2010 BGG rank #6306

Boże Igrzysko

3–4 players 120 min Ages 12+ 3.6/5 complexity 5.7/10 rating

About this game

A spin off from Martin Wallace's design God's Playground features updated artwork and a new rule set for four players. The title is borrowed from book by Norman Davies. The game itself is set in Poland. It covers the period from about 1400 to 1790, which is covered by volume 1 of the two books. From BGN: In GP, players represent families of Polish nobles who are trying to increase their wealth and influence while fending off enemy nations that constantly threaten Poland. The four families are: Radziwiłł family (white) http://en.wikipedia.org/wiki/Radziwi%C5%82%C5%82_family Sapieha family (red) http://en.wikipedia.org/wiki/Sapieha_family Potocki family (blue) http://en.wikipedia.org/wiki/Potocki_family Leszczyński family (yellow) http://en.wikipedia.org/wiki/Leszczy%C5%84ski_family In each of the four turns of GP, players place markers in five different Polish regions, and in a box representing the Polish national army. Each marker has a number ranging from zero to five which represents the number of nobles that the player is placing in that area. Most actions in the game require a player to remove a noble cube from an area in order to perform an action in that area. Players also have income-generating estates in the different areas of Poland, and these holdings may determine which areas a player is most eager to defend. Each turn, players may raise private armies and use them to strike at the five nations that threaten the different areas of Poland. If a player is successful enough at attacking an enemy nation, then that nation may not have the resources to attack Poland that turn. Later, a roll of four die will determine which enemy nations receive reinforcements, and then enemy nations will take their turn attacking Poland. A successful enemy invasion of Polish territory may result in players losing one or more estates in that region. Boże Igrzysko - Dzieje Rzeczpospolitej Szlacheckiej. "Nierządem Polska stoi" - nieźle ktoś powiedział; Lecz drugi odpowiedział, że nierządem zginie. Pan Bóg nas ma jak błaznów. I to prawdy blisko, Że między ludźmi Polak jest Boże igrzysko. Gra obejmuje dzieje I Rzeczpospolitej od czasu panowania dynastii Jagiellonów i wojen z Zakonem Krzyżackim, aż po rozbiory Polski w XVIII wieku. Boże Igrzysko zostało zaprojektowane dla trzech graczy, lecz posiada również wariant dla czterech osób. Każdy z graczy wciela się w rolę przywódcy jednej z głównych familii magnackich tamtych czasów. Biały kolor odpowiada rodowi Radziwiłłów (herbu Trąby), czerwony odpowiada Sapiehom (herbu Lis), niebieski Potockim (herbu Piława), a żółty rodowi Leszczyńskich (herbu Wieniawa). Podczas rozgrywki gracze będą musieli szukać kompromisu pomiędzy interesem własnego rodu, a interesem całej Rzeczpospolitej. Rozgrywka trwa cztery tury, każda z nich jest podzielona na kilka etapów i faz. W każdej turze Rzeczpospolita będzie zmagała się z ościennymi państwami, które będą próbowały dokonać na nią inwazji. Północnym granicom Polski zagrażać będzie Zakon Krzyżacki, później Szwedzi, a na końcu