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Colony (2001)

Colony (2001) Rulebook

Table of Contents

Table of Contents

  • 1. What you need to play
  • 2. Explanation of the game
  • 3. Instructions
  • 4. The course of the game
  • 5. The aim of the game
  • 6. Preparation
  • 7. Explanation of the equipment
    • 7.1. The board
    • 7.2. The counters
    • 7.3. The action cards
    • 7.4. Money
    • 7.5. Influence
    • 7.6. Monopolies
    • 7.7. Event cards
  • 8. The phases of the game
    • 1. First phase - initial conquests and expansion
    • 2. Second phase - The build-up of trade and the economy
    • 3. Third phase - military defence and colonial wars
    • 4. Fourth phase - Building up the administration
    • 5. Fifth phase - Industrialisation and build-up of the infrastructure
    • 6. Sixth phase - Independence and "new" world trade and industry
  • 9. Attacking and defending
  • 10. Rebellions
  • 11. Independence
  • 12. Variations
    • 12.1. Passing on event cards
    • 12.2. Independence
  • 13. Contents of the CD-Rom
  • 14. Simplified Version
    • Colony Simplified Version
      • Phase 1 Landing
      • Phase 2 Expansion
      • Phase 3 Economic structures
      • Phase 4 Independence
      • 3. Independence
  • 16. Short description of the phases (Forms for Copies)
      • Phase 1 - Initial Conquests and Expansion
      • Phase 2 - Building up trade and industry
      • Phase 3 - Military consolidation and colonial wars
      • Phase 4 - Building up your administration
      • Phase 5 - Industrialisation and building up the infrastructure
      • Phase 6 - Independence and "new" world economy

1. What you need to play

1 board, 3 blue dice, 3 red dice, 10 Action cards for each player in 6 colours, 144 Event cards, 12 Monopoly cards, 8 counters for each player in 6 colours, 1 ship for each player in 6 colours, 6 "Colonist" figures (natural colour) and 6 "Missionary" figures (black), 50 "Army" figures (grey), 18 red Rebellion counters, 18 six-cornered "Port", "Trading post", "City", "Church" and "Railway" counters, 164 six-cornered "Resource" counters, 70 bronze coins, 50 silver coins and 50 gold coins, 27 rectangular "Form of government" counters (Dictatorship, Monarchy, Democracy), 1 set of instructions, 1 CD with an explanation of the game and its components, and information on the theme of colonialism.

Before the first play of "Colony" the Event-Cards have to be sorted into 6 stacks corresponding to the six phases of the game. The cards of the phases 1-6 have the according number 1-6 in the right upper corner.

2. Explanation of the game

"Colony" is a complicated game, but it's easy to learn and you don't have to read right through the explanation before you can start.

We recommend that you read sections 3, 4 and 5 so that you get an overview of the way the game proceeds and the equipment supplied. Once you've done that, with the help of section 6 (Preparation) the game can be set up and you can start.

The instructions concerning attacks by colonial armies in colonies run by other colonial powers don't need to be read out to the players at the beginning of the game. You can wait until you reach the stage where these attacks first become an option - at the beginning of Phase 3. Similarly, you don't need to read out the instructions concerning rebellions and the suppression of rebellions until they become an option - also at the beginning of Phase 3.

Apart from the gradual introduction of new choices of action the process in each round stays the same, so the instructions for the later stages of the game are easy to follow.

If you need further clarification there is a thorough explanation of particular elements of the game with practical tips and tactical guidance. On the CD-Rom you can find examples of situations which will hopefully solve any remaining problems you might have with situations arising in the game. Sections of the game which are explained by examples on the CD-Rom are designated by a CD symbol.

3. Instructions

Each player takes the role of a European nation, which tries to conquer colonies, build up agriculture and mining industries and export goods to Europe.

Bear in mind that the indigenous peoples of the colonies are likely to rebel against their European conquerors, and also remember that rival European nations are fighting for dominance in the colonies. So all through the game you have to consider whether you want to promote economic development or safeguard your colonial holdings by the deployment of colonial armies.

In addition to this it is important to enhance the international reputation of your home country. Your level of Influence in politics and trade on the world stage will be important especially towards the end of the game, when colonies will be moving towards independence. Each player should have as much Influence as possible in the colonies in order that s/he can continue to extract trade profits even after a declaration of independence.

4. The course of the game

"Colony" is played over 24 rounds, and each four-round section constitutes a phase.

In each of the 6 phases players are confronted with new choices of action, but there will also be new tasks and propositions which you will need to consider.

Each round starts with players secretly choosing action cards which determine their strategy for the coming round.

When all the players have chosen their action card the card are turned face up on the table and the first player takes her/his turn.

Each player receives income from the bank at the beginning of her/his turn.

Then s/he carries out her action according to the action card chosen, and s/he pays the corresponding costs. If her/his actions lead to a gain or a loss of colonies, resources or Influence points, then these changes are shown on the board immediately using the coloured counters. Then s/he picks up one of her/his event cards and follows the instructions. Once again any changes to resources, countries, ships or buildings are displayed on the board straight away.

Then the next player sitting on her/his left takes her/his turn in the same way. When all the players have taken their turn, then the next round begins, and each player secretly chooses an action card. Whoever went second in the previous round goes first in the next. When the last player has read out her/his last event card and carried out the instructions (in the fourth round), then you have reached the end of this phase.

At the beginning of the game and at the beginning of each phase the game leader or the banker reads out the new choices of action, gives out the new resources and distributes the event cards for the new phase to each player. Then the first round of the new phase begins with all players secretly choosing their action cards.

5. The aim of the game

After 24 rounds the game is over.

When the last player has read out her/his last event card and has followed its instructions, then all the players count up their money. Whoever has exploited the most money has won the game.

If you're playing the variant where at least 9 colonies must gain independence, then the game finishes as soon as the number of independent colonies has reached or gone over 9, and the new form of government has been established. After that income is distributed to all players by the banker according to their gains and losses and the player with the most money is the winner.

6. Preparation

If there are less than 5 players then you should only play on 15 countries in the new continent. Unused coloured counters can be kept in the 3 remaining countries. During the game these countries count as sea areas.

With less than 6 players the last event cards from each phase are taken out. If there are 5 players, then take out event cards 21-24, if there's 4 players take out cards 17-24, and if there's only 3 players take out cards 13-24.

Put the board on the table.

  1. Elect a banker who will be in charge of the money, the assorted counters and the event cards. It's the banker's job to take in payments, pay out profits and to move the counters of all the players up and down the income ladder and Influence ladder. The banker can also take part in the game as a player, but s/he must keep her/his money separate from the bank. It's best if the banker sits on the side of the board where the income ladder is. Sort out the resource counters. The first phase resources (gold, silver, sugar and spices) are put into a little box or bag and shaken. Each player gets a. all the counters in her/his colour b. all the action cards in her/his colour c. one port counter d. one trading ship in her/his colour e. 5 bronze coins as starting capital
  2. Everybody puts one of their own coloured counters at the bottom of the income ladder. Everybody puts one of their coloured counters and a port counter in a coastal country. Everybody picks a resource counter at random from the box/bag. Each player puts this counter in her/his country, and depending on whether it's an agricultural commodity or a precious stone that player's coloured counter is moved on to the first or second rung on the income ladder.
  3. Everybody puts one of their coloured counters on Rung 10 of the Influence ladder.
  4. Put the red rebellion counters next to the board.
  5. The event cards are separated according to which phase they represent and are then shuffled. The first phase cards are dealt out face down to the players. Each player gets 4 of them which are kept face down in front of them. Don't look at them!
  6. The game leader explains the action choices and the rules of the first phase. For reference purposes keep the description of the various phases open at the right page during the game.
  7. Decide who starts by rolling the dice - highest score starts.

