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Vijayanagara: The Deccan Empires of Medieval India, 1290–1398: glossary and rules terms

Definitions from the authored tutorial, with stable links for sharing a particular term. The selected edition and scenario determine how each rule applies.

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85 terms

Delhi Sultanate

Mira plays the black-and-gray faction. Its base VP equals Tributary Prosperity; after the final invasion add 3 minus Mongols surviving in Delhi, with a minimum adjustment of −3. Delhi Sultanate: Protect enough tribute and Delhi's final defense to finish with the highest score; recovering every Province is not always necessary. Bahmani Kingdom: Independence denies Mira points and income. Pressure on both fronts can divert Delhi from your own expansion. Vijayanagara Empire: Independence denies Mira points and income. Balance shared southern resistance with your own Control, Temples and Influence.

Rule reference: 1.5; 5.1

Bahmani Kingdom

Owen plays the turquoise faction. Its VP equals Prosperity of its Controlled Provinces, Forts on the map, and its Influence. Delhi Sultanate: Owen's spread fuels Trade even before rebellion. Exposed obedient Amirs and Governors vulnerable to Conspire shape your response. Bahmani Kingdom: Build presence and cavalry before a sustainable bid for independence; Forts and Influence score without controlling every Province. Vijayanagara Empire: Owen can help weaken Delhi but competes for your Provinces. Forts and cavalry can make direct fights costly.

Rule reference: 1.5; 5.2

Vijayanagara Empire

Leena plays the yellow faction. Its VP equals Prosperity of its Controlled Provinces, Temples on the map, and its Influence. Delhi Sultanate: Leena's Temples support growth, and independence finances Tax. Governors can threaten obedient Rajas or later restore tribute. Bahmani Kingdom: Leena benefits from early shared pressure on Delhi but can overtake you through Control and Influence. Cooperation has limits. Vijayanagara Empire: Develop Temples and Influence, then use legally timed rebellion and expansion to build a taxable independent empire.

Rule reference: 1.5; 5.3

Prosperity

The printed economic value of a Province: 1 or 2. The 13 Provinces total 18. Delhi, Punjab and Mountain Passes have no Prosperity. Delhi Sultanate: Each Tributary Prosperity contributes one base VP; Collect Tribute pays half the total, rounded down. Bahmani Kingdom: Each Prosperity in your Controlled Provinces adds one VP. Trade instead pays for presence, regardless of this value. Vijayanagara Empire: Each Prosperity you Control adds one VP and one Resource when you Tax, making rich Provinces useful to both score and economy.

Rule reference: 1.3.1; 4.2.1; 4.4.1; 5.1–5.3

Province

One of the 13 political regions with printed Prosperity. Delhi and the two Mongol Invasion Regions are special spaces, not Provinces. Delhi Sultanate: Only Tributary Provinces contribute base VP. Frontier defense protects your final adjustment without adding tributary points. Bahmani Kingdom: Presence in a Province earns Trade income; Control of an Independent Province earns its Prosperity in VP. Vijayanagara Empire: Control of an Independent Province earns both Prosperity VP and Tax income; Temples also produce income separately.

Rule reference: 1.3.1–1.3.3

Delhi

The Sultanate's special capital space. It is not a Province or a printed City vertex. Only Delhi and Mongol Units may enter it; it cannot become Tributary or Controlled. Delhi Sultanate: Conscript can recruit up to five Troops here. Surviving final Mongols change your score by as much as six points between best and worst outcomes. Bahmani Kingdom: You cannot occupy Delhi. Your Invasion choices can force Mira to divert resources and shape her final score. Vijayanagara Empire: You cannot occupy Delhi. Your Invasion choices can weaken Mira, but may also give Owen room to expand.

Rule reference: 1.3.3–1.3.4; 2.6; 5.1

Punjab

A special Mongol Invasion Region between Mountain Passes and Delhi. It is not a Province; only Sultanate and Mongol pieces use it. Delhi Sultanate: A frontier defense here can prevent plunder of Provincial Troops and reduce the force reaching Delhi. Bahmani Kingdom: Invaders surviving ordinary plunder here remove one Provincial Troop each, weakening Mira's southern grip. Vijayanagara Empire: Punjab plunder can release pressure on your empire, but the removed Troops are Mira's choices, not yours.

Rule reference: 1.3.2; 3.5; 2.6

Mountain Passes

The outer Mongol Invasion Region. Amass places Invaders here; a normal Amass overflows forces above four toward Punjab. Delhi Sultanate: Forward defense can remove Invaders before they plunder Provincial forces, but ties down Units far from the south. Bahmani Kingdom: Amass grows the threat that pressures Mira. Consider whether immediate plunder or later advance better serves your position. Vijayanagara Empire: Amass grows the threat without directly scoring you points; use it to change the wider balance, not as a victory condition.

Rule reference: 1.3.2; 3.5.1; 2.6

Adjacent

Spaces sharing an unblocked border or vertex. Gondwana–Andhra and Madhyadesh–Orissa are adjacent. Jaunpur–Punjab is not; the Vindhya Range blocks the specified crossings. Delhi Sultanate: Adjacency governs March and Qasbah support. A long Campaign is a different rule and can follow several legal edges. Bahmani Kingdom: Adjacency governs Migrate, Fort support and enhanced Conspire reach; a nearby presence can threaten several Governors or Rajas. Vijayanagara Empire: Adjacency governs Migrate, Temple support and Compel reach, so build a usable network rather than isolated points.

Rule reference: 1.3.5–1.3.6

City

A labeled vertex printed on the map. A City is not a space: pieces occupy its adjacent Provinces. Some Events identify those Provinces by a named City. Delhi Sultanate: Read a City Event's adjacent Provinces carefully; it can affect several tributaries without creating a new destination. Bahmani Kingdom: A City-based Event may reward or threaten your presence in each qualifying adjacent Province; the exact face controls. Vijayanagara Empire: A City-based Event may enable regional growth, but no Raja can be placed on the City label itself.

Rule reference: 1.3.4; exact Event face

Vindhya Range

The impassable mountain feature that prevents direct crossing between Malwa and Gondwana, and between Madhyadesh and Jaunpur. Delhi Sultanate: Route March and Campaign around blocked edges; a visually close southern target may require a longer route. Bahmani Kingdom: A blocked edge cannot provide Migrate or Fort support; use a genuinely adjacent Province to expand or protect Control. Vijayanagara Empire: Compel, Migrate and Temple support must honor the blocked edges; geography can protect or isolate your scoring regions.

