kingdom bots print and play rulebook v011

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  Kingdom Bo ts - Rulebook   Print & Play Edition  Equipment What You’ll Print & Cutout:  1 game board  4 sets of robot armies (each a different color)  4 sets of Zone upgrades (each a different color)  4 sets of 20 ID tokens (each a different color)  30 x Resource 1 tokens, and 30 x Resource 4 tokens  15 x Region bonus tokens  4 sets of command cards: 17 per player  4 phase-summary cards  1 rulebook (you’re looking at that right now!) What You'll Need To Find:  40 dice (*see reference page of the Print and Play for dice specifics) Troop Dice (20) Attack Dice (10) Defense Dice (10) (The full game will have custom dice but in the meantime, you can use any group of D6 to  play. Just follow t he reference page of the Print and Play for what each number means .  ) ! Something to act as a turn-number token ! Cards with card sleeves (not necessary, but certainly handy!) What Each Player Needs: Troops: Each set of robot armies contains a total of 44 pieces, color coded to your specific faction: 32 cubes which represent a single troop, 8 cylinders which represent 5 troops each, and 4 discs which are worth 10 troops each.  Game Board: The game board displays several distinct Regions composed of two to three Sectors each. Within each Sector are two to three Zones on which various buildings can be built. Bold roads connect the Zones to each other and allow for movement between them. The game board also displays a tracker for player-order, the turn-number tracker, and a points tracker.

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Page 1: Kingdom Bots Print and Play Rulebook v011

7/21/2019 Kingdom Bots Print and Play Rulebook v011

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 Kingdom Bots - Rulebook  

 Print & Play Edition 

Equipment

What You’ll Print & Cutout: 

!  1 game board

!  4 sets of robot armies (each a different color)

!  4 sets of Zone upgrades (each a different color)

!  4 sets of 20 ID tokens (each a different color)

!  30 x Resource 1 tokens, and 30 x Resource 4 tokens

!  15 x Region bonus tokens

4 sets of command cards: 17 per player! 

4 phase-summary cards

!  1 rulebook (you’re looking at that right now!)

What You'll Need To Find: 

!  40 dice (*see reference page of the Print and Play for dice specifics)

Troop Dice (20)

Attack Dice (10)

Defense Dice (10)

(The full game will have custom dice but in the meantime, you can use any group of D6 to

 play. Just follow the reference page of the Print and Play for what each number means. 

)

!  Something to act as a turn-number token

Cards with card sleeves (not necessary, but certainly handy!)

What Each Player Needs: 

Troops: 

Each set of robot armies contains a total of 44 pieces, color coded to your specific faction: 32

cubes which represent a single troop, 8 cylinders which represent 5 troops each, and 4 discs

which are worth 10 troops each. 

Game Board: The game board displays several distinct Regions composed of two to three Sectors each. Within

each Sector are two to three Zones on which various buildings can be built. Bold roads connect

the Zones to each other and allow for movement between them. The game board also displays a

tracker for player-order, the turn-number tracker, and a points tracker.

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 Zone Upgrades: 

Each set of Zone upgrades contains: 20 small Mining Settlements (on which there are Factories

on their flip side), 2 black cylindrical Armories, 2 white cylindrical Refineries, 6 white walls, and

1 tower like Monolith.

Command Cards: 

Each player also receives a set of 17 command cards. Each set contains 3 unique Attack cards, 3

unique Defense cards, 3 unique Resource cards, 3 unique Troop cards, 3 unique Move cards, 1

Initiative card, and 1 Monolith card. For each basic card, there is a version of it which is a Power

Card. Power Cards are a special card which is identified by a glowing star around the shield.

We'll discuss those later.

Playing the Game 

Goal 

Each player is in control of a faction of robots. Their objective is to build a civilization and

expand their kingdom. There are two ways to win in Kingdom Bots.

1. The first player to control 2 complete Regions is the winner.

2. If by the end of turn 10 no player controls 2 Regions, then the player with the most points is the

winner. See the winning section to determine how scoring works.

Tip: Keeping track of points is an important part of the game and you can start tracking

 player’s points at turn one. It's normal to start tracking player’s points at the end of turn

6 though because that’s when the game normally shifts from a domination game into a

 points game.

Phase Overview 

A full turn in Kingdom Bots is broken up into five phases.

