Eternal Dynasty Rules: Updated 1/13/14 3-5 Players, 60-150 Minutes
Eternal Dynasty Rules: Updated 1/13/14 3-5 Players, 60-150 Minutes
Introduction:
In Eternal Dynasty, players will take on the role of different rulers of competing families in ancient China.
They will complete for the highest score by spreading their Military and Political Influence and
controlling different Provinces. As each round of play passes, control of each family will pass onto a new
generation of Rulers.
Components:
22"x22" Game Board
36 Ruler Cards (Ruler Deck)
89 Dynasty Cards (Dynasty Deck)
30 Vote Cards (Vote Deck)
20 Event Cards (Event Deck)
10 Aye/Nay Cards
300 Influence Tokens (50 1-Influence, 10 5-Influence of each player color)
5 Scoring Tokens
5 Home Province Tokens
10 Leader Tokens
20 Structure Tokens
80 Coin Tokens (20 0-value, 40 1-value, 20 2-value)
1 Coin Bag
4 Event Tokens
2 3-Player Markers
Turn Counter
First Player Token
20-Sided Die
Start of Game:
-The game will last a number of Generations equal to the number of players in the game.
3 Players: 3 Generations - 9 Rounds per Generation (27 turns total)
4 Players: 4 Generations - 7 Rounds per Generation (28 turns total)
5 Players: 5 Generations - 6 Rounds per Generation (30 turns total)
-Each player receives a number of Vote cards equal to the number of players (and Generations) at the
beginning of the game.
-Each player receives 1 "Aye" card and 1 "Nay" card.
-Set aside 1 General card, 1 Magistrate card, 1 Fortress card, and 1 Palace card from the Dynasty Deck.
Some Rulers will require these specific cards.
-Shuffle all Coin Tokens and set them aside, face-down.
-Roll randomly to determine the first player. That player receives the First Player Token.
Event Phase:
An Event Phase occurs at the beginning of each Generation past the first. Events are classified as Minor
or Major Events. At the beginning of each Event Phase, reveal and resolve an Event. If the first Event is a
Minor Event, reveal and resolve another Event.
Rulers:
There are 36 Rulers total. At the start of the
each Generation, each player is dealt 6 cards
from the Dynasty Deck and 3 of the Rulers. Each
Ruler has their own pool of Bonus Military and
Political Influence markers, unique skills, and
set number of cards that they keep for that
Generation. Each player will secretly select a
Ruler based on their Home Province, abilities,
and card count.
There are 36 Rulers total. At the start of the each Generation, each player is dealt 6 cards from the
Dynasty Deck and 3 of the Rulers. Each Ruler has their own pool of Bonus Military and Political Influence
markers, unique skills, and set number of cards that they keep for that Generation. Each player will
secretly select a Ruler based on their Home Province, abilities, and card count. After all players have
finished choosing a Ruler, all Rulers are revealed, and players discard down to the number of cards to
keep as indicated by their chosen Ruler. Discard all Rulers that were not picked.
Some Rulers may also have an "After Rulers are chosen" ability that will trigger at this time. If more than
one Ruler has an "After Rulers are chosen" ability, resolve the abilities clockwise, starting with the first
player in the Generation. "Cards" mentioned in Ruler abilities indicate Dynasty cards. Rulers that afford
protection from cards or certain types of cards do not protect against Events or Votes.
Some "After Rulers are chosen" abilities require specific cards from the Dynasty Deck. These cards
should have been set aside at the beginning of the game.
Each Ruler has a Home Province and adds 2 Military and 2 Political Influence token to their Home
Province.
For ease of reference, place your bonus Military Influence on the top of your Ruler card near the Military
symbol and your bonus Political Influence on the bottom of your Ruler card near the Political symbol.
This way, all players can clearly see how much bonus Influence of each type your Ruler has remaining.
Round of Play:
Play clockwise, taking turns starting with the Starting Player.
Once per Generation, at the start of their turn, a player may elect to call a Vote (see "Voting").
On their turn, a player may take one of the following actions:
-Place 1 Influence in or adjacent to a Province in which they already have Influence. The token is added
to either the Military or Political half of the Province. A player may always place Influence in his Home
Province even if he has no Influence there or in any adjacent Provinces.
-Play a card. In the event that more than one player takes action due to a card, play resolves clockwise,
starting to the left of the player who played the card.
Gaining Influence:
Whenever a player gains Influence for any reason other than adding the 2 Military and 2 Political
Influence in their Home Province at the start of the Generation such as placement, card, Ruler ability, or
Vote, they may choose to use some or all of their Bonus Influence. Bonus Influence must be placed in
the same Province in which the player gained Influence and must match the type of Influence gained. If
both types of Influence are gained, then Bonus Influence of both types may be spent. Even if another
player causes you to gain Influence (such as through an Alliance card), you may choose to utilize your
bonus Influence.
Some cards and Ruler abilities may not specify whether Influence gained is Military or Political. In that
case, the player gaining the Influence may choose either or both types of Influence up to the total
amount gained.
Some Rulers gain extra Influence in specific Provinces or Provinces in which they have no Influence. It is
possible in some instances for a player to gain more than the normal 2 Military and 2 Political Influence
in their Home Province after Rulers are initially selected.
