Yudhbhoomi New Edition - Rulebook Email

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RULEBOOK

Battlefields have been the architects of


Indian history.

Yudhbhoomi will transport you to a


battlefield. Build a worthy army.
Form alliances. Strategize and plot battles
- take unprecedented risks. Defeat your
opponents and win in the game of war!

(Yudhbhoomi: pronounced as ‘yuddha’-‘bhoomi’;


field or ground on which a battle is fought.)

Overview
Yudhbhoomi game includes 3 campaigns.
Select any one campaign to play from the
Campaign Section in this book.

‹ Treasure Campaign - Compete


individually or form alliances to
capture the ancient treasures hidden
inside the fort.
‹ Hold the Fort Campaign - Compete
individually or form alliances to gain
control and hold the fort.
‹ Rani Abbakka and the Capture of
Ullal Fort (inspired from real events) -
Collaborative Campaign.
Assemble the Board (9 tiles) Rani Abbakka 1 Portuguese General
+ 6 Soldiers

2x
1x
1 Double-sided Board Green Army

2x
1x

Red Army

2x
1x

Yellow Army

Night Side 2x
1x

Blue Army
Day Side

54 Power Cards
TABLE OF CONTENTS
01 GAME COMPONENTS
02 SETUP
03 BASIC CONCEPTS
03 THE YUDHBHOOMI MAP
03 THE DICE
03 DICE ROLL AND ACTION SELECTION
04 RECRUITING SOLDIERS
04 DEFENCE TOKENS 
05 MOVING SOLDIERS
06 ATTACKING
06 RANGE AND RANGE PENALTY
06 LINE OF SIGHT 5 Flag Tokens x 4 Colours
07 ELEVATION ADVANTAGE
07 OBSTRUCTIONS
8 Treasure Tokens
07 POWER CARDS 70 Defence Tokens
08 HOW TO PLAY (Shield icon)
08 GAME TURN
08 RESOLVING DICE ACTIONS
08 RESOLVING MOVEMENT
08 RESOLVING ATTACKS 5 Dice
10 RESOLVING HEALING
10 GRAB/DROP TREASURE
11 POWER CARD APPENDIX
11 END OF TURN
12 #1 TREASURE CAMPAIGN | PLAYERS: 2-4 | 60 MINS
14 #2 HOLD THE FORT CAMPAIGN | PLAYERS: 2-4 | 60 MINS
16 #3 RANI ABBAKKA CAMPAIGN | PLAYERS: 1-3 | 45-60 MINS
18 CREDITS 8 Standees x 4 Colours
1
SETUP

Campaign specific components

Defence Tokens

Power Cards

5 Dice

1. Choose a Campaign from the Campaign Section Pg 12. 4. Place the Campaign-specific setup components (if
any) on the map. Refer to the individual campaign
2. Assemble the Yudhbhoomi map and place it in the chosen for details.
centre of the table, with the Night or Day side up,
depending on the chosen campaign and complexity. 5. Shuffle the Power Cards and place them on one side of
the map. Distribute 4 Power cards to each player. These
3. Each player chooses an Army colour, takes the bases cards are kept secret from the other players. Note:
of that colour and keeps them outside the board, next Power Cards are not required in the Rani Abbakka
to the nearest Sword icon on the map’s corner. This campaign.
forms the player’s camp. Bases are only attached while
recruiting soldiers. 6. Keep the 5 Dice and Defence Tokens in a space easily
accessible to all players.

2
BASIC CONCEPTS

Small Entrance
The Yudhbhoomi Map (Foot Soldiers only)

1. The Yudhbhoomi map is two-sided, with a Day side and


a Night side. The Campaigns recommend the side to
play on. The Night mode can be played with an optional
rule which introduces reduced visibility (explained in
detail under Resolving Attacks section).

