Read the entire Rulebook below or view the PDF.
Each player chooses a faction and collects the Faction Board and corresponding cards. Note that the backs of the cards indicate the faction. Each faction has 3 General cards, 3 Special Forces cards, 3 General tokens, and 1 Super Army token. Player setup should look similar to the following:
Each player is dealt 3 Command Cards. These cards have special rules and bonuses that impact gameplay. A player may play one or more of their Command Cards at any point during their turn. Once the card is played it is removed from the game. Some Command Cards may be played out of turn - refer to the card itself for specifics on how to play it.
Separate the colored barns from the rest of the tiles and give one to each player based on their faction color: blue is for Chickens, red is for Cows, green is for Goats, and black is for Pigs. Discard any unused barns. Turn the rest of the tiles face down on the table.
The backs of the tiles have numbers. Count the number of players and keep all of the tiles with this number or lower on the back. For example: if there are 3 players select all of the tiles that have the number 3 and the number 2 on the back. Discard the rest of the tiles.
Leave all of the tiles face down and shuffle them around. Randomly pick tiles and turn them over to form a square grid for the starting board. The grid size is determined by the number of players:
|Players||Starting Grid Size|
All players now choose a location to place their Barn. Barns must be placed adjacent to one of the existing tiles on the starting board. Diagonal placement is not allowed.
When placing their barn players should consider nearby resources, obstacles, and proximity to neighbours.
The final board will vary in size based on the amount of players:
|Players||Starting Grid Size|
Continue picking random tiles and fill in the starting board to the final grid size.
Each player has 3 tokens that represent each of their Generals. Once the board is complete, the Generals are placed on top of their faction's barn.
Roll a die to see who goes first. A player's turn follows the order: Action Phase, Harvest Phase, Marshaling Phase. Each player completes all phases of their turn before play goes to the next player to the left.
In the Action Phase a player may Move or Attack with each of their Generals (in any order). Players may choose not to take an action with any or all of their Generals.
A player may move each of their Generals two squares in any direction. Generals cannot move into forest tiles, lake tiles, or other player's barns. Generals do not have to move and may stay at the current location. A tile may only be occupied by one General at a time.
If a General moves into a tile occupied by another General an attack is triggered. The image highlights attack and movement options for the Chicken.
A player's barn cannot be attacked by opponents. A player may move any number of their Generals into their own barn.
Troop Cards and Special Forces have attack and defense points which are indicated by the orange and blue icons at the top of the card.
The attacking General totals the orange attack numbers on all of it's Troop and Special Forces cards. The attacker then rolls a single die and adds this to the total. This is the attack strength.
Note that a General must have at least 1 Troop or Special Forces Card, with 1 or more attack points in order to attack.
The defending General totals the blue defense numbers on all of it's Troop and Special Forces cards. The defender then rolls a single die and adds this to the total. This is the defense strength.
If the attack and defense strengths are the same, nothing happens and both Generals stay at their original locations.
The defender takes a casualty by discarding a Troop or Special Forces Card of their choice from under their defending General. The defender must retreat by moving their token to an empty adjacent tile. The attacking General now moves into the defender's original location. If the defending General is unable to retreat to an empty tile they move to the attacking General's original tile.
Both Generals stay at their original locations. The attacker takes a casualty by discarding a Troop or Special Forces card of their choice from under their attacking General.
When a Troop Card is chosen as a casualty, the card is returned to the deck and can be marshaled (purchased) again by any player. When a Special Forces Card is chosen as a casualty it is removed from the game permanently, and cannot be marshaled again.
If the sum of the defense points on a General's Troop and Special Forces cards are zero, the General automatically loses the battle without rolling a die. Generals themselves cannot be used as casualties and are not removed from the game.
During the Harvest Phase the player may harvest resources from tiles that are occupied by their Generals. Resource tiles have an icon showing grass, hay, corn, a carrot, or an apple.
Ability to Harvest
In order to harvest a resource the General must have a Troop Card that grants the ability. Troop Cards have icons at the bottom indicating which resources they may harvest. For example, the General to the right contains a Sheep Troop which allows it to harvest Hay.
