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

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

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

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

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

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

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

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

and Arthur M. Sackler Gallery, from the Smithsonian.

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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).

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1.3 Game Board and Map

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).

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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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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.

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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.

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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.

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© 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.

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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.

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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.

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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).

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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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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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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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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.

(1.4.1)

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

Rebel: Command to assert Independence in a Tributary Province.

(3.3.3; 3.4.3)

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

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

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

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

their stead. (1.4.6)

Resources: Economic capacity to execute Commands. (1.8)

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

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

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

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

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

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

vasion Regions, and Delhi. (1.3)

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

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

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

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

functions. (1.4.2)

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

Tax: Decree to collect Resources from Vijayanagara-Controlled

Independent Provinces. (4.4.1)

Trade: Decree to collect Cavalry and Resources from Provinces

with Bahmani pieces. (4.3.1)

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

of Independent. A Tributary Province is never Controlled or

Uncontrolled. (1.6)

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

Uncontrolled: An Independent Province that no Faction Con-

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

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

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

other functions. (1.4.1)

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)

Vijayanagara Empire: Playable Faction. (1.5)

Delhi Sultanate

Bahmani Kingdom

Vijayanagara Empire

Resources

Cavalry

Bahmani Influence

Vijayanagara Influence

Icon Key

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Counter Scans

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CAVALRY

CHARGE

CAVALRY

CHARGE

MONGOL

CHARGE

Setup