Landover II

Landover Game Rules

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Goal

The first player to achieve the map Victory Points condition is deemed the winner. See the Victory Point Chart below to see all the ways Players can earn Victory Points.

Number of Players

Landover can be played with 2–4 Players.


Victory Points

Sctructure

4 VP Metropolis

Awarded to the first Player to reach level 4 in any Culture. Choose one of your Cities to place the Metro on.

2 VP City

Built by upgrading an existing Village.

1 VP Village

Built on a Land Hex corner not adjacent to any other Villages or Cities and connected by Roads or Bridges.

0 VP City Wall

Built on a City. Max 3 per Player. Increases safe hand size by 2. Max 1 per City.

0 VP Road

Placed on Land Hex edges connected to your own network.

0 VP Bridge

Placed on Water Hex edges connected to your network.


Achievements

2 VP Longest Route

For the longest continuous Route (min 5).

2 VP Port Authority

Awarded to the Player with the most Ports as long as they have (min 3).

1 VP Island Explored

Building your first Village on another Island earns you an extra VP.

1 VP Merchant Token

Earned via Development Card.

1 VP VP Dev Card

Each played card grants 1 VP.

1 VP Barbarian Defender

For most Military Power in successful defence.


Road & Bridge Placements

If a Hex tile’s edge is adjacent to both Land and Water, then the player may choose to build a Bridge OR a Road there. However, you can’t connect a Road to a Bridge or vice versa.

If a Hex tile’s edge is adjacent to two Land tiles, then only a Road can occupy that edge. If a Hex tile’s edge is adjacent to two Water tiles, then only a Bridge can occupy that edge.


Game Process


Starting the Game

• Randomize number tokens on each Resource tile.

• Randomize Player order.

• First pass: Players place 1 Village + 1 connected Road.

• Reverse pass: Players place 1 City + 1 connected Road.

• Settlements must be 2 corners apart.

• Placing a City earns 1 Resource per touching tile.


Turn Sequence

1. Roll 3 dice (white, red, event), unless using Alchemist. 2. If a Barbarian is rolled, move Barbarian tracker. Attack if triggered. 3. If a 7 is rolled: clear all Catapults, Players above hand limit discard half. 4. For other rolls: distribute Resources and Commodities

Build structures, improve Culture, buy Military Power, Trade and Raid.


Improving Culture

• All Players start with 0 in Science, Commerce, Politics. • Upgrade: pay Commodities equal to next level (e.g., 2 Paper for level 2).


Buying Military Power

1 Wool + 1 Wheat to increase Military (max 3, or unlimited at Political Level 3).

Resources

  • Wood
  • Clay
  • Wool
  • Wheat
  • Ore

Commodities

  • Paper
  • Cloth
  • Coin

Production Chart

HexVillageCity
Forest
Wood
Wood + Paper
Sheep
Wool
Wool + Cloth
Mountain
Ore
Ore + Coin
Field
Wheat
2 Wheat
Hills
Clay
2 Clay
Gold
2 Random
3 Random

Barbarians

Strength = number of Cities.
All players lose 1 Military level after attack.
Event die advances tracker.

When a Barbarian is attacking

If Players win: strongest defender earns 1 VP.

If Barbarians win: weakest Player loses a City.


Raids

  • • Must have Military Power ≥ 1.
  • • Place Catapult on tile adjacent to enemy Village/City.
  • • Steal 1 Random card.
  • • No tile may have more than 1 Catapult.
  • • Catapult clear on a 7.

Immunity

  • • VP threshold can be set for raid Immunity.
  • • Immune tiles = Blue shield — can’t be Raided.
  • • Cleared tiles become permanently Immune.

Merchant Token

  • • Gained via Dev Card.
  • • Placed in tile next to your Settlement.
  • • Trade selected Resource at 2:1 with Bank.

Culture Types

  • • Science (Green), Commerce (Yellow), Politics (Blue).
  • • Dev Card reward if culture level ≥ Red die on key roll.
  • • Max Culture level = 6.
  • • Level 3 unlocks special ability.
  • • Upgrade cost = level in matching Commodity.

Metros

  • • 3 total: 1 per Culture.
  • • First to level 4 gets Metro (2VP), placed on City.
  • • Cities with Metros can’t be destroyed.
  • • Metro can be stolen at level 5.
  • • Locked at level 6.

