Han Boardgame English Rules
Han Boardgame English Rules
Han Boardgame English Rules
It is approximately 2200 years ago. China is in the middle of a period of political Instability and on the brink of a change
of power. The imperial government has been severely weakened by the peasant uprisings its demise is sealed.
Who will manage to reunite the provinces and initiate the beginning of a new dynasty?
GAME MATERIALS
57 province cards in 5 colors
1 gameboard with 2 playing maps
(10 in violet, 11 in yellow, 11 in orange, 12 in green, 13 in red) Border Disputes (China, consisting of 9 provinces)
45 emissaries in 5 colors
(9 each in blue, green, violet, red and yellow)
1
Emperor
9
scoring disks
5
markers
for the variants
5
point cards
The color of a province card determines in what province you may place a playing piece. With 4 of the 5 colors, you can choose
between 2 provinces of the same color.
The following rules apply for the placement of playing pieces:
You may place playing pieces only in one province during your turn.
You may place only one piece in a province in which there are no playing pieces yet. If there is at least one playing piece no
matter what color in a province, you may place up to 2 pieces there.
You may place only one playing piece per province card.
You can play 2 cards of the same color as wild cards, which act as any one card of a different color.
As a general reminder, the 3-2-1-rule might prove useful: You may use up to 3 cards to place up to 2 pieces in 1 province.
Add the cards you have played to a face-up discard pile next to the gameboard.
If you dont have any pieces of a certain type left in your supply, you can no longer use them for placement.
Example 1: Barbara has 1 violet and 2 red cards in her hand. She chooses the red province of Wei and plays 1 red card. This
province doesnt contain any playing piece yet; therefore, she may place only 1 piece there on her turn. After that,
she has to finish her turn since she is only allowed to place playing pieces in one province.
Alex has 1 red and 2 green cards. He chooses the red province of Wei as well. Since there is already 1 piece standing
there (from Barbara), he may now place 2 playing pieces. He places the first piece using his red card. Then he uses
the two green cards as wild cards, which allows him to place the second playing piece there.
Doris has 3 yellow cards in her hand. The yellow provinces of Qi and Chin already contain playing pieces. Since
a player may place no more than 2 pieces in one turn, she can use 2 yellow cards to place 2 pieces either in Qi or
in Chin or, instead, use the two cards as wild cards in order to place 1 piece in a province other than Qi or Chin.
There are also special rules for the types of playing pieces you may place:
HOUSES
A house is always placed on an unoccupied house space of a province. House spaces are connected by
roads, which are important in the final scoring. Each house space may contain only one house. If all house
spaces of a province are occupied, you may no longer place any house there.
The Border Disputes playing map has two additional types of house spaces, with special rules:
Port spaces: There are 7 house spaces with an anchor symbol. On such a port space, you can place a house,
following the usual rules. The house is handled like any other house. At the end of the game,
a port scoring takes place that can give you additional points.
Border spaces: There are 6 house spaces that are located on the border between provinces. In order to place
a house on such a border space, you have to play 2 cards, observing the following rules:
A house on a border space belongs to both of the bordering provinces; other than that, however, it is handled
like any other house.
It is possible to place one more playing piece on the same turn, provided you use an appropriate card to place it
in one of the two provinces of the border space. For this, you have to observe the usual placement rules.
EMISSARIES
An emissary is always placed on the dragon space of a province. A dragon space can contain several
emissaries, as described below.
The fundamental rule: The majority of houses in a province determines the maximum number of emissaries
allowed on the dragon space of that province. You may not place any emissary in a
province without houses.
If, for example, the province of Wei contains 4 green and 2 red houses, there may not be more than 4 emissaries on its dragon space.
Important: You may place emissaries in a province even if you havent placed any of your own houses there.
Example 2: Doris (blue) is thinking of placing additional emissaries in
the red province of Wei. Alex (green) has the most houses
in Wei. Since he currently has 4 houses there, there may
be no more than 4 emissaries in Wei at the moment. Since
only 2 emissaries are present there, Doris could place 2
more emissaries. To this end, she could play her 2 red cards.
Example 3: Instead, Doris (blue) chooses to place emissaries in the
yellow province of Chin. Together with Barbara (red),
she has the majority of houses there. Each of these two
players has 2houses there, so there may be no more than
2emissaries in Chin at the moment. Since there is no
emissary present there yet, Doris plays 2 red cards as wild
cards and 1 yellow card, and places 2 emissaries. It would
also have been possible for her to place 2 houses or 1 emissary plus 1 house.
Important: When all house spaces of a province are occupied with houses, the active players turn is briefly interrupted, and a
house scoring takes place in that province.
HOUSE SCORING
The player with the most houses in the province gets 1 point for each house in that province, regardless of their color.
The player with the second most houses in the province gets 1 point for each house belonging to the player with the most houses.
The player with the third most houses in the province gets 1 point for each house belonging to the player with the second most houses.
The player with the fourth most houses in the province gets 1 point for each house belonging to the player with the third most houses.
The player with the fifth most houses in the province gets 1 point for each house belonging to the player with the fourth most houses.
If a player owns no house in a province, he doesnt score points there. In the case of a tie, all players involved score the same
number of points for that position. The next players score according to their positions directly after that.
The players move their counters forward on the scoring track according to the number of points they received.
After the houses in a province have been scored, that province is marked with a scoring disk.
