From: JDYahoo@aol.com Subject: Age of Empires Board Game Rules version 1.0, part 1, Jason Ehlers Here are Board Game Rules for Age of Empires I have quickly scribb;ed up and sent to some playtesters for review. I also appriciate your comments and suggestions, and those of your Web Grognards visitors. Age of Empires Board Game Rules {Playtest Version 1.0}: September 20, 1998. Board Game Rules by Jason Ehlers I am in full debt to Ensemble Studios, Microsoft, and all the rest for the name and ideas. If you print or copy these game rules, please include their names in addition to mine. I. PLAYING THE GAME A. About Age of Empires Board Game B. Winning C. Choosing a Civilization II. THE GAME COMPONENTS A. Setting Up The Board B. Movement and Missile Paths C. Counters III. SEQUENCE OF PLAY A. Player-Control Stack Phase B. Missile Attack Phase C. Hand to Hand Attack Phase D. Applying Hits Phase E. Catapult Launch Phase F. Movement and Build Phase IV. BUILDING YOUR CIVILIZATION A. Resources B. Villagers C. Creating Villagers, Military Units, and Boats D. Constructing Buildings, Walls, and Towers V. TECHNOLOGY A. Advancing Through the Ages B. Upgrading Military Units, Boats, Walls, and Towers VI. ENGAGING IN COMBAT A. Engaging in Combat B. Allied Victory C. Unit Attributes VII. APPENDIX A. Technology Costs and Benefits B. Unit Attributes C. Civilization Attributes I. PLAYING THE GAME A. About Age of Empires Board Game Age of Empires Board Game is based on Microsoft's PC game "Age of Empires." This is a tactical-level abstraction of epic empire building and conquest. This game is for an even number of players. If four or six players are playing, divide into two teams of allies. B. Winning Players win by destroying all their opponent's military units, villagers, buildings, boats and towers. Walls do not have to be destroyed to achieve victory. C. Choosing a Civilization Players begin by choosing from among the many civilizations to represent. Each civilization has different strengths, weaknesses, and abilities. They are loosely based on their historical counterparts, but the attributes are designed for gaming flavor rather than historical accuracy. Computer game players will note three European civilizations have been added: Latin, Celt, and Germanic. II. THE GAME COMPONENTS A. Setting Up The Board Since no board is included, players make their own. For each player in the game, a section of square board with a grid of 12x12 squares is used. The finished boards are butted together so that the corners meet. Thus, in a two- player game, the board will measure 12x24 squares; in a four-player game, the board will measure 24x24 squares; in a six-player game, the board will measure 24x36 squares. The board consists of two terrain types: land and sea. The board resembles a large, square island surrounded by a thin band of water. Sea squares are always marked along the single outer rows of the entire board once it is laid out and butted together. Thus in a two-player game board, there will be a row of 24 Sea squares along both "long" board edges, and a row of 12 Sea squares along both "short" board edges. Similarly, in a four-player game, the map will have a row of sea squares, one row wide, measuring 24 squares in length on all four sides. Players start on ONE of the 12x12 boards, designated as their start board. They place their free Town center and three villagers in any square on their start board. When there are more than two players, have allied players sit so that their start boards are alternated, diagonal, only touching at the corners. B. Movement and Missile Paths Movement and missile flight paths are measured by counting distances in squares. Diagonal movement and missile paths are allowed, and are counted as "one and a half " square(s) distance. (For example, a Knight's move in chess would be a distance of 2.5 in these rules). Unlimited numbers of any players' units or buildings can move through, fire through, be built in, or "stack" (end their movement in) any square. C. Counters Since no counters are included, players will make their own. I suggest blank counters or markers players can mark in pencil for purposes of this play test. There are many types of markers needed. Besides counters representing the buildings, walls, towers, villagers, boats, and military units, there needs to be about 20 Hit markers (I suggest RED), and one Command-Control (I suggest GREEN) chit for each player. Most units used by the beginners will be marked on one side