From 951678cb616a87a16bdaeb156b42012145155877 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 4 Apr 2025 23:58:19 +0200 Subject: Add Learn to Play and Rulebook HTML conversions. --- info/learntoplay.html | 956 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 956 insertions(+) create mode 100644 info/learntoplay.html (limited to 'info/learntoplay.html') diff --git a/info/learntoplay.html b/info/learntoplay.html new file mode 100644 index 0000000..69c0a05 --- /dev/null +++ b/info/learntoplay.html @@ -0,0 +1,956 @@ + + + + +Vijayanagara - Learn to Play + + + + + +
+

LEARN TO PLAY

+

© 2023 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

+

1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

+

2.0 Components & Setup . . . . . . . . . . . . . . . . . . . . . . 2

+

3.0 Example of Play . . . . . . . . . . . . . . . . . . . . . . . . . 6

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4.0 Teaching Guide . . . . . . . . . . . . . . . . . . . . . . . . . 14

+

by Joe Dewhurst

+

T A B L E O F C O N T E N T S

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+ +
+

2

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

2 Components and Setup

+

Take a moment to look at the different board spaces and compo-

+

nents listed below as you set up the game, and familiarize yourself

+

with each of them and their purpose. A full setup guide can be

+

found in section 2.1 of the main Rules of Play, and a diagram of

+

the completed setup can be found on the back of the Rules of Play.

+

If needed, a pronunciation guide may be found in the Playbook.

+

Board Spaces

+

Unfold the board and lay it flat on the table. The board depicts

+

14th century India, divided into several different kinds of spaces,

+

and with tracks and holding boxes around the edges:

+

• The numbered track at the top edge of the board is used to mark

+

each Faction’s Resources (embossed cylinders) and Victory

+

Points (flat counters).

+

• The large boxes are used to hold each Faction’s available

+

pieces. Any pieces removed from the map are placed back

+

into that Faction’s holding box.

+

• The Deccan Influence track is used to measure the Influence

+

of the Bahmani Kingdom and Vijayanagara Empire in the

+

Deccan Plateau. As they advance up this track they gain

+

Victory Points, unlock additional units, and enhance their

+

Faction-specific Decrees.

+

1 Introduction

+

Vijayanagara is a game about the rise of the Bahmani Kingdom

+

and Vijayanagara Empire and the decline of the Delhi Sultanate

+

in the 14th century Indian subcontinent. You play as one of these

+

three Factions, competing for territory and influence across the

+

Deccan Plateau of southern India, while Mongol invaders threat-

+

en the Delhi Sultanate from beyond the Hindu Kush mountains

+

to the northwest. The game ends with the arrival of the Mongol

+

warlord Timur and the invasion of Delhi in 1398, although the

+

Delhi Sultanate player can avoid this historical defeat if they

+

prepare well enough.

+

Each turn an Event card is drawn and eligible players have the

+

opportunity to execute the Event, carry out a powerful Command

+

and Decree from their Faction-specific action menu, or perform a

+

single Limited Command and remain eligible for the next Event.

+

This sequence is periodically interrupted by Mongol Invasions

+

that threaten the Delhi Sultanate and present opportunities for the

+

Bahmani Kingdom and Vijayanagara Empire, and by Succession

+

crises that afford a limited range of free actions to each player.

+

How to Win

+

To win the game you simply have to achieve a higher score than

+

both other players after Timur’s invasion of Delhi, but the way

+

this score is calculated is different for each Faction:

+

Delhi Sultanate (black): Your score is equal to the Prosperity

+

of all Tributary Provinces, plus a variable ‘bonus’ ranging from

+

-3 to 3 depending on how you fare against Timur at the end of

+

the game. All Provinces begin the game as Tributaries, setting

+

your score to its highest Prosperity value of 18, but you will

+

gradually lose these as the other two players launch rebellions

+

against your rule. Your aim is to cling on to as much territory as

+

possible and survive longer than the historical Delhi Sultanate.

+

• Bahmani Kingdom (turquoise): Your score is equal to the

+

Prosperity of all Independent Provinces you Control, plus

+

the number of your Forts on the map (from 0 to 5), plus your

+

Deccan Influence (from 0 to 4). To Control a Province you

+

must first launch a rebellion against the Delhi Sultanate, or else

+

conquer an already Independent Province. To increase your

+

Deccan Influence you must win battles against Vijayanagara,

+

or spread your culture by Migrating into shared territories and

+

fostering economic development.

+

• Vijayanagara Empire (yellow): Your score is equal to the

+

Prosperity of all Independent Provinces you Control, plus the

+

number of your Temples on the map (from 0 to 5), plus your

+

Deccan Influence (from 0 to 4). To Control a Province you

+

must first launch a rebellion against the Delhi Sultanate, or else

+

conquer an already Independent Province. To increase your

+

Deccan Influence you must win battles against the Bahmanis

+

or spread your culture by Migrating into shared territories and

+

fostering economic development.

+
+ +
+

3

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

• The Sequence of Play track is used to mark which action is

+

taken by each Faction during a turn, and if they are eligible to

+

act on the next turn.

+

There are three kinds of spaces on the map:

+

• The large round Delhi space is the seat of the Delhi Sultanate.

+

It is easy for them to Conscript a large number of Troops and

+

easier for them to defend themselves from Mongol attacks

+

here. Only Delhi Sultanate and Mongol Invader pieces may

+

enter this space.

+

+

Delhi

+

• The two irregular Mongol Invasion Regions are labeled

+

Mountain Passes and Punjab. Mongol Invaders will enter these

+

spaces as they advance towards Delhi. Only Delhi Sultanate

+

and Mongol Invader pieces may enter these two spaces.

+

+

Mongol Invasion Regions

+

• The remaining thirteen irregular spaces are Provinces, marked

+

with a numerical Prosperity value (1 or 2), and with a small

+

circular space where a Tributary or Control counter can be

+

placed. Every Province begins as a Tributary, marked with a

+

Tributary counter. Once this counter is removed a Province

+

becomes Independent.

+

• An Independent Province is Controlled by the Faction with a

+

majority of pieces there (more pieces than both other Factions

+

combined), marked with a Faction-specific Control counter. If

+

no Faction has a majority of pieces in an Independent Province

+

it is Uncontrolled (indicated by the absence of any Control

+

counter). Mongol Invaders cannot enter Provinces.

