ALEXANDER THE GAME






INTRODUCTION
2 player Card & Dice Game. 
Alexander the Great Theme. 
One player is Alexander. 
The other is the Conquests. 

VICTORY
Reduce opponent to zero Army tokens. 
The Victor's Score is equal to the number of Army Tokens he has left.  

THE DECKS
There are 2 decks: 
Conquest Deck (Difficulty Cards)
Alexander Deck (Solution Cards)
The Alexander Deck gets the Reconnaisance Cards. 

DICE 
Six-sided Dice are needed. 

ARMY TOKENS
Each player gets 20 Army Tokens. 

SETUP
Shuffle the Decks. 
Each player gets one of the Decks. 

TURN SEQUENCE
Each turn has 6 Phases:
1. Logistics Phase
2. Reconnaisance Phase
3. Difficulty Phase
4. Strategy Phase
5. Conquest Phase
6. Final Phase

1. LOGISTICS PHASE
Each player draws 3 Cards from their own deck. 

2. RECONNAISANCE PHASE
The Alexander Player may discard a Reconnaisance card to look 
at his opponents hand. He may then draw 1 card or discard 
2 cards to draw 3 cards. 

3. DIFFICULTY PHASE
First the Conquest Player may discard 1 Card:
Card:				Effect:	
Satrap				Play 2 more Cards or Draw 2 Cards and play 1. 
Large Army			Gain 2 Bonus Dice.
Raids				Opponent Discards 3 Random Cards. 
Fortified City			Gain 1D6 Army Tokens. 
Privations			Gain 1 Bonus Die.  
Mutiny				Opponent loses 1D6 Army Tokens. 
The Alexander Player may immediately discard 1 card in response to 
a card just played by the Conquest player to negate it.  
Card:				Effect:	
Political Support       		Negate Satrap Card.
Military Genius			Negate Large Army Card.
Occupation			Negate Raid Card.
Siege				Negate Fortified City Card.
Live Off the Land       		Negate Privations Card.
Ruthlessness			Negate Mutiny Card.

4. STRATEGY PHASE
The Alexander Player may then play another card: 
Card:				Effect:	
Political Support       		Gain 1D6 Army Tokens.
Military Genius			Gain 2 Bonus Dice.
Occupation			Gain 1D6 Army Tokens.
Siege				Gain 1 Bonus Die.
Live Off the Land       		Draw 2 Cards. Opponent discards 2 Random Cards.
Ruthlessness			Play 2 more Cards. 

5. CONQUEST PHASE
The Conquest player rolls 3 Dice plus any Bonus Dice. 
The Alexander player rolls 3 Dice plus any Bonus Dice. 
The player with the lower sum loses Army Tokens equal to the difference of sums. 

6. FINAL PHASE
Max hand is 3 cards. 
Discard excess cards. 


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)





CARDSET AVAILABLE
Click Here  Alcrespi



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SOLO CARD GAME RULES

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:
1. Strategy Phase
2. Conquest Phase
3. 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.

VICTORY
52 cards in the Conquest pile is a perfect score. 
Exceptional = 48+
Good = 44+
Clear victory = 40+












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