Conflict of Alliances: Warring States
Conflict of Alliances: Warring States Rulebook
Table of Contents
Table of Contents
- Basic Introduction
- Counters
- Scenarios and Setup
- Forces and Factions
- Diplomacy
- Territory Control
- Turn Sequence
- Actions
- Military Operations
- Combat
- Examples of Complex Situations
- Reinforcement Operations
- Diplomatic Actions
- Weather Actions
- Responses
- Victory
- Advanced Edition Note
- Gameplay Walkthrough
- Card Details
- Variant Rules
- Strategy Tips
- Appendix: English Player Aid
Basic Introduction
Game Background
In the late Warring States period, after the reforms and a series of external conquests, Qin had become the hegemon among the seven states. To realise its ambition of dominating the Central Plains, Qin's strategist Zhang Yi adopted the Lianheng strategy to divide the states so that they could be defeated one by one. Gongsun Yan, Su Qin and other strategists of the Hezong (vertical alliance) school sensed the danger keenly and adopted the Hezong strategy, uniting the strength of the states against the tiger-like wolf state (Qin). This game portrays the diplomatic and military struggle of the late Warring States. In it the players take the roles of strategists in the mould of Su Qin and Zhang Yi, who rewrite the history of the period.
Number of Players
The game is for 2 players. One player plays the Lianheng side (the horizontal strategy, Qin's side). The other player plays the Hezong side (the vertical alliance) opposing it.
Game Length
The game contains 2 scenarios. The scenario Five Kingdoms Attack Qin takes about 40 minutes. The scenario Qin Dominates takes about 60 minutes.
Components
- This rulebook.
- 120 playing pieces (to be punched out of the cardboard sheets).
- The game board.
- 46 cards and 2 six-sided dice.
Cards
The Alliance (Hezong) side and the Lianheng side each have their own draw deck, of 23 cards each. The card faces are described below.
- Break mark. A card marked with the "Break" character (破) indicates that the card may be responded to. (The English Player Aid calls these reaction cards.)
- Card name is printed at the top of the card.
- Effect description is printed at the bottom of the card. The printed rulebook says that the explanation of a technical term used in a card's text is given in a card glossary at the back of the manual. That glossary is not contained in this document. The card texts and terms are given in the English Player Aid reproduced in the appendix.
- Card backs show the side the card belongs to: the Alliance (合縱) back or the Lianheng (連橫) back.
- Character cards carry a large portrait and background text on the card face. This background text has no effect on the rules. A portrait with background text identifies a card as a character card.
Board
The board is a map of the Warring States. Its parts are:
- Turn track (回合表).
- Diplomacy track (立場表). This records each state's standing toward Qin and the Alliance.
- Weather track (天時表). Used with the Change of Weather action.
- Tiger token table (虎符表). Used with the variant rules.
- Initial setup of the Qin Dominates scenario (秦國稱霸劇本初始設置), printed on the map.
- Initial setup of the Five Kingdoms Attack Qin scenario (五國攻秦劇本初始設置), printed on the map.
- Battle result table (戰鬥判定表), used to resolve combat.
- Region names (地區名), the names of the areas of the map.
- Cities (城). Each city is an area that can be controlled, and is marked with a city symbol.
- Normal borders (普通邊界), the boundaries between areas.
- Mountains (山界), a terrain feature that affects movement.
- Waterways (水道), a terrain feature that affects movement.
The map is divided by borders into areas. A red-named area (for example, Nan Jun) has 2 resource points (RP). A black-named area (for example, Jiujiang) has only 1 resource point. Each area contains a city. The colour of the city's background shows which side controls that area at the start of the game. The generals and army icons printed on the map, together with the initial labels, show the starting placement of the counters for the two scenarios.
Counters
Army Counters
Each army counter represents about 50,000 troops. Qin's army counters are called "Qin army" for short, and Chu's are called "Chu army". Each force has a different number of army counters. Army counters have a front and a back side, and the front side is the ready state. The back side is the exhausted state.
General Counters
A general counter represents a general and his directly subordinate army, about 50,000 troops in all. The general counters, by force, are:
- Qin: Sima Cuo, Bai Qi, Wang Jian, Shu Li Ji.
- Zhao: Zhao She, Lian Po, Li Mu.
- Qi: Kuang Zhang, Tian Dan.
- Chu: Xiang Yan.
- Yan: Yue Yi.
- Wei: Wei Wuji.
The other forces have no general counters.
The icons on the left side of a general counter show its attribute modifiers:
- Sword: +1 to own combat roll (+1 DRM).
- Shield: -1 to the enemy combat roll (-1 enemy DRM).
- Horse: movement allowance of 3 (MA 3).
The English Player Aid states that generals count as a full army.
Initiative Token
The initiative token is used to show which player acts first in each turn. It has 2 sides. The front side is the normal state. The back side, marked "Initiative Switched" (天時已變), shows that the initiative has been changed.
Diplomacy Counters
There are 7 diplomacy counters in the game. Apart from Qin, each of the other 7 major forces has one diplomacy counter, which shows that force's relationship with Qin. Each counter has 2 sides, which show 2 different diplomatic stances.
- Front side up (Received, 接見): the force's diplomacy counter is in the "Received" state.
- Back side up (Not Received, 不見來使): the force's diplomacy counter is in the "Not Received" state.
Turn Counter
The turn counter (回合) shows the turn the game is currently on.
Tiger Tokens
There are 2 tiger tokens (虎符). They are used only with the variant rules.
Scenarios and Setup
The scenario is the initial setup of the game at the start of play. The game has the following 2 scenarios.
Five Kingdoms Attack Qin (Five Turns)
In 318 BC, Gongsun Yan, chancellor of Wei, launched a vertical alliance of Wei, Zhao, Han, Yan and Chu to attack Qin. He made King Huai of Chu the head of the alliance (縱長), and also persuaded Yiqu to attack Qin's flank and rear. Chu and Yan, being little threatened by Qin for the moment, were passive and waited on the sidelines, and in practice only Zhao, Wei and Han sent troops. The allied army reached Hangu Pass, and Qin faced a severe test.