+

+

Provinces

+

• The boundaries of some Provinces meet at named Cities. A

+

City is not a space, but all Provinces bordering a specific City

+

are considered adjacent to each other (e.g., the Provinces of

+

Gondwana and Andhra are adjacent via the City of Warangal),

+

and some Events instruct the player to select Provinces adjacent

+

to specific Cities (e.g., an Event which specifies a “Province

+

adjacent to Vijayanagara” means either Maharashtra, Andhra,

+

or Karnataka).

+

• The Vindhya Range space, lying at the apex between Malwa,

+

Jaunpur, Madhyadesh, and Gondwana, is impassable. No piec-

+

es may ever enter or be placed into this space for any reason.

+

+

Vindhya Range

+

Counters

+

Pop out the cardboard counters from the countersheet. They will

+

be used to track various things in the game:

+

• One square counter for each Faction is used to mark its current

+

Victory Point total on the large numbered track. Place the Delhi

+

Sultanate ‘Victory’ counter on the ‘18’ space of the numbered

+

track at the top of the board, the Bahmani Kingdom ‘Victory’

+

counter on the ‘0’ space, and the Vijayanagara Empire ‘Victory’

+

counter on the ‘0’ space.

+
+ +
+

4

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

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Wooden Pieces

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Wooden pieces in Faction-specific colors are used either to mark

+

Resources and Eligibility (large embossed cylinders) or as units

+

and buildings on the map (all other wooden pieces):

+

• Embossed cylinders, one for each Faction, are used to mark

+

current Resources on the large numbered track. These cylinders

+

are moved up and down the track as Resources are gained or

+

lost during the game. Resources can even be traded among

+

Factions for Cavalry or other favors at any time. Place a black

+

embossed cylinder on the ‘12’ space of the numbered track,

+

a turquoise embossed cylinder on the ‘6’ space, and a yellow

+

embossed cylinder on the ‘7’ space.

+

• Place one embossed cylinder for each Faction on the ‘Eligible

+

Factions’ space of the Sequence of Play track. These cylinders

+

are used to indicate Faction eligibility and to record which

+

actions have been taken during a turn.

+

• Wooden cubes (red Mongol Invaders and gray Troops) and

+

embossed hexagonal cylinders (black Governors, yellow

+

Rajas, and turquoise Amirs) are Units placed on map spaces,

+

which contribute to Control of Provinces and may Attack

+

enemy pieces. Amirs and Rajas (but not Governors) may be

+

either Obedient (embossed side down) or Rebelling (embossed

+

side up).

+

• Two square counters, one each for the Bahmani Kingdom and

+

Vijayanagara Empire, are used to track their current Deccan

+

Influence. Place both Influence counters (turquoise crescent

+

moon for Bahmani and yellow sun for Vijayanagara) on the

+

‘0’ spaces of their Deccan Influence tracks.

+

• 10 square Cavalry counters form a pool of available Cavalry

+

that each Faction may draw from when instructed to do so,

+

and then may spend for a bonus in battles (the two sides of

+

the Cavalry counter indicate the two possible bonuses). If no

+

counters remain in this pool, then a player may instead take

+

a Cavalry counter from any other player when instructed to

+

take one from the pool. Cavalry can even be purchased/sold

+

or traded for favors among Factions at any time during the

+

game. Place eight of these in a pool to one side of the board

+

for now, and two in the Delhi Sultanate box on the board (the

+

Delhi Sultanate begins the game with these). The additional

+

red Mongol Cavalry counter should be placed near the Mongol

+

Invaders’ box.

+

• 13 double-sided circular Tributary/Delhi Control counters

+

are used to indicate when a Province is either a Tributary or

+

an Independent Province Controlled by the Delhi Sultanate.

+

Place one, Tributary side up, in each of the round spaces in the

+

Provinces on the board at the beginning of the game.

+

• 13 double-sided circular Bahmani/Vijayanagara Control

+

counters are used to indicate when an Independent Province is

+

Controlled by either Faction, contributing its value to their total

+

score. As no Provinces are Independent at the beginning of the

+

game, place these in a pool to one side until they are needed.

+
+ +
+

5

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

• Place 4 gray Troops cubes in each of Delhi and Punjab;

+

3 in Malwa; 2 each in Mountain Passes, Jaunpur, and

+

Madhyadesh; 1 each in Sindh, Rajput Kingdoms, Gujarat,

+

Andhra, and Tamilakam; and the remaining 10 in the

+

box marked ‘Delhi Sultanate’. Place 1 black Governor

+

hexagonal cylinder in Malwa, and the remaining 4 in the

+

Delhi Sultanate box.

+

• Place 4 turquoise Amir hexagonal cylinders in Maha-

+

rashtra; 2 each in Madhyadesh and on the two indicated

+

spaces of the Deccan Influence track; 1 each in Gujarat

+

and Gondwana; and the remaining 6 in the box marked

+

‘Bahmani Kingdom’. All Amirs should be placed em-

+

bossed side down, to indicate that they are currently

+

Obedient to the Delhi Sultanate.

+

• Place 3 yellow Raja hexagonal cylinders in Karnataka;

+

2 each in Andhra and on the four indicated spaces of

+

the Deccan Influence track; 1 in Tamilakam; and the re-

+

maining 8 in the box marked ‘Vijayanagara Empire’. All

+

Rajas should be placed embossed side down, to indicate

+

that they are currently Obedient to the Delhi Sultanate.

+

• Place the 12 red Mongol Invader cubes in the ‘Mongol

+

Invaders’ box.

+

Important – Every Amir in a Bahmani-Controlled Province

+

is always Rebelling. Every Raja in a Vijayanagara-Controlled

+

Province is always Rebelling. If a Province becomes Bahma-

+

ni-Controlled or Vijayagara-Controlled, immediately flip that

+

Faction’s Units there to Rebelling.

+

• Wooden embossed disks (Qasbahs, Forts, and Temples) are

+

Structures placed on map spaces, which contribute to Control

+

of Provinces and offer Faction-specific bonuses. Structures are

+

always placed embossed side up (although this has no game

+

effect). Place 1 black Qasbah disk in Andhra. The remaining 4

+

Qasbahs, 5 turquoise Forts, and 5 yellow Temples are placed

+

in their respective Faction’s holding box.

+

Dice

+

Six regular 6-sided dice (four dark red and two light brown) are

+

used to determine the outcome of battles. Place these to one side

+

near the board.

+

Pawns

+

Nine wooden pawns (six white and three brown) can be used to

+

track spaces selected for actions during play. These are purely

+

for convenience and have no game effect; set them aside for now.

