Contents
A Few Acres of Snow Game Rules
Welcome to the exciting world of “A Few Acres of Snow”! This thrilling game will transport you back in time to an era filled with cunning strategies and epic battles. In this game, you will take on the role of a military commander, seeking to conquer new territories and expand your empire. The game is played on a map, which represents the different regions you can explore and conquer.
To begin, each player will be assigned a specific region on the map, which serves as their home base. From there, it’s up to you to strategically plan your moves and make strategic decisions. You have a variety of different actions at your disposal, including building fortifications, recruiting new troops, and engaging in combat.
But beware! The other players will also be vying for control of the same territories, so you must be prepared to defend your own lands while also launching attacks on your opponents. The ultimate goal is to expand your empire and control as many territories as possible.
One of the key elements of the game is the use of cards. Each player has their own deck of cards, which they can use to perform various actions. These actions can be used to gain an advantage over your opponent or to hinder their progress. It’s important to carefully consider which cards to play and when, as they can greatly impact the outcome of the game.
As you play the game, you will need to make strategic decisions based on the current state of the board. You’ll need to consider factors such as the number of troops you have available, the strength of your opponent’s forces, and the resources available in each region. By carefully weighing these factors, you can plan your moves and make the most strategic choices.
One of the key aspects of “A Few Acres of Snow” is the balance between offense and defense. While it’s important to be aggressive and take control of new territories, you must also be mindful of protecting your own lands. Neglecting your defenses can leave you vulnerable to attacks from your opponents, so it’s crucial to strike a careful balance.
Overall, the game offers a unique combination of strategy and skill, challenging players to think critically and make decisive moves. Whether you’re a seasoned gamer or new to the world of board games, “A Few Acres of Snow” is sure to provide an exciting and engaging experience.
So grab your deck of cards and prepare for battle. With each move, you’ll inch closer to victory and solidify your status as a master strategist. Are you ready to conquer the lands and emerge as the ultimate victor? The fate of the game is in your hands.


The Board Game – A Fantastic Adventure Awaits You
Hey there! Have you ever played a board game before? If not, you’re in for a treat! Board games are a wonderful way to have fun with friends and family. They bring people together and create lasting memories.
Now, let me tell you about a board game called “The Board Game.” It’s an exciting and strategic game that will keep you on your toes. In this game, you’ll embark on a thrilling adventure as you build and develop towns, fortify your defenses, and even engage in sieges.
But, before we dive into the gameplay, let’s take a look at what you’ll find inside the box:
- 1 beautifully designed game board
- 109 cards that add an element of surprise and strategy
- 12 British town discs for you to conquer
- 9 French town discs for a different challenge
- 12 fortification discs to strengthen your defenses
- 18 British village cubes to expand your influence
- 18 French village cubes to gain control over territories
- 2 Siege strength markers for intense battles
- 1 British siege location marker to mark your targets
- 1 French siege location marker to guide your attacks
- money to manage your resources effectively
- 2 Player Aid cards to help you along the way
- a rulebook to guide you through the game
Pretty cool, huh? Now, let’s delve into the game board itself. It’s a beautifully crafted piece that serves as the canvas for your adventure. With different terrains and regions, the board will come alive as you explore and conquer new territories.
Throughout the game, you’ll encounter various challenges and opportunities. The cards you draw will influence your decisions and interactions with other players. Will you forge alliances or go head-to-head in fierce battles? The choice is yours.
As you accumulate towns, villages, and fortifications, your power will grow. You’ll have the opportunity to expand your influence and control over the game board. But, be careful, others will try to thwart your plans and seize your territories. Stay vigilant and adapt your strategies accordingly.
“The Board Game” is a journey of wit, strategy, and a little bit of luck. It’s a fascinating world where you can test your skills and outsmart your opponents. So, gather your friends and family, set up the board, and let the adventure begin!
Remember, fortune favors the brave. In this game, bold moves and clever planning can bring you victory. Are you ready to embark on this fantastic adventure? Trust me, it’s a decision you won’t regret. So, grab your dice, shuffle those cards, and let’s experience “The Board Game” together!

