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Batalla de Coronas

Batalla de Coronas Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Summary
  • Preparation
  • Game Board Areas
  • Gameplay
    • 1. Decision Phase
    • 2. Buying Phase
    • 3. Battle Phase
      • How does a battle unfold?
  • Obtaining Gems
  • Council Functions
  • Functions of the Tokens
  • Example of a Game
  • FAQs
  • Quick Reference Summary

Game Components

  • A: 2 castle boards
  • B: 12 colored pawns (2 black, 2 white, 2 purple, 2 blue, 2 yellow, and 2 red pawns)
  • C: 8 disc tokens (2 yellow, 2 white, and 4 blue tokens)
  • D: 2 six-sided dice
  • F: 6 gems
  • G: 2 dragon pieces
  • H: 1 Cross token
  • I: 1 Crown token
  • J: 1 Smith token
  • K: 1 rulebook

Game Summary

Each castle guards 3 precious gems as its royal treasures. To win the game, you must acquire the enemy's gems by lowering their defenses to zero. Each time you do so, you will take one of their jewels and keep it as your own treasure.

Preparation

  1. Each person should have a personal castle board and 6 pawns within reach: 1 red, 1 blue, 1 yellow, 1 black, 1 white, and 1 purple. Players should also receive 3 gems to be placed in the central area of the castle board, regardless of the order or color of these.
  2. Each person should also have and place a blue disc token on space 2 of the Defense Militia (shields). Another blue disc on space 2 of the Attack Militia (swords). A white disc in the church's starting area (the golden door, which is the leftmost). A yellow disc on space 0 of the treasure area. And a dragon piece on space X of the dragon area.
  3. Leave the Cross token, the Crown token, and the Smith token near both castle boards forming a common supply.
  4. Each opponent should roll a die. Whoever gets the highest number goes first. If there is a tie, both players must continue rolling until they get different results.

Game Board Areas

Each kingdom board has the following areas:

Council Area (the chairs): Your counselors sit here, represented by colored pawns. Think carefully about which chair each one will occupy.

Defense Militia Area (shields): Your defense units have 6 spaces, and a blue disc will move through them as they increase or decrease. The minimum possible is 0 and the maximum is 5.

Attack Militia Area (swords): Here are your attack forces, also with 6 spaces, another blue disc will move through them as they increase or weaken. The minimum possible is 0 and the maximum is 5.

Power Area (the gems): The 3 gems that validate you as a crown candidate are kept here, without them, you lose the right to claim it, so you lose the game.

Clergy Area (the church): This is the sacred house of your kingdom and a white disc representing the Clergy moves through it, following the orders of the Priest, one of your counselors, the white-colored pawn.

Treasure Area (the gold track): here is your kingdom's gold. It consists of 9 spaces through which a yellow disc representing the efforts of the Master of Coin will move. He is one of your counselors too, the yellow-colored pawn. You can never have more than 7 gold or less than -1. When you spend gold, you can never spend below 0.

Dragon Area (dragon track): here is your growing dragon. Your dragon must go through 5 levels to attack. Each level is represented by a flag and as you advance levels, you must move your dragon piece through them. However, the last level is not a flag, it is the dragon itself. When your dragon reaches level 5, immediately remove up to 4 shields from the enemy and then return your dragon to its starting area, i.e., the X flag, which is level zero.

The dragon track has 6 spaces: Level 0 (the X flag, starting space), Level 1, Level 2, Level 3, Level 4, and Level 5 (the dragon itself, which triggers the attack).

After looking at each area, you will notice that all have spaces through which discs of a specific color will move.

In the case of the yellow disc, it moves according to the gold you generate: where your yellow disc is, indicates how much gold your kingdom has.

On the other hand, for the blue discs to move, you must pay in gold.

What is the cost? In the Militia area, both defense and attack, there is only one coin icon with a single number, a 3. This indicates that each shield space or sword space costs the same: 3 gold. On the shield and sword icons there is a number, indicating how much strength your shields and swords have. This number is irrelevant to the price because advancing from the 2nd sword space to the 3rd costs the same as advancing from the 3rd to the 4th: 3 gold.

Now, if you look at the dragon area spaces, you will see that they all have a coin-shaped icon and a number. This icon indicates the price in gold for the dragon piece to advance to that space, i.e., each dragon level space has a different cost.

Gameplay

The game progresses in turns, divided into three phases that must be resolved in the following order:

1. Decision Phase

At the beginning of your turn, always roll both dice. Choose one of the results you get when rolling them to assign a counselor to the Council area, it means taking a counselor pawn (of the color you want) and placing it on the seat of the council area with the same number as the result you chose. In this way, you will be assigning a counselor to that number.

