Overview
Borderlands is a board game for 2 to 4 players published by Eon Products in 1982. Designed as a simpler, shorter alternative to Diplomacy, it eliminates written orders and off-table negotiations. Players represent barbaric tribes on an abstract continent, conquering territories, trading gathered resources, and constructing cities, boats, and weapons. The first player (or alliance) to conquer or build three cities wins.
Components
- Game board depicting an abstract continent with territories
- Player pieces (warriors and construction tokens)
- Resource cards or tokens
- City, boat, and weapon markers
- Dice
Setup
- Place the board in the center of the table.
- Each player chooses a tribal faction and takes the corresponding pieces.
- Place starting units in designated home territories.
- Distribute starting resources as indicated in the rules.
Turn Structure
Each turn consists of:
- Resource Collection: Gather resources from controlled territories.
- Trading Phase: Players may trade resources openly (no off-table deals).
- Building Phase: Spend resources to construct cities, boats, or weapons.
- Movement and Combat: Move units and resolve battles.
Actions
Conquer Territories:
- Move warrior units into adjacent territories.
- If the territory is occupied by another player, combat is resolved.
- The winner controls the territory and its resources.
Trade Resources:
- Players may openly trade resources gathered from their territories.
- All negotiations happen at the table — no secret deals.
Build:
- Cities: Require a specific combination of resources. Cities are victory objectives.
- Boats: Allow movement across water territories.
- Weapons: Enhance combat ability of warrior units.
Combat:
- Resolved when units from different players occupy the same territory.
- Combat uses dice modified by weapons and force size.
- The loser’s units are removed or retreated.
Scoring / Victory Conditions
The first player (or alliance of players) to conquer or build 3 cities wins the game.
Special Rules & Edge Cases
- Simplified Diplomacy: Unlike Diplomacy, there are no written orders and no need to leave the table for negotiations. All deals are made openly.
- Alliance Victory: Players can form alliances and win together if they collectively control 3 cities. This adds a strong diplomatic element without Diplomacy’s complexity.
- No Hidden Information: Negotiations are conducted openly, making the game more accessible while retaining strategic depth.
- Resource Management: Controlling the right territories for their resources is essential for building cities and winning.
- Shorter Play Time: Designed to play in 2-3 hours, significantly shorter than Diplomacy.
Player Reference
| Action |
Phase |
Requirement |
| Collect resources |
Resource phase |
Control territories |
| Trade |
Trading phase |
Open negotiation |
| Build city/boat/weapon |
Building phase |
Spend required resources |
| Move and attack |
Movement phase |
Move units into territories |
Win condition: Control or build 3 cities
Key design goal: Diplomacy-like experience without written orders or off-table negotiation