Armada

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Armada is a naval exploration and colonization board game designed by Philippe des Pallières and Patrice Pillet, originally published by Jeux Descartes in 1986 and later republished by Eurogames in 2001. Players represent colonial nations (or pirate bands in the 3rd edition) competing to explore and control an island archipelago. The board features a central island group surrounded by four corner islands, and gameplay revolves around an action point system for moving colonists and ships, exploring for gold, and battling rivals and indigenous peoples. The 3rd edition adds action cards for more chaotic gameplay.

Components

Setup

  1. Place the island archipelago board in the center of the table.
  2. Each player selects a nation (or pirate band) and receives:
    • 18 colonist/pirate markers
    • 2 ships
    • 2 action cards (3rd edition only)
  3. Place starting colonists and ships on the player’s home island (one of the four corner island groups).
  4. Place indigenous people markers on the central island group as specified.
  5. Determine the first player.

Turn Structure

Each turn, a player receives 10 Action Points to spend on any combination of actions:

  1. Move colonists/pirates: 1 AP per colonist moved to an adjacent space or onto/off a ship.
  2. Move ships: 1 AP per ship moved to an adjacent sea space.
  3. Explore: 1 AP to roll the gold die and indigenous peoples die when entering a new area on the central island.
  4. Attack: 1 AP to initiate combat against indigenous peoples or rival players.
  5. Convert gold: Spend gold to recruit new colonists/pirates.
  6. Play action cards: (3rd edition) Play cards for special effects.

Actions

Movement

Exploration

Combat

Trading Posts and Cities

Action Cards (3rd Edition)

Scoring / Victory Conditions

A player wins by achieving either of these two conditions:

  1. Owning 3 trading posts on the central island plus retaining control of their original home island.
  2. Conquering 4 cities controlled by other players.

The game ends immediately when either condition is met.

Special Rules & Edge Cases

Player Reference

Action AP Cost Description
Move colonist 1 Move one counter to adjacent space
Move ship 1 Move one ship to adjacent sea space
Explore 1 Roll gold + indigenous dice at new area
Attack 1 Initiate combat (need 2+ counters)
Convert gold Varies Recruit new colonists with gold
Play card 0-1 Use action card (3rd edition)

AP per turn: 10 Victory (option 1): 3 trading posts + home island Victory (option 2): Conquer 4 opponent cities