With /join can enter 3-4 players into the game. With /start the game begins. Alternatively, you can use the game management use.
There are two princess houses of hostile sentiment: eagle and rose. Players fight for the princess houses and try to conquer the opposing landmarks and win points. Whoever fights for the Princely House can change in the course of the game, because there is a small traitor in everyone.
In the middle are the landscapes of the two minds of Adler and Rose. At the beginning, each of the two parties has the same landscapes.
Each landscape map contains some information:
Around the field of play, the gamblers are arranged
Here you can see the current sense of a player's color and symbol. At the top right, his winning points are displayed, at the bottom right the sum of the supply cards played in phase 3. Below you can see his own supply cards that the co-player only covers.
On the top left you can see the status indicator
Here you can see the current round number, the active player and the action that this has to perform.
The game runs at 3/4 players over 9/8 rounds, each divided into twelve phases.
At the beginning of the game, each player receives three supply cards with values 3/4/5. The starter is determined and the player behind the starter will automatically become a strategist for the first round. The game order is somewhat different to other games: top left - bottom left - top right - bottom right; always starts at the starter, which changes a place forward in each round.
Now every player reihum sets a farm.
Care should be taken to ensure that the Gutshof is also depicted in its own name field. If you see the accountr, you can change this by clicking on it. Then one looks for one of the landscape fields (preferably one of its own minds) and places its farm there.
The player who had chosen the strategists in the previous round may now choose the place of conflict; i.e. it selects two adjacent landscapes of different minds. To do this, he goes over the landscapes with his mouse: two adjacent landscapes are always marked with a white frame (in the picture the eagle village and the rose-eagle). If the desired landscapes have the white frame, it confirms the selection with one click.
There are six action cards:
The player who takes the strategist will become a strategist in the next round and can thus determine the place of conflict. He gets two win points in this round.
The farmer receives three supply cards in phase 10.
The builder may rebuild a farm or an accountant or convert a farm into an account and vice versa.
The Diplomat 5 brings five points of conflict into the fight.
Diplomat 2 brings two points of conflict into the fight. In addition, in phase 10 it receives a supply card extra.
The traitor changes his mind and goes over to the opposing house. He gets a win point.
In each round, an action card is sorted out under cover. Starting with the starter, each player is looking for one of the remaining action cards.
Click on the desired action card and confirm with "OK".
Sometimes the window is hidden on the edge. Then you can grasp it with the mouse at the upper edge and drag it into the middle of the picture.
Starting with the starter, each player exposes reihum 0-5 supply cards to strengthen the landscape of his mind in this conflict. To do this, click on all the cards you want to play. They are marked with a white frame. It is then confirmed by "OK".
There are 23 supply cards ( 5x2, 5x3, 5x4, 5x5, 2x6, 1x8)
Now all action cards are exposed. If a traitor was in the game, he changes his mind and goes over to the other house.
The conflict points of the two principal houses are now compared. This includes:
The Princely House with the higher sum of conflict points wins. If both princess houses reach the same number of points of conflict, no points of victory are distributed. However, the winning points for the traitor (1) and the strateg (2) exist in any case.
On the landscape map of the lower Princely House, the winning points are broken down, which the players of the winning house get. The number of points of victory per player depends on the number of players in the winning Princely House.
If in the example (Dorf) only one player belong to the victorious house, it would be rewarded with ten points. For two players, each scored six points and three points each. Were all players of the same mind, each player receives only one point.
In addition, the traitor now gets a victory point, the strategist two.
The underlying princess house now changes his mind. The coat of arms of the victorious house is hidden in the middle of the field. To continue, each player must click on the coat of arms. So every opportunity and time has enough time to look at the round again.
The builder may now build a new estate or accountant or convert an accountant into a estate or vice versa; it is also possible to place a building.
To do this, you first select from the name display whether you want to build a Gutshof or an accountr. One click on the building changes from one type to another. Then you can select the desired landscape by clicking on the mouse to place the building. It should be noted that the agritourisms only bring supply cards when they are in a field own Standing mind.
If you want to put a building, first click on the building, then set up the building's request and set it up again.
The buildings are displayed on the landscape fields with a colour bar in the player colour. A player may have a maximum of three buildings, of which a maximum of two accountants.
Whoever took over the role of the strategist is now assigned it and thus has the right to determine the place of conflict in the next round. A player retains this role until another person selects the Stratege action card. However, the two additional winning points for the strategic are only available when the action card was selected in this round by him.
The supply cards played out in the conflict come to the storage stack.
The farmer always receives three supply cards. All other players, starting with the starter, then pull for each farm on a landscape own A supply card. The player with the action card Diplomat 2 gets an additional supply card.
However, the following applies: no player gets more than three cards and no one can have more than five cards on their hands! For example, a farmer does not receive cards for his farms, as he has already received three cards for his "Bauer" promotion card.
The action cards are collected again and ready for the next round.
The player who comes in the order after the current starter will now become the starter and the game will start again at Phase 1.
The phases without interaction of the players in which, for example, only points are calculated or cards returned are automatically executed by the program (phase 4, 5, 6, 8, 9, 11 and 12):
The game ends after phase 10 if either a princess house has conquered all landscapes or at 3/4 players after the 9th/8th round.
Now, for the accountrs, points are still distributed as follows: each player multiplies the number of its accounts (no matter where they are) with the number of its supply cards. However, a maximum of three supply cards are taken into account. As you can build up a maximum of two accountrs, the highest, achievable extra point number is 2 * 3 = 6. These points are added to the winning points played so far. Who now has the most win points wins the game.