Phase One - Build: Players spend the resources they’ve acquired from their Mining Settlements

and resource cards. During this phase you can build new Zone upgrades.

Phase Two - Troops: Players place the troops that are created by Factories, Armories, Monoliths,

and Region bonuses.

Phase Three - Commands: Players choose, and then one after the other, play their command

cards. This is when you’ll be attacking, defending, collecting additional resources, moving and

adding additional troops to your growing empire.

Phase Four - Consolidation: Players can move a certain amount of troops from one Zone to

another.

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Phase Five - Income: Players collect the resources produced by Mining Settlements and

Refineries and pay the resources needed to support their various other buildings.

Starting the Game 

Each player chooses a color and takes the corresponding troop pieces, Zone upgrade pieces,

command cards, and a phase summary card.

Now determine turn-order. This can be done however you like: oldest to youngest, rock paper

scissors, roll of the dice. Place the turn-order tokens on the turn-order tracker accordingly.

Place the turn-number identifier on the first position of the turn-number tracker.

In turn order, players place 1 starting Mining Settlement on the board and a single troop to defend

the Mining Settlement (ie. Player 1 places 1 Mining Settlement with an accompanying troop,

followed by Player 2, etc).This process is repeated until each player has placed a total of three Mining Settlements and three

troops. Each Mining Settlement must be in a different country and must be placed on an

unoccupied Zone.

Every turn starts by advancing the turn-number identifier one space forward and then playing

through the 5 Phases as outlined below. Start the game on Phase 1.

 Note: Because players start with no resources or any Zone upgrades that would earn

troops, the first turn of the game actually starts on Phase 3. It’s a good idea

however to review Phase 1 and 2 if it’s your first time playing so you know what to

expect on the second turn. 

Phase 1: Building 

In turn-order, players spend their resources to purchase Zone upgrades. A player must have an

existing Mining Settlement on the Zone or have at least 1 troop on the Zone they wish to build on.

Costs 

Mining settlement 4 Resources Factory 4 Resources

Refinery 4 Resources Armory 4 Resources

Wall 4 Resources Monolith 20 Resources

All Zones must upgrade first to a Mining Settlement. A Mining Settlement can upgrade to a

Factory. A Factory can upgrade to a Monolith. A Mining Settlement cannot upgrade directly to a

Monolith. When upgrading from a Mining Settlement to a Factory the Factory replaces the

Mining Settlement. The same goes when upgrading from a Factory to a Monolith.

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You can however build as much as you can afford in one turn. You could pay 4 to build a Mining

Settlement, then another 4 to upgrade it to a Factory, then finally another 20 to build a Monolith.

If you can pay for it, you can build it.

Refineries can only be built on a Mining Settlement. If the Mining Settlement is upgraded to a

Factory, the Refinery is destroyed.

Armories can only be built in a Factory or a Monolith. If a Factory is upgraded to a Monolith the

Armory remain.

Walls can be built on a Mining Settlement, Factory or Monolith, and will remain if the Zone is

upgraded.

 Note: Walls can be removed from a Zone during the Build Phase. There is not cost to do

this. You may then pay to rebuild those walls on a different Zone. This is handy if you’ve

extended your front-line, and require extra defense on a different Zone. 

Destroying Buildings: Zone upgrades are permanently connected to the Zone where they are

built. So if an opponent destroys your Factory with an Armory on it, then the Armory is also

destroyed.

 Note: Players cannot remove buildings unless they have a negative income. So carefully

weigh your financial position before placing too many costly Zone upgrades. 

Sector Bonus: Players receive a Sector bonus when they have a Zone upgrade on every Zone

within a Sector. The bonus provides a combination of extra defense, extra troops, extra resources,

or extra points. This bonus is lost the moment 1 of your Mining Settlements is destroyed withinthe Sector.

Phase 2: Troops 

In turn-order, players place troops on the board. You earn troops through some of your Zone

upgrades. Troops are placed on the Zone they are created in or within the Sector for which the

Sector bonus is awarded for.

Factory 3 Troops Armory 2 Troops

Monolith 4 Troops

In Kingdom Bots, players have a limited number of troop pieces. You cannot place more troops

than you have available pieces.

 Example: If it is your turn and you need to place three troops but you don't have any available

pieces, then you cannot place those troops.

