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Kingdom Bots - Rulebook

Print & Play Edition


Equipment
What Youll Print & Cutout:
1 game board
4 sets of robot armies (each a different color)
4 sets of Zone upgrades (each a different color)
4 sets of 20 ID tokens (each a different color)
30 x Resource 1 tokens, and 30 x Resource 4 tokens
15 x Region bonus tokens
4 sets of command cards: 17 per player
4 phase-summary cards
1 rulebook (youre looking at that right now!)

What You'll Need To Find:


40 dice (*see reference page of the Print and Play for dice specifics)
Troop Dice (20)
Attack Dice (10)
Defense Dice (10)
(The full game will have custom dice but in the meantime, you can use any group of D6 to
play. Just follow the reference page of the Print and Play for what each number means.)
Something to act as a turn-number token
Cards with card sleeves (not necessary, but certainly handy!)

What Each Player Needs:


Troops:
Each set of robot armies contains a total of 44 pieces, color coded to your specific faction: 32
cubes which represent a single troop, 8 cylinders which represent 5 troops each, and 4 discs
which are worth 10 troops each.

Game Board:
The game board displays several distinct Regions composed of two to three Sectors each. Within
each Sector are two to three Zones on which various buildings can be built. Bold roads connect
the Zones to each other and allow for movement between them. The game board also displays a
tracker for player-order, the turn-number tracker, and a points tracker.

Zone Upgrades:
Each set of Zone upgrades contains: 20 small Mining Settlements (on which there are Factories
on their flip side), 2 black cylindrical Armories, 2 white cylindrical Refineries, 6 white walls, and
1 tower like Monolith.

Command Cards:
Each player also receives a set of 17 command cards. Each set contains 3 unique Attack cards, 3
unique Defense cards, 3 unique Resource cards, 3 unique Troop cards, 3 unique Move cards, 1
Initiative card, and 1 Monolith card. For each basic card, there is a version of it which is a Power
Card. Power Cards are a special card which is identified by a glowing star around the shield.
We'll discuss those later.

Playing the Game


Goal
Each player is in control of a faction of robots. Their objective is to build a civilization and
expand their kingdom. There are two ways to win in Kingdom Bots.
1. The first player to control 2 complete Regions is the winner.
2. If by the end of turn 10 no player controls 2 Regions, then the player with the most points is the
winner. See the winning section to determine how scoring works.
Tip: Keeping track of points is an important part of the game and you can start tracking
players points at turn one. It's normal to start tracking players points at the end of turn
6 though because thats when the game normally shifts from a domination game into a
points game.

Phase Overview
A full turn in Kingdom Bots is broken up into five phases.
Phase One - Build: Players spend the resources theyve acquired from their Mining Settlements
and resource cards. During this phase you can build new Zone upgrades.
Phase Two - Troops: Players place the troops that are created by Factories, Armories, Monoliths,
and Region bonuses.
Phase Three - Commands: Players choose, and then one after the other, play their command
cards. This is when youll be attacking, defending, collecting additional resources, moving and
adding additional troops to your growing empire.
Phase Four - Consolidation: Players can move a certain amount of troops from one Zone to
another.

Phase Five - Income: Players collect the resources produced by Mining Settlements and
Refineries and pay the resources needed to support their various other buildings.

Starting the Game


Each player chooses a color and takes the corresponding troop pieces, Zone upgrade pieces,
command cards, and a phase summary card.
Now determine turn-order. This can be done however you like: oldest to youngest, rock paper
scissors, roll of the dice. Place the turn-order tokens on the turn-order tracker accordingly.
Place the turn-number identifier on the first position of the turn-number tracker.
In turn order, players place 1 starting Mining Settlement on the board and a single troop to defend
the Mining Settlement (ie. Player 1 places 1 Mining Settlement with an accompanying troop,
followed by Player 2, etc).
This process is repeated until each player has placed a total of three Mining Settlements and three
troops. Each Mining Settlement must be in a different country and must be placed on an
unoccupied Zone.
Every turn starts by advancing the turn-number identifier one space forward and then playing
through the 5 Phases as outlined below. Start the game on Phase 1.
Note: Because players start with no resources or any Zone upgrades that would earn
troops, the first turn of the game actually starts on Phase 3. Its a good idea
however to review Phase 1 and 2 if its your first time playing so you know what to
expect on the second turn.

