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/rulebook.html | 1479 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1479 insertions(+) create mode 100644 info/rulebook.html (limited to 'info/rulebook.html') diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..cc8b2e1 --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,1479 @@ + + + + +Vijayanagara - Rulebook + + + + + +
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RULES OF PLAY

+

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

+

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

+

2.0 Setup & Sequence of Play . . . . . . . . . . . . . . . . . . . 7

+

3.0 Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

+

4.0 Decrees . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 13

+

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

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by Saverio E. Spagnolie, Mathieu Johnson, Cory Graham, and Aman Matthews

+

5.0 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

+

Key Terms Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

+

Counter Scans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

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Setup Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

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Cover image: The Mosque of Delhi and the Iron Pillar, mid-19th

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century painting from India, artist unknown. Freer Gallery of Art

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and Arthur M. Sackler Gallery, from the Smithsonian.

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+ +
+

2

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Vijayanagara

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© 2023 GMT Games, LLC

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The Delhi Sultanate is trying to maintain its grip on the south

+

of India. Its victory points are equal to the total Prosperity of

+

Tributary Provinces (1.3.1), adjusted up or down according to

+

how well Delhi fares against Timur’s final Mongol invasion at

+

the end of the game.

+

The Bahmani Kingdom and Vijayanagara Empire are both seek-

+

ing to establish their own independent Control over Provinces

+

dividing the Indian subcontinent, solidify their positions with the

+

construction of Forts (Bahmanis) and Temples (Vijayanagara),

+

and to ensure the propagation of their Influence throughout the

+

Deccan region. Their victory points are given by the total Prosper-

+

ity (1.3.1) of Provinces that they Control (1.7), plus the number

+

of their Forts/Temples on the map (1.4.2), and each Faction’s

+

position on a Deccan Influence track (1.9).

+

See section 5.0 for more details on how to calculate victory at

+

the end of the game.

+

1.2 Components

+

A complete set of Vijayanagara includes the following (a spare

+

of each wooden piece is also included):

+

• A 17”x22” mounted game board (1.3)

+

• A 36-card Event deck (2.3)

+

• Eight Mongol Invasion cards (2.4)

+

• Three unique Succession cards (2.5)

+

• Two Timurid Empire cards (2.6)

+

• One Dynasty card (2.7)

+

• Three Attack Reference cards

+

• Three foldout Faction Aid sheets

+

• Three Non-Player Faction Aid Sheets/Faction Strategy sheets

+

• A Sequence of Play Aid sheet (front); and game mat for

+

Aadu-Huli aata/Goat-Tiger game (back).

+

• A 12-card Non-Player Ibn Battuta deck

+

• One Non-Player Mongol Invader card

+

• 44 cubes (12 red Mongol Invaders and 32 gray Troops; 1.4.1)

+

• 45 embossed hexagonal cylinders (5 black Governors,

+

18 turquoise Amirs, 22 yellow Rajas; 1.4.1)

+

• 15 embossed discs (5 black Qasbahs, 5 turquoise Forts,

+

5 yellow Temples; 1.4.2)

+

• 6 embossed cylinders (2 black, 2 turquoise, 2 yellow)

+

• 9 pawns (6 white and 3 brown)

+

• One half-size, full color counter sheet

+

• Six 6-sided dice (4 dark red and 2 light brown)

+

• A Learn to Play booklet

+

• A Non-Player Rules booklet

+

• A background Playbook

+

• This rulebook

+

1.0 INTRODUCTION

+

Vijayanagara is a 1-3 player board game depicting the dynam-

+

ics of the Indian subcontinent during the years 1290-1398. The

+

game spans the Khalji (1290-1320) and most of the Tughlaq

+

(1320-1413) dynasties of the Delhi Sultanate, while showing the

+

birth of two upstart powers in the Deccan Plateau, the Bahmani

+

Kingdom and the Vijayanagara Empire. The game closes with the

+

historical invasion of Delhi by Timur in 1398, though a careful

+

Delhi Sultanate player might be able to avoid this fate.

+

A Learn to Play booklet accompanies these rules and provides a

+

more natural introduction to the game. An additional Playbook

+

contains a more detailed discussion of the history of this period,

+

along with event card backgrounds, designer notes, and sug-

+

gested reading. Rules for automated Non-Player Factions and

+

examples of their operation are included in a separate Non-Player

+

Rulebook.

+

STOP! If this is your first time playing, you might want to start

+

with the Learn to Play booklet, which will guide you through

+

setup and teach you the game. This Rulebook is intended

+

primarily for reference purposes.

+

1.1 General Course of Play

+

In Vijayanagara, players take on the roles of the Delhi Sultanate

+

(

+

, black and gray pieces), the Bahmani Kingdom (

+

,

+

turquoise pieces), and the Vijayanagara Empire (

+

, yellow

+

pieces).

+

Event cards are drawn one at a time, each identifying an import-

+

ant historical event or region that played pivotal roles in 14th

+

century India. Players will have opportunities to either execute

+

the Event, which can have substantial consequences on the board

+

state, or to instead use standard Commands and special Decrees

+

that are unique to each Faction. A Sequence of Play track on the

+

board is used to determine which Factions are Eligible to play

+

on each card, and each Event card indicates turn order among

+

Eligible Factions.

+

Three Succession cards disrupt the normal course of play. The

+

first signals the end of the Khalji Dynasty and the dawn of the

+

Tughlaq Dynasty, changing the rules for the remainder of the

+

game upon its arrival. Rebellions are not allowed during the

+

fierce, oppressive rule of the Khalji Dynasty, but are allowed

+

during the rule of the more vulnerable Tughlaq Dynasty in the

+

second phase of the game. Regular play is also periodically

+

interrupted by the actions of the non-player Mongol Invaders,

+

who threaten Delhi from the northwest, and the game ends with

+

the climactic arrival of the great Mongol warlord Timur.

+

1.1.1 Winning the game. Each Faction’s victory point total is

+

adjusted throughout the game (see 5.0), and the game is won by

+

the Faction with the most victory points once Timur arrives (ties

+

are broken by comparing Resources).

+
+ +
+

3

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Vijayanagara

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© 2023 GMT Games, LLC

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1.3 Game Board and Map

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The game board shows a map of the Indian subcontinent, split

+

into spaces relevant to the historical period: irregular-shaped

+

Provinces and Mongol Invasion Regions, and a single large cir-

+

cular Delhi space. The game board also features holding boxes

+

to store each Faction’s Available Forces, a numbered edge track

+

for general record keeping, a Deccan Influence track, and a

+

Sequence of Play track.

+

1.3.1 Provinces. Provinces are irregular green-colored map

+

spaces that are always either Tributaries or Independent (1.6),

+

and may be Controlled (1.7) by any Faction once Independent.

+

Each Province has a Prosperity value, either 1 or 2, relevant for

+

Collect Tribute and Tax Decrees (4.0), and for final scoring (5.0).

+

Pieces of all three player Factions (excluding Mongol Invaders)

+

may enter or be placed into any Provinces.

+

1.3.2 Mongol Invasion Regions. The two light brown irregular

+

spaces “Mountain Passes” and “Punjab” are Mongol Invasion

+

Regions. These spaces are not Provinces; as such they are never

+

marked Tributary or Independent and are never Controlled (1.7)

+

by any Faction. Only Mongol Invader and Delhi Sultanate pieces

+

may enter or be placed into the two Mongol Invasion Regions.

+

1.3.3 Delhi. The large circular Delhi space is the capital of the

+

Delhi Sultanate. It offers an enhanced version of the Conscript

+

Command (3.2.1) and is important for final scoring (5.0). Only

+

Mongol Invaders and Delhi Sultanate pieces may enter or be

+

placed into Delhi.

+

1.3.4 City. Cities refer to named points on the map which lie

+

at certain vertices of Province boundaries. Delhi is not a City.

+

Cities are not spaces and no pieces may be placed into them.

+

Some Cities are referenced on Event cards (2.3).

+

1.3.5 Adjacency. Two spaces are adjacent if they share any border

+

points (including vertices). Hence Gondwana and Andhra are

+

adjacent, as are Madhyadesh and Orissa. Jaunpur and Punjab

+

are not adjacent.

+

1.3.6 Vindhya Range. The shaded Vindhya Range space, lying

+

between Malwa, Jaunpur, Madhyadesh, and Gondwana, is im-

+

passable and may not be entered under any circumstances. This

+

blocks adjacency between Malwa and Gondwana, and between

+

Madhyadesh and Jaunpur.

+

1.4 Forces

+

The square, hexagonal, and flat circular wooden pieces represent

+

the various forces of the three player Factions and non-player

+

Mongol Invaders Faction.

+

Delhi Sultanate Governors (5)

+

Delhi Sultanate Troops (32)

+

Bahmani Kingdom Amirs (18)

+

Vijayanagara Empire Rajas (22)

+

Mongol Invaders (12)

+

Forts (5)

+

Qasbahs (5)

+

Temples (5)

+

Units

+

Structures

+

Delhi Sultanate Forces: 5 Governors (black hexagonal cyl-

+

inders), 32 Troops (gray cubes), and 5 Qasbahs (black disks).

+

Bahmani Kingdom Forces: 18 Amirs (turquoise hexagonal

+

cylinders) and 5 Forts (turquoise disks).

+

Vijayanagara Empire Forces: 22 Rajas (yellow hexagonal

+

cylinders) and 5 Temples (yellow disks).

+
+ +
+

4

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Vijayanagara

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© 2023 GMT Games, LLC

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Mongol Invader Forces: 12 Mongol Invaders (red cubes).

