XISK™ - Rules

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XISK™

HixoxiH Software

For 2 to 6 Players

RULES OF PLAY


INTRODUCTION

XISK™ is a fun quick paced game of world conquest.

OBJECT

The object of the game is to conquer the world with your chips.

EQUIPMENT

Playing Equipment
Name Description
Felt Map-Grid of the world
Cards A standard deck of 52 playing cards
Chips Eight colored sets of playing chips
Dice Eight colored sets of three dice
Timer A standard gaming timer

PREPARATION

At the start of a NEWGAME each player selects a chip set to play. Each chip represents the number of units indicated by the number on the chip.

THE FELT

The playing felt loosely represents a map of the world. Invididual countries are positioned at each vertex. The size and location of each individual country is normalized to accomodate play. There are six continents composed of country vertices of the same color:
Continents
Name Countries Color
North America 9 yellow
South America 4 cyan
Europe 7 blue
Africa 6 red
Asia 12 green
Australia 4 magenta

Adjacent Countries
Countries are considered to be adjacent if there is line on the felt connecting them. Lines of specific continent colors connect countries in that continent and gray lines connect countries of differing continents.

THE SETUP

DEALING THE CARDS

Shuffle the deck of cards and deal to each player an equal number of cards according to the total number of players in the game as specified in the following table:

Cards Per Player
#Players #Cards
221
314
410
58
67

CLAMING COUNTRIES

After the cards have been properly dealt, the player with the Ace of Spades then reveals that card to everyone and discards the Ace of Spades back to the deck and claims any country of their choosing by placing a single chip of their color on the vertex of that country.

Note that Chips are placed directly on the vertices. Players are then considered to "own" the countries underneath their chips.

Then the player with the King of Spades repeats this procedure in like manner claiming one of the remaining unoccupied countries and so on for each card - Queen, Jack, Ten down to 2 until the Spades are exhausted.

Note that it is perfectly possible for a player to get one or more consecutive claims should they have consecutively suited cards.

After the Spades are retired, the players continue the procedure using Hearts and then Diamonds and lastly Clubs.

All cards are then returned to the deck.

A single neutral white chip is placed on any unowned countries and those countries are considered to be neutrally owned. (this will occur when there are 4 or 5 players) Neutral countries can still defend but they do not attack.

TURN ORDER

Players then determine the player turn order by rolling 3 dice. The player with the highest roll goes first. The player with the next highest roll goes second. And so on down to the player with the lowest roll who goes last. If two or more players tie, they simply roll again until the tie is broken.

THE PLAY

A player turn is composed of 3 distinct phases.

A. THE SUPPLY PHASE

A player begins their turn with a supply phase where the player receives some extra supply chips to add to their countries. There are 4 ways to earn supply chips:

1. Country supply - 1 chip for every 3 countries owned.
example: if you own 12 countries you get 4 supply chips but if you only own 11 countries you only get 3 chips.
If a player owns 8 or fewer countries they are still entitled to a minimum of 3 country supply chips regardless.

2. Continent supply - a number of chips according to the specific continent owned as specified in the following table:

Continent Supply Bonus
Continent
Name
Bonus
Chips
Continent
Color
North America 5 yellow
South America 2 cyan
Europe 5 blue
Africa 3 red
Asia 7 green
Australia 2 magenta

A player must own the entire continent at the start of their turn to collect the continent supply bonus.
To own a continent you must own all countries in the continent.

3. Cardset supply - if a cardset is redeemed then the player recieves a number of chips equal to the number of cardsets that have been redeemed including the set being redeemed

Cardset Bonus
Set
Number
Bonus
Chips
11
22
33
......
NN

Redeemable cardsets are composed of exactly 3 cards where all 3 suits are the same or all 3 suits are different.
For example: you can redeem 3 clubs or 3 diamonds or 3 hearts, but you cannot redeem 2 clubs and 1 diamond.
Each cardset redeemed is returned to the deck. If a player has 5 or more cards during their supply phase, they must redeem a cardset. A Player cannot end their supply phase until they have 4 cards or less.

Placing Supply Chips
After a player collects all of their supply chips, the player places each supply chip on any country they own. All supply chips must be placed and once any chip is placed it cannot be retracted and placed elsewhere.

Ending the Supply phase
The supply phase ends when all supply chips have been collected and placed and the player has 4 cards or less.

B. THE ATTACK PHASE

After the Supply phase ends, the player continues their turn with an Attack phase where the player can attack any opponent owned country anywhere on the felt from any adjacent player owned country.

Selecting the Attacking Country
The player first announces the player owned country that will be the attacker.

Selecting the Defending Country
The player then announces the opponent owned country that will be the defender.

Selecting the number of dice to roll
If the defending country has 2 chips or more the defending player rolls 2 dice.
If the defending country has 1 chip the defending player rolls 1 die.
If the attacking country has 4 chips or more the attacking player rolls 3 dice.
If the attacking country has 3 chips the attacking player rolls 2 dice.
If the attacking country has 2 chips the attacking player rolls 1 die.
A country with 1 chip cannot attack.

Rolling the COMBAT Dice
Both the attacker and defender roll their dice simultaneously.
The attacker dice are sorted highest to lowest.
The defender dice are sorted highest to lowest.
The highest attacker die is matched against the highest defender die.
And the highest die wins the fight (ties go to the defender).
The loser removes 1 chip from their country.
If both sides rolled 2 dice or more, the matching process is repeated for the 2nd highest dies rolled.

Conquering the Defending Country
If the defender is reduced to zero chips the defender loses ownership of the country and the attacker immediately becomes the owner and must move, from the attacking country to the conquered country, a number of chips equal to the number of dice the attacker rolled. Because the attacker always rolls a number of dice fewer than the number of attacking chips, the attacking country will never be reduced to zero chips. There will always be at least 1 single chip left behind to own the attacking country.

Invading the Conquered Country
After a country is defeated, the conquering attacker may move any number of additional chips, from the attacking country to the conquered country provided at least 1 single chip remains to own the attacking country. There must be at least 1 chip on each country at all times.

Ending the Invasion
The invasion ends when the attacking player is finished transferring chips or when the attacking country has a single chip and invasion is no longer possible.

Conquering an Opponent
After a country is conquered and invaded, If the defeated opponent owns zero countries, they are considered to be defeated. The defeated player must surrender all unredeemed cards to the conquering player. The conquering player is immediately awarded 1 supply chip and enters an interrim conquered cardset supply phase where they may redeem cardsets if possible. If the conquering player now has 5 or more cards they must redeem a cardset. If the conquering player has 4 or fewer cards they may redeem a cardset if possible, but it is not required.

Ending the Attack phase
The Attack phase ends when the player decides not to attack anymore or when it is no longer possible to do so because all their owned countries have a single chip.

C. THE ADJUST PHASE

After the Attack phase ends, the player is allowed one single transfer of any number of chips from any owned source country to any adjacent owned target country provided 1 chip remains behind to own the source country.

Ending the Adjust phase
The Adjust phase ends when the player completes the single transfer allowed or when Adjusting is not possible because all their owned countries have a single chip.

ENDING A TURN

After the Adjust phase ends, Each player ends their turn by drawing a one single card from the deck if they are allowed to do so. A player cannot draw a card if they did not conquer at least 1 country during their Attack phase. If a player cannot draw a card their turn simply ends. When a player ends their turn, play then procedes to the next player in turn.

ENDING THE GAME

The game ends the moment a single player owns all 42 countries.

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