2. The 9 pieces of the map, once assembled, depict a Fort


with multiple entrances. Each army enters from one
corner of the map, indicated by the Sword icon, this is
the player’s “Army Camp” and is that starting space.
Main Entrance Palace Area Main Entrance
3. The Fort has 2 main entrances (where all types of
soldiers can enter) and 4 smaller entrances where only Pillars
foot soldiers can enter. Horse Mounted Swordswomen
and Elephant Mounted Archers need more space and
cannot enter via the smaller entrance. Stairs

4. The inside of the Fort has 3 sections:


Fort Wall
‹ The Fort walls which are elevated, can be accessed
via the stairs by foot soldiers only.

‹ The Palace area in the centre of the board can be Player’s Starting Space/
Player’s Army Camp
accessed by foot soldiers only.

‹ The Patrol ground, the space between the Fort


and the Palace can be accessed by all soldiers.

The Dice

There are 3 symbols on each of the 5 dice.

Triangle represents movement by one space on the


map. Movement can be straight or diagonal as long
as there are no obstacles.

X or Cross represents a hit of value 1 on an enemy Dice Roll and Action Selection
soldier.
Each player can roll 5 Dice in their turn, and based on the
O represents a healing ability on a wounded soldier outcome, the player can choose to reroll all or some of the
or picking up Treasure Tokens from an adjacent dice upto 3 rolls in total until the player is satisfied with
space or dropping Treasure Tokens to an adjacent the outcome.
space.
3
Note: Use the Dice tray included in the box to roll the dice.
BASIC CONCEPTS ...

No. of Dice to forgo to Recruit Soldiers


Recruiting Soldiers

Soldiers have to be recruited and added to the player’s = 1 Soldier


army. To recruit a soldier, discard 2 dice per soldier in that
turn, but if all 5 dice are discarded, then 3 soldiers can be
recruited - however, this means that the player then skips = 2 Soldiers
their turn as there are no dice left to roll.

Note: Recruitment cost is the same for all soldiers (foot


soldiers or mounted soldiers). = 3 Soldiers

*Ignore the icons on the dice


Defence (Shield) Tokens

Every soldier can withstand only one hit (X) by default. Shield Tokens indicate how many additional hits a soldier can
withstand before being wounded and taken off the battlefield. All soldiers come with maximum Defence Strength when
recruited, as shown below.

Soldier Type:

No. of Defence Tokens:

Max. Defence Strength: 4 4 3 2 4 5

Example:

A Spearman has a Max. Defence Strength of 3 when recruited.

The Spearman standee itself is of value 1, and the 2 Defence Tokens are an additional
strength of value 2 together = Totalling to a Defence strength of 3.

4
BASIC CONCEPTS ...

Moving Soldiers

Movements for the soldiers are announced based on the final outcome of the
dice roll and made in the sequence of your choice.

Remember: 1 Triangle on the dice = 1 Movement. Soldiers can be moved in any


direction - diagonally too. Note: Watch out for Pillars!

Special Movement Rules:

‹ Mounted Swordswoman gets a +1 movement advantage because horses


are fast on the battlefield (this advantage applies only when used along with
a movement action). In a turn, if a player has both Mounted Swordswomen
on the battlefield, then this movement advantage applies to both.

‹ Mounted Archer gets a -1 movement because elephants move slowly on


the battlefield.

Soldier Type:

Movement Rules: - - - - +1 -1

Movement Example:

2
(-1)

4
(+1)
5
BASIC CONCEPTS ...

Attacking

Range:
The distance up to which a soldier can attack. This is a certain number of spaces and is calculated from the location of the
space the soldier is on. Refer to the table below for Attack Range, Range Penalty and Elevation Advantage if any for each
soldier. Soldiers with ranged weapons on walls have No Range Penalty.

Line of Sight:
Soldiers can only attack when they can see the object or enemy they are attacking. Soldiers around walls, pillars and towers
can only attack if they can see each other! A soldier at ground level cannot attack a soldier on top of a wall.