+

Governors, Troops, Amirs, Rajas, and Mongol Invaders (i.e.,

+

hexagonal cylinders and cubes) are all Units (1.4.1). Qasbahs,

+

Forts, and Temples (i.e., wooden disks) are all Structures (1.4.2).

+

1.4.1 Units. Units may be moved with March (3.2.2) or Migrate

+

(3.3.2, 3.4.2) Commands and contribute towards their Factions’

+

Attack (3.2.4, 3.3.4, 3.4.4) Commands.

+

Governors (black hexagonal cylinders): Elite nobles of the

+

Delhi Sultanate with their own small armies that may attack

+

and defend along with the Sultanate’s Troops. Governors use

+

a Govern Command (3.2.3) to remove Obedient (1.4.5) Rajas

+

and Amirs and oversee the construction of Qasbahs (1.4.2), and

+

they are necessary in order to Demand Obedience (4.2.3) in an

+

Independent Province to place a Tributary marker there (1.6).

+

Governors are embossed on one end for decoration, but this has

+

no game effect.

+

Troops (gray cubes): Each Troops cube represents roughly

+

10,000 troops in the armies conscripted by the Delhi Sultanate.

+

Troops (and Governors) may Attack Rebelling Amirs and Rajas

+

(1.4.5, 3.2.4).

+

Amirs (turquoise hexagonal cylinders): Elite nobles and gov-

+

ernors of the Delhi Sultanate whose relationship to Delhi have

+

become tenuous, as well as the rulers of small kingdoms allied

+

with the Bahmani Kingdom. Amirs maintain their own armies,

+

allowing them to Attack other Factions (3.3.4). Amirs are em-

+

bossed on one end to indicate whether they are currently Obedient

+

or Rebelling (1.4.5).

+

Rajas (yellow hexagonal cylinders): Rulers of the Vijayanagara

+

Empire and small allied kingdoms. Rajas maintain their own

+

armies, allowing them to Attack other Factions (3.4.4). Rajas

+

are embossed on one end to indicate whether they are currently

+

Obedient or Rebelling (1.4.5).

+

Mongol Invaders (red cubes). Each cube represents roughly

+

10,000 Mongol troops. Mongol Invaders are always treated as

+

Rebelling (1.4.5). They are affected by some Event cards (2.3)

+

and all Mongol Invasion cards (2.4).

+

1.4.2 Structures. All three types of Structure are embossed on

+

one side for decoration, but this has no game effect. Once placed

+

into a map space, Structures may never be moved unless an Event

+

effect specifically states otherwise.

+

Qasbahs (black disks): Small towns occupied by a member of

+

rank within the Delhi Sultanate. Qasbahs are placed using the

+

Govern Command (3.2.3), improve the Sultanate’s Conscript

+

Command (3.2.1), and allow up to two Troops and Governors

+

to support or lead Attacks in adjacent spaces (3.2.4).

+

Forts (turquoise disk): Imposing defensive structures construct-

+

ed by the rebellious Bahmani Kingdom. Forts are placed with the

+

Build Decree (4.3.2), and Attacks on the Bahmani Kingdom by

+

other Factions are weakened when a Fort is present (3.2.4, 3.4.4).

+

Forts also allow up to two Amirs to support or lead Attacks in

+

adjacent Provinces (3.3.4).

+

Temples (yellow disks): Spectacular symbols of sovereignty

+

constructed by the Vijayanagara Empire. They are placed by the

+

Build Decree (4.4.2), and improve the Empire’s ability to Rally

+

(3.4.1) and Tax (4.4.1). Temples also allow up to one Raja to

+

support or lead Attacks in adjacent Provinces (3.4.4).

+

1.4.3 Availability and Removal. Keep any pieces available

+

for placement in their Faction’s holding box on the gameboard.

+

When placing or removing pieces, they must be taken from, or

+

sent to, their Faction’s holding box.

+

1.4.4 Stacking. Each Province may contain up to one of each

+

Faction’s Structure; i.e., up to one Qasbah, one Fort, and one

+

Temple. This stacking limit may never be violated, not even by

+

Event effects that place Structures. There is no limit to the number

+

of any Units in a space.

+

1.4.5 Obedient/Rebelling Units. Amirs and Rajas are always

+

either Obedient (embossed end down) or Rebelling (embossed

+

end up). Certain actions and Events flip them from one state to

+

the other, or may require them to be in a certain state in order to

+

be affected. Amirs and Rajas are always Rebelling in Provinces

+

Controlled (1.7) by their respective Factions, but may also con-

+

tinue to be Rebelling if they lose Control of a Province. Mongol

+

Invaders are always Rebelling.

+

IMPORTANT—Every Amir in a Bahmani Controlled Prov-

+

ince is always Rebelling. Every Raja in a Vijayanagara Con-

+

trolled Province is always Rebelling. If a Province becomes

+

Controlled (1.7) by either of these two Factions, immediately

+

flip all their Units in the Province to Rebelling.

+

1.4.6 Placing and Replacing pieces. Many Events (2.3), Com-

+

mands (3.0), and Decrees (4.0) allow pieces to be placed in one

+

or multiple spaces on the map. When pieces are to be placed on

+

the map they must be taken from their Faction holding box; if

+

there are none in the box they may not be placed in the space.

+

Rajas and Amirs are always placed on the map as Obedient

+

unless otherwise indicated. If they are placed into a Province

+

Controlled by their own Faction they will immediately become

+

Rebelling (1.4.5).

+

When a piece is to be replaced, the related action does not have

+

to be taken in full. A piece can simply be removed without being

+

replaced by another piece during such an action if desired.

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+ +
+

5

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Vijayanagara

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© 2023 GMT Games, LLC

+

1.5 Players & Factions

+

Vijayanagara is playable by 1–3 players. Player Factions are

+

the Delhi Sultanate (black), Bahmani Kingdom (turquoise),

+

and Vijayanagara Empire (yellow), with the non-player Mongol

+

Invaders (red) controlled alternately by the Bahmani Kingdom

+

and Vijayanagara Empire players. All Factions are “opposing”

+

to all others.

+

PLAY NOTE: The Delhi Sultanate is the most challenging

+

of the Factions to play. A careful balance must be achieved

+

to maintain control of the southern Provinces while also

+

fending off Mongol Invasions. First-time players may

+

quickly learn lessons about under- (or over-!) preparing

+

for Mongol raids.

+

1.5.1 Spare Factions. The rules in the separate Non-Player

+

Rulebook can be used to operate spare Factions, allowing for

+

either two-player or one-player (solitaire) games, with any

+

combinations of player and non-player Factions.

+

1.5.2 Negotiation. Players may make any mutual arrangements

+

within the rules. Resources and Cavalry tokens may be traded

+

among any Factions at any time. All negotiations are open. Play-

+

ers may make any mutual arrangements within the rules, binding

+

only as follows: once a player agrees to something within the

+

execution of a Command, Decree, or Event effect, the agreement

+

holds during that action. A player failing to obtain agreement at

+

the outset of an action may cancel the action.

+

1.6 Tributary and Independent Provinces

+

Each Province may either be a Tributary Province or an Indepen-

+

dent Province. A Tributary Province is marked with a Tributary

+

marker placed in the small circular spot above the Province name:

+

All other Provinces are Independent, and may be Controlled (1.7)

+

by any Faction. The game begins with Tributary markers in all

+

Provinces (see 2.1 for Setup). Events (2.3) and the Rebel Com-

+

mand (3.3.3, 3.4.3) may remove a Tributary marker (making the

+

Province Independent). Other Events and the Demand Obedience

+

Decree (4.2.3) can place a Tributary marker in an Independent

+

Province to set the Province back to Tributary status. Whenever

+

a Tributary marker is placed into a Province, whether by the

+

Sultanate’s Demand Obedience decree (4.2.3) or by an Event

+

(2.3), all Rebelling Amirs and Rajas in that Province are flipped

+

to their Obedient states (1.4.5).

+

DESIGN NOTE: A Tributary is a Province in which the

+

general mass of minor rulers in that region continues to

+

send annual tributary payments back to Delhi (even if a

+

few noble houses or even small kingdoms are acting in de-

+

fiance). An Independent Province is one in which all minor

+

houses and kingdoms in that region have united to cease

+

these annual payments to the Delhi Sultanate.

+

1.7 Control

+

An Independent Province (a Province that is not a Tributary,

+

1.6) may be Controlled by any Faction. A Faction instantly takes

+

control of an Independent Province if its own pieces there out-

+

number those of all opposing Factions combined (i.e., its pieces

+

are in the majority there). If a Faction Controls an Independent

+

Province (1.6), a circular marker is placed with that Faction’s

+

flag and color. If no Faction controls an Independent Province it

+

is Uncontrolled, indicated by the absence of any circular marker.

+

IMPORTANT—Tributary Provinces are never Controlled,

+

even if a Faction has the majority of pieces there. Delhi, Punjab,

+

and the Mountain Passes are not Provinces (1.3.2, 1.3.3), hence

+

they are also never Tributary, Independent, or Controlled.

+

1.8 Resources

+

At any moment, each Faction has between a minimum of 0 and

+

up to a maximum of 24 Resources that are spent to perform

+

Commands and Decrees (3.0, 4.0), and sometimes increased or

+

reduced by Events (2.3) and Mongol Invasions (2.4). Resources

+

are tracked on the numbered edge track using a large embossed

+

wooden cylinder of the Faction’s color. Resource adjustments

+

from Events (2.3) and summarized on Faction Aids are indicated

+

by the

+

icon.

