During the Marauder Phase, a player may spend his 5 APs to put Marauders on the board, move Marauders and attack Soldiers. A player must use all of his APs during his Marauder Phase.
Put a Marauder on the Board: For 1 AP, a player may put a Barbarian (single red checker) on the board. For 2 APs a player may put a Chief (two stacked black checker) on the board.
Marauders must always be placed in vacant squares on the edges of the board. Each Marauder placed in a single phase must be placed on a different edge of the board. Marauders placed in corner squares are considered be on both the edges that contain that corner.
Move a Marauder: For 1 AP a player may move any Marauder to any vacant, adjacent square. The two checkers of a Chief must move as a unit -- they cannot be split up.
Attack a Soldier: For 1 AP, a player may attack a Soldier. The square that the attacked Soldier occupies is the Target Square. A player may only attack a Soldier if the Marauder Attack Value (MAV) for the Target Square of 1 or greater. To calculate the MAV for a given Target Square, start with a base value of 0 and perform the following computations:
- For every Barbarian adjacent to the Target Square, add 1.
- For every Chief adjacent to the Target Square, add 2.
- For every Prince, Knight or Swordsman in or adjacent to the Target Square (regardless of who owns them), subtract 1.
- For every Guard or Champion in or adjacent to the Target Square (regardless of who owns them), subtract 2.
An attacked Soldier is killed and removed from the game. Afterwards, the attacking player must immediately move a Marauder from an adjacent space into the now vacant Target Space. This movement is part of the attack and does not require an additional AP.
Death of a Prince and Winning the Game
When one player loses his Prince, he also loses the game if his opponent has at least one Kill. If this is not the case, the player who lost his Prince is now the Dead Player and his opponent becomes the Surviving Player. The Surviving Player immediately ends his turn (regardless of whether he had any APs left) and the game continues with slightly different rules.
From this point on, the Surviving Player owns all of the Soldiers on the board, regardless of color. Furthermore, the Surviving Player only takes the Soldier Phase portion of his turn, and the Dead Player only takes the Marauder Phase portion of his. Play resumes with the Dead Player starting a new turn.
The Surviving Player wins the game immediately if he ever acquires a Kill. The Dead Player wins if he still owns at least one Kill when the Surviving Player loses his Prince. The game ends in a draw if neither player has a Kill when the second Prince is eliminated.
REFERENCE CARDS
Sibling Rivalry © 2001 Matthew Baldwin.

