Euphrates and Tigris
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Preparation
- Set up the board as described in the
rulebook.
- Each player selects a dynasty and
places his 4 leader disks and 2 catastrophe tiles in front of his
screen.
- Each player draws 6 tiles from the bag
and places them behind his screen.
- Players follow the Turn Sequence, clockwise around the table,
until the Game End conditions are met.
Definitions
- Leaders (by color): King
(black), Priest (red), Farmer (blue), Trader (green)
- Civilization Tiles (by
color): Settlement (black), Temple (red), Farm (blue), Market
(green)
- Region: A group of two or more tiles
and/or leaders joined by common edges (not corners)
- Kingdom: Any region that contains at
least one leader
Turn Sequence
- The active (current) player may
conduct up to two actions (including doing nothing) in his turn:
- Position
a leader
- A
leader may be placed on any empty space (except a river).
- A
leader may be removed from the board.
- A
leader already on the board may be moved from one space to another
(when
re-placing the leader on the board, it is subject to the usual rules
for
placing leaders).
- A
leader must be placed next to a temple.
- A
leader may not join two or more kingdoms together.
- If
a leader is placed in a kingdom that already contains another leader of
the
same color, the leaders’ owners must resolve an Inner Conflict (see
reverse).
- When
a leader no longer has at least one temple adjacent to it, the leader
is
returned to its owner.
- Play
a civilization tile
- Blue
tiles may only be placed on river spaces.
- Black,
red, and green tiles may not be placed on river spaces.
- If
a civilization tile combines two kingdoms, no VPs are awarded.
Place the unification tile on civilization
tile and check for External Conflict (see reverse); remove the
unification tile if there is no External Conflict.
- A
civilization tile may not join more than two kingdoms.
- If
a civilization tile is added to an existing kingdom, check if a VP
(victory point)
should be awarded:
- If
the kingdom includes a leader with the same color as the tile, award 1
VP (in
the tile’s color) to the owner of the leader.
- If
the kingdom lacks a leader with the same color as the tile but it does
have a
King (black leader), award 1 VP (in the tile’s color) to the owner of
the King.
- No
VPs are awarded when a civilization tile is not placed in a kingdom.
- A
player may build a Monument (see reverse) if his tile completes a
square
of four identical tiles.
- Play
a catastrophe tile
- A
catastrophe tile may be placed on an empty space or on top of an
existing
civilization tile (which “destroys” the civilization tile and removes
it from
the game). The catastrophe tile remains
in place for the rest of the game.
- A
catastrophe tile may not be placed on a monument tile, on a tile that
supports
a treasure, or on a leader.
- If
a catastrophe tile destroys the last temple next to a leader, the
leader is
returned to its owner.
- A
catastrophe tile disrupts kingdoms and prevents other tiles and leaders
from
being played on that space.
- Swap
up to 6 tiles
- A
player may discard any tiles from behind his screen and refresh that
number of
tiles from the bag.
- If
a player swaps tiles during his first action, he may use the new tiles
in his
second action.
- End of Action
- If
there are two or more treasures in a kingdom, the owner of the Trader
(green
leader) may claim all the treasures in that kingdom except one.
- If
one of the four treasures located nearest the corners of the board is
among the
treasures that may be claimed by the Trader, that treasure must be
taken first.
- End of Turn
- Monuments
generate VPs for like-colored leaders in the same kingdom (see reverse).
- All
players refresh their hands back to 6 tiles.
- Check
to see if the game is finished (see Game End).
Internal Conflict
- Occurs when the active player (the
“attacker”) places a leader in a kingdom that already contains a leader
of that color.
- Conflict Resolution
- The
players involved in the conflict count the temple tiles adjacent to
their
conflicting leaders.
- The attacker may increase
his “temple count” by adding temple tiles from behind his screen and
placing
them next to the board. The defender
may then increase his temple count in like manner. Each player
may only add tiles once per conflict. (See the English Variant
for an
alternate rule).
- The player with the greater temple
count wins the
conflict; in case of a tie, the defender wins.
- Consequences
- The losing player withdraws his
leader from the board.
- All temple tiles played from behind
the screens are
discarded.
- The winner is awarded 1 red VP.
External Conflict
- Occurs when a tile is placed that joins two kingdoms, and the new
(joined) kingdom contains leaders of the same color(s).
- Conflict Resolution
- If there are conflicts between two or more colors, the
active player decides which conflict is resolved first.
- If one of the active player’s leaders is involved in a
conflict, then the active player is the attacker; otherwise, the first
player
around the table (in clockwise order) who has a leader involved in that
conflict becomes the attacker.
- Each player totals his conflicting leader’s “supporters”
(tiles in the leader’s color)
in the leader’s original kingdom.
- The attacker and defender may add supporters from
behind their screens (see Internal Conflicts) to their totals.
- Whichever player has more supporters (in total) is the
winner; in case of a tie, the defender wins.
- Consequences
- The losing player withdraws his leader from the board
and all supporters are discarded (see Exception below).
- All tiles played from behind the screens are
discarded.
- The victor gains 1 VP for the removed leader and 1 VP
for each discarded supporter (see Exception below).
- Exception:
If the conflict was between Priests (red leaders), then temples which
contain a
treasure or which are next to a leader are not removed and do not count
contribute VPs to the winner.
- If a joined kingdom is divided by a conflict and the resulting
kingdoms contain no leaders in conflict with each other, the
unification tile is removed; otherwise, the active player chooses the
next conflict to be resolved.
Monuments
- If the active player places a tile
that completes a square of four like-colored tiles, he may turn them
face down and place a monument on the square; either of the monument’s
two colors must correspond to the color of the face-down tiles.
- Any conflicts that are initiated when
a square of four like-colored tiles is completed must be resolved
before a monument can be built; if the four-tile square remains after
the conflict(s), the monument may be built.
- If the active player chooses not to
build a monument, no monument may ever be built on that four-tile
square.
- The face-down tiles still function as
part of a kingdom, but no longer provide support to their leaders.
- Monuments (and the face-down tiles
under them) may never be destroyed.
- When a monument is built
- A
treasure on top of one of the monument’s four tiles remains on top of
that
tile.
- If
a leader is no longer adjacent to any temple tiles, the leader is
returned to
its player.
- At the end of his turn, the active
player receives 1 VP for each leader whose color matches either color
of any monument in the leader’s kingdom. Kings do not receive VPs
“by default” (as can occur when a civilization tile is played).
Game End
- The game ends when either of these
conditions occurs:
- There
are only 1 or 2 treasures left on the board.
- A
player is unable to refresh his tiles from the bag (not necessarily
when the
bag is empty).
- Determining the winner:
- Each
player sums his VPs in each of the four colors (treasures act as “wild
cards”
for any color(s)).
- The
player’s lowest VP total among the four colors represents his game
score.
- The
player with the highest game score is the winner.
English Variant (for Conflicts)
An attacker
may only add extra
temples (or supporters) if his total would then exceed the current
strength of
the defender. If he has no chance of winning the conflict, he may not
add extra
tiles. The defender may only add enough extra temples or supporters to
win by
establishing a tie. No more, no less!
(This rule prevents players discarding tiles that have no bearing on a
conflict.)