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War Web ™
The Old North
Setting Up
The Area Cards have been
shuffled and laid out to form
the board.
Setting Up
There are three players:
Orange, White and Black.
The order of turns for the
setting-up phase and the
players’ scores are shown
below.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 0
White 0
Black 0
Setting Up
On each turn, a player will
choose a settlement.
The players need points; but
they also need settlements that
cannot easily become isolated.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 0
White 0
Black 0
Setting Up
Orange chooses GREEN 5,
hoping PURPLE 5 or RED 5 will
still be available on their next
turn.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 5
White 0
Black 0
Setting Up
White chooses PURPLE 5,
preventing Orange from
claiming this settlement.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 5
White 5
Black 0
Setting Up
Black chooses YELLOW 5,
hoping Orange and White will
fight over the right-hand side of
the board and leave the left-
hand side alone.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 5
White 5
Black 5
Setting Up
Black chooses BLUE 5, which
should be easy to connect to
YELLOW 5.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 5
White 5
Black 10
Setting Up
White claims RED 5 to prevent
Orange from doing so.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 5
White 10
Black 10
Setting Up
Orange chooses two adjacent
settlements worth 4 points
each.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 13
White 10
Black 10
Setting Up
White chooses a settlement
adjacent to their first.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 13
White 14
Black 10
Setting Up
Black claims another two
settlements on the left-hand
side of the board.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 13
White 14
Black 18
Setting Up
White chooses YELLOW 3 so
that RED 5 is not so easy for
Orange to isolate.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 13
White 17
Black 18
Setting Up
Orange claims two settlements
worth 3 points.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 19
White 17
Black 18
Setting Up
White chooses BLUE 3.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 19
White 20
Black 18
Setting Up
Black chooses PURPLE 3 and
BLUE 2. This ensures that
White’s last two settlements
will be cut off from the other
five.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 19
White 20
Black 23
Setting Up
White claims YELLOW 2.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 19
White 22
Black 23
Setting Up
Orange chooses RED 2 and
GREEN 2, leaving White with
PURPLE 2.
Turns
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White – Black –
Black – White – Orange –
Orange – White
Scores
Orange 23
White 24
Black 23
The setting up phase complete,
the turns for the remainder of
the game will go in the order
Black – White – Orange.
A typical turn has these 5 parts:
Movement – Conversion –
Attack – Retaliation – Selection
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
The picture shows a black
counter moving from YELLOW
5 to a space where it connects
with BLUE 2 and PURPLE 3.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
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.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black has no reserves to
convert and cannot attack, so
play proceeds to Selection.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
YELLOW 3 is selected.
A reserve appears on this
settlement.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White has more points than the
other players but still has to
move, to retain influence.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White wants to connect
PURPLE 5 with RED 5. The
movement shown is a step
towards achieving this. It also
makes an attack on GREEN 5
possible.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White moves the reserve from
YELLOW 3, converting it into a
warband. The movement
shown connects YELLOW 3
with RED 5.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White decides to attack GREEN
5, hoping to remove an orange
counter without losing the
white one.
The table below will show the
numbers obtained by the
defender, D, and the attacker, A.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D
A
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
There are five counters on
GREEN 5, so Orange selects five
coins: 1, 3, 4, 5 and 6.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X X X X X
A
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White rolls a 4, which is a "hit".
Orange loses a counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X X X X X
A X
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange retaliates, rolling four
dice for the four counters
remaining on GREEN 5.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X
D
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White obtained a 4.
Orange rolls 2, 4, 4, 5. The first
4 is a "hit". (There being a
second 4 makes no difference.)
White loses their counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X
D X XX X
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
PURPLE 3 is selected.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange moves from GREEN 5,
connecting to YELLOW 4.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
The counter has remained
close to GREEN 5 so that it can
help to ward off a second attack
by White.
Scores
Orange 23
White 24
Black 23
Round 1
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
BLUE 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black moves from PURPLE 4,
threatening GREEN 2.