Qin Dominates (Seven Turns)
In 316 BC, Sima Cuo led the Qin army to destroy Ba and Shu. In 312 BC, Zhang Yi deceived King Huai of Chu and broke up the alliance of Qi and Chu. The Qin army then won battles against Chu at Danyang and Lantian, and fully controlled Hanzhong. Qin had the momentum to sweep all under heaven.
Preparation
Before starting the game, the following preparation is needed:
- Choose a scenario. The players may choose the Five Kingdoms Attack Qin scenario or the Qin Dominates scenario.
- Place the turn counter on the turn track at the space marked "一" (1), which is turn one.
- Following the scenario, place the initiative token front side up on the Weather track (天時表) at the space the scenario designates. In Qin Dominates the initiative token is placed on the Alliance (合縱方) side. In Five Kingdoms Attack Qin it is placed on the Lianheng (連橫方) side.
- Following the scenario, place the 7 diplomacy counters on the diplomacy track at the positions the scenario designates. These show the starting stances of Qi, Chu, Zhao, Wei, Han, Yan and Yiqu. Only the counter on the "Revenge Qin" (仇秦) position is placed back side up (Not Received). All the other diplomacy counters are placed front side up. The setup diagrams on the printed rulebook page show the starting spaces. In Qin Dominates the Chu counter is on the Revenge Qin position, placed back side up. In Five Kingdoms Attack Qin the Zhao counter is also placed back side up.
- Following the scenario, place the army and general counters on the designated spaces of the map, all front side up. Unless a scenario says otherwise, army counters are placed stacked in cities.
- An area with no dashed-line setup hint has the same setup in both scenarios. For example, Taiyuan has 4 Zhao army counters in its city in both scenarios. A setup hint inside a dashed-line box is for Five Kingdoms Attack Qin. The printed callouts label the Qin Dominates setup hints.
- In Qin Dominates, Xiao Han has the general Shu Li Ji and 3 Qin army counters in its city. In Five Kingdoms Attack Qin it has only the 3 Qin army counters in its city.
- Where the Qin army and the Yiqu army are in the same area, place the Qin army in the city and place the Yiqu army in the field outside the city. The field is marked "[野]" on the map. The army counters printed on the map only illustrate the setup for the start of the game. They have no function after setup.
- Place all other unused army counters off the board. Off the board means the area outside the game map. These counters are temporarily not in play.
- Each player shuffles their own 23 cards and places the deck face down. The Alliance player and the Lianheng player each form a separate draw deck.
Forces and Factions
The game includes 8 major forces: Qin, Qi, Chu, Zhao, Wei, Han, Yan and Yiqu. It also includes 2 minor forces: Song and Shu.
The game has 3 factions: the Alliance (合縱方), the Lianheng (連橫方) and the Neutral (中立) faction.
- Qin, and every force whose diplomacy counter is in the Serve Qin (事秦) column, belongs to the Lianheng faction (Lianheng for short).
- Every force whose diplomacy counter is in the Afraid of Qin (畏秦), Revenge Qin (仇秦) or Anti-Qin (反秦) column belongs to the Alliance faction (Alliance for short).
- All other forces belong to the Neutral faction (Neutral for short).
Qin always belongs to the Lianheng faction. The minor forces Song and Shu always belong to the Neutral faction. The other 7 forces have their faction shown by their diplomacy counters. Those counters change during play as the players act (see Diplomacy below).
For the Lianheng player, Lianheng forces are "friendly forces" and Alliance forces are "enemy forces". For the Alliance player it is the reverse: Alliance forces are "friendly forces" and Lianheng forces are "enemy forces".
Elimination
When all of a force's army counters are off the board, that force is eliminated. Its diplomacy counter is taken out of the game. Cards linked to an eliminated force stay in the game, but they can no longer be played face up. They can only be played face down. For example, after Wei is eliminated, the card 【Lord Xinling】 can only be played face down. After Chu is eliminated, the cards 【Lord Chunshen】 and the two Chu "Emissary to Chu" cards (the Alliance and Lianheng versions) can only be played face down.
If Qin is eliminated, the game ends immediately and the Alliance player wins. This is very rare.
Diplomacy
A diplomacy counter shows a force's relationship with Qin. The stances Serve Qin (事秦), Afraid of Qin (畏秦), Revenge Qin (仇秦), Anti-Qin (反秦) and Neutral (中立) have different effects on the game.
The example figure on the printed page shows the following. Wei's stance is Serve Qin, Han's stance is Neutral, Yiqu's stance is Afraid of Qin, and Yan's stance is Anti-Qin. Wei's counter is in the Not Received state.
The following factors can change a diplomacy counter:
- Secret diplomacy. The player plays a card face down for a diplomatic action. The player may move any one diplomacy counter that is in the Received state one space to the left or to the right. A counter that is already in the Not Received state cannot be moved this way. The moved counter is then flipped to the Not Received side.
- Open diplomacy. The player plays a card face up. Depending on the card's text, the player may move a diplomacy counter one space to the left or to the right, and the moved counter is flipped to the Not Received side. Left and right are measured on the board as printed, not from the seat of either player. The Lianheng player always moves counters toward Serve Qin. The Alliance player always moves counters toward Revenge Qin or Anti-Qin. Unless the card text says otherwise, the player may only move counters in the Received state. A counter in the Not Received state cannot be moved this way. For example, when Zhao's counter is in the Not Received state, the player cannot play the face-up "Emissary to Zhao" card (either the Alliance or the Lianheng version) to move Zhao's counter. A counter in the Not Received state may only be moved when the card text clearly says it may. The cards 【Gongsun Yan】, 【Zhang Yi】 and 【Su Qin】 are examples of such cards.