Note: Soldiers on Walls cannot attack soldiers inside the palace, as the palace roof shields them. If the soldiers are at the
same level as the enemy soldiers inside the palace, they are now in their line of sight and can be attacked.

Soldier Type:

Attack Range: 1 1 3 2 1 3

No Range
Range Penalty: - - -1 per square -1 per square -
Penalty
No Range No Range
Elevation Advantage: - - - -
Penalty Penalty

Attack Range & Penalty Example:

Close
1
Combat

With Range No Range


Penalty 3 Penalty

Range

6
BASIC CONCEPTS ...

Elevation Advantage:
A soldier on a wall with a ranged weapon (like an archer or spearman)
gets an Elevation Advantage. This benefit includes:

‹ No Range Penalty

‹ It cannot be attacked from the ground level

Note: A Mounted Archer on an Elephant can attack a soldier on the The Archer on the Fort Wall
wall. has an Elevation Advantage.

Obstructions:
Soldiers can find protection from attacks by strategically using
obstructions to their advantage. Some of the obstructions are:

‹ Roof of the Palace: A soldier on a wall with a ranged weapon (like


an archer or spearman) cannot attack a soldier inside the Palace
area since the roof of the Palace obstructs the line of sight.

‹ Pillars and Walls: Standalone Pillars, Walls and edges of the wall
can obstruct line of sight and also movement.

‹ Fort Walls: Soldiers with ranged weapons (like archers and


spearsmen) cannot shoot over the Fort Wall to attack an opponent
on the other side of the wall. The roof of the Palace is an
obstruction to line of sight for the
‹ Palace: Mounted Soldiers cannot enter the Palace area. archer on the Fort Wall

Power Cards
Power Cards in a player’s hand are private. There are 5 types of Power
Cards that can be used during the game - Enhanced Movement,
Enhanced Attack, Defence, Quick Recovery and Tactic Cards. Refer
to the Power cards Appendix Section to see a detailed explanation of
the Power Cards.

At the start of the campaign (with the exception of the Rani


Abbakka’s campaign), players start with 4 Power Cards.

During the game, additional Power cards can be gained by discarding


2 dice before the roll of dice on a player’s turn. For every 2 dice
discarded, the player picks 1 Power card from the deck. Players can
choose to discard all 5 dice on a turn to gain 3 Power cards. A player
can hold a maximum of 6 Power cards at any point during the game.

Players can discard a Power card for an additional reroll of the dice.
7
HOW TO PLAY

Game Turn

In a turn, the active player can do the any of the actions by


announcing and carrying it out in sequence:

1. Recruit a soldier: The active player chooses to recruit a


soldier.

2. Pick a Power Card: Pick a Power Card from the


common deck by discarding 2 dice for 1 Power card or 5 Example 2: If a player has recruited 2 Mounted Swordswomen,
dice for 3 Power Cards. and the Dice roll results in 4 Δ, the first horse can be moved
2 + 1 (3) spaces and then move the next horse also by 2 + 1 (3)
3. Dice Roll: The player then rolls the remaining dice spaces all in the same turn, as each mounted Swordswoman
(if any) up to 3 times until the desired outcome is gets the +1 movement advantage.
achieved. The player can choose to roll some or all of
the available dice based on the outcome desired.

4. Earn a Bonus: If the final dice roll results in the same


symbol on all 5 dice, then a bonus Power Card is added
to the player’s hand. Note: The hand limit is 6 cards per
player; any extra cards must be discarded.
(+1)
Resolving Dice Actions
(+1)
Actions are now executed as per the final dice roll, which
can be clubbed with Power cards (if any). If the dice roll
results in a few actions that are not applicable at that
point, i.e. healing symbols (O) when no soldier is wounded, Important! Any Enhanced Movement Power Cards can
these actions are ignored. only be used in addition to the movement action as per the
final outcome of the Dice roll. If there are no Δ in the final
Resolving Movement (Δ): outcome, then an Enhanced Movement does not apply.
1. Refer to Basic Concepts > Movement Section to
resolve movement for various types of soldiers. Resolving Attacks (X):

