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War Web ™
The Old North
Setting Up
Playing on the easiest level, I
start with the settlements
worth five points. I take the
corresponding Area Cards.
Setting Up
I shuffle my five cards and
place four of them in the
corners.
Setting Up
To determine where the fifth
card goes, I roll a die.
I roll a 2, which corresponds to
the position highlighted.
1 2 3
4 5 6
Setting Up
My fifth card occupies the
corresponding square.
1 2 3
4 5 6
Setting Up
Having chosen the white
counters, I place five onto each
of my settlements.
Setting Up
I shuffle the remaining Area
Cards and place them in the
squares available.
Setting Up
Next, I add the AI’s counters.
The board is now ready.
I start with 25 points and need
10 more to win.
To gain points, I need to
conquer settlements.
The game is played in rounds.
A round has 5 parts:
Movement – Block – Attack –
Retaliation – Selection
Round 1
Movement – Block – Attack –
Retaliation – Selection
The picture shows a movement
from PURPLE 5 to a space next
to RED 4.
Round 1
Movement – Block – Attack –
Retaliation – Selection
To be able to jump two spaces
like this, the counter has to
start on, cross and end on
spaces that are pale in colour.
Round 1
Movement – Block – Attack –
Retaliation – Selection
With this movement I am
closer to achieving two
objectives:
1. Connecting PURPLE 5 with
RED 5 (my central
settlement).
2. Conquering RED 4.
Round 1
Movement – Block – Attack –
Retaliation – Selection
When a settlement with more
than one counter is threatened,
a die is rolled to see whether or
not the AI reacts.
Round 1
Movement – Block – Attack –
Retaliation – Selection
There are 4 counters on RED 4,
so the AI will react if the
number rolled is less than 4.
I roll a 3.
Round 1
Movement – Block – Attack –
Retaliation – Selection
The AI blocks, moving a
counter from RED 4 to an
adjacent space. (The rules
governing the AI determine
which space this is.)
Round 1
Movement – Block – Attack –
Retaliation – Selection
I decide to attack RED 4. (If less
impatient, I might have tried to
surround the settlement before
attacking.)
Round 1
Movement – Block – Attack –
Retaliation – Selection
The table will show the
numbers obtained by the
defender, D, and the attacker, A.
The row with an R is for the
Retaliation that will follow.
1 2 3 4 5 6
D
A
R
Round 1
Movement – Block – Attack –
Retaliation – Selection
For the three counters on RED
4, the AI is assigned the
numbers 1, 2 and 3.
1 2 3 4 5 6
D X X X
A
R
Round 1
Movement – Block – Attack –
Retaliation – Selection
Attacking with one counter, I
roll one die.
I roll a 5, which is a "miss".
The AI does not lose a counter.
1 2 3 4 5 6
D X X X
A X
R
Round 1
Movement – Block – Attack –
Retaliation – Selection
Since there are three counters
on RED 5, three dice are rolled
for the retaliation.
The results are 1, 5 and 6.
1 2 3 4 5 6
D X X X
A X
R X X X
Round 1
Movement – Block – Attack –
Retaliation – Selection
The 5 is a "hit".
I lose my counter.
1 2 3 4 5 6
D X X X
A X
R X X X
Round 1
Movement – Block – Attack –
Retaliation – Selection
BLUE 4 is selected.
The rules leave the AI with two
possible spaces for the new
counter. I randomly select one
of two coins to determine
where this counter goes.
Round 2
Movement – Block – Attack –
Retaliation – Selection
I want to make space for new
warbands on my settlements.
At present only PURPLE 5 has
room.
Round 2
Movement – Block – Attack –
Retaliation – Selection
I move from RED 5 towards
BLUE 5, wishing to connect the
two settlements soon.
Round 2
Movement – Block – Attack –
Retaliation – Selection
The AI is not threatened, so
there is no Block.
There is no Attack either, as no
white counters are adjacent to
black ones.
Play proceeds to Selection.
Round 2
Movement – Block – Attack –
Retaliation – Selection
BLUE 4 is selected for the
second time in succession.
Round 3
Movement – Block – Attack –
Retaliation – Selection
I move from BLUE 5 towards
RED 5.
Round 3
Movement – Block – Attack –
Retaliation – Selection
RED 5 is selected.
Since the settlement has room
for a warband, I add a counter
to it.