- Attack. Before combat begins, when a Lianheng force's army counter attacks any other force's army counter, the attacked force's diplomacy counter is moved to the rightmost space (Revenge Qin or Anti-Qin), and is placed with the Not Received side up. When an Alliance force's army counter attacks any other force's army counter, the attacked force's diplomacy counter is moved to the leftmost space (Serve Qin), and is placed with the Not Received side up. In this case the counter must be moved whether it is in the Received or the Not Received state, unless it is already in the furthest position (leftmost or rightmost). For example, when the Qin army attacks the Wei army, Wei's diplomacy counter must be moved to Anti-Qin and placed Not Received side up, regardless of its state. If Wei's counter is already at Anti-Qin, it is simply flipped to the Not Received side.
Territory Control
When a force has army counters in a city, that force controls the area containing that city. Control of an area changes only when all of the army counters in its city have left. Army counters in the field do not affect area control. For example, at the start of Five Kingdoms Attack Qin, the Qin army is in the city of Longxi while the Yiqu army is in the field, so Qin controls that area.
An area with no army counters is uncontrolled.
Turn Sequence
A game is made up of several turns. The number of turns is set by the scenario. Each turn has 3 steps.
- Draw step. The Lianheng side adds up the resource points (RP) of all the areas it controls. The Alliance side adds up the RP of all the areas it controls. The side with more RP draws 6 cards. The side with fewer RP draws 5 cards. If both sides have the same RP, both sides draw 5 cards. (The printed rulebook refers to its gameplay walkthrough for a worked example. That chapter is not contained in this document.) The cards in a player's hand are called the hand. A player may look at their own hand but may not look at the opponent's hand. A player may ask the opponent at any time how many cards are in the opponent's hand.
- Action step. The players take turns in alternation, and the player holding the initiative token acts first. Each action is called an action phase. When both players pass in succession, the action step ends immediately, whether or not either player still has cards. (Usually the action step ends when both players have no cards in hand, since then a player can only pass.)
- End step. If this turn is the last turn of the scenario, the game ends and victory is determined. Otherwise, both players place any remaining cards in hand into their discard piles. Cards are not kept for the next turn. Each player then shuffles their discard pile back into their own draw deck. Cards removed from the game cannot be shuffled back in. All army, diplomacy and initiative counters are flipped to their front side, except that only the diplomacy counters of Revenge Qin forces are not flipped. They stay in the Not Received state. The turn counter is moved one space to the right, and the general counters that are on the turn track are placed off the board.
The printed rulebook says that its gameplay walkthrough shows one complete turn. That chapter is not contained in this document.
Actions
In the action step, the players take turns. The player who holds the initiative token acts first. On a player's turn, that player is the active player for that action phase, and the opponent is the passive player.
- The active player may play a card face up or face down to take an action. The active player may also choose to pass without playing a card. In each action phase the active player may play no more than one card. After the action or pass, the turn moves to the opponent's action phase. When a player has no cards in hand, the player can only pass.
- The passive player may respond when the card in hand allows it. A card that can be responded to is marked with the "Break" character (破). The passive player may play such a card face up when the conditions printed on the card are met. The passive player may respond several times in each action phase. A response does not count as an action.
Face-Up Play
A card played face up is turned face up and its effect is carried out. The effect may include a character's ability, combat effects or diplomatic effects. After the effect, the card is placed face up in the player's own discard pile. Both players may look at the face-up cards on the top of each discard pile at any time.
Some cards may only be played under a specific condition. For example, 【Lord Chunshen】 can only be played face up when Chu belongs to the Alliance faction and the player's hand is less than or equal to the opponent's hand in size. This is judged before the card is played. The card cannot be played face up when Chu is in the Lianheng or Neutral faction, or when Chu is eliminated.
If a question arises about a card's effect during play, the card texts and terms are given in the English Player Aid in the appendix. The printed rulebook's card glossary is not contained in this document.
Face-Down Play
A player may play any card face down. Its face-up content then has no effect. The player may use the card for one of the following actions, and only one of them: a military operation, a reinforcement operation, a diplomacy action, or a change of weather. The card is then placed face down in the player's own discard pile. The opponent may not look at the card's face.
Military Operations
The rules and the card texts refer to "directing a force to make one military action". This means one of two things:
- The player selects that force and 1 to 4 ready army counters in any one area, and moves them once. If during the movement they enter an area that contains enemy or Neutral army counters, they must stop moving immediately and fight. Otherwise they do not fight.
- The player selects that force and 1 to 4 ready army counters in any one area, and does not move them. Instead they directly attack the other forces' army counters in that area. (For a complicated example, see Example I of the complex situations in this rulebook.)
Which forces a player may direct:
- Lianheng player. The Lianheng player may direct Qin by playing any card face down, or by playing a specific card face up and following the card's text. The Lianheng player may direct Serve Qin forces only by playing a specific card face up and following the card's text. The Lianheng player may not direct a face-down card to act on a Serve Qin force. The Lianheng player may not direct Neutral or Alliance forces.
- Alliance player. The Alliance player may direct Revenge Qin or Anti-Qin forces by playing any card face down, or by playing a specific card face up and following the card's text. The Alliance player may direct Afraid of Qin forces only by playing a specific card face up and following the card's text. The Alliance player may not direct a face-down card to act on an Afraid of Qin force. The Alliance player may not direct Neutral or Lianheng forces.
Movement
Only army counters in the ready state may move. An army counter in the exhausted state may not move. Whether or not combat takes place, an army counter must be flipped to its exhausted side (疲憊) at the end of its move.
- An ordinary army counter has a movement allowance of 2 points.
- A general counter with a movement modifier (Horse) has a movement allowance of 3 points. Any other army counters that move with that general also have a movement allowance of 3 points.
- A movement is made of steps. One step moves an army from one area to an adjacent area. Before the move, check the movement points. Crossing a normal border costs 1 movement point. Crossing a mountain border costs 2 movement points. If the movement points are not enough, the move cannot be made. After a step, if movement points remain, the player may continue with another step or end the move.