The intention here is to
conquer GREEN 2 before
Orange can connect to it.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black decides to convert both
of their reserves into warbands
on this turn.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
The reserve from BLUE 5
moves to GREEN 2, making it
even more difficult than it
already was for Orange to
connect to this settlement.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
The movement from PURPLE 3
is along a chain. The counter
seems to jump over the one
that Black placed in Round 1
and the ones on YELLOW 5.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black now has a web of
counters connecting five
settlements.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black attacks GREEN 2.
Orange takes coins 1 and 6.
Black takes coins 1 and 5.
Orange loses one counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X X
A X X
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange retaliates, rolling one
die.
Black obtained 1 and 5.
Orange rolls a 4.
Black does not lose a counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X X
D X
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
PURPLE 2 is selected.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White moves from BLUE 3. The
plan is to connect this
settlement with YELLOW 2
before Black’s attention turns
to the top left-hand corner of
the board.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White moves the reserve from
PURPLE 2, connecting to
YELLOW 2.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Having the counter adjacent to
YELLOW 2 will help White to
prevent Black (or Orange) from
surrounding this settlement.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 2 is selected.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange moves from BLUE 4,
connecting to GREEN 3 and
heading towards GREEN 2,
which is in urgent need of
protection.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange moves the reserve from
GREEN 2. The counter cannot
go onto the settlement itself
without the player losing
influence, so it goes onto an
adjacent space. This makes it
more difficult for Black to
surround the settlement.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange attacks one of the black
counters next to GREEN 2.
Black rolls a 6.
Orange takes coins 3 and 6.
Black loses their counter, so
cannot retaliate.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X
A X X
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange chooses to occupy the
space won.
Scores
Orange 23
White 24
Black 23
Round 2
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
BLUE 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black moves from BLUE 5,
blocking the passage from
GREEN 2 to Orange’s other
settlements.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black converts the reserve
from BLUE 5, moving (along a
chain) to a space by GREEN 2.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black attacks GREEN 2.
Orange rolls a 1.
Black takes coins 4 and 5.
Orange does not lose their
counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X
A X X
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black obtained 4 and 5.
Orange rolls a 3.
Black does not lose a counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X X
D X
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
YELLOW 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White sees that, once YELLOW
2 and BLUE 3 are connected,
BLUE 2 should be easy to
conquer. The plan now is a
surprise attack on BLUE 2.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White connects PURPLE 5 to
GREEN 4, hoping to connect
these two settlements to BLUE
3 in the next round.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
BLUE 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Given that Black has two
reserves that can move to
GREEN 2 on the next turn,
Orange believes losing this
settlement to be inevitable.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
So as to have more options on
their next turn, Orange
connects YELLOW 4 to BLUE 4
and GREEN 3.
Scores
Orange 23
White 24
Black 23
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange wants to keep GREEN 2
for as long as possible, so
attacks next to this settlement.
Black rolls a 6.
Orange takes coins 1 and 4.
Black does not lose their
counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X
A X X
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange obtained 1 and 4.
Black rolls another 6.
Orange does not lose a counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X X
D X
Round 3
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black moves from RED 4 to
GREEN 2.
BLUE 5 is now connected to the
rest of the player’s settlements.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black moves the reserve from
BLUE 5, choosing to leave the
one on YELLOW 5 for the time
being. (Four counters should be
enough to conquer GREEN 2.)
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black attacks GREEN 2.
Orange rolls a 2.
Black takes coins 1, 3, 4 and 6.
Orange does not lose their
counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X
A X X X X
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black obtained 1, 3, 4 and 6.
Orange rolls a 6.
Black loses one of the four
attacking counters. (This player
chooses which counter they
lose.)
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X X X X
D X
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 3 is selected.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White is nervous about Orange
having two new reserves, as
YELLOW 3 and RED 5, enclosed
by settlements belonging to
Orange, are obvious targets.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White moves from RED 5,
disconnecting GREEN 5.