In the game, each of us has spaces on our side of the board where we keep our cards. When we start playing, we have to shuffle our initial draw deck and place it face down in the Draw Deck space.
Now, let’s talk about the location cards. We need to put them in our Available Location Cards space. Unlike the draw deck, we don’t have to shuffle these cards. We’ll be taking cards from here when we settle and win sieges. To make finding the right card easier, it’s a good idea to sort them alphabetically.
Next, we have our empire cards. Just like the location cards, we don’t need to shuffle these. We’ll be selecting cards from our Available Empire Cards space based on our own choices, rather than randomly drawing them.
When you play cards, you put them on your discard pile. Once your draw deck is empty, you mix up your discard pile to create a new draw deck. The British and French Siege Card spaces are where you put cards that have been used in a siege.
All About the Cards
There are two types of cards: location cards and empire cards. Location cards show a specific place on them. Any cards that don’t have a location listed are empire cards. Cards also come in five different colors around the border.
Location cards with a dark or light red border can only be used by the British player. Location cards with a dark or light blue border can only be used by the French player.
Cards with a green border are neutral and can be used by either player. The dark red and dark blue bordered cards are also the starting draw decks for the British and French players.
Card Symbols
Hey there! Let’s talk about those cool symbols you might find on some cards. You know, the ones with the fancy text at the bottom? Well, those symbols actually mean something. They give you hints about what you can do with the card. Pretty neat, right? Let me break it down for you:

Hey there! Let’s talk about bateaux. You might have seen this word on a card when playing a game. It’s a special card that lets you travel on a river or lake. Cool, right?

Wagon – a special card that lets you travel on a road.
I’m fascinated by this unique card called a wagon. It’s like having a magic ticket to travel along a road. This card is adorned with a special symbol that instantly catches my attention. When you hold this card in your hand, incredible adventures await!
Imagine exploring the vastness of the world, moving from one place to another effortlessly. All you need is this card called a wagon. It’s like having your own personal mode of transportation in a pocket-sized form!
You might be wondering, what makes this card so special? Well, let me tell you. The wagon card is an incredible tool with countless possibilities. You can use it to traverse any road you come across. It opens up a world of opportunities and allows you to embark on exciting journeys.
Just think about it. You can travel through picturesque landscapes, witnessing breathtaking views and experiencing new and unfamiliar surroundings. The wagon card provides you with the means to explore the world and discover hidden treasures.
Are you ready for an adventure? Grab your wagon card and let’s hit the road! The possibilities are endless, and every journey is filled with excitement and anticipation. Whether you’re exploring a bustling city or venturing into the wilderness, the wagon card is your trusted companion.
So, the next time you come across a wagon card, remember the incredible adventures that await you. It’s like having a key that opens up the door to new experiences and unforgettable moments.
The wagon card is a ticket to new horizons, a gateway to exploration, and a reminder that the world is waiting to be discovered. So, grab your card and let the road take you on a magnificent journey. Embrace the unknown and create memories that will last a lifetime.
Now, it’s time to embark on your own adventure. Where will the wagon card take you? The choice is yours, and the possibilities are endless. So, let’s travel along the road and see where it leads us. The world is waiting.

Ship – When you see this symbol on a card, it means you can use it to travel by sea. If you’re in a siege and the location you’re in has a ship symbol next to it, playing a ship card can also increase your strength.

Fur – when you see this symbol on a card and you play it with a trader card, you can make money (you’ll get two money for each fur card you play).

Settler: This fancy little card here? It’s the key to settling down in a cozy spot. When you play this card, you can choose a location with the same symbol and make it your home. And guess what? It can even transform a humble village into a bustling town!

Ambush – if you see this symbol on a card, that means it can be ambushed.

Money – when you play a card with this symbol on it, you earn the amount of money that is shown in the coin. It’s like getting a little bonus for your efforts.