zachłanni Prusacy. Z północnego wschodu grozić będzie coraz większa potęga Rosji. Z południowego wschodu będą nadchodzić nieujarzmieni Tatarzy. By z nimi walczyć, gracze będą mogli posiłkować się wojskami kozackimi, te jednak skore są do buntu. Na południu rozpościera się muzułmańska potęga Imperium Otomańskiego. Za wojnę z niewiernymi, graczy czeka największa chwała, będą mogli oni nawet iść na odsiecz Wiednia. Ostatnie ościenne mocarstwo – Imperium Habsburgów – na początku gry zachowuje pozorną neutralność, jednak próbuje zdominować Rzeczypospolitą politycznie. W ostatniej turze Habsburgowie ściągają jednak białe rękawiczki i przyłączają się do Rosji i Prus w celu rozebrania Polski. Gracz, jako głowa magnackiej rodziny, będzie dysponował rzeszami szlacheckiej klienteli, gotowych do działania na jego rozkazy. Na początku każdej tury gracze decydują gdzie wyślą posłusznych im szlachciców. Za ich pomocą gracze będą werbować wojska, wysyłać zbrojne wyprawy, zdobywać władzę na sejmikach ziemskich i przewagę polityczną na dworze Króla. Szlachcice to najcenniejszy zasób gracza i musi on rozważnie z nich korzystać. Gracz będzie czerpał pieniądze z latyfundiów, których ilość będzie mógł zwiększać podczas gry. Zamożność latyfundiów będzie zależała tego, czy w prowincji, w którym się one znajdują, kwitnie pokój, czy raczej była ona ofiarą zagranicznego najazdu. Ziemie ograbione i wyludnione przez Tatarów nie dadzą dochodu porównywalnego z majątkami leżącymi w niezrujnowanej wojną prowincji. Gracze będą mogli rozwijać swoje latyfundia gospodarczo, poprzez zatrudnianie zarządców a nawet budowę miast. Na prestiż rodu wpłynie sława zdobyta w bitwach, nawet jeśli toczone wojny nie zawsze będą wygrane. Prestiż danego rodu będzie wzrastał także dzięki fundowaniu miast, kolegiów, powiększaniu ilości latyfundiów, wydatkom na dobra luksusowe. Grę zwycięży ten gracz, którego ród zdobędzie najwięcej punktów prestiżu za wymienione wyżej osiągnięcia. Komponenty gry: - kartonowa plansza do gry, - instrukcja, - 4 karty pomocy, - 48 żetonów wpływów – 4 komplety po 12 żetonów w kolorze białym, czerwonym, niebieskim i żółtym, - 32 żetony wojsk prywatnych – 4 komplety po 8 żetonów (4 piechoty, 3 kawalerii, 1 artylerii) w kolorze białym, czerwonym, niebieskim i żółtym, - 9 żetonów wojsk królewskich (4 piechoty, 4 kawalerii, 1 artylerii) w kolorze złotym, - 2 żetony wojsk kozackich (2 kawalerii) w kolorze jasnobrązowym, - 80 kostek graczy – 4 komplety po 20 kostek w kolorze białym, czerwonym, niebieskim i żółtym, - 12 kostek króla w kolorze złotym, - 64 dyski graczy – 4 komplety po 16 dysków w kolorze białym, czerwonym, niebieskim i żółtym, - 2 duże dyski miast w kolorze szarym, - 8 dysków zarządców w kolorze szarym, - 1 duży dysk traktatu w kolorze złotym, - 5 dużych dysków zamożności posiadłości ziemskich w kolorze czarnym, - 2 piony w kolorze czarnym, - 125 kostek wrogów – 25 czarnych, 25 zielonych, 25 brązowych, 30 pomarańczowych, 20 fioletowych, - 10 habsburskich znaczników wpływów w kolorze fioletowym, - 31 żetonów złotych o nominale 5, - 29 żetonów złotych o nominale 1, - 4 kostki do gry, - kartonowa buława hetmańska.

