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Kingdom Maps

Kingdom Maps Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Game round
  • Game turn
  • End of the round
  • Rules to draw
  • Powers
  • Game end
  • Solo mode
  • Scoring criteria (printed on the game sheet)
    • Sector A
    • Sector B

Preparation

Each player must have a copy of the game sheet. You must also have as many dice as the number of players plus one. Before starting the game, each player must establish which drawing will represent each territory and draw it in each corresponding hexagon (located in the lower area of the sheet). The drawings can be symbols such as crosses and triangles, colors can be used as well. Not all players need to do it the same way. The number written next to each field is only for solitary mode.

The game has 12 scoring criteria numbered from 1 to 6 in each of sector A and sector B in the right area of the sheet; in each game only 4 criteria common to all players are used. For this, 2 dice must be rolled for sector A and 2 for sector B and the results must be recorded in the scoring boxes (if a number is repeated in a sector, the dice must be rolled again). The objective of the game is to obtain the highest score at the end of the game following the 4 criteria that were selected. The criteria that were not selected are not taken into account during the game.

Example: the players roll two dice obtaining 2 and 4 for sector A. Then they roll another two and obtain 1 and 5 for sector B. This means that the game will be played using criteria A2, A4, B1 and B5.

Game round

The game goes over several game rounds. At the beginning of each round you must take as many dice as the number of players plus one. The oldest player starts the first round, in the following rounds the player to the left of the last one who started will start.

Game turn

On each turn, all players must draw symbols of a type of territory on their map. There will be an ACTIVE PLAYER (the player in turn) and all the others will be considered PASSIVE PLAYERS.

On his turn, the ACTIVE PLAYER must roll the available dice in the center of the table, decide which terrain will be drawn and announce it to all the players, then he must choose one of the available dice and move it towards his area of game (this die represents the number of territories to be drawn of the chosen type).

PASSIVE PLAYERS must then choose a number from the dice left over on the table but without taking them; several players may choose the same number. Then simultaneously each player (active and passive) must draw on their maps as many symbols of the territory chosen by the ACTIVE PLAYER as the number that each one chose on his die (one drawing per hex).

Then the turn passes to the player on the left (who will now be the ACTIVE PLAYER); he must take the remaining dice from the table (the one previously taken is no longer used) and roll them again. Then the process described above is repeated.

Example: It's Martina's turn; she rolls 4 dice (since they are 3 players) and gets 1, 3 and 4. She announces to everyone that they are going to draw forests (cross out one use on their sheet) and takes the result of 4 of the dice. The other players decide to take the 3. Now each player must draw the chosen number of forest symbols on his sheet. After drawing, the next player takes the remaining 3 dice and prepares for a new turn.

End of the round

When the last player ends his turn and only one die remains in play, the round ends. To start a new one, all the dice must be taken again (that is, the number of players plus one).

Rules to draw

When choosing a type of territory (when it is his turn to decide), the ACTIVE PLAYER must cross out a use on his sheet. According to the number of players, each one has a limited number of uses for each type of territory (3/2/1 for 2/3/4 players). If a player does not have uses left for a territory type, he can no longer choose it when he is ACTIVE PLAYER (he can draw it when another player chooses it).

The first territory of each turn must be drawn connecting with at least one previously drawn territory (except in the first turn since the map is blank); the rest must be drawn grouped (this means that they must always connect with at least one drawn that same turn). A player is always required to draw the entire amount of territories; it is not possible to divide them into groups or draw less.

Example: the player draws 4 mountains in turn one, 3 forests in turn two and 4 farms in turn three.

Powers

When a player draws any territory in a box that has "+1/-1" written, he must cross out with only one line in one of the use boxes of that power (this means that it is available). This power is used to vary the value of any given die by +1 or -1 after it has been chosen to draw. The modification is only for that moment and applies only to the player who used the power. To indicate the use of a power, a box should be crossed out with a second line where the available power was previously indicated. It is possible to spend more than one "+1/-1" at a time.

The power "?" is used at the end of the turn in which the player draws a territory in the indicated box (use must be crossed out). The player must calculate at that moment the score of any of the 4 criteria in play. This score is added with the rest at the end of the game; write it in the box indicated with ? in the scoring zone.

Game end

The game ends when one or more players cannot draw the required number of territories. In that case the player does not draw anything and at the end of that turn the game ends (the round is not played entirely); the players who can draw must do so. Each player must count the points awarded for each scoring criterion and the one with the highest score will be the winner. In the case of a tie, victory is shared.

Solo mode

In solo mode there is no PASSIVE PLAYER. The ACTIVE PLAYER must roll 3 dice, then he must decide what type of terrain he is going to draw by crossing out one use on the sheet (he has the same amount as for 2 players) and set aside one of the dice to define the amount. After drawing, the player must roll the two dice remaining and choose one for the type of territory (each territory has a number associated) and another for the amount. +1/-1 cannot be applied to the die chosen for the territory type. Then the 3 dice are taken again and another round begins.

Try to beat these marks!

  • Courtyard Explorer: 80
  • Normal Explorer: 100
  • Professional Explorer: 120
  • Marco Polo: 150

Scoring criteria (printed on the game sheet)

Sector A

  1. 2 VP for each castle surrounded by any 6 territories.
  2. 3 VP for each farm that connects with a mountain and a river. 1 extra VP if you also connect to a forest.
  3. 2 VP for each forest in your smallest group of forests. (There must be at least two groups.)
  4. 2 VP for each straight line with a farm and a river.
  5. 5 VP for each group of villages. An isolated one is also considered a group.
  6. 1 VP for each mountain on the edges of the map.

Sector B

  1. 1 VP for each mountain in your largest group of mountains. (There must be at least two groups.)
  2. 1 VP for each farm that connects to at least one village. 3 extra VP if you also connect with two castles.
  3. 10 VP for connecting two opposite sides of the map through forest.
  4. 12 VP for each castle that connects to a territory of each type.
  5. 2 VP for each river that connects to at least two forests.
  6. 8 VP for each village that connects to a river, a forest and a mountain, and no other village.