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T.E.G. Cartas

T.E.G. Cartas Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Setup
  • Playing the Game
    • Making Attacks
    • Resolving a Combat
  • Special Cards
  • Second Round
  • End of the Game
  • Final Considerations

Objective of the Game

Be the first player to complete your secret objective or the common objective. The common objective is to occupy 29 territories (21 if 4 players are playing).

Components: 21 SECRET OBJECTIVE cards; 40 TERRITORY cards; 16 SPECIAL cards; 56 DICE cards; 4 cards with a CONTINENT TABLE; 1 rulebook.

2 to 4 players / ages 10 and up.

Setup

  1. Separate the different types of cards (TERRITORY, DICE, SPECIAL and OBJECTIVE) into four decks, then shuffle each deck separately.

  2. Deal ONE OBJECTIVE card to each player. It is kept secret until the end of the game. The objective cards are divided by number of players. With two players, use only the cards marked "Objective two players"; with three players, the cards marked "Objective three players"; with four players, the cards marked "Objective four players". Once dealt, any objective cards left over are removed from the game and are not used again during the match.

  3. Next, deal ALL the TERRITORY cards, one at a time, to the players. Players place their territory cards face up in front of them on the playing surface, grouped by continent (each continent has a different colour).

  4. Now deal five DICE cards to each player. Players hold their cards in hand, making sure their opponents cannot see them. The leftover dice cards form a face-down deck placed in the centre of the table.

  5. Shuffle the SPECIAL cards and place them as a face-down deck in the centre of the table, next to the dice cards.

Playing the Game

A. Determine at random who starts the game.

B. On their turn, each player tries to conquer new territories. To do so, they may MAKE ATTACKS and/or PLAY SPECIAL CARDS. The two actions are carried out in whatever order the player chooses. Neither action is mandatory.

Making Attacks

Important: You may attack ANY TERRITORY OF THE SAME CONTINENT, or a TERRITORY OF ANOTHER CONTINENT indicated on the card with a bridge.

  • The player whose turn it is announces their intention to attack another player's territory. They separate the card that shows where the attack is launched from, check which territories they can attack with that card, and announce aloud which enemy territory they will attack.

  • The attacked player takes their corresponding card and sets it aside to prepare the defence. The attacking player then chooses one dice card from their hand and places it face down in front of them. They wait for the defender to do the same.

  • The defending player has two options:

    • they may use a dice card from their hand, or
    • they may take the top card of the dice card deck (for use only in defence during a combat).
  • Both cards are then turned face up and the results are compared: the first number against the first, the second against the second, and the third against the third. The higher numbers win.

Example: attacker A wins.

A: attackerB: defenderResult
1st comparison64A wins
2nd comparison32A wins
3rd comparison12B wins

Winner: A (two comparisons won).

Tie case: In the event of a tie, the defender wins.

Example: defender B wins.

A: attackerB: defenderResult
1st comparison55B wins (tie)
2nd comparison43A wins
3rd comparison11B wins (tie)

Winner: B (two comparisons won).

Resolving a Combat

  • If the attacker wins, they take the territory card of the defending player and place it among their own cards as a newly conquered territory.
  • If the defender wins, they do NOT take the attacker's card.

After the combat is finished, all cards used (dice or special) are discarded face up in two piles beside the game. These are shuffled and used again when the card decks run out.

The player whose turn it is may continue attacking if they have dice cards to start a new combat. If they decide not to keep attacking, they end their turn, and play passes to the player on their left.

  • A territory that was recently attacked may be attacked again.

Special Cards

Special cards have effects that help or hinder the players. They are obtained from the second round onwards, as a reward for having conquered at least 1 territory, or for having 1 complete continent.

  • You may play special cards only on your own turn.
  • You may not hold more than 15 cards in hand, counting dice and special cards together.

Second Round

Before the next round of play begins, all players receive:

  • Dice cards: each player is dealt from the deck a number of cards equal to half the territories they own (if the sum is odd, the player receives 1 more in their favour). If a player has 4 or fewer territories, they always receive a minimum of three dice cards.

  • Special cards: if the player obtained at least one territory in the previous round, it does not matter if they later lost it; they receive one SPECIAL card from the deck.

    If the player holds a complete continent, they receive extra special cards according to the following table:

    CONTINENTSPECIAL CARDS
    Asia3
    North America2
    Europe2
    Africa1
    South America1
    Oceania1

    The extra special cards earned as a reward for holding a complete continent are received at the start of ALL the rounds in which the player holds control of that continent.

    If there are not enough special cards left in the deck, they are dealt until the deck runs out, with priority given to the player who starts the round and then continuing to the player on their left.

End of the Game

The game continues until a player COMPLETES THEIR SECRET OBJECTIVE or the COMMON OBJECTIVE. The first player to complete one of those objectives wins the game.

Final Considerations

  • When a player is left with no territory cards, they are eliminated. The hand cards they held (dice or special) are discarded.
  • No player may hold more than 15 cards in hand (dice and special together). Surplus cards are discarded.
  • All used cards, and any cards in excess of 15 in a player's hand, must be discarded face up on the table where everyone can see them. Once the respective decks run out, the discarded cards are taken, shuffled and formed into new decks.
  • Once all players have received their dice cards and special cards, the new round of play begins. The player seated to the left of the player who started the previous round's turn now begins their turn.