- When crossing a mountain border that has a waterway, moving in the direction of the waterway costs only 1 movement point. Moving against the waterway costs 2 movement points (in that case the waterway has no effect).
- A single military operation may move no more than 4 army counters. All the army counters taking part in a move must start moving together and must end the move together. Part of the force may not join, stop or change direction in the middle of the move.
The figure on the printed page shows an example. Sima Cuo (who has a movement modifier) leads the Qin army from Ba Shu into Hanzhong. The mountain border costs 2 movement points. He then continues to Nanyang. Moving with the waterway costs 1 movement point. The total cost is 3 movement points, and after the move the army is flipped to its exhausted side. In the reverse case, moving from Nanyang into Hanzhong against the waterway costs 2 movement points.
The printed page shows two movement examples. In the first, the player may move 3 of the 4 Qin army counters in Guanzhong through Xiao Han into Han. The player may not leave part of the force at Xiao Han while the rest of the force continues into Han. Nor may a Qin army counter that is already at Xiao Han be added to the move into Han, which is marked as wrong on the printed page.
When a moving army counter leaves an area at the start of a move, it is not affected by the other forces' army counters in that area, whatever their diplomatic stance. See Example II of the complex situations in this rulebook.
If a force's army counters move into an uncontrolled area and stop moving, the moved army counters are placed in the city, to show that the force controls the area.
If a force moves all of its army counters out of an area, it loses control of that area. For example, in the printed figure, the player moves all 4 Qin army counters from Guanzhong to Xiao Han and gains control of Xiao Han. No Qin army counter remains in Guanzhong, so the Qin player loses control of Guanzhong. No force's army counter is left in Guanzhong, so Guanzhong becomes uncontrolled.
When an army counter moves into an area:
- If the area has no enemy-faction or Neutral-faction army counters, the moving counters may choose to continue moving or to stop. No combat is triggered.
- If the area has enemy-faction or Neutral-faction army counters, the moving counters must stop moving immediately. The remaining movement points are lost, and combat takes place.
- If the area has friendly army counters, the moving counters may choose to stop there and place their army counters in the field outside the city.
The printed page gives an example. Three Yan army counters move into Dai, which is under Zhao control. Yan and Zhao both belong to the Alliance faction, so no combat is triggered. The Yan army counters must be placed outside the city, and the Zhao army counter is in the city, showing that Zhao controls this area.
There is no limit on the number of general counters or army counters of each force in one area.
When all the army counters of the force that controls an area leave the area, the following applies. If the area still contains army counters of other forces, the player who is moving must choose one of those forces to control the area. Immediately, all that force's army counters in the area are placed in the city. This is not counted as a move. If no other force is left in the area, the area becomes uncontrolled. Then the departing army counters continue moving or fight.
The printed page gives an example. All 4 Qin army counters leave Guanzhong for Xiao Han. The Yiqu army counter in Guanzhong must now be placed in the city to show that it controls the area. Then the battle between the Qin army and the Wei army is resolved. If the Qin army then withdraws from the battle, it can only withdraw to the field of Guanzhong.
Combat
Combat Procedure
The area where combat takes place is the battlefield. In combat, the active player commands the attacker, and the passive player commands the defender.
- The attacker chooses the participating army counters.
- When combat is triggered by a move, all the counters that moved must take part. Ready army counters of the attacking force that were already on the battlefield may also take part. See Example II of the complex situations.
- When the attack is a direct attack without moving (see Example I of the complex situations), all the attacking counters that take part are flipped to their exhausted side.
- The attacker may not have more than 4 army counters taking part in total. If more than 4 could take part, the attacker must choose which ones do not take part.
- The attacker chooses the target (also called the defender). There are 2 cases.
- If only one other force has army counters on the battlefield, that force is the target. The defender then chooses up to 4 of that force's army counters on the battlefield, whether ready or exhausted, to take part in the battle. The defender's counters are not flipped. If possible, the defender must choose all of its army counters to take part, except that no more than 4 may take part.
- If several other forces have army counters on the battlefield, the attacking player may first choose to attack only one of the forces in the field (野外). If all of the field forces are friendly to the attacker, the attacker may attack the army counters inside the city directly (these are called the city defenders). See Example III of the complex situations.
- In general the attacking player chooses to attack an enemy or Neutral force. The attacking player may also choose to attack any other friendly force. See Example III.2 of the complex situations.
- The diplomacy rules may require a move of the defending force's diplomacy counter. See the third factor in the Diplomacy section.
- Combat resolution. Both players roll one combat die at the same time. The active player's die represents the attacker, and the passive player's die represents the defender.
Each side's combat result is then read from the Battle Result Table (戰鬥判定表). The results of the two sides are determined at the same time. The dice are rolled only one round.
The Battle Result Table is laid out in columns and rows:
- Columns (combat strength). Each column is a different combat strength. The soldier icons at the top of a column show the number. A side's combat strength equals the number of its participating army counters. For a city defender, combat strength equals the number of its participating army counters +1 (but not more than 4). The city defender's +1 does not change the losses that the defender itself suffers. It only changes the losses that the attacker suffers.
- Rows (die result). Each row is one die result, 1 to 6, shown by the pips on the die.
- Result cell. Find the column for your combat strength and the row for your die result. The cell where they meet is your combat result. The black-and-white soldier icons in the cell show the number of enemy army counters that are eliminated. A coloured general icon in the cell means that if your own general is participating, one more enemy army counter is eliminated. If the result cell is empty, no enemy army counter is eliminated.
Assigning losses. The player commanding each side chooses which of its own army counters are lost. Lost army counters leave the battlefield, which means they are removed from the map and placed off the board (場下). A lost general counter is placed in the turn track's space for the next turn (if this is the last turn, the general is removed from the game instead). That general cannot be placed back into play again during the same turn by the face-up 【Legendary General】 card.
Translator's note: the English Player Aid says that lost generals are "available again in 2 turns". The printed Chinese rules place a lost general on the space for the next turn, and the End Step (see Turn Sequence) moves the general off the board. This rulebook follows the printed Chinese rules. The timing difference is noted here as a disclosed deviation.
