This section contains detailed rules for performing a tactical action. To perform a tactical action, players follow these steps in order:

  1. Activation
  2. Movement
  3. Space Combat
  4. Invasion
  5. Production

These steps are described in detail in the following sections:


1. Activation

The active player must choose one system that he would like to make the focus of his tactical action. He activates that system by taking a command token from his tactic pool and placing it on that system.

That system is the active system for the remainder of the tactical action. A player cannot activate a system that already contains one of his command tokens, but he may activate a system that contains other players' command tokens. A player also cannot activate a system if he does not have any command tokens in his tactic pool. …


Ambassador

Normal rules for you except that the AI does not gain a card unless it is a curse. When Ambassador enters the VP pyramid, shuffle the trash and draw a random card returning it to the supply.

You gain a copy of the card.

Baker

You do not start with a coin, a game supply of 5 coins is needed. When a Baker is bought/gained move 1 coin to the active supply. To play a Baker you must take a coin from the active supply. …


Cottage Garden: a colorful sea of flowers framed by walls, paths, and hedges. As ambitious gardeners, you face the challenge of filling the beds in every corner of your garden with plants, inspired by the limited spaces to create ever new compositions. You have a variety of plants available to design your gardens - as well as flowerpots and plant covers - until diversity blooms everywhere. Be kind to the cats!


Components

  • 1 double-sided Nursery game board
  • 36 Flower Tiles (puzzle pieces)
  • 9 Flowerbeds, each with a light and a dark side
  • 1 green large Gardener die
  • 1 large round cardboard Parasol token
  • 30 round cardboard Cat tokens
  • 16 round cardboard Flowerpot tokens
  • 2 cardboard Beehive tokens
  • 4 Planting Tables with scoring tracks (1 each per player)
  • 12 orange Flowerpot Scoring Cubes (3 per player)
  • 12 blue Plant Cover Scoring Cubes (3 per player)
  • 1 cardboard "Wheelbarrow"
  • 1 Game rules

Before the First Game

Carefully remove the cardboard components from their punchboards. …


America In The 19th Century: You Are A Rancher And Repeatedly Herd Your Cattle From Texas To Kansas City, Where You Send Them Oby Train. Is Earns You Money And Victory Points. Needless To Say: Each Time You Arrive In Kansas City, You Want To Have Your Most Valuable Cattle In Tow.

Is Will Not Only Require That You Keep Your Herd In Good Shape, But Also That You Eectively Utilize The Various Buildings Along The Trail. Success Will Require That You Hire Capable Sta : Cowboys To Improve Your Herd, Cra Smen To Build Your Very Own Buildings And Engineers To Manage The Important Railroad Line. …


When you are familiar with the basic rules, you can play with a more variable game setup.

Choosing Your Faction

Instead of choosing a faction from the list, the first player chooses any one of the seven faction boards, then chooses either of the factions on it and places the board on the table with that side faceup.

Continuing in clockwise order, each other player does the same with the remaining faction boards.


Placing Your First Structures

Instead of placing your starting mines according to the diagram, follow these rules: Starting with the first player and continuing in clockwise order, place one mine on any one home planet (matching your color) of your choice. Then, starting with the last player and continuing in counterclockwise order, place your second mine on a different home planet. …


After a Mandate Turn has been executed, if the next step on the Political Track shows the Kami symbol, then the Political Phase is briefly interrupted to resolve a Kami Turn, in which the Clans that have sent some of their Shinto warriors to worship at the Shrines may reap powerful benefits.

During a Kami Turn, players resolve the effects of each of the 4 Shrine tiles in order, starting from the leftmost Shrine and proceeding to the right. In each Shrine, players compare the total Force each Clan has there. Only the Clan with the most Force gets the benefit granted by that Shrine's Kami. As always, if there's a tie, the tied player with the highest Honor is considered to have the most Force in the Shrine. If a Shrine has no Shinto on it, it's simply skipped during this Kami Turn. …


Villagers are found either in your stock; on a production or exchange building in their own or another player's village; in their own Village Center; at School; or as a "newborn" in a married couple's home in a production or exchange building.

There is no way to refuse a marriage or prevent it. No divorce, same-sex marriages or marriages between villagers belonging to the same player are allowed. If a villager has settled down (moved into a building), it remains there until the end of the game. …



The Game Board

Map

The heart of the board shows the Map of Japan, which is where most of the conflicts in the game play out.

Political Mandate Slots

During their turn, players will place their chosen Political Mandates in these slots, going from left to right.

Shrine Slots

At the start of each game, Honor Track 4 random Shrine tiles are These slots are used to mark placed in these slots. These the relative Honor between represent the Shrines the the Clans. A Clan with its Shinto may go to in order to marker above another has worship the different Kami. …



Treachery Cards

Q: Does the Family Atomics card have an immediate effect if blown when the Storm Marker is over Arrakeen, Imperial Basin, or Carthag?

Answer: When the Family Atomics card is used, the sector that the storm currently occupies is never affected. All appropriate sectors into which it moves will be affected.


Q:Can the Family Atomics card be used if the Shield Wall or if the adjacent territory from which the explosion is being initiated is in storm?

Answer: Yes, in both cases. …


At the start of a round

What needs to be done at the start of a round?

1. Choose A New Start Player. (except During The First Round)

A new start player is determined at the beginning of a new round. The player who last chose the "Travel" action during the previous round is the new start player.

Hint: Stack dice on this action. This will allow you to quickly see who is the last player to have played on this action; it will be the one on top of the "Travel" action. …