+

Cards

+

A single Dynasty card indicates the current family ruling the

+

Delhi Sultanate. At the start of the game, the Khalji Dynasty rules

+

from Delhi with an iron fist, preventing the other two Factions

+

from selecting the Rebel Command. Once this card is flipped to its

+

Tughlaq Dynasty side, the power of the Delhi Sultanate begins to

+

wane and the Rebel Command becomes possible. Place the Khalji

+

Dynasty card near to the board. The other four kinds of cards

+

are used to form the deck which drives turn-to-turn gameplay:

+

• Event cards feature two possible options that a player may

+

select from, typically one that benefits the Delhi Sultanate and

+

one that benefits either or both of the other two Factions. Any

+

Faction may select either option on an Event card, even if it

+

does not directly benefit them.

+

• Mongol Invasion cards interrupt the usual sequence of play

+

and instruct either the Bahmani Kingdom or Vijayanagara

+

Empire player to take two sequential actions on behalf of the

+

non-player Mongol Invaders, and then choose whether or not

+

to accept a ‘compromising gift’, which lowers their Influence

+

in exchange for Resources and Cavalry.

+
+ +
+

6

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

3. Example of Play

+

We are now ready to begin playing the game. Turn over the top

+

card of the deck, Sᴀɢᴇ ᴏғ Vɪᴅʏᴀʀᴀɴʏᴀ, and place it face-up next

+

to the deck. This is the active card for the first turn, which will

+

determine the order in which Factions take their turns and the

+

possible Event options that may be executed.

+

Sequence of Play

+

Along the top of each Event card are the three Faction flags, in

+

this case the Vijayanagara Empire (yellow), Bahmani Kingdom

+

(turquoise), and Delhi Sultanate (gray). The order of these flags

+

determines the sequence in which the currently eligible Factions

+

choose and execute their action for the turn. At the start of the

+

game all three Factions are eligible, as indicated by the location

+

of their eligibility cylinders in the ‘Eligible Factions’ box of the

+

Sequence of Play track. (You can read about the Sequence of

+

Play in more detail in section 2.3 of the Rules of Play.)

+

As Vijayanagara is first eligible, they get first choice of which

+

action to perform. They have four options, as indicated by the

+

spaces around the Eligible Factions box on the game board: Com-

+

mand & Decree, Event or Command, Limited Command, or

+

Pass. The two options in the circles to the right of the box may

+

each only be performed by a maximum of one Faction per turn,

+

and typically make that Faction ineligible to act on the next turn.

+

The other two options, in the small boxes above and below the

+

Eligible Factions box, may always be performed by any number

+

of Factions and allow you to stay eligible to act on the next turn.

+

As Factions act during a turn they place their cylinders in the

+

relevant space on the track to indicate which option they have

+

chosen. All Eligible Factions will act on each card.

+

• Succession cards are seeded periodically throughout the event

+

deck (after every eight cards) and give each Faction a partic-

+

ular action in a certain order. The first Succession card also

+

permanently flips the Dynasty card from its Khalji side to its

+

Tughlaq side. These cards are pictured on the player strategy

+

aid sheets for ease of reference during the game.

+

• The two identical Timurid Empire cards appear in the final 8

+

cards of the deck. The first time one of these cards is drawn,

+

half of the available Mongol Invader units are placed into the

+

Mountain Passes. The second time one of these cards is drawn,

+

Timur’s Invasion occurs, triggering a final special sequence

+

before the game immediately ends. This sequence is described

+

on the Mongol Invaders page of the player aid.

+

Deck construction is detailed in section 2.1 of the Rules of Play,

+

but for now we will simply take the following six Event cards

+

and two Mongol Invasion cards and form them into a stack in

+

the following order, facedown from top to bottom: Sᴀɢᴇ ᴏғ

+

Vɪᴅʏᴀʀᴀɴʏᴀ (#13), Tʜᴇ Tᴜʀᴏ̨ᴜᴏɪsᴇ Tʜʀᴏɴᴇ (#28), Mᴏɴɢᴏʟ

+

Iɴᴠᴀsɪᴏɴ with Bahmani alliance, Uᴘʀɪsɪɴɢ ɪɴ Dᴀᴜʟᴀᴛᴀʙᴀᴅ (#15),

+

Mᴏɴɢᴏʟ Iɴᴠᴀsɪᴏɴ with Vijayanagara alliance, Tᴀɢʜɪ ᴛʜᴇ Eʟᴜsɪᴠᴇ

+

(#27), Mᴀʟɪᴋ Kᴀғᴜʀ (#1), and Bᴇɴɢᴀʟɪ Rᴇsɪsᴛᴀɴᴄᴇ (#19). Put

+

the Zᴇɴɪᴛʜ ᴏғ ᴛʜᴇ Dᴇʟʜɪ Sᴜʟᴛᴀɴᴀᴛᴇ card on the bottom of this

+

stack, then place the deck near the game board, where every

+

player can easily see it.

+
+ +
+

7

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Turn 1 – Events

+

The current Event card is quite attractive for the Vijayanagara

+

Empire, so they place their cylinder in the Event or Command

+

circle, which allows them to execute either one of the two options

+

on the card, or to perform one Command in any number of spaces.

+

They choose to execute the top (unshaded) Event option, which

+

instructs them to first increase their Deccan Influence track two

+

steps (indicated by the yellow sun symbol). Move the yellow

+

Influence marker two spaces to the right, to the ‘2’ box. This

+

unlocks the four yellow Rajas in the ‘1’ and ‘2’ boxes – move

+

them to the Vijayanagara Empire box. It also enhances the effects

+

of the Compel Decree, and raises the Vijayanagara Victory total

+

by 2 – move the yellow ‘Victory’ marker to the ‘2’ box now.

+

Next, the Event text instructs Vijayanagara to place any units

+

just gained (the four Rajas unlocked from the Deccan Influence

+

track) “adjacent to Vijayanagara” – meaning, in any map spaces

+

adjacent to the city point labeled ‘Vijayanagara’. Place two Rajas

+

in Maharashtra and one each in Andhra and Karnataka. As the

+

Event has been fully executed, the Vijayanagara Empire’s turn

+

is now complete.

+

The Vijayanagara Empire performs the unshaded Event text

+

on the Sᴀɢᴇ ᴏғ Vɪᴅʏᴀʀᴀɴʏᴀ card, shifting its Deccan Influence

+

twice and adding Rajas adjacent to Vijayanagara (two into

+

Maharashtra and one each into Andhra and Karnataka).

