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RAJA - English Rules: Phalanx Games / For 2-5 Players
RAJA - English Rules: Phalanx Games / For 2-5 Players
Contents
1.0 Introduction
2.0 Components
3.0 Starting Play
4.0 General Course of Play
5.0 Starting Position
6.0 Sequence of Play
7.0 Actions
8.0 Scoring
9.0 New Game Turn
10.0 Winning
11.0 Variants
1.0 INTRODUCTION
Maharaja is a strategic boardgame for two to five players, set in 16th century India. The players are Indian regents, also
called Rajas, who set out to please their King, the Maharaja, by improving his cities. Rivaling Rajas travel from city to city,
where they build houses and beautiful palaces for their lord. During their endeavors, they seek help from various
influential public figures, who assist them with their special abilities and advantages.
Building palaces is a costly business. Therefore, it is essential to generate enough income. The first player to build seven
palaces wins the game.
2.0 COMPONENTS
1 game board
5 differently colored wooden architects
1 black wooden Maharaja
5 action discs, each with 2 arrows
5 differently colored sets of 7 glass palaces
5 differently colored sets of 20 wooden houses
7 governor markers
7 different character cards
60 gold pieces in various denominations
7 blue action chits
5 action & rules summary cards
1 rules booklet
7 palaces and 4 houses in their color, that the players keep in front of them. The remaining houses are kept in the quarry
(bank) next to the game board.
The character cards 1 – 6 are placed next to the game board. The Yogi (character card 7) is used only in the advanced
game.
One player is selected to keep the bank and distribute money, character cards and chits during the game. He also keeps
the quarry and distributes houses.
The 7 governor pieces are blindly shuffled and then randomly drawn and placed face up on the governor track: one in
each box above the one with the arrow.
The boxes 1 – 10 are initially not occupied and show the game turns.
The action chits and the Yogi (7) are not used in the basic game.
No of Players No of Gold pieces the Maharaja awards each player after scoring
2 10 - 5
3 11 – 7 - 3
4 12 – 9 – 6 - 3
5 13 – 10 – 7 – 4 - 1
Character card 1 / Mogul: Moves first and is the best card if a tie has to be broken during scoring.
Character card 2 / Trader: Players using the trader always receive 1 gold piece in each of their player turns.
Character card 3 / Sadhus: Outer palaces are worth 2 points during scoring (instead of 1).
Character card 4 / Wandering Monk: The travel costs of the player and his architect are paid by the bank, so they
“travel for free”.
Character card 5 / Builder: Builds or moves 1 additional house for free.
Character card 6 / Artisan: Pays only 9 instead of 12 gold pieces to build a palace.
Example: City A is connected to the starting location. There is at least 1 house per village location on that road. City B is
not connected as there is an empty village location on the road leading to it.
When all players have placed 4 houses, they receive 6 additional houses from the quarry into their pool. Players may only
build houses on the game board from their pool, and not from the quarry.
The game is now set up for play.
6.0 SEQUENCE OF PLAY
Each game turn is played the same way. First, the Maharaja is placed in the city that now matches the governor piece at
the bottom of the governor track. Each game turn ends with a scoring round in the city with the Maharaja.
7.0 ACTIONS
7.1 Travelling
Moving an architect is a free action, that does not feature on the action disc. The player may freely move his architect at
any time during his turn. He may move his architect to a city, build there and then move him to another city to build there
again, and so on.
Travelling costs: Travelling through cities and the starting location is without cost. Travelling through villages where the
player has at least 1 house is also free. If a player does not have a house in a village, he has to pay 1 gold piece for each
house in that village to the owners of the houses.
Example: A village has a blue and a red house. Green has to pay 1 gold piece each to the blue and the red player when travelling
through that village.
The player, who selects the action 2 houses, must build 1 house in a city, and the second one in a village or a city. It is not
allowed to build both houses in villages. The city gate symbol indicates that 1 house must be built in a city.
7.4 Quarry
At no cost, a player receives 2 of his houses from the quarry, and places them into his pool. He may build them in future
actions.
Example 1: In game turn 1 a player moves governor piece “D” 2 boxes down. Therefore, governor pieces “B” and “C” are both moved
up 1 box. If no other player also changes the governor track order, the Maharaja will travel to city “D” in the next game turn (and score
there).
When changing the governor track order it is possible that there will be vacant boxes.
Example 2: “F” is moved. “F” moves 2 boxes down (in front of “E”), “E” moves up 1 box. The vacant box has no further meaning. When
the Maharaja is placed into city “F”, “F´s” governor piece is placed in front of all other governor pieces (in the example directly above
“C” in box “5”).
Example 1: A player has the trader; he receives 1 gold piece. Next he takes the card monk and travels for free.
Example 2: A player has the builder; he builds a house for free. Then he takes the card artisan and builds a palace for only 9 gold
pieces (to do this he must have selected the action palace).
