GREAT DYNASTIES OF EUROPE







INTRODUCTION
Card game for 2-6+ players. 
Theme: European Royal Houses 1300-1900. 

VICTORY
The player with the most Victory Tokens at the end of the game wins. 

GAME LENGTH
Each turn represents 25 years (roughly 1 generation). 
Starting in 1300 and ending in 1900. There are 24 turns. 

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

TERRITORY DECK
Players share a common Territory Deck. 
Each card represents a region that can be owned by a player. 
Each Territory belongs to one of 10 Regions. 

DYNASTY DECK
These represent the available Dynasties. 
Each has a starting Territory and a Special Ability. 

DICE
Six sided dice (D6) are needed. 

GOLD TOKENS
Players share a common pool of Gold Tokens (GT). 

ARMY TOKENS
Players share a common pool of Army Tokens (AT). 

OVESEAS TERRITORY TOKENS
Players share a common pool of Overseas Territory Tokens (OT). 
Each such Token represents a Territory in the 
New World, Africa, India, and elsewhere. 

SETUP
Players roll high on 1D6 to see who goes first. 
Each player draws 3 Dynasty cards and picks one. 
The others are shuffled back in the deck. 
Each player gets the Territory card associated with their Dynasty. 
These Territories are called the Ancestral Homes. 
Remaining Territories form a Neutral Territory Deck. 
Each player starts with 1D6 Armies. 
Each player starts with 2D6 Gold.
Each player starts with 2D6 VT.
Each player starts with 1D6 Territory cards drawn from the Deck.

TREACHERY ROLLS
When you gain a Territory, sometimes you will be directed to 
Make a Treachery Roll. Roll 1D6: 
On a roll of 1 or less you gain a random Neutral Territory. 
On a roll of 2-3 you gain a Neutral Territory of your Choice. 
On a roll of 4 you gain a Random Territory from an Opposing Player. 
On a roll of 5-6 or more gain a Territory of your choice from an Opposing Player. 
When taking a Territory from an Opponent, the last Territory you may take is 
Their Ancestral Home. If a player loses his Ancestral Home he loses the game 
And all his territories become Neutral. He may start over with a new Dynasty. 
If there are ever no Neutral Territories left, add 3 to your roll.  

TURN SEQUENCE
Players take turns. 
Each turn has 9 Phases: 
1. Marriage Phase
2. Inheritance Phase
3. Economy Phase
4. Upkeep Phase
5. Military Phase
6. Culture Phase
7. Event Phase
8. Conquest Phase
9. End Phase

MARRIAGE PHASE
Roll 1D6 (The Marriage Roll):
On a roll of 6 you gain a Territory. 
Make a Treachery Roll and subtract 3. 

INHERITANCE PHASE
Roll 1D6 (The Inheritance Roll):
On a roll of 6 you gain a Territory. 
Make a Treachery Roll and subtract 3. 

ECONOMY PHASE
Roll 1D6 (Corruption Rolls) for each Territory you control:
On a roll of 1 you gain 1 Gold. 
On a roll of 2 you gain 2 Gold. 
On a roll of 3 you gain 3 Gold. 
On a roll of 4 or 5 you gain nothing. 
On a roll of 6 you lose 1 Gold. 

UPKEEP PHASE
Pay 1 Gold for each Army you control. 
Unsupported Armies are lost. 

MILITARY PHASE
Pay 3 Gold to build 1 Army. 
You may do this up to 1D6 times (Recruit Roll)

CULTURE PHASE
Check for each of the 10 Regions. 
If you have the most Territories in a Region get 1 VT. 
Roll 1D6 (The Culture Roll). 
Pay this many Gold to gain 1 VT. 
As long as you pay, you may make another Culture Roll. 
Overseas Territories count as a single Region for this purpose. 

EVENT PHASE
Draw and Reveal 1 card from the Event deck and resolve it.  
This will often be the simple loss or gain of Territories, Armies, Gold, and VT.  
Some Events will cause a War of Survival or a General War.  
Discard Resolved Event cards. 
If the Event deck runs out, shuffle the discard and draw from it. 

WAR OF SURVIVAL
These are the result of certain Event cards. 
Each such card has a Magnitude Rating (MR). 
Roll a 1D6 (Survival Roll) a number of times equal to the MR of the Event. 
On a Roll of 1-3 nothing happens. 
On a roll of 4-6 you lose 1 Army. 
If you have no Armies left, you lose a Territory of your Choice. 
Lost Territories become Neutral. 

GENERAL WAR
These are the result of certain Event cards. 
Choose one Opponent to be your Primary Foe.
All other players must individually choose a side to Ally with. 
All Players roll 1D6 for each of their Armies (General Roll).
On a Roll of 5 or 6 one opposing Army of your Choice is Destroyed. 
If the opposing side has no Armies remaining, you instead take 
control of 1 Target enemy Territory (Main Foe or Ally). 
You must distribute captured Territories as evenly as possible between 
yourself and your allies. 