+

Turn 1 – Commands and Decrees

+

The next eligible Faction is the Bahmani Kingdom, as indicated

+

along the top of the current Event card, and they can now choose

+

from any of the remaining three options. They choose Command

+

& Decree, which will allow them to perform one of their regular

+

Commands in any number of spaces, coupled with a powerful

+

Decree either before or after the Command. Place their eligibility

+

cylinder in this circle, and then take a moment to look at the Bah-

+

mani page of the player aid, which lists their available Commands

+

and Decrees along with some additional information. (You can

+

read about the Commands and Decrees for all Factions in more

+

detail in sections 3.0 and 4.0 of the Rules of Play.)

+

At the start of the game, the most attractive Command options for

+

the Bahmanis are probably Rally (to place additional Amirs) or Mi-

+

grate (to move Amirs into new territory). Attack requires a larger

+

number of Amirs to maximize the chances of success, while Rebel

+

is only possible after the first Succession card has flipped the Delhi

+

Sultanate’s Dynasty card from Khalji to Tughlaq. Vijayanagara has

+

access to these same Command options, while the Delhi Sultanate

+

has a different menu of options that we will look at shortly.

+

The Bahmanis decide to Migrate first. They may choose any

+

Provinces as destinations, and pay 1 Resource per destination

+

to move in up to three Amirs from adjacent Provinces (each

+

Amir may only move once during the entire turn). They decide

+

to Migrate to Malwa, Bengal, Gondwana, and Andhra, costing 4

+

Resources total – shift their Resource cylinder from the ‘6’ space

+

to the ‘2’ space. Then, move one turquoise Amir from Gondwa-

+

na to Bengal, one from Madhyadesh to Gondwana, one from

+

Maharashtra to Malwa, and one from Maharashtra to Andhra.

+

If any of the moving Amirs had been Rebelling (embossed end

+

up) and their destination had been a Tributary (in this case, all

+

destinations), they would have had to flip back to Obedient

+

(embossed end down). At the end of a Migrate Command, if any

+

Amir has moved into a space with Vijayanagara pieces (in this

+

case Andhra), the Bahmanis may spend an additional Resource

+

to increase their Influence by 1 and lower Vijayanagara Influence

+

by 1. They do this now – lower their Resources to 1, increase

+

their Influence to 1, and lower Vijayanagara Influence to 1. This

+

also requires the Vijayanagara Empire to return two Rajas from

+

their supply (or from the map if none are in the supply) back onto

+

the ‘2’ space of the Influence track, and lowers the Vijayanagara

+

victory total by 1 while raising the Bahmani victory total by the

+

same amount – do this now.

+

Next, the Bahmani Kingdom may perform a Decree, choosing

+

from either Trade (to gain Resources and Cavalry), Build (to

+

place a Fort), or Conspire (to replace enemy pieces, particularly

+

the dangerous Governors of Delhi). They decide to Trade, which

+

grants them 1 Resource for every space with a friendly piece. In

+

this case there are seven such spaces, increasing their Resources

+

to 8 total. Trade also grants them at least one Cavalry, plus one

+

or two if they have at least Influence 1 or 3, respectively. As they

+

are at 1 Influence, they gain two Cavalry tokens – take these from

+

the shared pool and place them in the Bahmani Kingdom box

+

now. The Bahmani turn is now complete.

+

The Bahmani Kingdom executes a Migrate Command into

+

four Provinces, then a Trade Decree. Commands and Decrees

+

are performed to completion at once, but can be performed in

+

either order.

+
+ +
+

8

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Limited Command or Pass

+

The Delhi Sultanate is the last Faction eligible to act, and as the

+

two circular spaces are already filled their options are restricted.

+

They can either Pass to gain 3 Resources, or take a Limited

+

Command: a Command in one space only. In both cases they

+

would remain eligible to act on the next turn. The Delhi Sultan-

+

ate decides to take a Limited Command (place their eligibility

+

cylinder in this box now).

+

The Delhi Sultanate has four Commands to choose from:

+

Conscript (to place Troops), March (to move units), Govern

+

(to place Governors, remove Obedient enemy units, and place

+

Qasbahs), and Attack (to remove enemy pieces). Attack can

+

only be used against Amirs and Rajas if they are Rebelling, so

+

it is not useful right now. They decide to Conscript, which costs

+

1 Resource per space to place either five Troops in Delhi, two

+

Troops in any space with a Qasbah, or one Troop in a Tributary

+

Province. Because this is a Limited Command they can select

+

only one space, so they pay 1 Resource to place five Troops in

+

Delhi. Do this now.

+

The Delhi Sultanate uses a Limited Command (a Command in

+

only one space) to Conscript five Troops in Delhi.

+

Finally, now that all eligible Factions have acted, eligibility is

+

reset for the next turn. Unless otherwise specified, any cylinder

+

in the two circular spaces is moved to the ‘Ineligible Factions’

+

box on the right – slide the Vijayanagara and Bahmani cylinders

+

to the Ineligible box now. Any other cylinder is returned to the

+

Eligible Factions box – slide the Delhi Sultanate cylinder to

+

the Eligible box now. Then, draw the next card from the deck

+

and place it face-up on top of the currently active card – the

+

new card is now the active card for the next turn.

+

Turn 2 – Collect Tribute and Govern

+

The second active card is Tʜᴇ Tᴜʀᴏ̨ᴜᴏɪsᴇ Tʜʀᴏɴᴇ, with eligibility

+

order favoring first the Bahmani Kingdom, then the Vijayanagara

+

Empire, and finally the Delhi Sultanate. However, as the only

+

eligible Faction is the Delhi Sultanate, they get to choose which

+

action to perform first and can select any option. The Event text

+

is not appealing to them, so they select Command & Decree and

+

place their cylinder in that space on the Sequence of Play Track.

+

A Decree can always be performed either before or after the full

+

Command, and they decide to perform it first, selecting Collect

+

Tribute. This increases their Resources by half the total Prosper-

+

ity value of Tributary Provinces, which is currently 18, so they

+

gain 9 Resources – set their Resource cylinder to the ‘20’ space.

+

They also gain two Cavalry tokens, which come from the shared

+

pool and should be placed in the Delhi Sultanate box (along with

+

the two tokens already there from the setup).

+

The Delhi Sultanate executes the Collect Tribute Decree,

+

increasing its Resources by half the total Tributary Prosperity,

+

and adding two powerful Cavalry tokens to its box.

+

Next, the Sultanate decides to execute the Govern Command.