The player decides not to
attack, so play proceeds to
Selection.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 5 is selected.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange moves from YELLOW 4,
connecting to RED 3 and
reconnecting GREEN 5.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange moves their three
reserves, isolating RED 5.
Scores
Orange 23
White 24
Black 23
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange attacks RED 5.
White takes coins 2, 3, 4 and 5.
Orange takes coins 1, 2 and 6.
White loses one counter.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
D X X X X
A X X X
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange obtained 1, 2 and 6.
White rolls 2, 5, 6.
Orange loses two counters.
The battle went well for White,
badly for Orange.
Scores
Orange 23
White 24
Black 23
1 2 3 4 5 6
A X X X
D X X X
Round 4
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
BLUE 5 is selected, again.
Scores
Orange 23
White 24
Black 23
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black moves from BLUE 5, still
wishing to conquer GREEN 2.
Scores
Orange 23
White 24
Black 23
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black converts their newest
reserve and surrounds GREEN
2, wishing to attack this
settlement with five counters
after failing to win it with four
in the previous round.
Scores
Orange 23
White 24
Black 23
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange rolls a 6.
Black takes coins 1, 2, 3, 4 and
6.
Orange loses their counter, so
cannot retaliate. They also lose
the points that the settlement
is worth.
Scores
Orange 21
White 24
Black 23
1 2 3 4 5 6
D X
A X X X X X
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Black takes possession of
GREEN 2 and gains 2 points.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 3 is selected.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
White moves from RED 5,
reconnecting to YELLOW 3 and
making it difficult for Orange to
surround RED 5.
The player decides not to
attack, so play proceeds to
Selection.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
GREEN 4 is selected.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange decides that they
should be attacking Black
instead of White. They move
from RED 3, threatening RED 4.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange converts the reserve on
GREEN 3, beginning to
surround RED 4.
Scores
Orange 21
White 24
Black 25
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange attacks RED 4.
Black takes coins 1, 3 and 4.
Orange takes coins 1 and 5.
The defender loses one counter.
Scores
Orange 21
White 24
Black 25
1 2 3 4 5 6
D X X X
A X X
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
Orange obtained 1 and 5.
Black rolls 2, 4.
Orange does not lose a counter.
Scores
Orange 21
White 24
Black 25
1 2 3 4 5 6
A X X
D X X
Round 5
Black – White – Orange
Movement – Conversion –
Attack – Retaliation – Selection
PURPLE 4 is selected.
Scores
Orange 21
White 24
Black 25
To be continued…

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War Web 20

  • 1. War Web ™ The Old North
  • 2. Setting Up The Area Cards have been shuffled and laid out to form the board.
  • 3. Setting Up There are three players: Orange, White and Black. The order of turns for the setting-up phase and the players’ scores are shown below. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 0 White 0 Black 0
  • 4. Setting Up On each turn, a player will choose a settlement. The players need points; but they also need settlements that cannot easily become isolated. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 0 White 0 Black 0
  • 5. Setting Up Orange chooses GREEN 5, hoping PURPLE 5 or RED 5 will still be available on their next turn. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 5 White 0 Black 0
  • 6. Setting Up White chooses PURPLE 5, preventing Orange from claiming this settlement. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 5 White 5 Black 0
  • 7. Setting Up Black chooses YELLOW 5, hoping Orange and White will fight over the right-hand side of the board and leave the left- hand side alone. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 5 White 5 Black 5
  • 8. Setting Up Black chooses BLUE 5, which should be easy to connect to YELLOW 5. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 5 White 5 Black 10
  • 9. Setting Up White claims RED 5 to prevent Orange from doing so. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 5 White 10 Black 10
  • 10. Setting Up Orange chooses two adjacent settlements worth 4 points each. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 13 White 10 Black 10
  • 11. Setting Up White chooses a settlement adjacent to their first. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 13 White 14 Black 10
  • 12. Setting Up Black claims another two settlements on the left-hand side of the board. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 13 White 14 Black 18
  • 13. Setting Up White chooses YELLOW 3 so that RED 5 is not so easy for Orange to isolate. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 13 White 17 Black 18
  • 14. Setting Up Orange claims two settlements worth 3 points. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 19 White 17 Black 18
  • 15. Setting Up White chooses BLUE 3. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 19 White 20 Black 18
  • 16. Setting Up Black chooses PURPLE 3 and BLUE 2. This ensures that White’s last two settlements will be cut off from the other five. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 19 White 20 Black 23
  • 17. Setting Up White claims YELLOW 2. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 19 White 22 Black 23
  • 18. Setting Up Orange chooses RED 2 and GREEN 2, leaving White with PURPLE 2. Turns Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White – Black – Black – White – Orange – Orange – White Scores Orange 23 White 24 Black 23
  • 19. The setting up phase complete, the turns for the remainder of the game will go in the order Black – White – Orange.
