Attila

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

Overview

Attila is an area-influence game about the migration of Germanic tribes into the Roman Empire. Players play cards to place tribe markers on a map of Europe, gaining influence in the six tribes (Franks, Huns, Goths, Saxons, Teutons, Vandals). When provinces become overcrowded, conflicts erupt and the weakest tribe is expelled. Scoring occurs at the end of each century when peace tiles run out. The player who best manages their influence across the most successful tribes wins.

Components

Setup

  1. Place the game board, influence board, and tribal markers in the centre.
  2. Shuffle the cards; place face-down as the draw pile. Discards go face-up beside it.
  3. Place peace tiles on century spaces: 1 on 4th century, 2 on 5th century, 3 on 6th century, 4 on 7th century.
  4. Each player takes 7 scoring markers (1 on zero of scoring track, rest beside the board) and their player tile.
  5. Deal 6 cards face-down to each player.
  6. Each player takes 1 set of 3 action tiles.
  7. Youngest player starts; play proceeds clockwise.

Turn Structure

On your turn, perform these steps in order:

1. Play a Card and Place a Tribe Marker

2. Take Influence (or Place Another Marker)

Advance your scoring marker on the influence track for that tribe. The number of spaces depends on the current century:

Century Spaces Advanced Condition
4th 1 space Peace tiles remain on 4th century space
5th 2 spaces 4th century empty, tiles on 5th
6th 3 spaces 4th & 5th empty, tiles on 6th
7th 4 spaces 4th, 5th & 6th empty, tiles on 7th

Alternative: Instead of taking influence, you may place a second tribe marker of the same colour using standard placement rules.

3. Check for Conflict and Peace

If a 5th tribe marker is placed in a province, conflict occurs:

Conflict Resolution:

  1. Starting with the active player (clockwise), each player may play any number of cards face-down matching tribes present in the province.
  2. Reveal all cards. For each tribe, total strength = markers in province + cards played for that tribe.
  3. The tribe with the lowest total strength has all its markers removed from the province. Ties for lowest: all tied tribes are removed.
  4. Players discard played cards (do not draw replacements until turn end).

Peace:

4. Check for Scoring

When the last peace tile of a century is placed, scoring occurs for all six tribes in order: Franks, Huns, Goths, Saxons, Teutons, Vandals.

End of Turn: Draw cards to replenish hand to 6.

Actions

Action Tiles (1 per turn maximum, discarded after use)

Tile Effect
Double Turn Play a second card with full actions (place marker, take influence, etc.) then draw to 6
Trade Discard any number of cards from hand and draw replacements
2 Influence Advance any one influence track by 2, or two different tracks by 1 each

Action tiles can be used at any point during your turn. Each player has 3 action tiles for the entire game.

Scoring / Victory Conditions

Century Scoring

When the last peace tile of a century is placed, score all 6 tribes:

Position Points Earned
Most influence 1 point per marker of that tribe on the board
Second most influence 1 point per province that tribe occupies

Ties for 1st place: Add marker points + province points together; divide among tied players (round up). Ties for 2nd place: Share the province points among tied players. Solo influence: If only one player has influence in a tribe, they receive both sets of points.

Game End

The game ends immediately (after the active player completes their turn) when any of these occur:

Final scoring occurs, then the player with the most total points wins.

Special Rules & Edge Cases

2-Player Rules

Player Reference

Turn: Play card + place marker → Take influence (or place 2nd marker) → Resolve conflict/peace → Check for scoring → Draw to 6 cards

Influence Gain: 4th century: 1 5th: 2 6th: 3 7th: 4

Province capacity: Max 4 markers; 5th triggers conflict

Scoring: 1st = points per marker 2nd = points per province
Action Tiles (one-time use): Double Turn Trade 2 Influence

Tribes: Franks, Huns, Goths, Saxons, Teutons, Vandals

Peace Tiles: 1 + 2 + 3 + 4 = 10 total (across 4 centuries)