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Walls of Scydonia

Walls of Scydonia Rulebook

Table of Contents

Table of Contents

  • Game Manual Structure
    • Visual Depiction
  • Goal
  • Sudden Death
  • Game Components
    • Required Game Components
  • Game Setup
    • Setup Examples
  • Round Structure
    • Preparation Phase
      • Mandatory Acts
      • Actions
      • Other Acts
      • Phase End
    • Building Phase
      • Mandatory Acts
      • Actions
      • Other Acts
      • Phase End
    • Attack Phase
      • Apocalypse
  • War Mode
    • Everyone Against Everyone
    • City Alliances
  • Information
  • Towers
    • Guilds
    • Destroyed and Undestroyed Towers
    • Reserves
    • Tower Upgrades
    • Upgrade Levels
    • Bring Back Towers
  • Supports
    • Destroyed and Undestroyed Supports
  • Wall Stones
    • Quarry
    • Destroyed and Undestroyed Wall Stones
  • Catapult
    • Positioning
    • Features
  • Ammunition
  • Ammo Dice
  • Supershots
  • Coins
  • Territory
  • Round Die
  • Info Cards
  • Action Points
    • Actions
  • City Cards
    • City Card Visual Depiction
  • Strategy Cards
    • Play
    • Resolve
    • Buy
    • Discard
    • Strategy Card Visual Depiction

Game Manual Structure

Each BOLD AND ITALIC styled word corresponds with a chapter in the manual. You'll find thorough explanations for all of them in a dedicated passage. Be advised, to consult the according chapter in the manual, whenever something remains unclear.

Walls offers 3 play modes with increasing complexity. They further on are referred to as:

  • Mode 1: APPRENTICE (APRENDIZ)
  • Mode 2: JOURNEYMAN (ARTESANO)
  • Mode 3: MASTER (MAESTRO)

Each mode builds upon the previous one. To get used to the game rules easily, it is a good practice to play through each mode at least once.

To comply with the story, all participating players are referred to as cities.

Visual Depiction

Take note of the column separation, the content of the black headers and the background tinting of tables. Inside the orange blocks, you'll find important hints, or they advise you to read specific passages in the 2nd part of the game manual as they render important at that point.

The mode headers used throughout this rulebook follow the printed key:

  • Apprentice only: "This rule only applies to the apprentice mode."
  • Journeyman only: "This rule only applies to the journeyman mode."
  • Master only: "This rule only applies to the master mode."
  • Apprentice and Journeyman: "Game component/rule only applies to apprentice and journeyman modes. Not valid/available in master mode."
  • Journeyman and Master: "New component/rule in journeyman mode. Also valid in master mode with identical rules."
  • All modes: "Game component is needed in all game modes and is handled with identical rules."
  • Master only: "New component/rule in master mode. Only valid in master mode."

Text without a mode header applies to all modes.

Do not play before you have read and given your consent to the information section on page 19 of this manual.

Goal

The city solely left with undestroyed TOWERS at the end of a CLEANUP PHASE, or after an irregular game end, wins the battle.

If the last TOWERS of both cities got destroyed in the same ROUND, the victor is whoever used less attacks in that round.

SUDDEN DEATH will be carried out, whenever:

a) both cities used the same number of attacks, to destroy the last opposing TOWERS.

b) both cities have the same number of undestroyed TOWERS left in play at the end of the CLEANUP PHASE of ROUND 10 or after an irregular game end.

Read the following passages in game manual part 2 and return back here afterwards:

  • TOWERS (P. 03)
  • DESTROYED AND UNDESTROYED TOWERS (P. 4)
  • AMMUNITION (P. 11)
  • TERRITORY (P. 14)
  • ROUND DIE (P. 14)

Sudden Death

Clear your TERRITORIES. Each city places 1 TOWER on level 1, 2 TOWERS on level 2 and 1 TOWER on level 3, each in a hexagon of your choice, on your TERRITORY. You have 4 attacks and 4 AMMO DICE each to destroy the enemy TOWERS and gather points equal to the tower levels. Repeat the sudden death round until there is no tie and a victor is determined.

Game Components

The game components are: CATAPULT, TERRITORY, TOWERS, TOWER UPGRADES, SUPPORTS, WALL STONES, SUPERSHOTS, ROUND DIE, AMMO DICE, COINS, ACTION POINTS, STRATEGY CARDS, CITY CARDS and INFO CARDS.

Required Game Components

Per game:

  • All modes: 1 ROUND DIE, 1 CATAPULT, 1 Walls-App (or a watch).
  • Apprentice only: 1 SUPERSHOT (Rock).
  • Journeyman and Master: 16 COINS, 4 SUPERSHOTS (1 per GUILD).
  • Master only: 1 deck of STRATEGY CARDS, 1 deck of CITY CARDS.

Per city:

  • All modes: 1 TERRITORY (playmat), 4 TOWERS without TOWER UPGRADES (1 per GUILD), 4 AMMO DICE, 40 WALL STONES (8 of each type).
  • Apprentice only: 8 SUPPORTS (2 per GUILD).
  • Journeyman only: 2 ACTION POINTS.
  • Master only: 4 ACTION POINTS.
  • Journeyman and Master: 4 TOWER UPGRADES Level 2 (1 per GUILD), 4 TOWER UPGRADES Level 3 (1 per GUILD), 16 SUPPORTS (4 per GUILD).