Phase 1: Building
In turn-order, players spend their resources to purchase Zone upgrades. A player must have an
existing Mining Settlement on the Zone or have at least 1 troop on the Zone they wish to build on.
Costs
Mining settlement
Refinery
Wall

4 Resources
4 Resources
4 Resources

Factory
Armory
Monolith

4 Resources
4 Resources
20 Resources

All Zones must upgrade first to a Mining Settlement. A Mining Settlement can upgrade to a
Factory. A Factory can upgrade to a Monolith. A Mining Settlement cannot upgrade directly to a
Monolith. When upgrading from a Mining Settlement to a Factory the Factory replaces the
Mining Settlement. The same goes when upgrading from a Factory to a Monolith.

You can however build as much as you can afford in one turn. You could pay 4 to build a Mining
Settlement, then another 4 to upgrade it to a Factory, then finally another 20 to build a Monolith.
If you can pay for it, you can build it.
Refineries can only be built on a Mining Settlement. If the Mining Settlement is upgraded to a
Factory, the Refinery is destroyed.
Armories can only be built in a Factory or a Monolith. If a Factory is upgraded to a Monolith the
Armory remain.
Walls can be built on a Mining Settlement, Factory or Monolith, and will remain if the Zone is
upgraded.
Note: Walls can be removed from a Zone during the Build Phase. There is not cost to do
this. You may then pay to rebuild those walls on a different Zone. This is handy if youve
extended your front-line, and require extra defense on a different Zone.
Destroying Buildings: Zone upgrades are permanently connected to the Zone where they are
built. So if an opponent destroys your Factory with an Armory on it, then the Armory is also
destroyed.
Note: Players cannot remove buildings unless they have a negative income. So carefully
weigh your financial position before placing too many costly Zone upgrades.
Sector Bonus: Players receive a Sector bonus when they have a Zone upgrade on every Zone
within a Sector. The bonus provides a combination of extra defense, extra troops, extra resources,
or extra points. This bonus is lost the moment 1 of your Mining Settlements is destroyed within
the Sector.

Phase 2: Troops
In turn-order, players place troops on the board. You earn troops through some of your Zone
upgrades. Troops are placed on the Zone they are created in or within the Sector for which the
Sector bonus is awarded for.
Factory
Monolith

3 Troops
4 Troops

Armory

2 Troops

In Kingdom Bots, players have a limited number of troop pieces. You cannot place more troops
than you have available pieces.
Example: If it is your turn and you need to place three troops but you don't have any available
pieces, then you cannot place those troops.

Decommissioning Troops: In the rare instance you would need to Decommission Troops, it
must be done during the Troop Phase.
Example: If a player is attacked and needs to break down a 10-troop piece, but does not have
enough 1 or 5-troop pieces to make up the difference, then that player will lose all of the troops
that there are not enough pieces for.
TIP - Getting More Troops: To get more troop pieces, destroy another player.
Destroying a player entirely from the game allows you to use their pieces. This rule also
applies to Zone upgrade pieces (not including the Monolith).

Phase 3: Commands
During this phase, players will be using their command cards. They are used to attack, move
troops, defend, collect extra resources and gain extra troops. The large number indicates how
effective the command is.
Types of Command cards: There are 3 types of command cards, Standard, Power, and Special
cards. Only 1 Power card may be used per turn.
Secondary Commands: Every command card (except the Special cards) has secondary
command options. These are weaker commands that may be used if the main purpose of the card
is no longer needed.
TIP: Notice how everything in Kingdom Bots is color-coded. Red is attack, Blue is
defense, Orange is move, Green is resource and Yellow is troops.