+

Govern may be used to select any Tributary Provinces, Inde-

+

pendent Provinces Controlled by the Delhi Sultanate, Mongol

+

Invasion Regions, and/or Delhi itself. In each selected space, the

+

Sultanate must pay 1 Resource and then either add a Governor,

+

or if there is already a Governor they may remove up to two

+

Obedient (embossed side down) Amirs or Rajas and place a

+

Qasbah. As the Sultanate already has a Governor in Malwa and

+

there is an Obedient Amir there, they select this space first, paying

+

1 Resource to remove the Amir (place it back in the Bahmani

+

Kingdom box) and place a Qasbah. The Sultanate also Governs

+

in Bengal, Gujarat, Punjab, and Delhi, paying 4 additional Re-

+

sources total to place a Governor in each space – do this now.

+

Their Resource cylinder should now be at ‘15’. Complete the

+

turn by moving the Bahmani and Vijayanagara cylinders from

+

Ineligible to Eligible, and sliding the Delhi Sultanate cylinder

+

to Ineligible. Draw the next card.

+
+ +
+

9

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

The Govern Command in Malwa removes the Obedient Amir

+

there and places a Qasbah as well.

+

Mongol Invasion 1 – Amass and Attack &

+

Plunder

+

The next card drawn is a Mᴏɴɢᴏʟ Iɴᴠᴀsɪᴏɴ card, which interrupts

+

the usual sequence of play while it is executed. Take a look at

+

the Mongol Invaders page of the player aid now. Each Mongol

+

Invasion card indicates that either the Bahmani or Vijayanagara

+

Faction should decide which two Commands the Mongol Invad-

+

ers will perform, and then that Faction can also choose to accept

+

‘Compromising Gifts’ from the Mongols, lowering their Deccan

+

Influence in exchange for Resources and Cavalry. In this case

+

the card indicates the Bahmani Kingdom, who first selects the

+

Mongol Amass Command, placing three red Mongol Invader

+

cubes in Mountain Passes. They could then select Amass again,

+

or even Advance, but instead select Attack & Plunder with the

+

cubes now in Mountain Passes.

+

Mongol Invaders Attack and Plunder in the Mountain Passes.

+

Factions hit on rolls less than or equal to the number of their

+

units in the battle. Cavalry tokens are used to modify the roll

+

before any units are removed.

+

Mongol Invaders Attack works in the same way as it does for the

+

player Factions: the attacker rolls four dice, the defender rolls

+

two, and any die whose value is less than or equal to the number

+

of units on that side forces the enemy side to remove a unit. The

+

Bahmani Kingdom rolls for the Mongols a 5 and three 1s, while

+

the Sultanate rolls a 2 and a 3. But the battle is not over yet!

+

After the dice have been rolled the Factions involved may spend

+

Cavalry tokens, attacker first, then the defender. The Mongols are

+

always treated as having one Cavalry token available, which they

+

will use to Charge and convert a miss into a hit if possible, but

+

in this case it will not make any difference to the outcome. Next,

+

the Sultanate can choose to spend its Cavalry tokens; each token

+

can be spent either to ‘Charge’, lowering the value of one of its

+

dice by 1, or to ‘Screen’, removing an enemy die (other than a

+

1) completely. As they are already going to have to remove more

+

units than they have in the space, they just spend one Cavalry to

+

Charge, lowering their 3 to a 2 (move one Cavalry token from

+

the Sultanate box to the shared pool). Cavalry having been spent,

+

hits are finally tallied. Here two Mongol Invaders are sent back

+

to the Mongol box, and the Sultanate removes both of its Troops

+

cubes, returning them to the Delhi Sultanate box.

+

Finally, as part of this Command the Mongols Plunder, remov-

+

ing 1 Resource from the Sultanate for each of their cubes left

+

in the space – in this case just 1, lowering the Sultanate’s total

+

Resources to ‘14’. They would then return any Mongol cubes in

+

excess of three in that space to the Mongol Invaders box (in this

+

case, there is only one cube remaining so none are removed).

+

The Bahmani player also chooses to accept Compromising Gifts,

+

lowering their Influence from 1 to 0 in exchange for 2 Resources

+

(up to ‘10’) and two more Cavalry tokens (adjust the Bahmani

+

Resources, Influence, and Victory markers now, and add two

+

Cavalry from the shared pool to the Bahmani Kingdom box).

+

The Mongol Invasion turn is then complete. Draw the next card

+

without changing the eligibility of any Faction.

+

Turn 3 – Rally and Conspire

+

The next card is Uᴘʀɪsɪɴɢ ɪɴ Dᴀᴜʟᴀᴛᴀʙᴀᴅ, with the Bahmani

+

Kingdom first eligible. They decide to perform a Rally Command

+

with a Conspire Decree – place their cylinder in the ‘Command

+

& Decree’ space. They Rally first, which may be used to select

+

any Provinces that already have a Bahmani piece (or Maharashtra

+

even without any pieces). They select Madhyadesh, Gujarat, and

+

Maharashtra, paying 3 Resources total to place one Amir in each

+

of the first two spaces, and two Amirs in Maharashtra (which

+

gets a Rally bonus as the Bahmani ‘home’ Province). Then, they

+

Conspire in Bengal and Gujarat, replacing the Governor in each

+

Province with another Amir. They choose to place these Amirs as

+

Obedient (embossed side down), but could instead have placed

+

them as Rebelling (embossed side up) if desired. The Bahmani

+

Kingdom’s turn is complete.

+
+ +
+

10

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

The Bahmani Kingdom executes the Rally Command to add

+

Amirs in Provinces already containing Bahmani pieces, then

+

the Conspire Decree to replace Governors with Amirs.

+

The Vijayanagara Empire could decide to perform the Event or

+

a full Command in any number of spaces, but instead decides to

+

perform a Limited Command so that they can stay eligible for

+

the next turn. Place their cylinder in the ‘Limited Command’

+

box. They decide to Migrate into Maharashtra for a cost of 1

+

Resource, and move in one Raja from Andhra and two from

+

Karnataka (for the maximum three allowed per Migrate desti-

+

nation). They then opt to pay 1 additional Resource to decrease

+

Bahmani Influence (which is already at 0 so cannot be decreased

+

any further) and increase their own Influence by one step to 2,

+

unlocking two additional Rajas and also enhancing their Compel

+

Decree again – adjust the Deccan Influence track and Vijayanaga-

+

ra score and Resources now. The turn is complete – move both

+

the Vijayanagara and Delhi Sultanate cylinders to Eligible and

+

the Bahmani cylinder to Ineligible, then draw the next card.

