Yudhbhoomi New Edition - Rulebook Email
Yudhbhoomi New Edition - Rulebook Email
Yudhbhoomi New Edition - Rulebook Email
Overview
Yudhbhoomi game includes 3 campaigns.
Select any one campaign to play from the
Campaign Section in this book.
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
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)
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 Dice
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 ...
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:
Example:
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.
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
Close
1
Combat
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
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:
Pillars and Walls: Standalone Pillars, Walls and edges of the wall
can obstruct line of sight and also movement.
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.
Players can discard a Power card for an additional reroll of the dice.
7
HOW TO PLAY
Game Turn
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.
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 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.
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).
11
>>>TURN THE PAGE FOR CAMPAIGNS
Campaign Specific Components:
#1 TREASURE CAMPAIGN
8 x Treasure Tokens 4 Colours x 5 Victory Point (Flag) Tokens
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)
=
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
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.
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
15
Campaign Specific Components:
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!
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
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