The printed page gives an example. In the figure, the Qin force has 4 army counters, including General Sima Cuo and 3 Qin armies, and attacks 2 Chu army counters in a city. The Lianheng player (Qin) rolls 2, and the Alliance player (Chu) rolls 4. Qin's combat strength is 4. Its result cell shows one soldier icon and one general icon. Since Qin has a general taking part, Qin eliminates 2 Chu army counters. Chu has 2 army counters and is the city defender, so its combat strength is 3. Its result cell shows one soldier icon and one general icon. Since Chu has no general taking part, Chu eliminates only 1 Qin army counter. For the losses, the Lianheng player chooses 1 Qin army counter to leave, and the Alliance player leaves the 2 Chu army counters.
Results of Combat
After the losses are resolved, the following applies:
- If all of the city defenders are eliminated, the attacking force controls the area. All of the attacker's army counters in the area are placed in the city, to show control of the area. In this case the attacker may not choose to retreat, and may not continue moving. The printed page gives an example in which the Chu army counters in the city are all eliminated and no other force is in the area. The remaining Qin army counters are placed in the city.
- If all of the attacking army counters are eliminated, the combat ends.
- If, after the losses are resolved, both sides still have army counters, all of the attacker's participating army counters must retreat to the last area they were in before entering the battlefield. This is called a retreat. The printed page gives an example. The Lianheng player moves the 4 army counters in Guanzhong through Xiao Han to attack Han. The defender is not eliminated, so the attacker's remaining army counters must retreat to Xiao Han and may not return to Guanzhong.
The following rules also apply to retreat and to further combat:
- Only army counters that moved into the battlefield must retreat. Army counters that were already in the area and fight without moving do not need to retreat. See Example I of the complex situations.
- A retreat does not trigger combat, even if the destination contains enemy or Neutral army counters. See Example II of the complex situations.
- If all the defender's army counters are eliminated and the area still contains army counters of other forces, the attacking player may begin again at step 2 of the combat procedure (choose the target). The attacker may choose another target with the remaining army counters and fight another battle. No new card is needed for this. Or the attacker may choose to retreat. See Example III.1 of the complex situations.
- Only military operations can trigger combat. Army counters of different forces in the same area do not start combat automatically when their diplomatic stances change. For example, if the Qin army and the Yiqu army are both in Longxi, no change in Yiqu's stance starts combat automatically.
Combat Die Modifiers
Some generals and cards carry combat die modifiers, which change the result of the combat roll. However many modifiers apply, the final result cannot be less than 1 or greater than 6.
- A +1 modifier to your own combat die is added to your die result. For example, a roll of 1 becomes 2, a roll of 5 becomes 6, and a roll of 6 stays 6.
- A -1 modifier to the enemy's combat die is subtracted from the enemy's die result. For example, a roll of 2 becomes 1, a roll of 6 becomes 5, and a roll of 1 stays 1.
- Several modifiers can stack. First calculate the total modifier for each side. Then add that total to the die result to get the modified result.
The printed page gives an example. The attacker uses 【Mounted Attack】 to direct Li Mu to attack a city defended by Shu Li Ji. The attacker's total modifier is +1 (Li Mu +1, Mounted Attack +1, Shu Li Ji -1). The defender has no modifier. The attacker rolls 5, and the modified result is 6.
Examples of Complex Situations
The following are examples of complex situations that arise in the game.
Example I: Direct Combat
In the printed figure, the 2 Yiqu army counters in Longxi do not move. They attack the Qin army in their own area directly. The Yiqu army counters are flipped to their exhausted side, and then combat is resolved. If the Qin army is not eliminated, the remaining Yiqu army counters do not need to retreat. They remain in Longxi.
Example II: Army Counters Already in the Area Take Part, and Retreat
In the printed figure, 3 Yiqu army counters in the field of Shangjun move into Longxi. This move is not affected by the Qin army in Shangjun, whatever Yiqu's diplomatic stance. Longxi already has 2 ready Yiqu army counters, so Longxi has 5 Yiqu army counters in total. However, no more than 4 counters may take part in a combat. The Lianheng player therefore chooses one of the Yiqu army counters that was originally in Longxi to take part. The 4 participating attacking counters are all flipped to their exhausted side.
- If the Qin army is all eliminated, all the Yiqu army counters in Longxi are placed in the city.
- If the Qin army is not all eliminated, the Yiqu army counters that were originally in Longxi do not need to retreat. They remain in Longxi. The Yiqu army counters that moved from Shangjun into Longxi must retreat to the field of Shangjun. The retreat does not trigger combat with the Qin army in Shangjun.
Example III: Several Forces' Army Counters on the Battlefield
In the printed figure, Xiao Han contains both Wei and Zhao army counters. The Qin army moves from Guanzhong into this area to attack. There are two cases.
III.1. Wei belongs to the Neutral or the Alliance faction. The Qin army must first attack the Wei army outside the city.
- If the result is that the Wei army is all eliminated, the Qin army must retreat to Guanzhong if the defender is not all eliminated. Otherwise, if the Qin army still has army counters left, the Lianheng player (no new card is needed) may use the remaining Qin army counters in this area to continue attacking the Zhao army counters in this area, or may retreat to Guanzhong.
- If the result of the second battle is that the Zhao army is all eliminated, and the Qin army still has army counters left, the remaining Qin army counters are placed in the city to show that Qin occupies Xiao Han. Otherwise, the Qin army must retreat to Guanzhong.
III.2. Wei belongs to the Lianheng faction. The Qin army may attack the Zhao army inside the city directly.
- If the result is that the Zhao army is all eliminated, and the Qin army still has army counters left, the remaining Qin army counters are placed in the city to show that Qin occupies Xiao Han. Otherwise, the Qin army must retreat to Guanzhong.