+

1.9 Deccan Influence

+

The Bahmani Kingdom and Vijayanagara Empire Factions each

+

have a Deccan Influence track associated with the successful

+

propagation of their influence, whether by economic or military

+

expansion. Deccan Influence is tracked using Influence markers

+

matching the color and symbol of each Faction, as depicted

+

below:

+

Deccan Influence begins the game at 0 for both Factions, but may

+

be moved up or down by Events (2.3), Migration (3.3.2; 3.4.2),

+

or battles between the two (3.3.4; 3.4.4). Advancement on these

+

tracks confers gameplay benefits (see below) and contributes to

+

final scoring (5.0). Any increase or decrease that would move the

+

marker off either end of the tracks is simply ignored.

+

During Setup (2.1) two Rajas are placed in each of the four

+

marked spaces on the Vijayanagara track, and two Amirs are

+

placed in each of the two marked spaces on the Bahmani King-

+

dom track. These Units represent immigrants from central Asia

+

and warrior chiefs (Nayakas) who can become amenable to

+

alliances with the upstart kingdoms. When a Faction’s Influence

+

marker moves on or past these Units they are immediately placed

+

in their Faction’s respective holding box. Whenever a Faction’s

+

Influence decreases below a previously emptied Unit slot, that

+

Faction must place Amirs/Rajas in the empty spaces from either

+

their holding box or anywhere on the map.

+
+ +
+

6

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Vijayanagara

+

© 2023 GMT Games, LLC

+

Influence shifts are indicated on Event cards (2.3) and sum-

+

marized on Faction Aids by icons,

+

for shifting Bahmani

+

Influence, and

+

for shifting Vijayanagara Influence. Whether

+

a shift in Influence is positive or negative will be indicated on

+

each relevant Event, Command, or Decree.

+

1.9.1 Bahmani Influence Bonuses. The Bahmani Kingdom

+

receives the following bonuses at each Deccan Influence level:

+

1. Whenever the Trade Decree is taken (4.3.1), the Bahmani

+

Kingdom gains an additional Cavalry token (1.10) beyond

+

the standard one usually provided by Trade, for two total.

+

2. The two Amirs on the track are immediately moved to the

+

Bahmani Kingdom holding box. The bonus to Trade remains

+

(one additional Cavalry token). The Conspire Decree can

+

now be used to replace Rajas as well as Governors, in Prov-

+

inces with or adjacent to Amirs (4.3.3).

+

3. The enhancement of the Conspire Decree above remains,

+

but now the Trade Decree provides two additional Cavalry

+

tokens beyond the standard one, for three total.

+

4. The two Amirs on the track are immediately moved to the

+

Bahmani Kingdom holding box. The bonuses to Conspire

+

and Trade above remain.

+

1.9.2 Vijayanagara Influence Bonuses. The Vijayanagara Empire

+

receives the following bonuses at each Deccan Influence level:

+

1. The two Rajas on the track are immediately moved to the

+

Vijayanagara Empire holding box.

+

2. The two Rajas on the track are immediately moved to the

+

Vijayanagara Empire holding box. The Compel Decree now

+

includes an additional option to remove a Troop, Governor,

+

or Amir in the selected space (4.4.3), and provides a Cavalry

+

token (1.10).

+

3. The two Rajas on the track are immediately moved to the

+

Vijayanagara Empire holding box. The bonus to Compel

+

above remains.

+

4. The two Rajas on the track are immediately moved to the

+

Vijayanagara Empire holding box. The bonus to Compel

+

above remains.

+

1.10 Cavalry

+

The ten Cavalry tokens are placed in a pool at the side of the board

+

and can be acquired by Factions through Events (2.3), Mongol

+

Invasions (2.4), Succession cards (2.5), and some Decrees (4.0);

+

the Delhi Sultanate also begins the game with two Cavalry to-

+

kens from this pool (2.1). When each Cavalry token is earned it

+

is taken from the pool; if there are none available in the pool it

+

may be taken from any other Faction, representing a technology

+

advance rendering existing military technology obsolete. Store a

+

Faction’s earned Cavalry tokens in their holding box (the number

+

of Cavalry tokens each Faction has is open information). Two

+

spare Cavalry tokens are provided but should not be used during

+

play, unless they are needed as replacements for missing tokens

+

(there should always be a pool of ten Cavalry tokens shared

+

between the three player Factions).

+

CAVALRY

+

CHARGE

+

CAVALRY

+

SCREEN

+

Cavalry tokens are used during Attack Commands (3.2.4, 3.3.4,

+

3.4.4) by either the attacker or defender (or sometimes both).

+

After both involved Factions have rolled their dice, the attacker

+

first and then the defender may use any number of Cavalry to-

+

kens, either to decrease any of the spending Faction’s die rolls

+

by one to a minimum of 1 (Charge) or to remove an opponent’s

+

die from the battle unless it is showing a 1 (Screen). Each token

+

may be used for either effect, and the same die may be affected

+

(by Charges or Screen) multiple times. Used Cavalry tokens

+

are then returned to the shared pool. Cavalry tokens gained or

+

removed by Events (2.3) Mongol Invasions (2.4), Succession

+

cards (2.5), and summarized on the Faction Aids are represented

+

by the

+

icon.

+

When Mongol Invaders either Attack (3.5.3) or defend against

+

an Attack by the Delhi Sultanate (3.2.4), they are treated as

+

having one Cavalry token, and it is always played as a Charge

+

to reduce one of their die rolls by one (if possible). The Charge

+

must be used to convert a miss into a hit, or to convert a 2 into

+

a 1, if possible (i.e., the player currently controlling the Mongol

+

Invaders must use the token effectively if they can). A single red

+

Mongol Cavalry token is provided as a reminder of this, but

+

should never be returned to the shared pool.

+
+ +
+

7

+

Vijayanagara

+

© 2023 GMT Games, LLC

+

2.0 Setup and Sequence of Play

+

2.1 Map Setup and Deck Construction

+

Place a Tributary marker in the round space in each Province,

+

then place the following wooden pieces on the map (you can

+

also find a full setup diagram on the back page of this rulebook):

+

Delhi: 4 Troops

+

• Mountain Passes: 2 Troops

+

• Punjab: 4 Troops

+

• Malwa: 3 Troops, 1 Governor

+

• Jaunpur: 2 Troops

+

• Madhyadesh: 2 Troops, 2 Amirs

+

• Sindh: 1 Troop

+

• Rajput Kingdoms: 1 Troop

+

• Gujarat: 1 Troop, 1 Amir

+

• Maharashtra: 4 Amirs

+

• Gondwana: 1 Amir

+

• Andhra: 1 Troop, 1 Qasbah, 2 Rajas

+

• Karnataka: 3 Rajas

+

• Tamilakam: 1 Troop, 1 Raja

+

Also place 4 Amirs and 8 Rajas in the indicated spaces on the

+

Deccan Influence tracks, and place the Bahmani Kingdom and

+

Vijayanagara Empire Influence markers at ‘0’ on their respective

+

track.

+

Place each Faction’s remaining pieces in their holding boxes

+

as follows:

+

• Delhi Sultanate: 10 Troops, 4 Governors, 4 Qasbahs

+

• Bahmani Kingdom: 6 Amirs, 5 Forts

+

• Vijayanagara Empire: 8 Rajas, 5 Temples

+

• Mongol Invaders: 12 Mongol Invaders

+

Place the following wooden pieces and markers on the numbered

+

edge track:

+

• Delhi Sultanate Resources: 12

+

• Vijayanagara Empire Resources: 7

+

• Bahmani Kingdom Resources: 6

+

• Delhi Sultanate Victory: 18

+

• Vijayanagara Empire Victory: 0

+

• Bahmani Kingdom Victory: 0

+

Place two Cavalry tokens in the Delhi Sultanate box (they begin

+

the game with these), then form the remaining eight Cavalry

+

tokens into a shared pool and place the special Mongol Cavalry

+

token near the Mongol Invaders box. Form another pool of the

+

Bahmani/Vijayanagara Control markers. Place the three Faction

+

Eligibility cylinders into the ‘Eligible Factions’ box on the Se-

+

quence of Play track. Place the Khalji Dynasty card face-up near

+

the Delhi Sultanate player.

+

Prepare the Event deck as follows (a deck construction diagram

+

can also be found on the second to last page of the Learn to Play

+

booklet):

+

1. Shuffle the Event cards and Mongol Invasion cards sepa-

+

rately.

+

2. Deal 24 of the 36 Event cards into four equal stacks of six

+

cards each (the remaining 12 Event cards will not be used).

+

3. Shuffle two Mongol Invasion cards into each of the first

+

three stacks (the remaining two Mongol Invasion cards

+

will not be used). Shuffle both Timurid Empire cards into

+

the fourth stack.

+

4. Take the fourth stack (with the Timurid Empire cards) and

+

place the Lords of the Deccan card on top of it.

+

5. Put the third stack on top of this pile, and place Rise of the

+

Rebel Sultans on top of it.

+

6. Put the second stack on top of this pile, and Zenith of the

+

Delhi Sultanate on top of it.

+

7. Finally, place the first stack on top of this pile to complete

+

the Event deck.

+

2.2 Start

+

Draw and reveal the top card of the Event deck, placing it face

+

up next to the deck to form a played Events pile. Each turn all

+

Eligible Factions will get a chance to act on the Event card in

+

eligibility order, after which Eligibility is reset and a new card

+

is drawn. Regular play is interrupted when a Mongol Invasion,

+

Succession, or Timurid Empire card is drawn, and the game im-

+

mediately ends after the second Timurid Empire card is executed.

