μ¬κ΅μ μΈ μ¬λμ΄ λλ €λ©΄ λ¨μ΄ μκΈ°κ° μ΄λ―Έ μκ³ μλ κ²μ κ°λ₯΄μ³ μ£ΌλλΌλ μ무 μ리λ§κ³ λ°°μΈ κ². βT.
κ°μ #
μ΄ κ²μμ μνμΌλ‘ λ°°μ΄λ μ‘°κΈ μμ HEXμΉΈμΌλ‘ μ΄λ£¨μ΄μ§ λ
μ‘°κ°λ€μ λͺ¨μΌλ κ²μ λͺ©μ μΌλ‘ ν©λλ€. 5 μ’
λ₯μ μμμ κ°μ§ μμ λ무μ¬μ§μ λΈλμΌλ‘ ννλ κ΅°μ¬λ€μ΄ κ·Έ λμ§ μ‘°κ°μμ λμ¬μ§λλ€. κ·Έλ¬λ©΄ νλ μ΄μ΄λ€μ μ΄ λΈλλ€μ μΌμΉνλ νμ
μ κ΅°μ¬λ€μ μ’μ§μ°μ§νκΈ°μν΄ μ¬μ©νκ±°λ, κ°μ 보λμμ ν΄λΉ μμμ μ‘°μ νλ νλ μ΄μ΄λ₯Ό λμΈ μ μλ λμΌν μμ λΈλλ€μ λμ μ μμ΅λλ€. νλ² νλ μ΄μ΄κ° λ
μμ μ§λ°° νμλ€μ λλΆλΆμ κ°μ§κ² λλ©΄, κ·Έκ³³μ νμ μ§μΈ μ μμ΅λλ€. νμ κ±°μ μꡬμ μΈ μ§λ°°λ₯Ό νμνλ νμμΌλ‘μ, κ²μμμμ μΉλ¦¬μ λ°©λ²μΌλ‘μ μν μ μνν©λλ€. λ§μ½ 2κ°μ λ
μ΄ λμΌν νλ μ΄μ΄μ μν΄ μ§λ°°λκ³ μλ€λ©΄, λκ°μ λ
μ νλλ‘ ν©μ³μ§κ³ λ€λ₯Έ νλ μ΄μ΄λ κ·Έ λ
μ λμ± μ°¨μ§νκΈ° μ΄λ ΅κ² λ©λλ€. μμ μ νμ λ¨Όμ 건μ€ν νλ μ΄μ΄κ° κ²μμμ μ΄κΈ°κ² λ©λλ€. κ·Έλ¬λ κ²μμ λ³ν©λ λ
μ κ°μκ° 3κ° μ΄νλ‘ κ°μλμμλ λν μ’
λ£νκ² λλ©°, μ΄λλ κ°μ₯ λ§μ νμ κ°μ§ νλ μ΄μ΄κ° μ΄κΈ°κ² λ©λλ€.
λ΄μ©λ¬Ό #
- 15 κ°μ λ μΉ΄λ
- 3 μ’ λ₯ μμμ 1~5κΉμ§μ μ«μκ° μ ν μΉ© 5κ°μ© 5 μΈνΈ
- 3 μ’ λ₯ μμ λ³λ‘ κ°κ° 10κ°μ μ±μ²΄
- μ±μ²΄ κ·Έλ¦Όμ΄ κ·Έλ €μ§ 4 κ°μ μ±μ± μΉ΄λ
- 5 μ’ λ₯μ μμμΌλ‘ ꡬλΆλ κ°κ° 40κ°μ κ΅°μ¬(λ무μ¬μ§μ μμ μ μ‘면체λ€)
- ν΄λΉ κ΅°μ¬μ§λ¨μ μ§λ°°λ₯Ό μλ―Ένλ 5 κ°μ μν΅ν λ§
- ν©μ λ₯Ό μλ―Ένλ λ Έλμ λ§ 1κ°
- 4 κ°μ μμ μ£Όμ¬μ
μ€λΉ #
- 15κ°μ λ
λ€μ μνμ΄ λλλ‘ λ°°μΉνκ³ κ°μ΄λ°μ ν©μ λ₯Ό νκ° λμ΅λλ€. κ΅°μ¬(μλ‘λ¬λ‘ν μμ μ μ‘면체λ€)μ μ€μμ λͺ¨μλμ΅λλ€.