Round 4
Movement – Block – Attack –
Retaliation – Selection
I move the new counter from
RED 5. The movement is along
a chain, seeming to jump over
the counter that left this
settlement earlier.
Round 4
Movement – Block – Attack –
Retaliation – Selection
Three reasons for choosing this
particular movement:
1. It makes space for another
new warband on RED 5.
2. It connects RED 5 with
BLUE 5.
3. It gives me the option of
attacking PURPLE 4.
Round 4
Movement – Block – Attack –
Retaliation – Selection
I roll a 1, activating a block by
the AI.
Round 4
Movement – Block – Attack –
Retaliation – Selection
At present , an attack on
PURPLE 4 could easily go just
as badly as the one on RED 4 in
Round 1.
I’ll try to surround the
settlement first and attack
later.
Round 4
Movement – Block – Attack –
Retaliation – Selection
YELLOW 2 is selected.
Round 5
Movement – Block – Attack –
Retaliation – Selection
I create space for a new
warband on GREEN 5, moving
towards RED 5.
Round 5
Movement – Block – Attack –
Retaliation – Selection
BLUE 4 is selected again.
I take one of two coins at
random to determine where to
place the new counter.
Round 6
Movement – Block – Attack –
Retaliation – Selection
I move from YELLOW 5,
threatening GREEN 3.
Round 6
Movement – Block – Attack –
Retaliation – Selection
I roll a 1, activating a block by
the AI.
Round 6
Movement – Block – Attack –
Retaliation – Selection
RED 5 is selected again.
Round 7
Movement – Block – Attack –
Retaliation – Selection
I move the new counter (along
a chain) and begin to surround
PURPLE 4.
Round 7
Movement – Block – Attack –
Retaliation – Selection
I roll a 6, so there is no block.
Round 7
Movement – Block – Attack –
Retaliation – Selection
I decide to attack PURPLE 4,
having improved my chance of
removing a black counter here.
Round 7
Movement – Block – Attack –
Retaliation – Selection
The AI is assigned the numbers
1, 2 and 3.
1 2 3 4 5 6
D X X X
A
R
Round 7
Movement – Block – Attack –
Retaliation – Selection
Attacking with two counters, I
take two coins at random: #1
and #4. The 1 is a "hit".
The AI loses a counter.
1 2 3 4 5 6
D X X X
A X X
R
Round 7
Movement – Block – Attack –
Retaliation – Selection
There are now two counters on
PURPLE 4, so two dice are
rolled for the retaliation. The
results are 1 and 5.
1 2 3 4 5 6
D X X X
A X X
R X X
Round 7
Movement – Block – Attack –
Retaliation – Selection
Again, the 1 is a "hit".
I choose which counter I lose.
1 2 3 4 5 6
D X X X
A X X
R X X
Round 7
Movement – Block – Attack –
Retaliation – Selection
RED 4 is selected.
Round 8
Movement – Block – Attack –
Retaliation – Selection
I move from RED 5, replacing
the warband lost at PURPLE 4.
Round 8
Movement – Block – Attack –
Retaliation – Selection
This time I roll a 1, activating a
block by the AI.
Round 8
Movement – Block – Attack –
Retaliation – Selection
I attack PURPLE 4.
The AI is assigned the number
1.
I take two coins at random: #2
and #4.
The AI does not lose its
counter.
1 2 3 4 5 6
D X
A X X
R
Round 8
Movement – Block – Attack –
Retaliation – Selection
There is only one counter on
PURPLE 4, so one die is rolled.
The result is a 4, a "hit".
I lose one of my counters.
1 2 3 4 5 6
D X
A X X
R X
Round 8
Movement – Block – Attack –
Retaliation – Selection
BLUE 4 is selected once again.
Round 9
Movement – Block – Attack –
Retaliation – Selection
I move from GREEN 5. Two
reasons for this movement:
1. It brings me closer to
connecting RED 5 with
GREEN 5.
2. It gives me the option of
attacking YELLOW 3.
Round 9
Movement – Block – Attack –
Retaliation – Selection
I roll a 4, so there is no block.
Round 9
Movement – Block – Attack –
Retaliation – Selection
I decide not to attack in this
round, as my present objectives
are to surround PURPLE 4 and
to connect GREEN 5 with RED
5.
Round 9
Movement – Block – Attack –
Retaliation – Selection
RED 3 is selected.
Round 10
Movement – Block – Attack –
Retaliation – Selection
I move again from GREEN 5,
approaching PURPLE 4 and
also beginning to surround
YELLOW 3.
