Clans
Winning Moves,
2002
designed by Leo Colovini
translated by Pitt Crandlemire
A game about the
establishment of the first villages
Players: 2 -
4
Ages: from 10
years
Duration:
approximately 30 minutes
Idea of the
game
5 clans wander
throughout ancient terrain in search of security. Every once in a while they
build their huts together. This is how the first villages developed.
But the peaceful
appearance can be deceiving and, according to some very simple rules, an unusual
tactical contest develops regarding supremacy of the clans.
Game
material
1 gameboard, divided into 60 areas with different terrain:
mountains (gray), forest (dark green), steppes (yellow) and grassland (light
green). Rivers and lakes group the areas into 12 regions (which are only
important for initial distribution of huts at the start).
An epoch chart is
also displayed on the gameboard. This shows 5 epochs,
I - V, one after the other from top to bottom, as well as which terrain type in
each epoch is favorable and which is hostile to life. Surrounding the epoch
chart is a scoring strip, on which you can keep track of game progress without
requiring the players to betray their clan color.
60 huts, 12 each
in the colors of the 5 clans
5 secret clan
cards with the colors of the clans
12 yellow bonus
chips
5 scoring disks
for the scoring strip, 1 in each clan color
1 rules
booklet
Note: In some
games the 5th clan color is white instead of black.
A region with 5 areas
Steppe
Grassland
Grassland
Mountains
60 huts
5 scoring disks
Gameboard
with 60 areas divided into 12 regions
Epoch chart
Scoring strip
Bonus chips
5 clan cards in the clan colors
Set-up
Place 1 hut into
each of the 60 areas.
In order to ensure
an even distribution of colors, first make 12 groups of 5 huts composed of 1
hut in each color. Put one group into each region. Then distribute one of the 5
huts in the group into each individual area in the region.
The 5 wooden disks
are all placed at the start of the scoring strip.
Each player draws
a clan card and keeps it secret from the other players until the end of game
scoring. Any unused cards are put back into the box without being revealed.
The 12 bonus chips
are placed on the corresponding spots of the epoch chart.
Goal of the
game
Throughout the
course of the game, each player tries, as inconspicuously as possible, to
collect the most points for his clan color. You get points for your color with
the formation of each village, so long as at least one hut of your color is
represented. Additionally, a player who establishes a village on his turn gets
a bonus chip (= one point).
Thus, it is
desirable to establish many villages, preferably ones where your color is
represented. Villages are more valuable the more huts they contain.
But, beware -
villages established in areas which are hostile to life in an epoch get no
points and individual huts can vanish from a village if a dispute occurs.
So, you play
like this
1. Start
Randomly determine
a startplayer, then play in
clockwise order.
2. Movement
There is only one
possible type of movement in the game: all huts in one area are moved into any
one adjacent area which may not have been unoccupied.
In this way, more
and more areas become emptied, while groups of huts are concentrated in other
areas.
If a group is
composed of 7 or more huts, it may not be moved. Huts from adjacent areas can
still be moved in to join this group, however. Movement across rivers is
allowed but not across lakes.
In the rare case
where multiple groups of 7 or more huts are adjacent to each other, the smaller
group must be moved to join the larger. If both groups are the same size, the
active player decides which group is moved.
Example 1: Movement.
Group 1 has 4 movement possibilities from this area.
Only 2 of them are legal, however, because two of the possible areas are
unoccupied.
Group 2 may not be moved because it is more than 7
huts large.
3. Epochs
The game extends
over 5 epochs, as displayed on the gameboard. In each
of the first 4 epochs, one of the 4 types of terrains is particularly
well-suited to the establishment of villages (the terrain depicted on the left
of the epoch chart, e.g. forest in the 1st epoch). Another type of terrain is
hostile to life (the terrain depicted with a ruins on
the right of the epoch chart, e.g. mountains in the 1st epoch). The other
terrains are neutral. In the 5th epoch, all terrains are favorable.