Removing Influence:
You may run into situations where a player cannot remove as much Influence as is required by a card,
ability, Event, or Vote. In that case, the player must remove as much Influence as they are able to in
compliance with the affecting source. You must always choose to remove at least 1 Influence when you
are able to do so through a card or ability; in other words, you cannot target an empty area when you
have a viable target.
Voting:
Once per Generation, before using an "at the start of your turn" Ruler ability or taking their action, a
player may elect to call a Vote, using one of their Vote cards. Calling a Vote does not count as your
action for your turn. After discussing the Vote, players secretly set aside an "Aye" or "Nay" card. Once
every player has selected their choice, reveal and tally the "Aye" and "Nay" votes. After "Aye"s and
"Nay"s are revealed, players may then choose to use their remaining Vote cards to help the Vote pass or
fail. Starting with the player to the left of the player who called the Vote, players may elect to spend
some or all of their remaining Vote cards. Each Vote card can be cast as an additional "Aye" or "Nay"
vote.
If there are more "Aye"s than "Nay"s, the Vote passes and the card takes effect, moving clockwise,
starting with the player to the left of the player who called the vote.
Some Votes, if passed, will have consequences that can affect the entire Generation. For example,
Consolidation of Power prevents any Leaders from being played for the rest of the Generation; however,
if another player calls a Consolidation of Power Vote later on and it does not pass, then the new
outcome will over-rule the previous one and Leaders can be played again.
Scoring:
Tally scores at the end of each Generation.
For each Province, award the following:
-In the event of a two-way tie for first, each Ruler receives 1 Point. No points are awarded for three-way
ties for 1st place or any ties for 2nd place.
-Players normally score 4 Points and 1 Coin per Province for having both the most Military and Political
Influence.
Structures also provide additional Points.
A Fortress provides 3 Points to the player who has the most Military Influence in that Province
A Palace provides 3 Points to the player who has the most Political Influence in that Province
-It is possible for a player to score 10 Points and 1 Coin in one Province for having the most Military and
Political Influence and also controlling a Fortress and a Palace in that Province.
-No Points are awarded on ties for Fortresses and Palaces
-Some Events may also award Coins. In the event of a two-way for first, each Ruler receives the 2nd
place reward. No Coins are awarded for three-way ties for 1st place or any ties for 2nd place.
Coin Tokens:
Coins are awarded primarily for controlling the most Military and Political Influence in a Province at the
end of a Generation. Some Events may also provide Coin rewards. Each Coin is worth anywhere from 0-2
Points at the end of the game. When you receive a Coin, leave it face-down and do not look at it. Coins
are not revealed until after you have tallied the points in the final Generation of the game. At that point,
all players reveal their Coins and add their value to calculate their final score. Coins help disguise the
score between players and add an element of uncertainty to final scoring.
Reshuffling:
Whenever a deck is empty, reshuffle that deck's discard pile. That is the new deck. The Vote Deck should
never need to be reshuffled, but you may need to reshuffle the Dynasty and Ruler Decks. Remember not
to shuffle back in any Rulers that have already been chosen as they should be set aside for the rest of
the game.
Terms:
New Province - A Province in which you have no Influence.
Represented Province - A Province in which you already have Influence.
Ruler - One player's chosen representative for their ruling family.
Border Province - The 7 provinces that are adjacent to the western edge of the map: Zhili, Shanxi,
Shaanxi, Gansu, Sichuan, Yunnan, and Guanxi.
Coastal Province - The 7 provinces that are adjacent to the eastern waters: Zhili, Shandong, Jiangsu,
Zhejiang, Fujian, Guangdong, and Guangxi.
List of Provinces:
1. Yunnan
2. Sichuan
3. Gansu
4. Shaanxi
5. Shanxi
6. Zhili
7. Shandong
8. Jiangsu
9. Zhejiang
10. Fujian
11. Guangdong
12. Guanxi
13. Guizhou
14. Hunan
15. Hubei
16. Henan
17. Anhui
18. Jiangxi
19-20. Re-roll
Note on Provinces:
Some Provinces have names that are very similar, so please be careful when checking these Provinces.
Shanxi and Shaanxi are adjacent to each other and only a letter apart. Henan and Hunan also only differ
by one letter.
Credits:
Game Design: Nicholas Yu
Additional Design: Joshua Reubens
Card Artwork: Lea Segarra
Cover Art: Tong Bui
Variant Artwork: Kendall Goode
Map Design: Heavycat Studios
Graphic Design: Atomic Design; Samantha Armstrong
Symbol Design: Jackson Lin
Distribution & Publishing: Game Salute
Play-Test Lead: Matthew Congdon
Additional Play-Testing: Patrick Geraghty, Jen Kandris, Thomas Kandris, Michelle Kessel, Colin
O'Loughlin, , Sara Reubens
Special Thanks:
My patient and loving wife, Feng, and our twins, Malcolm and Jackson
My family and friends
Chris Leder and Jason Glover
Game Salute (http://www.gamesalute.com)
The Game Crafter community (http://www.thegamecrafter.com)
The BoardGameGeek community (http://www.boardgamegeek.com)
Calabrese Studio (http://www.calabresestudio.com)
Legal:
Eternal Dynasty is and 2014 Zucchini People Games, LLC. All rights reserved.
http://www.zucchinipeoplegames.com