only. Later on, advanced players will find it convenient to mark F2 units like elephants on both sides of the same counter, one side full strength (F2) and the other side depleted (F1). III. SEQUENCE OF PLAY The Sequence of Play is followed phase by phase, by all players, simultaneously. All players complete each phase before moving on to the next phase. A. Resource Collection Phase Each player adds Resources to their resource balance sheet depending on the present technological Age of their civilization. Stone Age civs add 50 resource points of any of the four kinds (stone, gold, food, wood), Tool Age civs add 75 resource points of any kind, Bronze Age civs add 100 resource points of any kind, and Iron Age civs add 125 resource points of any kind. To collect these resources, the player MUST have a Town Center. If the Town center is destroyed, they do not get any resources that turn, and will need help from their allies. Allies can transfer resources to other players at this time. Transfers are finalized after each player has paid a 25% "fee" in the amount of each Resource transferred. Players can at no time go "below" 0 of any resource. B. Command-Control Phase Each player designates any number of units (of any type, anywhere on the board) that are located in the same square to be marked with his single Command-Control (Green) chit. These units are under command-control of the player for that turn only. At no time later in the turn may a player change or switch which units are under Command-Control. All units not marked by Command- Control chits will act in a programmed manner the remainder of the turn. If there is a disagreement between which players should "go first" in placing their Command-Control chits, resolve it with a friendly die roll, high roll placing their chit first, followed in order by players seated in a clockwise direction. If the player wants to build new units, upgrades or advance to the next age, he should not select any units during the Command-Control Phase. C. Missile Attack Phase Only missile-firing units may fire in the Missile Attack Phase (all Archery Range units, all types of Towers, Scout Ships, War Galleys, Triremes, Ballistas, and Helepolis). Missile Attacks may only be made against enemies in the same square or within the range of the firing unit. Each Missile Attack consists of one separate roll of the dice for each unit making an attack. If a missile attack is successful, mark the unit hit by the successful fire with a Hit (red) marker, but do not remove the units or apply any losses until phase E. Some enemies may receive more than one HIT. First, all missile-firing units under Command-Control may make a missile attack at any enemy units in their range. If the player wishes, the missile- firing units under Command-Control can wait until all other missile-firing units have made their attacks before choosing a target and making an attack. Second, all units not under Command-Control make missile attacks at the enemy unit closest to them. If more than one enemy unit is equally close, they will make missile attacks at the enemy unit with the LOWEST "D" rating. Sometimes Missile Attacks may be wasted on enemies who already have HIT markers. If there is no enemy within range, the missile-firing unit does nothing in the Missile Attack Phase. D. Hand to Hand Attack Phase Only hand-to-hand units may attack in the Hand-to-Hand Attack Phase (all Barracks, Stable and Academy units). Hand-to-Hand Attacks may only be made against enemies in the same square as the attacker.. Each Hand-to-Hand attack is resolved with a separate roll of the dice for each unit making an attack. If a Hand-to-Hand attack is successful, mark the unit hit by the successful fire with a Hit (red) marker, but do not remove the units or apply any losses until Phase E. Some enemies may receive more than one hit. First, all Hand-to-Hand Attacking units under Command-Control may make a Hand- to-Hand Attack at any enemy units in their square. If the player wishes, the Hand-to-Hand units under Command-Control can wait until all other Hand-to-Hand Attack units have made their attacks before choosing a target and making an attack. Second, all units not under Command-Control make Hand-to-Hand attacks against an enemy unit with the HIGHEST "D" rating in their square. Sometimes, Hand-to- Hand Attacks may be wasted on enemies already marked with HIT markers. If there is no enemy in the same square, the Hand-to-Hand unit does nothing in the Hand-to-Hand