AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players assume the roles of nineteenth-century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. The game is a tableau-building card game set on a map of Afghanistan during the period known as “The Great Game.” Players purchase cards from a central market and play them into their court (a single row of cards in front of them). Playing cards places units on the map and grants access to card-based actions that disrupt opponents and shape the political landscape. Players organize into one of three coalitions – British (pink), Russian (yellow), or Afghan (green) – and can change loyalty throughout the game. Victory points are awarded during Dominance Checks (special event cards). If a single coalition is dominant, loyal players score based on influence; if no coalition is dominant, all players score based on their personal presence on the board. The game ends either when a player leads by 4+ victory points after any Dominance Check, or after the final Dominance Check is resolved.
Each turn consists of up to 2 actions followed by cleanup. Bonus actions (from cards matching the favored suit) do not count against the 2-action limit. A player may choose to take fewer than 2 actions (including zero).
Every player always has access to:
Additionally, each court card grants access to the actions printed on it. Each card can only be used for one action per turn, even if it has multiple action icons.
Buy a card from the market and add it to your hand. Receive any rupees already on the purchased card.
Cost: Depends on the card’s column position (0-indexed from left):
| Column | 1 (leftmost) | 2 | 3 | 4 | 5 | 6 (rightmost) |
|---|---|---|---|---|---|---|
| Cost (rupees) | 0 | 1 | 2 | 3 | 4 | 5 |
Pay by placing 1 rupee on each card in the same row to the left of the purchased card. If a market slot is vacant, pay to the card in the same column in the other row. You cannot purchase a card you placed a rupee on this turn.
Military favored: If the military suit is favored, purchase costs are doubled (place 2 rupees per card to the left instead of 1).
Event cards: Event cards (including Dominance Checks) are resolved immediately upon purchase – they never enter a player’s hand. Persistent events are placed below your court or near the map.
Play a card from your hand to your court (added to either the left or right end).
Bribe: If another player rules the card’s region, you must pay them a bribe equal to the number of their tribes in that region. The ruler may waive any portion. If no one rules the region (or you rule it), no bribe is needed. If you decline to pay, you keep your action (it is not spent).
Patriots: If the card is a patriot whose coalition does not match your current loyalty, you must first discard all your current patriots and prizes, remove all gifts, and change your loyalty dial to match the patriot.
Impact Icons (resolved top to bottom after playing):
| Icon | Effect |
|---|---|
| Army | Place 1 coalition block of your loyalty in the card’s region |
| Road | Place 1 coalition block of your loyalty on any border of the card’s region |
| Tribe | Place 1 of your cylinders in the card’s region |
| Spy | Place 1 of your cylinders on any court card (any player) matching the played card’s region |
| Rupees (Leveraged) | Take 2 rupees from the bank. Card is leveraged – if later discarded, you must return 2 rupees (for each rupee you cannot pay, discard 1 card from hand or court) |
| Favored Suit Change | Move the favored suit marker to the indicated suit |
These actions require a court card displaying the corresponding action icon. Each card can be used for only one action per turn.
Bonus Actions: Actions taken with cards matching the current favored suit are free (do not count against the 2-action limit). Each card can still only be used once per turn.
Action Costs: Some actions require paying rupees to the market. Pay by placing rupees on the rightmost market cards (1 rupee per card, both rows), skipping vacant slots. If you place a rupee on a market card, you cannot purchase it this turn. If the market has fewer cards than the cost, excess rupees are removed from the game.
Hostage Rule: If a single enemy player has more spies on your court card than every other player, that card’s actions are held hostage. You must pay a bribe to the hostage-holder equal to their number of spies on the card to use any action on it. The holder may waive any portion. Special abilities are never held hostage.
Take rupees up to the acting card’s rank from:
You may split across multiple sources as long as the total does not exceed the card’s rank.
Tax Shelter: A player’s gold/economic stars in their court protect that many rupees from taxation. Only rupees held in excess of the tax shelter are vulnerable.
Place 1 of your cylinders on an empty gift space on your loyalty dial. Each gift counts as 1 influence point in your current coalition.
| Gift Space | 1st | 2nd | 3rd |
|---|---|---|---|
| Cost (rupees) | 2 | 4 | 6 |
Gifts are lost (cylinders returned to supply) whenever you change loyalty.
Place up to 3 armies and/or roads among regions that you rule. Roads may be placed on any border adjacent to a ruled region. Any combination of unit types is allowed.
Cost: 2 rupees per unit placed (paid to the market).
You must rule the region to build there.
Move loyal armies and/or spies a number of times equal to the acting card’s rank. The same unit can be moved multiple times. Moves can be split across multiple units.
Discard 1 court card (any player’s court, including your own) where you have at least 1 spy. All spies on the betrayed card are returned to their owners’ supplies.
Cost: Always 2 rupees (paid to the market).
After discarding, you may take the betrayed card as a prize (tuck it behind your loyalty dial). If the prize’s coalition differs from your current loyalty, remove all gifts, discard all prizes and patriots matching your previous loyalty, and change your loyalty dial to match the new prize.
Betrayals may trigger the leveraged penalty and/or the Overthrow Rule.