+

The Vijayanagara Empire carries out a Limited Migrate

+

Command, spending one Resource to draw three Rajas into

+

Maharashtra from adjacent Provinces, then another Resource

+

to shift its Deccan Influence up.

+

Mongol Invasion 2 – Amass Twice

+

Another Mᴏɴɢᴏʟ Iɴᴠᴀsɪᴏɴ! This time the Vijayanagara Empire

+

is in control of the Mongols, and they decide to Amass twice,

+

first placing three more Mongol Invaders in Mountain Passes,

+

and then placing an additional three, but these are immediately

+

moved over to Punjab, as Amass results in an overflow into

+

the next space if an Invasion Region contains more than four

+

Mongols (however, no such overflow occurs during a Mongol

+

Advance Command). The Vijayanagara Empire does not choose

+

to accept Compromising Gifts, as they are enjoying their rapidly

+

increasing Deccan Influence. Discard the Mongol Invasion card,

+

and draw the next card without adjusting eligibility.

+

Mongol Invaders continue to Amass in the Mountain Passes,

+

pushing any Invaders above four into Punjab.

+

Turn 4 – Conscript and Campaign

+

Delhi is first eligible on the next card (Tᴀɢʜɪ ᴛʜᴇ Eʟᴜsɪᴠᴇ),

+

and they decide to Conscript and then Campaign (place their

+

cylinder in the Command & Decree space now). They pay 2

+

Resources total to Conscript five Troops in Delhi and two in

+

Malwa (where there is a Qasbah), then use Campaign to move

+

six Troops from Delhi to Punjab, then five of those Troops again

+

from Punjab to Mountain Passes (Campaign allows them to move

+

units along a path of four spaces, picking up and dropping off

+

any units along the way).

+
+ +
+

11

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Delhi sends a large force to face the Mongol threat.

+

Next, Vijayanagara decides to pay 1 Resource to perform another

+

Limited Command, this time an Attack targeting the Bahmani

+

Kingdom in Maharashtra. They are attacking and roll four dice,

+

while the defending Bahmanis roll two dice. Vijayanagara rolls a

+

1, 2, 4, and 6, while the Bahmanis roll a 3 and a 4. If unmodified

+

by Cavalry tokens, Vijayanagara would score three hits (as they

+

have 5 units), the Bahmanis would score two hits, and each player

+

would remove their own pieces back to their own holding box.

+

Vijayanagara as the attacker considers spending Cavalry tokens

+

first, but it has none. The Bahmani Kingdom, however, uses two

+

of its Cavalry tokens for Screening to remove Vijayanagara’s dice

+

showing a 2 and 4, thereby reducing Vijayanagara’s hits to just

+

one. Vijayanagara removes two of its Rajas from Maharashtra,

+

while the Bahmanis remove just one Amir.

+

Any time that either Vijayanagara or the Bahmanis Attack one

+

another, Deccan Influence will shift if one removes more pieces

+

than the other. In this case Vijayanagara lost two units while

+

the Bahmanis lost only one, so Vijayanagara loses 1 Influence

+

(placing their two bonus Rajas back on the track from their

+

holding box) and the Bahmanis gain 1 Influence – adjust both

+

Faction’s victory markers as well. The turn is complete, so adjust

+

eligibility (Delhi to Ineligible and both Bahmani and Vijayanagra

+

to Eligible) and draw the next card.

+

The Vijayanagara attack collapses under the weight of superi-

+

or Bahmani cavalry.

+

Turn 5 – Build and Attack

+

The Bahmani Kingdom is first eligible on Mᴀʟɪᴋ Kᴀғᴜʀ, and

+

they decide to first Build and then Attack. Build allows them

+

to place a Fort in any Province where they already have an

+

Amir – each Province can only ever hold up to a single Fort, a

+

single Temple, and a single Qasbah. They decide to place a Fort

+

in Madhyadesh, to provide some defense against the Sultanate’s

+

forces there. This also increases their score by one – shift the

+

Bahmani victory marker from ‘1’ to ‘2’. Next, they pay 2 Re-

+

sources to Attack in Gujarat and Maharashtra. They first Attack

+

Vijayanagara in Maharashtra, rolling two 3s, a 5, and a 6, which

+

only removes two enemy pieces as they have only three Amirs

+

there. However, Vijayanagara rolls a 1 and a 4, removing only

+

one Bahmani unit, which again means Vijayanagara will lose

+

Influence (down to 0, replacing another two Rajas on the track),

+

and Bahmani will gain Influence (up to 2, this time gaining two

+

bonus Amirs and also enhancing their Conspire Decree). Finally,

+

adjust the Victory markers for both Factions to account for the

+

change in Deccan Influence – the Vijayanagara Empire’s to ‘0’

+

and the Bahmani Kingdom’s to ‘3’.

+

In Gujarat the Bahmani Attack will target the single Delhi Sultan-

+

ate Troop present, which automatically flips the three Attacking

+

Amirs to their embossed ‘Rebelling’ side (meaning they will

+

now be vulnerable to counterattack from Delhi). The Bahmani

+

Kingdom decides also to use the two Amirs in Madhyadesh to

+

support the Attack (up to two units from an adjacent space with

+

a friendly Fort or Qasbah may join an Attack, or one from an

+

adjacent space with a Temple for Vijayanagara, but each unit may

+

only be involved in one Attack per turn). These Amirs remain in

+

Madhyadesh, but also flip to Rebelling and will be counted when

+

calculating the results of the Attack (and could be removed as

+

casualties if desired). The Bahmani Kingdom rolls two 2’s, a 4,

+

and a 5, easily enough to remove the single Delhi Troop, while

+

Delhi rolls a 1 and a 6, sufficient to remove one Bahmani Amir

+

(which the Bahmanis decide to remove from Gujarat rather than

+

from supporting Madhyadesh). Neither Faction decides to use

+

any Cavalry. The Bahmani turn is now complete.

+
+ +
+

12

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

The Bahmani Kingdom attacks the Vijayanagara Empire in

+

Maharashtra and the Delhi Sultanate in Gujarat, supported

+

in Gujarat by the Amirs in adjacent Madhyadesh. Obedient

+

units which attack the Sultanate immediately flip to their

+

Rebelling state.