Rule reference: 1.3.6

Available

The faction supply of pieces ready for legal placement. Removed pieces return here. A piece locked on Influence is not Available; an exhausted supply does not allow arbitrary map relocation. Delhi Sultanate: A finite Troop/Governor supply limits rebuilding tribute and defense; removed pieces may be recruited again with a legal action. Bahmani Kingdom: Keep enough Amirs Available for Rally and Conspire; Influence can release reserves or force units back onto the track. Vijayanagara Empire: Keep Rajas Available for Rally and Compel opportunities; Influence release is reserve growth, not immediate board placement.

Rule reference: 1.4.3; 1.4.6; 1.9

Piece

A Unit or Structure. Control counts both categories, while battle hit thresholds count involved Units only. Delhi Sultanate: Your Governors, Troops and Qasbahs can make a strict majority, but only Units improve combat hit thresholds. Bahmani Kingdom: Amirs and Forts both count toward Control. A Fort can hold a point-bearing presence even without producing a battle die hit. Vijayanagara Empire: Rajas and Temples both count toward Control; a Temple's contribution to majority can matter after a single casualty.

Rule reference: 1.4; 1.7; 1.10

Unit

Troop, Governor, Amir, Raja or Mongol Invader. Units move under their faction's rules and count toward combat strength; Structures are not Units. Delhi Sultanate: Both Troops and Governors count in battle. Moving a Governor away can lose the ability to restore tribute later. Bahmani Kingdom: Amirs supply hits, majorities and Conspire/Build access. Forts cannot substitute for their combat strength. Vijayanagara Empire: Rajas supply hits and majorities. A large reserve released by Influence still needs placement before it can help Control.

Rule reference: 1.4.1; 1.10

Structure

Qasbah, Fort or Temple. Each space may contain at most one of each faction's Structure. Structures count for Control but not combat hit thresholds, and cannot ordinarily move. Their embossed face orientation has no rule effect; obedience flips apply to Amirs/Rajas. Delhi Sultanate: Qasbahs support recruitment and adjacent attacks, helping keep a tributary network with fewer mobile Units. Bahmani Kingdom: Every map Fort is one VP even outside your Control; its defense and support can make that point more durable. Vijayanagara Empire: Every map Temple is one VP and one Tax income, even outside your Control; it also strengthens Rally and support.

Rule reference: 1.4.2; 1.4.4–1.4.5; 1.7; 1.10

Troop

A gray Sultanate cube. There are 32 active Troops. It is a Unit, can March/Campaign and fight, and is vulnerable to ordinary Mongol plunder's Provincial losses. Delhi Sultanate: Balance Troops needed for the frontier with Units that protect tribute. Provincial plunder can erode your southern army without a local battle. Bahmani Kingdom: Rebelling Amirs can be attacked by Troops; weakening Mira's troop network can open room to win independent Control. Vijayanagara Empire: Troops threaten Rebelling Rajas. Their removal through Compel or invasion can change a majority and deny Delhi tribute.

Rule reference: 1.2; 1.4.1; 3.2; 3.5.3

Governor

A black Sultanate Unit. Five are active. Govern can place one or use one already present; Demand Obedience requires a Governor in a Sultanate-Controlled Independent Province. Delhi Sultanate: Governors suppress obedient rivals and recover tribute, but an exposed Governor may be replaced through Conspire. Bahmani Kingdom: Conspire can turn a Governor into your Amir. Preventing Demand Obedience protects independence and removes Mira's scoring recovery. Vijayanagara Empire: An obedient Raja is vulnerable to Govern; a Governor in a Delhi majority can restore your scoring Province to tribute.

Rule reference: 1.4.1; 3.2.3; 4.2.3

Amir

A turquoise Bahmani Unit. Eighteen are active, including four initially locked on Influence. The embossed side indicates Rebelling; the blank side indicates Obedient. Delhi Sultanate: Govern can remove Obedient Amirs, while Attack can target Rebelling Amirs. Their orientation changes the tool available to you. Bahmani Kingdom: Amirs spread Trade, build Forts and secure Control. Retain a sustainable force when Influence loss can recall track units. Vijayanagara Empire: Amirs contest your majorities and may replace your Rajas through enhanced Conspire. Cavalry makes small Amir forces dangerous.

Rule reference: 1.2; 1.4.1; 1.4.5; 1.9

Raja

A yellow Vijayanagara Unit. Twenty-two are active, including eight initially locked on Influence. The embossed side indicates Rebelling; the blank side indicates Obedient. Delhi Sultanate: Govern threatens Obedient Rajas; Attack threatens Rebels. Compel can grow their presence quickly near a Temple-supported network. Bahmani Kingdom: Rajas contest your Control and provide enhanced Conspire targets. Influence loss can recall them, weakening Leena's majority. Vijayanagara Empire: Rajas are your recruitment and Control base. Temples and Influence grow the force that can sustain your taxable independent empire.

Rule reference: 1.2; 1.4.1; 1.4.5; 1.9

Mongol Invader

A red cube belonging to the non-player faction; 12 are active. BK or VE directs the indicated Invasion card. Invaders are always Rebelling and never use the shared Cavalry pool. Delhi Sultanate: Surviving Invaders plunder during ordinary invasions and change your final Delhi adjustment. Defending one front consumes strength needed on the other. Bahmani Kingdom: Invaders are pressure against Mira, not your scoring pieces. Use their timing to improve your own independence rather than help Leena uncontested. Vijayanagara Empire: Invaders can reduce Delhi's resistance to your growth, but Owen also benefits. Their final survivors do not count toward your Control.

Rule reference: 1.4.1; 1.4.5; 2.4; 3.5

Qasbah

A black Sultanate Structure. A Qasbah space permits Conscript of up to two Troops and provides up to two supporting Units to one adjacent attack. Five are active. Delhi Sultanate: A central Qasbah can recruit and project force into neighboring Provinces, protecting tribute without needing an army in every Province. Bahmani Kingdom: Respect adjacent support when challenging Delhi: its committed support Units affect hits and can be selected as casualties. Vijayanagara Empire: A Qasbah can threaten a newly independent neighbor. Breaking Delhi's local majority may be insufficient if support remains nearby.

Rule reference: 1.4.2; 3.2.1; 3.2.4

Fort

A turquoise Bahmani Structure. Each map Fort adds one Bahmani VP. It reduces enemy attacker dice to three and can supply up to two Amirs to one adjacent attack. Five are active. Delhi Sultanate: A fortified attack is less reliable. Governors and tribute recovery may be more economical than repeated costly battles. Bahmani Kingdom: Forts score immediately, defend and support neighboring counterattacks. Their mere presence also counts for Trade and Control. Vijayanagara Empire: Attacking a Fort means fewer dice. Compare economic expansion or Influence pressure with a direct cavalry-disadvantaged fight.