2. Only one soldier can occupy one square space. Enemy soldiers can be attacked if they are in the line of
sight of the attacker. Refer to Basic Concepts > Attacking
3. If a dice roll results in more than one Δ icon, then the Section for Attack Range, Range Penalty and Elevation
player can choose to distribute the movement action Advantage for various types of soldiers.
among multiple soldiers.
If a dice roll results in more than one X (attack) icon then,
Example 1: If a player rolled 4 Δ, then one foot-soldier can be the player can choose to distribute the attack points
moved 2 spaces, and the 2nd foot soldier can be moved another among multiple soldiers.
2 spaces.
Note: A soldier is considered “Defeated” in a battle when
all of the defence strength is reduced to zero.
8
Note: More than one Enhanced Attack Power card can 1. The outcome of the Attacker’s dice roll is 2x Movement and
be used in addition to the Xs rolled to make the attack 3x Hits, so the Attacker’s Spearman moves 2 spaces towards
stronger. the opponent’s Swordswoman; this movement is helpful to
avoid the effect of Range Penalty.
Scenario: A battle which includes Power Cards
2. The Attacking player has also placed 2 Power Cards face-
1. After confirming the dice roll, the attacking player down to enhance the attack strength.
should announce which soldier/s they’d be attacking
in their turn, so that the opponent/s can prepare their 3. The defending player has also placed 2 Power Cards face-
defence accordingly. down to try and reduce the impact of the attack.

2. Then the attacking player should also announce if they 4. Both the players now reveal their Power cards
would be using Power Cards to enhance the attack by simultaneously. The final outcome of the attack is resolved
placing the cards face-down next to the Xs rolled. Once next.
this attack (a combination of dice and cards) is declared,
the attacking player cannot change it. 5. Attacker’s strength is 3 (from Dice) + 2 (from Power Cards)
= 5.
3. The defending player can now place one or more
defence cards face-down to reduce the impact of the 6. Defender’s Power Cards managed to reduce the Attack by 2
attack. points (from Power Cards), so the final Attack strength is 3.

4. Both the players now reveal their Power cards


simultaneously. The final outcome of the attack is now
resolved.

5. If the total attack points were more than the


opponent’s total defence strength, then the opponent
soldier is considered “defeated” and this soldier
(standee) returns to the opponent’s base camp and is
placed in the wounded position.

6. Please note: Once the Power cards are played, the


player cannot take them back even if the effect is more
than required. After resolving the attack, all the Power 7. The Defender’s Swordswoman loses 3 Defence Tokens
Cards played in that turn are discarded. (which are placed under the base) and now the Defence
Example: The active (attacking) player has a Spearman 2 Strength is 1 after resolving this battle.
spaces away from an enemy Swordswoman. The opponent’s 8. The Power Cards that were played are discarded.
Swordswoman has a total Defence Strength of 4 points.
After Resolving the attack
Attacker Defender

Swordswoman lost
3 Defence tokens

Power Cards

9
HOW TO PLAY ... Note 2: All healing can happen only to the wounded
Soldiers (outside the map).
Resolving Healing or Grab/Drop Treasure (O): Grab/Handover/Drop Treasure: In the campaign where
Healing: This helps in revive a player’s wounded soldiers in players win by capturing Treasure Tokens hidden away in
the base camp. Soldiers are considered wounded once an the palace, the players acquire the Treasure when soldiers
enemy defeats them by reducing the Defence Strength to can grab it from one space away by rolling a O or by just
zero (removing all shield tokens and the soldier itself due moving over the space where the token is present.
to one or many attacks). Treasures Tokens that are picked up are placed on top of
Wounded soldiers are returned to the army base and kept the base of the soldier, as shown in the image.
flat. These soldiers can be healed by getting an O on the
Dice roll. For every O rolled, first, the soldier is healed to 1
Defence Strength and with each additional O adds shield Grab the
tokens (to be placed underneath) until the maximum Treasure
Defence Points for the soldier is reached. This can be done
over many turns too. + =
Example: A wounded Swordsman in the base camp can be
healed until a maximum of 4 Defence Strength (Soldier + 3
Defence Tokens). Based on the outcome of the Dice roll, the
player can Heal the soldier, as shown below. Soldier
Recovers Alternatively, Treasure Tokens picked up can be handed
over to another soldier or dropped off at any spot up to 1
space away from the soldier by rolling an O.
Wounded
Soldier 1 x Healing
Handing over Dropping
the Treasure the Treasure