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Decommissioning Troops: In the rare instance you would need to Decommission Troops, it

must be done during the Troop Phase.

 Example: If a player is attacked and needs to break down a 10-troop piece, but does not have

enough 1 or 5-troop pieces to make up the difference, then that player will lose all of the troopsthat there are not enough pieces for.

TIP - Getting More Troops: To get more troop pieces, destroy another player.

 Destroying a player entirely from the game allows you to use their pieces. This rule also

applies to Zone upgrade pieces (not including the Monolith).  

Phase 3: Commands 

During this phase, players will be using their command cards. They are used to attack, move

troops, defend, collect extra resources and gain extra troops. The large number indicates howeffective the command is.

Types of Command cards: There are 3 types of command cards, Standard, Power, and Special

cards. Only 1 Power card may be used per turn.

Secondary Commands: Every command card (except the Special cards) has secondary

command options. These are weaker commands that may be used if the main purpose of the card

is no longer needed.

TIP: Notice how everything in Kingdom Bots is color-coded. Red is attack, Blue is

defense, Orange is move, Green is resource and Yellow is troops. 

Starting the Command Phase

From their deck of command cards, players select 3 cards to play. Only 1 of these cards may be a

Power card.

Starting on turn 3, players select 4 cards to play. 

Only 1 of these cards may be a Power card.

Starting on turn 6, players select 5 cards to play. 

Only 1 of these cards may be a Power card. 

Command cards are not used-up after they are played. They are returned to the

 player’s deck at the end of the turn and can be redrawn again the next turn. 

Once all players have selected their command cards for the turn, players cannot

change their cards. This is the hand you must play with for the rest of this turn.

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In turn-order, players play a single command card by revealing it to the other players and

executing the command on it. If you want to attack, then play an Attack card. If you want to

collect extra resources, then play a Resource card, etc.

 If your strategy has changed and the main purpose of the card is no longernecessary, then you may use the secondary command on a card instead of the main

command. 

Once played, command cards must be placed face up and visible until the end of the command

phase. All other players are allowed to see what commands you have previously played this turn.

Once all cards have been played, this phase is complete. Return the cards to your deck for

selection next turn.

Passing You may choose to pass if you’ve played more cards than the player before you in turn-order.

Passing means that you do not play any card and remain inactive until your next opportunity to

play a card.

 Instances that may cause you to have played more cards than another player are:

 playing a card in defense to being attacked, or changing your turn-order to first and

immediately playing a card. 

What the Command Cards do: 

Attack: Playing this card allows you to attack another player. In order to attack a Zone you must

have troops on an adjacent Zone. The large number indicates how many red Attack Dice you add

to your attack roll.

Defense: This card can only be played in response to being attacked. The large number indicates

how many Blue Defense Dice you add to your defense roll. Playing a defense card allows the

player to pass on one of their next commands. (See below for more information on Passing.)

Resource: Playing this card grants you additional resources. The large number indicates the

number of resources you collect.

Troop: This card grants you additional troops. The large number indicates how many troops you

may place. These troops can be placed in any combination and on any Zones you own or occupy.

You may NOT place these troops on empty Zones.

Owning a Zone means you have a Mining Settlement built there. Occupying a Zone

means you have at least 1 troop on that Zone.  

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Move: Playing this card allows you to move your armies. The numbers indicate how many

armies you may move and how far they may move. The first number is the number of armies you

may move, and the second number is the number of Zones you can move them.

An army refers to any number of troops on a single Zone.

Each move is considered to be separate. Meaning a move 2-1 card allows you to move 2 different

armies 1 space each. As an option you may move an army from Zone A to Zone B as your first

move. Then take all the troops on Zone B and move them to Zone C. This includes the troops that

 just moved from Zone A.

You may NOT pick up additional troops or drop troops off when playing longer move cards such

as a move 1-3 card. Even if the army moved through a Zone with troops on it.

TIP: Using a 2-1 or 2-3 card can allow you to pick up troops along the way is an excellent way to

move you’re armies fast.

Initiative Card: When you play this card you must decide whether you are playing it as Change

Your Turn-Order or to immediately enter a Build Phase. It cannot be used for both.