Rule reference: 1.4.2; 3.2.4; 3.3.4; 3.4.4; 4.3.2; 5.2

Temple

A yellow Vijayanagara Structure. Each map Temple adds one VP and one Tax income; it adds one Raja to local Rally and can support an adjacent attack with one Raja. Five are active. Delhi Sultanate: Temples accelerate Leena's southern growth even while a Province remains Tributary. A single Temple is not a Unit or a combat hit. Bahmani Kingdom: Temples let Leena's economy grow before independence. Conspire or a carefully chosen battle can undermine their accompanying Raja network. Vijayanagara Empire: Temples combine points, income, recruitment and support; place them where those benefits can sustain Control after retaliation.

Rule reference: 1.4.2; 3.4.1; 3.4.4; 4.4.1–4.4.2; 5.3

Tributary

A Province marked as paying Delhi tribute. It cannot be Controlled. When tribute is restored, flip every Amir and Raja there Obedient. Delhi Sultanate: Tributary Prosperity supplies your base VP and Collect Tribute income; your army need not have a majority in every Tributary. Bahmani Kingdom: Presence still pays Trade here, but Prosperity does not become your VP until the Province is Independent and you Control it. Vijayanagara Empire: Temples still pay Tax here, but Provincial Prosperity contributes neither your VP nor Tax until Independent Control.

Rule reference: 1.6; 1.7; 4.2.3

Independent

A Province with no Tributary marker. It may be Controlled by a faction or Uncontrolled. Independence alone does not grant either southern faction its Prosperity. Delhi Sultanate: You lose its tributary points and income; a strict majority plus Governor lets Demand Obedience restore both. Bahmani Kingdom: Secure a strict piece majority to turn independence into Prosperity VP; merely removing tribute can benefit Leena instead. Vijayanagara Empire: Secure a strict majority to turn independence into Prosperity VP and Tax; an uncontrolled breakaway finances neither side.

Rule reference: 1.6–1.7

Control

In an Independent Province, one faction Controls only if its own pieces exceed all opposing pieces combined. Units and Structures count. Taking BK/VE Control flips that faction's local Units Rebelling. Delhi Sultanate: Control alone earns no Delhi Provincial VP. A Governor is also required before Demand Obedience can turn this majority into tribute. Bahmani Kingdom: Control earns Prosperity VP, but a lost piece or Influence recall can erase a narrow majority immediately. Vijayanagara Empire: Control earns Prosperity VP and Tax income. A Temple helps the piece count, but all opponents combined set the threshold.

Rule reference: 1.7

Uncontrolled

An Independent Province with no faction holding a strict majority over all opponents combined. It has no Control marker and earns no faction its Provincial Prosperity VP. Delhi Sultanate: An uncontrolled Province still denies tribute; move a Governor and enough Units there if restoration is worth the cost. Bahmani Kingdom: A tie can deny Leena points, but earns you none. A Fort or one added Amir may change the majority. Vijayanagara Empire: A tie can deny Owen points, but yields no Provincial Tax. A carefully placed Raja or Temple may tip it.

Rule reference: 1.7; 5.1–5.3

Obedient

Amir/Raja orientation with symbol facing down. Obedient Units can be removed by Govern; Delhi cannot ordinarily target them with Attack unless an exposed-Structure or other legal target applies. Delhi Sultanate: Use Governors rather than an ordinary Attack to suppress purely Obedient rivals; their numbers still count for Control. Bahmani Kingdom: Obedience shelters Amirs from Delhi Attack but leaves them vulnerable to Govern. It does not mean you cooperate politically. Vijayanagara Empire: Obedient Rajas can build quietly but face Governor suppression. Independence and your Control can force their orientation to change.

Rule reference: 1.4.5; 3.2.3–3.2.4

Rebelling

Amir/Raja orientation with symbol facing up; Mongols are always Rebelling. Rebelling Units are legal Delhi Attack targets and are not Govern's Obedient removal targets. Orientation is distinct from Province status. Delhi Sultanate: Troops can attack Rebels, but Govern cannot suppress them as Obedient. A Rebelling unit does not by itself remove tribute. Bahmani Kingdom: Rebellion avoids Govern removal but exposes Amirs to Delhi Attack. Your Control flips all your Amirs there; losing Control does not reverse it. Vijayanagara Empire: Rebellion avoids Govern removal but permits Delhi Attack. Taxable Control may be worth that risk when recruitment can sustain it.

Rule reference: 1.4.5–1.7; 3.2.3–3.2.4; official FAQ

Resources

A faction's economic capacity, tracked from 0 to 24. Commands normally cost Resources; excess gains above 24 are lost. Resources break tied final VP, but are not themselves ordinary VP. Delhi Sultanate: Finance both fronts through tribute or Pass; keeping points while unable to pay for defense can fail at the final invasion. Bahmani Kingdom: Trade finances expansion and cavalry leverage. Spend enough to secure points without treating a full treasury as victory. Vijayanagara Empire: Tax and Temples finance recruitment and migration. Keep enough cash for the extra Influence payment and late defense of Control.

Rule reference: 1.8; 3.1; 5.0

Deccan Influence

BK and VE each track Influence from 0 to 4. Each point is one VP and can unlock Units and enhance faction abilities. Losing levels requires refilling emptied locked-unit slots from Available or the map. Delhi Sultanate: You have no Influence score, but can buy southern shifts at Lords of the Deccan; recalling Units may change tribute-recovery opportunities. Bahmani Kingdom: Influence scores, releases Amirs at 2/4, increases Trade Cavalry and expands Conspire at 2. Losing it can cost more than one VP. Vijayanagara Empire: Every new level releases two Rajas; at 2 Compel also gains Cavalry and can remove an enemy Unit. Lost levels can undo Control.

Rule reference: 1.9; 4.3.1; 4.3.3; 4.4.3; 5.2–5.3

Cavalry

Ten shared human-faction tokens used after battle dice: attacker spends first, then defender. Each token Charges one own die or Screens one enemy die. Spent tokens return to the pool; gains steal from another human faction if it is empty. Delhi Sultanate: Collect Tribute gains two Cavalry. Keep enough for important defenses without assuming a die showing six cannot be improved. Bahmani Kingdom: Trade's enhanced Cavalry supports small Amir forces and can deprive rivals when the common pool empties. Vijayanagara Empire: Your Compel gains Cavalry at Influence 2+. Compare limited tokens with Owen's larger Trade gains before starting a Fort attack.

Rule reference: 1.10; official FAQ

Cavalry pool

The common supply of the ten playable human Cavalry tokens. Spent tokens return here. If a legal gain finds the pool empty, take the token from another human faction. Delhi Sultanate: A gain can take Owen's or Leena's Cavalry when the pool is empty, changing a future defense without increasing the total supply. Bahmani Kingdom: Repeated Trade may take rivals' tokens, but only when the pool is empty; your Influence sets the legal gain amount. Vijayanagara Empire: Token scarcity can make Compel's gain strategically useful. Negotiated transfers still preserve the ten-token total.