  • 20. A typical turn has these 5 parts: Movement – Conversion – Attack – Retaliation – Selection
  • 21. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection The picture shows a black counter moving from YELLOW 5 to a space where it connects with BLUE 2 and PURPLE 3. Scores Orange 23 White 24 Black 23
  • 22. Round 1 Black – White – Orange Movement – Conversion – 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. Scores Orange 23 White 24 Black 23
  • 23. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black has no reserves to convert and cannot attack, so play proceeds to Selection. Scores Orange 23 White 24 Black 23
  • 24. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection YELLOW 3 is selected. A reserve appears on this settlement. Scores Orange 23 White 24 Black 23
  • 25. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White has more points than the other players but still has to move, to retain influence. Scores Orange 23 White 24 Black 23
  • 26. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White wants to connect PURPLE 5 with RED 5. The movement shown is a step towards achieving this. It also makes an attack on GREEN 5 possible. Scores Orange 23 White 24 Black 23
  • 27. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White moves the reserve from YELLOW 3, converting it into a warband. The movement shown connects YELLOW 3 with RED 5. Scores Orange 23 White 24 Black 23
  • 28. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White decides to attack GREEN 5, hoping to remove an orange counter without losing the white one. The table below will show the numbers obtained by the defender, D, and the attacker, A. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D A
  • 29. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection There are five counters on GREEN 5, so Orange selects five coins: 1, 3, 4, 5 and 6. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X X X X X A
  • 30. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White rolls a 4, which is a "hit". Orange loses a counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X X X X X A X
  • 31. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange retaliates, rolling four dice for the four counters remaining on GREEN 5. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X D
  • 32. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White obtained a 4. Orange rolls 2, 4, 4, 5. The first 4 is a "hit". (There being a second 4 makes no difference.) White loses their counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X D X XX X
  • 33. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection PURPLE 3 is selected. Scores Orange 23 White 24 Black 23
  • 34. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange moves from GREEN 5, connecting to YELLOW 4. Scores Orange 23 White 24 Black 23
  • 35. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection The counter has remained close to GREEN 5 so that it can help to ward off a second attack by White. Scores Orange 23 White 24 Black 23
  • 36. Round 1 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection BLUE 5 is selected. Scores Orange 23 White 24 Black 23
  • 37. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black moves from PURPLE 4, threatening GREEN 2. The intention here is to conquer GREEN 2 before Orange can connect to it. Scores Orange 23 White 24 Black 23
  • 38. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black decides to convert both of their reserves into warbands on this turn. Scores Orange 23 White 24 Black 23
  • 39. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection The reserve from BLUE 5 moves to GREEN 2, making it even more difficult than it already was for Orange to connect to this settlement. Scores Orange 23 White 24 Black 23
  • 40. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection The movement from PURPLE 3 is along a chain. The counter seems to jump over the one that Black placed in Round 1 and the ones on YELLOW 5. Scores Orange 23 White 24 Black 23
  • 41. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black now has a web of counters connecting five settlements. Scores Orange 23 White 24 Black 23
  • 42. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black attacks GREEN 2. Orange takes coins 1 and 6. Black takes coins 1 and 5. Orange loses one counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X X A X X
  • 43. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange retaliates, rolling one die. Black obtained 1 and 5. Orange rolls a 4. Black does not lose a counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X X D X