CONQUEST PHASE
If you did not fight a War of Survival this turn, you may fight a War of Conquest. 
Roll 1D6 (Conquest Roll) for each of your Armies you commit: 
On a Roll of 1 the army is destroyed. 
On a roll of 2-5 nothing happens. 
On a Roll of 6 you gain 1 Territory: 
Make a Treachery Roll to determine which Territory you get. 
If you win an opponent’s Territory, he may negate this by losing 1 of his Armies. 

END PHASE
Pass the dice to the next player in line. 

DYNASTY DECK NOTATION
ST = Starting Territory
SA = Special Ability
OPT = Once Per Turn on your own Turn
VT = Victory Tokens

DYNASTY DECK CARD LIST
Dynasty:       		ST:		SA:
Habsburg       		Austria		Reroll 1 Inheritance Roll OPT
Orange			Netherlands	Reroll 1 Corruption Roll OPT
Tudor			England		Reroll 1 Marriage Roll OPT
Burgundy       		Burgundy       	Reroll 1 Conquest Roll OPT
Stuart			Scotland       	Reroll 1 Treachery Roll OPT
Romanov			Russia		Reroll 1 Recruit Roll OPT
Grimaldi       		Lombardy       	Reroll 1 Culture Roll OPT
Hohenzollern		Swabia		Add 1 to any 1 of your Rolls OPT
Oldenburg		Saxony		Start with +3 Armies
Bourbon			Gascony		Start with +4 VT
Capetian       		Aquitaine	Start with +2 Territories 
Valois			Lorraine       	Start with +10 Gold
Jagiellon		Lithuania	Reroll 1 General Roll OPT
Luxembourg		Bohemia		Reroll 1 Survival Roll OPT

TERRITORY DECK NOTATION
G = Germany
A = Anglo-Saxon
F = France
S = Spain
K = Scandinavia
I = Italy
B = Balkans
X = Baltic
E = Eastern Europe
L = Low Countries

TERRITORY DECK CARD LIST
Territory:		Region:
England			A	
Scotland       		A
Wales			A
Ireland			A
Bavaria			G
Saxony			G
Bohemia			G
Austria			G
Moravia			G
Swabia			G
Flanders       		L
Belgium			L
Luxembourg		L
Netherlands		L
Aragon			S
Castile			S
Navarre			S
Leon			S
Portugal       		S
Sardinia       		I
Tuscany			I
Sicily			I
Naples			I
Lombardy       		I
Hungary			E	
Transylvania		E
Romania			E
Russia			E
Muscovy			E
Poland			X
Prussia			X
Lithuania		X
Estonia			X
Norway			K
Denmark			K
Sweden			K
Finland			K
Croatia			B
Dalmatia       		B
Slavonia       		B
Montenegro		B
Lorraine       		F
Brittany       		F
Burgundy       		F
Normandy       		F
Aquitaine		F
Gascony			F

EVENT DECK NOTATION
WOS = War of Survival
MR = Magnitude Rating
LORT = Lose 1 Random Territory
OT = Overseas Territory
MATR = Make a Treachery Roll
Leader = Player with the most Territories or VT
AP = All Players

EVENT DECK CARD LIST
Event:				Notes:
Rebellion			WOS MR =3
Ottoman Empire			WOS MR =8
Civil War			WOS MR =4
War of Succession		General War
Grand Alliance			General War
Modernization			Gold +2 VT +2
Renaissance Masters		VT +3
Forge Empire			Gain 1 OT
Discovery			Gain 1 OT
Exploration			Gain 1 OT
Colonization			Gain 1 OT
Annexation			Gain 1 Territory MATR
The Turks			WOS MR =6
Balance of Power       		General War
Stagnation			Lose 1D6 Gold
Treaty				Gain 1 Territory MATR
Confederation			Gain 1 Territory MATR
Pretender			Gain 1 Territory MATR
Consort				Gain 1 Territory MATR
Religious War			WOS MR =7
Reformation			WOS MR =9
Black Death			AP: Lose 3 Gold and 3 Armies
Gain Titles			Gain 1 Territory MATR
Nationalism			WOS MR =10
Enlightenment			Buy up to 1D6 VT for 1 Gold each
Allies				Gain 2 Armies
Holy War			Get a Second Conquest Phase
Mercenaries			Buy up to 1D6 Armies for 1 Gold each 
New World			Gain +1 OT
Prosperity			Gain 1D6 Gold
Industrialization		Gain 1D6 Gold
Bank Loans			Gain 1D6 Gold
Revolution			WOS MR =5
Progress       			Gain 2 Gold and 2 VT
Patron of The Arts		Buy up to 1D6 VT for 1 Gold each
Incompetent Ruler		Lose 3 Gold and 3 VT
Diplomacy			Negate the Next WOS against You
Inbreeding			Lose 2 VT
Assassination			Skip Conquest Phase
Divorce				Lose 1 VT
Dynastic Split			LORT
Lineage Broken			LORT
Family Tree Branches		LORT
No Male Heir			LORT
Complex Legalities		LORT
Forfeit Claim			LORT
Abdication			LORT
Exile				LORT


LINKS
Dynasties Wikipedia










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