Immortals

Warp Spawn Games · Board game · 2002
2
6.6 rating Ludopedia
rating BGG
STEP BY STEP

Game Objective

Each game of Immortals represents a chapter in the eternal cycle of war between the kingdoms of light and darkness. Players control armies that, when defeated in one kingdom, resurrect in the other, ready to fight again. The goal is to dominate regions in both kingdoms, manage resources (energy, gold, inhabitants), and construct buildings to accumulate victory points (VP). The player with the most VP at the end of the game wins.

Setup

  1. Place the board in the center, showing the kingdoms of light (right) and darkness (left), each with 5 areas of 5 regions. Assemble the dice tower next to it.
  2. Arrange the round marker cards in ascending order (7 rounds for 3 players, 5 for 4 or 5 players).
  3. Separate gold coins, energy tokens, building pieces, portals, and inhabitant armies as a common supply.
  4. Shuffle the region cards and conflict cards into separate decks and place them in the designated areas on the board.
  5. Each player chooses a color and receives:
    • 43 army cubes
    • 4 spell cards
    • 4 blank cards
    • VP markers and +60 VP markers
  6. Randomly distribute 1 tribe piece from each kingdom to each player, who will use them to set up their individual board.

Refer to the manual for details on initial army placement and feeding the dice tower.

Game Flow

Each round has 4 phases, in this order:

  1. Reinforcements: Players draw 1 conflict card and move armies from the limbo to controlled regions (1 army for every 3 in limbo).
  2. Action Planning: Players place cards face down on the 10 action spaces of their individual board (8 for armies, 2 for spells).
  3. Action Execution: The first player reveals a card and executes the action; others follow clockwise.
  4. Scoring: Players score VP for controlled regions, temples, and capitals.

After scoring, discard the round card and start the next one. The game ends after the final round.

Actions and How to Play

Basic Actions (Army Spaces)

  • Extract gold/energy: Receive the value shown on the region card if you have armies there.
  • Transition 3 armies: Pay 2 energy and 1 gold to send 3 armies from limbo to a controlled region.
  • Build: Pay resources to construct portals (1 VP), temples (1 VP), or capitals (2 VP). Capitals are unique per area!
  • Attack/Move: Use conflict cards to attack adjacent regions (with battles resolved in the dice tower) or move armies for 1 gold.

Spell Actions

  • Transition 5 armies (4 energy + 1 gold).
  • Draw a conflict card or take the first player marker (1 gold).
  • Dominate a region or build a temple (2 energy + 2 gold).
  • Draw 2 conflict cards or transition 2 armies (2 gold).

Blank cards block actions and grant 1 resource as compensation.

End of Game and Scoring

The game ends after the final round (based on the number of players). During the scoring phase, players earn:

  • 1 VP for every 2 controlled regions.
  • 1 VP for each temple or capital in their regions.
  • 2 VP for areas with 3-4 regions; 3 VP for areas with 5 regions.

The player with the most VP wins. In case of a tie, the player with the most armies on the board breaks the tie.

Tips to Win

  • Control entire areas: Dominating all 5 regions in an area grants 3 VP per round.
  • Use portals strategically: They allow movement between kingdoms and provide immediate VP.
  • Manage the limbo: Keep armies in limbo to reinforce regions during the reinforcement phase.
OFFICIAL RULEBOOK
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