  • 44. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection PURPLE 2 is selected. Scores Orange 23 White 24 Black 23
  • 45. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White moves from BLUE 3. The plan is to connect this settlement with YELLOW 2 before Black’s attention turns to the top left-hand corner of the board. Scores Orange 23 White 24 Black 23
  • 46. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White moves the reserve from PURPLE 2, connecting to YELLOW 2. Scores Orange 23 White 24 Black 23
  • 47. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Having the counter adjacent to YELLOW 2 will help White to prevent Black (or Orange) from surrounding this settlement. Scores Orange 23 White 24 Black 23
  • 48. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 2 is selected. Scores Orange 23 White 24 Black 23
  • 49. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange moves from BLUE 4, connecting to GREEN 3 and heading towards GREEN 2, which is in urgent need of protection. Scores Orange 23 White 24 Black 23
  • 50. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange moves the reserve from GREEN 2. The counter cannot go onto the settlement itself without the player losing influence, so it goes onto an adjacent space. This makes it more difficult for Black to surround the settlement. Scores Orange 23 White 24 Black 23
  • 51. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange attacks one of the black counters next to GREEN 2. Black rolls a 6. Orange takes coins 3 and 6. Black loses their counter, so cannot retaliate. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X A X X
  • 52. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange chooses to occupy the space won. Scores Orange 23 White 24 Black 23
  • 53. Round 2 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection BLUE 5 is selected. Scores Orange 23 White 24 Black 23
  • 54. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black moves from BLUE 5, blocking the passage from GREEN 2 to Orange’s other settlements. Scores Orange 23 White 24 Black 23
  • 55. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black converts the reserve from BLUE 5, moving (along a chain) to a space by GREEN 2. Scores Orange 23 White 24 Black 23
  • 56. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black attacks GREEN 2. Orange rolls a 1. Black takes coins 4 and 5. Orange does not lose their counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X A X X
  • 57. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black obtained 4 and 5. Orange rolls a 3. Black does not lose a counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X X D X
  • 58. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection YELLOW 5 is selected. Scores Orange 23 White 24 Black 23
  • 59. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White sees that, once YELLOW 2 and BLUE 3 are connected, BLUE 2 should be easy to conquer. The plan now is a surprise attack on BLUE 2. Scores Orange 23 White 24 Black 23
  • 60. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White connects PURPLE 5 to GREEN 4, hoping to connect these two settlements to BLUE 3 in the next round. Scores Orange 23 White 24 Black 23
  • 61. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection BLUE 5 is selected. Scores Orange 23 White 24 Black 23
  • 62. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Given that Black has two reserves that can move to GREEN 2 on the next turn, Orange believes losing this settlement to be inevitable. Scores Orange 23 White 24 Black 23
  • 63. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection So as to have more options on their next turn, Orange connects YELLOW 4 to BLUE 4 and GREEN 3. Scores Orange 23 White 24 Black 23
  • 64. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange wants to keep GREEN 2 for as long as possible, so attacks next to this settlement. Black rolls a 6. Orange takes coins 1 and 4. Black does not lose their counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X A X X
  • 65. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange obtained 1 and 4. Black rolls another 6. Orange does not lose a counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X X D X
  • 66. Round 3 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 5 is selected. Scores Orange 23 White 24 Black 23
  • 67. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black moves from RED 4 to GREEN 2. BLUE 5 is now connected to the rest of the player’s settlements. Scores Orange 23 White 24 Black 23
