Multi-Player
rules
In multi-player games some
special rules apply:
INITIATIVE
There are three methods of determining turn order. Play with your favorite.
1. Each player rolls 2d6.
Highest roll goes first, next highest goes second, etc.
2. Roll 2d6. Highest roll
goes first, then clockwise.
3. Roll 2d6. Highest roll
goes first. Then roll 1d6: 1-3 clockwise/4-6 counter clockwise.
SUPPLY
In multi-player games, each player checks the supply status of friendly units,
during Production.
NEUTRAL CITIES/TOWNS
Cities and Towns which begin the game Neutral may be captured with normal
movement only (not strategic). They must be garrisoned (any unit) to maintain
control. You may not build new units (but you may build steps on existing units)
in controlled Neutral Cities.
DIPLOMACY AND AIR RESPONSE
Players are encouraged to form alliances. An alliance (declared) allows units
to co-exist in the same hex without fighting, subject always to the normal stacking
rules for one player. Allied players move separately (hence co-ordinated attacks
are not possible) but allies can AIR respond normally to to assist each other.
ACCUMULATED VICTORY POINTS
During Production, count the number of city points controlled by each player
and record this number. A running total of these VPs determines the victor at
the end of the game.
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