Military strength – when you play a card with this symbol in a siege, it adds to your strength. Each symbol on the card is worth one point.
Keep in mind: The British and French players don’t have the same location cards. A lot of British locations aren’t available in the French set. If they do appear in both sets, they might be connected differently and have different symbols.
Getting Ready
Choose which side you want to play as and gather the corresponding pieces and cards. Make sure each player has:
- A starting draw deck (dark red/blue border).
- An available location card deck (light red/blue border).
- An available empire card deck (light red/blue border).
When you start the game, begin by shuffling your initial draw deck and placing it face down in your draw deck space. Remember, you don’t need to shuffle your location cards or empire cards. Keep them face up in the designated spaces.
The neutral empire cards, with their green border, should be placed by the side of the board. It’s a good idea to stack cards of the same type to save table space and make it easier to see. Place the money by the side of the board to create a bank. The French player will start with five money, while the British player will start with twelve.
On the board, you’ll see cubes and discs representing settled locations. The cubes represent villages, and the discs represent towns. Some locations are already colored red or blue to indicate which side controls them.
Here’s how the game works: each player, the British player and the French player, needs to place cubes and discs on the board. The red squares are for the British player, who should put one cube in each of them, while the red circles are for discs. The French player should do the same but with the blue locations.
Now, let’s talk about the gameplay. The players take turns, one after the other. The game continues until one player wins or until one player runs out of their cubes or discs. The British player starts the game.
When it’s your turn, the first thing you need to do is check if you’ve won a siege combat. If you have, great! You can celebrate. If not, don’t worry, the game isn’t over yet. After checking for a win, you get to make two actions, except for the very first turn where both players can only do one action each.
Once you finish two actions, you replenish your hand with five cards. If you need to draw a card but your draw deck is empty, you shuffle your discard pile to create a new draw deck.
The rules below are not listed in the order that phases occur. The rules for winning a siege come after the rules for starting a siege.
What You Can Do
Every turn, after checking if you’ve won a siege battle, you get to take two actions (and any additional ‘free actions’ you want to do). On your first turn, you only get to take one action.
Each action is a separate event and should be completed before moving on to your second action. You can choose to do the same action twice. There are also some actions that you can do for free.
During my turn, I have the ability to perform additional actions that don’t count towards my regular two actions. I can do these free actions at any time, whether it’s before or after my normal actions. However, I can’t perform a free action while resolving a siege or after drawing cards at the end of my turn.
When I play cards, they go to my discard pile. The only exception is when I play cards for a siege combat. In that case, I place those cards in the designated siege card space, depending on whether I’m the attacker or the defender.
Expanding My Empire
As I strive to expand my “empire” in North America, there are several actions I can take to achieve this:
- Settle a location
- Develop a location
- Fortify a location
Taking Aggressive Actions
In this game, I get to be part of exciting conflicts with other players. There are various actions I can take to make things happen:
- I can lay siege to a location
- I can strengthen an ongoing siege
- I can launch a raid
- I can set up an ambush
- I can even play as a priest or Indian leader
Financial Actions
Money is important, so I have a few actions that help me earn it:
- I can take money
- I can act as a merchant
- I can trade
- (Only the French player can do this) I can engage in piracy
Card Management Actions
I need to keep my cards in order, so I have some actions to help me do that:
- I can choose one empire card
- I can discard cards
- I can put one card aside
- I can retrieve cards from my reserve for free
- I can act as a governor
- I can be an intendant
- I can use home support as a free action
Other Actions
- I can leave a siege without any consequences
- If I don’t want to take any actions, I can pass
Expansive Actions
Settle a Location
Hey there! Wanna know how to settle in a new location? Well, I’ve got you covered! Here’s what you gotta do:
Step one: You need to play a location card that connects to the place you wanna settle. This card will show you a list of locations it connects to. Easy-peasy, right?
Step two: Look at the transport symbol on the location card. It will tell you how to get to those connected locations. You’ll see either bateaux, ship, or wagon. Got it so far?
Step three: Now you gotta play a second card that has the same transport symbol on it. This means you’re prepared for the journey!
Oh, but hold on! If the location you wanna settle has a settler symbol on it, you gotta play a third card with a settler symbol. Triple play! Remember, only the symbols in the parchment area of the card can be used.
That’s pretty much it. Follow these steps, and you’ll be settling in new locations like a pro! Good luck!
Once I play the necessary cards, I’ll put one of my village cubes in the newly settled location. I’ll also take the location card for that place from my available location cards and add it to my discard pile. It’s really important to remember to do this because if I don’t, I won’t get the benefit of settling the location. The number of cubes I have limits how many locations I can settle.
There are some locations that I don’t have a corresponding location card for, like Montreal for the British. But I can still settle a location even if there’s no card available for it. The only difference is that I won’t add a card to my deck in this case.
Example: Hi there! So, here’s the deal. I want to settle Deerfield, right? And to make that happen, I gotta play the New Haven card. No biggie. So, I play it and move on. But wait, there’s more! Deerfield has this cool settler symbol, so I gotta find a card with that symbol. Lucky for me, I got Boston in my hand, so I play that too. Phew! Almost there.
Now, it’s time for the grand finale. I place a cube on the Deerfield location to mark it as mine. And to add some flair, I grab the Deerfield card from my collection and place it on top of my discard pile. Ta-da!