Game Setup

Read the following passages in game manual part 2 and return back here afterwards:

  • RESERVES (P. 04)
  • QUARRY (P. 07)

All modes:

  1. Place your TERRITORIES on the table facing each other (distance between ca. the length of a playmat).
  2. The ROUND DIE is placed with "I" facing up in no man's land.
  3. Place the CATAPULT in no man's land for a start.
  4. Place the SUPERSHOT "Rock" in no man's land.
  5. Build your QUARRIES with your WALL STONES.
  6. Build your RESERVES with your SUPPORTS.
  7. Place your AMMO DICE behind your TERRITORY.

Apprentice and Journeyman: Place your TOWERS in a hexagon of choice on your TERRITORY.

Journeyman and Master:

Read the passage COINS (P. 13) in game manual part 2 and return back here afterwards.

  • Place all SUPERSHOTS in no man's land.
  • Put the COINS into the treasury, located in no man's land as well.
  • Place your ACTION POINTS, in unused condition behind your TERRITORIES.

Master only:

  • Place the deck of STRATEGY CARDS (backs facing up) in no man's land.
  • Place the CITY CARDS in no man's land.

All modes: Launch the Walls-App and press "Start Battle" (optional). You are ready and the battle starts with the first PREPARATION PHASE.

Setup Examples

The printed setup examples are illustrations with numbered callouts. The callouts are listed below.

Apprentice mode:

  1. TERRITORY (playmat)
  2. SUPERSHOT rock in no man's land
  3. ROUND DIE in no man's land
  4. QUARRY
  5. CATAPULT
  6. AMMO DICE
  7. TOWERS in play
  8. SUPPORTS in play
  9. WALL STONES in play
  10. Wall
  11. DESTROYED TOWER
  12. DESTROYED WALL STONES
  13. TOWERS in the RESERVES
  14. SUPPORTS in the RESERVES

Journeyman mode:

  1. TERRITORY (playmat)
  2. SUPERSHOTS in no man's land
  3. ROUND DIE in no man's land
  4. COINS in no man's land (treasury)
  5. ACTION POINTS
  6. QUARRY
  7. CATAPULT
  8. AMMO DICE
  9. TOWERS in play
  10. SUPPORTS in play
  11. WALL STONES in play
  12. Wall
  13. DESTROYED TOWER
  14. DESTROYED WALL STONES
  15. DESTROYED SUPPORT
  16. TOWERS in the RESERVES
  17. TOWER UPGRADES in the RESERVES
  18. SUPPORTS in the RESERVES
  19. COINS in possession of city

Master mode:

  1. TERRITORY (playmat)
  2. SUPERSHOTS in no man's land
  3. ROUND DIE in no man's land
  4. COINS in no man's land (treasury)
  5. ACTION POINTS
  6. QUARRY
  7. CATAPULT
  8. AMMO DICE
  9. TOWERS in play
  10. SUPPORTS in play
  11. WALL STONES in play
  12. Wall
  13. DESTROYED TOWER
  14. DESTROYED SUPPORT
  15. DESTROYED WALL STONES
  16. TOWERS in the RESERVES
  17. TOWER UPGRADES in the RESERVES
  18. SUPPORTS in the RESERVES
  19. CITY CARD
  20. COINS in possession of city
  21. STRATEGY CARD draw pile
  22. Played STRATEGY CARDS
  23. STRATEGY CARD discard pile
  24. STRATEGY CARDS hand cards

Round Structure

Each round consists of 4 phases, always executed in this order: PREPARATION PHASE, BUILDING PHASE, ATTACK PHASE and CLEANUP PHASE.

Preparation Phase

Mandatory Acts

Preparation phase of round I

Read the following passages in game manual part 2 and return back here afterwards:

  • SUPPORTS (P. 06)
  • WALL STONES (P. 07)

Apprentice: Choose up to 40 WALL STONES from your QUARRY and put them on your TERRITORIES.

Journeyman: Choose up to 24 WALL STONES from your QUARRY and put them on your TERRITORIES.

Master: Choose up to 24 WALL STONES from your QUARRY and put them on your TERRITORIES.

All modes: Put up to 2 SUPPORTS of each GUILD onto your TERRITORIES.

Journeyman and Master: Build your RESERVES with the remaining 8 SUPPORTS and the 8 TOWER UPGRADES.

Master only:

  • Read the passage CITY CARDS (P. 16) in manual part 2 and return back here afterwards.
  • Roll your 4 AMMO DICE by hand. Whoever has the higher value will choose a CITY CARD first, as well as draw STRATEGY CARDS first, ACT first and attack first in the 1st round. The player to their right is next.
  • Choose a CITY CARD each (the remaining city cards are not needed during this game; printed as "or not needed").
  • Draw 2 STRATEGY CARDS each.
  • Place your TOWERS in a hexagon of choice on your TERRITORY.

Preparation phases of round II - X

All modes: Turn the ROUND DIE, so the next higher number faces up.

Journeyman and Master:

  • Read the passage ACTION POINTS (P. 15) in game manual part 2 and return back here afterwards.
  • Turn back all used ACTION POINTS, so they can be used again.

Master only: Draw 2 STRATEGY CARDS each.

Actions

Journeyman and Master:

Read the following passages in game manual part 2 and return back here afterwards:

  • TOWER UPGRADES (P. 05)
  • UPGRADE LEVELS (P. 05)
  • SUPERSHOTS (P. 13)
  • ACTIONS (P. 15)

The costs of each action are displayed inside the square brackets. AP stands for ACTION POINT.