Change Your Turn-Order: Playing this card as “Change Your Turn-Order” allows you to move

your turn-order identifier to any place on the turn-order tracker. The other players’ turn-order

identifiers push forward or back accordingly. Unlike all other command cards, this card may be

played at the beginning of the command phase before any other cards are played. When this

happens the new turn-order takes effect immediately. If more then one player wishes to change

turn order at the beginning of the command phase, then the change turn orders are played in the

current turn order.

 If a player moves to first before any cards are played, then that player may play their

second card, starting the first round of commands. Doing this will also allow the player

to Pass on an upcoming turn.

Build: Playing this card as a “Build” allows the player to take an immediate build phase. They

can only spend the resources they currently have on hand. If after a player builds they are

controlling an entire Region, then the Region bonus becomes active immediately. If a player

builds a Monolith during this build phase they immediately get their Monolith Card in their hand

and can play it with a subsequent card.

TIP: Turn order is an important part of Kingdom Bots. Being first can allow you to

take preemptive measures, while playing last can allow you to be very defensive.

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TIP: Being able to build during the Command Phase can allow you to gain the

defensive bonuses that may come with owning an entire Region before an opponent

attacks you. And with the right planning it’s even possible to win the game quickly

by winning a couple of battles and building.

Monolith Card: Building the Monolith Zone upgrade allows the player to use the MonolithCard. This card is automatically added to their hand each turn and can be played alongside any

other command card (except the Initiative Card). The Monolith Card doubles the value of the card

it is played alongside.

This card does not count as part of the 3 cards each player is allowed to draw. It is

automatically part of their hand and can be played every turn so long as their

 Monolith remains standing. 

If a player’s Monolith is destroyed they may no longer use the Monolith Card. If a player’s

Monolith is destroyed and they have not yet used the Monolith Card this turn, then the player

responsible for razing the Monolith receives the Monolith Card and may use it once before the

end of the current command phase.

Passing again, because it’s that important! 

You may choose to pass if you’ve played more cards than the player before you in turn-order.

Passing means that you do not play any card and remain inactive until your next opportunity to

play a card.

 Instances that may cause you to have played more cards than other are: playing a

card in defense to being attacked, or changing your turn-order to first and

immediately playing a card. 

How Attacking & Defending Works: 

When you attack, you attack with the full force of your army on a single Zone against the full

force of a defending army on a connected Zone. If your attack is successful, your army will

advance to the defeated Zone. You may choose to leave some troops behind, but you must

advance at least 1 troop to the defeated Zone. If the battle is unsuccessful then the troops remain

on the Zone they were attacking from.

To attack, a player must play an Attack Card or use a Secondary Command attack on a different

card. A card must be played with the purpose of attacking in order to attack, even if its attackbonus is 0.

The attacking player then indicates the Zone they are attacking and where they are attacking

from. A road must connect these two Zones and the attacking player must have at least 1 troop on

that attacking Zone.

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The defending player is given the choice to play a Defense Card or use a Secondary Command

defense before the attacking player roles his attack.

Now you’re ready to roll some dice and battle your opponent!

The 3 Types of Dice: Attack Dice, Defense Dice, Troop Dice. Notice how attack and defense arecolored the same as the Attack and Defense Cards.

The full game will have custom dice but in the meantime, you can use any group of D6 to play.

Just follow the reference chart in the Print and Play to identify what each number means.

Attacker: Rolls 1 troop die for every troop they have on the attacking Zone up to a maximum of

10. Attacker also rolls as many attack dice as the command card they played indicates.

Defender: Rolls 1 troop die for every troop on the defending Zone up to a maximum of 10. And

if the Defender chose to play a Defense Card, then the defender also rolls as many defense dice as

the command card indicates.

Bonus Defense Dice: Some Zone upgrades and controlling a Sector grants the defender bonus

defense dice. Refer to the number centrally located within each Sector of the game board for the

Sector bonus.

Mining Settlement 1 Defense Factory 1 Defense

Monolith 1 Defense Wall 2 Defense

Important Defense Rule: Zones defending without the support of any troops still get the defense

dice associated with their Zone upgrades and/or Sector bonus as well as any defense cards played.

Both players roll their dice at the same time. Once the dice are rolled both players separate out

their swords and shields. One opposing troop is killed for every sword you rolled. Every shield

you rolled negates one of your opponent’s swords.

For a player to successfully overtake a Zone, their attack must destroy every troop on the Zone

plus one more hit to destroy all of the structures on the Zone itself.