Example: Isadora rolls the dice on her turn and gets a 1 and a 3. She chooses the number 3 to assign to her Sorcerer. So, she takes the red pawn (the Sorcerer) and puts it on seat number 3 of the Council area. By assigning it, she can activate the Sorcerer for the first time. In this case, Isadora can advance one space in the Dragon area with her dragon piece (as she is activating her Sorcerer at the same time, she assigns it). From now on and until the end of the game, every time she rolls a 3, she will have the option to activate her Sorcerer because 3 is the number she has assigned to it.

The result of the other rolled die is chosen to generate gold, i.e., the die you don't choose to activate a counselor, is chosen to generate gold.

Example: In the previous example, Isadora chose the number 3 to assign a counselor, which means she would automatically be choosing the other die, the one showing a 1 as the result, to generate gold. This will make her advance 1 space with the yellow disk in the Treasure area.

You can never have more than 7 gold nor less than -1. If when rolling the dice you get two equal results, you must activate that number of counselor and generate that amount of gold.

2. Buying Phase

Once the decision phase is completed, you will then move on to the buying phase, in which you can use all the gold you have available in your treasure area to buy whatever you want or can. When you no longer want or can buy anything else, you must end your buying phase. You can spend gold on increasing your defense (shields), your attack (swords), or growing your dragon.

Example: Leo's total gold is 5. During his buying phase, he can choose not to spend anything, spend it on whatever he wants, or spend it all. In this case, Leo decides to spend 3 gold on buying an Attack Militia unit. And the 2 gold he has left are spent on advancing one level in the Dragon area.

3. Battle Phase

Once the buying phase is completed, you can optionally attack the opposite kingdom. If you decide to do so, a battle phase will start.

IMPORTANT: WHOEVER HAS THE FIRST TURN OF THE GAME, DURING THAT FIRST TURN, CANNOT DECLARE AN ATTACK.

The objective of every battle is to bring the shields of the opposite kingdom down to 0. Every time you do this, you will earn 1 gem; whoever wins the 3 gems of the opposite kingdom, will win the game.

Depending on whether the current turn is yours or not, you will be the attacker or defender. If the current turn is yours and you have decided to attack, you are the attacker. If the current turn is of the opposite kingdom and they attack you, you are the defending kingdom.

Regardless of whether you are the attacker or defender, you can win a battle. When you win a battle, you can reduce the shields or swords of your opponent.

  • If you are the attacker and win, you will reduce the shields of your opponent.
  • If you are the attacker and lose, you will lose swords.
  • If you are the defender and win, you will reduce the swords of your opponent.
  • If you are the defender and lose, you will lose shields.

ATTACKING IS OPTIONAL AND OCCURS AT THE END OF YOUR TURN. DEFENDING IS MANDATORY (AS YOU ARE BEING ATTACKED), AND OCCURS RIGHT BEFORE THE BEGINNING OF YOUR TURN.

How does a battle unfold?

First, each player will roll the die. Whoever gets the highest result will win the battle.

If the attacking person gets the highest number, the attack wins the battle, so the shields of the defender will be affected. Next, the highest number on both dice should be subtracted from the lowest number. The result of this subtraction will indicate how many swords the attacking kingdom must spend to reduce the shields of the defending kingdom. The rate is -1 shield from defense for each sword spent from the attack.

TO BE ABLE TO ATTACK, YOU NEED TO HAVE AT LEAST 1 SWORD.

Example: Eli attacks Katy's kingdom, so each of them takes a die and roll them. Eli gets a 5, and Katy gets a 3, so Eli wins the battle. To determine the damage that her victory can cause, 5-3 = 2 are subtracted. Therefore, Eli, as the winner of that battle, can spend up to 2 swords to damage Katy's kingdom's defenses, at a rate of -1 shield for each sword that Eli spends. Eli spends 2 swords. Katy loses 2 shields. If Eli only had 1 sword, for instance, not as many as the 2 she could use, it doesn't matter. She could decide to spend that one single sword.

Conversely, if the defending person gets the highest number, the defense wins, so the swords of the attacker will be affected: in such a case, the subtraction must be done and the result will be the number of swords that the attacking kingdom will lose.

YOU CAN DEFEND EVEN THOUGH YOU HAVE NO SHIELDS, THE RESULTS OF THE DICE ROLLS COULD SAVE YOU.

Example: Again, Eli attacks Katy's kingdom, so both take a die. They roll them and, this time, Eli gets a 2 and Katy a 4, so the defending kingdom wins the battle. In this case, likewise, to determine the damage, the higher number is subtracted from the lower number: 4 - 2 = 2. Katy keeps her defenses intact. Eli loses 2 swords for her unsuccessful attack. If Eli has less than 2 swords, she simply goes to 0, for the minimum is 0, and any excess remaining damage that might exist will be lost.

