8 Minutes Empire Legends - Rules
8 Minutes Empire Legends - Rules
8 Minutes Empire Legends - Rules
To play, you will need: four sets of 18 Army tokens and 3 City tokens
(each set a different color for each player). You may use anything
small that you have available. The published game will use small
wooden cubes for armies and small wooden discs for cities.
Cut out the 4 Map Boards, 36 Cards, and Explore Tokens.
You will also need: 44 tokens to represent coins, and one token to
represent the starting region.
Setup
1. Choose one player to set-up the board. Place the four map boards
together on a flat surface so that
they make a large rectangle. If
playing with 2 or 3 players, only
place three of the map boards
(they can make an L shape or
you may place them side by side
to make one long rectangle).
Place the starting region token on
a region that meets the following
criteria: A. It has one water connection to another continent.
B. It is adjacent to a region that
has one water connection to
another continent OR has an
additional water connection to
another continent.
2. Set aside the card labelled Card Cost. If playing with 3 players,
go through the cards and remove the cards with the little number
4 in the top right corner, just below the scroll on which the good
is displayed. If playing with 2 players, also remove the cards with
a little number 3. Shuffle the remaining cards and place them in
a deck face down next to the board. Draw six cards and place them
face up in a row along the top of the board. Place the Card Cost
card just above the row of cards.
1. Players bid to see who will be the first player. Each player picks
up his coins and secretly chooses a number to bid by placing them in
a closed fist and holding the fist out over the game board. When all
players are ready, all players reveal the amount they have chosen to
bid at the same time. The player who bids the most coins puts them
in the supply. Other players do not pay coins if they lost the bid. If
the bids are tied for most, the youngest player wins the bid and pays
his coins. If all bids are zero, the youngest player goes first. There is
only one bid per game.
2. Starting with the first player
and going in clockwise order, players take turns taking one of the
face up cards. When a player takes
a card, he places it face up in front
of him. He must pay the appropriate coin cost for the card depending on where it is in the row (this
cost is listed on the Card Cost card). From left to right, these
are the coin costs of the cards: 0, 1, 1, 2, 2, and 3. For example, if a
player selected the third card from the left, he would pay one coin.
The card gives a good and an action. The player takes the action
immediately. Actions allow players to build their empires and take
control of the board. The following are possible actions:
-Place new armies on the
board. The number of armies
or
Note: If a player so chooses, he may take the card and ignore the action.
After a player takes his card and action, slide the remaining cards to
the left to fill in the empty card space. Draw a new card and place it
in the right-most space. Play then passes to the left.
Abilities
At the top of each card is an ability and a name. Abilities are special
bonuses that help you throughout the game or score extra points
at the end of the game. Once you own a card with an ability, the
effects apply for the duration of the game. As soon as you have the
card, the ability takes effect, even if it applies to its own action.
Abilites are cummulative.
+1 Move. Each time you per-
Game End
+1 VP per 2 coins.
The game ends when each player owns a certain number of cards
depending on the number of players.
2 Players
13 Cards
3 Players
4 Players
10 Cards
8 Cards
Regions: A player gains one victory point for each region on the map he
controls. A player controls a region if he has more armies there than any
other player (cities count as armies when determining control). If players
have the same number of armies in a region, no one controls it.
Continents: A player gains one victory point for each continent he controls.
A player controls a continent if he controls more regions in the continent
than anyone else. If players are tied for controlled regions, no one controls
the continent.
Three continents.
Abilities: A player gains victory points
for any cards with abilities that give
extra victory points. The amount of
victory points depends on the conditions of the ability. For example, if the
ability said +1 VP per cursed card,
and the player had four cards with the
name Cursed, then the player would
collect 4 extra victory points.
Variants
Full Game: For a longer experience, play three games. The player with the
highest sum of victory points from all three games is the winner.
(Stretch Goal) Explore Tokens: During game setup, the player chosen to
set up the board places the six explore tokens face up on any region on the
board that does not already have a token. The first player to build a city in
the same region as an explore token gains the token immediately. Explore
tokens grant the following abilities:
Magic Spring: Gain 2 elixers.
Cottage: Each time you peform the place new armies on the
board action, you gain one more.
Hidden Treasure: Gain one coin immediately.
Magic Book: At the end of the game, gain one extra victory
point. Also, if tied for points at game end, you win regardless of
tie-breakers.
Stable: Each time you perform the move armies action, you
have one extra move.
Alternate Bidding Tie Breaker: Instead of the youngest player winning the
first-player bid when tied, roll a die to see who wins.
Game Design: Ryan Laukat
Illustration: Ryan Laukat
Thanks to: Alex Davis, Malorie Laukat
Copyright 2013 Red Raven Games