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Card game for 3 or 4 players - designed by Marcel-Andre Casanola Merkle & published by Adlung Spiele 1998.
Translation: Michael Svellov Lay-out and editing by K-ban
V2 adds color reference, rules clarifications; V3 adds Mercenary, 2008 revisions; V4 more correct translation
Conflict in the Highlands! Two feuding royal families (the Eagles and the Roses) try to conquer as much land as
possible. In order to gain the most victory points, a player sometimes fights for one family and sometimes for the other.
It is not uncommon to see a Traitor (Verrater) switch sides in the middle of a conflict. At the same time, another player
takes the role of the Builder (Baumeister) with Estate (Gutshof) and Trading Post (Kontor) cards, or enters as a
Diplomat changing the balance of power. As Farmer (Bauer) you attempt to stockpile resources for the coming
conflicts which the Strategist (Stratege) has so carefully planned.
Goal: In the conflicts between the two royal houses, the players attempt to conquer as much enemy land as
possible and claim the awarded victory points.
Contents:
6 Aktionskarte (Action cards = chosen role: Bauer, Baumeister, Diplomat 2, Diplomat 5, Stratege, Verrater)
4 Gesinnungskarten (Allegiance cards = current faction alignment, one per player)
12 Gutshof/Kontorkarten (Estate: + supply card / Trading Post: 1 VP x supply card, three per player)
1 Konfliktkarte (Conflict card)
12 Landschaftskarten * (Countryside cards, two each of the 6 types)
1 Startspielerkarte (Start Player card)
1 Strategiekarte (Strategist card)
23 Versorgungskarten (Supply cards, five each for values 2 to 5, two value 6, one value 8)
* Dorf (Town), Fluss (River), Odniss (Wilderness), Stadt (City), Wald (Woods), Weide (Meadow)
Preparation:
The cards are sorted and placed as follows:
The Allegiance cards show your affiliation with a royal family: Each player takes a card.
First Player card: Decide who is going first and place the Start Player card in front of him. His Allegiance card must
show the Eagle. The others alternate between Rose and Eagle.
Countryside cards form the playing area: Separate the cards into two sets each with one card of each type. Turn one
set Eagle-side up and the other Rose-side up. Shuffle the cards together without changing their allegiance and place
them in a clockwise fashion on the board. The cards are placed with the bottoms facing towards the center of the
circle.
Estate cards are important for the collection of Supply cards. Trading Post cards brings further victory points at the end
of the game. Each player receives the 3 Estate/Trading Post cards in his color. Beginning with the Start Player each
player places one of his Estate cards half way under any Countryside card that does not already have one. Estates
underneath Countryside cards of your own allegiance will later yield extra Supply cards. The other two cards are kept
underneath the player's Allegiance card for later use.
IMPORTANT: There may never be more than one card underneath any Countryside card.
Supply cards are important during conflict as they increase combat strength. Each player receives 3 cards: One each
of the cards showing 3, 4 and 5 Conflict Points. The remaining Supply cards are shuffled and placed as a draw pile
near the circle. 2008 revision: Each player starts with 3 randomly dealt cards.
The Strategist and Conflict cards are given to the player to the left of the Start Player.
The Action cards are placed backside up in the center of the circle.
One player needs paper and pencil to keep score.
Final Scoring:
Each player may score up to 6 extra VP when the game
is over: Trading Posts x Supply cards = VP. Each Trading
Post (max. 2) a player has in play (under a Countryside
card) gives extra Victory points. They are multiplied with
the number of Supply cards (not value) in the players hand
(max. 3). The highest VP score player is the winner.
UBERSICHTSKARTE 1:
Shows the game setup
UBERSICHTSKARTE 5:
Game turn sequence
UBERSICHTSKARTE 2:
Shows a Countryside card
WEIDE = Meadow. The light background and the Eagle in
the right corner signifies a allegiance towards the Eagle
family (the Rose is depicted on the other side with a brown
(dark) background. The number in the left corner shows its
basic Conflict Points. The Roman numerals designate the
number of players with the same allegiance and the circled
number is the number of Victory Points given to these
players.
UBERSICHTSKARTE 3:
Shows a conflict
The Conflict card is placed on the sky portion of two
Countryside cards of opposite allegiances. If one player
affiliated with the Roses wins the conflict will he receive 5
VP's and the River card is turned Rose-side upwards. If
three players affiliated with the Eagles win, each will
receive 4 VP's and the City is turned to the Eagle side.
Mercenary Variant
UBERSICHTSKARTE 4:
Shows the 6 Actions
Verrater (Traitor): Change allegiance and receive 1 VP
(Victory point).
Diplomat 2: Draw 1 Supply card plus receive 2 CP
(Conflict points).
Diplomat 5: Receive 5 CP (Conflict points). (2008 rev: also
change allegiance if all players started turn with same
allegiance)
Baumeister (Builder): Build a Estate or an Trading Post.
Stratege (Strategist): You may choose the next place of
conflict and receives 2 VP (Victory points).
Bauer (Farmer): Draw 3 Supply cards.
TRAITOR (VERRTER)
DIPLOMAT 2
Supply Card
draw pile
Stratege
and Konflict
Cards
DIPLOMAT 5
Build a Estate or an
Trading Post
STRATEGIST (STRATEGE)
Action Cards
Start Player
Card
Allegiance Card
Countryside
Cards
Estate & Trading
Post Cards
Supply Cards
FARMER (BAUER)
COUNTRYSIDE CARDS
Dorf = Village
Fluss = River
dnis = Wilderness
Stadt = City
Wald = Woods
Weide = Meadow
CONFLICT EXAMPLE
If one player affiliated with the Roses wins
the conflict, he will receive 5 VPs, and the
River Card will be turned Rose side up.
Allegiance to the
Eagle (or Rose)
family
Basic
Conflict
Points
(CP)
Valuation Table
Number of players with
the same Allegiance
Victory Points (VP)
earned by each player