+

Vijayanagara now decides to play the Event, which is marked

+

‘Stay Eligible’, meaning that they will remain eligible to act on

+

the next turn. Both the shaded and unshaded Events on a card

+

with ‘Stay Eligible’ provide this bonus to whichever Faction

+

selects the Event. They select the unshaded option, first moving

+

all Governors on the map to Provinces adjacent to Delhi (they

+

choose to place all three Governors in Rajput Kingdoms), and

+

then performing a free Limited Rebel Command. Usually the

+

Rebel Command is only possible during the Tughlaq dynasty

+

(after the first Succession card), but this Event allows it to

+

occur during either dynasty. The Rebel Command may target

+

any Province where Vijayanagara pieces outnumber all others

+

combined, which in this case is only Karnataka, so they select

+

Karnataka. First, remove the Tributary marker there, lowering

+

the Delhi Sultanate score by the Prosperity value of the Province

+

(2, down to 16 total). As the Tributary marker has been removed

+

the Province is now Independent, and will be Controlled by a

+

Faction that has more pieces there than all others combined (or

+

else be Uncontrolled, as indicated by the lack of a marker). Place

+

a Vijayanagara Control (yellow flag) marker there now, and in-

+

crease the Vijayanagara score by the Prosperity of the Province

+

(2, up to a total of ‘2’). All Rajas in a Vijayanagara-Controlled

+

Province are immediately flipped to Rebelling, whether or not

+

they gained control by a Rebel Command – flip the Rajas there

+

to Rebelling now. The Vijayanagara turn is complete, adjust

+

eligibility (Delhi and Vijayanagara to Eligible, the Bahmanis to

+

Ineligible) and draw the next card.

+

A Rebellious Vijayanagara Empire emerges in Karnataka. An

+

Independent Province is Controlled by the Faction with a ma-

+

jority of pieces there. That Faction’s marker is placed immedi-

+

ately, and its units are all flipped to Rebelling.

+

Turn 6 – March and Collect Tribute

+

The Delhi Sultanate is first eligible on Bᴇɴɢᴀʟɪ Rᴇsɪsᴛᴀɴᴄᴇ and

+

decides to perform March with Collect Tribute. First, they

+

Collect Tribute to gain 8 Resources (half of their total Tributary

+

Prosperity, recently reduced to 16) and two additional Cavalry

+

from the pool. Then they pay 2 Resources to March into Malwa

+

and Gujarat. To Malwa they move in three Governors from Rajput

+

Kingdoms and three Troops from Delhi. To Gujarat they move

+

in one Troop from Sindh, one from Rajput Kingdoms, and three

+

from Malwa (note that the three Troops that just arrived into

+

Malwa could not continue Marching in Gujarat, but the others

+

that were already in Malwa could do so).

+

Vijayanagra then chooses to play the unshaded Event, adding two

+

Rajas each to Jaunpur and Bengal, and removing the Tributary

+

marker from Bengal (lowering Delhi’s victory points to ‘14’).

+

Bengal is now Uncontrolled, as the Bahmanis and Vijayanagara

+

each have two pieces there, but if either can get the upper hand

+

it will become Controlled by that Faction, adding to their total

+

score. The turn is complete. Adjust eligibility (Bahmanis to

+

Eligible and Delhi and Vijayanagara to Ineligible) and draw the

+

next card.

+
+ +
+

13

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Delhi Marches to respond to the emerging Bahmani threat,

+

while trouble stirs in Independent but Uncontrolled Bengal.

+

Succession

+

The next card, Zᴇɴɪᴛʜ ᴏғ ᴛʜᴇ Dᴇʟʜɪ Sᴜʟᴛᴀɴᴀᴛᴇ, is a Succession

+

card which interrupts the usual sequence of play while the in-

+

structions on it are executed. There are three Succession cards

+

that will appear during the game – they can be perused in advance

+

on the Faction Strategy sheets. First, we flip the Dynasty card to

+

its Tughlaq Dynasty side, which allows the Bahmani Kingdom

+

and Vijayanagara Empire to select the Rebel Command for

+

the remainder of the game. Then, the Sultanate may perform a

+

Campaign Decree using only Delhi and Provinces (this special

+

‘Succession’ Campaign may not enter or exit Mountain Passes or

+

Punjab), but in this case chooses not to. Next, the Bahmanis gain

+

Cavalry equal to their Deccan Influence plus Forts, in this case

+

three (take these from the shared pool). Finally, the Vijayanagara

+

Empire would gain Resources equal to their own Deccan Influ-

+

ence plus Temples, but as they have not planned well and have

+

no Influence or Temples, they do not gain any Resources! If this

+

were a normal game we would now draw the next event card and

+

continue play without adjusting eligibility, but this brings us to

+

the end of our example of play.

+

Next Steps

+

We have managed to cover most of the available Commands and

+

Decrees in this example, but there are a few additional points

+

worth mentioning. Any Faction Attacking in Delhi (Mongol In-

+

vaders only) or against a defending Bahmani Fort only rolls three

+

dice, and die results of ‘6’ never hit (but may still be reduced by

+

using Cavalry to Charge). Delhi’s Demand Obedience Decree

+

allows them to restore Tributary status to all Independent Prov-

+

inces that they Control and have a Governor present, and they

+

also gain Resources equal to the Prosperity of the Tributaries thus

+

restored. Vijayanagara’s Build Decree simply places a Temple in

+

a Province with a Raja (maximum 1 Temple per Province), while

+

Tax gains them Resources equal to the Prosperity of Provinces

+

they Control plus Temples in play, and Compel allows them to

+

add two Rajas to a Province with or adjacent to their pieces (or

+

instead move in two Rajas from adjacent if they prefer). Finally,

+

both the Conspire and Compel Decrees can be enhanced by

+

reaching Deccan Influence 2 for each Faction: enhanced Conspire

+

allows Bahmani to replace either Governors or Rajas in two

+

Provinces with or adjacent to Bahmani pieces, while enhanced

+

Compel provides the Vijayanagara Empire with a Cavalry token

+

and removes one enemy unit in addition to placing or moving

+

two Rajas (if a Delhi unit is removed, the Rajas are flipped to

+

their embossed Rebelling side).