+

2.3 Event Cards

+

Each turn in the game begins with the players revealing the top

+

card from the Event deck. All played cards and the number of

+

cards remaining in the Event deck are open to inspection. If

+

the revealed card is a Mongol Invasion card, Succession card,

+

or Timurid Empire card, regular play is interrupted to execute

+

these cards (see 2.4, 2.5, and 2.6 below). Otherwise, proceed as

+

follows on each Event card.

+

Each Event card bears a title, card number, italicized flavor text,

+

Event text, and Eligibility order (2.3.1). Event texts are options

+

that an Eligible Faction may choose to execute (2.3.4). Flavor

+

text provides historical interest and has no effect on play.

+
+ +
+

8

+

Vijayanagara

+

© 2023 GMT Games, LLC

+

Card number

+

Eligibility order

+

Event title

+

‘Stay Eligible’ indicator

+

Flavor text

+

Event text

+

\

+

DESIGN NOTE: Each turn in Vijayanagara corresponds to

+

roughly five years of history. Game concepts like migration,

+

rebelling, building forts and temples, and the ramp-up and

+

consequences of the Events in the game should be inter-

+

preted with this in mind.

+

2.3.1 Eligibility. Factions are either Eligible or Ineligible to play

+

when an Event card is drawn, as indicated by the position of their

+

Faction Eligibility cylinders on the Sequence of Play track. All

+

Factions begin the game Eligible to play, and all Eligible Factions

+

(possibly all three Factions) may choose actions from among their

+

options on a given Event card. Whether they remain Eligible or

+

become Ineligible on the following Event card depends on their

+

choice of actions (2.3.3).

+

2.3.2 Faction Order. Faction symbols along the top of each

+

Event card indicate the order of play among the Eligible Factions

+

from left to right. The Eligible Faction with the leftmost symbol

+

appearing on the current Event card is the first to choose which

+

action to take (2.3.3). Ineligible Factions are skipped.

+

2.3.3 Options for Eligible Factions. The Sequence of Play

+

track shows the options available to the Eligible Factions. Each

+

Eligible Faction has the option to select from either of the two

+

forked options to the right of the Eligible box, provided it has

+

not already been selected by another Faction; or to execute a

+

Limited Command (2.3.5); or to Pass (2.3.6).

+

The two forked options to the right of the Eligible box are to:

+

• Execute a Command (3.0) in any number of spaces (possibly

+

zero), combined with a Decree (4.0) either before or after the

+

Command is fully completed.

+

• Execute either the Event shown on the current card (2.3.4) or

+

a Command (3.0) in any number of spaces without a Decree.

+

Once an Eligible Faction has selected one of the two forked

+

options, it is no longer available for any remaining Eligible

+

Faction to select. If both forked options have been taken by the

+

first two Eligible Factions, a third Eligible Faction may only take

+

a Limited Command or Pass.

+

DESIGN NOTE: This is an adaptation of the three-player

+

Sequence of Play that was originally developed by Ken

+

Tee for People Power.

+

2.3.4 Executing the Event. When a Faction executes an Event,

+

it carries out the Event text literally (sometimes involving actions

+

or decisions executed by other Factions). The executing Faction

+

carries out as much of the Event as possible. Unless otherwise

+

specified, the executing Faction makes all decisions involved in

+

implementing the text. If another Faction is selected to take an

+

action, that Faction decides the details of the action.

+

Event cards have both unshaded and shaded Event text. The

+

executing Faction may select either the unshaded or shaded text

+

to carry out (not both). The shaded option is often but not always

+

favorable to the Delhi Sultanate.

+

Many Events include the text ‘Stay Eligible’ just below the card

+

title. A Faction that chooses to execute either Event option on

+

such a card returns to the Eligible box at the end of the turn,

+

instead of proceeding to the Ineligible box, even if executing

+

the Event resulted in a different Faction carrying out the Event

+

details. To help remember that such an Event was chosen, the

+

Faction Eligibility cylinder may be placed face down on the

+

Sequence of Play.

+

A key to the Icons used in the Event text is provided at the end

+

of the Key Terms Index and on the reverse of the Attack Ref-

+

erence cards.

+

2.3.5 Limited Command. An Eligible Faction always has the

+

option to execute a Limited Command. A Limited Command is

+

a Command (3.0) used in just a single space. It can still involve

+

pieces from multiple spaces, as per the Command’s instructions.

+

Any number of Eligible Factions may select a Limited Command

+

and will remain Eligible for the next Event card.

+
+ +
+

9

+

Vijayanagara

+

© 2023 GMT Games, LLC

+

2.3.6 Passing. An Eligible Faction always has the option to Pass;

+

it remains Eligible for the next card and receives Resources as

+

indicated on the Sequence of Play track (1 Resource for the

+

Bahmani Kingdom and Vijayanagara Empire, or 3 Resources for

+

the Delhi Sultanate). If the last Eligible Faction Passes, adjust

+

Eligibility (2.3.7) and draw the next card.

+

2.3.7 Adjust Eligibility. After each Eligible Faction has either

+

executed an action or Passed, move any Faction Eligibility cyl-

+

inders in the Ineligible, Limited Command, or Pass boxes to the

+

Eligible box, and move any Faction cylinders in the two forked

+

options (2.3.3) to the Ineligible box (unless a ‘Stay Eligible’

+

Event was taken).

+

IMPORTANT—Remember to always return the Eligibility

+

cylinder of a Faction that executed a ‘Stay Eligible’ Event to

+

the Eligible box. As an aid to memory, players may wish to

+

flip their Eligiblity cylinder face down when they execute a

+

‘Stay Eligible’ Event.

+

2.3.8 Next Card. After adjusting Eligibility, reveal the Event

+

deck’s next card, and proceed as above.

+

PLAY NOTE: Players may wish to place played cards into

+

three separate discard piles, one each for Event cards,

+

Mongol Invasion cards (including the two Timurid Empire

+

cards), and Succession cards, in order to make it easier to

+

check how many of each card have been played.

+

2.4 Mongol Invasion Cards

+

Upon drawing a Mongol Invasion card, carry out the instructions

+

on the card in order:

+

2.4.1 Strategic Assistance. First, either the Bahmani Kingdom

+

or Vijayanagara Empire (whichever is indicated on the card)

+

carries out any two Mongol Invader Commands (3.5), possibly

+

the same Command twice.

+

2.4.2 Compromising Gifts. Second, the selected Faction may

+

optionally reduce its Deccan Influence (1.9) by one to gain 2

+

Resources and 2 Cavalry tokens (1.10).

+

Play then continues without any adjustment of Eligibility – reveal

+

the next Event card and continue as per 2.3.

+

2.5 Succession Cards

+

Three Succession cards divide the deck of Event cards evenly

+

(see Deck Construction in 2.1 above) and always appear in the

+

same order. The instructions on each card are carried out in the

+

listed order, then play continues without adjusting Eligibility –

+

reveal the next Event card and continue as per 2.3.

+

2.5.1 Zenith of the Delhi Sultanate. Zenith of the Delhi Sul-

+

tanate is always the first Succession card and has the following

+

effects in this order:

+

1. Power struggle in Delhi. Flip the Dynasty Card to the Tugh-

+

laq side. The Rebel Command (3.3.3, 3.4.3) is now available

+

to the Bahmani Kingdom and Vijayanagara Empire Factions.

+

2. The Sultanate reimposes its dominance. The Delhi Sultan-

+

ate may Campaign (4.2.2), using only Delhi and Provinces

+

(not Mongol Invasion Regions).

+

3. Military labor market thrives. The Bahmani Kingdom gains

+

Cavalry tokens equal to its Influence track value and Forts

+

on the map.

+

4. Temple towns emerge anew. The Vijayanagara Empire gains

+

Resources equal to its Influence track value and Temples

+

on the map.

+

2.5.2 Rise of the Rebel Sultans. Rise of the Rebel Sultans is

+

always the second Succession card and has the following effects

+

in this order:

+

1. Delhi monitors its interests. The Delhi Sultanate may

+

Campaign, using only Delhi and Provinces (not Mongol

+

Invasion Regions).

+

2. Ala-ud-Din Hasan Bahman Shah gathers allies and takes

+

the Deccan throne. The Bahmani Kingdom may execute

+

a free Limited Command, then gains any combination of

+

Resources and Cavalry tokens equal to the Prosperity of all

+

Bahmani-Controlled Independent Provinces (to a maximum

+

of three).

+

3. Sangama brothers establish an empire. The Vijayanagara

+

Empire may execute a free Limited Command, then gains

+

any combination of Resources and Cavalry tokens equal to

+

the Prosperity of all Vijayanagara-Controlled Independent

+

Provinces (to a maximum of three).

+

2.5.3 Lords of the Deccan. Lords of the Deccan is always the

+

third Succession card and has the following effects in this order:

+

1. Renewed focus on infrastructure. The Delhi Sultanate may

+

spend 3 Resources to shift either the Bahmani or Vijayanaga-

+

ra Influence by one in either direction. This action may be

+

taken up to three times.

+

2. Bahmani network covers the Deccan: The Bahmani King-

+

dom may do the same.

+

3. Vast, unifying medieval metropolis: The Vijayanagara

+

Empire may do the same.

+
+ +
+

10

+

Vijayanagara

+

© 2023 GMT Games, LLC

+

2.6 Timurid Empire Cards

+

When the first Timurid Empire card is drawn, place half the

+

Available Mongol Invaders (rounded down) in the Mountain

+

Passes, then draw the next Event card and continue play without

+

adjusting Eligibility.

