Rule precision. Powered by AI.

The Great Wall · Reference sheet

The Great Wall reference sheet

Overview

  • 1–4 players (+ solo/co-op modes); play as Generals defending the Great Wall against the Mongol Horde [p.3 — Game Overview]
  • Game lasts several Years, each with 4 Seasons: Spring → Summer → Fall → Winter [p.3 — Game Overview]
  • First Year skips Spring and Summer [p.5 — Setup]
  • Core loop: place Clerks at Locations → gather resources → recruit Soldiers → defeat Horde cards [p.3 — Game Overview]
  • Win condition: most Honor at game end [p.11 — End of the Game]
  • Shame tokens reduce Honor (−5 each) and disable Soldiers [p.6 — Shame Tokens]

Setup

  1. Place board (correct side for player count) [p.5 — Setup]
  2. Add 10 Shame tokens per player to pool; set up resource supplies [p.5 — Setup]
  3. Place Time token (empty side up) in correct slot for player count [p.5 — Setup]
  4. Shuffle Artifacts; place 3 face-up in Artifact slots; box the rest [p.5 — Setup]
  5. Each player picks a Clan: take 6 Command cards, 8 Clerks, 16 Soldiers (10 Spearmen, 4 Archers, 2 Horsemen), 1 Screen, 1 Honor marker, 1 Tea marker [p.5 — Setup]
  6. Shuffle Horde deck; place 1 Horde card in each first-row slot (4-player: +1 per Invasion indicator) [p.5 — Setup]
  7. Place 9 Barricades (1 per Barricade slot across all Wall Sections) [p.5 — Setup]
  8. Shuffle Tactic deck; place face-down on board [p.5 — Setup]
  9. Deal 2 General cards and 2 Advisor cards to each player; each keeps 1 General, chooses 1 Active Advisor (face-up right of General) and 1 Supporting Advisor (face-down under General) [p.5 — Setup]
  10. Remaining Advisors form Advisor deck; draw 4 to fill Advisor track [p.5 — Setup]
  11. Place 3 Clerks each in the Clerk space; take starting Resources and Tactic cards per General card [p.5 — Setup]
  12. All Honor markers on '0'; stack Tea markers in descending Tea-value order [p.5 — Setup]

Turn structure

SPRING

  1. Advance Time token one slot [p.10 — Spring]
  2. Place new Horde cards (number shown on Time track) [p.10 — Spring]
  3. Refresh Advisor track: discard 2 leftmost, slide remaining left, draw 2 new [p.10 — Spring]

SUMMER

  1. Overseer Income: collect resources from all Overseers [p.10 — Summer]
  2. Discard Shame tokens: pay 2 Chi each [p.10 — Summer]
  3. Discard all Command cards on Command track [p.10 — Summer]
  4. Reclaim Command cards OR gain 2 Honor per card in discard [p.10 — Summer]

FALL (each player's turn)

  1. All choose & reveal Command cards simultaneously [p.10 — Fall]
  2. In Tea order, place cards on Command track slots [p.10 — Fall]
  3. Each card resolves in track order: (a) Command step, (b) Activation step, (c) Horde Defeat check [p.11 — Fall]

WINTER

  1. Firing phase: Archers shoot (left Wall Section first), then Horde Defeat check [p.11 — Winter]
  2. Assault phase: compare Offensive Power vs. Defense value per Section; resolve Breach if Power > Defense; discard all Barricades [p.11 — Winter]
  3. End Game check [p.11 — Winter]

Actions

Location Type Slots Effect
Lumber Mill Production 5 1 Wood/Clerk + Overseer bonus; Upgrade Overseer; Donate 1 Wood for 2 Honor [p.7 — Production Locations]
Quarry Production 5 1 Stone/Clerk + Overseer bonus; Upgrade; Donate [p.7 — Production Locations]
Gold Mine Production 5 1 Gold/Clerk + Overseer bonus; Upgrade; Donate [p.7 — Production Locations]
Temple Production 5 1 Chi/Clerk + Overseer bonus; Upgrade (no Donate) [p.7 — Production Locations]
Barracks Special Any Recruit 1 Soldier/Clerk (Spearman: 2 Stone+1 Wood; Archer: 2 Chi+1 Wood; Horseman: 3 Gold+1 Wood); send to Wall or Rest Zone [p.8 — Barracks]
Builders' Encampment Special Any Per Clerk: build Barricade (2 Wood/Stone/Gold, gain 2 Honor) OR build Wall level (cost on tile; gain 5/10/15 Honor) [p.8 — Builders' Encampment]
Emperor's Embassy Special Any Per Clerk (resolved individually): Hire Clerk (2 Gold) OR Hire Advisor (Gold = total Advisors after hire) [p.8 — Emperor's Embassy]
Tea House Special Any Each Clerk owner moves Tea marker 1 step up; fill all slots alone → jump to top [p.8 — Tea House]
War Academy Special Any Draw 1 Tactic card per Clerk [p.9 — War Academy]
Logistics Center Special Any Per Clerk: move any number of Soldiers between Wall Sections (cannot Attack) [p.9 — Logistics Center]
  • Overseer Upgrade cost is printed on the next Overseer slot; first placement also counts as Upgrade [p.8 — Overseers]
  • Warehouse Resources must be spent first when building Walls/Barricades [p.8 — Paying for Walls and Barricades]