Start a battle at a single site: either a region on the map or a court card. Remove any combination of enemy pieces at that site equal to the acting card’s rank.
Restrictions:
In a region: You remove enemy tribes, armies, and/or roads (up to the card’s rank, limited by your own army count there).
On a court card: You remove enemy spies (up to the card’s rank, limited by your own spy count there).
Spies are placed via impact icons when playing cards (not a standalone action). They are placed on court cards matching the played card’s region.
Dominance Check event cards are resolved when purchased or when discarded from the market during cleanup. When resolved:
Determine dominance: Count coalition blocks (armies + roads) on the map for each coalition. A coalition is dominant if it has the most blocks AND at least 4 more than every other coalition individually.
Score based on result:
Only players loyal to the dominant coalition score. Scoring is based on influence points (1 base + number of patriots in court + number of prizes + number of gifts).
| Rank | Victory Points |
|---|---|
| Most influence | 5 |
| 2nd most influence | 3 |
| 3rd most influence | 1 |
Ties: Add VP for tied positions and divide by number of tied players (round down). Example: two players tied for 1st each get (5+3)/2 = 4 VP.
After scoring a successful check, remove all coalition blocks from the map.
All players score based on cylinders in play (any cylinder not on the player board counts, including spies, tribes, gifts, and the VP tracker – essentially all cylinders placed anywhere).
| Rank | Victory Points |
|---|---|
| Most cylinders in play | 3 |
| 2nd most cylinders in play | 1 |
Ties: Same tie-breaking method as successful checks (add and divide, round down).
All victory points earned during the final Dominance Check are doubled. The doubling occurs before any splitting for ties.
The game ends in one of two ways:
To rule a region, you must have:
Ruling pieces = your tribes + armies loyal to your coalition. Enemy armies count against you even if no enemy tribes are present. If tied, no one rules.
Benefits of ruling:
Whenever a court card is discarded (for any reason):
| Suit | Color | Stars Provide |
|---|---|---|
| Economic | Gold | Tax Shelter: Protect that many rupees from taxation |
| Military | Red | Tiebreaker: Used to break VP ties at game end |
| Political | Purple | Court Size: Base court limit is 3 + purple stars |
| Intelligence | Blue | Hand Size: Base hand limit is 2 + blue stars |
If a Dominance Check card is revealed during market refill and another Dominance Check is already in the market, immediately resolve a Dominance Check, then discard both Dominance Check cards and refill the market. If the final Dominance Check is triggered this way, it counts as the final check (points doubled).
| Pile | Position | Court Cards | Dominance Checks | Other Events |
|---|---|---|---|---|
| #1 | Top of deck | 5 + n | 0 | 0 |
| #2 | 2nd | 5 + n | 0 | 2 |
| #3 | 3rd | 5 + n | 1 | 1 |
| #4 | 4th | 5 + n | 1 | 1 |
| #5 | 5th | 5 + n | 1 | 1 |
| #6 | Bottom | 5 + n | 1 | 1 |
(n = number of players)
| Item | Value |
|---|---|
| Actions per turn | 2 (bonus actions from favored suit cards are free) |
| Starting rupees | 4 |
| Starting court cards | 0 |
| Cylinders per player | 10 (+ 1 VP tracker = 11 total) |
| Coalition blocks per coalition | 12 |
| Total coins in game | 36 |
| Market size | 2 rows x 6 columns = 12 cards |
| Base court limit | 3 + purple stars |
| Base hand limit | 2 + blue stars |
| Dominance Check threshold | 4+ more blocks than each other coalition |
| Early game end threshold | 4+ more VP than all other players |
| Action | Cost | Notes |
|---|---|---|
| Purchase | 0-5 rupees (paid to market cards left of purchased card) | Doubled if military is favored |
| Play | Bribe to ruler (0 to N rupees, N = ruler’s tribes in region) | Free if you rule or no one rules |
| Tax | Free | Takes up to rank in rupees from players/market |
| Gift | 2 / 4 / 6 rupees (1st / 2nd / 3rd gift) | Paid to market |
| Build | 2 rupees per unit (up to 3 units) | Paid to market; must rule the region |
| Move | Free | Rank = number of moves |
| Betray | 2 rupees | Paid to market |
| Battle | Free | Rank = number of removals |
| Hostage bribe | N rupees (N = hostage-holder’s spies on card) | Paid to holding player |
Successful (coalition dominant):
| Place | VP (Normal) | VP (Final Check) |
|---|---|---|
| 1st influence | 5 | 10 |
| 2nd influence | 3 | 6 |
| 3rd influence | 1 | 2 |
Unsuccessful (no dominant coalition):
| Place | VP (Normal) | VP (Final Check) |
|---|---|---|
| 1st cylinders in play | 3 | 6 |
| 2nd cylinders in play | 1 | 2 |
Influence = 1 (base) + patriots in court + prizes held + gifts placed
| Suit | Stars Protect/Grant |
|---|---|
| Gold (Economic) | Tax shelter: protect N rupees from tax |
| Red (Military) | Tiebreaker at game end |
| Purple (Political) | Court size: 3 + N cards |
| Blue (Intelligence) | Hand size: 2 + N cards |
When changing: lose all gifts, discard previous-loyalty patriots and prizes, adjust dial.