Word Colony® Original: Creating Alliances
EXTRAS:
Word Colony® Original: Creating Alliances
Alliances between players are recommended if there are at least 4 players. In such cases, two alliances can be formed, each consisting of 2 players.
Alliances can have an equal number of players (e.g. alliances with 2 or more players) or unequal numbers (e.g. some alliances can have 2 players, others 3 or more, or even single players without any allies if they prefer to go solo).
Within an alliance, each player tracks their own score and moves their pawn on the scoreboard.
Side note: Players cannot to reveal their cards or trade with each other, even if they are allies. They will sit on opposite sides of the table with at least one player from another alliance between them. See the example above, two alliances A and B.
6 Reasons to Play Word Colony in an Alliance:
After reading a question, only players who are NOT in the same alliance as the reader may answer, using their ABCD Answer Cards. If no player answers correctly, you and each of your allies will collect cards for the round based on the score of the card read.
When a player successfully develops a Supercolony or performs a Decolonization, they score points for all their allies. Each time a Supercolony is developed within an alliance, all players in that alliance earn 5 points.
Similarly, when a Decolonization is initiated, all allies earn the score of the first word created in that decolonized Supercolony.
After an ally finishes reading the question and the players have collected their cards, both the ally and all their allies can start using their Special Cards (if they have any) and build words at the same time, starting from the first turn.
Each player can create new words on their turn and each turn of their allies. A player can only build words in other colonies if they already have at least one word built on their own table. The round ends when all allies have finished building words.
When an allied player reaches or surpasses a checkpoint (either Quick Game or Master Game), all players in their alliance will also advance to that checkpoint from wherever they are behind it.
Each ally collects 2 new cards from the box and continues the game from that point. The round ends after all allies have finished building words and after everyone has collected their points, advancing their pawn on the scoreboard.
Depending on their strategy, a player may betray their allies, especially if they no longer see any advantage in maintaining the alliance. They can conquer individual words belonging to their former allies and even use their Special Cards against them.
These actions can break the alliance. If players no longer share a common strategy during the game, they can declare the alliance broken. From the next round onwards, each player will become independent.
The player who gets their pawn to the FINISH line first secures victory for the entire Alliance. Moreover, the player achieving this feat becomes the COMMANDER of the Alliance.
Discover the complete series of
Word Colony® Original Expansions
EXTRAS:
Using Expansions
Have one or more Word Colony® expansions? Discover additional game rules and how you can use the expansions.
Creating Alliances
Choose your allies carefully and let the game begin!
Set your strategy and build impressive common word colonies.
Words Allowed
If you choose to play as objectively as possible, we recommend that you consider the official Word Colony® admitted words.
Exploring the Glossary
Unsure about certain terms in the game? Explore the glossary of terms used in Word Colony® games and expansions.
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