Starting the Command Phase


From their deck of command cards, players select 3 cards to play. Only 1 of these cards may be a
Power card.
Starting on turn 3, players select 4 cards to play.
Only 1 of these cards may be a Power card.
Starting on turn 6, players select 5 cards to play.
Only 1 of these cards may be a Power card.
Command cards are not used-up after they are played. They are returned to the
players deck at the end of the turn and can be redrawn again the next turn.
Once all players have selected their command cards for the turn, players cannot
change their cards. This is the hand you must play with for the rest of this turn.

In turn-order, players play a single command card by revealing it to the other players and
executing the command on it. If you want to attack, then play an Attack card. If you want to
collect extra resources, then play a Resource card, etc.
If your strategy has changed and the main purpose of the card is no longer
necessary, then you may use the secondary command on a card instead of the main
command.
Once played, command cards must be placed face up and visible until the end of the command
phase. All other players are allowed to see what commands you have previously played this turn.
Once all cards have been played, this phase is complete. Return the cards to your deck for
selection next turn.

Passing
You may choose to pass if youve played more cards than the player before you in turn-order.
Passing means that you do not play any card and remain inactive until your next opportunity to
play a card.
Instances that may cause you to have played more cards than another player are:
playing a card in defense to being attacked, or changing your turn-order to first and
immediately playing a card.

What the Command Cards do:


Attack: Playing this card allows you to attack another player. In order to attack a Zone you must
have troops on an adjacent Zone. The large number indicates how many red Attack Dice you add
to your attack roll.
Defense: This card can only be played in response to being attacked. The large number indicates
how many Blue Defense Dice you add to your defense roll. Playing a defense card allows the
player to pass on one of their next commands. (See below for more information on Passing.)
Resource: Playing this card grants you additional resources. The large number indicates the
number of resources you collect.
Troop: This card grants you additional troops. The large number indicates how many troops you
may place. These troops can be placed in any combination and on any Zones you own or occupy.
You may NOT place these troops on empty Zones.
Owning a Zone means you have a Mining Settlement built there. Occupying a Zone
means you have at least 1 troop on that Zone.

Move: Playing this card allows you to move your armies. The numbers indicate how many
armies you may move and how far they may move. The first number is the number of armies you
may move, and the second number is the number of Zones you can move them.
An army refers to any number of troops on a single Zone.
Each move is considered to be separate. Meaning a move 2-1 card allows you to move 2 different
armies 1 space each. As an option you may move an army from Zone A to Zone B as your first
move. Then take all the troops on Zone B and move them to Zone C. This includes the troops that
just moved from Zone A.
You may NOT pick up additional troops or drop troops off when playing longer move cards such
as a move 1-3 card. Even if the army moved through a Zone with troops on it.
TIP: Using a 2-1 or 2-3 card can allow you to pick up troops along the way is an excellent way to
move youre armies fast.
Initiative Card: When you play this card you must decide whether you are playing it as Change
Your Turn-Order or to immediately enter a Build Phase. It cannot be used for both.
Change Your Turn-Order: Playing this card as Change Your Turn-Order allows you to move
your turn-order identifier to any place on the turn-order tracker. The other players turn-order
identifiers push forward or back accordingly. Unlike all other command cards, this card may be
played at the beginning of the command phase before any other cards are played. When this
happens the new turn-order takes effect immediately. If more then one player wishes to change
turn order at the beginning of the command phase, then the change turn orders are played in the
current turn order.
If a player moves to first before any cards are played, then that player may play their
second card, starting the first round of commands. Doing this will also allow the player
to Pass on an upcoming turn.
Build: Playing this card as a Build allows the player to take an immediate build phase. They
can only spend the resources they currently have on hand. If after a player builds they are
controlling an entire Region, then the Region bonus becomes active immediately. If a player
builds a Monolith during this build phase they immediately get their Monolith Card in their hand
and can play it with a subsequent card.
TIP: Turn order is an important part of Kingdom Bots. Being first can allow you to
take preemptive measures, while playing last can allow you to be very defensive.

