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