000 Win Bonus = $1,000,000
Isum: $1,000,000, Nuclear weapon: Car throw Win Bonus =
$1,000,000
Carress: $8,000,000; Nuclear Weapon: Atomic Bomb Win
Bonus = $2,250,000
Ambek: $10,000,000; Nuclear Weapon: Compartment Bomb
Win Bonus = $5,000,000

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