Creating a Village
When you want to turn a village into a town, you need to play a location card for that village. A cube represents each village, but you can swap it with a disc to indicate a town.
To do this, you need to play another card that has a settler symbol on it. Once you do that, you can take your cube from the village and replace it with one of your discs. Don’t worry, the cube goes back to your available stock, ready for future use.
You might be wondering why you would want to develop a location. Well, it’s simple. By doing so, you will earn double the victory points for that location at the end of the game. That’s a pretty good deal, right?
However, keep in mind that not all locations can be developed. You can only choose locations that have a victory point value, indicated on the board. And don’t forget, the number of discs you have will limit how many locations you can develop, so choose wisely.
For instance: If you want to build Albany as a British player, you need to play the Albany card and another card with a settler symbol. Let’s say you choose the St. Mary’s card. Once you do that, you can replace the cube in Albany with a disc.
It’s worth mentioning that if a location has a victory point value, like Oswego, you have the option to develop it. However, if a location doesn’t have a victory point value, like Fort Stanwick, you can’t develop it.

Strengthening a Place
Have you ever wondered how to make a location stronger and more secure? Well, I’m here to give you some tips on just that! Let’s dive in and discover the secrets to fortifying a space.
First and foremost, one key factor to consider when bolstering a location is its physical structure. You want to make sure the walls, doors, and windows are sturdy and strong. This is crucial because these barriers are the first line of defense against unwanted intruders.
Another important aspect to keep in mind is the presence of security systems. These technological wonders can provide an extra layer of protection. Think about installing alarms, cameras, and motion sensors. Not only do they act as deterrents, but they also offer valuable information in the event of a breach.
However, fortifying a place is not just about physical protection. It’s equally important to establish safety protocols and educate the people who frequent the area. Conducting safety drills, implementing emergency exits, and training individuals on how to handle different situations are all crucial steps in enhancing the security of a location.
Lastly, consider creating a sense of community within the environment. When people feel connected and look out for one another, they become an integral part of the security system. Encouraging communication, fostering trust, and developing relationships can significantly contribute to the overall safety and well-being of a place.
So, there you have it! Strengthening a location involves much more than just putting up fences and installing cameras. It requires a holistic approach that takes into account both the physical and human elements. By fortifying a space in this comprehensive manner, you can create a safe and secure environment for everyone.

To make a location stronger, you’ll need to use a fortification card along with the location card for the specific location you want to fortify. You’ll also need to pay three money to the bank. Once you’ve done that, you can place a fortification disc under the cube or disc in the location.
Remember, each location can only have one fortification disc. When a location is fortified, it gains a siege strength of two and becomes immune to raids.
Keep in mind that the number of fortification discs available sets a limit on how many times you can take this action. It’s worth noting that if you have just resettled a location, you’re allowed to fortify it all in the same turn.
Now, let’s talk about some important rules when it comes to using location cards.
First, you can only use a location card if you have control of that location or if it’s connected to either Boston (for the British) or Quebec (for the French). Additionally, you can’t use a location card if the location is under siege.
If I have a cube or disc in a location, then I control it. To figure out if a location is connected to Boston or Quebec, I need to follow a series of connections through controlled locations. These connections can be rivers, lakes, roads, or the sea but not Indian trails.
When it comes to tracing connections back to Boston or Quebec, locations with ship symbols next to them are considered connected to every other location with a ship symbol as well. Locations along the edge of the same lake are all considered connected to each other.
Even if a location is under siege, I can still trace supply through it. This means that if Quebec has been successfully raided twice, the French player can still trace supply from it.
If I want to get rid of certain cards or remove them from my hand, I can still discard them or use the governor action.
Aggressive Actions
Besiege a Location
So, there may come a time when you want to go on the offensive and take control of one of your opponent’s locations, or at least make it neutral.
To do this, you’ll first need to play a location card that connects to the location you’re targeting. Just like when you’re settling a location.
Once you’ve played the location card, you’ll also need to play a card with the proper transport symbol on it. This is done the same way as if you were settling the location.
Finally, you’ll need to play a card with at least one military symbol on it. The first two cards go into your discard pile. But the third card, the one with the military strength, goes onto your Siege Card space. If you’re the British player, it goes in the British Siege Card space. If you’re the French player, it goes in the French Siege Card space.
Now, let’s talk about what to do when you besiege a location. First, grab your siege location marker and place it next to the location you are besieging. This way, you won’t forget which location it is.
Next, adjust the siege strength marker based on the initial strengths of both sides. Make sure to use the correct siege track for your side. For example, if you’re playing as the British, use the British Siege Track. Start by placing the siege strength marker in the ‘1’ space, favoring the defender. This is because every location has an initial defense strength of one.
If there is a fortification disc in the location, move the siege strength marker two spaces further in favor of the defender. Additionally, if there is a defense modifier next to the location, move the marker a further number of spaces according to that modifier. This will determine the defender’s total initial strength.
Lastly, move the siege strength marker a certain number of spaces in favor of the attacker based on the military strength of the third card played. This will determine the attacker’s initial strength.
The siege has begun! It will continue until someone emerges as the winner or decides to surrender. A location can remain under siege for an indefinite period of time. Keep in mind that you can only attack one location at a time, even if you’re defending another location.
The siege track has a set length, so the highest value on the track is as far as you can go.
Using location cards during sieges
If you decide to use a location card for its military strength, you have to choose between using the military symbol or the ship symbol. You can’t use both at the same time. For example, if you play the New York card during a siege in a location with a ship symbol, you can only add one to your siege strength by using either the military symbol or the ship symbol.
Example: I decided to attack Louisbourg, a fortified city in Canada. To launch my assault, I used a combination of cards: the Halifax card, which is connected to Louisbourg by sea, a card with a ship symbol, and a siege artillery card that required me to pay three money. I strategically placed my siege marker next to Louisbourg, signaling my intent to conquer the city. After playing the first two cards, they were added to my discard pile, while the siege artillery card found its place in the British Siege Card space.