7. Explanation of the equipment

7.1. The board

The board shows the map of a fictitious continent on which the players establish their colonial empires. The continent is divided into 18 countries. Within these countries colonies develop, with plantations, mines, trading posts, cities and railway systems.

Along one side of the board you will find the Income ladder, on which the banker will keep track of how many resources each player has administered in her/his colonies, and how much income they receive from them. The big numbers on the ladder represent the income of each player which is paid out from the bank. The little numbers relate to the number of mineral resources and agricultural products in all the colonies of each player and can be used to track each player's depth of resources as the game progresses.

This ladder is divided into sections of 6 spaces. Each of these spaces represents the cargo space for one ship. Each player starts off with one ship, so all the ships are placed above the first space. Every time a player builds a new ship, then that player's ship is placed in the next space. This enables her/him to export more goods to Europe and earn more money.

The Influence ladder on the opposite side of the board shows the Influence which the players enjoy in their colonies and on the international political stage. As with the income ladder, the players' coloured counters are moved up and down the Influence ladder whenever they gain or lose Influence.

The resource table on the side of the board shows which new resources are discovered in a colony.

7.2. The counters

The little coloured counters show which countries a player occupies. Whenever a player conquers a country s/he puts one of her/his coloured counters into it. If s/he loses a country then the counter is taken away again. A country can only be occupied by one player. These coloured counters only show possession of the country - they have no economic or military significance.

One coloured counter from each player is also placed on the income ladder. Every time new resources are found in their colonies, or whenever plantations or mines are destroyed, then the corresponding counter is moved up or down the ladder. The position of a counter on the ladder always shows the present level of income of a player, if s/he has enough ships.

Another coloured counter from each player is placed on Space 10 on the Influence ladder and is moved up or down the ladder during the game whenever a player gains or loses Influence.

The six-sided counters with pictures of different products represent resources, the export which brings money into Europe. There are 2 kinds of resources: mineral resources with a grey-brown background, and agricultural products with a green background. In the course of the game more and more plantations are established and more and more mines are opened in the countries. Whenever a plantation is established in a country, a counter with the corresponding product on a green background is placed in the country, and whenever a mine is opened a counter with the corresponding mineral on a grey-brown background is placed in the country. At the same time that player's counter on the income ladder is moved up one space for an agricultural product, or two spaces for a mineral resource.

Plantation = 1 square. Mine = 2 squares.

The resources appear gradually during the game. At the beginning of the game there are only sugar, spices, gold and silver available. Whenever a new phase begins the banker will inform the players what new resources are going to be available.

The six-sided counters with buildings pictured on them are buildings and installations acquired by players in their colonies. Each player starts with one port. In later phases trading posts, cities and railways come into play. Each player is only allowed to have one of each of these counters in any one country.

The income and the military situation of a country changes according to which counters are present in that country.

Trading ships transport resources from colonies into Europe. The maximum capacity of a ship is 6 resources. The more resources players have in their countries, the more ships they will need, because you can only make money on resources which reach Europe - you get nothing for resources which have to stay in colonies because you don't have enough ships to transport everything.

The grey figures are armies which carry out invasions into other countries in the continent, and also defend occupied countries against invasions from other European powers and against uprisings by indigenous peoples. The natural coloured figures represent "colonists", who are searching for resources in countries already conquered by European powers. Any resources found by a colonist will be raffled off and recorded on the resource table on the board. The black figures are "missionaries", who try to convert the indigenous peoples to Christianity. If they are successful then a church is placed in the country where they are working.

The red rebellion counters are always placed in a country where a rebellion has broken out. An event card will inform you of a rebellion.

Movable pieces: Only the grey army counters, the natural coloured colonist counters and the black missionary counters can be moved from one country to another.

The coloured counters are placed into a conquered country, or removed when a country is lost, and are moved up and down on the income ladder and the Influence ladder.

Immovable pieces: All the resource counters, port counters, trading post counters, city counters and railway counters are immovable: once they are positioned in a country they stay there until the end of the game or until an event causes them to be removed. These counters do not belong to any particular player: if a country is taken over by a new occupier then the new occupier receives all the ports, trading posts, cities and railways along with the country itself.

7.3. The action cards

The action cards are one of the most important components in the game. Each player has her/his own batch of 10 cards. Each action card relates to a particular action. For example, it might be bridge building, searching for new resources or deploying armies. At the beginning of a round each player decides what aims s/he wants to pursue using her/his batch of cards without telling anyone.

With each phase new choices of action come on to the scene in accordance with economic and technological advances of the age. At the beginning of the game you only need cards 1-4, the others can be put to one side.

Cards chosen in one round can be chosen again in the next round.

The big number in the 6 coloured suits shows which cards correspond to each other. Every player has a full deck in her/his own colour.

The number also shows the position of the action card in the same sequence as all the others. Whatever cards the players choose (within the choices of that particular phase) when you take your turn the actions must always be carried out in the correct sequence. So, for example, you can never carry out the action number 7 before doing the action number 3.

A drawing in the middle of the card illustrates the action. You will see a little grey six-sided shape if the action concerns the building of an installation, for example, a port. You will see a little grey figure if the action concerns the colonist, the missionary or armies. You will see both shapes in the case of the missionary because missionary work inevitably leads to the building of a church.

At the bottom of each card it will show you how much that particular action will cost. Action Number 8 "Defence" is an exception because it costs nothing. The action "Army" always carries 2 price tags in case the player wants to buy one or two armies.

7.4. Money

There are 3 kinds of money: bronze, silver and gold. Whenever "one coin" is mentioned, it means a bronze coin. One silver coin is worth 5 bronze coins, and one gold coin is worth 10 bronze coins or 2 silver coins.

7.5. Influence

Especially in the last phase of the game it is important to have as much Influence as possible both in the international political arena and in the colonies. At this point in the game a high Influence score can be the difference between victory and defeat.

Throughout the game Influence points can be accumulated. Time and again the event cards will present you with decisions which will bring you either more profit or more Influence. Gains or losses in Influence are shown on the Influence ladder by moving each player's coloured counter up or down as required.

Influence points can be scored:

  • by making appropriate decisions arising from event cards
  • by conquering a colony occupied by another colonial power (+1)
  • by successfully repelling an attempted invasion (+1)
  • by aquiring a monopoly (+1)
  • by granting independence to one of your own colonies

You lose Influence points:

  • because of decisions made in response to an event card
  • as a result of losing a colony when invaded by another colonial power (-1)
  • as a result of losing a monopoly (-1)
  • if you try to take over a country which has recently won its independence
  • if you install a monarchy or a dictatorship in an independent country (-1 or -2)

7.6. Monopolies

Right from the first phase any player who has at her/his disposal at least 3 resource counters of the same product throughout her/his colonies gets the monopoly card for that product. This means that as a monopolist s/he can determine the price for that product on the world market. As a result s/he gets the amount of money specified on the monopoly card from the banker in addition to her/his normal income.

As soon as another player gets one more resource counter (of the same resource) than the monopolist, then that player takes over possession of that monopoly. You can acquire monopolies through pure luck, or through the persistent efforts of your "colonist". You can also get a monopoly by systematically sabotaging the plantations or mines of one of your colonial rivals (see game variation), or by taking over a country by force of arms.

Any player who gets a monopoly immediately receives one extra Influence point. A player who loses a monopoly also loses one Influence point.

7.7. Event cards

In each of the 6 phases there is a deck of event cards from which the banker deals out 4 cards to each player at the beginning of each phase. In every round one event card is taken away from each player at the end of her/his turn.