The victorious attacker must move at least one troop to the now vacant Zone.

IMPORTANT NOTE: The attacker cannot lose their Zone to a defender. Even if the

defender manages to entirely destroy the attacking army, the attacker’s Zone or Zone

upgrades are not affected.

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Attacking or Defending with more then 10 Troops: When you attack with more then 10 troops

you become eligible for re-rolls on your troop dice. After your initial attack/defense roll you may

choose which troop dice you wish to re-roll. Attackers must select first, then the defender may

select how to re-roll in response (assuming that they also have more then 10 troops). Both players

then re-roll at the same time.

You are only allowed an amount of re-rolls equal to your troops in addition to 10, but never more.

A player attacking with 15 troops would be entitled to re-roll 5 troop dice, 17 troops would mean

7 troop dice re-rolls, but 23 would only get 10 re-rolls. Only 10 dice may be used towards your

final hit/defense count, so choose which dice you’d like to re-roll, and which you’d like to lock

(kind of like Yahtzee!)

Defending with more then 10 Bonus Defense dice: In some cases you may be receiving more

then 10 Bonuses defense dice. In this case you receive re-rolls the same way as if you where

attacking with more then 10 troops.

Phase 4: Consolidation 

This phase provides players the opportunity to move some of their troops. Players move their

troops in turn-order and have the option of moving 1 army 1 space, or moving 3 troops 1 space

each. (An army refers to any number of troops on a single Zone.) Units can only move through

areas that you own/occupy or are unoccupied.

Each move is considered to be separate. Meaning you may move a troop from Zone A to Zone B

as your first move. Then move that same troop from Zone B to Zone C, then again from Zone C

to Zone D.

Phase 5: Income 

Players earn resource tokens during the income phase. The number of resources collected is based

on the Zone upgrades they own.

Mining Settlement +2 Resources Factory - 3 Resources

Mine +2 Resources Monolith - 3 Resources

Wall +0 Resources Armory - 2 Resources

Players also get resources from controlling an entire Sector. Refer to the number within the Sector

on the game board for the income bonus amount. Controlling a Sector requires a player to have a

Zone upgrade on each Zone in a Sector.

If a player is spending more resources than they are earning they must first pay the difference out

of their existing treasury. If this is not enough to cover their expenses the player must remove

Factories or their Monolith until they are no longer in arrears.

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Destroying Buildings: Zone upgrades are permanently connected to the Mining Settlement or

Factory where they are built. So if a player destroys a Factory with an Armory on it, then the

Armory is also destroyed. It is also important to note that a Factory doesn't 'downgrade' to a

Mining Settlement. The Zone in question is simply cleared entirely.

TIP: Players cannot remove buildings unless they have a negative income. So carefully weighyour financial position before placing too many Zone upgrades to ensure you won't end up with a

deficit during the income phase.

Winning 

Wining By Domination: If at the end of the building phase a single player owns 2 full Regions

then that player has won the game and does not need to help clean up. If 2 or more players

manage to fulfill the win objective at the end of the building phase then the game goes into

sudden death. The moment that only one player is fulfilling the win objective the game is finishedand that player is declared the winner. (Note: Sudden Death means immediately. There’s no

chance to push back. It’s over!)

Owning a Zone means you have something built there. 

Winning By Points: If the game reaches the end of turn 10 and no player has managed to win by

domination then the winner is determined by points.

Points are awarded as follows:

Mining Settlements 1 point Factories 1 pointMonolith 5 points Owning a country 1 point

Sector Bonus (Indicated by the number within each Sector on the game board)

If there is a tie for points then the player with the most resources is declared the winner.

Tip: Keeping track of points is an important part of the game and you can start tracking

 player’s points at turn one. BUT its normal to start tracking players points at the end of

turn 6 because that’s when the game shifts from a domination game into a points game.

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Special Rules 

Setting up the Advanced Game: It’s advised to only play the advanced game after you’ve

played the standard game, because each army has rule changes and exceptions that are easy to

understand once you’ve played the game at least once.

It’s an exciting new way to play the game with plenty of opportunities for new strategies.

Unfortunately, the Print and Play version of Kingdom Bots does not come with the Advanced

rules. So please visit the Kickstarter campaign and back us to secure your own full copy of

Kingdom Bots.

Thanks for playing!