TIP: Being able to build during the Command Phase can allow you to gain the
defensive bonuses that may come with owning an entire Region before an opponent
attacks you. And with the right planning its even possible to win the game quickly
by winning a couple of battles and building.
Monolith Card: Building the Monolith Zone upgrade allows the player to use the Monolith
Card. This card is automatically added to their hand each turn and can be played alongside any
other command card (except the Initiative Card). The Monolith Card doubles the value of the card
it is played alongside.
This card does not count as part of the 3 cards each player is allowed to draw. It is
automatically part of their hand and can be played every turn so long as their
Monolith remains standing.
If a players Monolith is destroyed they may no longer use the Monolith Card. If a players
Monolith is destroyed and they have not yet used the Monolith Card this turn, then the player
responsible for razing the Monolith receives the Monolith Card and may use it once before the
end of the current command phase.

Passing again, because its that important!


You may choose to pass if youve played more cards than the player before you in turn-order.
Passing means that you do not play any card and remain inactive until your next opportunity to
play a card.
Instances that may cause you to have played more cards than other are: playing a
card in defense to being attacked, or changing your turn-order to first and
immediately playing a card.

How Attacking & Defending Works:


When you attack, you attack with the full force of your army on a single Zone against the full
force of a defending army on a connected Zone. If your attack is successful, your army will
advance to the defeated Zone. You may choose to leave some troops behind, but you must
advance at least 1 troop to the defeated Zone. If the battle is unsuccessful then the troops remain
on the Zone they were attacking from.
To attack, a player must play an Attack Card or use a Secondary Command attack on a different
card. A card must be played with the purpose of attacking in order to attack, even if its attack
bonus is 0.
The attacking player then indicates the Zone they are attacking and where they are attacking
from. A road must connect these two Zones and the attacking player must have at least 1 troop on
that attacking Zone.

The defending player is given the choice to play a Defense Card or use a Secondary Command
defense before the attacking player roles his attack.
Now youre ready to roll some dice and battle your opponent!
The 3 Types of Dice: Attack Dice, Defense Dice, Troop Dice. Notice how attack and defense are
colored the same as the Attack and Defense Cards.
The full game will have custom dice but in the meantime, you can use any group of D6 to play.
Just follow the reference chart in the Print and Play to identify what each number means.
Attacker: Rolls 1 troop die for every troop they have on the attacking Zone up to a maximum of
10. Attacker also rolls as many attack dice as the command card they played indicates.
Defender: Rolls 1 troop die for every troop on the defending Zone up to a maximum of 10. And
if the Defender chose to play a Defense Card, then the defender also rolls as many defense dice as
the command card indicates.
Bonus Defense Dice: Some Zone upgrades and controlling a Sector grants the defender bonus
defense dice. Refer to the number centrally located within each Sector of the game board for the
Sector bonus.
Mining Settlement
Monolith

1 Defense
1 Defense

Factory
Wall

1 Defense
2 Defense

Important Defense Rule: Zones defending without the support of any troops still get the defense
dice associated with their Zone upgrades and/or Sector bonus as well as any defense cards played.
Both players roll their dice at the same time. Once the dice are rolled both players separate out
their swords and shields. One opposing troop is killed for every sword you rolled. Every shield
you rolled negates one of your opponents swords.
For a player to successfully overtake a Zone, their attack must destroy every troop on the Zone
plus one more hit to destroy all of the structures on the Zone itself.
The victorious attacker must move at least one troop to the now vacant Zone.
IMPORTANT NOTE: The attacker cannot lose their Zone to a defender. Even if the
defender manages to entirely destroy the attacking army, the attackers Zone or Zone
upgrades are not affected.

