Vanquisher Rulebook

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Game Design By Gimo Barrera

NgbDesigns

Introduction
In a realm much like our own, Kings search for undiscovered territory to expand their kingdom. News has spread of new
land found far across the mountains, and Kings now rush to claim it as their own and vanquish others along the way.
Vanquisher is a strategic kingdom building game. Players take turns constructing buildings, growing their armies, and
bribing officials in order to spread their influence on the unclaimed territory. It is up to the players to manage their
resources to help grow their kingdom, and stop others from growing theirs.

Components
80 Red Construction Cubes
80 Green Construction Cubes
80 Blue Construction Cubes
80 White Construction Cubes

9 Red Farmer Tokens


9 Green Farmer Tokens
9 Blue Farmer Tokens
9 White Farmer Tokens
16 Red Army Tokens
16 Green Army Tokens
16 Blue Army Tokens
16 White Army Tokens

4 City Halls

1 Year Tracker Dice

64 Basic Blueprints Cards

45 Bribery Cards

90 Auction Blueprint Cards

1 Game Board

20 One Coin Tokens


16 Five Coin Tokens
12 Ten Coin Tokens

20 One Lumber Tokens


12 Five Lumber Tokens

20 One Stone Tokens


12 Five Stone Tokens

20 One Metal Tokens


12 Five Metal Tokens

Setup

10

Place Game Board at


center of gaming area

Each player starts the game


with a City Hall, and places
it face-up in front on them.
This is the Players Desk.
The Player also creates the
shape of the City Hall on a
corner of the Grid.

2
Shuffle the Auction Blueprint
Cards, and put them facedown somewhere accessible
to all players. This is the
Auction Blueprint Deck.

Place the Year Tracker


Die on the Board with
the top face on 12.

Place 2 per player of each of


the Basic Blueprints face-up
in the appropriate location on
the Game Board

Shuffle the Bribery Cards,


and put them face-down
somewhere accessible to
all players. This is the
Bribery Card Deck.

Additionally each player


starts the game with 9 Farmer
Tokens, 75 Construction
Cubes, and 16 Army Tokens
in their reserve.

8
Place the Gold, Lumber,
Stone, and Metal tokens
somewhere accessible to all
players. This is called the
Trade Depot.

Reveal the top 8 cards of


the Auction Blueprint
Deck, and put them faceup next to each other.

Each player takes 6 Gold, 3 Lumber, 2


Stone, and 1 Metal from the Trade Depot.
The Player places this next to his playing
area, this is the Players Reserve.

For 2-3 player setup, see the Additional Setup Rules section.
Players Playing Area

DESK: This is where the


player places his
Constructed Blueprints
(face-up), Permanent
Bribery Cards (face-up),
and Ready Army Tokens.

SHELF: This is where the


player places his drawn
Bribery Cards (hidden from
other players).

DRAWER: This is where


the player places his picked
up Blueprints (face-down).

RESERVE: This is
where the player
places his Gold,
Lumber, Stone,
Metal, Inactive
Farmer Tokens, and
Inactive Army
Tokens.

1. Round Break Down


1.1. A Round ends when each player has taken a Turn. Thus on a 4 player game, a round ends when all 4 players
have taken a turn. First player is chosen at random.
1.2. At the end of each round, the Year Tracker Die is decreased by 1. Once the Year Tracked Die needs to be
decreased to less than 1 the game ends.
2. Turn Breakdown
2.1. A single players turn consists of 5 phases: Trade Phase, Action Phase, Construction Phase, Collect Phase, and
Trade Phase.
2.1.1. Trade Phase:
2.1.1.1. This phase appears twice in a turn, at the beginning and end of the turn.
2.1.1.2. During this phase a player can sell resources to the Trade Depot for the selling price (Table 1). The
players takes the Gold from the Trade Depot. Notice that a certain quantity needs to be met when
selling the resources. Example: If a player has 7 Lumber, he can only sell 4 of those, since the Trade
Depot only buys Lumber sets of 4 at a time.
2.1.1.3. Players can also buy resources from the Trade Depot. See Table 1 for pricing. The player places the
payment in the Trade Depot Gold Pile.
2.1.1.4. Players can also buy resources from other players. To do so, the purchaser pays the player the
appropriate amount (see Table 1), the player (seller) must be able to produce the resource through one
of his buildings. The purchaser grabs the resource from the Trade Depot not from the players
Reserve. A player cannot refuse to sell a resource.
Table 1: Resource Buying and Selling Prices
Resource
Lumber
Stone
Metal