+ =

+ = Note: You can acquire Treasure Tokens in three ways:

1. By picking up/being handed over, here the player has to


Wounded
Soldier
2 x Healing Soldier +
1 Defence Token
roll the required no. of O to take this action.

Note 1: A soldier, once healed, has to re-enter the 2. When a soldier moves directly onto the space with a
battlefield from that player’s starting space. They do not Treasure Token, the player is not required to roll an O
need to be fully healed up to their maximum Defence to take this action.
Strength. Example: A wounded Swordsman can re-enter the
battlefield with just 1 Defence Strength too. 3. Players can acquire the Treasure Tokens by defeating an
opponent soldier carrying the Token/s.

10
Important! Refer to the table to check the Treasure Dodge the Sword/Spear/Arrow: Allows avoiding an attack
carrying capacity of each soldier. from the specified soldier.

Extreme Dodging: No impact from Any type of enemy


attack.

Quick Recovery: These cards allow wounded soldiers to


heal quickly as per the Defence Strength mentioned on the
card.
Soldier Type:
Miscellaneous Tactic cards: These are special cards that
Carrying Capacity: 1 2 Unlimited give different advantages:

Power Cards Appendix

Enhanced Movement: These


cards can be used along with
the player’s Dice roll, as long
as at least one triangle has
been rolled. They help the
player’s army to move faster. Mirror Action: Previous player’s dice roll can be mirrored
in a player’s turn. No rerolling of dice is allowed.

Enhanced Attack: These cards Extra Turn: Roll all 5 dice one more time.
can be used along with the
player’s Dice roll, as long as Swap a Card: Pick one power card blindly from any player’s
at least one triangle has been hand and give one of your power cards to that player.
rolled. They help to enhance Retreat: Make any one opponent’s soldier move by 1 space.
their attack on enemy soldiers.
Taunt: Pick one power card blindly from any player’s hand
and discard it.
Defence: These Additional Recruit: Allows recruiting a soldier for free
cards can be used to without setting aside any dice. Refer ‘Recruiting an Army’
defend against attacks section.
from enemies. The
opponent uses these
once the attacking End of Turn
player has decided Once all actions are resolved, the play proceeds clockwise,
on their combined and all 5 dice are now passed to the next player.
attack (using Dice and
any Enhanced Attack
cards).

Enhanced Defence: Reduces enemy attack (Xs) by the


specified number.

11
>>>TURN THE PAGE FOR CAMPAIGNS
Campaign Specific Components:

#1 TREASURE CAMPAIGN
8 x Treasure Tokens 4 Colours x 5 Victory Point (Flag) Tokens

The Ancient Treasures of the Khatar Dynasty (Fictional)


Campaign Mode: Competitive or Semi-Collaborative (Recommended) | Players: 2 - 4 | 60 Mins

Story:
The chests of gold stand out against the sandstone of the lost fort of Khatar, unguarded. Your Kingdom’s treasury could
use the gold for the greater good in so many ways. Your monarch will reward you handsomely for capturing it. You know
that word of the Khatar Treasure has spread. There will be other armies, and it won’t be easy. Glorious victory never is.
Lead your armies to capture the treasure, bring it back to your camp, and defeat as many enemy soldiers as possible to
win this campaign.