Round 10
Movement – Block – Attack –
Retaliation – Selection
I roll a 2, activating a block by
the AI.
Round 10
Movement – Block – Attack –
Retaliation – Selection
Because of this block, my
counters adjacent to YELLOW 3
are now disconnected from
each other.
Round 10
Movement – Block – Attack –
Retaliation – Selection
Still intent on surrounding
PURPLE 4, I decide not to
attack.
Round 10
Movement – Block – Attack –
Retaliation – Selection
BLUE 4 is selected yet again.
I take one of two coins at
random to determine where to
place the new counter.
Round 11
Movement – Block – Attack –
Retaliation – Selection
I move from GREEN 5,
reconnecting the counters
adjacent to YELLOW 3.
Round 11
Movement – Block – Attack –
Retaliation – Selection
I roll a 3, so there is no block.
Round 11
Movement – Block – Attack –
Retaliation – Selection
I decide to attack YELLOW 3,
taking three coins at random:
#1, #5 and #6.
The AI loses a counter.
1 2 3 4 5 6
D X X
A X X X
R
Round 11
Movement – Block – Attack –
Retaliation – Selection
One die is rolled for the
retaliation. The result is a 1.
I remove the counter that is
furthest from GREEN 5.
(Removing either of the other
two would break my chain.)
1 2 3 4 5 6
D X X
A X X X
R X
Round 11
Movement – Block – Attack –
Retaliation – Selection
YELLOW 4 is selected.
Round 12
Movement – Block – Attack –
Retaliation – Selection
I move from BLUE 5,
approaching both PURPLE 4
and YELLOW 3.
Round 12
Movement – Block – Attack –
Retaliation – Selection
PURPLE 4 is selected.
This is unfortunate when my
plan is to surround the
settlement.
Round 13
Movement – Block – Attack –
Retaliation – Selection
I move from RED 5, now
threatening PURPLE 4 from
opposite directions.
Round 13
Movement – Block – Attack –
Retaliation – Selection
PURPLE 4 only has one counter,
so the AI cannot block.
I decide not to attack with 2
counters, as I should be able to
attack with 3 in the next round.
Round 13
Movement – Block – Attack –
Retaliation – Selection
BLUE 3 is selected.
Round 14
Movement – Block – Attack –
Retaliation – Selection
I move from BLUE 5,
surrounding PURPLE 4.
Round 14
Movement – Block – Attack –
Retaliation – Selection
I attack PURPLE 4, taking three
coins at random: #2, #3 and
#5.
The AI does not lose its
counter.
1 2 3 4 5 6
D X
A X X X
R
Round 14
Movement – Block – Attack –
Retaliation – Selection
One die is rolled for the
retaliation. The result is a 4.
I do not lose a counter.
1 2 3 4 5 6
D X
A X X X
R X
Round 14
Movement – Block – Attack –
Retaliation – Selection
BLUE 5 is selected.
Round 15
Movement – Block – Attack –
Retaliation – Selection
Unable to place any more
counters next to PURPLE 4, I
move from YELLOW 5, hopeful
of conquering GREEN 3
eventually.
Round 15
Movement – Block – Attack –
Retaliation – Selection
I roll a 3, so there is no block.
Round 15
Movement – Block – Attack –
Retaliation – Selection
I attack PURPLE 4 again, taking
coins 1, 5 and 6.
The AI loses its counter, so
cannot retaliate.
1 2 3 4 5 6
D X
A X X X
R
Round 15
Movement – Block – Attack –
Retaliation – Selection
I occupy PURPLE 4 with two
counters. (Occupying it with
three would leave BLUE 5
disconnected.)
Round 15
Movement – Block – Attack –
Retaliation – Selection
Their settlement captured, the
AI’s warbands adjacent to
PURPLE 4 are removed from
the board.
Round 15
Movement – Block – Attack –
Retaliation – Selection
RED 5 is selected.
From here, it should be easy for
me to win. I only need 6 more
points and can get them by
conquering YELLOW 3 and
GREEN 3.
I have 10 free counters
(coloured orange in this
picture). This gives me at least
10 more rounds in which to try
to win the 6 points.
Next time, for a more
challenging game, I could try
starting with settlements
worth 4 points instead of 5.

