Otontin: Warriors of the Lost Empire
Otontin: Warriors of the Lost Empire Rulebook
Table of Contents
Table of Contents
Components
Campaign Die Faces: Warrior, Bean, Priest, Saboteur.
Campaign Dice: Green, Yellow, Red.
Item Tokens: Warrior Token, Cocoa Bean Token.
Tactic Cards: Spear (x1), Shield (x1), Hand (x2).
Warrior Cards: Attack, Defence.
There are 8 different coloured sets of cards for each player.
Objective
The Leader with the most Cocoa Beans at the end of the game wins!
Set Up
Depending on the number of players, set up the resource pool in the middle of the playing area as follows:
| No. of Players | Warriors (Tokens per Game) | Cocoa Beans (Tokens per Game) |
|---|---|---|
| 3 | 45 | 45 |
| 4 | 50 | 50 |
| 5 | 55 | 55 |
| 6 | 60 | 60 |
| 7 | 65 | 65 |
| 8 | 70 | 70 |
In Otontin, players are known as Leaders, each in charge of an army of Warriors. The Warriors are divided into Attack and Defence.
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Distribute 1 x Spear Tactic card, 1 x Shield Tactic card, 2 x Hand Tactic cards. Tactic cards are used after the strategy phase.
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Distribute 1 x Attack card and 1 x Defence card to each Leader. Warrior cards are placed side by side, in front of each Leader.
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Place all the item tokens within easy reach to all Leaders.
Order of Play
Each round of Otontin begins with the Campaign Phase, followed by a Strategy Phase and ending with the War Phase.
Selecting the Starting Leader (Campaign Phase)
First Round: The Leader who has most recently eaten chocolate goes first.
Subsequent Rounds: After the first War Phase, the role of the Starting Leader is passed to the Leader on the left.
During the War Phase
The Leader with the most Warriors resolves his battle first. If there is a tie, the Leader with the most Cocoa Beans resolves his battle first. If there is still a tie, the Leader sitting closest to the Starting Leader (of that round) goes first.
Campaign Phase
The Campaign Phase is played turn by turn.
During the Campaign Phase, a Leader's campaign (turn), he recruits Warriors and harvests Cocoa Beans.
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Place all the dice in the bag. On his turn, a Leader will draw 3 at random and rolls them. Dice effects are resolved at the end of the turn.
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Leaders may choose to stop after any roll, signalling the end of their turn. Warriors and Cocoa Beans are only collected at the end of their turn. The Campaign Phase ends after all Leaders have played their turn.
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The Warrior (die face): Take 1 Warrior per Warrior die rolled at the end of the turn. Assign newly recruited Warriors to either Attack or Defence cards. Warriors collected at the end of turn cannot be distributed between Attack or Defence Cards.
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The Bean (die face): Take 1 Cocoa Bean per Bean Die rolled at the end of the turn.
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The Priest (die face): Set this die aside. If all 15 Campaign Dice have been rolled and Leaders wish to continue on their turn, they may return all the Priest Dice rolled to the bag. Returned Priest Dice are drawn from the bag at random and rolled, 3 at a time. The turn ends immediately when there are no more Priest Dice to return to the bag.
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The Saboteur (die face): Leaders with smaller armies on the active Leader's left and right can (at the same time) recruit a Warrior for his army for each Saboteur rolled. He takes a Warrior from the active Leader's Attack or Defence card. Recruited Warriors are added to his Attack or Defence cards. The Warrior total is calculated at the time of rolling Saboteur(s). When Leaders have an equal or larger army (after recruiting your Warriors), they cannot recruit additional warriors on subsequent Saboteur rolls. Recruitment of Warriors is resolved immediately after each roll. If Leaders have accumulated at least 4 Saboteur rolls, their turn ends. They do not collect ANY Cocoa Beans or Warriors rolled during their turn.
Example (Saboteur)
Amy has previously rolled 3 Warriors, 2 Priests, 1 Bean. She continues her turn and rolled 1 Bean, 2 Saboteurs.
Previous Rolls: 3 Warriors, 2 Priests, 1 Bean. 3rd Roll: 1 Bean, 2 Saboteurs.
From her previous turns, Amy has accumulated 10 Warriors. Ben and Charlie, who have fewer Warriors than Amy, collect 1 Warrior per Saboteur rolled immediately and simultaneously from Amy's army.
- If either Leaders Ben or Charlie have more than Amy, they do not get to collect Warriors from Amy's army.
- If Amy doesn't have enough Warriors to give either side, she chooses which Leader drafts her Warriors.
- Warriors collected are added to either Attack or Defence Cards. Warriors may not be distributed between the two.
Leaders cannot re-roll Priest Rolls until all 15 dice have been rolled. Leaders may stop after any roll, to end their turn. Once their turn ends, dice effects are resolved. Leaders collect Cocoa Beans and/or Warrior tokens from the resource pool. Campaign dice are passed to the next Leader.
Strategy Phase
Once the last Leader has ended his turn, the Strategy Phase begins!
The Strategy Phase is played simultaneously.
If a Leader accumulated at least 4 Saboteur rolls during their Campaign, they DO NOT use Tactic cards or participate during the Strategy Phase of this round. Their Cities are also impassable by other Leaders. The effects of each type of Tactic card is as follows:
- The Shield is a defensive Tactic. During the War Phase, a Leader may choose to shift his Defence Card towards the Leader on his left or right.
- The Spear is an offensive Tactic. During the War Phase, a Leader may choose to shift his Attack Card towards the Leader on either his left or right.