Did you know that I have a natural defense strength of one? Not only that, but I also have a modifier of one. This means that I’m pretty well protected! Picture this: I’m positioned at the ‘2’ space, which gives me an advantage over France. Pretty nifty, huh?

So here’s what happened: I’m playing this game, right? And I’m the British player. I start by adjusting the marker to show that I’ve scored three points in military strength for the siege artillery card I played. Not a bad start, if I do say so myself.
Next, I decide to play a regular infantry card. But I don’t stop there – oh no, I also play a military leader card, which is like a bonus action. And guess what? It lets me adjust the marker three more spaces in my favor! So now I’m feeling pretty good about my chances. Both cards go in my British Siege Card space, by the way.
I’m at the point in the game where it’s up to me, the French player, to decide whether to let Louisbourg fall or keep fighting. I’ve chosen to fight on. First, I play a regular infantry card, and then I play the Port Royal card, which has a ship symbol on it.
Since Louisbourg has a ship symbol next to it, that means the ship symbol on the card has a military strength of one. I move the siege strength marker three spaces in my favor. Both cards go in my British Siege Card space on my side of the board. This keeps Louisbourg safe for now. It’s important to note that I couldn’t use the Louisbourg card itself since it’s under siege.
How to Win a Siege Combat
When it’s my turn, there are a couple of things I need to check to see if I’ve won a siege combat.
If I’m the one attacking in a siege and the siege strength marker shows that I have a strength advantage of two or more, then I immediately win that combat. It’s great because I get to take the other player’s cube or disc from the location I attacked and keep it. This means I’ll earn victory points for capturing cubes and discs at the end of the game.
Not only that, but I also get to remove any fortification discs in that location and return them to the stock. It’s like breaking through the defenses! However, if there’s a settler symbol in the location I attacked, I have to play a card from my hand that has a settler symbol on it if I want to place one of my village cubes there. If there’s no settler symbol, I can simply place one of my cubes in the location.
When you place a cube on a location, you have to take the location card for that place from your available deck and put it on top of your discard pile. This doesn’t count as one of your actions, so you can still take other actions afterwards.
However, if you can’t or don’t want to place a cube, you don’t have to settle the location. In this case, you don’t take the location card and the location becomes neutral. It’s important to note that even though you lose the siege, you still keep the location card for that place, even though it doesn’t have any use anymore.
If you’re the defender in a siege combat and you have an advantage in military strength, meaning you have more military strength than your opponent, then you automatically win the combat and keep control of the location.
When a siege is over, you and I both get our cards back from where they were during the siege. For example, if you were attacking (the besiegers), you would take your cards from the British Siege Card space.
If you win, you put all your cards in your discard pile. But if you lose, you have to pick one card to put back in your empire deck or neutral empire display. You can’t pick a location card, though.
For example, you could choose your infantry card from your initial draw deck. But if you can’t pick a card to remove, you don’t have to do it. Finally, take your attacker’s siege location marker back.
Example: Here’s what’s happening: The British have the upper hand in the siege of Louisbourg. It’s their turn and they have a three-point advantage, which guarantees their victory. Bye-bye, blue cube – it now belongs to the British.
But wait, there’s more. Because Louisbourg has a settler symbol, the British player gets to make another decision. They can play a card with a settler symbol and place one of their own cubes in Louisbourg. In this case, they choose to play the New York card and plop down their cube. To keep things organized, they add the Louisbourg location card to their discard pile.
When playing as the French, I have to make a decision. I need to choose one empire card from the cards in my siege space to return to my empire deck. The other cards in the siege space are then returned to my discard pile. However, the Louisbourg card remains in my active deck. Unfortunately, it becomes useless during this process. On the other hand, as the British player, I simply need to return all the cards in my siege space to my discard pile.