Cost to Purchase
From Trade Depot
3 Gold [G]
4 Gold
5 Gold

Cost to Purchase
From Other Player
1 Gold
2 Gold
3 Gold

Selling Price
4 Lumber for 1 Gold
3 Stone for 1 Gold
2 Metal for 1 Gold

2.1.2. Action Phase:


2.1.2.1. A player starts with 2 Actions per turn (this is from the City Hall). A player may obtain more Actions
through Bribery Cards and certain Buildings.
2.1.2.2. A player may use an Action to do any of the following:
2.1.2.2.1. Draw a Bribery Card from the Bribery Card Deck. The player takes his Bribery Card and puts
it in his Shelf. He does not have to reveal the Bribery Cards in his Shelf. A player can only have
up to 4 Bribery Cards at the end of his Collect Phase, but is allowed to have more than 4 during
his turn.
2.1.2.2.2. Pick up a face up Blueprint. The player takes the Blueprint and puts it in his Drawer. There is
no limit to how many Blueprints a player can have in his Drawer. This Blueprints are placed face
down, and the player does not have to reveal them until he constructs them.
2.1.2.2.3. Draw a Blueprint from the Auction Blueprint deck. The player picks up 4 Blueprints from the
Auction Blueprint Deck and chooses 1, and places it on his Drawer. The remainder are placed on
the bottom of the Auction Blueprint Deck in any order.
2.1.2.2.4. Play a Bribery Card from his Shelf. A player must pay the cost of the Bribery Card first. Once
played, the Bribery Card is discarded into the discard pile, unless it is a Permanent Bribery Card,
in which case is remain on the players Desk.
2.1.2.2.5. Move Army. A player may move any number of his Ready or Active Army Tokens to any free
space on the board grid, or on top of one of his own Army Tokens on the grid board.
2.1.2.2.6. Fight Army. a player may destroy one of his Active or Ready Army Tokens to destroy another
players Active Army Token. This can be done any number of times with one action, but all have
to be done at the same time. Destroyed Army Tokens are returned to the players reserve.
2.1.3. Construction Phase:
2.1.3.1. During this phase a player may purchase a face-up Blueprint and Construct it. He then places the
purchased Blueprint on his Desk. To purchase a Blueprint a player simply pays the cost of the
blueprint (gold and resources) to the Trade Depot, and Constructs the shape on the grid adjacent to
another one of his Buildings. A player can also build Blueprints from his Drawer by paying the cost of
the Blueprint.
2.1.3.2. Figure 1 shows how adjacency works. Notice that a player can only connect buildings through
corners. A single players buildings cannot touch the side of other buildings of the same color. This
means that your building is allowed to touch other players sides of Buildings, Figure 2.

Figure 1: Adjacent Buildings

Figure 2: Example of Legal Moves


2.1.3.3. When a Player Buys or Picks up an Auction Blueprint from the 8 Face-Up Auction Blueprints, that
player immediately replaces it with a new one from the top of the Auction Blueprints Deck.
2.1.3.4. A player can only construct as many Blueprints as he has Constructions (at beginning of the game this
is 1, which comes from the City Hall).