Rule reference: 1.10

Eligible

A faction that may act on the current Event, in its printed flag order. Limited Command and Pass preserve Eligibility; ordinary fork use makes the user Ineligible on the next Event, subject to Stay Eligible. Delhi Sultanate: A small action can retain access to the next unknown card; a full action may be worth surrendering that tempo. Bahmani Kingdom: Trade with a full action develops your economy but normally costs the next Event turn; limited growth keeps you in contention. Vijayanagara Empire: Compare a full Command/Decree engine with one-space growth that preserves your next opportunity; no future card face is known.

Rule reference: 2.3.1–2.3.7

Ineligible

A faction that skips the current Event. After that Event it becomes Eligible again. Mongol Invasions, Succession and Timurid cards preserve existing Eligibility. Delhi Sultanate: A strong prior action can leave you unable to answer this Event; plan a position that can absorb one card of pressure. Bahmani Kingdom: A prior Trade or Event normally means watching rivals act next. Fort protection may help preserve the points you just acquired. Vijayanagara Empire: A prior full action may leave a new Temple or majority exposed. Limited Command can trade immediate breadth for tempo.

Rule reference: 2.3.7; 2.4–2.6

Stay Eligible

An Event icon exception: the faction that executes that Event remains Eligible even when the text asks a different faction to carry out an action. Taking a Command on the card does not earn this exception. Delhi Sultanate: A useful Event may improve your position without losing next-card access; a shaded effect is available to any eligible executor. Bahmani Kingdom: Executing an advantageous Event can preserve tempo. Check who chooses its instructed actions instead of assuming executor controls every detail. Vijayanagara Empire: Event tempo can help growth, but the icon does not apply if you choose an ordinary Command instead.

Rule reference: 2.3.7; exact Event face

Event card

A revealed card with printed faction order, an unshaded effect and a shaded effect. One chosen Event effect may be executed on the Event/Command-without-Decree fork. Follow the chosen text as far as possible. Delhi Sultanate: Shaded text often helps Delhi, but any eligible faction can execute either option. Evaluate actual current consequences. Bahmani Kingdom: Events can offer free growth or exceptional Khalji rebellion; read exact limits rather than applying a remembered prototype rule. Vijayanagara Empire: An Event may extend growth beyond normal Compel or Migrate, but it still requires the card's actual targets and timing.

Rule reference: 2.3.1; 2.3.4

Event effect bands

The two alternative effect bands on an Event. Choose one, never both. Unshaded is often unfavorable to Delhi and shaded often favorable, but any eligible executing faction may choose either. Delhi Sultanate: Read the effect, not just its shading; an opponent can take the shaded option if that serves its plan. Bahmani Kingdom: Choose the actual regional and economic effect that helps your current position; neither band belongs exclusively to a faction. Vijayanagara Empire: A tempting effect may also help Owen or Mira. Compare its full result with an ordinary Command and your tempo.

Rule reference: 2.3.4; exact Event face

Fork

The two once-per-Event choices: Command plus Decree; or Event OR Command without Decree. Any Eligible faction can instead Limited Command or Pass. Once both forks are used, only Limited Command/Pass remain. Delhi Sultanate: Printed order and prior choices determine whether you can combine expansion with tribute or must settle for a one-space action. Bahmani Kingdom: Taking Command/Decree secures Trade or Build access and denies that combination to later factions on this card. Vijayanagara Empire: A later flag position may constrain your choices, so preserve positions where a Limited Command is still productive.

Rule reference: 2.3.2–2.3.6

Command

One faction-specific action family executed in selected spaces. A space is selected at most once and a Unit used at most once in the Command. Ordinary Commands cost one Resource per selected space. Delhi Sultanate: Choose Conscript, March, Govern or Attack for the entire Command; you cannot recruit in one space and Govern another as one action. Bahmani Kingdom: Choose Rally, Migrate, Rebel or Attack, then order its spaces to support your plan without using an Amir twice. Vijayanagara Empire: Choose Rally, Migrate, Rebel or Attack. Multi-space reach costs Resources and normally surrenders next-Event Eligibility.

Rule reference: 3.1

Decree

A faction's special action, available with the Command-plus-Decree fork. Complete it fully before or fully after the Command. Ordinary Decrees have no Resource charge, but exact card effects can add costs. Delhi Sultanate: Collect Tribute, Campaign or Demand Obedience can fund or extend one Command; timing the entire Decree before payment may matter. Bahmani Kingdom: Trade, Build or Conspire combines with a Command to develop income, durable points or political replacement. Vijayanagara Empire: Tax, Build or Compel combines with a Command; Compel before Migrate can extend reach, but cannot be split between two destinations.

Rule reference: 2.3.3; 4.1

Limited Command

A Command selecting at most one space, without a Decree. It can involve several legal origins or supporting spaces. It preserves Eligibility. A free version waives ordinary cost, not an optional extra Migrate Influence payment. Delhi Sultanate: One urgent recruitment, movement or Govern location can retain next-card access while protecting tribute or the frontier. Bahmani Kingdom: A one-space action can claim a majority or adjust Influence while keeping tempo; it does not include Trade or Build. Vijayanagara Empire: Rally in a developed Karnataka can be a strong one-space action; it preserves tempo but does not include Tax or Compel.

Rule reference: 2.3.5; 3.1.3

Pass

Decline to take an action on an Event: Delhi gains three Resources, BK or VE gains one. The faction remains Eligible for the next Event. Delhi Sultanate: Pass repairs a depleted treasury and preserves tempo, but gives rivals another chance to change your tribute network. Bahmani Kingdom: Pass may be better than an unproductive action, but one Resource does little for growth unless preserving eligibility has value. Vijayanagara Empire: Pass can prepare a later useful action while conserving force positions; it does not advance Control or Temple points by itself.

Rule reference: 2.3.6

Dynasty

The face-up historical regime card starts Khalji and flips to Tughlaq at Zenith of the Delhi Sultanate. Ordinary Rebel is unavailable during Khalji; an Event can explicitly permit it in either Dynasty. Delhi Sultanate: The opening window favors preparations and Governor suppression, but exceptional Events can remove tribute before the normal dynasty change. Bahmani Kingdom: Use the opening to develop Trade, Forts and Influence, then Rebel when legal and sustainable rather than assuming an automatic first turn. Vijayanagara Empire: Develop Temples and Influence before normal rebellion opens; an explicit Event exception may offer earlier independence.

