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Revolt and Conquer

Content
Introduction Game Materials Setup
1. Starting territory

The political game


1. 2. 3. 4. 5. Influence Territories External Influence cards Internal Influence cards Action cards

Phases of the political game


1. 2. 3. 4. 5. 6. Drawing the event card Getting resources Trading Opportunity to fight Opportunity to make a peaceful reform Buying action and internal influence cards

Battle rules
1. 2. 3. 4. 5. 6. Starting a battle Movement Battles Winning Territories Consequences Winning the game with Combat

Winning the game

Introduction
The game Revolt and Conquer represents a revolution, in which the players take the role of the rebel leaders. It can be played with up to seven players. They all fight together against the corrupt government to free the small state they live in. At the end, the influence each player achieved during the game determines who can set up the new government and wins the game!

Game Materials
The game concludes one box, one game board, one rule book,

Setup
The board has to be laid on the ground. The Cards have to be sorted in the four different piles, action cards, event cards, internal influence cards, and external influence cards. The action cards, event cards, and internal influence cards have to be shuffled in the three different piles, and put face down next to the board. The external influence cards have to be laid face up next to the other cards.

1. Starting Territories.
Once the cards are set up, the players get to buy their starting territories. Every player gets 50c (credits), and they take turns to buy their territories, beginning with the oldest player, and continuing clockwise. Every player has to buy at least one territory, but they dont have to spend all their money. Left overs in money will just remain at the player. No player can buy more territories than he can pay. Staring territories can be: Count Price Ip Profit Needed Influence 0 0

Slum 3 20c 10 10 Crop 2 30c 8 20 Farmlands Factories 2 50c 10 40 0 Middle Class 3 50c 25 10 0 Fishing Docks 1 50c 4 50 0 After the starting territories are sold, the governments troops have to be put on all the territories that are not owned by the players. These are owned by the government. Territory Slum Crop Farmlands Factories Harbor Starting governments Troops 1 Armed Infantry Troops 1 Armed Infantry Troops 2 Armed Infantry Troops 3 Armed Infantry Troops

Military Base Middle Class Oil Field Police & State Headquarters Weapons Manufacturer Airport Universities Hospital Complex Mall Fishing Docks Villas Helicopter Base

6 Armed Infantry Troops 2 Armed Infantry Troops 4 Armed Infantry Troops 3 Armed Infantry Troops 3 Armed Infantry Troops 3 Armed Infantry Troops 2 Armed Infantry Troops 2 Armed Infantry Troops 1 Armed Infantry Troops 1 Armed Infantry Troops 3 Armed Infantry Troops 2 Helicopters, 3 Armed Infantry Troops Park 1 Armed Infantry Troops Government Owned Property 10 Armed Infantry Troops After the setup is done, the first event card is drawn, and the game starts!

The Political Game


1. Influence
The influence and power the players and government have over the people of the state is represented by Influence Points (Ip). Ip can be gained by getting territories, and by getting influence cards. Influence states what things the player can buy and use, and is an important factor if the player try to win with a peaceful reform (see winning with a peaceful reform).

2. Territories
There are 30 territories on the board. They are important resources, and some give the player powerful features, or are required for strong external influence cards. They can be sold by the government and other players, or won in a battle. Here is an overview over all the territories in the game: count Slum Crop Farmlands Factories Harbor Military Base Middle Class Oil Field 3 2 2 2 3 3 3 price Needed Influence 20 30 50 150 230 50 400 Ip 0 0 0 25 35 0 30 Profit 10 8 10 10 5 25 20 10 20 40 40

10 50

Police & State Headquarters Weapons Manufacturer Airport Universities Hospital Complex Mall Fishing Docks Villas Helicopter Base Park Government Owned Property

1 1 1 1 1 1 1 2 1 1 1 -

100 400 250 200 150 80 50 150 200 80 -

20 50 38 30 30 8 0 30 55 4

5 15 10 10 10 5 4 30 4 10 100 -

10 60 20 20 10 40 50 20 20

requirement for Slum Crop Farmlands Factories Harbor Military Base

Features

Weapon industry

Halves the price of troops, allows every player to buy armed units from the owner of the base

Middle Class Oil Field Police & State Headquarters Weapons Manufacturer Airport Universities Hospital Complex Mall Fishing Docks Villas Helicopter Base

USA

Global Rights Movement

Weapon industry

Helicopters are half price, every player can buy helicopters from the owner of the base

Park

Global Rights Movement, Committee on the Rights of the Child (CRC)

Government Owned Property

3. External Influence Cards


External influence cards are cards that the player get if they fit special requirements (normally own special territories).

