Overview
League of Six is set in 1430, during a time of unrest in Europe. Players are tax collectors sent to the Lusatian lands to collect taxes for King Sigismund. Over 6 turns (representing 6 years), each player visits one of six cities, collecting goods that are placed in royal stores or estate stores. The player who gains the most influence in King Sigismund’s court wins.
Components
- 1 countryside board
- 1 scoreboard
- 6 town tiles
- 6 storage tiles
- 6 town/Hussite cards
- 5 wagon tiles
- 5 horse tiles
- 30 civic leader cards
- 35 guard cards
- 18 hexagonal tax tiles
- 37 wooden blocks in four colours
- 5 figures in five colours
- 10 tokens in five colours
Setup
- Place the countryside board and scoreboard centrally.
- Arrange the 6 town tiles around the countryside board.
- Place storage tiles near the towns.
- Shuffle and deal civic leader cards and guard cards.
- Each player receives a figure, tokens, and starting resources.
- Place tax tiles as indicated by the rules.
Turn Structure
The game spans 6 turns, each with the following phases:
- Town Selection: Each player secretly chooses which of the 6 cities to visit.
- Tax Collection: At their chosen city, players collect available tax goods (represented by hexagonal tiles).
- Guard Assignment: Players may assign guard cards to protect their tax haul from Hussite raiders.
- Hussite Attacks: Hussite raiders may attack cities and steal goods from poorly guarded collectors.
- Storage: Players store collected goods in either royal stores (for influence) or estate stores (for personal benefit).
- Scoring: Influence points awarded based on stored goods.
Actions
- Choose a city: Secretly select which town to visit for tax collection.
- Collect taxes: Gather available goods from the selected city.
- Deploy guards: Use guard cards to protect your collection.
- Store goods: Allocate collected goods between royal and estate stores.
- Play civic leader cards: Use special abilities provided by civic leaders.
Scoring / Victory Conditions
- The player who accumulates the most influence points over 6 turns wins.
- Influence is gained by storing goods in the royal stores.
- Estate stores provide personal benefits but less direct influence.
- Bonus points may be awarded for certain collection patterns.
Special Rules & Edge Cases
- Hussite raiders: Cities can be attacked, causing players to lose collected goods if not adequately guarded.
- Multiple players at one city: If multiple players choose the same city, competition for limited goods occurs.
- Wagons and horses: Provide transportation bonuses for moving goods.
- Civic leaders: Provide unique abilities that can shift the balance of collection.
Player Reference
Turn Summary:
- Secretly choose a city
- Collect taxes from that city
- Assign guards for protection
- Resolve Hussite attacks
- Store goods (royal or estate)
- Score influence points
Game Length: 6 turns (representing 6 years)
Win Condition: Most influence points after 6 turns.