Rule reference: 2.5; 2.7; 3.3.3; 3.4.3

Conscript

Delhi pays one Resource per selected Tributary Province, Qasbah space or Delhi. Place up to five Available Troops in Delhi, two in a Qasbah space, or one in an ordinary Tributary Province. Delhi Sultanate: Recruit where new Units can protect tribute or reach the invasion route; a Qasbah improves the efficiency of provincial recruitment. Bahmani Kingdom: Mira may refill a nearby hub faster than an ordinary Province, so a narrow new majority can be vulnerable to counterattack. Vijayanagara Empire: Watch Delhi/Qasbah recruitment capacity before committing to a fragile rebellion; supply and follow-up movement still limit Mira.

Rule reference: 3.2.1

March

Delhi pays one Resource per destination and moves any number of Troops/Governors from adjacent spaces. Each Unit moves at most once in the Command. Delhi Sultanate: March can combine nearby forces to protect or restore tribute, but a Unit cannot leap through two destinations in one Command. Bahmani Kingdom: Mira's southern majority can change quickly from adjacent forces; consider exposed Governors and the cost of leaving the frontier. Vijayanagara Empire: Check all adjacent Delhi origins before claiming your new majority is secure; March and Campaign have different ranges.

Rule reference: 3.2.2

Govern

Delhi pays one per valid selected space. Either place a Governor; or use an existing Governor to remove up to two Obedient enemy Units and/or place a Qasbah. A newly placed Governor cannot do those effects in the same Command. Delhi Sultanate: Govern suppresses quiet southern growth and builds recruitment hubs; an Independent Province must already be Delhi-Controlled to select it. Bahmani Kingdom: Your Obedient Amirs may avoid battle but remain vulnerable to an established Governor. Conspire can remove that source of pressure. Vijayanagara Empire: Obedient Raja buildup near Governors can be cut back; a legal rebellion changes vulnerability from Govern to Attack.

Rule reference: 3.2.3

Attack

A paid Command against one defending faction per selected space. Count involved Units, roll the specified attacker/defender dice, spend Cavalry attacker first, then apply simultaneous chosen casualties. Delhi has target restrictions; BK/VE attacks on Delhi flip attacking Units Rebelling. Delhi Sultanate: Attack can remove Rebels or exposed Structures, but a purely Obedient enemy Unit group is not an ordinary legal target. Bahmani Kingdom: More Amirs and cavalry improve chances without guaranteeing outcomes. An inter-rebel battle compares actual losses for Influence. Vijayanagara Empire: Against a Fort you roll fewer dice; compare economic expansion and Influence migration with the risk of losing a scoring majority.

Rule reference: 1.10; 3.2.4; 3.3.4; 3.4.4; official FAQ

Rally

BK/VE pays one Resource per selected Province with its piece, plus its home Province is always selectable. BK places one Amir, plus one in Maharashtra and one for Control; VE places one Raja, plus one in Karnataka, one for a Temple, and one for Control. Delhi Sultanate: Southern homes can rebuild after suppression; Temples let Leena replenish quickly, so winning one battle may not preserve tribute. Bahmani Kingdom: Maharashtra always offers recruitment even after expulsion. Add enough Amirs to sustain Control without abandoning Trade coverage. Vijayanagara Empire: Controlled Karnataka with a Temple can Rally up to four Rajas, subject to supply; use its efficiency to sustain your empire.

Rule reference: 3.3.1; 3.4.1

Migrate

BK/VE pays one per destination Province and moves up to three own Units there from adjacent origins, each Unit used once. Entering Tributary makes them Obedient; own Control makes them Rebelling. At one destination containing the rival's piece, pay an extra one to raise own Influence and lower the rival's by one. Delhi Sultanate: Southern migration can alter majorities and Influence without battle; displaced locked Units may open a recovery opportunity. Bahmani Kingdom: Spread for Trade, then consolidate for independence. The optional shift earns a point and can recall Leena's forces, but costs real Resources. Vijayanagara Empire: Expand a taxable network and use Influence shifts when the rival is present; be explicit about support lost at the origin.

Rule reference: 3.3.2; 3.4.2

Rebel

BK/VE pays one per selected Tributary Province where its pieces strictly outnumber all opponents combined. Flip own local Units Rebelling, remove tribute and take Control. Normally Tughlaq only, unless an Event explicitly overrides. Delhi Sultanate: Rebel removes Prosperity from your score and income. A nearby Governor and a restored majority provide a counterplan. Bahmani Kingdom: Time independence so your army and Forts can hold the points after Delhi responds; Trade can fund preparation before rebellion. Vijayanagara Empire: Independence both scores and finances Tax, but a thin majority may be lost immediately under counterplay.

Rule reference: 3.3.3; 3.4.3; 1.7

Collect Tribute

Delhi Decree: gain Resources equal to half total Tributary Prosperity, rounded down, and two Cavalry. Controlled Independent Provinces are not tributaries and do not count. Delhi Sultanate: This funds your army and cavalry. Losing high-Prosperity tribute can hurt both score and the ability to recover it. Bahmani Kingdom: Independence weakens Mira's income as well as VP; spread Trade makes your economy less dependent on early Control. Vijayanagara Empire: Taxable independence can improve your income while reducing Mira's; compare that leverage with immediate Temple growth.

Rule reference: 4.2.1

Campaign

Delhi Decree: move Units from one origin along one legal route to a destination up to three spaces away, with pickup/dropoff along it. Succession-granted Campaigns may use only Delhi and Provinces, excluding both Invasion Regions. Delhi Sultanate: Campaign shifts force between fronts without normal March costs. Succession's restricted version cannot rescue a frontier defense directly. Bahmani Kingdom: A distant Governor can return faster than ordinary adjacency suggests; plan your majority against Mira's visible routes. Vijayanagara Empire: A freed southern region may be threatened by a long Campaign. Temples and reserve Rajas help absorb a swift return.

Rule reference: 4.2.2; 2.5

Demand Obedience

Delhi Decree: turn any selected Delhi-Controlled Independent Provinces with a Governor back to Tributary. Flip all Amirs/Rajas there Obedient and gain Resources equal to combined Prosperity restored. Delhi Sultanate: Convert a military majority into actual base points and income; merely having the most Units without a strict piece majority is insufficient. Bahmani Kingdom: Remove the Governor or break Delhi's strict majority before this Decree; once restored, your Provincial Prosperity points disappear. Vijayanagara Empire: Your Province can lose both Prosperity VP and Tax when tribute returns; maintain a majority that counts all rival pieces.

