MEN OF SUMER




INTRODUCTION
Players a rival kings in the land of Sumeria.

VICTORY
The first player to control six of the ten city-states is the winner.

THE MAP
Use a hex map to depict:
The Fertile Crescent (The lands around and between the Tigris and Euphrates rivers).
There are 10 City states:
Kish, Larak, Nippur, Umma, Lagash, Uruk, Ur, Eshnunna, Khafaje, and Eridu.
There are 5 Terrain types:
1. Mud (Farmland & Villages)
2. River Valleys
3. Desert
4. Sea
5. City-States

COUNTERS
Each player gets a set of counters of a unique color.
A counter set contains counters of the following types:
Type:		Number	Notes
Armies		30	Each Army represents about 1,000 men.
Leader		1	Kingly personification of each player
Control Markers	70	

WAR DECK
The War Deck has 6 types of cards:
Phalanx, Javelins, Chariots, Morale, Strategy, Terrain.
For each type of card there are 10 such cards in the deck numbered 1 through 10.
The Harvest Deck is a seperate deck.

SETUP
Shuffle the deck.
Each player gets a counter set.
Roll high on 1D6 to determine placement order.
Each player places his Leader counter on one of the City-states.
Place a control marker on your city-state and all of the surrounding adjacent spaces.
Neutral City states contain 3 Armies which must be defeated to gain control of the city.
Neutral city-states will retake adjacent unoccupied spaces in Planting Phase.

STACKING
Any number of armies may stack in one space.

MAIN TURN SEQUENCE
Each turn consists of 3 phases:
1. Harvest Phase
2. War Phase
3. Planting Phase

HARVEST PHASE
Players roll high on 1D6 to determine turn order. Reroll ties.
Each player…
Gains 5 armies for each City-state they control.
Gains 1 army for each ‘Mud’ terrain they control.
Gains 1 army for each ½ of a river valley they control.
Each Player is dealt 4 cards face up from the Harvest Deck and plays them.
Players place these armies in their City-states in turn order.
If a player lost a Leader last turn, he gains a new one.
He places the new leader in one of his City-States.
Discard all harvest cards.

WAR PHASE
This phase is divided into 10 segments.
Each player gets one segment turn during each segment.
Players take their segment turns in the order determined during Harvest Phase.
Each segment turn is divided into 3 sub-segments:
1. Movement Sub-segment
2. Fighting Sub-segment
3. Conquest Sub-segment

MOVEMENT SUB-SEGMENT
A player may move each of his armies 2 spaces.
A Leader may move 4 spaces.
In river spaces denote which side of the river the stack is on.
It costs 1 space to cross a river.
Armies & Leaders may not enter Sea spaces.
An army must stop upon entering a City-state, or a space occupied by enemy armies.

FIGHTING SUB-SEGMENT
If two stacks of opposing armies occupy the same space there will be a battle.
Exception: The armies are on either side of the river and the moving player 
does not want to attack.
Each player is dealt 7 cards from the War deck.
If the deck runs out shuffle the discard and draw from it.
Players may then discard up to 6 cards and draw replacements.
Each player may play up to one card of each of the six types of cards.
(For Example: a player could not play 2 chariot cards.)
Each player calculates his battle total:
Add the numeric value of all cards played + 1D6 per Army present and +2D6 if 
your Leader is Present.
If the defending stack was in a City-state, the defender adds 2D6.
If the attacking stack just crossed a river the defender may add 1D6.
The player with the higher Battle Total wins.
Roll high on 1D6 to break ties.
The losing stack is destroyed utterly. The winner takes no casualties.
If your leader is destroyed, all of your armies on the board disband.
Discard all war cards.

CONQUEST SUB-SEGMENT
On any space you have an army add a control marker if you didn’t already have one there.
Replace enemy control markers with your own in any space you occupy.

PLANTING PHASE
All players discard all their army counters.
The men return home to plant their fields.
Place your Leader counter into a City-state you control.

HARVEST CARD LIST
Card Name:		Effect:		Notes:
Revolt			Lose 1D6 Armies		
Flood			Lose 1D6 Armies
Dust Storms		Lose 1D6 Armies
Draught			Lose 1D6 Armies
Flash Floods		Lose 1D6 Armies
River changes Course	Lose 1D6 Armies
Swamps			Lose 1D6 Armies
Wild Jackasses		Lose 1D6 Armies
Semite Invaders		Lose 1D6 Armies
Martu Invaders		Lose 1D6 Armies
Elamite Invaders	Lose 1D6 Armies
Plague			Lose 1D6 Armies
Pestilence		Lose 1D6 Armies
Piracy			Lose 1D6 Armies
Locusts			Lose 1D6 Armies
Disease			Lose 1D6 Armies
Rebellion		Lose 1D6 Armies
Bloody Coup		Lose 1D6 Armies	
Corruption		Lose 1D6 Armies
Heresy			Lose 1D6 Armies
Famine			Lose 1D6 Armies
Uprising		Lose 1D6 Armies
Banditry		Lose 1D6 Armies
Class Warfare		Lose 1D6 Armies
Tax Reform		Lose 1D6 Armies
Epidemic		Lose 1D6 Armies
Food Shortage		Lose 1D6 Armies
Anarchy			Lose 1D6 Armies
Unrest			Lose 1D6 Armies
Trade for Wood		Gain 1D6 Armies	
Trade for Metal		Gain 1D6 Armies	
Trade for Exotic Foods	Gain 1D6 Armies	Spices
Surplus Grain		Gain 1D6 Armies	Exported
Good Harvest		Gain 1D6 Armies	
Sumerian Beer		Gain 1D6 Armies	Favorite Drink
Bread & Onions		Gain 1D6 Armies	Staple Foods
Blessing of Innanka	Gain 1D6 Armies	The Goddess of Fertility
Blessing of En-Lil	Gain 1D6 Armies	The Wind God
Semite Migrations	Gain 1D6 Armies	
Elamite Mercenaries	Gain 1D6 Armies	Renowned archers 
Martu Mercenaries	Gain 1D6 Armies	Semitic Desert Nomads
Trade for Gold		Gain 1D6 Armies
Cuneiform Script	Gain 1D6 Armies	Written on Clay Tablets
Temple Festivals	Gain 1D6 Armies	Music & Sports
Trade Pottery		Gain 1D6 Armies	Clay was abundant
Livestock		Gain 1D6 Armies	Sheep, Oxen, and Swine
Build Ziggurat Temple	Gain 1D6 Armies	Step Pyramids
Irrigation Ditches	Gain 1D6 Armies	
Immigrant Workers	Gain 1D6 Armies	
Artisans & Craftsmen	Gain 1D6 Armies	Carpenters, Bricklayers, Jewelers, Weavers
Fishing			Gain 1D6 Armies	
Conquer Foreign Tribes	Gain 1D6 Armies	
Slavery			Gain 1D6 Armies	
Great Leader		Gain 1D6 Armies	Gilgamesh
Sacred Marriage		Gain 1D6 Armies	Yearly Ritual Orgy
Good Omens		Gain 1D6 Armies	Astrology, Reading Sheep’s Livers
Raise Taxes		Gain 1D6 Armies	Silver Shekels
Peace Treaty		Gain 1D6 Armies	

MAP
Thanks to Janne Thörne for making a Great map!








Return to Warpspawn Mainpage