Most cards contain a definite instruction which must be carried out at once. Other event cards offer the player the opportunity to go for one of two alternatives, or to keep the card for use later. The wording on a few of the event cards is very short, so here's an explanation so you don't get confused:

  • Take one resource counter: Take one resource counter at random from the box/bag and put it into one of your countries.
  • Take a... (eg: a coffee counter): Take one of the named counters from the box/bag and put it in one of your countries.
  • Withdraw one settlement: Take one of your coloured counters from any country you occupy. All the resources and buildings stay in the chosen country and are taken over by the player who takes over the control of the country.
  • You gain/lose one ship: Move your ship counter one space forward/back on the income ladder. You can now transport 6 resources more/less.
  • Your missionary/colonist...: Cards which denote a specific personality in the game only count if you have this personality on the board at the time.
  • There is a rebellion in one of your countries: The player on your left puts a rebellion counter into one of your countries - s/he chooses which country!
  • ...put down the next rebellion without fighting: You can either put down a rebellion already under way in your territory, or keep the card for later use, even in a later phase.
  • You score/lose 1 Influence point: Move your coloured counter one space forward/back on the Influence ladder.
  • You may if you wish...: Any card offering you a suggestion must be acted upon at once - you choose either to do what is suggested or not and carry out the consequences.

8. The phases of the game

1. First phase - initial conquests and expansion

In this phase the following resources are available: gold and silver (minerals) which give each player 2 points on the income ladder, and spices and sugar (agricultural products) which put each player one space forward on the income ladder.

In this phase each player can pick out ONE action card.

The action card options are:

(1) Expeditionary mission/Invasion - Cost: 3 bronze coins With this card it is possible to conquer another country - one which hasn't already been conquered by a European power. In the first 2 phases the conquest is carried out by expeditionary forces but you don't have to put any counters on the board to show that you've invaded. If you are carrying out an invasion all you have to do is place one of your coloured counters in a vacant neighbouring country.

Whenever an expeditionary force occupies a country they find a resource. The player using the card picks a resource counter at random from the resource box/bag and places it in the newly conquered country, even if there are already other resources present in that country. From the third phase onwards this card involves more complicated action.

(2) Shipbuilding - Cost: 5 bronze coins Ships transport the resources from the colonies back to Europe. Maximum cargo per ship is 6 resources.

Each player should try to ensure that s/he owns enough ships to be able to transport her/his resources. The income ladder is divided into segments of 6 spaces per player. Whenever a player builds a new ship her/his counter is moved on to the next segment. This will show whether a player can transport up to 6, 12, 18 etc. resources to Europe, and it will show the income s/he is entitled to.

(3) Building a port - Cost: 15 bronze coins A port is vital to be able to transport goods from the colonies to Europe. Without a port you can't export any goods, and then you can't make any money.

A port can be built in any coastal country, but you can only have one port per country.

(4) Colonist - Cost: 3 bronze coins With this card you can send an expert to any country you've conquered, and his job is to search for resources. When a player uses this card for the first time, s/he puts the natural coloured "Colonist" piece in one of her/his colonies.

Players can only have ONE colonist.

When a player uses this "colonist" action card the colonist searches for new resources in the country where he has been sent. Proceeds from the colonist's work are determined by throwing the dice and shown on the resource table. You throw a blue die and a red die. Look at the table - the blue die determines what the colonist has found: an agricultural product (if you throw 1 or 2), a mineral resource (if you throw 3 or 4) or nothing at all (if you throw a 6). The red die determines which agricultural product or which mineral resource the colonist has found. If a player isn't satisfied with the first throws of the dice, then s/he can have a second go. If you throw a 5 then you can choose any product you like.

The colonist can only find resources which are available in that particular phase. So, for example, he can never find rubber or oil in the first phase, even if you throw a 5. These resources are not discovered until later in history.

At the beginning of a turn you can move your colonist out of one country into a neighbouring country if you want to.

2. Second phase - The build-up of trade and the economy

In this phase gems appear as a mineral resource which are worth 2 points to players on the income ladder. Cotton is also available as an agricultural product, and cotton moves you one space forward on the income ladder.

In this phase players can only take one action card. When players take the "Church/Missionary" action card for the first time they can do so again right through the game.

The new action cards for this phase are:

(5) Trade - Cost: 10 bronze coins Trading posts are bases which improve your trade capability and help you to exploit the resources of the colonies better. Every time you establish a trading post you can take 2 resource counters randomly from the box/bag which must be placed in the country where you have a trading post. If a trading post is destroyed then you lose 2 resource counters from that country.

You can only have one trading post per country.

(6) Missionary/Church - Cost: 3 bronze coins The missionary tries to convert the indigenous people to Christianity. Whenever he is successful a church is built in the country where he is based.

A player can only have one missionary. If you lose him because of an event card you can buy a new one.

When you get this action card for the first time, you have to put the black "missionary" figure in one of your colonies.

To find out whether the missionary has been successful you throw the blue die. If you throw a 6 a church is built in the country where your missionary is working. Put a church counter in this country.

A church helps with the defence of a country against rebellion. One point is added to the die score for every country with a church and for the country which borders it, even if the church is in a country occupied by another European power.

3. Third phase - military defence and colonial wars

In this phase ore appears as a mineral resource, which is worth 2 points on the income ladder. Rubber is also now available as an agricultural product which moves players one space forward on the income ladder.

Players can choose two action cards in this phase. When players take the "Church/Missionary" action card for the first time they can repeat the process throughout the game.

Apart from those already in the game, here are the new action card options:

(1) Expeditionary mission/Invasion - Cost: 3 bronze coins for each attack planned In the third phase the first action cards have extra effect. Just like in the first phase expeditionary forces can be sent into countries which are not occupied by any European power. But now, using armies which you have mobilised earlier in the game, you can invade countries which are occupied by rival powers. Now you can invade as many times as you like. An attacking player explains which of her/his countries s/he is attacking from and which other countries s/he wants to invade. S/he has to pay the appropriate cost. For each planned attack the cost is 3 bronze coins. During this process the attacker can cease hostilities earlier than planned, either because s/he has won more quickly than expected, or s/he has run out of armies. But the money you paid at the beginning of this episode cannot be reimbursed.

However you can't make more incursions than you paid for in the first place.

For more information on invasions, find "Invasion and defence" and the examples on the CD-Rom.

(7) Army - Cost: 1 Army = 5 bronze coins, 2 Armies = 15 bronze coins From the third phase the occupation and conquest of colonies are consolidated further by special armies. With this card you can deploy one or two grey "army" counters which you can place in any country you like. You can't have more than 3 armies in any one country at one time.

An army can suppress a rebellion, so that trade and exports are not adversely affected.

In order to conquer a foreign country with an army you need to choose Card Number 1 "Expeditionary mission/Invasion". Since the "Army" card has the number 7 on it, and the "Expeditionary mission/Invasion" card has the number 1 on it, this means that you can only invade using armies acquired in previous turns. When armies have successfully conquered a country, the victorious player can move as many armies (or none at all) as s/he likes into the conquered country.

(8) Defence - Cost: zero The "Defence" action card is the only card which doesn't involve any direct consequence. A player can choose this card if they are afraid of being attacked by rival players or if they have to defend their colony against a rebellion. The "Defence" card allows you an extra throw of the die during battles. It doesn't have to be your turn for you to have this higher level of defence. The card is valid throughout the whole round. The "Defence" action card costs nothing, but of course if you choose this card you can't carry out other action options.

4. Fourth phase - Building up the administration

In this phase timber appears as a mineral resource, which is worth 2 points on the income ladder. Tea also appears as an agricultural product, which moves players one space forward on the income ladder.

Players can choose two action cards in this phase. When a player chooses the "Church" action card for the first time, s/he can choose it again throughout the game.