Rule reference: 4.2.3

Trade

Bahmani Decree: gain one Resource per Province containing any Bahmani piece. Gain Cavalry equal to one at Influence 0, two at 1–2, or three at 3–4. Neither tribute status nor Control is required. Delhi Sultanate: Owen can grow economically while remaining Obedient. Suppressing dispersed presence may reduce his army financing. Bahmani Kingdom: Spread presence before consolidating: Trade counts Provinces, including a Fort alone, while higher Influence adds cavalry leverage. Vijayanagara Empire: Owen's economy works before independence and can fund stronger battles. Your Tax engine instead rewards Control and Temples.

Rule reference: 4.3.1

Build

BK/VE Decree: place one Available Fort/Temple in one Province containing its Amir/Raja and no Structure of that type. There is no ordinary Resource cost. Tributary status does not prevent Build. Delhi Sultanate: Southern Structures score before independence. Removing accompanying Units can stop further construction, but existing discs still count as pieces. Bahmani Kingdom: A Fort earns a durable point, defends and supports nearby attacks; choose a useful network location instead of points alone. Vijayanagara Empire: A Temple earns a point, Tax income and stronger Rally; early construction helps finance later independence.

Rule reference: 4.3.2; 4.4.2

Conspire

Bahmani Decree replaces one Governor with an Amir in up to two Provinces containing Bahmani presence. At Influence 2+, those targets may be Governors or Rajas in or adjacent to Bahmani presence. A replaced Rebelling Raja yields a Rebelling Amir; removal need not require an available replacement. Delhi Sultanate: Governors can disappear without battle, losing suppression and tribute-restoration access. Position them with the political threat in mind. Bahmani Kingdom: Replace an opposing piece to improve your count and remove theirs; enhanced reach can alter a majority without combat dice. Vijayanagara Empire: At Owen's Influence 2 your Rajas become targets across adjacent Provinces. Losing one may cost Control as well as a Unit.

Rule reference: 4.3.3; 1.4.6

Tax

Vijayanagara Decree: gain Resources equal to combined Prosperity of Vijayanagara-Controlled Provinces plus every Temple on the map. Temple income does not require Control or Independence. Delhi Sultanate: Leena's independence turns lost tribute into her income. Temples still finance her while you maintain tribute elsewhere. Bahmani Kingdom: Breaking Leena's majority lowers her income and points together; existing Temples continue paying unless removed. Vijayanagara Empire: Use Temples for opening income and Control for the larger engine; an uncontrolled Province does not pay Provincial Tax.

Rule reference: 4.4.1

Compel

Vijayanagara Decree in one Province with or adjacent to its piece: place/move up to two Rajas, with moved Rajas from one adjacent Province. At Influence 2+ gain one Cavalry and optionally remove one Troop, Governor or Amir. Ordinary moved Rajas retain orientation; removing a Delhi Unit flips just-placed/moved Rajas Rebelling. Delhi Sultanate: Enhanced Compel can remove a Governor and threaten tribute restoration without battle, while bringing fresh opposing Units. Bahmani Kingdom: Leena can remove an Amir while shifting her majority. Her Compel reach can combine with a later Migrate if timing permits. Vijayanagara Empire: Compel before Migrate can extend reach; Influence 2 adds political removal and Cavalry, but the entire Decree must finish first.

Rule reference: 4.4.3; 1.4.5; 1.7

Free

A granted Command without its ordinary per-space Resource costs. Restrictions still apply unless the source expressly overrides them. Migrate's optional Influence shift still costs one Resource even during a free Command. Delhi Sultanate: A free effect conserves your treasury, but does not create unlimited supply or ignore a target restriction without explicit text. Bahmani Kingdom: A free Limited Command can still require cash for its optional Influence shift; record that payment before claiming its point. Vijayanagara Empire: Free Rally/Compel opportunities still require Available Rajas and legal destinations; no exhausted supply grants arbitrary relocation.

Rule reference: 3.1.3; exact Event/Succession face

Charge

Spend one Cavalry after dice to reduce one own die by one, minimum one; multiple tokens can modify the same die. A six can become a hitting five. Mongols receive one free Charge per battle and must convert a miss to a hit if possible. Delhi Sultanate: Charge can turn an important miss into a hit, but only if final die is no higher than your involved Unit count, capped at five. Bahmani Kingdom: Cavalry can make a small Amir force efficient; compare extra hits with preserving tokens for later defense. Vijayanagara Empire: Use scarce Cavalry where one converted hit may protect a scoring majority; charging a die that still misses may waste the token.

Rule reference: 1.10; official FAQ

Screen

Spend one Cavalry after dice to remove an opponent die unless it shows one. Attacker spends before defender, so a defender may respond to the attacker's changes. Mongols never Screen. Delhi Sultanate: Screen a dangerous enemy hit when preserving Units protects the frontier or tribute; a die showing one cannot be removed. Bahmani Kingdom: Preventing one casualty can preserve Control or win an inter-rebel Influence comparison, sometimes better than adding an attacker hit. Vijayanagara Empire: A defensive Screen can preserve a Raja majority; do not assume an attacker Charge is final before your response.

Rule reference: 1.10

Hit

A remaining modified die is a hit when it is no higher than the involved Unit count, with threshold capped at five. Structures add no hit strength. A six naturally misses, but may be Charged lower. Delhi Sultanate: Count Governors as well as Troops, including committed support. More than five Units cannot make an unmodified six hit. Bahmani Kingdom: Fort support adds involved Amirs but not dice beyond the printed attack count; avoid promising a guaranteed teaching roll. Vijayanagara Empire: Temple support adds a Raja to strength, but a Temple disc is not itself an attacking Unit.

Rule reference: 1.10; 3.2.4; official FAQ

Support

Units contribute to an adjacent attack without moving: Delhi up to two from one Qasbah space, BK up to two from one Fort Province, VE up to one from one Temple Province. They can be casualties and cannot be reused in that Command. Delhi Sultanate: Supporting Units improve hits while retaining location, but selecting them as losses may expose their origin or its Governor. Bahmani Kingdom: A Fort network projects force. Losing support rather than target pieces may preserve local Control but weakens the supporting Province. Vijayanagara Empire: Temple support is limited to one Raja; consider both the target's majority and the origin's security when choosing casualties.

Rule reference: 3.2.4; 3.3.4; 3.4.4

Casualty

Both factions remove their own chosen pieces for opposing hits simultaneously. There is no official Structures-last rule. BK–VE battle compares actual removed pieces, not raw hits: the side losing fewer gains one Influence and the other loses one; a tie makes no shift. Delhi Sultanate: Preserve the Governor or Troops most important to your recovery plan; a Structure may be a legal chosen loss rather than last by rule. Bahmani Kingdom: Fewer actual losses can earn Influence even when territorial Control is not gained. Recall consequences may then change other Provinces. Vijayanagara Empire: Taking a Province does not automatically win the Influence contest. Choose casualties against both current majority and future economy.