Example 4: In Wei, Alex (green) has 4 houses, Barbara (red) has 2, and
Doris (blue) has 1. Alex owns the most houses and scores
7 points (4+2+1). Barbara has the second most; she gets
1point for each house belonging to Alex, the player with
the most houses (i.e., 4 points). Doris owns 1 house in Wei;
she owns the third most houses there and scores 1 point
for each house belonging to Barbara, the player with the
second most houses (= 2).
Example 5: In Qi, Barbara (red) and Chris (violet) have 2 houses each,
and Doris (blue) owns 1 house there. Barbara and Chris
both have the most houses in Qi; so each of them scores
5 points (2+2+1). In this case, Doris owns the second most
houses and gets the points for each house of one of the
players with the most houses (= 2).
Important: Even if the houses of a province have already been scored, you may continue placing emissaries there, provided
you observe the placement rules.
B) DISCARDING A CARD
If you are not able or willing to place any piece, you discard one card instead.
After you have finished your turn, you replenish your hand back to 3 cards. You may draw new cards from the face-up display
and/or from the face-down draw pile in any order or combination you want.
Only after you have replenished your hand cards to 3 is the face-up display refilled, if applicable.
Now, its the left neighbors turn.
DRAW PILE DEPLETED
When the draw pile has been used up for the first time, shuffle the discard pile and put it next to the board as the new draw pile.
If there are still face-up cards on display next to the pile, they remain on the table and are not shuffled into the new draw
pile. If the player whose turn it is hasnt replenished his hand back to 3 cards, he does so now. After that, the face-up display
is refilled, if necessary.
FINAL SCORING
In the final scoring, players get points for the houses that havent been scored yet, and for the emissaries and the roads.
1) HOUSE SCORING
Now, the houses in the provinces that have no scoring disk are scored. The scoring is done as described above.
2) ALLIANCE SCORING
Here, its not the emissaries themselves that are scored, but the alliances between the emissaries of two neighboring provinces.
There are 15 possible alliances, numbered from 1 to 15, on the gameboard. The alliances are scored in numerical order.
Important: On the Ways of Diplomacy playing map, alliances are not possible between all the neighboring districts.
For a better overview, put the Emperor on the number of the alliance that is being scored. Then the scoring is done as described
below; and after that, the Emperor is moved to the next number.
An alliance gives you points only if you have the majority of emissaries in both of the provinces involved. If several players have
the most emissaries in a province, all of them have the majority there.
If you have a majority of emissaries in a province, you can even score points for several alliances, provided you have a majority
of emissaries in the neighboring provinces as well.
The player with the majority of emissaries in the two neighboring provinces scores 1 point for each emissary in these two
provinces, regardless of the color. If more than one player fulfills this condition, each of them gets the points. The other players
dont score points for this.
Example 6: The Emperor is placed on the 3. Now, the alliance between
Wei and Chin is scored. In Wei, there are 2 emissaries, 1 in
blue and 1 in red. Chin contains 4emissaries, 2 in blue, 1 in
red, and 1 in green. With this, Doris (blue) has a majority in
Wei as well as in Chin and scores 6 (4+2) points. The other
players go away empty-handed.
After that, the Emperor is moved to the 4. Now, the
alliance between Chin and Shu is scored. In Shu, there
are 3 emissaries, 2 in violet and 1 in blue. Since only Doris
(blue) has a majority of emissaries in Chin and only Chris
(violet) has such in Shu, there is no alliance, and nobody
gets points.
3) ROAD SCORING
For this scoring, a player needs to have 4 or more houses in a continuous
row along a road. Branches are not included in the count.
Such a row of houses may also extend across province borders.
The player gets 1 point for each house in the row; each house may be scored only once
Example 7: In the illustration example above, Doris (blue) has an uninterrupted row of 5 houses in Chin and Shu. The house
on the bottom left in Shu is a branch of the row and therefore doesnt count. So Doris gets 5 points for this row
4) PORT SCORING (ONLY FOR THE BORDER DISPUTES PLAYING MAP)
Here, the houses on the 7 port spaces are scored in addition. In this context, they are handled like a province.
The scoring is the same as with the normal house scoring.
Example 8: Six of the 7 port spaces are occupied. Doris has 4 houses on port spaces, Alex has 2. Doris owns the most houses
on port spaces and scores 6 points (4+2). Alex has the second most houses there and gets 1 point for each house
owned by Doris, the player with the most houses (= 4).
THE NEW EMPEROR
After all scorings have been finished, the player who has the most points wins the game.
In case of a tie, the player who has the most playing pieces (houses, emissaries) left in his supply wins. If there is still a tie, all players
involved share the win.
Towards the end of the 1990s, I took note of his name for
the first time. With Kontor, if not before, the name Michael
Schacht became permanently established as a game author
in my memory. The reason for this was his richness of ideas.
Kontor wasnt just a one-dimensional game, it was an
entire compilation of games with variants and scenarios.
And that publication was far from all, since Michael Schacht
continued working on his game and developed additional
ideas. Curiously enough, his publisher wasnt having much of
it and released only one expansion (Das Exportlager). At
that time, expansions were not yet discovered as marketing
ideas. However, they were really worth playing. The author
took the business into his own hands by self-publishing the
expansions under his label Spiele aus Timbuktu and selling
them at a knocked-down price: The Event cards for Kontor,
for example, cost no more than 95 German Pfennige; that is,
just under 50 euro cents.
Kathrin Nos
Karsten Hser