DYNASTIES & KINGDOMS




INTRODUCTION
Board Game/ Strategic War Game for 2-6+ players. 
Five Dynasties and Ten Kingdoms Period of Chinese History circa 907-960 CE. 

VICTORY
The first player to have 100+ Victory Tokens wins. 

THE MAP
The map has 23 Provinces. 



CONTROL OF PROVINCES
To own (control, Possess) a Province, you must have at least 1 Army Token in it. 
A province can contain a maximum of 10 Army or Rebel Tokens. 

BARBARIAN PROVINCES
The following Provinces are considered to be Barbarian Provinces. 
Annam, Da Chang He, Tufan, Uighurs, or Khitans
Barbarian Provinces can never build Cities (Treat as a gain 1 Army Result on the 
Province Table) 

ARMY TOKENS
Each player has a set of Army Tokens of a unique color. 
Tokens must fit within the Province spaces on the map. 

REBEL TOKENS
Players share a common set of Rebel tokens. 
These represent Armies not controlled by any of the players. 

CITY TOKENS
Players share a common set of City tokens. 
A Province can have a maximum of 1 City Token in it. 

VICTORY TOKENS
Players share a common set of Victory Tokens (VT). 

DICE
The game uses six sided dice. 

THE DECK
Players share a common deck. 
Use a standard 52 card deck. 

SETUP
Players roll high on 1D6 to determine turn order. 
Each player starts with 4 Army Tokens and 1 City Token. 
Each player, in turn, picks 1 Province to be their Homeland. 
Players cannot pick Barbarian Provinces to be Homelands. 
Players cannot have Homelands in adjacent Provinces. 
Players place their Armies and City in their starting Homeland Province. 
Each Barbarian Province starts the game with 3 Rebel Armies. 

TURN SEQUENCE
Players take turns. 
Each turn has 4 Phases: 
1. City Phase
2. Province Phase
3. Expansion Phase
4. Scoring Phase

CITY PHASE
For each of your Cities roll once on the City Table. 
Armies gained start in the same province as the city. 

CITY TABLE
1D6	Result:
1	Gain 1 VT
2	Gain 2 VT
3	Gain 3 VT
4	Gain 1 Army 
5	Gain 2 Armies
6	Gain 3 Armies

PROVINCE PHASE
For each of your Provinces roll once on the Province Table. 
Roll two differently colored six sided dice. 
Have one color always be the first number and the other the second. 
Armies and Rebels gained start in that province. 
A Death result means all armies in that province are destroyed
A Blocked result means no armies may move into or out of 
that province until the start of your next turn. 
A Build result means that Province gets a City. If it already has a 
city, roll once on the City Table. 
A Destruction result means that Province loses a city if it has one. 
If the result is Rebels, they must be fought immediately as in Expansion 
Phase. If the Rebels win, the Rebel Tokens remain in the Province. 

PROVINCE TABLE
2D6	Result:			Notes:	
1-1	Barbarian Hordes       	Gain 3 Rebels
1-2	Petty Warlord		Gain 2 Rebels
1-3	Horse Tribes		Gain 2 Rebels
1-4	Rebel Monks		Gain 1 Rebel
1-5	Banditry       		Gain 1 Rebel
1-6	Piracy			Gain 1 Rebel
2-1	Peasant Uprising       	Gain 1 Rebel
2-2	Plague			Death
2-3	Disease			Death
2-4	Famine			Death
2-5	Flood			Blocked
2-6	Storms			Blocked
3-1	Anarchy			Nothing
3-2	Blight			Nothing
3-3	Locusts			Nothing
3-4	Pestilence		Nothing
3-5	Drought			Nothing
3-6	Taxation       		Gain 1 Army
4-1	Good Crops		Gain 1 Army
4-2	Stability		Gain 2 Armies
4-3	Peace			Gain 1 VT
4-4	Prosperity		Build
4-5	Loyalty			Gain 3 Armies
4-6	Artisans       		Gain 2 VT
5-1	Calligraphy Master	Gain 3 VT
5-2	Enlightenment		Gain 4 VT
5-3	Great General		Gain 4 Armies
5-4	Earthquake		Destruction
5-5	Invention		Gain 2 VT
5-6	Trade			Build
6-1	Industry       		Build
6-2	Allies			Gain 1 Army
6-3	Raids			Nothing
6-4	Taoism			Gain 1 VT
6-5	Buddhism       		Gain 2 VT
6-6	Confucianism		Gain 3 VT

EXPANSION PHASE
You may move each of your armies one space into an adjacent Province. 
You may not move the last remaining army in a province out. 
If a Province is empty, you immediately gain control of 
it by moving an Army into it. 
If the province contains enemy Armies or Rebels, there will be a battle. 
If they are rebels, pick any opposing player to control them for the battle. 
The battle is resolved by playing a single hand of Poker with a 
regular deck of cards. 
Each player is dealt 1+X cards. 
X = the number of Armies (or Rebels) the player has.
The first card is face up, the others are kept hidden in that players hand.  
A player can draw a maximum of 7 cards. 
Players may then discard none, some, or all of their hand cards and draw replacements. 
The player with the winning hand wins the Battle. 
The winner keeps all of his Armies. 
The loser discards all of his Armies. 
If the loser was the defender, and the Province contained a city, the 
city is destroyed on a roll of 1-3 on 1D6. 

SCORING PHASE
Gain 1 Victory Token for each Province you control. 
If any province contains 10 or more armies discard the excess. 



LINKS
Five Dynasties and Ten Kingdoms Period     Wikipedia









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