If you want to become stronger during a siege, whether you’re attacking or defending, you can use a card with military symbols on it.
You can move the siege strength marker in your favor by the number of spaces equal to the military symbols on the card. If there are two sieges happening at the same time, you get to choose which one to use the card for.
You need to place the card you play in the appropriate siege card space. For example, if the British are the attackers and you’re playing as the French, you would place your card in the British Siege Card space on your side of the board. This includes location cards that you use for their military strength.
If you want to strengthen a location, you need to have a connected path from Quebec (if you’re the French player) or from Boston (if you’re the British player). These paths can be rivers, lakes, roads, or the sea. Indian trails don’t count as connections for this. You don’t need to use any cards to travel along these paths.
Fortification Card
Only the defending player can use a fortification card during a siege. When used this way, it has a strength of one. Keep in mind that you can’t add a fortification disc to a location that is already under siege.
Ship Symbols

If you have a card with a ship symbol, it means that it has a military strength of one when used in a siege at a location that also has a ship symbol. So, if a location card has both a ship symbol and a military symbol, you can only use one of those symbols. The card won’t add two to your strength.
Don’t worry though! You can still play a card with a ship symbol as your first military card in a siege, as long as ships are allowed.

I’m a military leader, and when you play me, it’s like getting a free boost to your siege strength. That’s right, with just one move, I can add some serious power to your game. But that’s not all I can do. Let me introduce you to another card in the deck – the Raid card. When you use this card, it allows you to steal resources from opponents. It’s like a sneaky way to get ahead and take what you need to win. So, when you’re strategizing your next move, don’t forget about the military leader and the raid card. They could be the secret weapons that lead you to victory.

When you want to launch a raid, you can use specific cards that allow you to do so. These cards are known as raid cards. To raid a location, you need to play one or more raid cards. The location you want to raid should be within two connections of a location that you control.
If you want to raid a location that is further away, you can play additional eligible cards. Each extra card you play increases the range of your raid by one connection. For example, if you played three cards, you could raid a location that is up to four connections away. Additionally, you can use a Priest or Indian Leader card to expand the range of your raid, just like any other raid card.
It’s important to remember that when you play Native Americans cards, you need to pay one money for each card played, not just the first one.
When it comes to raiding in this game, there are certain restrictions on the connections you can use. I’ll break it down for you.
First off, you can only raid along rivers, roads, lakes, or Indian trails. Remember, you can mix and match these connections however you like. Locations on the same lake are considered connected to each other.
Now, here’s the interesting part. You don’t need to play any location cards to launch a raid, and you don’t have to worry about transport symbols.
Here’s something to keep in mind: you can raid beyond a location that has an enemy cube or disc. However, there are a few restrictions. You cannot raid a location that has a fortification disc, and you also can’t raid beyond such a location. Additionally, you cannot raid into or out of a location that is under siege.
However, if you are the one laying siege to a location and it is not fortified, you can raid through it. Just remember, you can’t raid through a location that your opponent is currently sieging. And finally, you can raid from a location that is not in supply.
Now it’s your opponent’s turn to stop the raid. They can do this by playing a card from their hand that can block a raid. Another option is to play the location card for the place being raided. The card that blocks the raid is then added to their discard pile. Your opponent doesn’t have to spend money on a Native American card to stop the raid.
If the raid isn’t blocked, you get to take the cube or disc from the raided location. If you took a disc, your opponent replaces it with a cube, changing a town into a village. You keep this cube or disc, and it will give you victory points at the end of the game.
If you don’t have a cube to replace a disc, the location becomes neutral. Just because you raid Quebec, Boston, or New York twice doesn’t automatically mean you win the game. However, you would have a chance to settle them later on in the game.

