ALEXANDER THE GAME
INTRODUCTION
Solo Card Game with an Alexander the Great Theme.
SCORING
Your score = the number of cards in your Conquest Pile.
Do not count cards in your Defeat Pile.
THE DECK
The deck contains 2 card types:
Difficulty Cards
Solution Cards
SETUP
Shuffle the Deck.
Randomly separate the Deck into 4 equal Territory piles.
Flip over the Top card of each Territory Pile.
TURN SEQUENCE
Each turn has 3 Phases:
Strategy Phase
Conquest Phase
Defeat Phase
STRATEGY PHASE
You may put face up Solution Cards from the Territory piles into your hand.
Your Hand may only ever contain Solution cards.
The Top card of all Territory Piles is always Face up, so
When you take a Solution card, the next card is immediately placed Face up and
Also becomes available to be put in your hand, if it is a Solution card.
You may never have more than 4 cards in your hand.
If you put a fifth card in your hand, immediately discard a card to your Defeat Pile.
You may discard (to the Conquest pile) a Face up Reconnaissance card to look at the
Rest of the cards in that Territory (For 15 seconds).
CONQUEST PHASE
You may overcome face up Difficulty cards in the Territory Piles.
A Difficulty card is overcome by playing a Solution card that matches it.
Both cards of the match are put in your Conquest Pile.
DEFEAT PHASE
You may put face up face up Difficulty cards in the Territory Piles into your Defeat pile.
CARDLIST NOTATION
# = Copies of that card in the deck
D = Difficulty
S = Solution
X = Special
CARDLIST
Card Name: # Type: Notes:
Satraps 4 D (Governors, Tribes, Cities)
Large Army 4 D (Darius, Memnon, Porus)
Raids 4 D (Rebels, Persian Fleet, Scorched Earth)
Fortified City 4 D (Tyre, Gaza)
Privations 4 D (Starvation, Disease, Wilderness, Long Marches)
Mutiny 4 D (Revolts, Rebellions, Conspiracy)
Political Support 4 S Solve Satrap (Conciliation, Liberation, Marriage)
Military Genius 4 S Solve Large Army (Elite Units, Outflank, Flexibility)
Occupation 4 S Solve Raids (Outposts, Garrisons, Solidify Rear)
Siege 4 S Solve Fortified City (Catapults, Assaults, Engineers)
Live Off the Land 4 S Solve Privations (Naval Resupply, Allies)
Ruthlessness 4 S Solve Mutiny (Massacres, Tyranny)
Reconnaissance 4 X (Intelligence, Scouting, Exploration)
VICTORY
52 cards in the Conquest pile is a perfect score.
Exceptional = 48+
Good = 44+
Clear victory = 40+
CARDSET AVAILABLE
Click Here Alcrespi

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