  • Extract WALL STONES [1 AP + [1 COIN for every 4 WALL STONES]]
  • Upgrade 1 TOWER from level 1 to level 2 [1 AP + 2 COINS]
  • Upgrade 1 TOWER from level 2 to level 3 [1 AP + 3 COINS]
  • Bring 1 TOWER back into play [2 AP + 4 COINS]

Master only:

Read the passage STRATEGY CARDS (P. 17/18) in manual part 2 and return back here afterwards.

  • Play 1 STRATEGY CARD [1 AP]
  • Buy STRATEGY CARDS [1 AP + [1 COIN per STRATEGY CARD]]

Other Acts

All modes: These acts can be carried out at any point in time within the phase. They must be announced however, before the city, whichs turn it is, announces its own ACTION. You cannot carry out other acts during an ACTION. Other acts aren't ACTIONS. They don't cost ACTION POINTS.

Journeyman and Master:

  • Put 2 COINS into the treasury, to turn back 1 ACTION POINT.
  • Collect taxes [Obtain 2 COINS from the treasury]. Only available 1 × per city and PREPARATION PHASE.

Master only:

  • Discard 2 STRATEGY CARDS, to get 1 COIN from the treasury or 1 STRATEGY CARD from the draw pile.
  • Activate CITY CARD and/or use its guild ability.

Phase End

All modes: When everyone finished their preparations and no one wants to carry out further ACTIONS, move on to the BUILDING PHASE. Tap on "Next phase" in the Walls of Scydonia-Webapp (optional).

Building Phase

Mandatory Acts

All modes: You may take apart your walls (construct build from WALL STONES and SUPPORTS) at any point in time. Putting components together and/or stacking them as well as strategic placement of components or walls, is only allowed during the BUILDING PHASE. No components may willfully be moved in a way, that brings destroyed components back into an undestroyed state outside of the BUILDING PHASE.

Read the following passages in game manual part 2 and return back here afterwards:

  • DESTROYED AND UNDESTROYED SUPPORTS (P. 06)
  • DESTROYED AND UNDESTROYED WALL STONES (P. 07)

Tap on "Start Timer" in the Walls-App or measure time by other means.

You now have 2 minutes time, to build walls from all WALL STONES and SUPPORTS on your TERRITORY. Protect your TOWERS. All cities build at the same time.

When time is up, you are not allowed to build any further. Immediatly let go of any game component you hold in your hands.

Actions

Master only:

  • Play 1 STRATEGY CARD [1 AP]
  • Buy STRATEGY CARDS [1 AP + [1 COIN per STRATEGY CARD]]

Other Acts

Journeyman and Master: Put 2 COINS into the treasury, to turn back 1 ACTION POINT.

Master only:

  • Discard 2 STRATEGY CARDS, to get 1 COIN from the treasury or 1 STRATEGY CARD from the draw pile.
  • Activate CITY CARD and/or use its guild ability.

Phase End

All modes: When time has ran out and no one wants to carry out further ACTIONS, move on to the ATTACK PHASE. Tap on "Next phase" in the Walls-App. (optional)

Attack Phase

All modes: Read the following passages in game manual part 2 and return back here afterwards:

  • CATAPULT (P. 09)
  • POSITIONING (P. 09)
  • FEATURES (P. 10)
  • AMMUNITION (P. 11)
  • AMMO DICE (P. 12)

Apocalypse

All modes: From round 8 onward, the worlds end is closing in. More and more meteors are striking down on the battlefield.

Before the regular attacks in the ATTACK PHASE each city carries out its meteor strike. The city that also will attack first in the ongoing round, begins.

Pick up the SUPER SHOT rock and throw it onto the enemy TERRITORY. At the moment of release, your throwing hand must be clearly over your TERRITORY and its back must face upwards. If someone "oversteps", eventually DESTROYED TOWERS are re errected and the attacked city is granted an additional meteor strike.

  • Round 8: 1 meteor strike per city/alliance
  • Round 9: 2 meteor strikes per city/alliance
  • Round 10: 3 meteor strikes per city/alliance

All APOCALYPSE meteor strikes count as additionally allowed attacks. You can however not renounce them in favour of using other AMMUNITION.

In WAR MODE, each city / alliance aims its meteor strikes at the next enemy city to its right.

Mandatory Acts

All modes:

Whoever goes first takes the CATAPULT, loads it with AMMUNITION and tries to overthrow the enemy TOWERS. When the attacking city has used up all its AMMUNITION or carried out all its allowed attacks, the CATAPULT is passed on to the right.

The last city to attack (in regular attack order) will keep the CATAPULT. It's not allowed to spy out the attacking citys catapult settings.

Dice that land on a TERRITORY are not to be touched until the next CLEANUP PHASE. Their value could still be altered by additional attacks.

All game components that left a TERRITORY entirely are to be placed back on that same TERRITORY, without strategic advantage and in a destroyed state before the next attack. Take care not to alter the value of dice when doing so.

Attack Phase of Round I

Apprentice and Journeyman: Roll your 4 AMMO DICE by hand, to determine who will attack first. The higher die roll wins.

Journeyman and Master: Each city starting the ATTACK PHASE with a level-3-TOWER on its TERRITORY may use the according SUPERSHOT 1 × as AMMUNITION.

Attack Phases of Round II - X

All modes: Whoever attacked last in the previous round goes first now.

Journeyman and Master: Each city starting the ATTACK PHASE with a level-3-TOWER on its TERRITORY may use the according SUPERSHOT 1 × as AMMUNITION.

Actions

Journeyman and Master: Increase your number of allowed attacks by 4 [1 AP].