+

When the second Timurid Empire card is drawn, carry out the

+

Timur Invades Delhi sequence described below (and on the

+

Mongol Invader Faction Aid):

+

1. First, the Mongol Invaders Attack in the Mountain Passes,

+

ignoring the Resource consequences of the Attack & Plun-

+

der Command (3.5.3). Then move any remaining Units

+

(both Mongol Invaders and Delhi Sultanate Units) from the

+

Mountain Passes to Punjab.

+

2. Next, the Mongol Invaders Attack in Punjab, ignoring the

+

Resource and Province-related consequences of the Attack

+

& Plunder Command. Then move any remaining Units

+

(both Mongol Invaders and Delhi Sultanate Units) from

+

Punjab to Delhi.

+

3. Finally, the Mongol Invaders Attack in Delhi, ignoring the

+

Province-related consequences of the Attack & Plunder

+

Command. They continue to Attack in this way until either

+

no Mongol Invaders or no Delhi Sultanate Units remain in

+

Delhi.

+

IMPORTANT—Remember that the Mongol Invaders always

+

roll only three dice when Attacking in Delhi (3.5.3).

+

Once this sequence is complete, calculate final Victory scores to

+

see which Faction has won the game (5.0).

+

2.7 Dynasty Card

+

The current ruling dynasty in Delhi is shown by the Dynasty

+

card, which should be placed near the Delhi Sultanate player. At

+

the beginning of the game the Dynasty card is placed with the

+

Khalji Dynasty side face-up.

+

2.7.1 Khalji Dynasty. The Rebel Command (3.3.3, 3.4.3) may

+

not be used during the Khalji Dynasty. Some Event cards may

+

still allow a Rebel Command or remove a Tributary Marker

+

directly while this Dynasty card is in play.

+

2.7.2 Tughlaq Dynasty. The first Succession Card (2.5) flips the

+

Dynasty card to its Tughlaq Dynasty side. The Rebel Command

+

(3.3.3, 3.4.3) is now available for the remainder of the game.

+

3.0 Commands

+

3.1 Commands in General

+

A Faction executing a Command chooses one of the four Com-

+

mands listed on its Faction Aid Sheet and selects the map spaces

+

to be involved. A Limited Command is a Command which is only

+

performed in a single space (2.3.5).

+

3.1.1 Selecting Spaces. Spaces may only be selected once for

+

any Command in one Faction’s turn, and may be selected in any

+

order and at any time during the turn. The allowed spaces for each

+

Command are indicated on the Faction Aid Sheet as “Locations”.

+

Delhi and both Mongol Invasion Regions are not selectable by

+

the Bahmani Kingdom and Vijayanagara Empire for any of their

+

Commands or Decrees (4.0). These map spaces are not Provinces.

+

3.1.2 Single use per piece. No piece may be used more than once

+

during one Command (e.g., in more than one Migrate/March,

+

Attack, or Govern).

+

3.1.3 Free Commands. Event or Succession cards may some-

+

times grant free Commands that cost no Resources. A Faction

+

performing a free Migrate Command (3.3.2; 3.4.2) must still pay

+

an additional Resource to shift Influence (if desired).

+

3.1.4 Pawns. Players may mark spaces selected for any type of

+

actions with pawns. The pawns are for convenience, and do not

+

limit or affect play in any way.

+

3.2 Delhi Sultanate Commands

+

The Delhi Sultanate may choose from Conscript, March, Govern,

+

and Attack Commands.

+

3.2.1 Conscript. Conscript augments Sultanate forces by plac-

+

ing Available Troops (1.4.3) onto the map. Select any Tributary

+

Provinces, spaces with a Qasbah, and/or Delhi. Spend 1 Resource

+

for each selected space.

+

PROCEDURE: Place up to five Troops in Delhi, or two Troops

+

in a space with a Qasbah, or one Troop in a Tributary Province

+

without a Qasbah.

+

3.2.2 March. March moves Troops and Governors into adjacent

+

spaces. Any spaces may be selected as destinations. Spend 1

+

Resource for each selected destination space.

+

PROCEDURE: Move any number of Troops and Governors from

+

adjacent spaces into destination spaces.

+

PLAY NOTE: Units moved to each destination may come

+

from any (e.g., multiple) adjacent spaces. Units may only

+

ever be moved once during a single March Command

+

(3.1.2).

+

3.2.3 Govern. Govern places Available Governors (1.4.3) onto

+

the map, or uses Governors already on the map to remove Obe-

+

dient Units and/or to construct a Qasbah. Select any number of

+

Tributaries, Sultanate Controlled Provinces, Mongol Invasion

+

Regions, and/or Delhi. Spend 1 Resource for each selected space.

+
+ +
+

11

+

Vijayanagara

+

© 2023 GMT Games, LLC

+

PROCEDURE: In each selected space either place a Governor,

+

OR if the space already contains a Governor remove up to two

+

Obedient Units and/or place a Qasbah.

+

PLAY NOTE: Govern where there is already a Governor

+

may both remove up to two Obedient Units and place a

+

Qasbah, or may perform either option without performing

+

the other.

+

3.2.4 Attack. Attack may remove opposing pieces. Select

+

any spaces containing Rebelling (1.4.5) Units, or an opposing

+

Structure without any pieces of the same Faction present (it

+

may or may not contain Sultanate Units). Spend 1 Resource per

+

selected space.

+

PROCEDURE: In each selected space, choose one Faction

+

with at least one Rebelling Unit or a Structure with none of that

+

Faction’s Units to target as the defender. Set all Units of that

+

Faction in the space to Rebelling (Mongol Invaders are always

+

Rebelling).

+

All Troops and Governors in that space are attacking, unless they

+

were already involved in an attack in an adjacent space during

+

this Command (3.1.2). Up to two (total) Troops and/or Gover-

+

nors may join the attack from one adjacent space with a Qasbah

+

(they do not move into the attacked Province, but contribute to

+

the attack and may be removed as casualties).

+

The attacker rolls four dice (or three if attacking the Bahmani

+

Kingdom and a Fort is in the space) and the defender rolls two

+

dice. Then the attacker may use any Cavalry tokens to reduce

+

any die rolls or to remove the opponent’s dice, after which the

+

defender may do the same (including Mongol Invaders, see 1.10).

+

Finally, each side scores one hit for each of their modified rolls

+

that is equal to or less than the number of their Units involved

+

in the Attack, up to a maximum of five (rolls of 6 always miss).

+

Each Faction removes its own pieces equal to the number of the

+

opponent’s hits (returning them to Available). Attacking pieces

+

from an adjacent space may be removed either before or after

+

those in the selected space.

+

PLAY NOTE: Obedient Amirs and Rajas may be attacked

+

in Tributaries if even one Rebelling Unit of that Faction is

+

present. Units may only ever be involved in a single attack

+

during any Command (3.1.2). There need not be Sultanate

+

Units in the space being attacked; a pure raid by only

+

supporting Sultanate Units from one adjacent space with

+

a Qasbah is allowed.

+

3.3 Bahmani Kingdom Commands

+

The Bahmani Kingdom may choose from Rally, Migrate, Rebel,

+

and Attack Commands.

+

3.3.1 Rally. Rally persuades minor rulers to join the Bahmanis,

+

placing Available Amirs (1.4.3) onto the map. Select any Prov-

+

inces which already contain a Bahmani piece, and/or Maharashtra

+

Province (even without a Bahmani piece). Spend 1 Resource for

+

each selected Province.

+

PROCEDURE: Place one Amir in the Province, plus up to one

+

additional Amir if the Province is Maharashtra, plus up to one ad-

+

ditional Amir if the Province is Bahmani Controlled. Placed Amirs

+

are Obedient unless the selected Province is Bahmani Controlled,

+

in which case they are placed Rebelling (1.4.5).

+

3.3.2 Migrate. Migrate moves Amirs to nearby regions to begin

+

life anew. Any Provinces may be selected as destinations. Spend

+

1 Resource for each selected destination Province.

+

PROCEDURE: Move up to three Amirs from any adjacent Prov-

+

inces into the destination. They become Rebelling if they enter a

+

Bahmani Controlled Province, and Obedient if they enter a Trib-

+

utary Province, otherwise they retain their original orientation.

+

PLAY NOTE: Amirs moved to each destination may come

+

from any (e.g., multiple) adjacent Provinces. Amirs may

+

only ever be moved once during a single Migrate Com-

+

mand (3.1.2).

+

Shift Influence: In up to one destination which contains a

+

Vijayanagara piece, the Bahmani Kingdom may spend 1 Re-

+

source to increase their own Influence by one and decrease the

+

Vijayanagara Empire’s Influence by one (1.9). If an Event allows

+

for a free Migrate, Influence may only be shifted in this way at

+

the normal cost of 1 Resource.

+

3.3.3 Rebel. Rebel signals a sudden shift against the Delhi Sultan-

+

ate. Select any number of Tributary Provinces in which Bahmani

+

pieces are in the majority (i.e. outnumber all opposing pieces

+

there combined). Spend 1 Resource for each selected Province.

+

PROCEDURE: Flip all Amirs in the targeted Province to Rebel-

+

ling (1.4.5) and remove the Tributary marker. The Province will

+

now be Bahmani Controlled – place the appropriate marker to

+

indicate the Province’s new status.

+

IMPORTANT—Remember that the Rebel Command is nor-

+

mally only possible during the Tughlaq Dynasty (2.7).