Apart from those already mentioned the new action card options are:

(9) Administration/City - Cost: 15 bronze coins The administration facilitates the economic and military organisation of the colonies. On the one hand that means higher income, and on the other hand it makes you more effective when faced with rebellions.

If you choose this course of action you have to pay 15 bronze coins, you put a "City" counter in the country concerned and you pick 2 resource counters at random from the box/bag. These 2 counters go into the same country as your city. The banker moves your coloured counter accordingly on the income ladder. Because of your improved military organisation you can add one point to ONE of your dice scores when dealing with attacks from rival powers or rebellions. You can only have one administration in each country.

5. Fifth phase - Industrialisation and build-up of the infrastructure

In this phase oil appears as a mineral resource, which is worth 2 points on the income ladder. Coffee is also now available as an agricultural product, which moves players one space forward on the income ladder.

Players can choose two action cards in this phase. When players choose the "Church" action card for the first time they can choose it again throughout the game.

Apart from those already mentioned here are the new action card options:

(10) Railway - Cost: 15 bronze coins If you choose this course of action you have to pay 15 bronze coins and you put a "Railway" counter in one of your countries. In addition you pick out at random one more resource counter from the box/bag which must be placed in the same country. Armies, missionaries and colonists can simply jump over countries with a railway. Another advantage of having a railway is that before having to deal with a rebellion you can pull armies from neighbouring countries into the country under attack. But remember - you can still only have a maximum of 3 armies in one country. And you can only have one railway per country.

6. Sixth phase - Independence and "new" world trade and industry

No new resources appear in this phase.

Players can choose two action cards in this phase. If players choose the "Church" action card for the first time they can repeat the process right through to the end of the game.

When it's your turn you can grant independence to one, several or all of your colonies. Find "Independence" for more information.

At the end of the fourth round of the sixth phase the game is over. (cf. 12.2 variant)

9. Attacking and defending

An attack is the attempt to conquer a neighbouring country occupied by another European power using one or more armies. Only armies can attack.

An army is not allowed to attack if it is the only army based in a country where a rebellion is under way. If a country faced with rebellion has more than one army then the player can attack using all but one of her/his armies.

A player wanting to conquer another neighbouring country announces her/his intention at the beginning of the round when choosing the "Invasion" action card. At the beginning of her/his turn s/he announces how many attacks are planned and which other country or countries s/he intends to invade.

Each player can give notice of as many attacks as s/he likes. First s/he has to pay 3 bronze coins for each intended attack and then s/he carries out the attacks by throwing the dice. One round of dice-throwing involving the attacker and the defender constitutes an attack, but one attack does not necessarily determine a conquest or a failed invasion. It could be the case that a rival country is conquered after only one attack, but final victory could just as easily need several attacks. If after a successful military campaign a player still has more attacks at her/his disposal already paid for at the beginning of the round, s/he can mount further attacks using troops from any of her/his countries or even from the newly conquered country. S/he can also choose to cease hostilities. The money spent on unused attacks cannot be reclaimed, and it stays in the bank. A player stops fighting when s/he:

  • has mounted all her/his intended attacks, regardless of whether s/he conquered one, several or no rival countries.
  • has lost all the armies at her/his disposal.
  • doesn't want to attack any more, although s/he still has attacks to mount and still possesses armies to carry them out.

The attacker throws

  • the blue dice once for each army involved in the attack.

Since you can have no more than 3 armies in any one country the attacker can roll a maximum of 3 dice.

The defender throws

  • always the red dice on behalf of his/her country.
  • the red dice once for each army based in the country under attack.
  • an extra red die if s/he chose the "Defence" action card at the beginning of the round.
  • S/he is allowed to add one point to the score on ONE die in every attack, if the country under attack has a city established in it.

The defender is also never allowed to use more than 3 dice.

When both players have finished throwing, all the used dice are lined up next to each other with the two highest score first, then the two next highest scores second and then the two lowest scores third. The scores on each pair of die show the defeat of one army or a draw. If one of the players involved has fought with less than 3 dice, then only 2 or 1 pairs of dice can be lined up.

Example 1: Attacker (3 dice) 6-4-3; Defender (3 dice) 6-5-1 - 3 pairs of dice.

  • First pair 6/6 - nobody loses an army (draw).
  • Second pair 4/5 - attacker loses one army.
  • Third pair 3/1 - defender loses one army.

Example 2: Attacker (2 dice) 3-2; Defender (3 dice) 6-5-1 - 2 pairs of dice.

  • First pair 3/6 - attacker loses one army.
  • Second pair 2/5 - attacker loses one army.

Example 3: Attacker (2 dice) 6-2; Defender (3 dice) 4-1-1 - 2 pairs of dice.

  • First pair 6/4 - defender loses one army.
  • Second pair 2/1 - defender loses one army.

Example 4: Attacker (3 dice) 4-4-1; Defender (1 die) 4 - 1 pair of dice.

  • First and only pair 4/4 - it's a draw, so the country under attack doesn't get conquered, and the attacker doesn't lose an army.

Example 5: Attacker (3 dice) 4-4-1; Defender (1 die) 3 - 1 pair of dice.

  • First and only pair 4/3 - since there's no army left in the country under attack, the country is taken over by the attacker.

The defeated armies are taken off the board.

If the attacker is able to mount further attacks and wants to do so, then the number of dice is used on both sides, as many as the number of available armies/advantages will allow.

If an attacker wins against a country where there are no more armies, then that country is conquered and taken over by the attacker. The attacker can march as many armies into the newly conquered country as s/he likes, but only armies which were involved in the fighting. The attacker takes over all the buildings, installations, trading posts and railways etc., and all the resources. As a result the attacker's coloured counter replaces the defeated player's coloured counter in the country, and also the defeated player's coloured counter on the income ladder is moved down and the victorious player's coloured counter is moved up the income ladder accordingly. However, if the defeated player has a missionary or a colonist in the newly conquered country, they must be moved to another country occupied by the defeated player.

A player who successfully conquers a country occupied by another colonial power gains one Influence point immediately, and the loser loses one Influence point.

A player who successfully defends one of her/his countries also gains one Influence point regardless of how many attacks s/he had to deal with in one round.

10. Rebellions

Rebellions are wars waged by indigenous peoples against the colonial powers in a country. Rebellions in a country hinder trade and exports, and so you can't export goods or make any money from a country where you are faced with a rebellion.

An army in the country can try to suppress the rebellion, but even when unsuccessful the presence of an army can enable you to continue your trade and exports despite the rebellion. Since a rebellion in a country with a player's only port would hamper her/his ability to export from all of her/his countries, then as far as possible countries with a port should be protected by the deployment of one or more armies.

Rebellions which can't be put down spread into other neighbouring countries. In a case like this one extra "rebellion" counter is placed in a neighbouring country. Even countries occupied by rival colonial powers can be affected by this. Whenever an army has been unable to put down a rebellion, the army must take up the fight again when the next round comes along. Fights against rebellions are very similar to wars between rival colonial armies, and the examples shown above relate to the solution of battles between colonial armies and rebel forces.

How rebellions arise:

Event cards introduce rebellions into the game. When you pick up a rebellion event card the player sitting on your left places a red "rebellion" counter in one of your countries and later rolls the dice in battle on behalf of the rebel forces. The player in whose countries a rebellion occurs has no say at all in deciding which country is chosen for the rebellion to take place. The player concerned should, if the profits from her/his country are felt to be important, try to put down the rebellion with the help of an army. If that doesn't happen the rebellion is bound to spread. In a case like this one extra rebellion counter must be put in a neighbouring country. This new rebellion will only be dealt with when that player's turn comes round again by rolling the dice in the manner explained above.