+
+ +
+

14

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Ending the game

+

How does the game end? The final stack of six Events is shuffled

+

together with two Tɪᴍᴜʀɪᴅ Eᴍᴘɪʀᴇ cards, instead of two Mᴏɴɢᴏʟ

+

Iɴᴠᴀsɪᴏɴ cards. When the first of these is drawn, half of the re-

+

maining available Mongol Invaders (rounded down) are placed

+

into Mountain Passes. When the second is drawn, the endgame

+

‘Timur’s Invasion of Delhi’ sequence is triggered. The Mongols

+

first Attack in Mountain Passes, and then all surviving units (in-

+

cluding the Sultanate’s) are moved from there to Punjab, where

+

they Attack again, and finally all surviving units are moved to

+

Delhi. In Delhi, the Mongols continue to Attack until all units

+

from one side are eliminated (note that the Mongols roll one

+

fewer die when Attacking in Delhi, so three total). Finally, the

+

Delhi Sultanate gains additional victory points equal to 3 minus

+

the number of surviving Mongols in Delhi, to a minimum of -3.

+

The Faction with the most victory points wins the game, with

+

ties going first to whoever has the most remaining Resources.

+

You have now learned all of the basics you need in order to play

+

Vijayanagara. If you would like, you can continue this game by

+

constructing the rest of the deck – shuffle together the remaining

+

Event cards, form three piles of six Events each, add two random

+

Mᴏɴɢᴏʟ Iɴᴠᴀsɪᴏɴ each to the first two piles and the two Tɪᴍᴜʀɪᴅ

+

Eᴍᴘɪʀᴇ cards to the final pile, shuffle each pile again, and stack

+

them in order with the Tɪᴍᴜʀɪᴅ Eᴍᴘɪʀᴇ pile on the bottom, then

+

the Lᴏʀᴅs ᴏғ ᴛʜᴇ Dᴇᴄᴄᴀɴ Succession card, then another pile,

+

then the Rɪsᴇ ᴏғ ᴛʜᴇ Rᴇʙᴇʟ Sᴜʟᴛᴀɴs Succession card, and the final

+

pile on top. Alternatively, you could reset the game according to

+

the setup instructions in section 2.1 of the Rules of Play.

+

4. Teaching Guide

+

Now that you know how to play the game, all that’s left is to

+

introduce it to your friends or gaming group. How best to do this

+

will depend on how your group prefers to learn a new game – here

+

we assume a group that likes to know most of the rules of a game

+

before they begin playing, but if your group is comfortable with

+

a ‘rolling teach’ that explains rules as they come up you could

+

stop after point 5 and simply begin playing. Teaching the game

+

according to the sequence below will take around 30 minutes,

+

and the game itself should take around two hours to play, so

+

budget at least three hours for your first game (with experience

+

this should come down to well below two hours).

+

1.

+

Set up the game before your group arrives, with all of

+

the pieces out on the board and the deck constructed.

+

2.

+

Introduce the topic of the game (warring states in

+

medieval India) and the identities of the three player

+

Factions (despotic Delhi Sultanate, renegade Bahmani

+

Kingdom, and opportunistic Vijayanagara Empire).

+

Assign a Faction to each player (remember that the

+

Delhi Sultanate is likely to be the most challenging to

+

play) and hand out the player aids, including the Faction

+

Strategy sheets found on the reverse of each Non-Player

+

aid sheet (these contain historical information and basic

+

strategy considerations).

+

3.

+

Explain that victory is determined by a direct compari-

+

son of victory points at the end of the game, and empha-

+

size that the main source of victory points is Province

+

Prosperity (Tributary Provinces for the Delhi Sultanate,

+

Control of Independent Provinces for the other two

+

Factions). Briefly mention the other possible sources

+

of victory points (surviving Timur’s invasion at the end

+

of the game for the Delhi Sultanate, and Forts/Temples

+

plus Deccan Influence for the other two Factions).

+

4.

+

Indicate the different kinds of spaces (Mongol Invasion

+

Regions, Delhi, Provinces, and the non-space Cities that

+

connect some Provinces) and other features of the board

+

(numbered edge track, Faction boxes, Deccan Influence

+

track, sequence of play track).

+

5.

+

Turn over the first card and describe the general se-

+

quence of play, explaining the difference between a

+

Command, a Decree, and a Limited Command.

+

6.

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Review the available Commands and Decrees for each

+

Faction, and summarize the Attack sequence (now

+

would also be a good time to explain how Cavalry

+

tokens work, perhaps by carrying out a quick example

+

of a battle).

+

7.

+

Finally, use one of the spare Mongol Invasion cards and

+

the player aid to explain how Mongol Invasion turns

+

work, then review the three Succession cards and the

+

Timurid Empire endgame sequence. You should also

+

explain the deck structure at this point, as it is import-

+

ant that players know how many Event cards there are

+

(both in total and between each Succession card). The

+

diagram on the back of this booklet and on the Sequence

+

of Play aid sheet can be provided for visual reference.

+

Start playing, providing further details and clarifications as

+

necessary. Ideally all players should understand that this is a

+

learning game, and that mistakes will be made – the best way to

+

learn is by getting involved!

+
+ +
+

15

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

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The board at the end of the example of play.

+
+ +
+

16

+

Vijayanagara – Learn to Play

+

© 2023 GMT Games, LLC

+

Every Amir in a Bahmani-Controlled Province is always Rebelling. Every Raja

+

in a Vijayanagara-Controlled Province is always Rebelling. If a Province becomes

+

Bahmani-Controlled or Vijayagara-Controlled, immediately flip that Faction’s Units

+

there to Rebelling (1.4.5).

+

• Tributary Provinces are never Controlled or Uncontrolled. Mountain Passes, Punjab, and

+

Delhi are not Provinces (1.6, 1.7).

+

• Each space may only ever hold up to one Qasbah, one Fort, and one Temple (1.4.4).

+

• Only one Event card is revealed at a time. All Eligible Factions may act on each Event

+

card (2.2).

+

• Any number of Factions may select a Limited Command (or Pass) and remain Eligible

+

for the next Event card (2.3.5, 2.3.6).

+

• Every Decree can be paired with any Command, but a Decree must come either before

+

or after the Command is completed in all selected spaces (4.1).

+

• Units to be placed in a space must come from their holding box (1.4.3).

+

• Mongol Invasion cards and Succession cards do not affect Eligibility (2.4, 2.5).

+

• Cavalry tokens may be used after dice are rolled, attacker first then defender. Mongol

+

Invaders use one Cavalry (to Charge) in every battle. If a Cavalry token is earned and

+

the pool is empty, it may be taken from any other Faction (1.10).

+

• Resources and Cavalry tokens may be traded freely among Factions at any time (1.5.2).

+

Negotiated agreements are binding only during the execution of an action, never for

+

future turns.

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Deck Construction

+

Rules at a Glance

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+ + + -- cgit v1.2.3