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@SirVeggie
Last active October 25, 2020 21:46
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Dynasty Builder

Game progression

Start

Each player starts with a level 1 city center placed somewhere within their part of the board and one soldier placed somewhere within 2 tiles of it.

Round

1) Build
2) March
3) Recruit
4) Disband

Winning conditions

Conqueror - Destroy all enemy city centers
Dynasty - Reach total of 12 city levels
Veteran - Acquire 12 military tokens
Timeout - Achieve highest points after x amount of turns or x amount of time

Points

  • Cities: Level x 2p
  • Level 3 units: 1p
  • Military tokens: 1p

Building

The build phase has 3 different actions:

  • Build house
  • Replace house with token
  • Destroy house or token

3 build actions can be performed during the build phase.
Building cannot be performed on a tile with an enemy unit.

Terms

Description
City Area The tiles within the city's range
Friendly Territory The area defined by the combined area of the player's cities
Conflicted Territory An area in which multiple territories are overlapping
Hostile Territory An enemy player's territory
Combat Power Value of the dice + the Power of the participating units
City Center The building built in the center of the cit

City building

Create a 6 house ring and place a City Center in the middle to build a city
Upgrade a city by building an additional ring around the City Center
A new ring must be build as full as possible
Minimum of 4 houses for level 1 ring, minimum of 6 for above
City Centers can be built on any tile, including water, canyons and mountains
Houses replaced with tokens do not count towards a new ring
All previous rings must be complete before upgrading a city
City consists of connected houses, areas that do not connect do not count towards the rings
If a city center is being built on top of a friendly unit, move that unit to any valid adjacent tile

Houses

Houses can be built on Friendly Territory, or next to a unit
Houses cannot be built on Conflicted Territory
Houses cannot be built on top of water, canyon or mountain tiles
Houses can be destroyed by enemy units by moving on top of them or by attacking

City features

City has a range calculated by level x 2
City has a static base defense of 4
Each adjacent house grants +1 defense

City types

Level 1 - Town
Raises unit limit by 1

Level 2 - City
Can recruit Ships and Infantry

Level 3 - Fort
Can recruit Knights and Siege Towers

Level 4 - Military Academy
Can generate 1 Military Token per turn

Level 5 - Mage Tower
Can use one Spell per turn

Bridges:

  • Each player has a single bridge
  • Build the bridge on water with one build action
  • A new bridge causes the previous to disappear
  • Troops can use an enemy's bridge
  • Enemy bridge can be destoryed by attacking it
  • A bridge occupied by an enemy troop cannot be dismantled

Marching

  • During march phase move and attack with each unit one at a time
  • A unit cannot move after attacking
  • If a land unit lands on a ship, it will be carried while the ship moves
  • A unit carried by a ship cannot attack
  • Units moving on the same terrain have a -1 movement penalty when adjacent to enemy units
  • Units moving to/from/within a canyon have a -1 movement penalty
  • Units can always move at least 1 tile per turn

Combat

  • The Power values of both units are added to the dice
  • The area of battle is the tile on which the defender party stands
  • An attack can be performed even if the unit is out of moves
  • In case of a tie, the attacker can back off, or try again
  • Each unit only has one attack per turn

Supporting

  • Units can support the battle if the battle area is within their range (see exception)
  • The Power values of the supporting units are added to the dice during combat

Range attacks

  • The target can choose to evade or retaliate
  • Retaliation is only possible if the attacker is within their range
  • All normal battles can be supported by ranged units
  • Ranged attacks can be supported only by other ranged units when attacking
  • Ranged attacks can not be supported against when defending
  • A ranged attack can be evaded by rolling 2 or higher
    • This value can be increased by supporting with additional ships (+2 per ship)

City siege

  • During an attack on a city, only the attacker throws the dice
  • If the attacker's combat power exceeds the city's defense, the city is destroyed
  • A tie proceeds in the same way as a normal battle

Spells

Recruiting and disbanding

  • One unit can be recruited per city
  • Unit limit is city count + 1
    • 4 cities -> unit limit is 5
  • City spawn radius is the same as city radius
  • Closest enemy troop to a city limits its spawn radius to: [ *distance to enemy - 2 ]
    • Example: When an enemy troop is within 3 tiles of the city, its spawn radius is limited to 1
  • Troops can be disbanded from within friendly territory

Special Tokens

Land tokens

Houses can be replaced with land tokens to gain back houses.
Land tokens can be swapped back to houses if needed.
Both require a build action.

Military tokens

Acquiring tokens:
Military tokens are awarded for destroying enemy cities.
Destroying a city center awards as many tokens as its level.
Losing a level 2 or higher city center drops 1 military token signified by fleeing troops.

Token usage:
Military tokens are worth 1 point when the game ends.
Military tokens can be used to create units on any tile within friendly territory that is traversable by that unit.
Unit cannot be created adjacent to enemy troops or structures.
Created units cannot exceed current unit limit.
Unit creation must be performed during the recruiting phase.

1 token = level 2 unit
2 tokens = level 3 unit
3 tokens = level 1 city center


Troops

Soldier

  • City level 2
  • Power 1
  • Range 1
  • Movement 2

Ship

  • City level 2
  • Power 1
  • Range 2
  • Movement 4
  • Ranged unit
  • Can carry a single unit

Knight

  • City level 3
  • Power 2
  • Range 1
  • Movement 3

Siege

  • City level 3
  • Power -1
  • Range 1
  • Movement 2
  • Unconditionally destroys city upon attack
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