Master only:

  • Play 1 STRATEGY CARD [1 AP]
  • Buy STRATEGY CARDS [1 AP + [1 COIN per STRATEGY CARD]]

Other Acts

Journeyman and Master:

  • Put 2 COINS into the treasury, to turn back 1 ACTION POINT.
  • Obtain 1 COIN from the treasury, if an AMMO DIE you used lands with the COIN-symbol facing upwards.

Master only:

  • Discard 2 STRATEGY CARDS, to get 1 COIN from the treasury or 1 STRATEGY CARD from the draw pile.
  • Activate CITY CARD and/or use its guild ability.

Phase End

All modes: When all cities are finished attacking and no one wants to carry out further ACTIONS, move on to the CLEANUP PHASE. Tap on "Next phase" in the Walls-App. (optional)

Cleanup Phase

Mandatory Acts

All modes: Analyse the situation on your TERRITORIES, before you touch anything. It might happen that you will have to take apart your wall, to remove a DESTROYED SUPPORT. This in turn could separate WALLSTONES that were connected at the beginning of the CLEANUP PHASE. For the assessment however, only the intial state at the beginning of the CLEANUP PHASE matters.

Be advised to clean up as described below:

  1. Remove all DESTROYED WALL STONES
  2. Remove all DESTROYED SUPPORTS
  3. Remove all DESTROYED TOWERS
  4. Remove all SUPPORTS belonging to DESTROYED TOWERS

Place each of your remaining towers completely inside the hexagon closest to it resp. the hexagon it occupies the most.

Journeyman and Master: Whoever lost a level-3-TOWER also loses the right to use its SUPERSHOT.

Master only: At the beginning of the CLEAN UP PHASE, remove 1 COIN from each STRATEGY CARD that was charged with COINS to make it's effect last longer.

Actions

Master only:

  • Play 1 STRATEGY CARD [1 AP]
  • Buy STRATEGY CARDS [1 AP + [1 COIN per STRATEGY CARD]]

Other Acts

Journeyman and Master: Put 2 COINS into the treasury, to turn back 1 ACTION POINT.

Master only:

  • Discard 2 STRATEGY CARDS, to get 1 COIN from the treasury or 1 STRATEGY CARD from the draw pile.
  • Activate CITY CARD and/or use its guild ability.

Phase End

All modes: When everyone is finished with cleaning up and no one wants to carry out further ACTIONS, the current round ends and the next one starts with a new PREPARATION PHASE. Tap on "Next round" in the Walls-App. (optional)

War Mode

All modes: Walls of Scydonia was developed in a way that multiple games can be brought together. If more than 2 cities are participating in a battle, we call that WAR MODE.

In WAR MODE, each city has to divide its available attacks equally, between all enemy cities that still have undestroyed towers in play. The target for additional attacks that cannot be equally divided is up to the attacking city.

If you lost your last TOWER but haven't attacked yourself this round, it's time for revenge. You immediatly attack the city that eliminated you. You can only use as many attacks as this city has used against you this round. For revenge between you and that city, the rules from the passage GOAL (P. 06) apply.

Cities that would have been before you in the attack order will get their turn just after the revenge is carried out and in the usual order.

If you'd be last to attack but have been eliminated, after your revenge, the CATAPULT goes back to the last city that attacked before you. This city will attack first in the next round.

If you eliminate a city and still have attacks and AMMUNITION left, after that city's revenge, you may still carry out/use said attacks/AMMUNITION. The same applies for a city that eliminated you during revenge, if it was attacked by other cities before you.

Everyone Against Everyone

Arrange the TERRITORIES in a circular shape, as good as it gets.

City Alliances

Place your TERRITORIES seamlessy beside each other and opposed to the enemy alliance. If there are more than 2 alliances participating, arrange your merged TERRITORIES as in EVERYONE AGAINST EVERYONE.

Allied cities are allowed to discuss strategies.

When destroyed WALL STONES or supports are on 2 TERRITORIES at the same time, the cities that control these TERRITORIES decide in whose RESERVES they will be put. They can decide for each part individually.

When an allied city is eliminated, the remaining cities of that alliance freely divide its left over UNDESTROYED WALL STONES.

If the last remaining city of an alliance accomplishes to force SUDDEN DEATH upon another alliance, from the latter only that city takes part in the SUDDEN DEATH that has lost its last TOWER last.

Journeyman and Master: When an allied city is eliminated, the remaining cities of that alliance freely divide its left over COINS.

Master only:

  • Allied cities are allowed to discuss their CARDS and strategies.
  • When an allied city is eliminated, the remaining cities of that alliance freely divide its left over STRATEGY CARDS.
  • When an allied city is eliminated, the remaining cities of that alliance decide who will inherit 1 additional ACTION POINT from the eliminated city for future use.

Information

Pictures in the manuals may not look exactly the same as the actual game parts, as the manuals were made before production of the game components.

This game contains several small parts that must not get into the hand of children, due to choking hazard.

The catapult develops, dependant on how it is adjusted, a remarkable power. Do, under no circumstances, shoot at anything other than the components that came with this game.

As ammunition, exclusively use the original game components that came with this game. Also, don't use the catapult outside of the game or in any way that differs from this warning and the described rules in the manuals.

Make sure at any time you release a shot with the catapult, that there is no possible danger to humans, animals or anything else that could break or take damage.

Scydes can not be held responsible for any damage resulting from inproper use of this game and its components.

As Scydes intends to further develop and expand Walls of Scydonia, there might be changes to rules in the manuals as well as card effects. You are of course free to stick to the rules as they are on the day of release for casual battles. In all ranked battles however, the most up to date rules will be applied. It is your responsability to inform yourself of changes via the Scydes website or social media channels.

