Dominations: Provinces
Dominations: Provinces Rulebook
Table of Contents
Table of Contents
Components
- 24 province tiles
- 24 province cards
- 40 conquest cards
- 40 rebellion cards
- 1 dominance card
- 24 mastery cards
- 4 sign cards (compatible with the Hegemon expansion)
- 1 hegemon token (compatible with the Hegemon expansion)
Cards from this expansion are identified by the expansion's icon, which is shown in the rulebook image.
Principles
In the Provinces expansion, new nations appear in every Age in the form of special tiles.
At the start of their turn, players may decide to play one of these special tiles instead of a tile from their hand. If they succeed in conquering the province in question, they can not only place its tile on the board but also earn unique rewards for their efforts! However, if a province is not conquered, its influence may affect your budding civilization…
Setup
After step 4 of the Setup phase in the main rulebook:
- Sort the province tiles by Age (I, II, III), then place them near the scoring track, where you can reach them later.
- Sort the province cards by Age (I, II, III). Draw one province card per player and place them next to the monument cards. Find the tiles that belong to the provinces (identified by their number) and place each tile next to its card.
- Shuffle the conquest cards (A) and rebellion cards (B), and place them next to the available province cards.
- Replace the Diplomat [Diplomat] dominance card with the Spy [Spy] card.
- Add the 24 new mastery cards to the mastery deck according to their domain and value, and place them in the appropriate card holders.
Then complete the setup as usual.
Spy card
When you attack a Province: before drawing Rebellion cards, you may look at the top 5 cards of the deck.
Mastery cards
The six mastery cards illustrated in the setup image carry the following printed text. Their icons are shown in the rulebook image and are not reproduced here.
- Arcs de Triomphe: Each time you conquer a Province, you gain 2 [icon].
- Engins de Siège: When you attack a Province: you may spend 1 [icon] to gain 2 [icon].
- Conscription: When you attack a Province: add 3 in [icon].
- Missionaires: Each time you complete a Locus, gain 1 [icon].
- Espionnage: Each time you conquer a Province, you gain 5 (shown in green on the card).
- Corsaires: During your turn, you may exchange 1 [icon] for 1 [icon].
Playing with Provinces
At the start of their turn, instead of placing a tile from their hand, a player may attempt to conquer one of the available provinces.
To conquer a province, the player's conquest value must be at least equal to the province's rebellion value.
Province cards
Each province card shows: its name, its tile number, its Age, its rebellion value, its reward and its effect.
Example card (Recuay, Age II, tile 08): rebellion value 4 + 2 (4 plus the value of 2 rebellion cards drawn); reward 10 + 10 + 2; effect: "The player with the most [icon] loses 10 [icon]. The other players lose 5 [icon]."
The rebellion value of a province equals the value printed on its card, plus the value of a number of rebellion cards drawn when someone attempts to conquer it. Some province cards can be conquered without conflict, simply by spending Knowledge!
The black number beside a province's rebellion value shows how many Knowledge points a player may spend (from any domain) to conquer the province immediately.
Rebellion cards have a strength of 0, 1, 2, 3 or 4.
Attempting to conquer a province
When you attempt to conquer a province, draw the number of rebellion cards shown on the province card, and add the value of these cards to the province's original rebellion value.
Once the province's rebellion value has been revealed, the player will use conquest cards to conquer the province.
Buying conquest cards: At any time during their own turn, a player may spend 2 Knowledge (from the same domain) to draw one conquest card.
After drawing a province's rebellion cards and learning the province's final strength, the player may decide whether to buy conquest cards. However, every conquest card bought in this way MUST then be used to attempt to conquer that province.
Conquest cards have a strength of 0, 1, 2 or 3.
After the player learns a province's strength, they must use their conquest cards to defeat the province. They add up the values of all their conquest cards, then resolve the clash against the province as follows:
IF THE PROVINCE'S REBELLION VALUE IS GREATER THAN THE PLAYER'S CONQUEST VALUE…
The player must increase their strength to avoid defeat against the province:
- By buying more conquest cards, as described above.
- By spending 1 influence point to increase the conquest value by 1. Players may spend several influence points if they wish.
If the player's conquest value is equal to or higher than the province's rebellion value, proceed to the next section.
If not, the player has failed to conquer the province: they must discard all their conquest cards, and they also lose all their influence points.
A province that wins keeps all its rebellion cards, which are returned to the province card. If another player attempts to conquer this province on their own turn, they must take all the rebellion cards from it and draw one new one. This additional rebellion card must always be taken, even if there are cards in the game that let a player reduce the number of rebellion cards drawn. The number of extra cards may grow if a province resists more than one player's conquest attempt, since each failed conquest action adds one extra card for the next attempt.
A defeated player continues as usual: they play a tile from their hand, then continue the rest of their turn.
IF THE PLAYER'S CONQUEST VALUE REACHES OR EXCEEDS THE PROVINCE'S REBELLION VALUE…
The province is defeated! The player discards from their hand conquest cards whose combined value is equal to or greater than the province's rebellion value, before taking the rewards listed on the province card. The province card is then put into the game box.
When conquest and rebellion cards are discarded, they go to their own discard piles. If these cards run out, shuffle the discard pile and return it to play.
The player then takes that province's tile and places it exactly like an ordinary tile, gaining Knowledge on placement under the normal rules.
The same rules apply to placing a province tile as to a normal tile. It activates adjacent cities, produces Knowledge, completes a Locus, and every other effect applies to it just as to a normal tile!
The player then continues their turn as usual.
Translator's note: where the Hungarian text uses "tartomány" for the Knowledge colours (for example "from any domain" or "from the same domain"), this file renders it as "domain". Where it refers to a province tile, it is rendered as "tile".
End of Age
At the end of every Age, before applying any other effect or card, provinces that have not yet been conquered activate the effect printed on their card.
Example card (Recuay, Age II): rebellion value 4 + 2; reward 10 + 10 + 2; effect: "The player with the most [icon] loses 10 [icon]. The other players lose 5 [icon]."
Permanent effects
Provinces with a permanent effect are the exception to this rule. The effect printed on their card is treated as continuously active (not only during the end-of-Age phase) until they are conquered.
Example card (Moche, Age I, tile 03): rebellion value 2 + 2; reward 5 + 3 + 1; "Permanent effect: cannot be activated."
Provinces that have not been conquered stay in play. Then draw new provinces from the corresponding Age deck, so that at the start of the next Age the number of available provinces equals the number of players.
Place the province's tile next to its card as described in the setup phase, and continue the game by the rules above.
Content for the Hegemon and Dynasties Expansions
This expansion also contains 3 special provinces compatible with the Dynasties expansion, and 1 hegemon token and 4 sign cards compatible with the Hegemon expansion (the Hungarian title of which is "Vezető"). If you play Provinces together with another expansion, be sure to add these to the other content as well!
Note: the hegemon token belongs to the "City" set. It rewards the player who has conquered the most provinces at the end of the Age. When playing Provinces together with the Hegemon expansion, do not discard province cards after you have conquered them. Every player keeps their cards, so that the hegemon objectives can be scored more easily.