Attacking or Defending with more then 10 Troops: When you attack with more then 10 troops
you become eligible for re-rolls on your troop dice. After your initial attack/defense roll you may
choose which troop dice you wish to re-roll. Attackers must select first, then the defender may
select how to re-roll in response (assuming that they also have more then 10 troops). Both players
then re-roll at the same time.
You are only allowed an amount of re-rolls equal to your troops in addition to 10, but never more.
A player attacking with 15 troops would be entitled to re-roll 5 troop dice, 17 troops would mean
7 troop dice re-rolls, but 23 would only get 10 re-rolls. Only 10 dice may be used towards your
final hit/defense count, so choose which dice youd like to re-roll, and which youd like to lock
(kind of like Yahtzee!)
Defending with more then 10 Bonus Defense dice: In some cases you may be receiving more
then 10 Bonuses defense dice. In this case you receive re-rolls the same way as if you where
attacking with more then 10 troops.

Phase 4: Consolidation
This phase provides players the opportunity to move some of their troops. Players move their
troops in turn-order and have the option of moving 1 army 1 space, or moving 3 troops 1 space
each. (An army refers to any number of troops on a single Zone.) Units can only move through
areas that you own/occupy or are unoccupied.
Each move is considered to be separate. Meaning you may move a troop from Zone A to Zone B
as your first move. Then move that same troop from Zone B to Zone C, then again from Zone C
to Zone D.

Phase 5: Income
Players earn resource tokens during the income phase. The number of resources collected is based
on the Zone upgrades they own.
Mining Settlement
Mine
Wall

+2 Resources
+2 Resources
+0 Resources

Factory
Monolith
Armory

- 3 Resources
- 3 Resources
- 2 Resources

Players also get resources from controlling an entire Sector. Refer to the number within the Sector
on the game board for the income bonus amount. Controlling a Sector requires a player to have a
Zone upgrade on each Zone in a Sector.
If a player is spending more resources than they are earning they must first pay the difference out
of their existing treasury. If this is not enough to cover their expenses the player must remove
Factories or their Monolith until they are no longer in arrears.

Destroying Buildings: Zone upgrades are permanently connected to the Mining Settlement or
Factory where they are built. So if a player destroys a Factory with an Armory on it, then the
Armory is also destroyed. It is also important to note that a Factory doesn't 'downgrade' to a
Mining Settlement. The Zone in question is simply cleared entirely.
TIP: Players cannot remove buildings unless they have a negative income. So carefully weigh
your financial position before placing too many Zone upgrades to ensure you won't end up with a
deficit during the income phase.

Winning
Wining By Domination: If at the end of the building phase a single player owns 2 full Regions
then that player has won the game and does not need to help clean up. If 2 or more players
manage to fulfill the win objective at the end of the building phase then the game goes into
sudden death. The moment that only one player is fulfilling the win objective the game is finished
and that player is declared the winner. (Note: Sudden Death means immediately. Theres no
chance to push back. Its over!)
Owning a Zone means you have something built there.
Winning By Points: If the game reaches the end of turn 10 and no player has managed to win by
domination then the winner is determined by points.
Points are awarded as follows:
Mining Settlements
1 point
Factories
1 point
Monolith
5 points
Owning a country
1 point
Sector Bonus
(Indicated by the number within each Sector on the game board)
If there is a tie for points then the player with the most resources is declared the winner.
Tip: Keeping track of points is an important part of the game and you can start tracking
players points at turn one. BUT its normal to start tracking players points at the end of
turn 6 because thats when the game shifts from a domination game into a points game.

Special Rules
Setting up the Advanced Game: Its advised to only play the advanced game after youve
played the standard game, because each army has rule changes and exceptions that are easy to
understand once youve played the game at least once.
Its an exciting new way to play the game with plenty of opportunities for new strategies.
Unfortunately, the Print and Play version of Kingdom Bots does not come with the Advanced
rules. So please visit the Kickstarter campaign and back us to secure your own full copy of
Kingdom Bots.
Thanks for playing!

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