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
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 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.
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• 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.
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Wooden Pieces
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.
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• 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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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).
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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.
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!
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The board at the end of the example of play.
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• 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.
Deck Construction
Rules at a Glance