Phase. E. Applying Hits Phase Apply the results of all (Red and Black) HIT markers. F1 units which were hit are considered destroyed and removed from play. Units rated "F2" or greater are reduced one "F" for each hit marker they received. After applying the results, remove all the HIT markers from the board. F. Catapult Launch Phase The Catapult Launch Phase is the only opportunity for Stone Throwers, Catapults, Heavy Catapults, Catapult Triremes, and Juggernaughts to fire. These types of units have a special attack. They attack an enemy occupied square, and roll once for more than one enemy unit in that square (see Unit Attributes for the number of enemy units which can rolled against). Enemies which are hit are marked with a different kind of hit marker (BLACK). If units marked with black hit markers leave their squares during the Movement and Build Phase, they are "unmarked" and the Black Hit markers are removed from play (and not resolved during the following turn's Applying Hits Phase). First, all of these types of units under Command-Control may fire at any enemy-occupied square within range (note there is a minimum and a maximum for each type). If the player wishes, they can wait until other units of this type fire first and fire at the end of the Catapult Launch Phase. Second, all of these types of units not under Command-Control will fire at the nearest enemy-occupied square they can possibly hit, if more than one enemy is equally close and possible to hit, they will fire at the enemy unit with the highest "D" dice. G. Movement and Build Phase First, if villagers started this phase in the same square as a building foundation (upside down building), the building is completed (turned face-up), up to one building is completed per villager per square. All new units or unit upgrades being constructed (face down) and finished and turned face up, villagers are not needed in the same square to construct new units or upgrades. Also complete Age Advances at this time. Next, all units under Command-Control may be moved over a path of squares to another square designated as the destination square. None of the units moved can exceed their M factor, when each unit has expended its M factor it must stop moving. Thus, march-movement is made sometimes leaving a string of units, which have moved the maximum number of squares they possibly could along the path to the destination square. Or, all units can be moved together over the same path and end in the same square, as long as none of the unit's M factor was exceeded. Units not under Command-Control do not move except in limited cases. Hand-to- Hand units with no enemies in their hex will move into an adjacent square occupied by enemy units with a lower "D" rating than the Hand-to-Hand unit. If more than one such square exists, they move into a square with the greatest number of such enemies. Villagers not under Command-Control which are in the same square as enemy military units or being attacked by a surviving missile-attacking enemy will move directly away from these enemies until they are no longer adjacent to any enemy-occupied squares. If in doubt about the direction to move the villagers fleeing from enemy troops, they move generally towards their town center. If the Villagers did not flee from same-square or missile-firing enemies, then they will move to finish construction on any adjacent buildings (nearest and largest buildings first). Last, if the player has command-control over any surviving villagers he can lay foundations for buildings (lay the buildings face down in the square), docks, houses, new town centers or towers after paying the entire Cost. If the player chose no units for command control at the start of the turn (or they were destroyed): he can upgrade any number of units after paying the resource cost, and he can also start building (place face down) one new unit at each appropriate finished building. He can also place his new Age face down at his city center after paying for it IV. BUILDING YOUR CIVILIZATION A. Resources There are four types of Resources in the game: Food, Wood, Gold, and Stone. Each player starts the game with 200 Food, 200 Wood, 0 Gold, and 150 Stone. Players keep track of their resources on a resource balance sheet, a scrap of paper works for this. Players may keep their balance sheet hidden from other players (except allies), so some honesty is required. It is also a good idea to keep a running total of your maximum number of units allowable (houses pule town centers times four) so that this limit is not exceeded and you don't have to keep recounting. B. Villagers Villagers have special tasks. In addition to being weak hand-to-hand combat units, they are also the only units that can construct buildings and towers. C. Creating Villagers, Military Units, and Boats Each type of unit is only constructed one at a time at the appropriate building square. The only exception is ships, which when constructed appear in (one of) the nearest adjacent square to the square where the dock is built. D. Constructing Buildings and Towers Buildings and Towers are constructed by villagers. Any number of these (of any player) may be built in any land square. Docks must be built on a land square adjacent to a sea square. A player must have all prerequisites before starting the construction of all buildings. For example, the player must have completed a Granary before starting construction on any towers. Note that each civ may not be allowed certain buildings, units, and upgrades. Always check your civilization attributes before making a new kind of unit, building or upgrade! Note that all civs can produce all types of Stone Age and Tool Age units and buildings, although there may be slight differences in them. In general, below are the technolgies, buildings, and units allowed in each Age: In the Stone Age, players start with a Town center on the square of their choice, provided it is in their 12x12 starting sector of the board. Each player also starts with three free villagers in the their Town center Square. During the Stone Age, players can build: Villagers (at town center), Houses, Docks (adjacent to sea squares), Granaries, Barracks, Clubmen (at Barracks square), and Age Upgrade to Tool Age (at Town center). Once in the Tool Age, players keep can continue building Stone Age buildings and units, but in addition: Stables (if they have built a Barracks), Archery Ranges (if they have built a Barracks, Scout Ships (at Dock), Watch Towers (if they have built a Granary), Scouts(at Stable), Bowmen (at Archery Range), Upgrade Clubmen to Axemen (at Barracks), and Age Upgrade to Bronze Age (at Town Center). Once in the Bronze Age, players can keep building Stone Age and Tool Age buildings and units, and in addition: Upgrade Scout Ship to War Galley (at Dock), Upgrade Watch Tower to Sentry Tower (at Granary), Academy (if they have already built a Barracks), Hoplite (at Academy), Cavalry (at Stable), Chariot (at Stable), Upgrade Axeman to Shortsword (at Barracks), Upgrade Shortsword to Broadsword (at Barracks), Siege Workshop (if the player has built an Archery Range), Stone Thrower (at Siege Workshop), Chariot Archer (at Archery Range), Upgrade Bowmen to Improved Bowmen (at Archery Range), Upgrade Improved Bowmen to Composite Bowmen (at Archery Range), and Age Upgrade to Iron Age (at Town Center). Once in the Iron Age, players can keep building Stone Age, Tool Age, and Bronze Age buildings and units, and in addition: Upgrade War Galley to Trireme (at Dock), Catapult Trireme (at Dock), Upgrade Catapult Trireme to Juggernaught (at Dock), Upgrade Sentry Tower to Guard Tower (at Granary), Upgrade Guard Tower to Ballista Tower (at Granary), Upgrade Hoplite to Phalanx (at Academy), Upgrade Phalanx to Centurion (at Academy), Upgrade Cavalry to Heavy Cavalry (at Stable), Upgrade Heavy Cavalry to Cataphract (at Stable), War Elephant (at Stable), Upgrade Broadsword to Longsword (at Barracks), Upgrade Longsword to Legion (at Barracks), Upgrade Stone Thrower to Catapult (at Siege Workshop), Upgrade Catapult to Heavy Catapult (at Siege Workshop), Ballista (at Siege Workshop), Upgrade Ballista to Helepolis (at Siege Workshop), Horse Archer (at Archery Range), Elephant Archer (at Archery Range), Upgrade Horse Archer to Heavy Horse Archer (at Archery Range), and remember there is no Age Upgrade once a player gets to the Iron Age. V. TECHNOLOGY A. Advancing Through the Ages All civs start as Stone Age, and must pay 500 food and build a Granary, Barracks, or Dock before advancing to the Tool Age. Once at the Tool Age, the civ must pay 800 food and build a Stable or Archery Range before advancing to the Bronze Age. Once at the Bronze Age, the player must pay 1000 food, 800 gold, and build an Academy or Siege Workshop before advancing to the Iron Age. Age Advancement Card is placed face down at the Town center, and tuned up (taking effect) on the next turn if the Town center is not destroyed. Once a new age is fully attained, it