Example: When playing as the French in Kennebec, I have the option to launch raids against several strategic locations such as Fort Halifax, Deerfield, Pemaquid, and even Boston. However, a raid against Boston is a more challenging endeavor as it requires me to play two eligible cards.

I want to tell you about this really interesting example I found. So, you know how Deerfield was fortified, right? Well, because of that, the French player only had two options: they could either raid Fort Halifax or Pemaquid. It’s important to note that raiding Boston through Pemaquid was not possible.
Now, here’s a cool thing you can do! If you still have a location card for a place, you can actually regain control of that place by taking the ‘settle a location’ action. Pretty neat, huh?

A Sneak Attack
Imagine this: you have a special card up your sleeve, ready to launch a surprise attack on your opponent. This card is known as an ambush. It gives you the power to catch your opponent off guard.
But here’s the thing: your opponent isn’t defenseless. They can counter your ambush with a strategic move of their own. They can play a card that specifically allows them to block your ambush. It’s like a game of cat and mouse, with each player trying to outwit the other.
Now, the key to a successful ambush is timing. You have to play your card at the right moment, when your opponent least expects it. It’s all about strategy and careful planning.
When you play an ambush card, remember that it can only be played from your hand, not from your reserve. And when your opponent blocks your ambush, their blocking card goes straight to their discard pile.
Oh, and here’s an interesting twist: your opponent can use a Native Americans’ card to block your ambush without having to pay anything. It’s like a free pass for them to defend against your surprise attack.
So, if you’re ready to add some excitement and unpredictability to your game, why not give ambush cards a try? Just remember to play them wisely and always be prepared for your opponent’s countermove.

If the ambush isn’t blocked, you have to choose a card marked with the ‘ambush’ symbol from your hand or reserve and put it back on your empire deck.
If you lose a card during a siege, adjust your strength on the siege strength track based on the military strength of the ambushed card.
If your opponent doesn’t have a card that can be ambushed, they should show you their hand to prove it. They won’t lose a card in that case.
Priest/Indian Leader
When you play one of these cards, your opponent has to give you a neutral Native Americans card from their hand or reserve. Put that card in your discard pile. If your opponent doesn’t have such a card, they should show you their hand to prove it.
If you’re playing as the French player, you have to be careful with your blue bordered Native American card. You can’t let the British Indian Leader card take it away from you. Keep it safe and protect it!

I’m going to show you an example where I’ve fortified Deerfield. Now, the French player only has the option to raid Fort Halifax or Pemaquid. Just so you know, raiding Boston through Pemaquid wouldn’t work.
If you have a location card for a place, you can take the “settle a location” action to regain control of it.
Financial Actions
Take Money
Here’s how you do it: play a location card and grab some money from the bank. The amount you take is indicated by the gold circle.

Merchant
When I’m playing the game, I start by choosing a card with a ship symbol on it. Then I can play one or two cards that have a gold symbol on them to earn some money. The amount of money I earn is indicated on the cards.
Trading in the Game
When I decide to become a trader, I can use my special trader card. This card allows me to play certain location cards that have the fur symbol on them. Each time I play one of these cards, I can take two coins from the bank.

Piracy
Hey there! Let’s talk about piracy, a sneaky move that’s only available to us French players. Here’s how it works: First, I play the Louisbourg card along with another card that has a ship symbol on it. Then, I get to snatch two money from the British player. But here’s the cool part – if the British player doesn’t have enough money, I can take whatever they owe from the bank instead. Talk about smooth sailing!

Card Management Actions
Draft an Empire Card
Hey there! Let’s talk about card management actions. One important action is the ability to draft an empire card. It’s all about choosing the right card for your empire.
When I’m playing a game, I often find myself looking for the perfect card to add to my empire. It can be a bit overwhelming at times because there are so many options. But don’t worry, I’ve got some tips to help you make the best choice.
First, take a moment to understand the different types of empire cards available. Each card has its own unique abilities and advantages. Some cards might help you increase your resources, while others might give you an advantage in battles. It’s important to consider what kind of strategy you want to pursue and choose a card that aligns with that.
Another thing to keep in mind is the synergy between the cards in your deck. You want to make sure your cards work well together and complement each other. For example, if you have a card that generates a lot of resources, it might be a good idea to choose another card that allows you to spend those resources efficiently.
Now, let’s talk about the drafting process itself. When you’re presented with a selection of cards, take your time to read through each one and understand its abilities. Think about how each card could benefit your empire and how it fits into your overall strategy.
Don’t be afraid to experiment and try out different cards. Sometimes, the best strategy is to take a risk and step out of your comfort zone. You never know, you might discover a card that completely changes the game for you.
Remember, drafting an empire card is an important decision that can have a big impact on your gameplay. So, take your time, consider your options, and choose wisely. Happy drafting!

