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Board DescriptionWelcome to KASHGAR and the ancient Silk Road. For centuries, this network of trade routes tenuously connected the empires surrounding the Mediterranean Sea to the various cultures of the Far East. Merchants, traders, pilgrims and soldiers used these routes to transport everything from silks and spices to diamonds and rhubarb. Now it can all be yours. Carve out a foothold for your fledgling kingdom. Establish centers of trade along the Silk Road. Then expand your empire and extend your cultural influence to every corner of the known world. The KASHGAR board attempts to recreate this ancient era of conquest and trade. It also introduces the gaming elements of Trade Cities and Trade Routes. Consider them both as you determine your strategy. TRADE CITIES: Trade Cities can attack adjacent Trade Cities along the Trade Routes, regardless of surrounding territories. In this regard, they can provide a faster mode of movement across the board ? and into enemy territories. But remember, Trade Cities are not military fortifications, so the following rules apply: Trade Cities are not needed for regular troop bonuses. Each Trade City owned provides an additional troop bonus of +1. All Trade Cities defend against surrounding territories with a dice modifier of -1, and have a maximum troop placement of 8. There is no dice modifier when one Trade City attacks another along the Trade Routes. THE SEA ROUTE: Like Trade Cities, the Sea Route should be used to transport rather than fortify. For this reason, all sea route territories defend with a dice modifier of -1. Troop placement upon Sea Routes is unlimited. THE EURASIAN STEPPES: The rugged Northern passage between Macedonia and the empires of the East does not carry any bonus, troop limitations or dice modifiers. Good luck and good dice. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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