If the player who tried to put down the original rebellion decides not to put the "rebellion" counter in another country occupied by the same European power, s/he is no longer responsible for the new rebellion.

Example 1: A rebellion breaks out in a country occupied by Player A. Player B puts a "rebellion" counter in one of the countries which Player A has occupied. Player A's attempt to put the rebellion down fails and the rebellion spreads into a neighbouring country. Player B puts the new rebellion into another country occupied by Player A. In the next round Player B is responsible for throwing the dice for both rebel forces successively, and for spreading it further if that is the outcome.

Example 2: Player A picks up an event card and finds that a rebellion has broken out in one of her/his countries. Player B puts a "rebellion" counter in one of the countries occupied by Player A. Player A's attempt to put the rebellion down fails and the rebellion spreads into a neighbouring country. Player B puts the new rebellion into a neighbouring country which is occupied by Player D. Next time it's Player D's turn and s/he tries to put the rebellion down, Player E is responsible for throwing the dice for this rebel force, and for spreading it further if that is the outcome.

Dealing with a rebellion

You have to throw the dice to tackle the rebellion as soon as the event has been picked up regardless of whether the rebellion can be put down or not. At this point in the game rebellions which broke out in previous rounds will also have to be tackled by throwing the dice. However, in contrast to wars between colonial powers, you only throw the dice once, whether the attempt to put a rebellion down finished as a draw or a victory for one side. The rebels are at a disadvantage because of their inferior weaponry compared to their conquerors and the likelihood of defeat is very high for them. The conquerors often succeed only in containing the rebellion so that the exploitation of the resources is not hindered or destroyed. Even a change of occupying power after a colonial war doesn't make the rebels lay down their arms. Armies which conquer a country where the indigenous people are rebelling are faced with that rebellion as well as taking over all the trading posts, cities and resources.

The player who is faced with a rebellion in her/his country throws:

  • always with a blue die on behalf of her/his country
  • with an extra blue die if s/he has chosen to play with the "Defence" action card
  • with one or, if need be, several extra blue dice if s/he has at least one army based in the country. The number of extra blue dice s/he can use does not depend on the number of armies available. It depends on which phase the game has reached:
PhaseExtra blue dice
Phase 33 dice
Phase 42 dice
Phase 51 die
Phase 61 die

Just as in wars against other European nations the European conquerors never throw more than 3 dice altogether.

The player sitting on the left throws on behalf of the rebel forces using red dice - the number of dice depends on which phase the game has reached:

PhaseRed dice for the rebels
Phase 31 die
Phase 42 dice
Phase 53 dice
Phase 63 dice

Just as in the previously described battles between colonial armies all the dice used are put together in pairs: the two highest first, then the two next highest and thirdly the lowest. Just as before only one or two pairs can be put together if one side is throwing with less than 3 dice.

For each pair where the rebels are victorious, one army is removed from the country. If there's no army left in the country then one resource counter is removed, chosen by the player representing the rebel forces.

Whenever the pair of dice indicate a victory for the colonial power, the "rebellion" counter is removed. This means the colonists or the colonial armies have won, and that is the end of the rebellion.

A pair of dice with the same score constitutes a draw - so no "army" counter and no "rebellion" counter is removed.

However, if there's a church in the country then even a draw counts as a victory for the colonists.

If both sides throw more than one die then it's quite possible that an army could be defeated and also the rebellion could be put down.

Whenever the rebels win or even force a draw with at least one dice pairing, then the rebellion spreads, even if the rebellion is put down by one of the other dice pairings. Moreover, in the case of a rebellion not being suppressed (if the rebels are victorious or force a draw), then the rebellion spreads into a neighbouring country. After the invention of telegraphy (Event card 1, Phase 5) rebellions can spread even to distant countries on the continent.

For the colonial power there are several advantages:

  • if you choose the "Defence" card at the beginning of your turn it means that you can always use one extra die, up to a maximum of 3 dice.
  • if you have a church in your country (not the "missionary") it means that the colonists win even if there's a draw (when both scores on a dice pairing are the same).
  • if you have an "administration" in your country, it means that the colonists increase one of their dice scores in a pairing by one point.
  • if you have a "railway" in your country, it means that the colonists can draft additional armies in from neighbouring countries before tackling a rebellion. This doesn't count as a turn, but you can still only have a maximum of 3 armies in the country.
  • Further advantages can stem from event cards, not only for the colonists but also for the rebel forces.

There are only 3 ways a rebellion can disappear from a country:

  • the rebellion is put down by the colonists or by armies.
  • an event card can allow you to dispense with a rebellion.
  • the country concerned is granted its independence.

11. Independence

Since rebelling indigenous peoples become stronger and stronger as time passes, and since it becomes correspondingly more and more expensive for the colonial powers to deal with the rebellions, it may be sensible to allow colonies to move towards independence. Of course many colonies are rich in resources and the colonial powers have a vested interest in continuing to trade in these resources.

In Phase 6 you can announce, when it's your turn, that you are going to grant independence to one, several or all of your colonies. As the previous colonial power your chances of becoming the most important economic partner of the newly formed state, and of exerting Influence in the formation of the new government, will be very good. Of course the other European powers will also try their best to incorporate the new state into their economic sphere of influence. Therefore, once a colony has declared its independence, you reach a phase where all the European powers try to exert their Influence on the government of the new country. In this transitional period it's not important which player is first in the pecking order. Any player who wants to control the new independent state can try to do so.

Once a colony has declared independence a sequence of events is set in train:

  • All players who are interested in controlling and exploiting this country announce their intention to do so.

  • The player who previously occupied this country gets Influence points straight away, and this is registered on the Influence ladder by moving her/his coloured counter accordingly. If before the declaration of independence there was a rebellion but no army, then that player loses one Influence point. If before the declaration of independence there was a rebellion and an army, then the player gets one Influence point. If before the declaration of independence there was no rebellion, then the player gets two Influence points.

  • All the players who want to play an influential role in the new state take some resource counters at random from the box/bag. These are used now as Influence points.

  • Now you can start bidding. These players now invest as much money and/or Influence points as they like. The money and/or Influence points (in the form of resource counters) are taken from the banker in such a way that the other players can't see how much money and how many counters have been given. Each Influence point is worth 7 bronze coins. So if somebody, for example, is given 4 Influence points, then the equivalent value is 28 bronze coins. Just as no player can invest more money than s/he possesses, it follows that no player can invest more Influence points than her/his coloured counter shows on the Influence ladder.

  • Once the bidding is over all the bids from all the players involved are turned face up and the player who has made the highest bid takes control and places one of her/his coloured counters in the newly independent country. All the other bids are lost and all the other Influence points involved in the bidding are also lost. Those players' coloured counters are moved down the Influence ladder accordingly. The resource counters involved in the bidding go back into the box/bag.

  • Each player who made an insufficiently high bid loses one Influence point.

  • If the former colonial power assumes control over the newly independent state then nothing changes. If another colonial power assumes control then the coloured counters of both players are moved up or down the income ladder according to the number of resource counters in the country. (Up for the new controlling power - down for the former colonial power.)

After independence

The player who controls an independent state can continue to send the colonist into the country at her/his own cost. This will boost income from trade. Just as before successful exploration will lead to the establishment of plantations and mines, and the coloured counter will be moved up the income ladder accordingly.

12. Variations

12.1. Passing on event cards

Further tactical possibilities are opened up by introducing a variation in the way event cards are used:

At the beginning of each phase 4 event cards are dealt to each player, as usual.

