You can download a PDF of the rules here: Kotra - A Cardassian Board Game
Happy gaming!
__________________________________________________________________________________
Kotra is a two-person strategy game played on specialized kotra boards consisting of 51 spaces in square and triangular shapes. It is one of Cardassia’s most popular board games, with portable versions available to soldiers and frequent travelers.
Each player begins with 21 pieces: one legate, one gul, one
dal, two dalins, three glinns, three gils, five garresh, one agent, three mines,
and one capital. Pieces are used to attack and capture the opponent’s pieces,
with the objective to identify and capture the capital, or to force the
opponent to surrender by capturing enough of their pieces that they can no
longer make any legal moves. Players cannot see the ranks of each other’s
pieces, so deception and discovery are important aspects of the game.
Elim Garak described the game as one that favours “bold
maneuvers and tactics” (“Empok Nor”).
Setup
Kotra is played on a specialized “double-fan” shaped board,
with trays on each player’s side for the holding of captured pieces. There are
specialized notations on some of the spaces, indicating certain movements or
imparting advantages or disadvantages to the piece occupying the space. These
are known as “terrain” or “traps”.
The game begins with each player setting up 17 of their
pieces, which they are free to choose, but must include their capital, their
legate, and at least one mine. Each player is free to place their initial pieces
in whatever configuration they wish, on their side of the game board. Additional
pieces can be brought into the game throughout the course of play.
Gameplay
Game pieces are roughly triangular in shape, and players
choose to play either gold or silver. The ranks of the pieces are printed on
the underside of the game pieces, so the player must mentally keep track of
where each piece is moved.
Movement is determined by a pair of 10-sided dice, one light
and one dark. The dark die indicates how many pieces can be moved per turn, and
the light die indicates the maximum number of open spaces the pieces may move.
The pieces may only move over open
spaces, they cannot jump opponent pieces unless moving between specially marked
terrain spaces. The piece may either land on an open space, or they may land on
a space occupied by an opponent’s piece, therefore attacking that piece. If a
player chooses to attack their opponent’s piece, the ranks are revealed, and
the weaker of the two pieces is removed from the board. If the weaker piece was
the attacker, the capture goes to the opponent. If the attacker is the stronger
piece, the attacker captures the opponent’s piece and occupies the contested
space. If the pieces are of equal rank, the attacker is always victorious.
The object of the game is to capture the opponent’s capital,
or the force them to surrender.
Pieces
For most pieces, rank alone determines the outcome of
attacks, but there are some exceptions.
The mines are stationary pieces, which
can only be defeated by a garresh. Any other piece attacking a
mine is immediately defeated, regardless of rank, and both the mine and the
attacking piece are removed from the game. When a mine is attacked by a garresh,
the mine is considered “defused”, and is captured by the attacker. When a mine
is attacked by any other piece, the mine is considered to have detonated, and
both pieces are removed, the attacker being captured by the mine’s owner. The
detonated mine is removed from gameplay, and cannot be restored.
Each player has one agent, and while it is considered to
be the weakest piece, it is the only piece that can defeat a legate besides
another attacking legate. However, if the agent is attacked by any piece, it is immediately captured by the attacker.
The capital is a stationary piece, and
cannot move. The capture of the capital usually ends the game, however, the
player that captures their opponent’s capital can still lose the game if the
other player has captured enough of their game pieces to outscore them in
points. There is a bonus of +10 points for capturing the capital, which is added
to the final tally of points, therefore encouraging capture over forcing
surrender.
Each piece is assigned a numerical value, with higher ranking pieces worth more points. Mines carry no value.
Rank/Value
|
Piece
|
Number available
|
Special abilities
|
1/25
|
Capital
|
1
|
When captured, ends game; cannot move
|
2/10
|
Legate
|
1
|
|
3/5
|
Gul
|
1
|
|
4/4
|
Dal
|
1
|
|
5/3
|
Dalin
|
2
|
|
6/2
|
Glinn
|
3
|
|
7/1
|
Gil
|
3
|
|
8/1
|
Garresh
|
5
|
Can defuse/defeat mines
|
9/1
|
Agent
|
1
|
Can defeat Legate, but is defeated by any attacker
|
10/0
|
Mine
|
3
|
Destroys any piece except Garresh; cannot move
|
When either capital is captured, the game automatically
ends, and the points for captured pieces are tallied. The player that has the
most points is the winner.