Towers

All modes: Each TOWER represents a GUILD crafting SUPPORTS to reinforce your defenses.

TOWERS may be removed from their hexagons during the BUILDING PHASE, to make building easier. They must however be put back in place after the BUILDING PHASE at the latest.

It is not allowed to put weight on a TOWER.

The 4 towers: Blacksmiths, Glaziers, Lumberjacks, Stonemasons.

Guilds

  • BLACKSMITHS: craft IRON SUPPORTS
  • GLAZIERS: craft WINDOWS
  • LUMBERJACKS: craft LOG STORAGES
  • STONE MASONS: craft STONE SOCKETS

Destroyed and Undestroyed Towers

If a TOWER (and all its upgrades) bottom side is not in parallel to the playmat or has left it entirely, during a CLEANUP PHASE, it is considered destroyed and to be put into the RESERVES.

DESTROYED TOWERS always are to be put into the RESERVES of the city that placed them on its TERRITORY at the beginning of the game.

If your last TOWER of a certain GUILD is destroyed in a CLEANUP PHASE, all SUPPORTS crafted by its associated GUILD are destroyed as well.

Illustrated examples: the tower's bottom side is in parallel to the playmat: NOT DESTROYED. The bottom side is at angle with the playmat: DESTROYED. The tower toppled over entirely: DESTROYED. The tower has left the territory entirely: DESTROYED.

Reserves

In the RESERVES, you store all TOWERS, SUPPORTS and TOWER UPGRADES that are currently not in play. Each city has its own RESERVES.

Illustrated example: reserves next to a territory.

Tower Upgrades

Journeyman and Master.

The 1st TOWER UPGRADE expands the TOWER to level 2. The 2nd TOWER UPGRADE expands the TOWER to level 3.

Upgrade Levels

Journeyman and Master.

Illustrated examples: a Stonemasons tower on level 1 without any upgrades; on level 2 with the 1st upgrade; on level 3 with the 2nd upgrade.

TOWERS that are currently on a TERRITORY can now be upgraded as an ACTION in the PREPARATION PHASE, if enough COINS are paid.

With each UPGRADE, 1 TOWER UPGRADE is added to the according TOWER.

Whenever you upgrade a TOWER and you have its SUPPORTS available in your RESERVES, you can bring up to 2 of them onto your TERRITORY. These can be new SUPPORTS or previously destroyed ones. If you forget to put the new SUPPORTS onto your territory before the next ACTION is carried out, it cannot be rectified.

Upgrading 1 TOWER from level 1 to level 2 costs 2 COINS.

Upgrading 1 TOWER from level 2 to level 3 costs 3 COINS.

For each undestroyed level 3 TOWER you have on your TERRITORY at the start of the ATTACK PHASE, you are allowed to use its according SUPERSHOT 1 × as additional AMMUNITION.

Bring Back Towers

Journeyman and Master.

During the PREPARATION PHASE, you can bring back a TOWER from your RESERVES and place it on a hexagon of your choice on your TERRITORY.

This ACTION costs you 2 ACTION POINTS and 4 COINS.

Along with the TOWER, you may put up to 2 of its SUPPORTS onto your TERRITORY.

Illustrated example: a brought back lumberjack tower with 2 log storages.

Supports

All modes: SUPPORTS are provided by the GUILDS and are used to build or reinforce the walls protecting your TOWERS.

During each BUILDING PHASE, they may be placed and re-placed on your TERRITORY, according to all laws of physics.

SUPPORTS that are brought into play are placed on the TERRITORY in an undestroyed state.

Illustrated example: the supports are the iron support, window, log storage and stone socket.

Destroyed and Undestroyed Supports

If, at the beginning of a CLEANUP PHASE, a SUPPORT's bottom side is not perfectly in parallel with the playmat or has left it entirely, it is considered destroyed and must be put into the RESERVES.

Destroyed SUPPORTS always are put into the RESERVES of the city controlling the playmat they are on at the beginning of the CLEANUP PHASE.

Illustrated examples: the supports' bottom sides are in parallel with the playmat: NOT DESTROYED. The supports' bottom sides are at angle with the playmat: DESTROYED. The supports have been toppled over: DESTROYED.

Wall Stones

All modes: WALL STONES are the main resource used to build walls.

During each BUILDING PHASE, WALL STONES may be placed and repositioned on your TERRITORY, according to all laws of physics.

WALL STONES that are brought into play are placed on the TERRITORY in an undestroyed state.

Illustrated example: the 5 types of wall stones.

Quarry

All WALL STONES that are currently not in play are kept in the QUARRY. Each city has its own QUARRY.

Illustrated example: the quarry next to a territory.

Journeyman and Master: As an ACTION during the PREPARATION PHASE, cities can extract WALL STONES from the QUARRY. For each COIN paid in this ACTION they may choose up to 4 WALL STONES from their QUARRY and put them on their TERRITORY for later use in the BUILDING PHASE. New WALL STONES may not be stacked at this point.

The number of WALL STONES a city can extract depends on the availability in that city's QUARRY and the number of COINS that city owns and is willing to spend.

Illustrated example: preparation phase, extracted wall stones put onto a territory from the quarry.

Destroyed and Undestroyed Wall Stones

Each WALL STONE that does not touch at least one other WALL STONE at the beginning of a CLEANUP PHASE is considered destroyed. DESTROYED WALL STONES always are put into the QUARRY of the city controlling the playmat they are on at the beginning of the CLEANUP PHASE.

Catapult

All modes: The CATAPULT is used to launch AMMUNITION towards the enemy TOWERS.