+

3.3.4 Attack. Attack may remove opposing pieces. Select any

+

Provinces containing opposing pieces (it may or may not contain

+

Amirs). Spend 1 Resource per selected space.

+

PROCEDURE: In each selected Province, choose one Faction

+

with at least one piece present to target as the defender.

+

All Amirs in that space are attacking, unless they were already

+

involved in an attack in an adjacent space during this Command.

+

Up to two Amirs may join the attack from one adjacent Province

+

with a Fort (they do not move into the attacked Province, but

+

contribute to the attack and may be removed as casualties).

+

The attacker rolls four dice and the defender rolls two dice. Then

+

the attacker may use any Cavalry tokens to reduce any die rolls

+

or to remove the opponent’s dice, after which the defender may

+

do the same. Finally, each side scores one hit for each of their

+

modified rolls that is equal to or less than the number of their

+

Units involved in the Attack, up to a maximum of five (rolls of

+

6 always miss).

+
+ +
+

12

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+

Each Faction removes its own pieces equal to the number of the

+

opponent’s hits (returning them to Available). Attacking pieces

+

from an adjacent space may be removed either before or after

+

those in the selected space.

+

Influence Shift: In any battle between the Bahmani Kingdom

+

and the Vijayanagara Empire, the winning Faction (the Faction

+

that loses the fewest pieces) increases its Influence by one on

+

the Deccan Influence track (if possible), while the other Faction

+

decreases its Influence by one (if possible). If the two Factions

+

remove the same number of pieces there is no adjustment to the

+

Deccan Influence track.

+

PLAY NOTE: Units may only ever be involved in a single

+

attack during any Command (3.1.2). There need not be

+

Amirs in the Province being attacked; a pure raid by only

+

supporting Amirs from one adjacent Province with a Fort

+

is allowed.

+

3.4 Vijayanagara Empire Commands

+

The Vijayanagara Empire may choose from Rally, Migrate,

+

Rebel, and Attack Commands.

+

3.4.1 Rally. Rally persuades minor rulers to join the Vijayanagara

+

Empire, placing Available Rajas (1.4.3) onto the map. Select any

+

Provinces which already contain a Vijayanagara piece, and/or

+

Karnataka Province (even without a Vijayanagara piece). Spend

+

1 Resource for each selected Province.

+

PROCEDURE: Place one Raja in the Province, plus up to one

+

additional Raja if the Province is Karnataka, plus up to one addi-

+

tional Raja if there is a Temple present, plus up to one additional

+

Raja if the Province is Vijayanagara Controlled. Placed Rajas are

+

Obedient unless the selected Province is Vijayanagara Controlled,

+

in which case they are placed Rebelling (1.4.5).

+

3.4.2 Migrate. Migrate moves Rajas to nearby regions to begin

+

life anew. Any Provinces may be selected as destinations. Spend

+

1 Resource for each selected destination Province.

+

PROCEDURE: Move up to three Rajas from any adjacent Prov-

+

inces into the destination. They become Rebelling if they enter

+

a Vijayanagra Controlled Province, and Obedient if they enter a

+

Tributary Province, otherwise they retain their original orientation.

+

PLAY NOTE: Rajas moved to each destination may come

+

from any (e.g., multiple) adjacent Provinces. Rajas may

+

only ever be moved once during a single Migrate Com-

+

mand (3.1.2).

+

Shift Influence: In up to one destination which contains a Bah-

+

mani piece, the Vijayanagara Empire may spend 1 Resource to

+

increase their own Influence by one and decrease the Bahmani

+

Kingdom’s Influence by one (1.9). If an Event allows for a free

+

Migrate, Influence may only be shifted in this way at the normal

+

cost of 1 Resource.

+

3.4.3 Rebel. Rebel signals a sudden shift against the Delhi Sultan-

+

ate. Select any number of Tributary Provinces in which Vijayanaga-

+

ra pieces are in the majority (i.e., outnumber all opposing pieces

+

there combined). Spend 1 Resource for each selected Province.

+

PROCEDURE: Flip all Rajas in the targeted Province to Rebel-

+

ling (1.4.5) and remove the Tributary marker. The Province will

+

now be Vijayanagara Controlled – place the appropriate marker

+

to indicate the Province’s new status.

+

IMPORTANT—Remember that the Rebel Command is nor-

+

mally only possible during the Tughlaq Dynasty (2.7).

+

3.4.4 Attack. Attack may remove opposing pieces. Select any

+

Provinces containing opposing pieces (it may or may not contain

+

Rajas). Spend 1 Resource per selected space.

+

PROCEDURE: In each selected Province, choose one Faction

+

with at least one piece present to target as the defender.

+

All Rajas in that space are attacking, unless they were already

+

involved in an attack in an adjacent space during this Command.

+

Up to one Raja may join the attack from one adjacent Province

+

with a Temple (they do not move into the attacked Province,

+

but contribute to the attack and may be removed as casualties).

+

The attacker rolls four dice (or three if attacking the Bahmani

+

Kingdom and a Fort is in the Province) and the defender rolls

+

two dice. Then the attacker may use any Cavalry tokens to re-

+

duce any die rolls or to remove the opponent’s dice, after which

+

the defender may do the same. Finally, each side scores one hit

+

for each of their modified rolls that is equal to or less than the

+

number of their Units involved in the Attack, up to a maximum

+

of five (rolls of 6 always miss). Each Faction removes its own

+

pieces equal to the number of the opponent’s hits (returning them

+

to Available). Attacking pieces from an adjacent space may be

+

removed either before or after those in the selected space.

+

Influence Shift: In any battle between the Bahmani Kingdom

+

and the Vijayanagara Empire, the winning Faction (the Faction

+

that loses the fewest pieces) increases its Influence by one on

+

the Deccan Influence track (if possible), while the other Faction

+

decreases its Influence by one (if possible). If the two Factions

+

remove the same number of pieces there is no adjustment to the

+

Deccan Influence track.

+

PLAY NOTE: Units may only ever be involved in a single

+

attack during any Command (3.1.2). There need not be

+

Rajas in the Province being attacked; a pure raid by a

+

single supporting Raja from one adjacent Province with a

+

Temple is allowed.

+

3.5 Mongol Invader Commands

+

When a Mongol Invasion card (2.4) is drawn from the Event deck,

+

the Faction indicated on the card (either the Bahmani Kingdom or

+

Vijayanagara Empire) selects two Mongol Commands to execute

+

sequentially. The Mongol Commands are Amass, Advance, and

+

Attack and Plunder (treated as a single Command). The same

+

Command may be chosen twice.

+

3.5.1 Amass. Amass gathers Mongol forces in the mountainous

+

region to the northwest of India.

+

PROCEDURE: Place three Mongol Invaders from Available

+
+ +
+

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+

into Mountain Passes. Move any now there beyond four into

+

Punjab, then any now in Punjab beyond four into Delhi. This

+

Command may only be chosen if there is at least one Available

+

Mongol Invader.

+

3.5.2 Advance. Advance marches the Mongol forces towards

+

Delhi.

+

PROCEDURE: Move one or more Mongol Invaders from

+

Mountain Passes into Punjab, or from Punjab into Delhi. This

+

Command may only be chosen if there is at least one Mongol

+

Invader in Mountain Passes or Punjab, and must move at least

+

one Invader.

+

3.5.3 Attack and Plunder. Attack and Plunder assaults Sultanate

+

forces in one region and plunders the region for Sultanate Re-

+

sources. There need not be a Sultanate piece in the selected space.

+

PROCEDURE: In one space with at least one Mongol Invader,

+

the player selecting the Mongol Commands carries out a Mongol

+

attack (if any Sultanate pieces are present). All Mongol Invaders

+

in that space are attacking.

+

The player currently controlling the Mongol Invaders rolls four

+

dice (three if attacking in Delhi) while the Delhi Sultanate player

+

rolls two. The Mongol Invaders always have one Cavalry token in

+

any battle, which is always used to Charge (1.10) if possible, and

+

never for Screen. The Charge must be used to convert a miss to a

+

hit if possible, then to reduce a 2 to a 1 if possible. The Sultanate

+

player may then use any Cavalry tokens to reduce any die rolls

+

or to remove the attacker’s dice as normal (1.10).

+

Finally, each side scores one hit for each of their modified rolls

+

that is equal to or less than the number of their Units involved

+

in the Attack, up to a maximum of five (rolls of 6 always miss).

+

Each Faction removes its own pieces equal to the number of the

+

opponent’s hits (returning them to Available).

+

Then, there are further consequences depending on where the

+

Attack and Plunder Command took place, and regardless of

+

whether any attack actually occurred:

+

Mountain Passes. For each Mongol Invader remaining there,

+

reduce Sultanate Resources by 1 (down to a minimum of 3).

+

Punjab. For each Mongol Invader remaining there, reduce the

+

Sultanate Resources by 1 (down to a minimum of 3) and the

+

Sultanate player must remove one Troop from any Province on

+

the map (if possible).

+

Delhi. For each Mongol Invader remaining there, reduce the

+

Sultanate Resources by 1 (down to a minimum of 3) and the

+

Sultanate Player must remove two Troops from any Provinces

+

on the map (if possible).

+

Finally, return any Mongol Invaders in excess of three in the

+

selected space to the Mongol Invaders holding box.

+

4.0 Decrees

+

4.1 Decrees in General

+

A Faction executing the Command & Decree option per the

+

sequence of play (2.3.3) must choose one of the Decrees listed

+

on its Faction Aid Sheet to perform. All Decrees can be used in

+

conjunction with all Commands, and the Decree may be used

+

either before or after the full Command is carried out.