Campaign Modes:
‹ The Competitive mode is for a game with 2-4 players where they take on the role of the commanding Generals of
different Kingdoms.
‹ The Semi-Collaborative mode is for a game with 4 players - diagonally opposite players form alliances and
collaborate to capture the fort by having a common strategy and sharing resources. (Recommended)

1 Treasure Token successfully 2 Victory Point Tokens


transferred to the player’s camp = Red Player collects 2 Red Flags and places it next
to their camp outside the map

Red Player’s Swordswoman has defeated 1 Victory Point Token

=
the Green Player’s Swordsman Red Player collects 1 Red Flag and places it
next to their camp outside the map

Objective:
Players/Alliances compete to win the game by earning 5 Victory Points (Flag Tokens).
1. Earn 2 Victory Points per Treasure Token. Collecting and successfully bringing the Treasure Tokens to the player’s
camp earns 2 Victory Points per token.
2. Earn one 1 Victory Point for every opponent soldier successfully defeated (returned to the opponent’s camp)
Note: If the player defeated an opponent soldier carrying Treasure, the defeated soldier has to drop the Treasure at that
spot on the map, which is now available to all players to acquire.

Winning Condition:
The first player/alliance that reaches 5 Victory points wins the game!

12
Setting up the Campaign:
1. This campaign can be played in Day or Night mode. Players decide this at the start of the campaign. Refer to the
Night mode rule below that has added challenges.
2. Place the 8 Treasure Tokens as indicated on the Yudhbhoomi map.
3. Players pick their army colour (Soldiers + Stands)
4. Place the Victory Point (Flag) Tokens. Shuffle the Power Cards and deal 4 cards face-down to each player. In a Semi-
Collaborative game, the Alliance players can share their cards and use them when required to save each other.
5. Players build their army. Players can choose up to 3 Soldiers (any 3) . Refer to Recruiting Soldiers Rules.
Note: Mounted soldiers cannot enter the Palace area!

Victory Point
Flag Tokens

Treasure
Tokens

Special Additional Rules:


Players can include these additional rules to make it more challenging to win.
‹ Night Mode: Assemble the game board with the night side up. The darkness of the night increases the Range
Penalty by an extra -1 value per square for soldiers with ranged weapons.
‹ Difficult Mode: When a player defeats an opponent’s soldier, the player picks the Victory Point (flag) Token from
the opponent, which means the opponent loses a Victory Point that they had already earned. Note: This action is
available only if the opponent has already earned the Victory Points and owns the Tokens on their side.
13
Campaign Specific Components:

#2 HOLD THE FORT CAMPAIGN


4 Colours x 5 Flag Tokens

The Warring Kingdoms of the Deccan (Fictional)


Campaign Mode: Competitive or Semi-Collaborative (Recommended) | Players: 2 - 4 | 60 Mins

Story:
Invasion is upon every kingdom in the Deccan Plateau. These kingdoms commanded ruthless armies with only one
objective - Absolute Control. Their armies destroy everything in their path. The only way to eliminate the opponent is to
dominate. Capture the Fort and gain control over the kingdom.

Campaign Modes:
‹ The Competitive mode is for a game with 2-4 players where they take on the role of the commanding Generals of
different Kingdoms.
‹ The Semi-Collaborative mode is for a game with 4 players - diagonally opposite players form alliances and
collaborate to capture the fort by having a common strategy and sharing resources. (Recommended)

Objective:
Players/Alliances compete to win the game by earning 5 Flag Tokens.
Flag Tokens are earned the moment a soldier enters the Palace area - a Flag Token (that matches their army colour) is
placed underneath the soldier.
Flag Tokens are lost when a soldier is defeated.

Earning a Flag Token Losing a Flag Token

Defeated Soldier
possessing a Flag Token

Soldier enters Soldier earns a Flag Token The Soldier’s Flag Token
the Palace and is placed underneath is returned to the side
the base. of the board

Winning Condition:
The game ends when any player/alliance has captured 5 Flag Tokens. The winner is the player/alliance with an area
majority inside the Palace Area on the board.