Rule reference: 1.10; 3.3.4; 3.4.4

Mongol Invasion

A special card indicating BK or VE. That faction carries out exactly two Mongol Commands in sequence, which may repeat, then may accept legal Compromising Gifts. Eligibility is unchanged. Delhi Sultanate: Invaders force you to sustain a separate defense and can plunder Provincial Troops, even when southern opponents do not attack them directly. Bahmani Kingdom: On your indicated card, choose threats that serve your visible position. Mongols are not a permanent ally or an extra scoring faction. Vijayanagara Empire: On your indicated card, choose whether growth, movement or plunder creates useful pressure without gifting Owen the south.

Rule reference: 2.4; 3.5

Amass

A free Mongol Command requiring an Available Invader: place three in Mountain Passes, or as many as the Available supply permits. Then move any excess over four there to Punjab, and any excess over four in Punjab to Delhi. Do not voluntarily place fewer when three are Available. Delhi Sultanate: A repeated Amass can overflow a fortified frontier into Delhi; count the actual twelve-Invader supply before judging the threat. Bahmani Kingdom: Grow pressure with Amass, but future Advance or plunder is not guaranteed before Mira can respond. Vijayanagara Empire: Amass can create a costly defense obligation; consider where overflow lands rather than treating it as a simple three-cube placement.

Rule reference: 3.5.1; Mongol Faction Aid

Advance

A free Mongol Command moving one or more Invaders on one leg: Mountain Passes to Punjab OR Punjab to Delhi. It does not apply Amass's four-Invader overflow limit. Delhi Sultanate: An advanced threat may bypass your southern recovery priorities; defend the location that prevents the worst next plunder. Bahmani Kingdom: One Command moves one leg, so a direct two-leg march needs both Invasion Commands; do not claim an immediate plunder as well. Vijayanagara Empire: Advance can position a threat, but its useful next consequence depends on the remaining Command and actual defense.

Rule reference: 3.5.2

Attack & Plunder

A free Mongol Command in one space containing Invaders: battle any Delhi pieces, then each surviving Invader reduces Delhi Resources down to no lower than three. Punjab also removes one Provincial Troop per Invader; Delhi removes two. After normal plunder return local Invaders above three to Available. Delhi Sultanate: You choose required Provincial Troop losses; Governors do not substitute. Existing Resources below three do not rise to three. Bahmani Kingdom: Surviving Invaders can erode Mira's faraway army without a battle there, improving opportunities for independence. Vijayanagara Empire: Plunder weakens Delhi, but Mira chooses which Provincial Troops leave; do not assume the losses occur in your desired Province.

Rule reference: 3.5.3

Compromising Gifts

After directing an Invasion, BK/VE at Influence one or more may lose one Influence to gain two Resources and two Cavalry. Resolve any locked-unit return caused by the decrease. It is optional. Delhi Sultanate: A rival's Gifts may reduce its score and recall forces, but also finance a stronger threat with new cavalry. Bahmani Kingdom: Compare the immediate military/economic gain with lost VP, weaker Trade or Conspire, and possible recalled Amirs. Vijayanagara Empire: The lost Influence can recall Rajas or disable enhanced Compel; Gifts are not simply free money and cavalry.

Rule reference: 2.4; exact Mongol Invasion face

Succession

Three ordered interrupts between deck quarters: Zenith of the Delhi Sultanate; Rise of the Rebel Sultans; Lords of the Deccan. Resolve each printed step in order. They preserve current Eligibility. Delhi Sultanate: Succession Campaigns can reposition southern Units, while later purchases can weaken a rival's Influence and majorities. Bahmani Kingdom: Fort/Influence development pays at Zenith; a free Limited Command at Rise can improve the reward calculated afterward. Vijayanagara Empire: Temples/Influence pay Resources at Zenith; a free Limited Command at Rise can secure Control before its capped reward.

Rule reference: 2.5

Zenith of the Delhi Sultanate

First Succession: change to Tughlaq; Delhi may Campaign only through Delhi/Provinces; BK gains Cavalry equal to its Influence plus map Forts; VE gains Resources equal to its Influence plus map Temples. Delhi Sultanate: A Campaign can prepare tribute defense as normal southern rebellion becomes legal; it cannot use Punjab or Mountain Passes here. Bahmani Kingdom: Early Forts and Influence yield cavalry as well as points, rewarding preparation before a sustainable rebellion. Vijayanagara Empire: Early Temples and Influence yield money as well as points, funding the taxable independent position now becoming legal.

Rule reference: 2.5.1; Succession 1 face

Rise of the Rebel Sultans

Second Succession: optional restricted Delhi Campaign; BK then VE may each execute a free Limited Command and gain a chosen mix of Resources/Cavalry equal to their Controlled Prosperity, capped at three, calculated after that action. Delhi Sultanate: Reposition before the southern free actions; they can change Control before reward and score are evaluated. Bahmani Kingdom: A free Rebel or other one-space improvement may raise the capped reward; optional Migrate Influence still needs its extra payment. Vijayanagara Empire: Choose the free action against actual Control and upcoming defense; the reward can supply Cavalry your economy otherwise lacks.

Rule reference: 2.5.2; Succession 2 face

Lords of the Deccan

Third Succession: Delhi, then BK, then VE may each make up to three separate purchases. Each spends three Resources to shift either southern Influence one step up or down. Resolve threshold effects after every shift. Delhi Sultanate: Use money to alter rivals' scores and available forces; you cannot buy your own Influence because Delhi has no track. Bahmani Kingdom: Buy your own growth or a rival reduction, but Leena acts after you and can respond if she can pay. Vijayanagara Empire: Acting last gives a visible response opportunity, not free points; preserving Resources can matter for action costs and a final tie.

Rule reference: 2.5.3; Succession 3 face

Timurid Empire

Two special cards in the last deck quarter. The first places half the Available Invaders, rounded down, in Mountain Passes without Amass overflow. The second ends the game after battles through Mountain Passes, Punjab and repeated Delhi combat, carrying all surviving Units forward. All final attacks use no Plunder here, following the explicit Mongol aid; Rulebook 2.6's Delhi wording is ambiguous. Delhi Sultanate: Only the number of Mongols left in Delhi changes your final VP adjustment; forward defenses can reduce that number before the last stand. Bahmani Kingdom: The second card stops play immediately. Secure durable Control, Forts and Influence without knowing the unseen final order. Vijayanagara Empire: The ending can interrupt further Events. Preserve Control and Temples rather than assuming every unused Event will be played.

