CARVING UP CHINA







INTRODUCTION
Bidding game for 3-5 players. 
Each player is an Imperialist Power in the late Nineteenth 
Century trying to get a piece of China. 

VICTORY
The player with the most Victory Points (VP) at the end of the game wins. 
Each card in a players Victory Pile is worth a stated number of VP. 

END OF GAME
The game ends when there are no cards left in the Territory Deck. 

THE DECKS
Players share 2 common decks: 
Territory Deck
Imperial Deck
The decks are kept face down. 

SETUP
Randomly select 1 player to be the Lead player. 
Each player selects 1 Nation to be their own. 
Each player is dealt 6 cards from the Imperial Deck. 

TURN SEQUENCE
Each turn has 4 Phases: 
1. Manchu Phase
2. Power Phase
3. Conflict Phase
4. Logistics Phase

MANCHU PHASE
Flip over the Top card of the Territory Deck. 
Place it face up in the middle of the table where everybody can see it. 
This is called the Prize card. 

POWER PHASE
Each player is dealt 3 cards from the Imperial Deck
If the Imperial deck runs out, shuffle the discard and draw from it. 

CONFLICT PHASE
Players use their Imperial cards to bid for the Prize card. 
The Lead player goes first by playing 1 or more Imperial cards face-up to the table. 
Each Imperial card has a Power Value (PV)
Play proceeds clockwise. 
Each player must bid cards with a Total PV greater than the Total PV played 
By the previous player or they are out of the bidding. 
This continues until all players but one are out but one. 
This player is the Winner. The Winner puts the Prize card into his 
Victory pile and discards all the Imperial cards he Bid. 
The other players put their Bid cards back in their hands. 

LOGISTICS PHASE
Each player must discard their hands down to 4 cards. 
The current Lead Player gives the position of Lead Player to the person to his left. 

INVADER CONFLICT CARD
The winner of the Invader Conflict card can cause 1 target card in any 
Victory Pile to be shuffled back into the Territory Deck. 

REBELLION CARD
If the Rebellion card is revealed, all players immediately discard their hands. 
The Rebellion card is then removed from play. 

LAND LEASES CARD
If you win a Prize using a Land Leases card, toss a coin in your 
Victory Pile. The Coin is worth 2 VP. 

IMPERIAL DECK CARD LIST
Card Name:			Power:	
Manchu Weakness			2
Opium Trade			1
Gunboat Diplomacy		3
Military Aid			4
Money & Arms			5
Naval Power			6
Land Leases			1*
Treaty System			7
Invasion       			8
Opium War			9
Attack Peking			10
There are 4 copies of each card in the deck. 

TERRITORY DECK CARD LIST
Card Name:			Victory Points:
Canton				6
Hong Kong			7
Shanghai       			6
Annam				2
Burma				5
Korea				5
Formosa				2
Liaotung Peninsula		5
Port Arthur			7
Kiaochow Bay			4
Shantung Peninsula		4
Kwangchow			3
Wei-Ha-Wei			3
Yangtze Valley			4
Invader Conflict       		X
Rebellion			X

IMPERIALIST POWERS
Players have 5 powers to choose from: 
British, French, German, Russian, and Japanese. 

BRITISH
Every Imperial card played by the British player 
Has a +1 to its Power Value. 

FRENCH
The French after drawing their 3 cards in Power Phase may (once)  
Discard them (all 3) and draw 3 new cards. 

GERMANS
All Territories the German Player wins are worth +1 VP each. 

RUSSIANS
The Russian players max hand size in Logistics phase is 5 cards. 

JAPANESE
The Invasion card is worth 15 to the Japanese player (Not 8). 










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