Thursday, October 6, 2011

Rules - All

Empires and Generals?

You are the true power behind one of the largest empires in your time. The people hang on your every word. The army heeds your every whim. You control the Generals and the Empire in this epic tradable and collectible card game. Take control of the barbarian horde and conquer the existing world, or become the shining beacon of hope and civilization for the glory of the people.

What is it?

Empires and Generals is a Turn Based Strategy Game that takes the shape of a Collectible or Trading Card Game.

You play the game in real life around a table with friends.

The cards are available from the Internet at or other data sources via Shareware.

Empires and Generals is free and you print the cards off yourself on 3x5 Index Cards.

Empires and Generals was Created, Designed, Trademarked and Copyrighted by Pauly Hart.

Empires and Generals desires to be viral. Please copy, share and distribute as many cards as you can.


The object of Empires and Generals is to become the greatest and most powerful Empire. You can do this by gaining Cultural Health or by causing others to lose theirs until the desired level is reached. In a normal game if you gain five Cultural Health or force your opponents to lose five Cultural Health, you will achieve victory.

Game Preparation

Print off the cards!

Each card is formatted to fit onto a 3x5 index card, but you can stretch and fit each .jpg if you want to use "Playing Card" size or 5x7 index cards.

You will find that each deck has it's own unique playing styles, just like each real life empire. Chose one and start building yours.


2-6 players is recommended.

Separate all Resource Cards from Playing Cards. The Resource Cards make up The Supply Pile. Shuffle it and place to your left.

Shuffle the remaining Playing Cards and place next to the supply pile. This is your Playing Deck. Have the player to the left of you cut each deck.

You will have an assortment of Non-Playing Reference Cards that will help you during game play. The most important one is the Cultural Health Card.

Keeping track of Points

The Cultural Health Card is placed to your left with a card on top of it (often Attack Resolution or Game Phase Chart) to keep track of your points. Place the top or bottom edge of the card on the starting middle line to determine your beginning number at 0 Cultural Health.

Table Courtesy

Make sure there is ample room in front of you and to each side.

Keeping snacks on the playing table is discouraged.

No Spitting.

Keep it fun.

Playing Deck

Minimum number of Playing Cards: 25

Maximum number of Playing Cards: 75

Resource (Supply) Deck

There is no minimum or maximum amount of Resource Cards that you may have in your Resource Deck.

You may even choose to go without a Resource Deck.

Build your decks

A balanced deck may include:

6 Non-Playing Cards:

Title Card
Game Phase Chart
Play Map
Attack Resolution Card
Cultural Health Chart

29 Playing Cards:

5 General Playing Cards
9 Soldier Playing Cards
5 Kingdom Playing Cards
5 Strategy Playing Cards
5 Tactics Playing Cards

18 Resource Cards


In both decks, no more than:

Common: Five of the same

Uncommon: Three of the same

Rare: One of the same

Ultra Rare: Only one total in either of your decks*.

*When an Ultra Rare card comes into play during a game, that card (by exact reference number match) may not be played during the remainder of the game by you or any other player.

Determine Predestination and Game Type

Use the"Empires and Generals" Playing Cards and Resource Cards.​

Choose the Predestination you wish to play.

You may use any of the decks within the given limits of the Predestination you are playing.

1) “Standard”
Any chosen Edition, no Acts of God

2) “Ancient Rumble”
Antiquity only

3) “Peaceful Past”
Antiquity only, no Acts of God

4) “Knights of Valor”
Medieval only

5) “Alone in the Dark”
Medieval only, no Acts of God

6) “Classic”
Antiquity and Medieval, no Great Mysteries

7)  “Classic Peaceful”
Antiquity and Medieval, no Acts of God

8) “Dynasty Variant”
Antiquity and Medieval, no Acts of God, No Unaffiliated

9) “Days Gone By”
Everything before 1910

10) “Is this real life?”
Everything before 1910, no Great Mysteries

10) “Up to date”
Everything before 1910, no Acts of God

11) “Free For All”
Any Card in the Historical Empires and Generals Franchise

12) “No Holds Barred”
Any Released card from any Empires and Generals Game, historical or otherwise, including Spin-offs and Jokes

There are many more varieties that you may play if you wish to do so. It is up to you as long as everyone at the table agrees before playing.

