AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Carolus Magnus is an area-control game where players compete to build castles in territories circling the board while Emperor Charlemagne travels among them. Players bid for turn order and movement distance using numbered discs, then place colored paladin cubes to gain control of color clans and territories. When the Emperor visits a territory, the player controlling the majority of paladins there builds a castle. Territories merge when adjacent ones share the same controller, and the first player to place all their castles wins.
Each round has an Opening Phase and an Action Phase.
Opening Phase: Each player plays one numbered disc face-up. The player who played the lower number goes first and can move the Emperor up to that many spaces. Disc numbers also set movement limits.
Action Phase (per player, in order determined by discs):
Play 3 Paladins: Place 3 paladins from your reserve onto your court (gaining/maintaining color control) and/or onto territories (strengthening territorial control). Any split is allowed.
Move the Emperor: Move the Emperor clockwise 1 to N spaces (N = your disc number). Check the territory where the Emperor stops for control. The player controlling the majority of paladins there may place a castle.
Replenish Paladins: Roll 3 dice and take 3 matching paladins from the center (crown = any color). If a color is depleted, both players return equal numbers of that color from their courts.
Gaining Color Control: Play paladins to your court next to matching color dots. The player with more of a color at their court controls that color clan (and takes the clan marker). Ties maintain the status quo.
Territory Control: Count paladins by who controls each color. The player controlling the most paladins in a territory (counting each paladin’s clan controller) has the majority.
Building Castles: When the Emperor stops at a territory:
Territory Merging: Whenever two adjacent territories are both controlled by the same player, they merge into one larger territory. All paladins and castles combine.
The first player to place all of their castles (10 in a 2-player game) wins immediately. If the game ends with all discs played (after every 5th round, discs reset), the player with fewer remaining castles wins.
| Phase | Action |
|---|---|
| Opening | Play numbered disc (determines turn order and movement) |
| Action 1 | Place 3 paladins on court and/or territories |
| Action 2 | Move Emperor 1-N spaces; resolve territory control |
| Action 3 | Roll 3 dice to replenish paladins |
Win condition: Place all your castles Key mechanism: Controlling a color = controlling all paladins of that color everywhere