Reserve pieces
The four pieces that are left out at the beginning of the
game are the player’s reserve pieces.
These pieces remain in the empty spaces to either side of the straight. These
pieces can only be brought into the game on a double roll, both dice landing on
the same number. This allows one
piece to be brought out from reserve, which is then placed on the base square at the base of that player’s
crescent. Reserve pieces are not required to enter the game, but are there for
the use of the player as needed.
Relocation
Each player has the opportunity to “relocate” their capital
once per game. This is unlocked when three of a player’s pieces have made it to
their opponent’s crescent, occupied the crescent for one turn, and rescued one
of their captured pieces. This then allows the player the ability to relocate
their capital at any time after the achievement has been unlocked, however,
unlocking the achievement deducts -10 points from the player’s overall score.
The player must also keep in mind that using Relocation may reveal the position of their capital, since it would require
moving a piece that has previously remained stationary.
Rescue
When landing on a rescue space (
) on the player’s opponent’s side
of the board, the player may restore one
of their captured pieces to gameplay. The restored piece is of the rescuer’s
choosing. The rescued pieces are immediately placed on the player’s base (
). The same piece may not rescue other
pieces twice. Garresh cannot make rescues. Mines cannot be rescued.


Movement
No piece may move diagonally across square spaces. In
regions divided into triangular spaces, pieces may only move to spaces that
share an adjoining side, and may not move to another space across a corner.
Attack Positions:
When opponents occupy adjacent spaces, they are in a
position to attack. However, pieces may not attack diagonally. In triangle
spaces, pieces may only attack across shared sides, not across points. Examples
of legal moves:
The Board
The board is divided into two halves, down the horizontal
center, each player having one side of the board as their territory (red). The
reserve zones (yellow) are where the reserve pieces are kept until they are
brought into the game. Each player has a half of the capture tray, for holding
the pieces they have taken from their opponent. The center of the board is
considered the ‘conflict zone’ (blue), where most of the confrontation takes
place. The tray on the left side of the board, marked with the Cardassian
symbol, is space for rolling the dice.
Terrain Spaces
Almost all the spaces on the kotra board are marked with special “terrains” or “traps”. These may be obstacles, advantages, or indicate movement from one square to another. There are 15 different symbols that you’ll find on your standard kotra board. (The design of the markings is based on John Eave’s original concept art, but the meaning assigned to them is original to the author.)
Almost all the spaces on the kotra board are marked with special “terrains” or “traps”. These may be obstacles, advantages, or indicate movement from one square to another. There are 15 different symbols that you’ll find on your standard kotra board. (The design of the markings is based on John Eave’s original concept art, but the meaning assigned to them is original to the author.)






Strategy hints:
When setting up pieces, place your capital toward the back
of the board, with mines placed around it to protect it. Another strategy is to
place mines away from the capital in order to act as a decoy, and then place a
high-ranking piece near the capital to protect it. The player must remember not
to block their own path with their mines.
Use some of your garresh to reveal the ranks of your enemy moving toward you. Keep some of your garresh safe and use them later to capture the capital.
Place some of your higher ranking pieces on the forward lines to capture garresh and other lower ranking pieces.
Keep your agent near your gul. If the enemy Legate is nearby, you might be able to lure him over to capture your gul. Then you can strike with your agent and capture the Legate.
Once you know you own the highest ranking piece on the board, you can capture any of your opponent’s moving pieces. Try to remember what pieces moved during the game.
Be wary of pieces that have not moved. If you detect a group of pieces that have remained stationary throughout the game, they are more than likely to be the mines and capital.
No comments:
Post a Comment