14
Setting up the Campaign:
1. This campaign can be played in Day or Night mode. Players decide this at the start of the campaign. Refer to the
Night mode rule below that has added challenges.
2. Players pick their army colour (Soldiers + Stands)
3. Place the Flag Tokens next to the board.
4. Shuffle the Power Cards and deal 4 cards face-down to each player. In a Semi-Collaborative game, the Alliance
players can share their cards and use them when required to save each other.
5. Players build their army. Players can choose upt o 3 Soldiers (any 3). Refer to Recruiting Soldiers Rules.
Note: Mounted soldiers cannot enter the Palace area!

Flag Tokens

Special Additional Rules:


Players can include these additional rules to make it more challenging to win.
‹ Night Mode: Assemble the game board with the night side up. The darkness of the night increases the Range
Penalty by an extra -1 value per square for soldiers with ranged weapons.

Note: A soldier cannot hold more than one Flag Token.

15
Campaign Specific Components:

#3 RANI ABBAKKA CAMPAIGN Rani Abbakka 1 Portuguese General


+ 6 Soldiers

Rani Abbakka and Capture of Ullal (Real History)


Campaign Mode: 100% Collaborative | Players: 1 - 3 | 45 - 60 Mins

Story:
The Portuguese General João Peixoto tapped his sword impatiently as he gazed out the Royal Palace of Ullal, muttering
under his breath in frustration. His troops captured the city of Mangalore, but the band of natives in Ullal had the
tactical advantage over his army.
Rani Abbakka Chowta, the Tuluva Queen of Ullal had refused to surrender. He admired her bravery and courage. Few
had stood up to the might of the Portuguese Army, and even fewer survived to tell the tale.
The air was heavy, the oil torches casting ominous shadows on the rugged stone of the palace. Yet, a small female figure
hunched over a lamp among the troops in a nearby camp, its light dancing off the sketched drawings on the ground.
Rani Abbakka poured over the maps, her face weary but determined. “Tonight, we will reclaim the palace, or we die
trying. Words haven’t worked. Let our swords speak.” Her troops nodded, their hands on the hilts of their swords, ready
for battle. “We will invade the palace, capture the general and make the Portuguese surrender. Stealth will be key. They
must not know we are coming, so avoid the guards. When the sun rises, the palace will be ours again!”

16
Objective:
Help Rani Abbakka regain control over her Palace in a stealth operation at night! Recruit only foot soldiers, as no
mounted soldiers are allowed in this campaign. Collaboratively plan your strategies to help Rani Abbakka stay hidden
from the Portuguese Patrol and defeat the guards to ensure she does not get fully wounded. Win the campaign by
defeating the Portuguese General!

End Game Condition:


The game ends the moment the Portuguese General is defeated. The game can also face an unfortunate end if the
Portuguese defeat Rani Abbakka.

Setting up the Campaign:


1. Setup the Yudhbhoomi map in Night mode. Remember that in Night mode, the darkness of the night increases the
Range Penalty by an extra -1 value per square for soldiers with ranged weapons.
2. Attach any one base colour to all Portuguese soldiers. Portuguese soldiers are setup as follows:
‹ Patrol - 2 Soldiers with 2 Defence Strength each are patrolling the inside of the Fort.
‹ Guards - 4 Soldiers with 3 Defence Strength each are guarding the inside of the Palace
‹ General - 1 General with 4 Defence Strength, is in the centre of the Palace.
3. Soldiers are recruited based on the player count as follows:
‹ Solo Game - The player recruits 6 foot-soldiers along with Rani Abbakka. The player can choose to place a max.
of 4 soldiers at the starting point on the board.
‹ 2 Player Game - Each player chooses 3 foot-soldiers and one player is chosen to control Rani Abbakka and their
soldiers. Each player chooses their starting space on the board.
‹ 3 player game - Each player chooses 2 foot-soldiers and one player is chosen to control Rani Abbakka and their
soldiers and put Rani Abbakka’s cut-out on that player’s base colour.
4. Rani Abbakka has 5 Defence Points, so 4 shield tokens must be placed beneath her.
5. Remove all Power Cards, this campaign must be played without any Power cards.