4. Internal Influence Cards


Internal Influence Cards are cards that can be bought by players. They give different amounts of credits and Ip, and some of them have special features like that they give troops. They can be sold from a player to another, in which case the players have to make a deal (see trading)

5. Action Cards
Action Cards can be bought just like influence cards, but they are not played in front of the player and dont give long time bonuses. They can be played at any time, besides if the card says something different, to use the action that is written on the card. They can be sold by a player to another, just like Internal Influence Cards.

Phases of the political game


1. Draw the event card
At the beginning of every turn one player has to draw an event card. The effects on the game have to be made. 2.

Getting resources

Each player gets the sum of credits that all his territories and influence cards provide. 3.

Trading

Every player that did not participate in a battle with the government in this game can buy territories from the government. The order of purchases from the government is the order of Ip from high to low. If there is a tie, the player with the highest Ip can choose which player gets to make his purchase first. All the players can always buy unarmed troops for 20c during the trading phase. Some territories and influence cards can provide alternative military troops to buy. If a player has the Police and Government

Headquarters, he can buy up to two Armed Infantry troops per turn. If a player has a Military Base, he can buy an unlimited number of Armed Infantry troops per turn for 30c, and every other player can buy Armed Military troops as well, by paying 30c to the bank and 30c to one of the players owning a Military Base of the customers choice. The players can also trade with each other if they can make a deal both participants agree with. Tradable objects are troops, territories, action cards, and internal influence cards, and money.

4. Opportunity to fight
In this phase, every player can start a fight by moving one of his/her game pieces. Not every player has to join in. Battle rules are explained under battle rules and procedures. Battles can give the player territories, but once a player fought with the government he can never trade with the government again until next turn. 5.

Opportunity to make a peaceful reform

if the team has enough influence points, and did not make a battle in this turn, they can try to make a reform. To make a reform, a vote for reforms has to be won. In a vote, every player votes with his influence points. If more than one half of the votes are for a reform, the player will try to make a peaceful reform. When the players try to make a reform, the player who started the vote has to role a dice. If the reformers (all players) have equal or less influence than the government, they have to role a 6 to win the reform. If the reformers have more influence points as the government has, they have to role a 4,5, or 6. If the reformers have 2 or more times as much influence as the government, they need to get a 2, 3, 4, 5, or 6. If they try to make a reform, and the role is less than the needed number, the reformers have to role again, and if they get a 5 or 6, they escaped execution, and each player loses half of his internal influence cards (round up) and all external influence cards for which the requirements are no longer fulfilled. If the role fails, all players loose. If they win, the player with the most influence points wins! (Action cards can be played to change the amount of Ip)

6. Buying Action and Internal Influence Cards


At the end of each turn, every player can buy action and/or influence cards with his/her money.

Every influence card costs 80c, and the first influence card does not need influence, but for every additional influence cards the player needs to have additional 20 Ip (1. Card 0 Ip, 2. Card 20 Ip, 3. Card 40 Ip, ). Action Cards dont need Ip, but the cost increases from 50c for the first card at a rate of 20c per card, just like the Ip requirement of the Internal Influence Cards.

Battle Rules

Every player can start a battle after the trading phase of the turn is over, just by moving one or more of his armies on the board. The other players can join in after that, but they dont have to. Every player who fought in a battle (moved any of his armies), cant trade with the government any more for the rest of the game. There are 3 different kinds of troops in the battle. 1. Unarmed Infantry (they get one die for every two troops, and can move over one border every turn) 2. Armed Infantry (they get one dice for every troop, and can be moved over one border every turn) 3. Helicopter troops (they get one dice for every troop, and can be moved over two borders every turn) The governments pieces dont move. Every time troops of both sides, the government and the revolutionists, are together in one territory they will fight each other. TROOPS OF ONE PLAYER CANNOT FIGHT AGAINST TROOPS OF ANOTHER PLAYER!!! If a player moves units from one territory into a territory controlled by the government, he/she has to attack with every unit in that territory. Every time troops fight each other, each player who has troops on the battling territory will role one dice for each unit in battle. For every 5 or 6 one government piece will be removed, for every 1 and 2 one unit of the player who rolled the number is removed. When all the pieces of the government are removed, the player who attacked with the most units gets the territory. When all the pieces of the players are removed, the government gets every territory from which it was attacked.

After 6 turns, or when either the government or the players dont attack any more, the battle ends and the players return to the political game.

Winning the Game


The game can be won by the players in three different ways. They either have to own all the territories besides the Government owned property, or they have to own the government owned property, or they can end the game with a peaceful reform (see peaceful reform). If the government wins all the territories in the game, all the players loose. When the game ends and the rebels win in one of the described ways, the player with the most Influence Points wins the game. If they want, they player can also get the order of the other players placing by comparing their Influence Points. If there is a tie, the player with more territories is higher than the player with fewer territories. If it is still a tie, the player with more money is higher placed than the player with less money.

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