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War Web 1

  • 1. War Web ™ The Old North
  • 2. Setting Up Playing on the easiest level, I start with the settlements worth five points. I take the corresponding Area Cards.
  • 3. Setting Up I shuffle my five cards and place four of them in the corners.
  • 4. Setting Up To determine where the fifth card goes, I roll a die. I roll a 2, which corresponds to the position highlighted. 1 2 3 4 5 6
  • 5. Setting Up My fifth card occupies the corresponding square. 1 2 3 4 5 6
  • 6. Setting Up Having chosen the white counters, I place five onto each of my settlements.
  • 7. Setting Up I shuffle the remaining Area Cards and place them in the squares available.
  • 8. Setting Up Next, I add the AI’s counters. The board is now ready.
  • 9. I start with 25 points and need 10 more to win. To gain points, I need to conquer settlements.
  • 10. The game is played in rounds. A round has 5 parts: Movement – Block – Attack – Retaliation – Selection
  • 11. Round 1 Movement – Block – Attack – Retaliation – Selection The picture shows a movement from PURPLE 5 to a space next to RED 4.
  • 12. Round 1 Movement – Block – Attack – Retaliation – Selection To be able to jump two spaces like this, the counter has to start on, cross and end on spaces that are pale in colour.
  • 13. Round 1 Movement – Block – Attack – Retaliation – Selection With this movement I am closer to achieving two objectives: 1. Connecting PURPLE 5 with RED 5 (my central settlement). 2. Conquering RED 4.
  • 14. Round 1 Movement – Block – Attack – Retaliation – Selection When a settlement with more than one counter is threatened, a die is rolled to see whether or not the AI reacts.
  • 15. Round 1 Movement – Block – Attack – Retaliation – Selection There are 4 counters on RED 4, so the AI will react if the number rolled is less than 4. I roll a 3.
  • 16. Round 1 Movement – Block – Attack – Retaliation – Selection The AI blocks, moving a counter from RED 4 to an adjacent space. (The rules governing the AI determine which space this is.)
  • 17. Round 1 Movement – Block – Attack – Retaliation – Selection I decide to attack RED 4. (If less impatient, I might have tried to surround the settlement before attacking.)
  • 18. Round 1 Movement – Block – Attack – Retaliation – Selection The table will show the numbers obtained by the defender, D, and the attacker, A. The row with an R is for the Retaliation that will follow. 1 2 3 4 5 6 D A R
  • 19. Round 1 Movement – Block – Attack – Retaliation – Selection For the three counters on RED 4, the AI is assigned the numbers 1, 2 and 3. 1 2 3 4 5 6 D X X X A R
  • 20. Round 1 Movement – Block – Attack – Retaliation – Selection Attacking with one counter, I roll one die. I roll a 5, which is a "miss". The AI does not lose a counter. 1 2 3 4 5 6 D X X X A X R
  • 21. Round 1 Movement – Block – Attack – Retaliation – Selection Since there are three counters on RED 5, three dice are rolled for the retaliation. The results are 1, 5 and 6. 1 2 3 4 5 6 D X X X A X R X X X
  • 22. Round 1 Movement – Block – Attack – Retaliation – Selection The 5 is a "hit". I lose my counter. 1 2 3 4 5 6 D X X X A X R X X X
  • 23. Round 1 Movement – Block – Attack – Retaliation – Selection BLUE 4 is selected. The rules leave the AI with two possible spaces for the new counter. I randomly select one of two coins to determine where this counter goes.
  • 24. Round 2 Movement – Block – Attack – Retaliation – Selection I want to make space for new warbands on my settlements. At present only PURPLE 5 has room.
  • 25. Round 2 Movement – Block – Attack – Retaliation – Selection I move from RED 5 towards BLUE 5, wishing to connect the two settlements soon.
  • 26. Round 2 Movement – Block – Attack – Retaliation – Selection The AI is not threatened, so there is no Block. There is no Attack either, as no white counters are adjacent to black ones. Play proceeds to Selection.
  • 27. Round 2 Movement – Block – Attack – Retaliation – Selection BLUE 4 is selected for the second time in succession.
  • 28. Round 3 Movement – Block – Attack – Retaliation – Selection I move from BLUE 5 towards RED 5.
  • 29. Round 3 Movement – Block – Attack – Retaliation – Selection RED 5 is selected. Since the settlement has room for a warband, I add a counter to it.