- The Hand is a negotiation Tactic. A Leader can use The Hand can be used to strike the following deals in any combination:
- During the WAR Phase, moving their entire Attack and/or Defence Warriors to support a leader in his Attack or Defence or allowing Warriors to pass through his city.
- During the WAR Phase, give Cocoa Beans to or take Cocoa Beans from a Leader's stash.
- During the WAR Phase, nothing happens (a truce).
The Hand Tactic cards work like 'bridges' connecting the Leaders. Non-adjacent Leaders can strike deals if the Leader between them agrees to use the Hand on either side, 'bridging' them. The more deals struck between other Leaders further apart and the more powerful the alliance. Leaders must state terms clearly so as to avoid confusion in the following phase. Bridging cities allows Leaders to utilize each other's armies in battle. However, if any Leader is to betray the alliance by not putting down the Hand card where he is supposed to, he is considered 'Breaking the chain of Hands' (Refer to FAQ).
Strategy Phase (cont.)
Once Leaders have settled a strategy to play out, they select the relevant Tactic card and place them face down on the right and left of their cities. All Leaders except those who accumulated at least 4 Saboteurs rolls during the previous Campaign Phase must put down 2 Tactic cards. Only 1 Tactic card can be placed on either side.
Example A
Amy wants to attack Ben because he has more Cocoa beans. Ben also has a weaker army than Amy. During the Strategy Phase, Amy places a Spear card face down on her left, where Ben is. Amy places a Shield card on her right, to defend against any attack from Charlie.
(Diagram: Ben - Spear (place face down) - Outside City; Amy inside city with Warriors; Shield (place face down) - Charlie, outside city.)
Example B
Amy and Ben want to attack Charlie together. They place a Hand card face down next to each other. Ben puts down a Spear Card next to Charlie. Charlie asks Dean for help, offering 3 Cocoa Beans as payment. Dean agrees to the terms set by Charlie. Both Leaders place Hand card next to each other. Charlie places a Shield Card next to Ben. Amy and Dean agree to call a truce so both of them play a Hand card.
(Diagram: Amy, Ben, Charlie and Dean with Hand, Spear and Shield cards placed around them.)
War Phase
Leaders reveal their Tactic cards simultaneously.
Leaders with 4 or more Saboteur rolls during the Campaign Phase do not participate in the War Phase. Their Cities are also impassable. Their Warriors are 'Resting'. All Resting Warriors have a Military Value of 1.
- Trade Cocoa Beans
Cocoa Beans are traded based on agreements made during the Strategy Phase.
- Ready the Warriors
Leaders move their Attack and Defence Warriors (all troops on the Attack and Defence cards) to their agreed positions. Active Attack Warriors have a Military Value of 2 while Active Defence Warriors have a Military Value of 4.
All Attack and Defence Warriors that remain in the City are considered Resting Warriors during the War Phase.
Example
Amy places an Attack card next to Ben and a Hand card next to Charlie.
During the War Phase, all Tactic cards are revealed. Amy moves her Attack Warriors but not her Defence Warriors. The Defence Warriors remain in the city and are considered 'Resting'.
(Diagram: Ben, Amy and Charlie cities with Attack and Hand cards placed; Amy's Defence Warriors remain in her city.)
Deals struck during the Strategy Phase are honoured only if Leaders play Hand cards; in the event they don't, NOTHING happens. Once Tactic cards are revealed, Leaders cannot change tactics or introduce new terms to deals made during the Strategy Phase.
If there is a conflict for the movement of Warriors, the Warriors move in favour of the Attack and the Defence Tactic cards (Refer to FAQ).
3) The Battle Begins
All battles are resolved simultaneously.
The Leader with the largest army resolves first. All Warriors involved in battles are removed from the affected Warrior cards by attacking Leaders and sent back to the resource pool. Battles are resolved in the following order.
i) Battles Outside the City:
An Active Attack Warrior has a Military Value of 2. An Active Defence Warrior has a Military Value of 4. Therefore, 2 Attack Warriors to defeat 1 Defence Warrior.
An Active Attack Warrior has a Military Value of 2. Therefore, 1 Attack Warrior to defeat 1 Attack Warrior.
Once battles are resolved, the remaining Attack Warriors are moved into the target Leader's City. The same applies to Cities with no Warriors to defend from an attack.
ii) Battles Inside the City:
An Active Attack Warrior has a Military Value of 2. A Resting Warrior has a Military Value of 1. 1 Attack Warrior to defeat 2 Resting Warriors.
4) Steal Cocoa Beans
When all of a defending Leader's Resting Warriors are defeated or if there are no Resting Warriors to attack, the attacking Leader can steal all of his Cocoa Beans provided he has troops remaining. At least 1 Attack Warrior must be available to steal.
During an assisted attack, the Leader leading a successful attack gets to keep the stolen Cocoa Beans or split it among those who assisted him.
5) Warriors Return Home
All surviving Attack Warriors and Defence Warriors are returned to their respective Leaders.
Once all battles are resolved, the round ends and a new one begins with the Campaign Phase.
Subsequent Rounds: The role of the Starting Leader is passed to the left of the first Leader.
Winning the Game
There are two scenarios to end the game. Either:
- When a Leader has accumulated 10 Cocoa Beans [Quick Play], 15 Cocoa Beans [Intermediate Play], or 20 Cocoa Beans [The Long War] at the end of the War Phase, the following round is the final round.
Or
- If Cocoa Beans or Warriors run out during the Campaign Phase, the game immediately goes into the Strategy Phase. Leaders who have yet to participate in Campaign Phase also move on to Strategy Phase. This is the final round of the game.
Cocoa Beans are tabulated after the final round. The Leader with the most Cocoa Beans wins!
If there is a tie, the Leader with the most Warriors wins the game!