At the beginning of each round but before choosing the action cards each player has a look at the top event card only. Starting with the first player in each round each player passes her/his event card on to another player of her/his choice. The first player has a totally open choice as to which player to give the card to. Each subsequent player can only pass her/his event card on to a player who so far hasn't been given a card. This variant allows you to deliberately hinder your opponents (depending on the text of the card you pass on) in their plans to conquer countries or take over a monopoly. Moreover, cards with positive consequences can be passed on to other players to disguise an advantage you might already have. When you receive a card in this way you can't read it until the end of your turn, just like in the basic version of the game.

12.2. Independence

If you play this variant, then the game cannot finish until at least 9 of the 18 colonies have become independent. If this leads to the game continuing beyond the fourth round of the sixth phase then the event cards have to be shuffled, and you deal 4 event cards again to each player.

Event cards which are concerned with the World War are invalid at this point of the game.

13. Contents of the CD-Rom

The CD-Rom is set up like a WWW-site, and can be read using Internet-Browsers like Microsoft Internet Explorer or Netscape Navigator. On each page buttons display specific chapters which you click on to with the mouse. In order to go back to the previous page or to the chapter menu, just click on the appropriate buttons at the end of a page.

The CD requires a 486 PC or better and should also work on older computers without any problem.

On the first page of the CD-Rom you can choose between German, Spanish and English. Apart from a few exceptions the information contained on the CD-Rom is the same in all languages.

There are 5 options which you can visit:

  • The "Organisations and Collaborators" button takes you to information about the organisations and individuals from all over the world who took part in our project and helped us with texts, advice and criticism. The list makes some Internet addresses available which can be used for further research.
  • The "Historical overview" button takes you to a text in which the colonial era is described, starting from the 15th century right up to the present day. Within this text you'll find further links to other information which illustrate chronologically ordered sections of the historical overview or specific concepts.
  • The "Explanation of the game" button takes you to a page where you can click on a lot of explanations concerning the components of the game and situations in the game. You will find here comprehensive instructions, and also animated examples of the colonist figure, attacking and defending and much more which will help you to get the hang of the game. The sections in the instructions marked with the CD symbol are explained here, too. Short explanations about several components of the game are provided - just drag the mouse over parts of the image.
  • The "Products and events" button will probably be the most important one for preparing to play the game, because here you'll find information on the products and events represented in the game:
    • The "Products" button takes you to information on all the products represented in the game plus the 12 monopoly products plus those mentioned only on event cards.
    • The "Events" button takes you to a list of all the event cards arranged according to the phases in which they appear. Click on the relevant phase and then on the number of the event card you want to read about and you'll find the background information for that event card. Some event cards are not supplemented by a text, while others are supplemented by a number of texts.
  • The "Buildings" button takes you to explanations of the buildings and institutions represented in the game.
  • The "Educational work" button takes you to an article for teachers and group leaders who may wish to use Colony for educational purposes. The sections in this article describe our experiences from trialling the game and enable teachers and students to prepare and produce their own educational study using the game as a stimulus. You'll also find here a selection of books and Internet addresses which can be used to help with further study. This button also takes you to the equipment for the simplified version of Colony, which can be copied for your own use.

[The closing paragraph of section 13, which names the project partners and invites supplements, is omitted as acknowledgement text.]

14. Simplified Version

Colony Simplified Version

Here's what you need:

  • 7 tokens of one colour for each player
  • the grey army-tokens
  • 1 SHIP in the same colour for each player
  • ACTION CARDS 1, 2 and 3 in the same colour for each player
  • RESOURCE COUNTERS (Spices, Coffee, Tea etc.)
  • PORT COUNTERS, TRADING POST COUNTERS, CITY COUNTERS, RAILWAY COUNTERS and CHURCH COUNTERS,
  • REBELLION COUNTERS
  • MONOPOLY CARDS for resources.
  • INDEPENDENCE COUNTERS (Dictatorship, Democracy, Monarchy)
  • Gold coins
  • 1 six-sided die

There are 4 phases. Each phase represents 100 years. In each phase the trainer/teacher will tell you all what you have to do. S/he will tell you all to make decisions. You will have to make ONE choice from two or three options.

The trainer/teacher reads out the options as many times as necessary - s/he doesn't tell you what the results of your choices will be until after you've made your decision.

You all make your choice and put one of the ACTION CARDS face down on the table in front of you.

Now you turn your action cards up so everybody can see what you decided to do. Do it clockwise round the table. With each round take it in turns to go first.

Every decision has different consequences, and the trainer/teacher will keep a record of all your gains and losses at the end of each round.

The aim of the game is to gain as much money as possible. On a second level you can also win "prestige" points by making decisions which other nations in the world would consider to be morally good. The trainer/teacher will keep a record of your prestige points.

Here are some abbreviations to help with keeping the score:

AbbreviationMeaning
+1G/-1G+1 Gold coin / -1 Gold coin
+1P/-1P+1 / -1 Prestige-Counter
+1LConquer a neighbouring country
+1A/-1A+1 Army / -1 Army
+1R/-1R+1 Resource Counter (blindly taken) / -1 Resource-Counter

Preparation of the game

Each player takes 7 tokens of his/her colour, three action-cards (numbered 1, 2, and 3) in his/her colour and 5 Gold coins.

One token from each player is placed on square 10 of the influence-ladder. The trainer/teacher puts all resource-counters in a bag.

The trainer/teacher keeps all the counters for Ports, Cities etc. ready for when they're needed.

Phase 1 Landing

1. Landing

"European nations send ships and soldiers to conquer the new continent. Each nation tries to gain as much money and power as possible by conquering and exploiting the new continent."

Each player places a token in any coastal country, plus a Army and a resource-counter picked out of the bag at random.

2. Contact

(The trainer/teacher reads out only the italic parts as information for the decision.)

"After a while your soldiers come into contact with the inhabitants of the countries you have all landed in. What is each of you going to do? Time to choose."

  1. Fight the inhabitants - Throw die: on 1-3: -1A, -1P; on 4-6: +1L, -1P
  2. Trade with the inhabitants - +1R, +1P
  3. Ignore the inhabitants - Nothing happens

3. Expansion

"Your soldiers try to find more resources and explore the country. What should they do?"

  1. Conquer new countries - +1L
  2. Look for resources in the first colony - Throw die: on 1-2: Nothing; on 3-6: +1R

Now you have taken your first steps towards establishing yourselves in the new continent. Now it's time to consolidate.

Each player gets 1 G for every RESOURCE COUNTER in his/her country. So here's your chance to invest as much money as you like in agriculture and/or military. But don't spend all your money! It's a good idea to save some - you might need it if things go badly wrong later in the game! You've got 2 choices. You can spend money on 1 or both of these options:

  1. Military - 1G = +1A
  2. Agriculture - 1G = 1x throw die (1-2: Nothing, 3-6: +1R)

Phase 2 Expansion

The colonial powers have now conquered a lot of new countries and have planted new crops in the original colonies. So now you need to build ports so that you can transport goods faster from the colonies to the European homeland.

1. Expansion

"You can either conquer new countries or improve your export capacity. A great empire with a lot of colonies means a lot of plantations and farms, and therefore lots of goods for Europe and lots of quick money. On the other hand, strengthening your existing export capacity by building new ports means perhaps less money, but profits will probably be more reliable long-term. Besides that, ports are often places where later on trading posts and cities can grow, so what do you want to do?"

  1. For 1G conquer new countries - +1L, +1A, +1R, -1P
  2. For 1G build a port - Put a PORT COUNTER in one of your countries, take +2R

2. Church

"The Church likes to participate in colonialism too. Due to the work of missionaries local inhabitants often convert to Christianity, and as a result they are less likely to rise up against the colonial powers. The other hand the Church is bound to request a share of the profits from the colonial power for the maintenance of churches, monasteries, schools and health posts. Are you going to respond to their request?"

