3-player playthrough · GMT base game

Vijayanagara: The Deccan Empires of Medieval India, 1290–1398: strategy and opening decisions

Three decisions to watch in the teaching game. These notes explain why a move can help, what it costs and when the position may call for something else.

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Decision 01

Preserve tribute while defending both fronts

Delhi must compare southern tribute recovery with the northern defense that affects its final adjustment. Governors can suppress Obedient growth and enable Demand Obedience, but Conspire can remove exposed Governors. Watch Mira’s March-to-Demand sequences and central recruitment support. A late majority can deny a rival Control without restoring tribute if no Governor enables the required recovery. The printed guides favor valuable tribute and useful Qasbah hubs; they do not require fighting every threat or recovering every Province.

Decision 02

Finance independence before committing the pieces

Bahmani Trade benefits from broad presence, including a Fort alone, while Forts and Influence contribute directly to Victory. Vijayanagara’s Temples and Influence support recruitment, income and expansion; sustainable independent Control adds Prosperity to its scoring and Tax. Compare Owen’s economic spread and Conspire-to-Rally with Leena’s Temple network and Compel-to-Rebel. Rebellion must respect the Dynasty rules, and a thin majority may not survive Delhi recovery or the other southern faction.

Decision 03

Keep eligibility, cavalry and cooperation conditional

A full Command-plus-Decree can achieve more now but usually forfeits the next Event opportunity; a Limited Command or Pass can preserve readiness. Count the ten shared Cavalry tokens and wait for the recorded dice before deciding how to Charge or Screen. Adjacent support can strengthen an attack while exposing supporting Units to casualties. Shared pressure on Delhi does not create a permanent Bahmani–Vijayanagara alliance: their Control and Influence compete, and a future promise is not binding. Evaluate a negotiated exchange against the current position and follow the final invasion instead of assuming an early lead is victory.

Test the idea at the table

This original English base-game route uses three human factions: Mira as Delhi, Owen as Bahmani and Leena as Vijayanagara. Mongol Invaders follow their card procedures with the indicated human controller. All 35 cards, 115 decisions and 465 game effects lead to the actual second Timurid ending. Final Victory is Delhi 5, Bahmani 14 and Vijayanagara 12, so Owen wins. Fixed draws and recorded dice support one teaching route; commentary alternatives do not branch it.

Revisit a decision in the guided playthrough and compare its payment, position and next available action. The alternatives explain trade-offs; they do not branch into a simulated new game or promise a winning line.

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.