If there is a tie in strength, that is, when rolling the die the result of both kingdoms in battle is the same number, the attack and defense are equal and repel each other, so nothing happens and the turn goes to the next player.

Every time you roll a die in battle, either to attack or defend, you will have the option to reroll your die if the result does not favor you, but to do so you must spend gold. The first time you reroll your die it will cost 1 gold. The second time you reroll your die it will cost 2 gold. The third time it will cost 3 gold, and so on. First, you pay, then you can reroll.

Obtaining Gems

If after the attack, the defending castle reaches the 0 square of its defense militia (shields), the attacking castle will claim one of the gems of the defending kingdom, thus it will be 1 step closer to winning.

When obtaining a gem, take any gem from the power area of the opposite castle and place it in the empty square farthest to the right of the treasure area. Notice that, in this way, the more gems you win, the less the maximum gold you can have and spend, as each gem you win will cover a square of your treasure area.

The winner will also get the Crown token, and the loser of the battle will get the Cross token.

Both tokens have different uses, described below.

Council Functions

You are a noble character aspiring to the reign, and as such, you have a council that advises your decisions. This council has 6 chairs, each one with a specific number. At the beginning of the game, the chairs will be empty, so as you play, you will be ordering each counselor to take a seat in a chair.

There are 6 counselors, represented by pawns of different colors. Each one has an ability that will be activated when the chairs for each one are assigned. Also, when rolling the dice on your turn, and the number of a chair comes up, the counselor must perform his role.

The first player to complete the council can activate their noble in an additional and immediate way only on that turn.

Each counselor has a pawn of their color, but some also have discs of their same color to represent their own actions. In the case of the Militia Commander, the blue pawn, they have 2 blue discs, one for defense (shields) and the other one for attack (swords).

Militia Commander (blue pawn). Ability when activated: Increases immediately, and for free, 1 unit of attack militia (swords) or 1 unit of defense militia (shields).

Master of Coin (yellow pawn). Ability when activated: Immediately get 3 gold in the treasure area. Move the yellow disc to collect these gold (if you reach the maximum, any excess is lost).

Sorcerer (red pawn). Ability when activated: Advance the dragon piece 1 level of Dragon without paying its cost.

Smith (black pawn). Ability when activated: Get the smith token. When you have it, you can spend it to buy 2 units of militia for the price of 1 (you can choose between two shields or two swords, when doing so you must be able to pay at least 1 unit).

Noble (purple pawn). Ability when activated: When used, you can activate another member of the council, so it's a wildcard.

Priest (white pawn). Ability when activated: The priest has the white disc of the Clergy, which starts at the golden door of the church in the Clergy area, the leftmost square. From there, when the Priest's pawn is activated, the white disc will visit an available church square and activate the ability in that square.

Next time you activate the Priest, you can move the white disc of the clergy to one of the squares that you have not selected yet, implying you cannot choose the same square twice in a row. The priest will remain in that church until he is activated again. The disc cannot return to the initial square, the golden door.

Each square has an advantage that is automatically activated when visited, always against the opposite kingdom:

  • The golden square moves the enemy's gold token to -1.
  • The blue square reduces 1 unit of attack militia (swords) for the opposite kingdom.
  • The red square reduces 1 level of dragon for the opposite kingdom.

Functions of the Tokens

There are 3 tokens: Cross, Crown, and Smith. All are obtained in different ways and when possessed can be spent in your own turn. Spending them means returning them to the supply (Neutral Zone between both kingdom boards) to collect their ability.

The Cross token represents the loss of a battle and is obtained when the shields of your castle reach 0. Ability when spent: At any time during your turn (decision phase, buying phase, and battle phase), you can spend the Cross token to move your Priest token to a different church square than the one it is currently being occupied, for instance, you can spend the token to activate your clergy counselor.

The Crown token represents victory in a battle and is achieved when you bring the shields of your enemy to 0, besides, you get a gem. Ability when spent: At any time during your turn, you can discard it to get 3 gold.

The Smith token represents the appointment of the smith and is obtained after activating the smith counselor (black pawn). Ability when spent: During a buying phase, if you buy units of attack or defense militia, you can discard the Smith token to get 2 for the price of 1.

It can be kept to be used at the appropriate time, however, if you keep it and the enemy activates their smith, YOU WILL LOSE THE SMITH TOKEN and must give it to the enemy kingdom, it means that only one kingdom can have it at a time.

It can only be used for one purchase, because once its benefit is used, the token is lost and must be returned to the common supply.

ALL THESE TOKENS ARE RETURNED TO THE SUPPLY ONCE THEY ARE USED.