2.1.4. Collect Phase:


2.1.4.1. During the Collect Phase players produce resources and gold from buildings that produce them. These
resources and gold are taken from the Trade Depot. Example: the City Hall produces 1 Gold during
every one of that Players Collect Phase. Only cards with a + Symbol on the first line of the effect
produce during the collect phase, unless otherwise specified in the effect. Example: When constructing
a Greenhouse, the player must wait until his collect phase (and every other collect phase from here
until the end of the game) to gain the +2 Lumber. He can use the other effect immediately once the
blueprint is constructed.
2.1.4.1.1. If resources are exhausted on the Trade Depot then the player only produces what is available
in the Trade Depot.
2.1.4.1.2. The Gold Pile is considered a never ending supply. In the case the gold pile runs out players
can improvise to keep track of their gold.
2.1.4.2. A player also produces Army Tokens during this phase.
2.1.4.2.1. To do so, a player takes an Army Token from his reserve and places it in his desk, usually on
top of a Blueprint with Army Capacity to keep track of their Tokens.
2.1.4.2.2. Newly produced Army Tokens are placed on top of blueprints with Army Capacity. A player
cannot have more Army Tokens on the board and blueprints than he has Army Capacity.
Example: If a player has a City Hall (Army Capacity of 1) and an Army Camp (Army Capacity
of 4), that player can only have 5 Army Tokens on the board grid and on his Desk. Any Army
Token produced after Army Capacity is reached, it is not produced. Additionally if the
player has exhausted their Army Tokens in their Reserve he does not produce more Army
Tokens.
2.1.4.3. At the end on the Collect Phase the active player discards Bribery Cards into the discard pile until he
has 4 Bribery Cards left on his Shelf. Note: A Player can draw to more than 4 Bribery Cards during his
Action Phase.
2.1.5. Trade Phase:
2.1.5.1. This Phase is a replica of the Trade Phase at the beginning of the Turn.
2.2. A Player may opt to not do anything during any single one or all of the phases.
3. Game End
3.1. Game End Conditions
3.1.1. The game ends if a player has constructed 16 Blueprints. Once the 16th Blueprint is constructed the player is
allowed to continue constructing blueprints. Once the player finishes his turn, the game will end at the end
of the Round. Example: If Player A is the first player, and B, C, and D follow accordingly; Player B had 15
buildings and constructed 2 more. The Game will end once Player C and D finish their next turn (so
everyone should have played the same number of turns by the end of the game).
3.1.2. If a player cannot construct any face-up Auction Blueprints during his Construction Phase due to lack of
space. The game end condition is met, and the game ends at the end of the Round.
3.1.3. If the Year Tracker Token die reaches 1 Year, then players finish the 12th round and the game ends.
4. Scoring
4.1. Table 2 shows the methods in which players gain Kingdom Points (KP) throughout the game and at the end. The
player with the highest Kingdom Points by the end of the game wins. In case of a tie, the player with the most
Army Tokens wins.
Table 2: Kingdom Points
Type
Religious
Buildings
Territorial
Advantage
Gold

Amount
As per Blueprint

Feats
Blueprints
in Drawer

As per Feat
-5KP per Blueprint
in Drawer

2KP per 3x3


Occupied Section
1KP per 5G

Description
Players must build the Religious Blueprint in order to get the KP. The
amount of KP the building gives is specified in the Blueprints effect.
See Figure 3
Each player gains 1KP per every 5 unused gold they own at the end of
the game.
See Table 3
A player loses 5KP at the end of the game per Blueprint he has in his
Drawer.

4.2. Territorial advantage is measured from how many of your pieces are in the board per every 3x3 box times

2. Notice how in Figure 3 the green player buildings intersect 13 3x3 sections of the board map, thus he
gets 26 Kingdom Points from Territorial Advantage. The 3x3 Sections are Highlighted on the Board
Grid.

Figure 3: Territorial Advantage

4.3. At the end of the game Feats are given out to whichever player met the condition of the Feat. If there is
a tie for meeting the condition of the Feat, the players split the KP rounded down. Table 3 describes all
the Feats available.
Table 3: List of Feats

Name
Knight
Apprentice
Vanquisher

Condition
If you control the most Army Tokens, you gain 1KP for every two Army Tokens
you control.
If you control the most Permanent Bribery Cards, you gain 1KP at the end of the
game for each Permanent Bribery Card you control.
If you control the most Territory (territorial advantage) gain an additional 7 KP.

