A game of power and influence in India
Control of India at the beginning 18th century is up for grabs. The 200 year-long rule of the Grand Mughals is collapsing, but they still have some power. Now is the time for the Maharishis and princes to take control of the Indian subcontinent. The players use strategy and cunning to win influence over northwestern India, province by province and city by city. The most successful player (and the winner) is the one who establishes the most magnificent palaces and has the most power in the end.
In both ways, players may score influence points in each province. After all twelve provinces have been visited, the player with the most influence points is the winner.
Note: Before the first game, carefully remove the individual tiles from their frames. Sort out the 4 special cards, which have a different back from the other 96. Only one gold ring is used in the game; the second gold ring is a backup.
Place the number 12 province tile on the province with Agra. Shuffle the remaining 11 octagonal province tiles face down and then place one, randomly and face up, in each of the 11 remaining provinces. Place them so that they do not cover the roads and cities. The provinces are visited in the order shown on the tiles, starting with 1 and ending with 12, in the province with Agra.
Place the Taj Mahal bonus tile face up on the fortress city of Agra.
Shuffle the 15 square bonus tiles face down and then place one, randomly and face up, on each fortress city.
Sort the 24 oval influence tiles by their pictures and place them face up in four stacks beside the upper right corner of the board (court of the Grand Mughals). Place one of each type on the corresponding space in the court of the Grand Mughals.
Place the gold ring (the crown) in the court of the Grand Mughals.
Place the 4 special cards face up beside the board.
Shuffle the 96 remaining cards. Players use these cards to compete for influence points in the game. There are 21 cards each in red, yellow, green, and violet (the colored cards) and twelve plain cards (the white cards). The cards have combinations of six different symbols:
Deal six cards to each player face down. These are the starting hands and are kept secret from the other players.
Lay out the card supply for the first round. The number of players determines how many cards to draw and place face up next to the board.
Place the remaining cards face down in a stack near the board. This draw pile will be used in later rounds. Used cards will be discarded to a face up discard pile next to the draw pile.
Sort the palace and scoring markers by color. Each player selects a color, places all the palaces of that color before him on the table, and puts his scoring marker on the zero space of the scoring track. Note: The number of palaces is unlimited. In the rare case that a player uses all of his palaces, he should continue the game with additional palaces of an unused color.
Set up the 2 black figures. Place one (current province figure) in the first province (with the number 1 province tile). Move the number 1 province tile to the space provided in the court of the Grand Mughals. Choose a starting player by any method you prefer. The starting player places the other black figure (starting player figure) before himself on the table.
play 1 or 2 cards to influence forces in the current province,
OR
withdraw from the competition and claim the rewards of his influence in the current province.
When a player withdraws, the visit is over for him and he may take no further turns in the current province. When all players have withdrawn, the visit ends and the next visit begins.
In addition to the one colored card, a player may also play either one white card or one special card. White cards and special cards may never be played without a colored card. (See also the rules below for the special cards.)
A player should play his cards so that they overlap each other, but heshould make sure that all players see the symbols on all cards he played. This is important so that players can easily see how much influence each player wields over each of the symbols.
When a card has been played, it may not be taken back into the playe's hand. Players may attempt to influence others in their card play, but they must keep the cards in their hands secret from the other players.
When a player places a palace on a fortress, he takes the bonus tile on it and scores it immediately (See influence points below.)
If a player is winning more than one of these four symbols, he takes all corresponding influence tiles from the court, places a palace for each, and takes and scores any bonus tiles he earns.
After the withdrawing player has taken the tiles and/or crown that he has earned from the court and scored any appropriate influence points (see below), he discards the cards he has played during this visit.
Note: Once a tile or the crown has been won and taken from the court, of course no other player may win that same tile or crown on this visit.
When a player takes a bonus tile, he receives:
When a player wins the current province tile, he puts it face up on the table before himself and receives 1 point for each commodity on it. (The number 1 province tile has 1 commodity and is worth 1 point. All other province tiles are worth 2 points.) In addition, he receives 1 point for each occurrence of the same commodities on province tiles and bonus tiles that the player has before himself on the table.
When a player places at least one palace in the current province, he receives 1 influence point. Even if he places several palaces, he receives only 1 influence point for the current province! In addition, he scores 1 influence point for each additional province (not city!) where he has a palace that is connected through an uninterrupted line of roads and his palaces to his own palaces in the current province. Each city with no palace or another player's palace is considered an interruption, except that a city with two palaces counts as a connection for both players.
As his last action for the visit, the withdrawing player takes two cards of his choice from the face up card supply next to the board and adds to his hand. The last player to withdraw takes only one card as that is all that remains! Such is the disadvantage for finishing last.
The visit continues in clockwise order around the table with players playing cards or withdrawing. When only one player remains, he plays as many turns as he wants (using the normal rules for playing cards) and then withdraws to score his influence points.
A player may choose to withdraw in the first round of a visit without playing any cards. Of course, the player will place no palaces in this province and score no points for this visit. However, such a player draws the topmost card from the draw pile and then takes two cards from the card supply. Players may occasionally find it advisable to withdraw without playing cards.
The next visit begins as follows:
Special cards are played just like the white cards. That is, they must be played with a colored card. Only one special card may be played by a player in a turn. They have the advantage that they return to the player's hand instead of being discarded when the player withdraws. Of course, when another player has the two influence tiles corresponding to the special card, that player will take the card for himself at the end of the visit.
The special cards give a player, when they are played (they have no effect if they stay in the player's hand), the following advantages:
The player with the highest total score is the winner.
Carefully consider when to play more cards and when to withdraw. Try to avoid long conflicts as they cost a lot of cards. Also, a player holding a lot of cards in his hand may encourage, just by this fact, other players to withdraw quickly so that he may win points with a small card expenditure.
Plan ahead. Decide where and what you want to collect and score in the next provinces with the cards you have. Also, carefully choose cards from the card supply to give you the cards you need to accomplish what you have planned.
The author and publisher thank the many playtesters for their time and suggestions for this game. We especially want to thank: Iain Adams, Chris Bowyer, Christine & Peter Dürdoth, Dave Farquhar, Walburga Freudenstein, Dieter Habelitz, Markus Huber, Ross Inglis, Kevin Jacklin, Chris Lawson, Dominik Wagner and the groups in Berlin, Bödefeld, Hannover and Rosenheim.
Author: Reiner Knizia
Graphics: Franz Vohwinkel
Development: Stefan Brück
English translation/editing: Jay Tummelson and Anthony Rubbo
© ©
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