Rule reference: 2.6; 5.0–5.1; Learn to Play p14; Mongol Faction Aid (no Plunder); source-conflict record

Victory Points

After the second Timurid invasion, highest VP wins; Resources break a tie. Delhi scores Tributary Prosperity plus max(−3, 3−Mongols left in Delhi). BK/VE score Controlled Prosperity plus their map Structures plus Influence. The optional Goat-Tiger tiebreak is excluded here. Delhi Sultanate: Compare regained tribute with the final Delhi defense adjustment; no intermediate score lead ends the game. Bahmani Kingdom: A Fort or Influence point scores without Provincial Control, but fragile majorities may vanish just before the end. Vijayanagara Empire: Temples and Influence complement Control. A rich treasury helps ties, but normally cannot replace missing VP.

Rule reference: 5.0–5.3; 5.5

Negotiation

Human factions may openly negotiate and transfer Resources/Cavalry. Agreed arrangements within the current Command, Decree or Event are binding; future promises are not. If no required agreement is reached at the outset, the action may be canceled. Delhi Sultanate: A limited deal can preserve tribute or avert pressure, but a rival's promised future restraint is not an enforceable rule. Bahmani Kingdom: Discuss division of early expansion rather than assuming silent cooperation; pay only against a useful, explicit current arrangement. Vijayanagara Empire: Trade favors or payments when they help your empire, but reassess cooperation as Owen becomes a competing scorer.

Rule reference: 1.5.2

Transfer

Move existing Resources or Cavalry from one human faction to another. An Event may grant a taking effect, or players may openly agree to an exchange; a card-mandated transfer is not a negotiated agreement. Track both source loss and recipient gain, respecting limits. Delhi Sultanate: Transferred Resources can finance a current action, but giving them away may weaken defense or a final Resources tiebreak. Bahmani Kingdom: An exchange can turn cavalry into useful cash, while an opposing Event may take tokens without your consent. These effects have different causes. Vijayanagara Empire: A paid exchange may reduce your cavalry disadvantage. An Event taking from Owen is its printed effect, not proof of continuing cooperation.

Rule reference: 1.5.2; exact Event face

Draw deck

A constructed 35-card deck: four quarters of six unique Events, two Invasions in each of the first three, two Timurid cards in the fourth, and three fixed Succession cards between quarters. Twelve Events and two Invasions are unused. Only the current face is revealed. Delhi Sultanate: You know the construction and public remaining count, but not the next hidden face; prepare flexible defense rather than acting on authored foreknowledge. Bahmani Kingdom: Succession timing is structurally known, while exact upcoming Events are not. Your commentary uses visible opportunities only. Vijayanagara Empire: The final Timurid can stop play before every fourth-quarter Event; do not plan as if a known future teaching face is guaranteed.

Rule reference: 2.1–2.2

Discard

The public stack of resolved cards, with the latest resolved face visible. Discarded card identities remain distinct even when two cards share one face image. Delhi Sultanate: Discards support memory of resolved effects and the remaining deck composition; they do not disclose the next card. Bahmani Kingdom: Public history helps assess the game stage, but does not allow planning around an unseen exact Event. Vijayanagara Empire: Review resolved cards in the local reference without treating an unplayed face as information Leena possessed.

Rule reference: 2.2; 2.3.7

Pawn

Optional white/brown reminder pieces marking selected spaces. They have no faction Control, combat, Resources or score effect. Delhi Sultanate: Use reminders to follow multi-space Commands, but never count a pawn toward your majority or strength. Bahmani Kingdom: A selected destination can be tracked visually; the reminder is not an Amir, Fort or opponent piece. Vijayanagara Empire: Pawns identify action selection without providing a Raja or Temple for Control, Rally or Compel.

Rule reference: 1.2; 3.1.4

Dice

Six-sided battle dice: four dark red attacker dice and two light brown defender dice. Certain attacks use only three attacker dice. The tutorial records fixed legal outcomes; this does not predict or guarantee a real roll. Delhi Sultanate: Evaluate uncertain hits and Cavalry after the roll; a favorable recorded defense is not a certainty you may assume beforehand. Bahmani Kingdom: Retain a plan for poor dice. The attacker normally has more dice, but troop count, Forts and Cavalry alter risk. Vijayanagara Empire: A Fort attack uses fewer dice; economic or Influence alternatives may avoid an expensive gamble over a marginal Province.

Rule reference: 1.2; 1.10; 3.2.4–3.5.3

Markers

Status counters and faction track cylinders record tribute, Control, Resources, VP, Eligibility or Influence. These are not Units or Structures and do not count toward majority or combat strength. Delhi Sultanate: Read the right track before paying or scoring; a status marker never supplies the Governor required for Demand Obedience. Bahmani Kingdom: Your Control marker records a current majority rather than creating it; removing a piece can remove the marker immediately. Vijayanagara Empire: Influence and Control markers summarize consequences, but underlying Units and Structures determine whether your empire retains points.

Rule reference: 1.6–1.9; 2.3; 5.0

Card back

The correct reverse used to conceal an unplayed card's face and identity. Tutorial deck setup displays all representative back types without exposing future Events or selecting a favorable unseen face. Delhi Sultanate: The unseen draw order is unavailable to Mira, even though the complete authored recording exists for verification. Bahmani Kingdom: Use public stage and counts, not a future face. A reference gallery can teach components separately from current player information. Vijayanagara Empire: Read only the currently revealed face when judging Leena's decision; hidden cards are not future decision evidence.

Rule reference: 2.1–2.2

Reference aid

Printed reminder sheets/cards summarize rules, battle and faction strategy. Current rules and FAQ control if an aid or an earlier design article conflicts. Non-player Ibn Battuta materials are not used in this three-human scenario. Delhi Sultanate: Use the Delhi aid to check tribute, movement and targeting; the strategic guide suggests priorities rather than mandatory moves. Bahmani Kingdom: Use the Bahmani aid for Trade, Conspire and Fort support; source-backed advice remains conditional on the board. Vijayanagara Empire: Use the Vijayanagara aid for Rally, Tax and Compel; its strategy guidance does not override available pieces or legal timing.

Rule reference: 1.2; current Rulebook and Official FAQ

Sources and scope

The current English GMT base rulebook, Learn to Play, Playbook and official March 2024 FAQ were checked on 2 October 2026. The completed route and final source resolutions were reviewed on 4 October 2026, including the printed Mongol aid’s explicit no-Plunder procedure for the second Timurid invasion. This original base-game route uses three humans, fixed draws and recorded dice. Indexed BGG designer discussions and GMT faction guides inform conditional strategy commentary; direct BGG Files and Strategy listings were unavailable. Ibn Battuta opponents, Timur’s Shadow, the optional Goat–Tiger tiebreak and alternative branches are outside this tutorial.

Reading guide reviewed 2026-10-04; based on tutorial v1.0.2. This date records an editorial review of the existing tutorial, not a new rules edition. Strategic suggestions are conditional interpretations, separate from official rules.