For Information on 7,8,Mine Click Here

Choose the Game Type you wish to play.

Achieve Three points to win the game against all opponents
Lose Three points to lose against all opponents

Achieve Five points to win the game against all opponents
Lose Five points to lose against all opponents

Achieve Eight points to win the game against all opponents
Lose Eight points to lose against all opponents

Slaugherhouse Version:
Start all Cultural Health Cards at the top line of the Game Play Line. You may not win by gaining Health but must win by defeating all of your opponents. You may play Slaughterhouse version with any of the three Game Types.

Card Mechanics

Shuffle your cards
Let the person on the left cut
Draw seven cards

Someone must go first. this is randomly decided.
If no decision can be made, flip a coin, or use the rock, paper, scissors technique.

Turn Declaration

Player declares whether they will Play (take a turn) or Pass (not take a turn).
If player draws a card, it is assumed that they have begun their turn and not passed.
You cannot Pass if you draw a card.
Player may not Pass twice in a row.
If player Passes a turn, no part of any phase may be accomplished.
You may not split or pick any part of the turn and then pass.

If Player Plays move to 4

If Player Passes move to 5

Map Areas

The Playing Map is divided into nine player zones and one shared zone.

Player Zones - 

1) Draw Pile - Area that Playing Cards are kept. All cards except Reference Cards and Resource (Supply) Cards. This should be kept in the order in which it was shuffled and when you draw, you should draw off of the top without looking at your other cards.

2) Supply Pile - Area that Resource Cards are kept. This should be kept in the order in which it was shuffled and when you draw, you should draw off of the top without looking at your other cards.

3) Cultural Health - The "Score Card" for the game. Place another card on top of it starting at the "Zero" health line (Starting Health). When you reach the most points you win, when you reach the least pointsm you lose.

4) Strategy - One Card dictating the way in which your army operates.

5) Warcamp - Soldiers, Generals, Units that are not in the Battlefield.

6) Kingdom - The items that your Empires possesses that make it unique.

7) Supply Line - What you are able to "Harvest" each turn during Harvest Phase. The cards should be displayed on top of one another with the bottoms showing so as to have a quick overview of what you have each turn.

8) Capitol - One Card dictating the Special Abilities that are not covered by anything else on the map (Markets, Resource Traders or Prisons etc...). These are stacked in the Supply Pile.

9) Discard Pile - The place where dead or discarded cards go. When a card is "removed from game" you do not place the card in the Discard Pile.

Shared Zone

Battlefield - The area where most of the fighting occurs. Units are played usually first into the Warcamp when they are played from the players hand. Waiting one turn, they can be played into the Battlefield. Sometimes a unit will attack from the Battlefield to the opponents Warcamp, See the Attack Resolution Card for more information.

Turn Phases

Draw Phase

On every turn, including on your first, Draw one card, unless otherwise stated on cards.

Harvest Phase

1) Play any resource cards that you may have, placing them in the Resource Area
2) Discard all resources that you wish to "spend." This is the amount you can "spend".
When you chose to "spend" a resource card you must spend all the card.
When you "spend" the card, it is placed in your discard pile.
3) If you play a resource card that says continuous on it, you may harvest it immediately.

Kingdom Phase

1) Play any Kingdom and Strategy Cards available
2) Follow any and all effects printed therein (unless otherwise noted)

Army Phase

There are two types of cards that you may play during the Army Phase. Generals and Soldiers.
Soldiers -

1) Play any Soldier card into Warcamp. Soldiers cannot be played directly into the Battlefield from your hand due to the fatigue from traveling from your hand to the field of play, This is called "Pull".

2) You may use newly played Soldiers Effects at this time.

3) If you have enough resources, you may also use any of the Soldiers Abilities at this time.

4) You may Discard any Soldiers at this time.

Generals -

1) Play any General card into either Warcamp or Battlefield area. Generals do not suffer Pull, unless noted.
2) You may use newly played Generals Effects at this time.
3) If you have enough resources, you may also use any of the Generals Abilities at this time.
4) If needed, you may Discard a General at this time to play another General.

