CONTROL

Territory Deckbuilder

Fight over various territories to rule the land. Attack and defend an expanding land as you try to control more than the other lords. Recruit creatures and find items to help you gain more power than other lords.

 

GENERAL RULES

Setup:

Shuffle the 20 color Territory cards and place them on the table. Choose your selection of Loot cards (just use all if you are unsure) and shuffle them in a sperate deck placing them on the table. Each player gets 13 starter cards: 3 Fanatics, 3 Fodders, 2 Chests, 2 Soldiers, 2 Coins, and 1 Commander. Shuffle each player’s starter cards. Each player draws a Territory card and places it on the table. They control that territory. All territory cards must be adjacent to each other.


2 Player Rules:

Each player draws 7 cards. The player whose turn it draws a territory card from the deck and places it next to another territory card on the board. The players take turns placing cards from their hand until both players pass. When fight over a drawn territory card Attack and Defense values apply. If a card has both only add the highest value. Whoever has more attack and defense points when both players pass wins the territory. In the event of a tie the player who placed the territory wins. Whoever wins gets to draw a loot card from the loot deck and puts it in their discard. At the end of the combat, any placed cards are moved to the discard. Then the players whose turn it is, attack a territory owned by the other player. Both players take turns placing cards from their hand until both pass. The attacking player only counts Attack values on cards and the defending player only counts Defend values on cards. If the attacking player has greater attack value then the defending player’s defend value then they now control the territory and draw a loot card. If the defending player wins they keep the territory and draw a loot card. If the players have cards left in their hand they choose to keep one and place the rest in the discard. The turn ends and repeat the steps above. The first player to control 10 territories wins the game. If at any point you have less than 7 cards in the deck when you need to draw shuffle the discard and draw until you have drawn 7.


3 Player Rules:

With 3 players the rules are the same except the who attacks who. The players whose turn it is draws a territory card. The person to their left fights for it. Then the person to their right draws a territory card and the person whose turn it is fights over it. Then the player to the left of the player whose turn it is attacks a territory owned by the player to the right of the turn player. The turn passes to the left and the steps are repeated. The first player to own 8 territories wins.


4 Player Rules:

With 4 players the players whose turn it is draws a territory card and fights over it with the person to their left. Then the person across from the turn player draws a territory card and fight over it with the person to the right of the turn player. Then the two players who drew territory cards this turn attack a territory owned by the person to their left. Next turn goes to the player to the left so the other two players are now drawing territories and attacking to their left. The first player to own 6 territories wins.


General Rules:

Use dice to keep track of each player’s gold value. Gold stays until you spend it. If a card has a cost printed on it pay that much gold to use that card. Use colored or numbered counters to mark who owns what territory. If you will be attacking this turn try to save your attack cards for next combat by using your defense ones first. The same rule applies if you are going to defend, prioritize attack cards on the first combat of that turn.


Terms:

Attack: A value used to add up a combat value. If attacking a territory only use this value.

Defend: A value used to add up a combat value. If defending a territory only use this value.

Exile: Remove a card from the game. No longer interacts with the game.

Gold: Provides gold that can be spent on cards with a cost. Keep gold until spent.

Cost: Pay this much gold to place this card in combat.

On Draw: Execute this card’s actions when it is first drawn from the loot deck.


Territory Cards:

Forest: If defending this territory the defender starts with 1 defense value.

Mountain: If attacking this territory the attacker starts with 1 attack value.

Gold Mine: If you control this territory at the start of a turn gain 1 gold.

Gold Vien: If you control this territory at the start of a turn gain 2 gold.

Junkyard: If you win combat on this territory draw an extra loot card.

Volcano: If you win combat on this territory exile any card from your hand, discard, or deck. If you search through your deck shuffle it afterward.

Plains: No effects.

 

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