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Voting Auction / Bidding Dice Rolling Area Majority / Influence Renaissance Political Medieval Negotiation Age of Reason Pike and Shot

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Setup

STANDARD 3-PLAYER SETUP: Determine first player randomly. Players take turns placing disks on estate spaces clockwise, then counterclockwise (snake draft), resulting in 2 disks each at game start. 4-PLAYER SETUP (Rule 11.0): Roll a die to randomly determine the first player. Going clockwise, each player places one disk on an estate space. Then reverse order: the last player goes first, proceeding counterclockwise. Each player ends up with two disks on estate spaces. FASTER PLAY SETUP (Optional Rule 12.5): Estate value markers go to '4' in Prussia, Little Poland, and Great Poland; '3' in Lithuania and Ukraine. Remove noble blocks valued 0–5 from each player's pool (returned at turn 3). Place estate discs in rotating draft order. Each player places 1 Land Manager and 2 noble cubes. Players receive starting VPs and money (6 VP + 4 money for 3 players; 5 VP + 3 money for 4 players). Game begins at the first phase of turn 2.

Turn flow

Each turn is divided into multiple phases. In the third phase, influence on the new king is decided — this determines the first player. Under the standard rule, play then proceeds clockwise from the first player. Under optional rule 12.4 (Sequence of Play), the full order of all players is determined at this point based on noble block values in the Polish Army box, and the sequence is marked on the Turn Track. The sequence established applies to all stages and phases for the remainder of that turn. Enemies attack during a dedicated phase using dice rolls compared against active treaties and enemy strength values.

Scoring and victory

Most Victory Points at end of game wins. Scoring sources: Estate ownership and value, Influence on the king, Noble cubes in provinces, Optional: 1 bonus VP per estate in home province (Private Duchies rule), Starting VPs under Faster Play: 6 VP (3-player) or 5 VP (4-player)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

4-player initial disk placement uses snake-draft order.

For 4 players, a die is rolled to randomly determine the first player. Going clockwise from the first player, each player places one disk on an estate space. Then the order reverses: the last player goes first in the second round, and placement proceeds counterclockwise. At game start, each player has exactly two disks placed on estate spaces.

Special

In 4-player games, enemies use the bottom row of strength values (four coats of arms).

In a 4-player game, the procedure for Poland's enemies' attacks follows the same rules as the standard 3-player game, but the base strength of all enemies is greater. Players use the numbers in the bottom row of the enemy strength table, marked with four coats of arms.

Special

In turn 4 (4-player), the Ottoman Empire's strength is 4 or 13 depending on Habsburg box status.

In the fourth turn of a 4-player game, the Ottoman Empire's strength is determined by whether they have any strength points in the Habsburg box. If they do not have strength points there, their strength is four. If they do have strength points in the Habsburg box, their strength is thirteen in both the Ottoman Empire and thirteen in the Habsburg Empire (to which are added the two Ottoman strength points already in that box required to pacify the Habsburgs, per the 'Enemies Expand' rules).

General

It is strongly recommended to use optional rule 12.4 (Sequence of Play) in 4-player games.

For 4-player games, the rulebook strongly recommends using optional rule 12.4, which determines the full sequence of play for all players based on their noble block values in the Polish Army box after the first player is decided each turn.

Restriction

Optional rule: Treaty availability with the Ottomans and Tatars changes by turn.

When this optional rule is in effect: In turns 1 and 2, players may make a treaty with the Ottoman Empire but cannot make a treaty with the Tatars. In turns 3 and 4, normal rules apply — players cannot make a treaty with the Ottoman Empire but can make a treaty with the Tatars. Additionally, with this rule, players cannot eliminate the 'Cossack Rebellion' threat by making a treaty with the Tatars.

Special

Optional rule: Standard-cost treaty (2 money + 1d6) is broken when 2+ dice match the enemy's number.

Under the Stronger Treaties optional rule, the treaty cost and break threshold are linked. For a treaty at standard cost (two money plus the amount equal to one die roll), the treaty is broken during the 'Enemies Attack' phase when two or more of the dice show a number matching that of the enemy.

Special

Optional rule: Medium-cost treaty (4 money + 1d6) is broken when 3+ dice match the enemy's number.

Under the Stronger Treaties optional rule, if the treaty cost is increased to four money plus the amount equal to one die roll, the treaty is broken during the 'Enemies Attack' phase when three or more of the dice show a number matching that of the enemy.

Special

Optional rule: High-cost treaty (6 money + 1d6) is broken when 4+ dice match the enemy's number.

Under the Stronger Treaties optional rule, if the cost is increased to six money plus the amount equal to one die roll, the treaty is broken during the 'Enemies Attack' phase when four or more of the dice show a number matching that of the enemy. In exceptional cases where all four dice show the same number, even this most expensive treaty will be broken.

Strategy briefing

Turn Order Manipulation (Optional Rule 12.4)

Under rule 12.4, your position in the turn order is directly tied to the value of your noble block in the Polish Army box and how much money you bid for the first player marker. Investing in high-value noble blocks or strategic bidding gives you control over your action timing — crucial for claiming desired estates before opponents.

Treaty Cost vs. Security Trade-off

Under the Stronger Treaties optional rule, paying more for a treaty (4 or 6 money + 1d6 vs. standard 2 money + 1d6) dramatically reduces the chance of it being broken. However, you must declare your tier BEFORE rolling — and a roll of '6' causes total loss of money, disc, and noble cube. Only invest in expensive treaties when you can afford to lose everything if the '6' comes up.

