Glen More II: Chronicles
Choose tiles on a rear-player-first rondel, using adjacent activations, clan connections, and measured expansion to develop a Scottish territory.
Glen More II: Chronicles supports 2–4 players; community best: 3 players; playing time: 90–120 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Glen More II: Chronicles gives each player a Scottish clan territory. The player farthest behind on the rondel acts next. A long jump can secure a desirable tile, but may let rivals take several turns before you act again.
A new territory tile can activate itself and the eight surrounding positions. Scotsmen and river placement constrain expansion, while production, exchanges, and movement can work together in a chosen order. Persons provide another route: they stay outside your territory and open effects on the shared Clan Board.
Four comparison scorings reward Scotsmen in the Home Castle, landmarks, whisky, and Persons. Final scoring also penalizes tiles beyond the smallest territory, so expansion has a cost. Eight optional Chronicles add combinable modules; learning the base rondel, placement, and activation system provides their foundation.
Core rules & scoring
The base game supports 2–4 players. Take the double Home Tile, Scotsmen, and Clan Markers, placing one Scotsman in the Starting Village. Randomize rondel order; the rear player starts with five coins, followed by six, seven, and eight. Use the dummy die with two players; it is optional with three or four.
The rear player always acts next, moving forward any distance to an available tile, taking it and occupying its position. Remaining at the rear allows another turn. Turn order is not fixed, and players may finish with different numbers of turns.
Pay a tile’s printed cost before acquiring it, using the required resources, coins, whisky, or a Scotsman from your territory. You cannot choose an unaffordable tile. Ordinary territory tiles must share an edge with an existing tile and be orthogonally or diagonally next to one of your Scotsmen.
Your territory has only one river. River tiles must extend it, while non-river tiles cannot sit to the left or right of a river tile. Scotsman adjacency still applies; extending the river alone does not make a placement legal.
Overbuild tiles must cover a matching tile type, preserve its river status, and satisfy Scotsman adjacency; a Scotsman on the covered tile also qualifies. Transfer resources and Scotsmen upward and retain earlier one-time benefits. Only the top tile remains active, and the stack counts as one territory tile.
After placement, resolve one-time effects, then optionally activate the new tile and up to eight surrounding tiles, including diagonals. Choose their order but finish each activation before beginning another. Normally each tile activates at most once per turn, and each tile stores at most three resources.
During your turn, buy or sell the five resource types at the market. Buying pays the leftmost empty field and must immediately fund a cost or exchange; purchased resources cannot be stockpiled. Selling takes the rightmost coin stack. No empty field means no purchase; no coins means no sale. Whisky and Scotsmen cannot be traded.
A Person stays outside your territory, triggers no territory activations, and is retained for scoring. Place a Clan Marker on an available Clan Field, pay connecting road costs from the green start or any occupied Clan Field, and receive its effect. Follow individual exceptions such as Douglas permitting repeated claims.
End turns by refilling the rondel, leaving one empty space behind the rear piece. Discard untaken tiles passed by everyone. Placing the last tile of stacks A, B, and C triggers immediate scoring: compare Home Castle Scotsmen, landmark cards, whisky, and Persons with the lowest count in each category, scoring from the difference table without surrendering them.
When everyone reaches or passes The End tile, resolve a fourth comparison scoring. You may normally pass it and take a final tile, or stop on it to finish without another tile. Then lose three points per territory tile beyond the smallest territory, excluding Persons; gain one per coin and apply final landmark effects. Highest score wins, then most resources, then shared victory.
Rules & gameplay questions
Can the rear player really take consecutive turns?
Yes. Reassess the rear position after every turn. If you are still last, you act again, making movement distance relevant to how many turns you receive.
Does taking a Person activate neighboring territory tiles?
No. Persons do not enter the territory or increase its size. Their immediate effect gains a Clan Board effect, and they remain available for comparison scoring.
Can I buy resources for next turn?
No. Market purchases must immediately pay a valid cost, such as acquiring a tile or resolving an activated exchange. Selling requires coins to be present in that resource’s market row.
Does overbuilding remove an old landmark card or count as two tiles?
Neither. Retain one-time benefits, including an acquired landmark card. Only the top tile operates, and the stack counts as one tile when comparing territory sizes.
Does comparison scoring reward only the leader and consume whisky?
No. Compare each player’s lead over the lowest count in each category, then use the difference table. Whisky, Persons, landmarks, and Home Castle Scotsmen remain for later scorings.
Rules & introduction sources
- Edition
- Glen More II: Chronicles base game for 2–4, using Funtails’ current 40-page English V02 manual (©2020), focusing on base rules and appendices. The eight included Chronicles are identified only as optional combinable modules; their individual added rules are not detailed and require their own chapters. Excludes original Glen More rules, Highland Games, promotional modules, and fan solo modes.
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #207 |
| Complexity Weight | 3.00 / 5 |
| Best player count (community) | 3 |
| Player range | 2–4 |
| Playing time (minutes) | 90–120 |
| Core mechanisms | Commodity Speculation · Grid Movement · Market · Set Collection · Tile Placement · Turn Order: Time Track |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2019 |
| Suggested age | 12+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Glen More II: Chronicles, and can I play online?
Glen More II: Chronicles supports 2–4 players; community best: 3 players; playing time: 90–120 minutes. A WANGO browser trial has not been confirmed.
How complex is Glen More II: Chronicles, and which mechanisms does it use?
Weight: 3.00 / 5. Mechanisms: Commodity Speculation · Grid Movement · Market · Set Collection · Tile Placement · Turn Order: Time Track. Chinese publication: Unconfirmed.
Where can I learn Glen More II: Chronicles?
No rule guide, strategy article or WANGO trial has been confirmed for this record.