Longest Route

  • • 5+ uninterrupted Roads/Bridges.
  • • Villages/Cities allowed, but not opponent’s.
  • • Must be longer than current holder’s.
  • • No loops (longest fork counts).

Port Authority

  • • Most Ports (min 3).
  • • Must exceed current holder.
  • • Duplicates allowed (e.g., 3 Wood ports OK).
  • • +2 VP bonus.

Development(Dev) Cards


Science

x2 Alchemist

Choose the result of both dice this turn instead of rolling.(One-time use.)

x2 Crane

Your next Culture improvement costs 1 less Commodity this turn.

x2 Inventor

Swap two number tokens (3, 4, 5, 9, 10, or 11).

x2 Irrigation

Gain 2 Wheat for each Village/City on a Wheat tile.

x2 Medicine

Build a City for 2 Ore and 1 Wheat.

x2 Mining

Gain 2 Ore for each Village/City on an Ore tile.

x1 Printer

1 VP. Played immediately; does not count toward your Dev Card limit.

x2 Road

Place two Roads or Bridges (or one of each) at no cost.

x2 Military

Gain 1 Military level.


Commerce

x2 Commercial Harbor

Trade 1 Resource for 1 Commodity.

x2 Master Merchant

Pick a Player with more VP, see their hand, take 2 cards.

x6 Merchant

Move the Merchant token to your Village or City. Allows 2:1 trade. Worth 1 VP.

x2 Merchant Fleet

Choose one Resource/Commodity to trade at 2:1 for this turn.

x4 Resource Monopoly

Choose a Resource. Each Player gives you up to 2 if they have them.

x2 Commodity Monopoly

Choose a Commodity. Each Player gives you 1 if they have it.

x2 Excavation

Receive 2 Clay per Settlement on each Clay tile.

x2 Forestry

Receive 2 Wood per Settlement on each Forest tile.

x2 Plenty

Get two Resources of your choice.

x2 Famine

All Players with more VP than you discard 2 Random cards.


Politics

x2 Siege

Raid and steal 1 card from each Player with a Village/City on the tile. No Military point needed.

x2 Bishop

Remove a Catapult from the board.

x1 Constitution

1 VP. Played immediately; does not count toward your Dev Card limit.

x1 Deserter

Steal 1 Military level from a Player of your choice.

x2 Vandal

Remove one Road or Bridge of another Player.

x2 Diplomat

Move one of your Roads or Bridges to a new legal location.

x2 Raze

Lose 1 Military level to destroy a non-walled City of a higher-VP Player. Requires ≥ 1 Military Power.

x3 Spy

View and steal 1 Dev Card from a Player.

x2 Wedding

Steal 2 Random cards from each Player with more VP than you.

x2 Border Collie

Receive 2 Sheep per settlement on each Sheep tile.

x2 Traitor

Advance the Barbarian 2 spots. Will stop just before an attack.

Definitions:

Hex Corners — Each Hexagonal tile (Hex tile) in the game has 6 Corners. A hex Corner is any one of the 6 Corners on a Hex tile.

Starting Hex Corners — Any Hex corner where a Village or City can legally be placed at the start of the game. The Hex Corner must be adjacent to a Land Hex tile and must NOT be adjacent to any Mystery Tiles.

Safe Hand Size — The maximum number of cards a Player can safely hold in their hand. At the start of the game all Players safe hand size is 7. For each City Wall they build, it increases their safe hand size by 2. Since a max of 3 City walls can be built per Player, the maximum safe hand size is 13. Whenever a 7 is rolled, if Players are holding more cards than their safe hand size, half of their cards are randomly discarded.

Barbarian Tracker — Every 7 Barbarian rolls on the event dice triggers a Barbarian attack. The Barbarian Tracker is the UI element that shows exactly when the attack will occur.

Mystery Tiles — A Mystery Tile is a tile whose Resource type and number is unknown to all Players at the start of a game. Certain maps contain tiles which are unrevealed to start the game and only become revealed once a Road (or Bridge) touches that tile.

Catapult — Each player possesses one Catapult that matches their Player color. The Catapults are used to designate Raids on the board and prevent tiles from producing Resources. All Catapults are removed from the board when a 7 is rolled.