Combat

Attacking

  • Spearmen: place on any unoccupied Vital spot of the first-row Horde card; gain printed spot reward [p.9 — Attack & Wounding]
  • Horsemen: place on 2 adjacent unoccupied Vital spots of any Horde card in the Section [p.10 — Attack & Wounding]
  • Archers: place in a Firing spot; Wound 1 Vital spot of any Horde in that Section (use Wound marker, no reward) [p.10 — Attack & Wounding]

Defeating a Horde (all Vital spots covered)

  1. Player with most Soldier-covered spots claims the card [p.10 — Defeating Hordes]
  2. Each player with ≥1 Soldier on card: +2 Honor [p.10 — Defeating Hordes]
  3. Each player: +2 Honor per Archer in Firing spots of that Section [p.10 — Defeating Hordes]
  4. Lethality value = number of each player's Soldiers Killed; pay 2 Chi/Soldier to Save (goes to Rest Zone) [p.10 — Defeating Hordes]

Breach (Offensive Power > Defense value)

  1. Each player with no Soldiers on a Breaching Horde card: +1 Shame token [p.10 — Breach]
  2. Soldiers Killed per Horde card = Lethality; pay 2 Chi/Soldier to Save [p.10 — Breach]
  3. All Archers on Breached Section are Killed [p.10 — Breach]
  4. Soldiers in Rest Zone are unaffected [p.10 — Breach]

Defense value = Wall tile value + (2 × Barricades on that Section) [p.11 — Assault Phase]

Scoring

  • During game: track Honor on Honor track as you earn it [p.4 — Honor Track]
  • Shame tokens (under Soldiers): −5 Honor each; cannot go below 0 [p.11 — Final Honor Scoring]
  • Claimed Horde cards (no Shame tokens on them): add printed Honor reward [p.11 — Final Honor Scoring]
  • Artifacts: add Honor bonus per Artifact card held [p.11 — Final Honor Scoring]
  • Shame tokens placed on Horde card slots do NOT reduce Honor [p.6 — Shame Tokens]

End of game

Game ends at end of Winter when any condition is met:

  • All 3 Walls (or 2 in 3-player) built to max level [p.11 — End Game Check]
  • Shame token pool is empty [p.11 — End Game Check]
  • Time token reaches last slot on Time track [p.11 — End Game Check]

Winner: player with most Honor after Final Honor Scoring [p.11 — End of the Game]

Tiebreaker: higher position on Tea track wins [p.11 — End of the Game]

Glossary

  • Tea Order: initiative order determined by Tea track stack; top = first; used for most simultaneous effects [p.7 — Tea Track]
  • Lethality: number of each player's Soldiers Killed per Horde card when Defeated or Breached; shown on Time track [p.6 — Lethality]
  • Overseer: Soldier placed in a Production Location slot; provides bonus resources and Summer income; cannot be removed [p.7 — Production Locations & Overseers]
  • Active Advisor: face-up Advisor to the right of General; its printed ability is usable [p.5 — Advisor Cards]
  • Supporting Advisor: face-down Advisor under General; increases strength of General's special ability [p.5 — Advisor Cards]
  • Breach: Wall Section fails assault (Offensive Power > Defense); triggers Shame tokens, Soldier kills, Archer kills [p.10 — Breach]
  • Raid: triggered when a Horde card cannot be placed (Section full); remove Shame tokens equal to player count from pool [p.9 — Raid]
  • Advanced Activation: activates a Location without full Clerk slots and without triggering Shame token icon [p.7 — Advanced Activation]
  • Vital Spot: spot on a Horde card that must be covered (by Soldier or Wound marker) to Defeat it [p.6 — Horde Cards]
  • Donate: after gathering at a Production Location, place 1 Resource in Warehouse and gain 2 Honor (Chi cannot be Donated) [p.8 — Donate]
  • Wound marker: placed on a Vital spot when an Archer wounds or when a Soldier is removed; counts toward Horde Defeat but grants no reward [p.10 — Attack & Wounding]

FAQ

  • Q: Can Clerks from the same player share a Location? — A: Yes, multiple Clerks of the same player can be in the same Location; all resolve simultaneously [p.7 — Locations]
  • Q: Can I choose not to receive a Location's effect? — A: Yes, players may choose not to resolve a Location effect when it activates [p.7 — Locations]
  • Q: Does placing a first Overseer count as an Upgrade? — A: Yes, placing the first Overseer is considered an Upgrade [p.8 — Overseers]
  • Q: Can Soldiers in the Rest Zone attack during Winter Firing phase? — A: No, only Archers in Firing spots may attack during the Firing phase [p.11 — Firing Phase]
  • Q: What happens if the Shame token pool is empty when a player should receive one? — A: That player immediately loses 5 Honor; if they cannot place it on a Soldier or Horde card, remove it from the game and lose 5 Honor [p.6 — Shame Tokens]
  • Q: Can a Spearman attack a Horde card in the second or third row? — A: No, Spearmen can only be placed on first-row Horde cards [p.9 — Attack & Wounding]
  • Q: When are Soldiers Killed simultaneously or separately during a Breach? — A: Each Horde card counts Lethality separately, but all Kills across cards happen simultaneously [p.9 — Saving Soldiers]

Ask any The Great Wall rules question →