It features an adjustable launch angle mechanism, an aiming mechanism and a power meter on the backside. The latter tells you, with how much power the AMMUNITION will be thrown.

During your attack, the CATAPULT is placed behind your TERRITORY. You may rotate and move it left or right, as long as its center point does not cross the left or right edge of your TERRITORY.

All 3 sockets must touch the table when attacking. AMMUNITION must be loaded into, respectively onto, the basket.

Illustrated example: the catapult.

Positioning

Illustrated examples: the catapult is positioned too far left and has to be moved to the right. From this position it is not allowed to attack. The catapult is placed as far to the right as allowed by the rules; the center point of the catapult is lined up with the right edge of the territory.

Features

Illustrated examples: The angle adjustment mechanism is locked. Pull out the locking rod entirely to unlock the wheels. The angle adjustment mechanism is unlocked.

  • Turn the wheels to set the desired angle and put the locking rod back in entirely when you are done.
  • Use the power meter on the back of the wheels to get better control over the distance of your attacks.
  • Use the aiming device to adjust the direction of your attacks precisely.

Ammunition

All game components a city is allowed to load the catapult with, during an ATTACK PHASE, are referred to as AMMUNITION.

Each city has 4 attacks and 4 AMMO DICE as AMMUNITION available per round. The use of 1 AMMUNITION uses up 1 attack.

It is allowed to voluntarily renounce attacks as well as AMMUNITION. The renunciation is binding for the current round.

All AMMUNITION leaving the playmat or table must be put back on the TERRITORY of the defending city, without any strategic advantage, before the next attack. If that AMMUNITION is a die of any kind, take care not to alter its value.

Illustrated examples: standard ammunition: ammo dice. Special ammunition: wall stones, supports, towers and round die. The supershots: rock, cathedral window, anvil, log.

Apprentice only: In apprentice mode, only AMMO DICE can be used as AMMUNITION.

Journeyman and Master: For each undestroyed level-3 TOWER on your TERRITORY at the beginning of an ATTACK PHASE, you may use the correlating SUPERSHOT 1 × as AMMUNITION.

Assuming you have 1 level-3 TOWER on your TERRITORY, you would now have 5 AMMUNITION to choose from (4 AMMO DICE plus the SUPERSHOT of your level-3 TOWER). None the less, you still have only 4 attacks available, forcing you to renounce 1 AMMO DIE to use the SUPERSHOT instead. You can however use 1 ACTION POINT to increase your available attacks for this round, giving you the opportunity to use more of the AMMUNITION at your disposal.

The order in which the different kinds of AMMUNITION are used is up to the attacking city.

Master only: As certain STRATEGY CARDS take effect, a range of other game components can be used as additional AMMUNITION. We refer to this as special ammunition.

Ammo Dice

All modes: AMMO DICE are the standard AMMUNITION used to load the CATAPULT. Besides that, they are also used to decide who will act and attack first in the first round of a game.

We use the term "used AMMO DICE" when they are used as AMMUNITION.

We use the term "rolled AMMO DICE" when they are rolled by hand.

Illustrated example: the ammo dice. Each city has 4 dice at its disposal per round.

Journeyman and Master:

  • Whenever an AMMO DIE lands with the COIN symbol facing upwards, the city that has used or rolled it may obtain 1 extra COIN from the treasury.
  • Whenever an AMMO DIE shows no clear value, it is re-rolled by hand by the city that has used or rolled it. If said AMMO DIE lands on a TERRITORY, it is only re-rolled at the end of the next CLEANUP PHASE.

Master only: AMMO DICE are now also consulted to determine the strength of effects of certain STRATEGY CARDS.

Supershots

Journeyman and Master:

Each GUILD has its own SUPERSHOT. Whenever you start the ATTACK PHASE with an undestroyed TOWER on level 3 on your TERRITORY, you may use its dedicated SUPERSHOT 1 × as additional AMMUNITION.

The SUPERSHOTS are to be considered experimental ammo. Find out your best way of loading the CATAPULT with them.

The SUPERSHOTS are assigned to the TOWERS as follows:

  • Blacksmiths: Anvil
  • Glaziers: Cathedral window
  • Lumberjacks: Log
  • Stonemasons: Rock

Illustrated example: the supershots: anvil, cathedral window, log, rock.

Coins

Journeyman and Master:

Illustrated example: coins, and the treasury in no man's land.

COINS are used to pay for TOWER UPGRADES, unturn ACTION POINTS, bring TOWERS back into play and extract WALL STONES.

All COINS currently not belonging to any city are kept in the treasury. The treasury is built in no man's land at the beginning of the game.

COINS are always obtained from and paid to the treasury. If the treasury is empty, no COINS can be obtained.

Each city can collect taxes and obtain 2 COINS per PREPARATION PHASE. 1 extra COIN you can obtain whenever an AMMO DIE you used or rolled lands with its COIN symbol facing upwards.

Master only: COINS are now also used to buy STRATEGY CARDS or to increase their effects strength.

Territory

All modes: The playmats are referred to as TERRITORIES, on which the cities build their fortress.

The area between the TERRITORIES is called no man's land.

The hexagons on each TERRITORY are used to position the TOWERS at the beginning of the game and in each CLEANUP PHASE. As TOWERS may be moved by attacks, and because they need to be positioned in the hexagon closest to them, in each CLEANUP PHASE the position of TOWERS can change throughout a game.

Illustrated examples: territory / playmat; no man's land between the territories.

Round Die

All modes: The round DIE is placed in no man's land at the beginning of the game.

Its value shows in what round the game currently is and how many rounds there are left to be played.