When you play Empire, the first thing you do is choose an empire card from your pile. Take a look at the card to see if you need to pay any money to the bank. Keep in mind that you can’t choose a card that belongs to your opponent or a location card. And speaking of location cards, you can’t put them in your reserve.
For example, if you pick a neutral fortification card, you’ll have to pay three money to the bank.
Now, let’s talk about discarding cards. You have the option to get rid of one or more cards from your hand by putting them in your discard pile. The first card you discard doesn’t cost anything. But if you want to discard additional cards, you’ll have to pay one money for each extra card. So, if you decide to discard three cards, you’ll need to pay two money.
Lastly, you can also place a card in your reserve.

The reserve lets you set cards aside for later, when they might come in handy. Just choose one empire card from your hand and put it face-up in the “Reserve” box. You can have up to five cards in your reserve. If by mistake you have more than five, your opponent can choose some cards from your reserve to bring it back to five. These chosen cards go back with your available cards. Remember, location cards cannot go in your reserve.
Now, let’s talk about how to retrieve your reserve. As a free action, you can bring back the cards from your reserve and put them back in your hand. You must take all of the cards from your reserve, and for each card you retrieve, you have to pay one money.
But here’s the thing – you can actually have more than five cards in your hand. Yeah, pretty cool, right?
Oh, and before I forget, let’s discuss the Governor.

When I play the governor card, I also get to pick one or two cards from my hand and give them back to the available cards. This is a way for me to make my deck smaller.
If I decide to remove a location card, I put it back in my available location cards deck. If I choose an empire card, I return it to my empire card deck. And if it’s a neutral card, I put it back in the display of neutral cards.
If I want to, I can always get back a card I had removed in previous turns. To do that, I have to “settle” the location again, which means I have to play a settler symbol card if necessary.

Playing the Intendant Card
Hey there! If you decide to play the intendant card, you’ll need to give the bank two money (those French intendants were not the most honest folks). After that, you get to choose any card from your discard pile and add it back to your hand. Pretty cool, right?
Getting Home Support
Looking for a little extra help at home? Well, if you go for the home support option, you’ll receive continuous support from your loved ones. With their help, you can navigate through life’s challenges with a little more ease.

When I play the home support card, something really cool happens. It’s like getting a free gift because I get to draw three cards from my deck. It’s important to remember that I can only draw the cards that are currently in my draw pile. If there are less than three cards left, I just draw the rest without shuffling my discard pile. This means that if I have already played this card once and it ended up in my discard pile, I can still play it again in the same turn by using an Intendant card to pick it up. How awesome is that?
Now, let’s talk about some other actions that I can take in the game. One option is to withdraw from a siege. If I decide to do this, it’s like admitting defeat in the siege. I have to remove one of my empire cards from the ones in my siege card space, and the rest of the cards go back to my discard pile. It’s not the best outcome, but sometimes it’s the smartest move to make.
In the game, when it’s my opponent’s turn, they return their cards from the siege card space to their discard pile. The siege marker is also removed from the location. This step doesn’t cost any actions and can be done freely. Both the attacker and defender have the choice to withdraw from a siege if they want.
If I decide to pass, I simply don’t take any actions. But passing doesn’t prevent me from doing more actions in the future turns.
The game ends with an immediate victory for the British player if they win a siege or settle in Quebec. The French player can win immediately by winning a siege or settling in Boston or New York. It’s important to note that for a siege victory, it’s not necessary to have a cube placed in the location.
If none of the immediate victory conditions are met, the game continues until one of the end game conditions occurs:
1. If there are no ongoing sieges at the beginning of a player’s turn and that player has placed all of their discs or cubes on the board.
- At the start of a player’s turn, if there are no sieges happening and they have managed to capture twelve points worth of cubes or discs from their opponent, which are two points and four points respectively.
Now it’s time to tally up the victory points. These points are awarded for the locations that you control, meaning that you have a cube or disc in that location. If you have a disc in a location, you get double the number of points indicated.
You also earn two points for each cube you capture from your opponent and four points for each disc you capture.
The player who has the highest total of victory points is declared the winner.
In the event of a tie, the French player is considered the winner.