RulesBack to Home
The first player to achieve the map victory points condition is deemed the winner. See the below to see all the ways players can earn victory points.
Number of players
Landover can be played with
The first player to reach level 4 for any given culture is awarded a metro. When a player receives a metro, the player chooses one of their cities to place the metro on.
May be built as an upgrade from the player’s existing villages
May be built on any land hex corner not adjacent to any other villages or cities and connected to the player’s own roads or boats
May be built on existing city. Increases safe hand size by 2 cards. Protects city from being destroyed by dev cards, and prioritizes that city above others from barbarian attacks.
May be built on any unoccupied land hex edge connected to the player’s own roads, villages, or cities
May be built on any unoccupied water hex edge connected to the player’s own boats, villages, or cities
As long as player has the longest route among all, players has +2 VP
Building your first village on another island earns you an extra VP.
Worth 1 VP for the user who controls it. A user must play a merchant token dev card to gain control of the merchant token at which point they gain 1 VP
1vpVP Dev Cards
Each played Dev card gives player 1 VP
For each successfully defended Barbarian attack the player with most military power gets 1 VP
If a hex tile’s edge is adjacent to both land and water, then the player may choose to build a boat OR a road there. However, you can’t connect a road to a boat or vice versa.
If a hex tile’s edge is adjacent to two land tiles, then only a road can occupy that edge. If a hex tile’s edge is adjacent to two water tiles, then only a boat can occupy that edge.
Starting the Game
Numbers are “randomly” placed on each resource tile for the map chosen. Player order is randomly determined at the start of the game. Each player takes a turn placing 1 village at any starting hex corner and one road connected to that village. Player’s then go in reverse order taking turns placing one city at any starting hex corner and one road connected to that city.
All villages and cities must always be at least 2 corners away from all other villages and cities. Each time a player places a city, they receive one resource for each of the tile types their city is touching.
Dice are automatically rolled, unless player has an alchemist card (3 6-sided dice, one white and one red, and one event dice)
If a barbarian is rolled on the event dice, move the barbarian on the barbarian tracker. If this triggers a barbarian attack, carry out the attack per the “Barbarians” section below.
If a 7 is rolled, clear all catapult raids from the board. If any players have more cards in their hand then their safe hand size, half their hand is randomly discarded.
For all other rolls, players receive resources and commodities based on the numbers rolled. See production chart below.
Build, improve culture, buy military power, or trade in any order
Improving culture: All players start with culture levels of 0 for science, commerce, and politics. The cost to improve each is 1 commodity card of that type equal to the level you are improving to.
Buy Military Power
Building: Players may build additional structures at any time during their turn.
Trade Resources and Commodities
Carry out a raid