+

4.2 Delhi Sultanate Decrees

+

The Delhi Sultanate may choose from Collect Tribute, Campaign,

+

and Demand Obedience Decrees.

+

4.2.1 Collect Tribute. Collect Tribute raises Resources and

+

Cavalry from the Dehli Sultanate’s tributaries.

+

PROCEDURE: Gain Resources equal to half the total Tributary

+

Prosperity (rounded down), and gain two Cavalry.

+

4.2.2 Campaign. Campaign redeploys Troops and Governors

+

over long distances along a single route.

+

PROCEDURE: Move any number of Sultanate Units (Troops

+

and Governors) from a single origin space to a single destination

+

space up to three spaces away. Troops and Governors may be

+

picked up and dropped off in any spaces along the way.

+

4.2.3 Demand Obedience. Demand Obedience places a Trib-

+

utary marker in Sultanate Controlled Independent Provinces,

+

immediately extracts Resources equal to the Prosperity of those

+

Provinces, and flips Amirs and Rajas there to Obedient.

+

PROCEDURE: In any number of Sultanate Controlled (1.7)

+

Provinces with a Governor, replace the Sultanate Controlled

+

marker with a Tributary marker (1.6) and flip all Rebelling Units

+

there to Obedient (1.4.5). Increase Sultanate Resources by the

+

combined Prosperity of all affected Provinces (1.3.1).

+

4.3 Bahmani Kingdom Decrees

+

The Bahmani Kingdom may choose from Trade, Build, and

+

Conspire Decrees.

+

4.3.1 Trade. Trade enhances the Bahmani’s Resources and

+

Cavalry through economic engagement in the Deccan and with

+

foreign powers. Cavalry is acquired more readily when Bahmani

+

Influence is high.

+

PROCEDURE: Gain Resources equal to the number of Provinces

+

containing a Bahmani piece, then gain one Cavalry.

+

Influential: If Bahmani Influence (1.9) is 1 or 2, gain two Cavalry

+

instead of one. If Bahmani Influence is 3 or 4, gain three Cavalry

+

instead of one.

+

4.3.2 Build. Build constructs a Fort in one Province which

+

contains an Amir.

+

PROCEDURE: Place a Fort in one Province that contains an

+

Amir. Each space may contain only one Fort (1.4.4). The Fort

+

must come from the Bahmani Available box.

+
+ +
+

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4.3.3 Conspire. Conspire represents the formation of new bonds

+

with aggrieved powers, particularly when Bahmani Influence

+

is high.

+

PROCEDURE: In up to two different Provinces with a Bahma-

+

ni piece, replace a Governor with an Amir (either Obedient or

+

Rebelling as desired).

+

Influential: If Bahmani Influence (1.9) is at 2 or more, the Bah-

+

mani Kingdom may instead replace Governors or Rajas, in or

+

adjacent to Provinces containing Bahmani pieces. Rebelling

+

Rajas must be replaced with Rebelling Amirs, otherwise Amirs

+

may be placed either Obedient or Rebelling as desired.

+

4.4 Vijayanagara Empire Decrees

+

The Vijayanagara Empire may choose from Tax, Build, and

+

Compel Decrees.

+

4.4.1 Tax. Tax provides Vijayanagara Resources from Provinces

+

which it Controls.

+

PROCEDURE: Gain Resources equal to the combined Prosperity

+

of all Vijayanagara Controlled Provinces, plus the number of

+

Temples on the map.

+

4.4.2 Build. Build constructs a Temple in one Province which

+

contains a Raja.

+

PROCEDURE: Place a Temple in one Province that contains

+

a Raja. Each space may contain only one Temple (1.4.4). The

+

Temple must come from the Vijayanagara Available box.

+

4.4.3 Compel. The Compel Decree forms ties with minor king-

+

doms in nearby regions, relationships which are more immedi-

+

ately useful when Vijayanagara Influence is high.

+

PROCEDURE: In one Province with or adjacent to a Vijayanaga-

+

ra piece, place up to two Available Rajas, or move in up to two

+

Rajas from one adjacent Province. If desired, one new Raja can

+

be placed and one existing Raja can be moved. Placed Rajas

+

begin Obedient unless the selected Province is Vijayanagara

+

Controlled, in which case they are placed Rebelling.

+

Influential: If Vijayanagara Influence (1.9) is at 2 or higher, also

+

gain one Cavalry token (1.10) and remove up to one Troop, Gov-

+

ernor, or Amir in the selected Province. If removing a Sultanate

+

Unit, flip any Rajas just placed or moved to Rebelling.

+

5.0 Victory

+

Each Faction has unique ways of gaining Victory Points, cov-

+

ered below and on the Faction Aid Sheets. Keep track of victory

+

points as the game progresses using markers on the numbered

+

edge track at the top of the game board.

+

The winning Faction is the one with the greatest number of vic-

+

tory points after the Timur Invades Delhi sequence is carried out

+

(2.6). Any ties are broken by the number of Resources held. An

+

optional second tiebreaker is the winner of a game of Aadu-Huli

+

aata (Goat-Tiger game, 5.5).

+

5.1 Delhi Sultanate victory points

+

The Delhi Sultanate’s base victory points (VP) are

+

given by the total Prosperity of all Tributary Provinc-

+

es (1.3.1). At the end of the game the Delhi Sultanate

+

also adds Victory Points equal to: 3 minus the num-

+

ber of Mongol Invaders left in Delhi (to a minimum of -3 VP).

+

EXAMPLE: The Delhi Sultanate earns 3 additional VP if no

+

Mongol Invaders remain in Delhi at the end of Timur’s Invasion,

+

and loses 3 VP if six or more Invaders remain in Delhi at the end

+

of the final assault. If there were three Mongol Invaders remaining

+

in Delhi, the Sultanate would not gain or lose any victory points.

+

5.2 Bahmani Kingdom victory points

+

The Bahmani Kingdom victory points are given by

+

the total Prosperity (1.3.1) of Bahmani Controlled

+

Provinces (1.7), plus the number of Forts on the

+

map, plus their Deccan Influence (1.9).

+

5.3 Vijayanagara Empire victory points

+

The Vijayanagara Empire victory points are given

+

by the total Prosperity (1.3.1) of Vijayanagara Con-

+

trolled Provinces (1.7), plus the number of Temples

+

on the map, plus their Deccan Influence (1.9).

+

5.4 Narrative outcomes

+

The historical outcome saw a Delhi Sultanate shrinking away

+

from the Deccan Plateau even before the arrival of Timur. With

+

tributes being denied by rebelling provinces, the Tughlaqs were

+

unable to maintain a large standing army, opening it to further

+

economic deterioration and a near total inability to defend Del-

+

hi from the invading Mongol army in 1398. Further south, the

+

century’s end would find a stable Bahmani Kingdom, but one

+

with growing internal divisions that would cause it to falter in the

+

coming decades. Finally, the Vijayanagara Empire was on a steep

+

ascent, fast incorporating the military techniques of their rivals

+

to the north into their own defensive capabilities and growing

+

in population and economic output.

+

If the Delhi Sultanate wins the game, it is because the player

+

has reduced the speed of the Sultanate’s collapse, successfully

+

protecting Delhi from Mongol Invasions and retaining the south-

+

ern Provinces for its economic support, though its future in the

+

Deccan may still look bleak.

+
+ +
+

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Vijayanagara

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+

If the Bahmani Kingdom wins the game, it is because the player

+

has successfully conspired with the Governors of Delhi to rebel

+

against it, better leveraged its early advantage in military tech-

+

nologies to claim a wider range of territories, and has spread its

+

influence to enjoy the benefits of large scale immigration and the

+

attraction of great minds from afar.

+

If the Vijayanagara Empire wins the game, it is because the

+

player has ensured the growth of the southern kingdom through

+

a large population and a strong economy, spread its influence

+

widely, and weaved its origin stories into regional cult mythology

+

throughout the Deccan.

+

5.5 Aadu-Huli aata (Goat-Tiger game)

+

In the event of a tie in both victory points and Resources the

+

winner of the game may optionally be determined by a game of

+

Aadu-Huli aata, played on a separate board which is included in

+

the box. The rules of the game are as follows.

+

Decide randomly who will be Player One and who will be Player

+

Two. Player One controls fifteen Goats. Player Two controls three

+

Tigers (use any game pieces to represent them).

+

Setup: The three Tigers are placed onto the three specially marked

+

vertices. Player One is first to act.

+

On Player One’s turn, they may:

+

1. Place a Goat from their supply onto an empty vertex -or-

+

2. Move one Goat to an adjacent vertex but only once all Goats

+

have been placed.

+

On Player Two’s turn, they may:

+

1. Move one Tiger to an adjacent vertex -or-

+

2. Permanently capture a Goat with a Tiger by leaping over it

+

to a free vertex (as in checkers/draughts). Captured pieces

+

are removed from play.

+

A move that would return the game to the same state as the turn

+

before last is not allowed by either player (to avoid a stalemate).

+

Player One wins by trapping the Tigers (so that the Tigers have

+

no available moves). Player Two wins by capturing five Goats.

+

This game and its variants were played at least as early as the

+

14th century in southern India, as evidenced by carved markings

+

on ancient ruins. It is elsewhere known as Aadu puli attam, Huli

+

gatta, and Pulijudam. The game has much in common with other

+

such asymmetric ‘hunting games’ of the distant past as Rimau-

+

rimau (Malaysia), Bagh-Chal (Nepal), Halatafl (Scandinavia),

+

Komikan (Chile/Argentina), Catch the Hare (Spain), and Hare

+

and Hounds (France). A common theme runs through these

+

hunting games: a fearsome enemy can be defeated by weaker

+

forces through unity.