It is possible that the original game turn order will be changed by exchanging a character card. Please keep in mind:
A player conducting his player turn is always allowed to complete it.
A player who has already completed his player turn does not get another one in the same game round.
Among the players who have not conducted a player turn yet, the player with the lowest ranking character card
automatically is the next player.
8.0 SCORING
After all players have conducted their player turn, scoring is done in the city where the Maharaja is located. Every player
represented in that city receives money from the bank. The player’s architect does not have to be in the city to receive
money.
How much money a player receives depends on the “presence” of a player compared to the other players in the city.
Players get points for their buildings and architect in the city, where the Maharaja is.
Architect 1 point
House 1 point
Outer palace 1 point
Central palace 3 points
Examples:
(1) Tom has only his architect in a city. He gets 1 point.
(2) Mary has one house in a city; she receives 1 point.
(3) Ann has her architect, 2 houses, 1 outer and central palace in a city. She gets 7 points.
The player with the most points gets the left-most number of gold coins from the bank in the table shown on the rules
summary cards. The player with the second most points gets the next higher number of coins, etc. In case of a tie
between players, the lower number on their character cards breaks it and that player gets the higher amount.
Monopoly-Bonus: If only one player scores points in a city (no other player has his architect or buildings in that city), he
receives 5 additional gold pieces from the bank.
Example: Scoring takes place in city “A”. Ann has the Mogul. She has chosen the actions Palace/House and Gold. Ann pays 13 - 2 =
11 gold pieces, builds 1 house in a village, travels with her architect to “A” and builds a central palace there. She scores 3 for the
central palace + 1 for her architect = 4 points.
Bob has the Sadhus. He has chosen Palace/House and Move a house. He pays 13 gold pieces, travels to “A”, builds 1 outer palace
and 1 house and moves 1 other house to “A”. Bob scores 2 for the outer palace with his sadhus + 2 for his houses + 1 for his architect
= 5 points.
Chris has the Builder. He has chosen 2 Houses twice and pays 4 gold pieces. Chris travels to “A” and builds 4 houses there. With the
builder on his side he builds an extra house without cost. Chris scores 5 for his houses + 1 for his architect = 6 points.
Diana has the Artisan. She has chosen Palace/House and Governor Track Order. Diana travels to “D” and builds a central palace and
1 house there, paying 10 gold pieces (she is the Artisan…). Now she changes the governor track order and moves “D” 2 boxes down.
Now “D” is at the bottom of the gevernor track – in this city will score next. Finally, she travels to “A” and scores 1 point with her
architect.
The score: Chris receives 12 gold pieces, Bob 9, Ann 6 and Diana 3. In the next game turn the Maharaja will be moved to “D” and the
governor “D” is placed to the top box, numbered 2 (= game turn 2).
No of Players No of Gold pieces the Maharaja awards each player after scoring
2 10 - 5
3 11 – 7 - 3
4 12 – 9 – 6 - 3
5 13 – 10 – 7 – 4 - 1
10.0 WINNING
The game may end in two ways. It ends after scoring has been conducted in the game turn when:
The winner is the player who has built the most palaces. In case of a tie, the one with the most gold pieces wins.
Positions 2, 3, etc. are determined in the same way—first by the number of palaces, with ties broken by the player with
the most gold pieces. Players who are still tied use the ranking of their character to see who wins.
11.0 VARIANTS
11.1 Shorter Playing Time
The players only receive 6 palaces and the maximum number of game turns is 8.
11.2.1 Components
In the advanced version the Yogi and the action chits are added. The Yogi is placed with the other character cards and
the action chits near the game board.
Example: A player owns an action chit and has selected 2 Houses and Quarry. First he conducts Quarry and puts 2 into his pool.
Afterwards he uses his action chit and conducts the action Palace/House. Finally, he executes his second action and builds 2 houses.
At the start of the game, each player gets 1 character card. Rule 11.2.5 may be used.
A player selecting Character Card on his action disc receives a character from the banker. He does not return one. He
now uses 2 characters. If there are no characters left in the bank, the player with the action character card may exchange
a character with another player or entice one away from him.
Exchange: The player conducting his player turn names another character card. The owner of that card has to give him
that card and receives a card in exchange. If the player conducting his player turn has several character cards, he may
select the card that he gives in return.
Entice Away: The player conducting his player turn can only entice away a card if he has less character cards than the
targeted player. That player chooses a character and gives it to the enticing player. He does not receive a character in
return. The enticing player has no say in which character he gets.
Player Turn Order: The lowest numbered character card of each player determines the order of the player turns. The
player with the lowest character card is the first player, followed by the player with the second-lowest card etc.
Note: Each player has only one player turn!
Scoring: If there is a tie during scoring, the player with the lowest ranking character card breaks the tie and gets more
money.