  • 30. Round 4 Movement – Block – Attack – Retaliation – Selection I move the new counter from RED 5. The movement is along a chain, seeming to jump over the counter that left this settlement earlier.
  • 31. Round 4 Movement – Block – Attack – Retaliation – Selection Three reasons for choosing this particular movement: 1. It makes space for another new warband on RED 5. 2. It connects RED 5 with BLUE 5. 3. It gives me the option of attacking PURPLE 4.
  • 32. Round 4 Movement – Block – Attack – Retaliation – Selection I roll a 1, activating a block by the AI.
  • 33. Round 4 Movement – Block – Attack – Retaliation – Selection At present , an attack on PURPLE 4 could easily go just as badly as the one on RED 4 in Round 1. I’ll try to surround the settlement first and attack later.
  • 34. Round 4 Movement – Block – Attack – Retaliation – Selection YELLOW 2 is selected.
  • 35. Round 5 Movement – Block – Attack – Retaliation – Selection I create space for a new warband on GREEN 5, moving towards RED 5.
  • 36. Round 5 Movement – Block – Attack – Retaliation – Selection BLUE 4 is selected again. I take one of two coins at random to determine where to place the new counter.
  • 37. Round 6 Movement – Block – Attack – Retaliation – Selection I move from YELLOW 5, threatening GREEN 3.
  • 38. Round 6 Movement – Block – Attack – Retaliation – Selection I roll a 1, activating a block by the AI.
  • 39. Round 6 Movement – Block – Attack – Retaliation – Selection RED 5 is selected again.
  • 40. Round 7 Movement – Block – Attack – Retaliation – Selection I move the new counter (along a chain) and begin to surround PURPLE 4.
  • 41. Round 7 Movement – Block – Attack – Retaliation – Selection I roll a 6, so there is no block.
  • 42. Round 7 Movement – Block – Attack – Retaliation – Selection I decide to attack PURPLE 4, having improved my chance of removing a black counter here.
  • 43. Round 7 Movement – Block – Attack – Retaliation – Selection The AI is assigned the numbers 1, 2 and 3. 1 2 3 4 5 6 D X X X A R
  • 44. Round 7 Movement – Block – Attack – Retaliation – Selection Attacking with two counters, I take two coins at random: #1 and #4. The 1 is a "hit". The AI loses a counter. 1 2 3 4 5 6 D X X X A X X R
  • 45. Round 7 Movement – Block – Attack – Retaliation – Selection There are now two counters on PURPLE 4, so two dice are rolled for the retaliation. The results are 1 and 5. 1 2 3 4 5 6 D X X X A X X R X X
  • 46. Round 7 Movement – Block – Attack – Retaliation – Selection Again, the 1 is a "hit". I choose which counter I lose. 1 2 3 4 5 6 D X X X A X X R X X
  • 47. Round 7 Movement – Block – Attack – Retaliation – Selection RED 4 is selected.
  • 48. Round 8 Movement – Block – Attack – Retaliation – Selection I move from RED 5, replacing the warband lost at PURPLE 4.
  • 49. Round 8 Movement – Block – Attack – Retaliation – Selection This time I roll a 1, activating a block by the AI.
  • 50. Round 8 Movement – Block – Attack – Retaliation – Selection I attack PURPLE 4. The AI is assigned the number 1. I take two coins at random: #2 and #4. The AI does not lose its counter. 1 2 3 4 5 6 D X A X X R
  • 51. Round 8 Movement – Block – Attack – Retaliation – Selection There is only one counter on PURPLE 4, so one die is rolled. The result is a 4, a "hit". I lose one of my counters. 1 2 3 4 5 6 D X A X X R X
  • 52. Round 8 Movement – Block – Attack – Retaliation – Selection BLUE 4 is selected once again.
  • 53. Round 9 Movement – Block – Attack – Retaliation – Selection I move from GREEN 5. Two reasons for this movement: 1. It brings me closer to connecting RED 5 with GREEN 5. 2. It gives me the option of attacking YELLOW 3.
  • 54. Round 9 Movement – Block – Attack – Retaliation – Selection I roll a 4, so there is no block.
  • 55. Round 9 Movement – Block – Attack – Retaliation – Selection I decide not to attack in this round, as my present objectives are to surround PURPLE 4 and to connect GREEN 5 with RED 5.
  • 56. Round 9 Movement – Block – Attack – Retaliation – Selection RED 3 is selected.