  1. Allow the Church to participate - +1 CHURCH COUNTER in one of your countries, +1P, -1R
  2. Don't allow them to participate - -1P

3. Contact

"Your soldiers explore deeper and deeper into the interior they come into contact with more indigenous inhabitants during their expeditions. What should they do this time?"

  1. Fight them - Throw die: on 1-3: -1A, -1P; on 4-6: +1L, -1P
  2. Trade with them - Throw die: on 1-3: +1R; on 4-6: nothing
  3. Ignore them - The indigenous people attack and destroy farms: -1R

It is necessary for you now to secure and fortify your colonies. You should invest some of the profits you made from exports. You can either strengthen your armed forces or invest in more farms. Each player gets 1 G for each resource-counter in his/her countries.

  1. Invest in the military - 1G = 1A
  2. Invest in more farms - 1G = throw die (1-2: Nothing, 3-6: 1R)

Phase 3 Economic structures

Despite the vast exploitation of the colonies you realise that you can increase your profits tremendously by supporting agriculture. In the coming years you should do everything you can to develop trade and export. Therefore you should try to get maximum profit from your plantations, you should speed up your system of transporting goods to the ports and you should improve your economic and military administration.

1. Slavery

"The building up of farms and plantations needs a large number of workers. Traders offer to bring in slaves from other countries. They are cheap and you only have to feed them. For other workers you have to pay wages, and you can never be sure that they won't look for better work somewhere else. Would you like to buy some slaves?"

  1. Yes - +3R, -1P
  2. No - +2P

If a player decides to buy slaves a SHIP is placed near one of his/her coastal countries.

2. Building up of the infrastructure

"Now you need to set up centres in your colonies which will help you to develop your countries. You can spend money to found a city in order to support military and economic administration, you can build a railway to make your transportation of exports more efficient or you can establish a trading post to support trade and agriculture. So what would you like to do?"

  1. Build a CITY - +1A for each country, +1R
  2. Build a RAILWAY - +1 RAILWAY COUNTER and +4R
  3. Set up a TRADING POST - +2R for each of your countries

3. Colonial wars

"The colonies have now created terrific wealth. This causes jealousy among the European nations. Some of them try to get rich by declaring war on neighbouring colonies belonging to other colonial powers.

The deployment and training of colonial armies will cost you a lot of money which you could otherwise invest in agriculture. On the other hand, with a strong army you could invade and conquer other countries quite easily. So would you like to attack neighbouring countries run by your competitors with your Armies?"

  1. Yes - See below
  2. No - +2R

Attacks: Taking it in turn, working clockwise round the table, each player may attack neighbouring countries. S/he may attack as long as s/he wants to, as long as s/he still has Armies. The attacker and the defender throw a die to see who gets the higher score. After each throw whoever gets the higher result takes one Army from the opponent's colony off the board. When a country under attack loses its last Army, then the next lost battle means that the attacking army has won, so the attacker places one of his/her coloured tokens in it.

If the defender wins (when the attacker has lost all her/his Armies), s/he is not allowed to take the country of the attacker. Naturally s/he can also attack and conquer this same country if s/he decided to fight in the colonial wars beforehand when it's his/her turn.

For every lost fight a player gets -1P.

Players who decided not to fight in the colonial wars may only defend when attacked.

It is necessary to secure and fortify your colonies now. Each player gets 1 G for each resource-counter in his/her countries. You can invest some of your export profits. You can strengthen your armies or invest in more farms. Time to choose:

  1. Strengthen your armed forces - 1G = 1A (buy as many as you want)
  2. Invest in more farms - 1G = throw die (1-2: Nothing, 3-6: +1R)

Phase 4 Independence

"After 400 years the resources exploited by the colonial powers become more and more important, especially now that industrialisation has begun and transportation systems have improved. You can make much higher profits if you control all (or most of) the farms and plantations which produce one resource. This is called a MONOPOLY. On the other hand the uprisings of the indigenous peoples become stronger and more difficult to suppress, even with massive deployment of Armies."

1. Monopolies

Count up and see which player has got the most counters of each resource. This player gets the appropriate MONOPOLY CARD for that resource. For each MONOPOLY CARD you get +1P.

If 2 or more players have the same number of counters for one resource, then the players throw the die. Whoever throws the highest number wins the monopoly and the MONOPOLY CARD.

2. Rebellions

"You are making a lot more profit now, but to do so you are exploiting the indigenous peoples more and more. Many of them rebel against you. If you deploy your Armies you should be able to suppress the rebellions for a while at least.

a. Each player has to put a REBELLION COUNTER in ONE of his/her countries where no city has been established. b. Put a REBELLION COUNTER in every city. c. The two players with the lowest number of prestige points get one additional REBELLION COUNTER which has to be placed in one of their countries (if three or more players have the same low prestige score, they all get a REBELLION COUNTER).

"So what are you going to do next? You can fight the rebellions with your Armies and try to kill all the rebels. Or you can try to negotiate with the rebels. But, if you do, they are bound to demand concessions, like owning the farmland they work on. It's time to choose:"

  1. Fight - See below
  2. Negotiate - -2R in each country with a rebellion, +2P

Fight: in each country where you have a rebellion you lose two Armies. If as a result of this you have no more Armies left in one or more of your countries, then you have to throw the die and the player on your left throws for the rebels. If you throw the higher number, the REBELLION COUNTER is removed and 1P is subtracted. If the rebels throw higher, your coloured counter is removed, and the country gains its independence.

3. Independence

After many years of rebellions and counterattacks it has become too expensive to keep Armies always ready to go into action to suppress the rebellions. At this point colonial powers tend to grant their colonies independence. But, of course, they try to appoint friendly governments who will continue to exploit the country and agree to trade their resources at a cheap price. That way they carry on making nice profits.

"This kind of negotiation has started in your countries. You have to decide which presidents you support and what kind of government you want to set up in your former colonies. A democracy will take care of the welfare of the citizens. A monarchy will be more likely to look after exports and make sure that the needs of the king and his family are met. A dictatorship will secure the highest income for you, because it will not be very interested in the welfare of the citizens. This is your last decision. What kind of government should be set up in your colonies?"

  1. Democracy: for each RESOURCE COUNTER in your countries you get +2G, and for each country you get +1P.
  2. Monarchy: for each RESOURCE COUNTER in your countries you get +3G, and for each country you get -1P.
  3. Dictatorship: for each RESOURCE COUNTER in your countries you get +4G, and for each country you get -2P.

That's it! Whoever has the most money is the winner!

16. Short description of the phases (Forms for Copies)

Phase 1 - Initial Conquests and Expansion

Before starting the first round of Phase 1 deal four Phase 1 event cards to each player. Also find the resource counters for Gold, Silver, Sugar and Spices, put them into a bag/box and mix them up. Each player must place one of her/his coloured counters, a port and a randomly chosen resource all in a coastal country - each player chooses a separate country. It's from this first Colony that each player will establish her/his colonial empire. Each player's ship counter should be placed on the first space of the income ladder.

In each round: Right at the start each player must simultaneously select an action card, put it face down and turn it up together with all the other players.

  1. Cashing in your profits - The banker pays out profits to each player according to the position of the player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then profits are calculated using the position of the ship counter.
  2. Movement of mobile counters/figures - Colonists can be moved into neighbouring countries occupied by the same player.
  3. Action - Each player carries out her/his chosen action.
  4. Event - Pick a card, read it out loud and then act upon it.

Phase 2 - Building up trade and industry

Before the start of each round deal out four Phase 2 event cards to each player. Cotton and Precious Stones resource counters are added to the bag/box.

In each round: Right at the start each player must simultaneously pick an action card, put it face down and then turn it up together with all the other players. If a player chooses the "Missionary" action card, then that player can choose it repeatedly as an ADDITIONAL action right through the game.