5. Additional Action Phase Rules

5.1. Bribery Cards

5.1.1. A discard pile for Bribery Cards Section is assigned at the start of the game, somewhere
accessible to all players. This is where the discarded Bribery cards are placed. Bribery Cards in the
discard pile are face-up and all players can look through them.
5.1.2. Bribery Cards require Actions to be played. Like Blueprints they have types associated to their
effects, see Table 4. Bribery Cards are either Temporary or Permanent. Temporary Bribery Cards
are discarded right after they are played, while Permanent Bribery Cards remain face-up on the
players desk (Permanent Bribery Cards usually have an ongoing effect. If a Permanent Bribery
Card is discarded from the Desk, the ongoing effect is stopped.
5.1.3. A player can have a maximum of 4 Bribery Cards in his Shelf at the end of the Collect Phase. If
a player has more than 4 cards at the end of the Collect Phase the player must discard cards until he
has 4 Bribery Cards in his Shelf.
5.1.4. Some Bribery Cards have a cost (needed to bribe the individual in the card) that must be paid
before the player plays it. A player cannot play a Bribery Card if he is incapable of paying the cost.
5.1.4.1. Some Bribery Cards have an alternative Threatening Cost (Some individuals in the cards
can be threaten by your Army Tokens), this is done by destroying the shown number of your
Active or Ready Army Tokens in the Bribery Card. Doing this means the Player does not
need to pay the Cost of Gold and Resources of the Bribery Card.
Table 4: Types of Cards
Types of Cards
Resource
Focuses on getting resources (L, S, M)
Currency
Focuses on getting gold (G)
Educational Focuses on Bribery Cards and Actions
Religious
Focuses on Kingdom Points
Military
Focuses on Army
Kingdom
Focuses on Improving Kingdom and Buildings

5.1.5. In the case that the Bribery Deck runs out of cards shuffle the discard pile and make it into a new deck.
5.1.6. Alternative Costs: Action cards with red resource symbols indicate that the player can pay either of the
resources, plus the required gold. Example: If a card has a (3) red lumber (2) red stone and (1) red metal, it
means the player can pay either 3 lumber, 3 stone, or 3 stone, not all 3 resources. If the Bribery card has (1)
Gold (2) red lumber (1) stone (1) red metal, the player can either pay 1 Gold 2 Lumber 1 Stone or 1 Gold 1
Stone 1 Metal.
5.1.6.1. This concept also applies to Blueprints.
5.1.7. Threatening Cost: Some Bribery Cards have an alternative threatening cost. This is represented by a number
next to the Army Token Symbol. The player has the option of paying the cost in Gold and Resources, or of
Destroying the required Ready or Active Army Tokens he controls.
5.2. Army Tokens

5.2.1. Army Tokens can be moved during each turn. Moving Army Tokens requires an Action. You
may move as many Army Tokens as you wish per Action. An Army Token can only be moved to a
free space in the Board Grid. A player cannot construct a Building on an occupied Army spot, or
the spots directly to the sides of the Army Tokens, see Figure 4.
5.2.2. A player can move Army Tokens that are Ready and Active during his Move Step.
5.2.3. A Ready Army Token are those that are in Base (on the players desk). This occurs when they
are originally produced during the Collect Phase.
5.2.4. Active Army Tokens are Army Tokens in the Board Grid. These Army tokens can be moved to
different locations on the board grid if the player chooses to use his Move Army action.
5.2.5. The typical order for an Army Token to become an Active Army Token goes as follows:
5.2.5.1. Example: Green Player Constructs an Army Camp. During his Collect Phase the Green
Player Produces 1 Army Token. The Army Token is then placed on top of the City Hall
Blueprint or the Army Camp Blueprint (since they both have Army Capacity), this token is
considered a Ready Army Tokens. During his next Action Phase, the player can use the
Move Army Action and move a Ready Army Token to the Board Grid. This token is now
considered an Active Army Token.
5.2.6. A Player can also destroy an opponents Active Army Token by destroying one of his own
Active or Ready Army Tokens. The player can do this multiple times, but all within 1 Action.
5.2.7. The amount of Army tokens a player can own is equal to or less than that players Army
Capacity. Once the Army Capacity is reached the player cannot produce more Army Tokens.
5.2.8. A Destroyed Army Token goes back to that players reserve.
5.2.9. Players can stack Army Tokens on top of each other. These Army Tokens would block the same
area, but now an opponent needs 2 or more Army Tokens to remove them.
5.2.10. There is a maximum of 16 Army Tokens per player. If a player has an Army Capacity higher
than 16, he only produces what he has in his reserve.