- ν©μ λ μ무 λ μ΄λ 골λΌμ λμ΅λλ€.
- μ΄μ νμ¬λμ΄ κ°μ μμμΌλ‘ 3κ°μ© μ΄ 15κ°μ κ΅°μ¬λ₯Ό μ§μ΄μ μ§λ°©λ§λ€ 1κ°μ© μμλ‘ λ°°μΉν©λλ€.
- κ° νλ μ΄μ΄λ κ°μ μμμΌλ‘ 10κ°μ μ±μ²΄μ μ«μμΉ© 1 μΈνΈ, μ±μ²΄ μΉ΄λλ₯Ό λ°μ΅λλ€.
- λλ¨Έμ§ κ²λ€μ 2μΈμ©μ νλλ°λ νμνμ§ μμ΅λλ€. νμͺ½μ μ μΉμλ‘λλ€.
- κ° νλ μ΄μ΄λ 7λ² μ£Όμ¬μλ₯Ό κ΅΄λ € κ·Έ κ²°κ³Όμ ν΄λΉνλ κ΅°μ¬λ₯Ό μ»μ΅λλ€. (μκ΄μ΄ λμ€λ©΄ μνλ μμμ κΈ°μ¬λ₯Ό κ°μ Έμ¬ μ μμ΅λλ€.) These 7 cubes represent the knight reserve from each family for that player. They must be kept where the opponent can see them.
Turn Overview #
In order of numbered discs played last turn (randomly on first turn) each player plays a numbered disc in front of him. All discs played in a turn must have different values, unless the player has no choice. If this happens, the first disc played is considered the lower of the two. Each player must play each number once before starting a turn with all 5 discs available again.
In order of the discs played this turn, low to high, each player performs the following actions:
Put paladins into play (2 or 4 players: 3 paladins per turn; 3 players: 4 paladins per turn). Either
in Court beside the appropriate color OR B. to a territory
All paladins must be played - they can not be saved for a future turn.
Check if control has changed hands for any of the colors played to Court. The player with the most paladins of a color at his Court card puts the colored cylinder on the Court card to indicate this control.
Move the Emperor clockwise up to the number of steps equal to the disc played in Phase A. The Emperor must be moved at least 1 step. Territories that have been combined together count as only 1 space.
Build castle(s) and merge regions. See section below.
Roll the dice to replenish each of the paladins played this turn.
4 Castles and RegionsEvery turn, the region where the Emperor stops is evaluated to determine which player/team controls it. Paladins count as one point each for according to the color(s) controlled Castles count as one point each for the player/team that owns it. The player/team with the majority of points in the region gets to place their castle(s) there, replacing any existing castle(s). If there is a tie for majority, nothing changes - no castle is either built or replaced.
When neighboring territories or regions have the same color castle, they are pushed together to form a single, larger region. All paladins and castles that were on the separate territories become part of this new region. There will always be one castle for each original territory. Thus, 3 merged territories will become one region with 3 castles. These regions are counted as only 1 step when the Emperor is moved during Step 2.
5 Ending the gameThe game ends when either
A player/team builds the last castle (10th for 3 or 4 players; 8th for 3 players). That player/team wins.
There are 4 or less regions left in play. The player/ream with the most castles built at that point wins.
6 ClarificationsIn the early game, playing paladins to the Court is essential. In the late game, playing them to the regions is critical.
4 players: Teams share the same castles and add their points together for determining control of a region. Numbered discs and Courts are never shared. Paladins may NOT be played into a teammateβs Court. Paladins may NOT be exchanged among teammates' reserves.
It is possible for a team to get 4 turns in a row, e.g. playing discs 4 and 5 one turn and 1 and 2 the next.








![[http]](/wiki/imgs/http.png)