  1. Cashing in profits - The banker pays out profits to each player according to the position of the player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then profits are calculated using the position of the ship counter.
  2. Movement of mobile counters/figures - Missionaries and Colonists can be moved into neighbouring countries occupied by the same player.
  3. Action - Each player carries out her/his chosen action.
  4. Event - Pick a card, read it out loud and then act upon it.

Phase 3 - Military consolidation and colonial wars

Before starting the first round deal four Phase 3 event cards to each player. Rubber and Bronze resource counters are now added to the bag/box.

In each round: Right at the start all players must simultaneously pick up to two action cards, put them face down and turn them up together with all the other players. If a player chooses the "Missionary" action card, then that player can choose it repeatedly as an ADDITIONAL action right through the game.

  1. Cashing in your profits - The banker pays out profits to each player according to the position of the player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then profits are calculated using the position of the ship counter.

  2. Movement of mobile counters/figures - Armies, Missionaries and Colonists can be moved into neighbouring countries occupied by the same player.

  3. Actions - Each player carries out her/his chosen actions.

    • Attacks: When there's an attack in a country occupied by a different European power: Attacker: throw one die for each army. Defender: throw one die for the country, and using additional advantages from possession of armies and the "Defence" action card throw up to a maximum of 3 dice and compare scores in each pairing. The higher score wins in each pairing.
  4. Event - Pick an event card, read it out loud and then act upon it.

  5. Dealing with rebellions - the next player sitting on the left throws on behalf of the rebel forces:

    1. Rebel forces: throw one die - the higher score wins.
    2. Colonial power: throw one die (for the country) - the higher score wins.
    3. Colonial power with an army (or armies): throw 3 dice - the higher score wins in each pairing.
    4. Additional advantages if you have the "Defence" action card and also if you have a church in the country.

Phase 4 - Building up your administration

Before the start of the first round deal four Phase 4 event cards to each player. Tea and Timber resource counters are now added to the bag/box.

In each round: At the beginning of each round each player must simultaneously pick up to two action cards, put them face down and then turn them up together with all the other players. If a player chooses the "Missionary" action card, then that player can choose it repeatedly as an ADDITIONAL action right through the game.

  1. Cashing in your profits - The banker pays out profits to each player according to the position of the player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then profits are calculated using the position of the ship counter.

  2. Movement of mobile counters/figures - Armies, Missionaries and Colonists can be moved into neighbouring countries occupied by the same player.

  3. Actions - Each player carries out her/his chosen actions.

    • Attacks: When there's an attack in a country occupied by a different European power: Attacker: throw one die per army. Defender: throw one die for the country up to a maximum of 3 throws using additional advantages from having armies, a city, and the "Defence" action card. Compare scores in each pairing. The higher score wins each time.
  4. Event - Pick an event card, read it out loud and then act upon it.

  5. Dealing with rebellions - The player sitting on your left throws on behalf of the rebel forces:

    1. Rebel forces: throw two dice.
    2. Colonial power: throw one die (for the country) - the higher score wins.
    3. Colonial power with an army (armies): throw two dice, using additional advantages from having the "Defence" action card, a city, and/or a church in the country. Compare scores in each pairing. The higher score wins each time.

    If the colonial power is victorious: the rebellion is put down. Remove the rebellion counter. If the rebels are victorious: remove the army (or resource) and the rebellion spreads. If it's a draw: the rebellion spreads.

Phase 5 - Industrialisation and building up the infrastructure

Before the start of the first round deal four Phase 5 event cards to each player. Oil and Coffee resource counters are now added to the bag/box.

In each round: Right at the start each player must simultaneously pick up to two action cards, put them face down and then turn them up together with all the other players. If a player chooses the "Missionary" action card, then that player can choose it repeatedly as an ADDITIONAL action right through the game.

  1. Cashing in your profits - The banker pays out profits to each player according to the position of the player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then profits are calculated using the position of the ship counter.

  2. Movement of mobile counters/figures - Armies, Missionaries and Colonists can be moved into neighbouring countries occupied by the same player.

  3. Actions - Each player carries out her/his chosen actions.

    • Attacks: When there's an attack in a country occupied by a different European power: Attacker: throw one die per army. Defender: throw one die for the country, and using additional advantages from having armies, a city, a railway and the "Defence" action card, throw a maximum of three dice, comparing scores in each pairing. The higher score wins each time.
  4. Event - Pick an event card, read it out loud and then act upon it.

  5. Dealing with rebellions - The next player sitting on the left throws on behalf of the rebel forces:

    1. Rebel forces: throw three dice.
    2. Colonial power: throw one die (for the country).
    3. Colonial power with an army (or armies): throw one die.
    4. Advantages from having the "Defence" action card, a city, a church and/or a railway in the country.
    5. Compare throws in pairings. The higher score wins each time.

Phase 6 - Independence and "new" world economy

Before the start of the first round deal four Phase 6 event cards to each player.

In each round: At the beginning of each round each player must simultaneously pick up to two action cards, put them face down, and then turn them up together with all the other players. If a player has chosen the "Missionary" action card, then that player can choose it again as an ADDITIONAL action right through to the end of the game.

  1. Cashing in your profits - The banker pays out profits to players according to the position of each player's coloured counter on the income ladder, assuming s/he has enough ships. If not, then the profits are calculated using the position of the ship counter.

  2. Movement of mobile counters/figures - Armies, Missionaries and Colonists can be moved into neighbouring countries occupied by the same player.

  3. Actions - Each player carries out her/his chosen actions.

    • Attacks: When there's an attack in a country occupied by a different European power: Attacker: throw one die per army. Defender: throw one die for the country up to a maximum of three dice using additional advantages from having armies, a city, a railway and the "Defence" action card. Compare scores in each pairing. The higher score wins each time.
  4. Event - Pick an event card, read it out loud and act upon it.

  5. Dealing with rebellions - The player sitting on the left throws on behalf of the rebel forces:

    1. Rebel forces: throw three dice.
    2. Colonial power: throw one die (for the country).
    3. Colonial power with an army (armies): throw one die up to a maximum of three, using additional advantages from having the "Defence" action card, a city and/or a church and/or a railway in the country. Compare scores from each pairing. The higher score wins each time.
  • The player who controls the newly independent state now decides what form of government is to be established. If s/he goes for:

    • a dictatorship, then s/he must remove one resource counter of her/his choice from the country and loses 2 Influence points.
    • a monarchy, s/he must remove 2 resource counters of her/his choice from the country and loses one Influence point.
    • a democracy, s/he must remove 3 resource counters of her/his choice from the country and gains one Influence point.

    According to which form of government is chosen, a sword is placed in the country to represent a dictatorship, a crown for a monarchy or a temple for a democracy.

  • The coloured counter on the resource table must be moved down accordingly.

  • If the colonial power is victorious: the rebellion is put down - remove the rebellion counter. If the rebel forces are victorious: remove the army (or resource) and the rebellion spreads. If it's a draw: the rebellion spreads.

    A victory for the colonial power and a victory for the rebel forces are both possible with one throw of the dice.

    If the colonial power is victorious: the rebellion is put down. Remove the rebellion counter. If the rebel forces are victorious: remove the army (or resource) and the rebellion spreads. If it's a draw: the rebellion spreads.

    A victory for the colonial power and a victory for the rebels are both possible with one throw of the dice.

    If the colonial power is victorious: the rebellion is put down. Remove the rebellion counter. If the rebel forces are victorious: remove the army (or resource) and the rebellion spreads. If it's a draw: the rebellion spreads.

    A victory for the colonial power and a victory for the rebel forces are both possible with one throw of the dice.