Khôra: Rise of an Empire

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

Overview

Khôra: Rise of an Empire is a civilization-building game set in Ancient Greece. Each player leads a blossoming city-state (one of 7 unique cities), choosing 2 of 7 possible Actions each round — Philosophy, Legislation, Culture, Trade, Military, Politics, or Development — guided by dice rolls and strategic priorities. The game plays over 9 rounds. The player with the most Victory Points at the end wins.

Components

Setup

  1. Place the central board in the middle of the table.
  2. Place 36 Knowledge tokens on matching spaces on the board. Set remaining Minor Knowledge tokens near the board as reserve.
  3. Each player chooses a color and takes: City board, randomly chosen City tile, wooden markers, Achievement tokens, Victory Point tile, 2 dice, and 7 Action tiles.
  4. Place Economy, Culture, and Military markers at level 1 on your City board.
  5. Place Development marker next to the bottom Development on your City tile.
  6. Place 3rd die in the empty space below your Progress Track (unlocked later).
  7. Place Citizen marker on level 3 of the central board’s Citizen Track; Tax, Glory, and Troop markers on level 0.
  8. Place Victory Point marker on 0 of the Score Track.
  9. Build the Event deck: set aside Growing Populations and Conquest of the Persians; shuffle remaining 14 Event cards; take 7 random, place face down on Conquest of the Persians; place Growing Populations on top.
  10. Shuffle all Politics cards, deal 5 to each player. Draft cards: simultaneously choose 1 card, pass remaining to the left, repeat until all drafted. Place remaining cards as face-down deck.
  11. Each player receives 4 Drachmas. Create a Drachma reserve and Philosophy token reserve.
  12. Apply first Development effect for each City (some grant immediate benefits).
  13. Randomly choose the Start Player.

Turn Structure

Each of the 9 rounds has 7 phases in order:

Phase A: Event Announcement

Start Player reveals the top Event card and reads it aloud. The event is not resolved now (resolved in Phase F). Exception: Growing Populations takes effect during Phase C instead.

Phase B: Tax

Each player gains Drachmas equal to their Tax Track level.

Phase C: Dice

All players simultaneously:

  1. Roll all dice (2 at start; 3 after unlocking the 3rd die at Culture level 4). Roll once per round.
  2. Determine Start Player: Lowest total dice sum becomes Start Player (ties: closest clockwise to previous Start Player).
  3. Choose Actions: Secretly assign one of your 7 Action tiles to each die. Each tile used once; each die gets one tile.
  4. Reveal Actions: All players reveal simultaneously.
  5. Adjust Citizens: For each die, if the die value is less than the Action tile number, lose Citizens equal to the difference. If you cannot pay the Citizens, set that tile aside (Action is lost). You may spend Philosophy tokens (each gives +3 Citizens) at this step.

Phase D: Actions

Resolve Action tiles in numerical order (0 through 6). All players with the same active tile act simultaneously, except Military (4), which goes in clockwise turn order from Start Player. Action effects are optional.

Phase E: Progress

Starting with Start Player clockwise, each player may improve one Track on their City board by paying the Drachma cost for the next level, then moving the marker up and gaining the benefit. Philosophy tokens allow extra Progress (one additional level per token spent, paying the cost).

Phase F: Event Resolution

Apply the Event card’s effect. If targeting most/least of a stat, only that player applies it (ties: all tied players).

Phase G: Achievement

Check if any players meet Achievement requirements. Each Achievement can only be completed once. If one player earns it alone, they choose +1 Tax or +1 Glory. If multiple players earn it simultaneously, each gains +1 Glory.

Actions

# Action Effect
0 Philosophy Gain Philosophy tokens (no limit to holdings)
1 Legislation Gain Citizens equal to your Economy Track level
2 Culture Gain Victory Points equal to your Culture Track level. Then draw 2 Politics cards, keep 1, put other on bottom of deck
3 Trade Gain Drachmas equal to your Economy Track level. May buy 1 Minor Knowledge token for 5 Drachmas
4 Military Gain Troops equal to your Military Track level. Then may take 1 Explore action (spend Troops >= Knowledge token’s cost to claim it)
5 Politics Play 1 Politics card from hand (pay Drachma cost and meet Knowledge token requirements)
6 Development Unlock next Development on City tile (meet Knowledge token requirements, pay Drachma cost). Limited to 3 times per game

Explore (via Military Action)

  1. Choose an available Knowledge token on the central board.
  2. Your Troops must be >= the value shown next to the token.
  3. Lose Troops on the Track equal to that value.
  4. Take the token and gain any benefits shown below the space.
  5. Exception: Exploring Persepolis lets you take all 3 Major Knowledge tokens at once.

Politics Cards

Three types:

Requirements: Must possess the required Knowledge tokens (kept, not spent) and pay the Drachma cost.

Development

Three types:

Scoring / Victory Conditions

End-game trigger: After Round 9.

Final Scoring — add to current Score Track position:

Winner: Most Victory Points. Tiebreaker: most Drachmas. Still tied: shared victory.

Achievements (5 total)

| Achievement | Requirement | |————-|————-| | 1 | 10 Victory Points | | 2 | Level 12 on Citizen Track | | 3 | Level 6 on Troop Track | | 4 | Level 4 on Economy Track | | 5 | 3 Politics cards in play |

Special Rules & Edge Cases

Player Reference

Round Phases: A. Event Announcement → B. Tax → C. Dice → D. Actions → E. Progress → F. Event Resolution → G. Achievement

Action Resolution Order: 0 Philosophy → 1 Legislation → 2 Culture → 3 Trade → 4 Military (turn order) → 5 Politics → 6 Development

Track Maximums: | Track | Max | |——-|—–| | Economy/Culture/Military (City board) | 7 | | Citizen | 15 | | Troop | 15 | | Tax | 10 | | Glory | 10 |

Starting Values: Citizens 3, Tax/Glory/Troop 0, Economy/Culture/Military 1, Drachmas 4, Politics cards 5 (drafted)