Attack Phase

1) You must have a General to attack
2) Move any Soldier or General cards to or from the Warcamp to the Battlefield.
3) Attack using any available Soldier cards or General Cards. You may attack with one card (or group of cards - ban, equip or otherwise) per turn.
4) Push the attacking card forward one inch to show the attack. State your attack.
5) Unless stated otherwise, Defender may choose who blocks the attack. Defender player pushes forward defending unit.

Resolve Phase

1) Finish any effects that are noted on cards.
2) Remove or add Counters if applicable.
3) Discard hand to seven.


Rotation moves clockwise.




Your Victory is accomplished when:

A) Warlord Victory: Your opponents have run out of Cultural Health (CH)
B) Sissy Victory: Your opponents forfeit or resign
C) Chancellor Victory: You achieve the proper amount of CH to achieve a victory based upon type of game decided.

Once a winner is declared, the game is ended.*

*D) Epic Campaigner Victory: It has been known, on occasion, that when a Chancellor Victory is achieved, other players will continue play to try to achieve a secondary Warlord Victory. The Epic Campaigner Victory results in determining the second place. They realized that they have lost the primary victory, yet are determined to paint the field red with the blood of their enemies.

Unit Numbers

Both cards use "Strength" vs. "Life". You Attack with the number of your strength and defend with the number of your life. When being attacked, You counter-attack/block with your strength as well.

The "Attacker" is the one initiating the battle. The "Defender" is the one who is being attacked.

The number on the left is Strength, the number on the right is Life.
Defender always wins the tie.
For Example - If each card is a 5/6 then neither card wins. A strength of 5 cannot beat a life of 6.

If the attacker has a 7/8 Chariot and the defender has a 5/6 Lancer: The Lancer does not kill the Chariot (5 vs 8) and the Chariot kills the Lancer (7 vs 6). Lancer is discarded, Chariot falls back to spot in battlefield.

Battle Outcome

There are fourteen possible outcomes in any battle. Please see Attack Resolution Card for a quicker breakdown of this list.

Owners Attacker Vs. Opponents Warcamp

1) No Blocker Presented: Lose One Cultural Health (-1 CH)

2) Defender Withdrawal, Removal, Dodge, etc: Defender is taken away from the attack. -1 CH

3) Successful Attack: Attacker kills Defender but Defender does NOT kill attacker -
Discard Defender. -1 CH

4) Double Death: Attacker kills Defender AND Defender kills attacker -
Discard Attacker and Defender. No Cultural Health Lost

5) Counter Attack: Attacker does NOT kill Defender and Defender kills Attacker -
Discard Attacker, No Cultural Health Lost

6) Attacker Withdrawal, Removal, Dodge, etc: Defender is taken away from the attack -
No Cultural Health Lost

7) Double Block: Attacker does NOT kill Defender and Defender does NOT kill Attacker -
No Cultural Health Lost

Owners Attacker Vs. Opponents Battlefield

Rule of thumb: It is typically not possible to take away Cultural Health if a Battle is in the Battlefield.

1) No Blocker Presented - Redirect to Warcamp

2) Defender Withdrawal, Removal, Dodge, etc - Redirect to Warcamp

3) Successful Attack (Attacker kills Defender but Defender does NOT kill attacker) -
Discard Defender.

4) Double Death (Attacker kills Defender AND Defender kills attacker) -
Discard Attacker and Defender.

5) Counter Attack (Attacker does NOT kill Defender and Defender kills Attacker) -
Discard Attacker.

6) Attacker Withdrawal, Removal, Dodge, etc - Defender is taken away from the attack.

7) Double Block (Attacker does NOT kill Defender and Defender does NOT kill Attacker) - Both units remain in battlefield.

Distributing Point Damage and Attack Detail

A) All transferred points are transferred to the opponents total Cultural Health.
The opponent subtracts the amount transferred from his Cultural Health

B) CH is the total number of life that you have before you are defeated as a player.
If you reach zero CH, you lose the game regardless of the any battles outcome.

Special Editions

There are several Editions that will change the rules in Empires and Generals.

Notably the first one is the Act of God Expansion. The rules for that are here -

Follow the rules depicted in the Edition.

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