A village
established in a favorable terrain scores additional points equal to the number
shown on the epoch chart, e.g. 2 in epoch II. If a village is established in
terrain that is hostile to life, it earns no bonus points or any other
points.
In each epoch, the
number of villages to be established is equal to the number of bonus chips
placed in that epoch on the epoch chart (4 in the 1st epoch, 3 in the 2nd
epoch, etc.) Each player who establishes a village gets the topmost bonus chip.
When the last bonus chip for an epoch is taken, the next epoch begins. If 2
villages are established on the same player turn but only one bonus chip is
left in the current epoch, then one of the villages is actually established as
the first village in the next epoch. The active player decides which village
belongs to which epoch. This rule also applies if more than 2 villages are
established in the same player turn.
If both the 12th
and 13th villages are established on the same (last) player turn, that player
also decides which of those villages was the 12th and is thus scored.
4. Villages
A group of huts
(or even a single hut) becomes a village as soon as, at the end of any player turn, the area they are in is surrounded only by unoccupied
areas.
The player who
established the village (by the actions of his just completed turn) takes the
topmost bonus chip from the epoch chart and sets it in front of himself. Each
bonus chip counts as one point for the player holding it at the end of the
game.
Every time a
village is established, three things happen:
1.
The
player who established the village takes the topmost bonus chip.
2.
The
village is scored (see section 5)
3.
The
scoring disks for the clan colors represented in the village are moved forward
on the scoring strip. The next player then takes his turn.
Example 2: Establishing a village
The huts in area 1 will become a village if the huts
in the adjacent area 2 move either into area 1 or into area 3 because then all
the areas adjacent to area 1 (marked by green dots) will be empty.
The player who establishes this village gets the
topmost bonus chip from the epoch chart. Each bonus chip counts as one point
for the player holding it at the end of the game.
Dispute in a
village:
The clans normally
manage to live together in a group quite peacefully - but there ia an exception: if all 5 colors
are represented in a village when it is established, there is first a dispute.
All colors represented in the village by only one hut are removed before the
village is scored.
Example 3: Dispute in a village
This village has just been established with 9 huts.
All 5 colors are represented: black with 4, red with 2, blue with 1, yellow
with 1, and green with 1 hut.
The single huts for blue, yellow and green are
immediately removed before the village is scored - these colors do not score
any points for this village.
5. Scoring a village
Generally, when a
village is established, each clan color gets points equal to the total number
of huts in the village - whether it is represented by one or several huts.
There are 2
exceptions however: when the village was established
-
in an area with favorable terrain, the village also gets as many bonus
points as indicated on the epoch chart.
-
in an area with hostile terrain, the village gets no points, neither for
the huts nor any bonus points. The player who established the village does get
the bonus chip from the epoch chart, however.
Example 4: Favorable and unfavorable terrains.
The steppe is a favorable terrain in the 3rd epoch.
Therefore, the village gets 3 bonus points.
The grassland is a hostile terrain in the 2nd epoch.
The village gets no points.
The 12th village
always gets a 5 point bonus, regardless of the type of terrain where it was
established.
A village's score
is equal to the total number of huts plus bonus points. The scoring disks of
the clan's represented in the village are moved forward on the scoring
strip.
Example 5: Scoring.
Village 1 is composed of 5 huts - 3 blue, 1 yellow,
and 1 red. It was established in the 1st epoch in favorable forest terrain, so
it also gets a bonus of 1 point.
The village therefore scores 5 points for the huts
plus one bonus point equals 6 points. The blue, yellow, and red scoring disks
are moved forward on the scoring strip accordingly.
End of the game
and the winner
The game ends when
the 12th village is established. Scoring for the 12th village takes place as
normal and scoring disks of the involved clans are advanced as normal. In the
rare case that no legal moves are possible before the 12th village is
established, the game ends early.
The players now
reveal their secret clan cards. Each player moves his clan's scoring disk
forward a number of additional spaces equal to the bonus chips he earned for
establishing villages during the game. The player whose scoring disk is fartherest advanced along the scoring strip wins.