cannot be lost, even if all town centers are destroyed. If the Town center is destroyed on that "face-down" turn, the advancement is lost, and must be paid for again to achieve. B. Upgrading Military Units, Boats, and Towers Upgrades are improvements paid for and placed face down at the appropriate building. After paying for the upgrade, place the upgrade card face down on the appropriate building. On the next turn, turn the upgrade face up and the upgrade takes effect, permanently, for that player's civ. If the building where the upgrade is being created "face down" is destroyed, the upgrade is not completed, and must be paid for again to attain. When an upgrade is completed, all units of the type that were upgraded immediately become the new upgraded type. From then on, the player has the option of making new units of the obsolete type, or of the upgraded type. Remember, not all civs can make each upgrade, some are off limits to certain civs (see Civilization Attributes). VI. ENGAGING IN COMBAT A. Engaging in Combat When there is a combat during the game turn, resolve it by having the attacker roll against the defender's "D-dice" and scoring a hit when the attacker's "A" number or lower is rolled. For instance, if an Shortsword and Hoplite are fighting, the Shortsword scores a hit on a roll of 1 or 2 on an eight-sided dice, and the Hoplite would score a hit on a roll of 1 through 6 on a four-sided dice! In other words, the Hoplite will hit no matter what, but remember the phases are resolved simultaneously, so that there is a chance both units will be hit. In another example of units not under command control, A heavy Horse Archer and an Axeman are two and a half squares distance from an enemy Sentry Tower. First, the missile phase. The Sentry tower's range is only 3, so it can hit both of the units. Since the Sentry Tower is not under command-control, it will fire at the nearest enemy, but since there are two enemies at equal distance, it will attack the weakest enemy, the Axeman (d4) and not the Heavy Horse Archer (d6). The Sentry Tower needs a roll of 1 on a 4 -sided dice to hit the Axeman. Continuing with the missile attack phase, The Heavy Horse Archer has a range of 4, so it can make a missile attack on the watchtower, needing a roll of 1,2, or 3 on a six sided dice, pretty good odds! During the hand-to-hand attack phase, the Axeman can only attack enemies in the same square, so he cannot attack the watch tower. In this example, note that if the Watch Tower were under command control, it could be directed to fire at the Heavy Horse Archer. B. Allied Victory When playing "teams" players can agree on a short game, with with winning team the first to eliminate ONE of the opponent's civs, or the can play the long game, with the winning team having to eliminate all the opposing player's units and buildings. VIII. APPENDIX A. Upgrade Costs Tool Age: Clubman to Axeman costs 75 food. Bronze Age: Scout Ship to War Galley costs 150 wood, Watch Tower to Sentry Tower costs 150 stone, Axeman to Shortsword costs 75 food and 75 gold, Bowman to Improved Bowman costs 75 food and 75 gold, Improved Bowman to Composite Bowman costs 75 food and 75 gold. Iron Age: War Galley to Trireme costs 75 wood, 75 gold, and 75 food. Catapult Trireme to Juggernaught costs 75 wood, 75 gold, and 75 food. Sentry Tower to Guard Tower costs 225 stone. Guard Tower to Ballista Tower costs 225 stone. Cavalry to Heavy Cavalry costs 125 gold and 100 food. Heavy Cavalry to Cataphract costs 125 gold and 100 food. Hoplite to Phalanx costs 125 gold and 100 food. Phalanx to Centurion costs 125 gold and 100 food. Broadsword to Long Sword costs 125 food and 100 gold, Logsword to Legion costs 125 food and 100 gold. Stone Thrower to Catapult costs 75 wood, 75 gold, and 75 food. Catapult to Heavy Catapult costs 75 wood, 75 gold, and 75 food. Ballista to Helepolis costs 75 wood, 75 gold, and 75 food. Horse Archer to Heavy Horse Archer costs 125 gold and 100 food. No upgrade is needed to build: Stone Age: Villagers, Clubmen. Tool Age: Bowmen, Scouts, Scout Ships, Watch Towers. Bronze Age: Hoplites, Cavalry, Chariots, Stone Throwers, Chariot Archers. Iron Age: Catapult Trireme, Ballista, War Elephants, Elephant Archers. B. Unit Attributes (Key: "f#" is number of steps. "d#" is defense dice. "a#" is attack value. "rx" is missile range. "m#" is movement allowance. Last listed is the cost to build one unit of this type, not counting upgrade if required.) Villagers F1, d4, A1/2 