- The Qin army may also choose to attack the friendly Wei army. Under the third diplomacy factor (see Diplomacy), this causes Wei's stance to become Anti-Qin. If the Wei army is all eliminated, the Lianheng player (no new card is needed) may then use the remaining Qin army counters in this area to continue attacking the Zhao army counters in this area, or may retreat.
Example IV: Several General Counters in One Area
When several general counters of the same force are in the same area, only one of those generals may have its effect at a time. The player who directs that force chooses one general to activate. The other generals are treated as army counters for movement and combat. The activated general may not be changed during the same action phase.
For example, Qin may have both Sima Cuo and Bai Qi in one area. When the Lianheng player makes a military operation, the player may choose to activate Sima Cuo. This gives a movement allowance of 3 points, but in combat the player may not gain the combat die modifier that Bai Qi provides. Conversely, if the player activates Bai Qi, the movement allowance is only 2 points, but the player does gain the combat die modifier.
Reinforcement Operations
When a player makes a reinforcement operation, the player may place one ready-state army counter of a force from the off-board area into play. To place a counter into play, the player puts it in any area that contains army counters of that force. This is allowed whether or not that force controls the area, and whatever the force's diplomatic stance. A reinforcement operation may not be made in an uncontrolled area.
For example, Zhao has army counters in the field of Taiyuan, and Chu has army counters in the city of Nanyang. An Alliance player making a reinforcement operation may place a Chu army counter in Nanyang, or place a Zhao army counter in the field of Taiyuan. The player may not place a Chu army counter in an area where there are no Chu army counters. Whether Chu or Zhao belongs to the Alliance does not affect this.
- If a card's text calls for one reinforcement operation for one named force, the player may place only one army counter of that force. For example, a reinforcement operation for Zhao allows placing only one ready Zhao army counter.
- A reinforcement operation may be made for any force, regardless of faction. This includes the minor forces Shu and Song.
- There is no limit on the number of army counters of one force in one area.
- There is no fixed limit on the total number of army counters of each force. The counters supplied are normally enough. In special cases, if the game runs out of counters, substitute counters may be used.
Diplomatic Actions
When a player plays a card face down to make a diplomatic action, the player may choose any one diplomacy counter that is in the Received state. The player moves that counter one space to the left or to the right, and then flips it to the Not Received side. A counter that is already in the Not Received state may not be moved by a diplomatic action.
The printed page gives examples. In the first, Chu's diplomacy counter is in the Received state. The Lianheng player plays a card face down for a diplomatic action, moves Chu's counter one space to the left, and flips it to the Not Received side. The player may not play a card face down to move Zhao's counter, because Zhao's counter is in the Not Received state.
In some cases a Received-state counter is already at the leftmost or the rightmost end of the track. Then the player may make a diplomatic action that flips the counter directly to the Not Received side, without moving it. This prevents the opponent from moving that counter later.
The second example shows Qi's counter in the Received state at the Serve Qin space. The Lianheng player plays a card face down for a diplomatic action and flips it to the Not Received side, which prevents the opponent from moving it next.
Weather Actions
At the start of each turn, the side on whose space the initiative token stands acts first in that turn. For example, at the start of Five Kingdoms Attack Qin the token is on the Lianheng side, so the Lianheng player acts first in turn 1. (The English Player Aid summarises a weather action as "Move initiative token and lock it. Apply change next turn.")
When a player makes a weather action, the player may move the initiative token one space to the left or to the right. The token is then flipped to its back side, marked "Initiative Switched" (天時已變). In that turn the initiative token may not be moved again.
- The printed page shows an example. The initiative token is on the Lianheng side. The Alliance player plays a card face down for a weather action, moves the token to the Alliance side, and flips it to the back side. The Alliance player then acts first.
- A player may also make a weather action that flips the token directly to its back side without moving it. This means the token may not be moved again in this turn, which prevents the opponent from moving it next. For example, if the Lianheng player has the action in the upper example, the Lianheng player may play a card face down for a weather action, flip the token directly to the back side, and prevent the opponent from moving it.
Responses
Most cards may only be played face up in the player's own action phase. Some cards may be played face up during the opponent's action phase, when a specific condition printed on the card is met. This is called a response.
- A response is not an action. Even though both players have played cards, it is still the same action phase.
- In one action phase, a passive player may respond several times, as long as the conditions are met. The effects of these cards stack. The active player may not respond.
- The cards 【Emergency Mobilization】, 【Elite Crossbowmen】 and 【Lord Xinling】, when played as a response, may only use the second option of the card, the one after the "or" (或).
The printed page gives an example. In the Lianheng action phase, the Lianheng player directs Wang Jian and 3 Qin armies to attack Li Mu and 1 Zhao army defending a city. The defender has only 2 army counters. Before combat is resolved, the Alliance player plays 【Emergency Mobilization】 face up, and the defender immediately reinforces with one Zhao army. The card has the "Break" character (破) at its top left. This means the card can be played face up in the opponent's action phase. A player need not memorise which cards can respond. A player only needs to check whether they hold a card with this mark.
The Alliance player then plays 【Elite Crossbowmen】 face up, which gains first strike in the damage resolution. A passive player may keep playing responses in succession, as long as it holds cards that can respond. In the following combat roll, the defender deals 3 points of damage and eliminates 3 Qin army counters, leaving only Wang Jian. The attacker can then deal at most 1 more point of damage. In this action phase the Alliance player also played cards, but responses are not actions, so after this combat the next action phase belongs to the Alliance player.
Victory
This game has the following 3 victory rules. Before play, the two players may agree which one to use.
Note: whichever victory rule is used, only Qin's resource points are checked when judging victory. Resource points of Serve Qin forces are not counted.
Basic Victory Rules
- Five Kingdoms Attack Qin scenario: at the end of the fifth turn, if the total resource points (RP) of the areas controlled by Qin is 7 or more, the Lianheng player wins. Otherwise the Alliance player wins.
- Qin Dominates scenario: at the end of the seventh turn, if the total resource points (RP) of the areas controlled by Qin is 11 or more, the Lianheng player wins. Otherwise the Alliance player wins.