At the beginning of each PREPARATION PHASE, the round DIE is turned so the next higher number faces upward.

Each round consists of 4 phases, which are always executed in the same order. Detailed information regarding the execution of each phase is to be found in manual 1 (P. 12-17).

Illustrated example: the round die.

  • PREPARATION PHASE (1st phase in each round): Develop strategies for the ongoing round and bring new components onto your TERRITORY.
  • BUILDING PHASE (2nd phase in each round): You have 2 minutes to build or reinforce your walls.
  • ATTACK PHASE (3rd phase in each round): One by one, all cities use all their AMMUNITION to attack the enemy TOWERS and walls.
  • CLEANUP PHASE (4th phase in each round): All components destroyed during the last ATTACK PHASE are removed from the TERRITORIES.

Info Cards

All modes: On the INFO CARDS you find a short summary of the round structure as well as all possible ACTIONS and OTHER ACTS and their individual costs.

There are separate INFO CARDS for each game mode.

The use of the INFO CARDS is not mandatory. It can be, however, very useful, especially for learning the game.

Illustrated example: info cards.

Action Points

Journeyman and Master:

Your ACTION POINTS show how many ACTIONS you have left for the ongoing round.

An ACTION POINT that has its elevated crown facing up can still be used. When you turn it to carry out an ACTION, the recessed crown faces upwards and the ACTION POINT cannot be used anymore for this round.

At the beginning of each PREPARATION PHASE, all used ACTION POINTS are turned back, so they can be used again.

Whenever you pay 2 COINS, you may unturn 1 used ACTION POINT and use it once again. This is not an ACTION and can be done even during another city's turn, as long as its next ACTION has not been announced yet.

Illustrated example: used and unused action points.

Actions

All modes: To carry out an ACTION, you have to announce it and you always have to turn at least 1 unused ACTION POINT. Consult the ROUND STRUCTURE in manual 1 to find a list of all available ACTIONS for each phase as well as their costs.

You can only carry out 1 ACTION at a time. Then it's the next city's turn. You can always pass on your turn and yield for the next city. To pass on a turn does not mean that you cannot carry out another ACTION afterwards.

You cannot use ACTION POINTS without carrying out an ACTION.

If you have no more unused ACTION POINTS left, you cannot carry out any more ACTIONS.

The city that was attacking last in the previous ATTACK PHASE may carry out an ACTION first, in each phase of the current round.

City Cards

Master only:

At the beginning of each battle, choose a city you represent and fight for (whoever achieved the higher die roll at the beginning of battle goes first) and place it face down beside your TERRITORY.

Each CITY CARD and its main guild grants you a unique strategic advantage.

Different persons cannot choose the same city. Destroyed cities can only be chosen again when there is but one city left, which concludes the city war of Scydonia.

Keep the cards of destroyed cities separated from the others or note down all destroyed cities and keep that list with your game box.

CITY CARDS are not STRATEGY CARDS and not hand cards. Effects of CITY CARDS always resolve before effects of STRATEGY CARDS. STRATEGY CARDS always resolve before guild abilities. Effects of CITY CARDS always resolve before guild abilities. The CITY CARD activated last resolves first.

Using your guild ability or activating your CITY CARD forces you to reveal your CITY CARD.

City Card Visual Depiction

  1. Name of the city
  2. ID number: to identify a card over several languages and editions.
  3. Illustration: has no influence on the gameplay.
  4. Flavour text: has no influence on the gameplay.
  5. Effect text: consult chapter STRATEGY CARDS (P. 17-19). CITY CARDS may be activated only once per battle. They can be activated even during another city's turn or while a STRATEGY CARD or CITY CARD is resolving.
  6. Phase symbol: consult chapter STRATEGY CARDS (P. 17-19).
  7. Resolve symbol: consult chapter STRATEGY CARDS (P. 17-19).
  8. Guild symbol: the GUILD your city is most recognised for. You may use your guild ability once per game, and only as long as you have not yet activated your CITY CARD and still have your main guild in play.

Guild abilities:

  • BLACKSMITH CITY: Remove 1 TOWER UPGRADE from a TOWER and obtain its value in COINS.
  • GLAZIER CITY: Discard 2 STRATEGY CARDS. Look at the next 6 STRATEGY CARDS, add 2 of them to your hand and discard the other 4.
  • LUMBERJACK CITY (only during PREPARATION PHASE): If you have at least 1 upgraded TOWER, TOWER UPGRADES cost you 1 COIN less this round.
  • STONE MASON CITY (only during PREPARATION PHASE): For every 4 extracted WALL STONES you may draw 1 STRATEGY CARD.

Strategy Cards

Master only:

The STRATEGY CARDS are shuffled at the beginning of the game and placed in no man's land with their backs facing up. This is the draw pile.

Each city draws 2 cards per round. The city that had the higher die roll at the beginning of the game, respectively the city that attacked last in the previous round, draws first.

There is no maximum hand size.

As the last STRATEGY CARD is drawn from the draw pile, all resolved STRATEGY CARDS are shuffled and placed in no man's land as a new draw pile.

Illustrated example: strategy cards.

Play

Every STRATEGY CARD can be played as an ACTION, in the phase represented as a symbol in the top left corner of the card.

Playing a STRATEGY CARD costs 1 ACTION POINT.

STRATEGY CARDS are considered played as soon as all their costs are paid, even if the card's effect has not resolved yet.

Played STRATEGY CARDS are placed face up and separately in no man's land, until their effect has been fully resolved.