Patrol Soldier 1 Patrol Soldier 2


Rani Abbakka

Guards inside
the Palace

17
#3 RANI ABBAKKA CAMPAIGN...
Archer on the Fort Wall
In Line of Sight Not in Line of Sight
Specific Movement Rules: !
This Campaign has specific movements and attacks:
‹ Rani Abbakka: She has a +1 Movement Advantage. She moves faster
than all other soldiers and carries a sword; hence, she can only attack
an enemy in an adjacent space.
‹ Portuguese Patrol Soldiers: Must be manually moved by 1 space
forward in a clockwise direction at the end of every player’s turn.
` They keep patrolling the inside of the fort until fully defeated.
` They have a line of sight of up to 4 spaces around them in all
directions on the ground only (Fort walls are an exception,
Patrolling soldier’s line of sight does not reach the top of the Fort
walls). Movement of Patrolling
Soldier
Important! If the Patrolling soldier sights any player’s soldier
or Rani Abbakka, they raise the alarm, and the game ends
immediately!
‹ Portuguese Palace Guards and General: Must be manually moved by 1 space based on Move 1
certain conditions: Space

` Movement: The Portuguese soldiers/General inside the Palace have a line of up


to 2 spaces. They get alerted if they spot an enemy or if there is an attack done
within 2 spaces from their current location (Refer to Basic Concepts > Obstructions
to understand line of sight). When this condition is triggered, manually move these
soldiers by 1 space toward the closest attack. Move 1
Space
` Resolving Attacks:
• If they move next to any players’ soldier or Rani Abbakka, they immediately attack Hit (X)
with 1 Hit (X), and the soldier loses one Defence Strength. If Rani Abbakka is X
defeated, the game immediately ends. If a players’ soldier is defeated, the soldier is
Rani Abbakka
wounded, and returned to the army camp. takes 2 Hits
• If multiple Portuguese Soldiers are adjacent to the players’ soldiers or Rani Abbakka,
Hit (X)
each of the Portuguese Soldiers attack with 1 Hit (X) in that turn; hence the players’
soldiers can take multiple hits in that turn.
Note 1: In case Rani Abbakka and other soldiers are within a line of sight of 2 spaces, the
Portuguese soldiers always move closer to Rani Abbakka, ignoring the other soldiers.
Note 2: Rani Abbakka cannot be healed; if she is fully wounded, then she is captured, and the
campaign ends, and all the players lose.

CREDITS
Game Design and Development: Playtesting:
Phalgun Polepalli & Shwetha Badarinath Hruday, AR Badarinath, Usha Badarinath, Pranathi, Usha Rani, Ruchita
Illustrations: Barhate, Harshada Kamat, Victory Point Folks - Rajarajan, Sumanth,
Cover Art: Chandra Sekhar Poudyal Kushal, Vaishnavi M, Raghav, Harsha Subbanna, Sudharshan, Barath
Game Art: Von Asis, Rakesh Maurya, Harshada Kamat Jegan.

Rulebook Editor: Special Thanks to Vamshi Chindaluru and Thyag Thimmanna. Thanks to
18 Franz Dias folks on Tabletop Game Designers Collective on Facebook, Board Game
Design Lab India, Meeple ChitChat Whatsapp groups.
MOZAIC GAMES, MOZAIC GAMES LOGO AND YUDHBHOOMI LOGO ARE TRADEMARKS OF DICE TOY LABS PRIVATE LIMITED, INDIA. MOZAICGAMES.COM

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