MASTERS OF INDIA







INTRODUCTION
Card game for 2-4 players. 
India circa 1700's
Each player controls a European power that has 
Colonial ambitions in India. 

THE COLONIAL POWERS
Each player must pick as his identity one of the 4 Powers: 
Portuguese, Dutch, English, French
All players must be of a different power. 

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

END OF GAME
The game ends after 10 rounds. 

ROUNDS
During a Round , each player gets 1 turn. 
Players take turns in the following order within a round: 
1. Portuguese 
2. Dutch
3. English
4. French

RAJ TOKENS
Players share a common set of Raj Tokens. 
There are an unlimited number of Raj Tokens. 

PROVINCE TOKENS
Players share a common set of Province Tokens. 
There are exactly 12 Province Tokens. 
Province Tokens can be either owned by a player or they can be 
Neutral, not owned by any player. 
A player may have zero Province Tokens and still be in the game. 

THE EMPIRE DECK
Players share a common deck. 

SETUP
Players select their Nationalities. 
Each player starts with zero Province Tokens. 

TURN SEQUENCE
Players take turns as described in the “Rounds” Section. 
Each turn has 7 Phases: 
1. Opportunity Phase
2. Uprising Phase
3. Expansion Phase
4. Submission Phase
5. Contest Phase
6. Trade Phase
7. Colonial Phase

OPPORTUNITY PHASE
Each player fills their hand to 7 cards. 
If the deck ever runs out, shuffle the discard and draw from it. 

UPRISING PHASE
Each of your opponents in turn may play (discard) an Uprising card. 
To negate an uprising card you must discard a 
Leader, Diplomacy, Native Ally, or Colonial Army card. 
If you do not negate an uprising, one of your Provinces becomes Neutral. 

EXPANSION PHASE
You may discard Empire cards from your hand. 
For each such card you discard, draw 2 cards from the deck. 

SUBMISSION PHASE
You may capture a Neutral Territory by playing (discarding) 
1 Sea Power card and either 1 Colonial Army or Diplomacy or Leader card. 

CONTEST PHASE
You may attempt to capture a Territory controlled by an Opponent. 
Declare your target Opponent. 
Your opponent may negate your attempt by playing a Diplomacy card. 
If not negated the attempt continues: 
First both players starting with the current player must take turns 
Playing Sea Power Cards. If the current player plays more cards, the 
Attempt may continue to the next phase, otherwise the attempt fails. 
Second (if the current player had greater Sea Power), both players 
Starting with the current player, may play Colonial Army and Native Ally cards. 
The player who plays the most cards wins. 
If one side plays a Colonial Army card, and the other side does not, the side 
that played the Army card automatically wins. 
If the current player wins, he may take 1 Province card from his opponent
Discard all played cards. 

TRADE PHASE
Gain 1 Raj Token for each Province Token you control. 
Play (Discard) Trade cards for 1 Raj Token each. 
You cannot discard more Trade cards than Provinces you own. 

COLONIAL PHASE
The current player may discard up to 2 cards from his hand. 
Max hand size is 7 cards. Discard excess cards. 

CARD LIST NOTATION
S = Sea Power			
C = Colonial Army							
L = Leader				
D = Diplomacy			
E = Empire				
N = Native Ally			
T = Trade			
U = Uprising			

THE EMPIRE DECK
Card Name:		#	Type
Navy			5	S
Fleet			5	S	
European Troops		5	C
Sepoys			5	C/N
General			1	L/C
Admiral			1	L/S
Governor       		1	L/D
Explorer       		1	L/E
Balance of Power       	1	D
Nabobism       		1	D
Treaties       		1	D
Threats			1	D
Promises       		1	D
Strategy       		1	E
European Wars		1	E
Arrogance		1	E
Ambition       		1	E
Native Ally		5	N
Muslim Revolts		1	U
Mughal Armies		1	U
Hindu Guerillas		1	U
Maratha Raids		1	U
Nawab Rebellion		1	U
Albuquerque		1	L/E	Portuguese Only
Clive			1	L/C	English Only	
Dupliex			1	L/D	French Only
Spice Trade		1	T	Dutch Only
Bay of Bengal		1	T/S	
Arabian Sea		1	T/S	
Indian Ocean		1	T/S	
Triangular Trade       	1	T
Trading Company		1	T
Merchants		1	T
Greed			1	T/E
Plunder			1	T/E
Trade Route		1	T	
Factories		1	T	



OPTIONAL COLONIAL POWERS SPECIAL ABILITIES
Each European Power has its own special power: 

PORUGUESE
The Portuguese start the game controlling 3 Provinces. 

DUTCH
The Dutch can discard as many cards as they like in their Colonial Phase. 
The Dutch get 2 Raj Tokens for every Trade card they discard in Trade Phase. 

ENGLISH
The English draw 2 extra cards on their turn in Opportunity Phase. 

FRENCH
The French earn 1 Raj Token immediately every time they 
Capture a Province Token. 











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