  • 68. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black moves the reserve from BLUE 5, choosing to leave the one on YELLOW 5 for the time being. (Four counters should be enough to conquer GREEN 2.) Scores Orange 23 White 24 Black 23
  • 69. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black attacks GREEN 2. Orange rolls a 2. Black takes coins 1, 3, 4 and 6. Orange does not lose their counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X A X X X X
  • 70. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black obtained 1, 3, 4 and 6. Orange rolls a 6. Black loses one of the four attacking counters. (This player chooses which counter they lose.) Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X X X X D X
  • 71. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 3 is selected. Scores Orange 23 White 24 Black 23
  • 72. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White is nervous about Orange having two new reserves, as YELLOW 3 and RED 5, enclosed by settlements belonging to Orange, are obvious targets. Scores Orange 23 White 24 Black 23
  • 73. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White moves from RED 5, disconnecting GREEN 5. The player decides not to attack, so play proceeds to Selection. Scores Orange 23 White 24 Black 23
  • 74. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 5 is selected. Scores Orange 23 White 24 Black 23
  • 75. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange moves from YELLOW 4, connecting to RED 3 and reconnecting GREEN 5. Scores Orange 23 White 24 Black 23
  • 76. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange moves their three reserves, isolating RED 5. Scores Orange 23 White 24 Black 23
  • 77. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange attacks RED 5. White takes coins 2, 3, 4 and 5. Orange takes coins 1, 2 and 6. White loses one counter. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 D X X X X A X X X
  • 78. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange obtained 1, 2 and 6. White rolls 2, 5, 6. Orange loses two counters. The battle went well for White, badly for Orange. Scores Orange 23 White 24 Black 23 1 2 3 4 5 6 A X X X D X X X
  • 79. Round 4 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection BLUE 5 is selected, again. Scores Orange 23 White 24 Black 23
  • 80. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black moves from BLUE 5, still wishing to conquer GREEN 2. Scores Orange 23 White 24 Black 23
  • 81. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black converts their newest reserve and surrounds GREEN 2, wishing to attack this settlement with five counters after failing to win it with four in the previous round. Scores Orange 23 White 24 Black 23
  • 82. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange rolls a 6. Black takes coins 1, 2, 3, 4 and 6. Orange loses their counter, so cannot retaliate. They also lose the points that the settlement is worth. Scores Orange 21 White 24 Black 23 1 2 3 4 5 6 D X A X X X X X
  • 83. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Black takes possession of GREEN 2 and gains 2 points. Scores Orange 21 White 24 Black 25
  • 84. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 3 is selected. Scores Orange 21 White 24 Black 25
  • 85. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection White moves from RED 5, reconnecting to YELLOW 3 and making it difficult for Orange to surround RED 5. The player decides not to attack, so play proceeds to Selection. Scores Orange 21 White 24 Black 25
  • 86. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection GREEN 4 is selected. Scores Orange 21 White 24 Black 25
  • 87. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange decides that they should be attacking Black instead of White. They move from RED 3, threatening RED 4. Scores Orange 21 White 24 Black 25
  • 88. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange converts the reserve on GREEN 3, beginning to surround RED 4. Scores Orange 21 White 24 Black 25
  • 89. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange attacks RED 4. Black takes coins 1, 3 and 4. Orange takes coins 1 and 5. The defender loses one counter. Scores Orange 21 White 24 Black 25 1 2 3 4 5 6 D X X X A X X
  • 90. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection Orange obtained 1 and 5. Black rolls 2, 4. Orange does not lose a counter. Scores Orange 21 White 24 Black 25 1 2 3 4 5 6 A X X D X X
  • 91. Round 5 Black – White – Orange Movement – Conversion – Attack – Retaliation – Selection PURPLE 4 is selected. Scores Orange 21 White 24 Black 25