Rivalry - Rules


What is Rivalry?

Rivalry is a board game in which two players control two nations known as the Republic and the Kingdom. The Republic and the Kingdom have been at odds with each other for a long time, and their differences have spilled over into war. Leaders from both sides have vowed to continue the war until the other nation capitulates, so the object of the game is to take the other player’s capital city. To do this, you must manipulate armies on the hexagonal tiles of the Isle of Cannebar. The northern nation is the Republic, forged in the flames of civil war by a worker rebellion, and the southern nation is the Kingdom, a proud, aristocratic nation with the spirit of competition deeply instilled in its citizens. 

Before you conquer your opponent and take back what is rightfully yours, there are a few things you should know first.


The cubes in your possession represent armies, specifically foot armies. They may move one tile per turn.

The oblong pieces in your possession represent cavalry. They move faster, since they have horses, so they can move up to two tiles per turn. 

Each house in your possession represents a city. Cities may be placed on any of the smaller hexagonal tiles scattered around the board. You start with 4 cities and may build one new one each time the “Internal Improvement” card is drawn.

The stack of orange cards can be drawn from every time a player rolls a seven with their dice. These cards may result in many different outcomes:

  1. Foreign Aid - Another country from a faraway land has decided to help you out! Depending on the card, you gain a certain amount of armies. These new armies will appear at your capital city, where they can be moved in subsequent turns.

  2. Internal Improvement - A population boom has allowed you to build a new city! Cities may be placed on any small hexagonal tile, and can be defended by any armies stationed in the three tiles adjacent to it.

  3. Mutiny! - Soldiers in your ranks have become disillusioned with the war. Depending on the card, you lose a certain number of armies.

  4. New Recruits - As a result of a recent draft in your nation, you gain a certain number of new armies (depending on the card). These armies will appear at your capital city and can be moved from there in subsequent turns.

  5. Revolt! - The Natives your nation subjugated long ago have risen up! As your nation scrambles to deal with this new threat, you lose your next turn.

  6. Sabotage! - Someone has sabotaged your lines of production! None of your cities will produce new troops next turn.

  7. Scandal! - Your President/Prime Minister has become embroiled in a scandal and has resigned! If you pick up the Scandal! card and it says that the President has resigned, the Republic loses their next turn. If the Scandal! card says that the Prime Minister has resigned, the Kingdom loses their next turn (regardless of who drew the card). 


How exactly do you go about taking back the Isle of Cannebar? Well, there are a few rules you must follow:

  1. To start the game, you must place four cities on the small hexagonal tiles and declare one to be your capital (which will be a larger house). The capital is where your leader will reside (this will be important for end-of-game play). 

  2. All tiles are free to move about on unless they are one of the following:

    1. a coastal tile that is greyed out

    2. a mountain tile, which cannot be traversed (the players must move around them)

  3. Each player will start the game with 25 armies, placed wherever they like (within their borders, of course, which are denoted by the thick grey line across the middle of the island). In addition, a player may have up to 8 cavalry pieces on the board at any given time, and may be placed as part of their 25 initial armies. One additional army must be placed in one of the city tiles, and each city must have at least one army or cavalry stationed in it at all times. 

  4. Each player will take turns in gameplay, demarcated by the roll of the dice. A dice roll can result in a couple different things happening:

    1. A roll of 2-6 or 8-12 will determine how many armies/cavalry may be moved on that turn. For example, if a player rolls a 9 with their dice, that player may move 9 armies for that turn. Each army can move one tile, and each cavalry can move up to two tiles. 

    2. A roll of 7 will result in the drawing of an orange card. The card will dictate what that player will do in that turn. 

    3. A player may choose to attack the other player during their turn. Attacks will be covered below.

    4. At the end of a turn, the player can add one new army at every city they possess (including their capital and any captured cities). Note: this is not a required action. 