If the players have doubts about the balance of the game, they may use the following 2 methods.
Competitive Victory Rule
The two players compete for control of the Lianheng side. Each player writes down a number that represents the Lianheng target, and the numbers are revealed at the same time. The player with the higher number plays the Lianheng side, and the other player plays the Alliance side. If the numbers are equal, a die roll decides which player plays the Lianheng side.
When the end conditions of the scenario are met, if the total RP controlled by Qin is greater than or equal to the Lianheng target number, the Lianheng player wins. Otherwise the Alliance player wins.
Two-Game Victory Rule
If time allows, the two players may play 2 games in a row. Each player plays the Lianheng side once and the Alliance side once. At the end of the 2 games, compare the number of RP that Qin controlled in each game. The player who played the Lianheng side in the game in which Qin controlled more RP is the winner. If the two numbers are equal, the game is a draw.
Advanced Edition Note
The printed document states that it is not the complete rules manual. The following chapters, which are printed as headings only in this document, are found in the full rules manual of the Advanced Edition (縱橫戰國進階版): Gameplay Walkthrough, Card Details, Variant Rules and Strategy Tips. Their text is not contained in this document.
Gameplay Walkthrough
This chapter is printed as a heading only in the simplified rules. Its text is not contained in this document.
Card Details
This chapter is printed as a heading only in the simplified rules. Its text is not contained in this document. The card texts used in this rulebook are given in the English Player Aid, reproduced in the appendix at the end of this file.
Variant Rules
This chapter is printed as a heading only in the simplified rules. Its text is not contained in this document. The tiger tokens are used only with the variant rules.
Strategy Tips
This chapter is printed as a heading only in the simplified rules. Its text is not contained in this document.
Appendix: English Player Aid
The following is the text of the English four-page Player Aid for this game, reproduced from its text layer as extracted. It is a user-made summary distributed on BGG (filepage 278625, "Conflict of Alliances - Warring States.pdf"), not the publisher's rulebook. It is included because it supplies the English terms and the card texts that this translation uses. Its wording is kept as printed, including its typographical errors. Where its card text differs from the printed Chinese card art, that difference is noted below the appendix.
Conflict of Alliances - Warring States: Player Aid
I. General Rules
Stacking: Units from different factions do not stack together. A city may only contain a single stack.
Cards: Red dot indicates reaction card.
Generals: Count as full army. Horse (MA of 3) Sword (+1 DRM) Shield (-1 enemy DRM)
Areas: Red (2 RP) Black (1 RP)
=> Controlled by the side inside the city.
Tracks: -> Diplomacy Track: Qin-Aligned : Neutral 1-3 : Afraid of Qin : Alliance Member
-> Initiative: Side that starts each phase.
-> Tiger-Token: For variant rules.
Factions: Eliminated if no longer any forces in play.
=> If attacked join opposing side. Lock diplomacy.
II. Set Up:
Scenario 1: Five Kingdoms Attack Qin 318 BC (White markings for tracks)
=> Five turns. Other areas than indicated as in Qin Dominates scenario.
=> Guanzhong (4x Qin, 1x Sima Cuo) Hanzhong (2x Qin) Xiao Han (3x Qin)
Shang Jun (3x Qin) He Dong (3x Wei) Ba Shu (2x Shu) Han (3x Han)
Nan Yang (4x Chu) Nan Jun (2x Chu) Han Dan (2x Zhao) Yan (4x Yan)
Scenario 2: Qin Dominates 316 BC (Black markings for tracks and setup)
=> Seven turns. Yiqu are located outside cities.
III. Victory Conditions
Alliance Sudden Death: Elimination of Qin.
Five Kingdoms Endgame: Qin if 7+ RP controlled.
Qin Dominates Endgame: Qin if 11+ RP controlled.
IV. Turn Structure:
1) Draw Cards: Side with more resources draws 6 cards, lower or equal 5 cards.
2) Operations Phase: Play cards alternatingly.
a) Play card for the event
b) Play card for generic action.
aa) Military Operation: Activate 1-4 ready units in an area. Move once and resolve combat in the area.
=> Enemy presence ends movement. Flip used units to exhausted side.
=> Alliance may only use factions that have fully joined.
Alliance may use factions that have not joined (Afraid of Qin) if indicated in event.
=> MA: 2, 3 if cavalry-general stacked with moving force.
=> Terrain: Mountain (2 MP) River (1 MP if moving “with” the stream)
Combat: Must attack enemy forces outside city first. Resolve hits simultaneously.
=> Defender: +1 CF 1 2 3 4
1 + 1
DRM: Sword-General (+1 DRM) 2 + 1 1+
Shield-General (-1 enemy DRM) 3 1 1 1+
4 + 1 1+ 1+
(+): Counts as +1 hit if own general is present.
5 1 1 1+ 2
6 1 1+ 2 2+
Losses: Generals are available again in 2 turns.
Result: - If not all defenders eliminated a stacked that moved
must retreat to a friendly controlled area.
- If all defenders in this stack have been eliminated may attack another stack in the area.
bb) Reinforcements: Place 1x unit with stack of the same force. May reinforce neutrals.
=> Counters available are not an intentional limit.
cc) Diplomacy: Move 1 un-locked state 1 in favour.
dd) Change of Weather: Move initiative token and lock it. Apply change next turn.
3) End of turn Phase
=> Ready all armies and diplomacy chits (Other than those on the leftmost space of the Anti-Qin alliance).
Guo Wei Lord Mengchang Lord Xinling
If Yan is neutral draw a card. If Yan If Qi is neutral draw a card. If Qi is a) Move Wei 2 in favour and lock or
is friendly choose a card and friendly choose a card and b) If Wei friendly and a friendly force
reshuffle. reshuffle. is attacked. Place Wei Wuji with
Wei force, move to reinforce
attacked stack. Remove Wei Wuji
after battle.