Villagers can only make hand-to-hand attacks, not missile attacks. Villagers only have an attack value of "1" for each two villagers in the square. A single Villager has defense dice as usual, but no attack value. *** Buildings*** Buildings cannot move. Towers can make missile attacks. Town Center F2, d20, costs 200 wood. House F1, d4, costs 30 wood. Watch Tower F1, d6, A1, R2. costs 150 stone. Sentry Tower F1, d10, A1, R3 costs 150 stone. Guard Tower F1, d10, A2, R4 costs 150 stone. Ballista Tower F1, d10, A4, R5, costs 150 stone. All other Buildings are F2, d12, cost 150 wood. ***Ships / Dock Units*** Ships can only move into sea squares. Catapult Trireme and juggernaught make Catapult-type attacks, all others make missile-type attacks. All ships have a movement allowance of 4. Catapult Trireme can roll to hit up to two enemy units in the target square, Juggernaughts can roll to hit up to three enemy units in the target square. Scout Ship F1, d8, A2, R2, costs 135 wood. War Galley F1, d10, A3, R3, costs 135 wood. Trireme F1, d12, A2, R4, costs 135 wood. Catapult Trireme F1, d8, A2, R5, costs 135 wood and 75 gold. Juggernaught F1, d12, A3, R6, costs 135 wood and 75 gold. ***Light Infantry / Barracks Units*** Light Infantry can only make hand-to-hand attacks, not missile attacks. All light infantry has a movement allowance of 4. Clubman F1, d4, A1/2 For each two Clubmen in the same square they have an attack value of "1", a single clubman has no attack value. Costs 50 food. Axeman F1, d4, A1. Costs 50 food. Shortsword F1, d4, A2. Costs 35 food and 15 gold. Broadsword F1, d6, A2, Costs 35 food and 15 gold. Longsword F1, d6, A3, Costs 35 food and 15 gold. Legion F1, d10, A5, Costs 35 food and 15 gold. ***Heavy Infantry / Academy Units*** Heavy Infantry can only make hand-to-hand attacks, not missile attacks. All Heavy infantry has a movement allowance of 2. All Heavy Infantry costs 35 food and 15 gold to build. Hoplite F1, d8, A6. Phalanx F1, d8, A7. Centurion F1, d10, A11. ***Archery Range Units*** All Archery Range Units can make missile attacks on same-square enemies, or enemies at distances up to their maximum range. Bowman F1, d4, A ½ Single Bowmen have no attack value, but for each two bowmen in the same square or firing at the same enemy unit, their attack value is "1". Range 2. Cost 40 food and 20 wood. Move 4. Improved Bow F1, d4, A1, Range 3. Cost 40 food and 20 wood. Move 4. Composite Bow F1, d4, A1, Range 4, Cost 40 food and 20 wood. Move 4. Chariot Archer F1, d6, A1, Range 4, Cost 70 wood and 40 food. Move 6. Elephant Archer F2, d20, A1, Range 4, Cost 180 food and 60 gold. Move 2. Horse Archer F1, d4, A2, Range 4, Cost 70 gold and 50 food. Move 6. Heavy Horse Archer F1, d6, A3, Range 4, Cost 70 gold and 50 food. Move 6. ***Mounted / Stable Units*** All Mounted units made hand-to-hand attacks, not missile attacks. Note that many Mounted Units have two attack values one versus heavy and light infantry units, and another versus all other units. Scout F1, d4, A1, Move 6. Cost 100 food. Chariot F1, d6, A3, Move 6. Cost 40 food and 60 wood. Cavalry F1, d10, A3 (A4 vs. Infantry), Move 6. Cost 80 gold and 70 food. Heavy Cavalry F1, d10, A3 (A5 vs. infantry), Move 6. Cost 80 gold and 70 food. Cataphract F1, d12, A4 (A6 vs. infantry), Move 6. Cost 80 gold and 70 food. War Elephant F2, d20, A5, Move 2, Cost 170 food and 40 gold. ***Siege Workshop*** All Siege Workshop units have two ranges: a minimum and maximum range. For example, ff the range for the unit is "Range 2-7" it can only make attacks at enemies which are at a missile path of two or more squares, up to seven squares. If the enemy player can demonstrate there is a missile path less than "2" squares to the target, the Siege Workshop cannot fire at the enemy. Stone Throwers, Catapults, and Heavy Catapults make catapult-type attacks in the appropriate phases of the game turn only. Ballistas and Helepolis units make missile-type attacks in the appropriate phases of the game turn only. Stone Thower and Helepolis can roll to hit two enemy units in the target square. Catapult can roll to hit three enemy units in the target square. Heavy Catapults can roll to hit up to four enemy units in the target square. All Siege Workshop Units have a movement allowance of 1.5. Stone Thrower F1, d6, A3, Range 1-6. Move 1.5. Catapult F1, d6, A3, Range 1-8. Move 1.5. Heavy Catapult F1, d10, A4, Range 1-8. Move 1.5. Ballista F1, d4, A4, Range 1.5-5. Move 1.5 Helepolis F1, d4, A8, Range 1.5-6, Move 1.5.