+

Play may be handicapped by adjusting the number of Tigers and

+

Goats in the game. The reader is left to ponder the evolution of

+

asymmetric games throughout human history.

+

Aadu-Huli aata, the Goat-Tiger game, etched into stone at Vitthala and

+

Pattabhi Rama temples in Hampi, Karnataka, India

+

(from Vasantha [2003], see Playbook).

+

TIMUR’S SHADOW—As an optional variant, players may

+

wish to restrict all Commands to selecting only a single space

+

after the first Timurid Empire card has been drawn (possibly

+

combined with a Decree, if that option is available). This will

+

tend to reduce uncertainty in the final stages of the game,

+

promoting longer term planning over big gambles in the final

+

turns of the game. Players should agree at the beginning of

+

the game if they are going to use this variant.

+
+ +
+

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Vijayanagara

+

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+

Key Terms Index

+

Adjacent: Spaces that share a border or vertex, used for actions

+

or Events. Gondwana and Andhra are adjacent, as are Madhy-

+

adesh and Orissa. Jaunpur and Punjab are not adjacent. (1.3.5)

+

Amirs: Bahmani Kingdom Units, turquoise hexagonal cylinders.

+

(1.4.1)

+

Attack: Command that may remove opposing pieces. (3.2.4;

+

3.3.4; 3.4.4; 3.5.3)

+

Attacker: Faction initiating an Attack. (3.2.4; 3.3.4; 3.4.4; 3.5.3)

+

Available: Forces in holding boxes which may be placed on the

+

map through Commands, Decrees, and Events. (1.4.3)

+

Bahmani Kingdom: Playable Faction. (1.5)

+

Build: Decree to construct Forts or Temples. (4.3.2; 4.4.2)

+

Campaign: Decree to redeploy Sultanate forces across long

+

distances. (4.2.2)

+

Cavalry pool: All available Cavalry tokens are kept in a pool

+

on the side of the board. Spent Cavalry tokens are returned to

+

the pool. If there are no tokens in the pool, they may instead be

+

taken from any other Factions. (1.10)

+

Cavalry tokens: Representing a broad range of military advanc-

+

es, Cavalry tokens are gained by card effects and some Decrees

+

and are spent during battles to either Charge or for Screen. (1.10)

+

Charge: One possible use of a Cavalry token, which reduces a

+

die roll by one. Multiple Cavalry tokens may be used to reduce

+

a single die value multiple times. Mongol Invaders always use

+

a single Charge in every battle, converting a miss to a hit if

+

possible. (1.10)

+

City: Cities are labeled vertices on the map. Delhi is not a City.

+

(1.3.4)

+

Collect Tribute: Decree to collect Resources from Tributary

+

Provinces and gain Cavalry tokens.(4.2.1)

+

Command: Basic actions available to each Faction. (3.0)

+

Compel: Decree to augment Vijayanagara forces, and possibly

+

remove an enemy piece and gain Cavalry. (4.4.3)

+

Conspire: Decree to augment Bahmani forces. (4.3.3)

+

Control: A Faction Controls an Independent Province if it

+

has the majority of pieces there. A Tributary Province is never

+

Controlled. (1.7)

+

Deccan Influence: Enhances certain Commands and Decrees,

+

increases the Available pool of Units, and contributes to Bahmani

+

and Vijayanagara victory; tracked by Influence markers on the

+

Deccan Influence track next to the map. (1.9)

+

Decree: Special actions available to each Faction. (4.0)

+

Defender: Faction subject to an attack. (3.2.4; 3.3.4; 3.4.4)

+

Delhi: Special map space, capital of the Delhi Sultanate. (1.3.3)

+

Delhi Sultanate: Playable Faction. (1.5)

+

Demand Obedience: Decree to return Independent Provinces

+

back to Tributaries. (4.2.3)

+

Eligible: Faction able to execute Event or Command: per Faction

+

order on Event card, 1st, 2nd, and 3rd Eligible. (2.3.1)

+

Event: Card with Faction order and text that a Faction may

+

execute. (2.3)

+

Execute: Implement Event or conduct Command or Decree. (2.3)

+

Faction: Delhi Sultanate, Bahmani Kingdom, and Vijayanagara

+

Empire are the three playable Factions. Mongol Invaders are a

+

non-player Faction. (1.5)

+

Flip: Switch status of an Amir or Raja between Obedient and

+

Rebelling. (1.4.5)

+

Forces: Troops, Governors, Amirs, Rajas, Mongol Invaders,

+

and Structures. (1.4)

+

Free: Command granted by an Event or Succession Card that

+

does not cost Resources (3.1.3)

+

Friendly: Relationship of a Faction to itself. (1.5)

+

Govern: Command to either place Governors or to remove

+

Obedient Amirs or Rajas and place Qasbahs. (3.2.3)

+

Governors: Delhi Sultanate Units, black hexagonal cylinders.

+

(1.4)

+

Independent: A Province that is not a Tributary, can be either

+

Controlled or Uncontrolled. (1.6)

+

Ineligible: Faction position in Sequence of Play. (2.3.1)

+

Influence: See Deccan Influence.

+

Limited Command: Command in one space only without a

+

Decree. (2.3.5)

+

Map: Board spaces; Provinces, Mongol Invasion Regions

+

(Mountain Passes and Punjab), and Delhi. (1.3)

+
+ +
+

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Vijayanagara

+

© 2023 GMT Games, LLC

+

March: Command to move Troops and Governors. (3.2.2)

+

Migrate: Command to move Amirs or Rajas. (3.3.2; 3.4.2)

+

Mongol Invaders: Mongol Units, red cubes. (1.4.1)

+

Mongol Invasion Regions: The Mountain Passes and Punjab

+

spaces on the map. (1.3.2)

+

Obedient: Status of an Amir or Raja, indicated by its symbol

+

end facing down. (1.4.5)

+

Pass: Decline to execute Event, Command, or Decree when

+

Eligible. (2.3.6)

+

Pawn: Token to designate/remember spaces selected for Com-

+

mand or Degree, with no other game effect. (3.1.4)

+

Piece: All Units and Structures. (1.4)

+

Place: Move a piece to the map from Available. (1.4.6)

+

Prosperity: Economic productivity indicated in each Province,

+

either 1 or 2. (1.3.1)

+

Province: All map regions other than Delhi and Mongol Invasion

+

regions. (1.3.1)

+

Rajas: Vijayanagara Empire Units, yellow octagonal cylinders.

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(1.4.1)

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Rally: Command to place pieces. (3.3.1, 3.4.1)

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Rebel: Command to assert Independence in a Tributary Province.

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(3.3.3; 3.4.3)

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Rebelling: Status of an Amir or Raja, indicated by its symbol

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end facing up. Mongol Invaders are always Rebelling. (1.4.5)

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Remove: Return a piece from the map to Available. (1.4.3)

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Replace: Remove pieces and, if desired, place other pieces in

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their stead. (1.4.6)

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Resources: Economic capacity to execute Commands. (1.8)

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Screen: One possible use of a Cavalry token, which removes an

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opponent’s die (unless it is showing a 1) from the battle. (1.10)

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Select: Choose an action’s locations or targets. (3.1.1)

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Shaded: Second choice on an Event card, may be selected by

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any Faction; often favorable to the Delhi Sultanate. (2.3.4)

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Space: Map area that may hold pieces; Provinces, Mongol In-

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vasion Regions, and Delhi. (1.3)

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Stacking: Limits on the pieces that may occupy a space; each

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space can hold up to one of each Faction’s Structures. (1.4.4)

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Structure: Qasbahs, Forts, and Temples are all Structures.

+

Structures can affect Rally, Resources, and Victory, among other

+

functions. (1.4.2)

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Target: Opposing Faction or piece that is the object of an action.

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Tax: Decree to collect Resources from Vijayanagara-Controlled

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Independent Provinces. (4.4.1)

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Trade: Decree to collect Cavalry and Resources from Provinces

+

with Bahmani pieces. (4.3.1)

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Tributary: State of a Province indicated by a marker, opposite

+

of Independent. A Tributary Province is never Controlled or

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Uncontrolled. (1.6)

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Troops: Delhi Sultanate Units, gray cubes. (1.4)

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Uncontrolled: An Independent Province that no Faction Con-

+

trols, indicated by the absence of a Control marker. (1.7)

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Unit: Troops, Governors, Amirs, Rajas, and Mongol Invaders

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are Units that may be used to March/Migrate and Attack, among

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other functions. (1.4.1)

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Unshaded: First choice on an Event card, may be selected by

+

any faction; often unfavorable to the Delhi Sultanate. (2.3.4)

+

Vindhya Range: Impassable map feature. (1.3.6)

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Vijayanagara Empire: Playable Faction. (1.5)

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Delhi Sultanate

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Bahmani Kingdom

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Vijayanagara Empire

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Resources

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Cavalry

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Bahmani Influence

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Vijayanagara Influence

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Icon Key

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+ +
+

18

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Vijayanagara

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© 2023 GMT Games, LLC

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Counter Scans

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+ +
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19

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Vijayanagara

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© 2023 GMT Games, LLC

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+ +
+

20

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Vijayanagara

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© 2023 GMT Games, LLC

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CAVALRY

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CHARGE

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CAVALRY

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CHARGE

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MONGOL

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CHARGE

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Setup

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+ + + -- cgit v1.2.3