Lord Chunshen Jing Ke Mao Sui
Play if Chu friendly and not more Play if Yan is friendly and enemy Move 1 state 1 in favour and lock.
cards than enemy. Draw 3 cards plays character card. Cancel effect Then perform military operation.
and keep 2. and remove both character cards
from the game. Enemy action
phase ends.
Gongsun Yan Su Qin Mounted Attack
a) Move 1 state 2 in favour and lock a) Move 1 state 2 in favour and lock Perform military operation. May
or or move and fight multiple times with
b) Move 1 locked state 1 in favour. b) Move 1 locked state 1 in favour. +1 DRM (Up to total MA).
Double Operation Bolster Morale Elite Crossbowmen
Perform a second military Ready up to 4 exhausted units in an a) Perform military operation. May
operation. area and perform military operation use “Afraid of Qin” factions. Attacker
with them. fires first with +2 DRM or
b) Defender firs first with +2 DRM.
Emergency Mobilization Double Recruitment Double Recruitment
a) . May use “Afraid of Qin” factions. Perform reinforcement operation for Perform reinforcement operation for
Perform reinforcement operation, any 2 different forces. any 2 different forces.
then perform military operation or
b) When defending perform
reinforcement operation in the
space.
Legendary General Legendary General Legendary General
a) Receive 1x general or a) Receive 1x general or a) Receive 1x general or
b) If no own general present and 2 b) If no own general present and 2 b) If no own general present and 2
cards in hand discard 1 card to gain cards in hand discard 1 card to gain cards in hand discard 1 card to gain
2x generals in separate areas. 2x generals in separate areas. 2x generals in separate areas.
Either: Not Wei leader Wei Wuji. Either: Not Wei leader Wei Wuji. Either: Not Wei leader Wei Wuji.
Emissary to Zhao Emissary to Qi Emissary to Chu
a) Move Zhao 2 in favour and lock a) Move Qi 2 in favour and lock or a) Move Chu 2 in favour and lock or
or b) If Qi friendly perform b) If Chu friendly perform
b) If Zhao friendly perform reinforcement, then military reinforcement, then military
reinforcement, then military operation with them. operation with them.
operation with them.
Emissary to Minor Kingdom Emissary to Minor Kingdom
a) Move Wei, Han, Yan or Yiqu 2 in a) Move Wei, Han, Yan or Yiqu 2 in
favour and lock or favour and lock or
b) If Kingdom friendly perform b) If Kingdom friendly perform
reinforcement, then military reinforcement, then military
operation with them. operation with them.
Lyu Buwei Han Fei Zhang Yi
Play if not more cards then enemy. Play if not more cards then enemy. a) Move 1 state 2 in favour and lock
Discard 1 more card, then draw 3. Draw 2 cards. or
b) Move 1 locked state 1 in favour.
Fan Ju Li Si King of Qin
Remove 1x general from the map. Play if enemy plays character card. Choose a card from your deck.
Cancel effect. Enemy action phase Then reshuffle.
ends.
Mi Yue Emergency Mobilization Mounted Attack
a) Move Yiqu to Qin and lock or a) Perform reinforcement operation, Perform military operation. May
then perform military operation or move and fight multiple times with
b) If Yiqu allied perform +1 DRM (Up to total MA).
reinforcement and military operation b) When defending perform
with Qin and Yiqu. reinforcement operation in the
space.
Double Operation Bolster Morale Elite Crossbowmen
Perform a second military Ready up to 4 exhausted units in an a) Perform military operation.
operation. area and perform military operation Attacker fires first with +2 DRM or
with them. b) Defender firs first with +2 DRM.
Emergency Mobilization National Mobilization National Mobilization
a) Perform reinforcement operation, Place in 2 controlled areas 1 Qin Place in 2 controlled areas 1 Qin
then perform military operation or army. Priority to areas with dewer army. Priority to areas with dewer
b) When defending perform units. units.
reinforcement operation in the
space.
Legendary General Emergency Mobilization Emergency Mobilization
a) Receive 1x general or a) Perform reinforcement operation, a) Perform reinforcement operation,
then perform military operation or then perform military operation or
b) If no own general present and 2
cards in hand discard 1 card to gain b) When defending perform b) When defending perform
2x generals in separate areas. reinforcement operation in the reinforcement operation in the
space. space.
Either: Not Wei leader Wei Wuji.
Emissary to Zhao Emissary to Qi Emissary to Chu
a) Move Zhao 2 in favour and lock a) Move Qi 2 in favour and lock or a) Move Chu 2 in favour and lock or
or
b) If Qi friendly perform b) If Chu friendly perform
b) If Zhao friendly perform reinforcement, then military reinforcement, then military
reinforcement, then military operation with them. operation with them.
operation with them.
Emissary to Minor Kingdom Emissary to Minor Kingdom National Mobilization
a) Move Wei, Han, Yan or Yiqu 2 in a) Move Wei, Han, Yan or Yiqu 2 in Place in 2 controlled areas 1 Qin
favour and lock or favour and lock or army. Priority to areas with dewer
units.
b) If Kingdom friendly perform b) If Kingdom friendly perform
reinforcement, then military reinforcement, then military
operation with them. operation with them.
Translator's notes on the appendix. The following differences were found between the English Player Aid and the printed Chinese card art. Neither reading has been changed in the Player Aid text above, and the rulebook text above does not depend on these points.
- Elite Crossbowmen. The Player Aid gives the Alliance option as "Perform military operation. May use Afraid of Qin factions. Attacker fires first with +2 DRM", and the defender option as "Defender fires first with +2 DRM". The printed Chinese card art gives the first option as a military operation directed at a Revenge Qin or Anti-Qin force, with the attacker firing first. Its second option says the defender fires first, and adds that the Han army directed by the player gets a +1 combat die modifier.
- Emergency Mobilization. The Player Aid's first option says "May use Afraid of Qin factions". The printed Chinese card art says the first option directs a reinforcement operation and then a military operation on any Revenge Qin or Anti-Qin force. Its second option is a reinforcement operation by the defender before combat begins, when the card is played in response to an attack.