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Vanquisher Rulebook
Vanquisher Rulebook
Vanquisher Rulebook
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
4 City Halls
45 Bribery Cards
1 Game Board
Setup
10
2
Shuffle the Auction Blueprint
Cards, and put them facedown somewhere accessible
to all players. This is the
Auction Blueprint Deck.
8
Place the Gold, Lumber,
Stone, and Metal tokens
somewhere accessible to all
players. This is called the
Trade Depot.
For 2-3 player setup, see the Additional Setup Rules section.
Players Playing Area
RESERVE: This is
where the player
places his Gold,
Lumber, Stone,
Metal, Inactive
Farmer Tokens, and
Inactive Army
Tokens.
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
Amount
As per Blueprint
Feats
Blueprints
in Drawer
As per Feat
-5KP per Blueprint
in Drawer
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.
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.
5.1.1. 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
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.