Resolve

As long as the card's effect, or the effect of another card, does not say otherwise, the effect of a card resolves once and instantly. Played cards remain actively in play until the resolve symbol, on the bottom right of the card, declares it as fully resolved.

Resolved STRATEGY CARDS are gathered face up on a separate discard pile in no man's land. Put the cards on the discard pile in the order they resolved. If several cards are resolved at once, put them on the discard pile in the order they were played.

If not declared otherwise, dice mentioned in a STRATEGY CARD's effect text are AMMO DICE. Whenever a STRATEGY CARD requires a die roll to get a variable but the value of all AMMO DICE is still required for the current round, remember it before rolling and restore it afterwards.

Whenever an AMMO DIE you rolled to get a variable lands with its COIN symbol facing upwards, you may obtain 1 COIN. In this certain case, obtaining the COIN is not considered a separate ACT, but part of the ACTION. Also, the COIN symbol is valued 0.

Whenever a STRATEGY CARD requires a city to renounce AMMUNITION, place the renounced AMMUNITION on that card until it is put on the discard pile. AMMUNITION cannot be renounced twice in the same ATTACK PHASE. AMMUNITION that has been already used this round cannot be renounced.

If you already passed on the CATAPULT to the next city, but you gain additional attacks and/or AMMUNITION by playing a STRATEGY CARD, you will get the CATAPULT once again. This, however, does not alter the general attack order of the cities. You need to give the CATAPULT back to the city you received it from when you played the card.

If not declared otherwise, cards mentioned in a STRATEGY CARD's effect text are STRATEGY CARDS. If not declared otherwise, all TOWERS, SUPPORTS, WALL STONES, AMMO DICE, SUPERSHOTS, ACTION POINTS and COINS mentioned in a STRATEGY CARD's effect text are the ones belonging to the city named in the related sentence. The same applies for the RESERVES, the TERRITORY and the QUARRY.

STRATEGY CARDS may not be interpreted or resolved in a way that brings destroyed components into an undestroyed state, unless a card is obviously meant to do exactly that.

There are STRATEGY CARDS that disable rules written in the game manual. A card's effect text is always overruling the game manual. In a contradicting situation, the card first played always overrules the card played after. When in doubt about the interpretation of an effect text, the decision is up to the person owning the game. You can also use a die roll to find a decision.

Buy

The maximum number of STRATEGY CARDS you can buy within 1 ACTION is equal to the amount of COINS you own and are willing to spend. Bought STRATEGY CARDS are drawn from the draw pile in no man's land.

Discard

STRATEGY CARDS can be discarded anytime. Discarding is not an ACTION and can be done even during another city's turn, given that said city has not announced its turn yet.

For each pair of discarded STRATEGY CARDS, you can either get 1 COIN from the treasury or draw 1 STRATEGY CARD from the draw pile. You cannot discard an uneven number of cards.

Discarded STRATEGY CARDS are placed face up on the discard pile in no man's land. The city discarding the cards decides in which order they are placed on the discard pile.

Strategy Card Visual Depiction

  1. Card name
  2. ID number: to identify a card over several languages and editions.
  3. Illustration: has no influence on the gameplay.
  4. Boost symbols:
    • Crown icon (ACTION POINTS): the STRATEGY CARD can be boosted multiple times by turning additional ACTION POINTS while playing the card. Boosting a card like this allows you to increase or decrease a number in the effect text by 1 for each additional ACTION POINT spent, while playing the card.
    • X icon with COIN: the STRATEGY CARD can be boosted multiple times by paying COINS. The white number on the X-icon shows the base value of X. If there is no number on it, the base value is determined by a die roll. The white number on the COIN symbol tells you the maximum number of times the card can be boosted. Increase or decrease the value of X in the effect text by 1 for each additional COIN paid. You are allowed to pay these COINS after X is already determined. In this moment, other cities may also pay COINS to counter the boost. The base value of X, however, cannot be surpassed or undercut by a counter-boost.
  5. Phase symbol: states in which phase the card can be played.
    • PREPARATION PHASE, BUILDING PHASE, ATTACK PHASE, CLEANUP PHASE: each has its own symbol.
    • ALL PHASES: these cards can be played in all phases and/or in answer to other cards, ACTIONS or ACTS. They resolve before the previously played card, ACTION or ACT. If a city that is not next in line to act plays such a card, its next turn is skipped.
  6. Flavour text: has no influence on the gameplay.
  7. Text symbols (replace recurring terms, to save space):
    • Single city figure: a city chosen by the person playing the STRATEGY CARD. That person can choose themself. A city symbol of this kind cannot be a destroyed city.
    • Dark city figure: a city chosen by the person playing the STRATEGY CARD. That person cannot choose themself, and neither can they choose the single city figure. That person can leave the choice of the dark city figure to the single city figure. A dark city figure cannot be a destroyed city.
  • Mandatory Acts
  • Attack Phase of Round I
  • Attack Phases of Round II - X
  • Actions
  • Other Acts
  • Phase End
  • Cleanup Phase
    • Mandatory Acts
    • Actions
    • Other Acts
    • Phase End
  • ACTION POINTS (crown icon), COINS (coin icon), WALL STONES (brick icon).
  • SUPPORTS of any GUILD (chain icon), and the specific SUPPORT icons: iron support, log storage, window, stone socket.
  • Number in the effect text.
  • Effect text: explains the effect of a STRATEGY CARD.
  • Resolve symbol: states at which point in time a card is resolved and is to be put on the discard pile.
    • End of PREPARATION PHASE; End of BUILDING PHASE; End of ATTACK PHASE; End of CLEANUP PHASE.
    • As soon as the whole effect text has been resolved fully.