PLAYING THE GAME
A game round consists of the following actions:
• Move the round marker forward on the round track
• Turn cover the top action card in each stack
• Play the power cards
• Each player takes his turn (turn sequence is determined by the value of the
power cards played)
Round marker (small black cube)
At the start of the game, the round marker is placed on the 1 space of the round
track (in the short game, the round marker begins on space 2). Each round after
the first, the counter is moved one space further along the track. General scoring
occurs at the end of the 3rd, 6th, and 9th rounds (when the round marker is
moved along the scoring track).
Turn over the action cards
The top card in each stack is turned face up.
The players should read and consider which of the actions they would like
to see executed and which they would gladly prevent.
Play the power cards
In the first round, the players choose a player to begin. In subsequent rounds,
the player who played last in the previous round begins. The remaining players
follow clockwise around the table. The power cards are played face up. Once a
particular value has been played, later players may not play this card in this
round. All power cards played must have different values! Once played, the
player leaves the cards face up on the table in a stack, so only the top-most is
visible. They are not returned to a player’s hand. They determine:
• The turn order: the player who played the card with the highest value takes
his turn first, then the player that played the second highest card, etc.
• The number of their Caballeros that they can move from the provinces to
their courts.
Player turns
The player who played the highest power card takes his turn first. A turn is
made up of the following actions in the given order:
1. Move Caballeros from the provinces to the court.
The player moves at most the number of Caballeros shown on the power
card from the provinces to his court. If there are not enough of this player's
Caballeros in the provinces, the player may remove Caballeros from the
board to make up the difference.
2. Choose an action card
Select an action card from those displayed face up. Each action card allows
two actions:
• The stated number of Caballeros may be moved from the player's court to
the board.
• Execute or prevent the action described by the picture and text.
I
MPORTANT:EACH PLAYER MAY D ECID E WHETHER TO PLACE HIS
C
ABALLE ROS ON THE BOARD BEFOR E OR AFTE R EXECUTING OR NOT
EXECUTING THE SPECIAL ACTION.
- 3 -
m
Round marker goes
on the Round track
Action cards
This power card
allows a player to
take 3 Caballeros
into his court.
You can prevent
one special action
during this round
or the next round.
Special
Scoring:
All 4 regions
are scored.
Intrigue:
Move all of
your own
Caballeros