Note that Grass is an exception to this rule and may be harvested at any point without a corresponding Troop Card. Generals without Troop Cards can harvest Grass.
Each General may harvest a maximum 1 resource per turn.
The player collects one token for each resource successfully harvested. The player spends these tokens to marshal Troops.
During the Marshaling Phase a player may spend their harvested resources to marshal new units for their Generals. Note that players are not required to spend their resources and may keep unspent resources for as long as they wish.
The Faction Board indicates the amount of resources required to marshal each Troop Card. Troop Cards are the same for all players, and a General may have any mixture of Troop Cards. Note that Troop Cards are limited and may not be available to marshal.
A player may also marshal Special Forces. Each faction has 3 Special Forces Cards available for marshaling. These are unique units that are available to that faction only. The Faction Board shows the resources required to marshal each Special Force. Note that Special Forces are limited - if they are chosen as a casualty in battle, they are permanently removed from the game and cannot be marshaled again.
Maximum 5 units per general
A player may marshal as many units per turn as they wish provided they can pay for them. A marshaled unit is immediately placed under one of the player's Generals. Each General can have a maximum of 5 units under it. Units cannot be voluntarily discarded, they must be a casualty of a battle in order to be removed from the battalion.
After a player has completed marshaling units, the last action they may take is to transfer a unit. Players may transfer a single unit between two Generals that occupy adjcent tiles on the board. The General that receives the Troop must have less than 5 units present.
The End Game
At this point in the Rulebook you may begin playing the game. The following sections refer to the end game and can be referenced later once players have a chance to play the game for a few rounds.
Choosing to form a Super Army
At any point in the game a player may choose to consolidate their Generals into a Super Army. To form a Super Army, a player must get all of their remaining Generals into their barn and declare that they are becoming a Super Army. A Super Army cannot move on the same turn it is formed.
Super Army Setup
When a player forms a Super Army they then:
- 1. Spend any remaining resources to marshal fresh units. A Super Army cannot contain more than 15 total units.
- 2. Discard the rest of their Resource Tokens and General cards.
- 4. Group all of their Troop Cards together to form one large army.
- 5. Draw a Battle Plans card. These are similar to Command Cards but are more powerful and are for use with the Super Army. Refer to the Battle Plans card itself for more detail.
- 6. Use the Super Army token to represent the Super Army on the board.
- 7. Flip over their Faction Board to reveal the Battle Board. The Battle Board is used to keep track of the Super Army's attack and defense totals. Use the 1 Star General to represent the attack strength of all Troops. Use the the 3 Star General to represent the defense strength of all Troops.
Super Army Rules
The Super army is very powerful and is used to win the game by defeating the other players. It is subject to different rules:
- 1. It cannot harvest any resources.
- 2. It may move 3 tiles per turn.
- 3. The Super Army can enter other player's barns. If there are multiple Generals in a barn they act as a single General when defending. Casualties can be chosen from any General in the barn.
- 4. It attacks and defends with two dice instead of one. Any 12 rolled with a Super Army is an automatic win, and any 2 rolled is an automatic loss.
- 5. When attacking or defending it causes 2 casualties.
- 6. When attacking, the Super Army destroys any General that that has no Troops at the end of the battle. The General and its token are permanently removed from the game.
- 7. If a Super Army loses all of it's Troops, the faction is removed from the game.
The game is won by the last faction standing.
Super Army Joint Attacks
A Super Army may preform a joint attack with one or more other Super Armies. This allows weaker factions to team up against stronger factions.
When a Super Army declares an attack any other Super Army that is adjacent to the defender may declare a joint attack. The joint attacker must already be adjacent to the defender and cannot move to participate in the joint attack.
The attacker then rolls 2 die as usual, adds their attack strength to the total, and also adds the attack strength of any joint attackers. Joint attackers do not roll dice.
The original attacker does not suffer any penalty. All joint attackers automatically lose their next turn and cannot attack or move on that turn. After their lost turn has passed they are free to attack and move normally, or to perform another joint attack and lose their subsequent turn.
If the defender of a joint attack loses they take 2 casualties as usual. If the defender wins all joint attackers take 2 casualties each.