X
X

Army
Token

Figure 4: Army Blockage

6. Additional Construction Phase Rules


6.1. A player can only construct as many buildings as he has constructions per turn. Notice how the City Hall gives a
player 1 Construction per turn, thus a player can only construct one Blueprint per turn. If the player was to buy a
Builders Hut, that player could now Construct 2 Blueprints per turn.

6.2. In order to construct a building a player must first pay the cost of the Blueprint. The grid in the
Blueprint Card shows the shape of the building as its placed on the Board Map with that players
Construction Cubes (one color per player). Once the Blueprint is constructed it is added to that players
Desk.
6.2.1. A player can rotate the orientation of the shape of the Blueprint but cannot mirror it.

7. Tokens
7.1. Each player is given 16 Army Tokens and 9 Farmer Tokens at the beginning of the game. They put these tokens
aside, this is considered their Reserve. When an effect allows you to obtain Farmer Tokens or Army Token the
player will take them out of his reserve.
7.2. If the reserved is exhausted than the player cannot obtain more Army Tokens, irrelevant of that players Army
Capacity, the most Army Tokens a Player can control at a time on the Board is 16.
7.3. Certain cards require you to use Farmer Tokens. If your reserve is exhausted and an effect requires the use of
Farmer Tokens, that effect doesnt apply to where the Farmer Token is missing.
7.4. The reserve is also where the players will place their gained gold or resources they gain.

8. 3 Player Variant
8.1. All rules remain the same for a 3 Player game with the exception of the setup. During a 3 Player game the middle
player (in the case of Figure 5 the green player) will always go first. Additionally a 9x9 corner of the grid is
blocked and cannot be utilize during the game.

Figure 5: 3 Player Setup


9. 2 Player Variant
9.1. For two players, first player is determined randomly, like a 4 player game.
9.2. For a two player game half of the board (9x18 Section) is blocked and no buildings can be constructed on it.
Additionally players must start at opposite ends from each other as shown in Figure 6.
9.3. All other rules remain the same.

Figure 6: 2 Player Setup

10. Full Adventure Mode Variant


10.1. In the full adventure mode, players do not keep track in the Year Tracker, instead players play until the other
conditions are met.
11. 2v2 Variant
11.1. For a 2v2 variant players choose teams, and assemble their City Halls on the middle of the Board Grid as shown
in Figure 7.

Figure 7: 2v2 Setup


11.2. In this case, the green player is partner with the red player, and the blue player is partner with the yellow player.
11.3. Partners take a turn at the same time (thus each round consist of two turns). The player still have individual
phases, thus a player may choose to do different Actions than the other player.
11.3.1. Partners do the phases simultaneously. Although the players take simultaneous turn, they do not share
Gold, Resources, Shelf, Drawers, or Desks.
11.3.2. Partners can decide on timing of events. Example: If the Green want to play a Bribery Card that makes
everyone discard their Shelf, he would let the Red player play his Bribery Cards beforehand.
11.3.3. Players can share information about their Shelf, Drawer, and strategies.
11.3.4. Each score is calculated separately (including Feats), then Partner scores are added together. The players
with the highest combined Kingdom Points win.
11.4. All other aspects of the game remain the same.

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