Example of a Game

The player with the first turn has made their dice roll and has obtained the following results:

1. Decision Phase: Gabriel will have the first turn and will start with his decision phase, so he must choose which die he will use to activate each council chair and which his gold generator will be. He chooses chair 1. Since he has not assigned counselors yet, he can choose from the 6 available counselors, and select the one he wants. In this case, he will choose the Smith (black pawn) and place it in chair 1 of the council. By doing so, he also activates the ability of the smith and will receive the smith token, which provides a 2x1 when buying militia units. Then, as he activated a counselor using the die in number 1, he will generate gold with the die that indicates 5 as a result, so he will move the yellow disk to 5 gold in the coin area. Thus, Gabriel will have finished his decision phase.

2. Buying Phase: Gabriel has 5 gold, so he will make the following move. He will use 3 gold to buy 1 unit of sword, but decides to spend the smith token to get a second sword for free. Player always starts with 2 swords, so by getting 2, Gabriel moves his blue attack disk to square 4. He has 2 gold left, so he takes the opportunity to spend them on advancing to the first level of the Dragon area, which costs 2 gold. He will have finished his buying phase, as he has no more gold to spend. He cannot declare an attack as he has the first turn of the game, so it is the turn of the enemy player, Nicolás.

Nicolás rolls his dice. He has obtained the following result:

3. Decision Phase: Nicolás must choose: Which die will be used to activate a council chair, considering that the die he doesn't choose, will be his gold generator. He will choose chair 2 and place the white priest pawn on it (white pawn). By assigning it, he can also activate it for the first time. Now he must choose to which church square the white disc will be moved. Nicolás opts for the blue square, whose effect takes away 1 unit of attack militia (swords) from the opposite kingdom. Then, since he used the result of the die indicating a 2 to activate a counselor, he will use the 6 to generate gold, so he will move the yellow disc from the treasure area to 6 gold. Thus, Nicolás has finished his decision phase.

4. Buying Phase: Nicolás has 6 gold. He will use 3 gold to buy 1 unit of shield and the remaining 3 gold to buy 1 unit of swords. Thus, Nicolás has finished his buying phase.

5. Declaration of Battle: Nicolás attacks his enemy, so a battle begins. Each player takes a die and rolls. Nicolás has won, as he got a 6, and Gabriel got a 3. So, the attacker has won. Then, the difference between both results is calculated (6-3=3) to determine the strength of the attack, which is 3. This is how Nicolás can spend up to 3 units of swords at most to reduce Gabriel's shields.

Even though he can spend up to 3 units of swords in his attack, Nicolás only needs to spend 2 to completely reduce Gabriel's shields, so he spends 2 swords and keeps 1 unit. At the same time, Gabriel moves his blue shield disc to square 0 in the defense militia area (shields).

By reaching 0 shields, Gabriel has not only lost the battle, but also a gem. He must give 1 of his gems, but also receives the cross token. Nicolás places the enemy gem in his treasure area, in the rightmost empty square, and receives the crown token.

This is how both kingdoms have been left after the battle. Nicolás has the crown token to discard it in the future and generate 3 gold during his buying phase. At the same time, Gabriel has the cross token to discard it in a battle phase and thus he could reroll the die in a subsequent battle.

FAQs

Can a dragon be activated and then attack the enemy? Yes, it can, in fact, the dragon always attacks instantly when it reaches its last level and always attacks the enemy's shields, never their swords. Then it returns to square X.

What happens if I have 7 gold in my treasure area and win my first gem? You must move the yellow gold disc 1 space to the left, so you lose one gold and place the gem to the right. The same will happen with the following gems, so the more battles you win, the less the maximum gold you can have.

If I win a battle but the opposite kingdom did not reach 0 shields, do I get one of the enemy's gems? No, you only get gems from the enemy when you bring their defenses down to 0. If you win a battle and the opposite kingdom still has at least 1 shield, you don't win any gems.

Quick Reference Summary

Militia Commander: Increases 1 shield or 1 sword for free.

Master of Coin: You get 3 gold.

Sorcerer: Increases 1 level of your dragon for free. If the piece reaches the final level, the dragon drawing, it is automatically an attack of strength 4 against the opponent, an attack from which it is not possible to defend yourself. You can still enter the battle phase after this happens.

Priest: Visits a church square.

Smith: Get the smith token that gives you a 2x1 when buying swords or shields.

Noble: It is the wildcard, when activated you can choose to activate the ability of any of your counselors that is in your council.

Crown token: Spend it at any time during your turn to generate 3 gold.

Cross token: Spend it at any turn to activate your priest.

Smith token: Spend it in your buying phase to buy 2 shields, or 2 swords for the price of 1.