  5. Attacks must be conducted from one tile to an adjacent tile. Tiles may not be hopped in order to attack. If Player A’s army is in a tile adjacent to Player B’s army, Player A may choose to attack. Player A, the attacker, will roll their dice and add up the number shown on the dice. Player B, the defender, will roll the dice afterward and add up the number shown. If the attacker’s dice yield a higher number than the defender’s dice, the defender will remove one army or cavalry from the tile. If the attacker’s number is lower than the defender’s, the attacker will remove one army or cavalry from the tile. In the event of a tie, both players will remove one army or cavalry from the tile. The attacker may attack as many times in as many tiles as they wish during their turn, so long as the tile being attacked is adjacent to the attacker’s armies. The battle can end in one of four ways: A) The attacker clears the city tiles of all defenders, and the city is now under the attacker’s control so long as at least one army is stationed around the city at all times. B) The attacker wishes to give up. C) The attacker loses all armies and cavalry on the attacking tile. D) The defender wishes to surrender, in which case the defender will remove all armies from the defending tile and relocate them to their cities. 

    1. To attack a city, the attacker must station armies in the tiles adjacent to the three around a city. Any armies in the three tiles surrounding a city are assumed to be defending the city, and will act as if they are within one large tile around the city. Additional troops may be moved to defend a city if the city is not captured in one turn. Cities may be captured when all defending armies and cavalry around the city are defeated, or if the defender of the city wishes to surrender. In the event of a surrender, all defending troops are relocated to other cities in the defender’s control. 

  6. The object of the game is to capture the opponent’s capital city. Once this is done, the enemy nation’s leader may be captured. However, the defender may choose to roll a singular die in a last-ditch effort to save their leader. 

    1. A roll of 1-3 means that the leader has been captured by the enemy army, and the game is over. 

    2. A roll of 4-6 means that the leader has managed to escape to a second city (assuming there is a second city to escape to). The game is not over and will go on as usual until either the interim capital is captured, meaning the game is over, or the original capital is retaken by its original owner, in which case the game will continue. Note: the action of a leader escaping the capital city can only be taken if there is a second city to escape to. Otherwise, the game is over. 

A Bit of Backstory

The Beginning

500 years before the eruption of Mount Aedana, the Isle of Cannebar was inhabited by several Native tribes who warred with each other frequently and never managed to unite into one force. In the 476th year before the eruption, a people known as the Maenit arrived on the island, fleeing persecution in the faraway Corrian Empire. At first, the Maenit lived peacefully with the Natives, who sectioned off some land on the island for the Maenit settlements, but tensions grew as the emerging nations of the Maenit desired more territory for their flourishing populations. From about 400 to 340 years before the eruption, the Maenit engaged in a slow, brutal campaign against the Natives, absorbing more land and diminishing their enemies’ numbers. By the 340th year before the eruption, the Maenit controlled the majority of the island, and their leader, known by the name Aevan, declared himself the King of the Maenit. King Aevan I continued to subjugate the Natives and brutally oppress them, and their numbers dwindled with their hope. 

The Eruption and the Great Maenit War

Nearly five centuries after the arrival of the Maenit on the Isle of Cannebar, a volcano in the north, known as Mount Aedana, erupted and sent enough ash into the air to cover the island and cause widespread famine. The king at the time, Rennan V, dealt with severe civil unrest in the years after the eruption. The uprisings got so bad that Rennan went insane, leaving the throne to his son, Uvash II. Uvash took the uprisings far more seriously than his father, and grew very unpopular with his authoritarian handling of the rebellions. The farmers and miners in the north were especially disillusioned with the monarchy, so they broke away and formed the Maenit Republic, electing a man by the name of Pavan Aevendel as president. The Great Maenit War broke out in the year AE 5, and lasted until the year 13 AE, when Uvash II was captured in battle and killed by Aevendel himself. Uvash’s son, Rennan III, brokered a peace with the rebels in the north, and the war came to an end. 

Recent Tensions

It is now the year AE 279, and tensions have risen between the two rival nations once again, this time over alleged border encroachments and fishing rights in the lake located on the border between the two powers. After King Aevan IV launched raids into Republic territory in retribution for perceived threats on the border lake, President Saeno Iradel has declared war, vowing to destroy the Kingdom at any cost. Aevan IV similarly vowed to destroy the Republic at any cost, and the two nations mobilized for war.

Who will win? It is up to you to write the next chapter of Maenit history. Will Aevan and his traditional ways overcome the traitors to the Kingdom, or will President Iradel manage to triumph over the arrogant southerners who tried to limit their freedoms so long ago? It is up to you. 

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