AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Chandragupta is a hex-based tactical wargame in the Great Battles of History (GBoH) series by GMT Games. It simulates battles fought by the Mauryan Dynasty in ancient India (319-261 BC). Players command armies featuring the distinctive four-fold Indian army (chaturangabala): foot soldiers, chariots, elephants, and cavalry. The game emphasizes leadership, command and control, and the tactical use of diverse troop types. Each hex represents 70 yards; each turn represents 15-20 minutes.
Setup varies by scenario. Generally:
The GBoH system uses an initiative-based turn structure:
Leaders can conduct “extra” activations and “trump” opponents based on their quality ratings.
Units move through hexes, with movement costs varying by terrain. Different unit types have different movement allowances. The four-fold army types:
| Unit Type | Role |
|---|---|
| Patti (Foot soldiers) | Infantry backbone; hold ground |
| Rathin (Chariots) | Shock troops; powerful charges |
| Hasti (Elephants) | Devastating assault units; can panic |
| Ashva (Cavalry) | Mobile flanking forces |
Combat is resolved through the GBoH combat system involving:
Leaders are critical for activating units. Higher-quality leaders can:
Victory conditions are scenario-specific, typically based on:
Each scenario specifies the exact victory point thresholds.
Turn phases: Rout/Rally > Command > Movement/Combat > End
Unit types: Infantry, Chariots, Elephants, Cavalry
Combat modifiers: Terrain, facing, unit quality, leader presence, fatigue
Key concept: Leaders drive everything – without activation, units have minimal options.