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Number of Players: 2

Suggested Ages: 10 99
Average Play Time: 30 Minutes

Introduction:
Village v Village (VvV) is an exhilarating tale of adventurers from two different villages going
out to gather the resources they need to build new developments for their own villages.
Little did they know that they would have to compete to acquire the resources they need
for their villages to grow. Which village will prevail? The future of these two villages are all
in your hands.

Game Objectives:
The objective of this game is to be the first to develop a successful village. Players will be
guided on a path to develop different buildings to grow their village. In the endeavor to
build these new developments, players will need to set their adventurers out to create
paths and bring back the materials they need to complete their developments. Along these
paths created, conflict will arise as villages may develop abilities to obstruct each others
paths.

Game Components:
Game Board:
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Above is the layout of the game board. Each player will have their own starting places on
opposite sides of the board. Each of the colored spaces on the board represent a different
resources needed to build developments in the village, and the number displayed is how
many of that resource are available at the beginning of the game on each specific space.
The designation of each resource is as follows:
Green: Wood
Red: Coal
Blue: Rock
Yellow: Gold
Game Pieces:
Adventurer

Players will choose one of these game
pieces to represent their adventurer on the
board


Resource Pieces

Each one of these pieces represents a 1
unit of resource as described previously


Path Pieces

Players will need to develop paths to be
traveled to acquire the materials they need


Block Path Pieces

Some buildings may come with the effect
to acquire these pieces to block a square
of the path to be traveled over


Dice

Simple 6-sided dice will dictate how
actions a player will get during a turn


Game Cards:
Bag Card

Players will keep track of the materials
they are carrying through this card. Each
one of these spaces will allow for 1 unit of
a resource or block path piece. Players can
drop these items off to their villages.















Development Cards:
These cards guide the direction in what each village is developing. Each of development
card h as a re source cost, special effect, and progress point amount.

























More cards could be available, the ones depicted above served the purpose for this prototype
Set-Up:
1) Place the appropriate amount of resource pieces on each square as the numbers as
dictated on the board.
2) Players will choose their adventurer piece and place it on their designated starting
place.
3) There will be two development card decks, and players will need to shuffle their
decks before the game starts.
4) Both players must have a Bag Card
5) Players start with 3 wood in their bags
6) Block Path pieces will be placed to the side of the board as they will come into play
later in the game.
7) Both players will roll the dice, and the player who rolls the highest will go first.
Basic Game Structure:
On each players first turn, they will flip over one card on their development
deck. These development cards will show the player which resources they
need to acquire to complete that development.

At the beginning of each turn, players will roll a 6-sided die. The number on
the die roll will be the amount of actions a player will be able to do that turn.
The possible actions are as follows:
1) Build a path tile
a. Can be built on any white square neighboring the adventurers
position
b. Each path costs 1 wood
2) Move down a path
a. Players can use 1 action to move as far down a single continuous
path as desired
3) Place a block path piece
a. Can be built on any white square or replace a path tile
neighboring the adventurers position
b. No resource nor village can be completely blocked with these
pieces
4) Acquire 1 resource
a. Acquire 1 resource if there is an available resource neighboring
your adventurers position
b. Each 1 unit of resource will take up 1 space in your bag

5) Bag transaction at Village
a. Players can use 1 action to drop off or pick up as many resources
as they would like if they at their own village
b. Once players drop off enough resource to meet a development
cost, that development will be completed and another
development card will be drawn from the development deck.
c. This can also include picking up Block Path Pieces from your
village once certain developments provide them
Specific Game Structure:
Throughout the game players will gain more advantages depending on the
developments they have completed. The following will give some examples of
some mechanics and some strategies in maximizing a players success in the
game.

Trail Blazing:
Creating paths is instrumental to be able to efficient acquire the resources
needed for developments and bring the back to the village. Players will need
to strive to have all of the resources connected to their village.
Note: Players can also use each others paths to move
Block Path:
Block Path pieces that come with some developments will become
instrumental in interrupting your opponent from acquiring the resources they
need to complete their developments. You could potentially waste many of
your opponents actions with a well-placed block path piece.
Action Awareness:
The luck based aspect of the dice roll will force the player to adapt to the
amount of actions they have that specific turn. Even if you have a one-
dimensional plan to execute, it might be best to make the most of the
amount of actions you are given.

Resource Management:
Resources are the lifeblood of this game. Be sure to manage the amount of
resources you get around the board to complete developments as soon as
possible.
Ending the Game:
There are two conditions for the game to end:
1) A player has completed developments totaling up to 15 Progress Points
2) Any 1 resource has been completely depleted from the map.
Player with the most Progress points will be the winner

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