  • 57. Round 10 Movement – Block – Attack – Retaliation – Selection I move again from GREEN 5, approaching PURPLE 4 and also beginning to surround YELLOW 3.
  • 58. Round 10 Movement – Block – Attack – Retaliation – Selection I roll a 2, activating a block by the AI.
  • 59. Round 10 Movement – Block – Attack – Retaliation – Selection Because of this block, my counters adjacent to YELLOW 3 are now disconnected from each other.
  • 60. Round 10 Movement – Block – Attack – Retaliation – Selection Still intent on surrounding PURPLE 4, I decide not to attack.
  • 61. Round 10 Movement – Block – Attack – Retaliation – Selection BLUE 4 is selected yet again. I take one of two coins at random to determine where to place the new counter.
  • 62. Round 11 Movement – Block – Attack – Retaliation – Selection I move from GREEN 5, reconnecting the counters adjacent to YELLOW 3.
  • 63. Round 11 Movement – Block – Attack – Retaliation – Selection I roll a 3, so there is no block.
  • 64. Round 11 Movement – Block – Attack – Retaliation – Selection I decide to attack YELLOW 3, taking three coins at random: #1, #5 and #6. The AI loses a counter. 1 2 3 4 5 6 D X X A X X X R
  • 65. Round 11 Movement – Block – Attack – Retaliation – Selection One die is rolled for the retaliation. The result is a 1. I remove the counter that is furthest from GREEN 5. (Removing either of the other two would break my chain.) 1 2 3 4 5 6 D X X A X X X R X
  • 66. Round 11 Movement – Block – Attack – Retaliation – Selection YELLOW 4 is selected.
  • 67. Round 12 Movement – Block – Attack – Retaliation – Selection I move from BLUE 5, approaching both PURPLE 4 and YELLOW 3.
  • 68. Round 12 Movement – Block – Attack – Retaliation – Selection PURPLE 4 is selected. This is unfortunate when my plan is to surround the settlement.
  • 69. Round 13 Movement – Block – Attack – Retaliation – Selection I move from RED 5, now threatening PURPLE 4 from opposite directions.
  • 70. Round 13 Movement – Block – Attack – Retaliation – Selection PURPLE 4 only has one counter, so the AI cannot block. I decide not to attack with 2 counters, as I should be able to attack with 3 in the next round.
  • 71. Round 13 Movement – Block – Attack – Retaliation – Selection BLUE 3 is selected.
  • 72. Round 14 Movement – Block – Attack – Retaliation – Selection I move from BLUE 5, surrounding PURPLE 4.
  • 73. Round 14 Movement – Block – Attack – Retaliation – Selection I attack PURPLE 4, taking three coins at random: #2, #3 and #5. The AI does not lose its counter. 1 2 3 4 5 6 D X A X X X R
  • 74. Round 14 Movement – Block – Attack – Retaliation – Selection One die is rolled for the retaliation. The result is a 4. I do not lose a counter. 1 2 3 4 5 6 D X A X X X R X
  • 75. Round 14 Movement – Block – Attack – Retaliation – Selection BLUE 5 is selected.
  • 76. Round 15 Movement – Block – Attack – Retaliation – Selection Unable to place any more counters next to PURPLE 4, I move from YELLOW 5, hopeful of conquering GREEN 3 eventually.
  • 77. Round 15 Movement – Block – Attack – Retaliation – Selection I roll a 3, so there is no block.
  • 78. Round 15 Movement – Block – Attack – Retaliation – Selection I attack PURPLE 4 again, taking coins 1, 5 and 6. The AI loses its counter, so cannot retaliate. 1 2 3 4 5 6 D X A X X X R
  • 79. Round 15 Movement – Block – Attack – Retaliation – Selection I occupy PURPLE 4 with two counters. (Occupying it with three would leave BLUE 5 disconnected.)
  • 80. Round 15 Movement – Block – Attack – Retaliation – Selection Their settlement captured, the AI’s warbands adjacent to PURPLE 4 are removed from the board.
  • 81. Round 15 Movement – Block – Attack – Retaliation – Selection RED 5 is selected.
  • 82. From here, it should be easy for me to win. I only need 6 more points and can get them by conquering YELLOW 3 and GREEN 3.
  • 83. I have 10 free counters (coloured orange in this picture). This gives me at least 10 more rounds in which to try to win the 6 points.
  • 84. Next time, for a more challenging game, I could try starting with settlements worth 4 points instead of 5.