Home Province Focus (Private Duchies Rule)

Under the Private Duchies optional rule, concentrating estates in your home province yields bonus end-game VPs. Radziwiłłs and Sapiehas both share Lithuania, making that province highly contested. Potockis in Little Poland and Leszczyńskis in Great Poland have exclusive home provinces, giving them a cleaner path to bonus VP accumulation without direct home-province rivalry.

4-Player Enemy Threat Awareness

In 4-player games, all enemy strength values are higher (bottom row of the strength table). Combined with the special Ottoman/Habsburg interaction in turn 4, players must plan their treaty and military investments earlier. Failing to contain the Ottomans before turn 4 can result in them threatening both the Ottoman and Habsburg fronts simultaneously with strength 13 each.

Faster Play Opening — Estate Placement Priority

In Faster Play, the rotating draft order for estate placement (e.g., A,B,C,D → B,C,D,A → …) means each player gets one 'first pick' round. Since the game starts on turn 2 with higher estate values already set (4 in most provinces, 3 in Lithuania/Ukraine), early estate position is locked in and has outsized impact. Prioritize provinces where your home province bonus (if using Private Duchies) intersects with high estate values.

Ottoman Treaty Timing Under Diplomatic Treaty Limitations

Under rule 12.1, turns 1 and 2 are your ONLY window to make a treaty with the Ottoman Empire. If you need to neutralize the Ottoman threat, act early. Conversely, Tatar treaties are only available in turns 3 and 4 — and the Cossack Rebellion cannot be resolved via Tatar treaty at all under this rule, so you must plan alternative suppression strategies.

Common questions and edge cases

In turn 4 of a 4-player game, how strong is the Ottoman Empire if they already have strength points in the Habsburg box?

The Ottoman Empire's strength is thirteen in BOTH the Ottoman Empire region AND the Habsburg Empire region. The two Ottoman strength points already in the Habsburg box (required to pacify the Habsburgs) are added on top of the thirteen in that box. If they have NO points in the Habsburg box, their strength is simply four.

A player declares a medium-cost treaty (4 money + 1d6), then rolls a '6'. What happens?

The treaty attempt fails entirely. The player loses their disc from the Sejm, their noble cube, AND all their money — regardless of the declared base cost. The player must declare their cost tier before rolling, so there is no way to avoid this outcome after rolling a '6'.

Under the Stronger Treaties optional rule, can even the most expensive treaty (6 money + 1d6) be broken?

Yes. In the exceptional case where all four dice show the same number during the Enemies Attack phase, even the most expensive treaty (6 money + 1d6, normally broken only when 4+ dice match) will be broken.

Under the Diplomatic Treaty Limitations rule, can players stop the Cossack Rebellion by making a treaty with the Tatars?

No. With the Diplomatic Treaty Limitations optional rule in effect, players explicitly cannot eliminate the 'Cossack Rebellion' threat by making a treaty with the Tatars — this restriction applies regardless of the turn.

Under optional rule 12.4, two players bid the same amount of money for the first player marker. How is their relative turn order decided?

Ties in the money bid are resolved by who went earlier during the previous turn (i.e., had an earlier position in the previous turn's sequence). For the very first turn, the order in which players placed their estate discs during game setup is the tiebreaker.

Under the Faster Play rule, when are the removed noble blocks (values 0–5) returned to players?

The noble blocks with values 0 through 5 that were removed during Faster Play setup are returned to players at the beginning of the third turn (which, since the game starts on turn 2, is the third turn of the game = turn 4), per the standard rules for that event.

Is optional rule 12.4 (Sequence of Play) mandatory for 4-player games?

No, it is not mandatory, but the rulebook strongly recommends using it for 4-player games. It must still be agreed upon by all players before the game starts and cannot be changed once the game begins.

Which home province does each noble house belong to for the Private Duchies optional rule?

Radziwiłłs (white) → Lithuania; Sapiehas (red) → Lithuania; Leszczyńskis (yellow) → Great Poland; Potockis (blue) → Little Poland. At game end, each player earns 1 bonus VP per estate they own in their home province.

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