Vankor Wars

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Vankor Wars
Designed by Luci Bracegirdle
A game of revolution and city takeover
:Players Players: 2 - 4
:Time Length: Long?
:Complexity Complexity: Medium
Trios per color: 5
Number of colors: 4 maximum
Pyramid trios:
Monochr. stashes: 4 maximum
Five-color sets:
- - - - - - Other equipment - - - - - -
Board, 3d6
Setup time: 10 minute
Playing time: 30 minutes
0.5 Hr
- 60 minutes
1 Hr
Strategy depth: Medium
Random chance: Medium
Game mechanics: Destruction
Theme: City Takeover
BGG Link:
Status: complete? (v1.0), Year released: 2987



What You Need

  • Three six sided dice
  • Three to five sets depending on player number.

About the Game

Vankor Wars is a game of revolution and city takeover. You are all nobles, trying to take over the city. You can do this the cunning way, by taking over important buildings, or the traditional way, by destroying everyone else. You have monoliths to do this and allies in the city who will give you assistance, such as fuel and ammo.

For 4+ players, try Vankor Gang Wars

Starting the Game

Place the pyramids in the noble quarter as indicated based on number of players. For two players, use a full stash per player, for three players use four nests worth per player, and for four players use three nests worth per player.

Guide to the piece layout in the noble quarter

Game Play

There are three phases of the turn, free move phase, rolled move phase and shooting phase Play starts in the nobles’ quarter. In the noble quarter, you cannot shoot and there are no free moves. You can smush other player’s monoliths when trying to parallel park your monolith inside the noble quarter. Outside the noble quarter, you can use free move and shoot squares.

Free move

If one of your pieces ends its turn on a free move square, that piece can move one square for free on the start of your next turn. Free move squares are indicated by a wheel.

Rolled Moves

On your turn, roll the dice. This indicates how much movement you have. This game uses pip point movement. (Large cost 3 points to move on space, Medium cost two points, and Smalls cost 1 point). You can use your dice points on any of your own pieces. You can trade in 3 points of destroyed pyramids for an extra dice to rush to the exits. You can do this at any point during your turn. You can only add one extra die. Traded in points are not counted in scoring. Once a piece is on a square adjacent to an exit, it automatically moves onto the exit. Pieces on exits are not counted as being in play, but can be brought back onto the board if the player wishes. Large pyramids cannot shoot, but can smush other pyramids by moving through the square they are on, thereby squashing them flat. If a large pyramid tries to smush another large pyramid, this starts a smush-off, where both players involved roll a die and the highest roll destroys the other piece. The destroying piece moves into the square of the destroyed piece. This means that a piece may move out of turn if it wins a smush-off.

Shooting phase

If a piece ends its turn on a shooting square, then it can shoot. Shooting squares are indicated by large guns (outside of the noble quarter). You can only shoot once per turn. Small pyramids have machine guns; they shoot up to 3 squares in a straight line. Medium pyramids have missiles, they can shoot up to two squares, but can shoot over other pieces, even your own. Pieces shot or smushed are taken by the player doing the damage and are kept for points.


Game End

To win, take over the important buildings and destroy other pyramids to get the most points. Each destroyed pyramid is worth its pip count only. Each pyramid on an important building (the solid black squares on the board edge) is worth five times its pip count. When one player has no pyramids in play, every other player has one last turn. Any pieces remaining in play by this point are not scored.