Every faction's goal in the COR is to spread their influence to the point where they are the dominant superpower in the Circle of Realms. To do this, each faction begins with 10 influence flags in their possession. The first player to spread all 10 of their influence flags to other factions wins the game. If in an alliance, the winning player's alliance wins if one of the players has spread all of their influence flags without being in possession of any of their allies' influence flags as well.
There are several ways a player can give influence flags to another player. When giving a flag to another player, you may choose to spread your influence by giving one of your flags, or you may choose to resist someone else's influnece by giving away a flag that originally belonged to another faction. Sometimes, it's more useful to resist someone else's influence than to spread your own. The ways you may give a flag are:
When entering a new tech age, immediately give an influence flag to a player of your choice.
If you unlock an unlockable, immediately give an influence flag to a player of your choice.
When taking over a neutral or enemy building, place one of your influence flags on the building to show that you control it. Unless otherwise stated, this flag is no longer considered to be in your possession. Place this flag back into your possession if you lose control of the building.
When completing a quest, immediately give an influence flag to the quest giver. If the quest giver has another flag, return that flag to its owner.
When destroying an enemy building, give a flag to the enemy whose building you destroyed.
When killing an enemy hero, give a flag to the enemy whose unit you killed.
Players may wish to have a shorter game with a clearer end goal. If so, play with the following variant: players may only spread their own influence and cannot resist influence that has already been spread to them. This means that players cannot regain flags that they've spread to each other, making their progress towards victory definitive and concrete.
If the game ends before a player can lose all of their flags, then all alliances tally up their own flags. Whichever alliance has the fewest flags of their members' flags at the end of the game wins the game.
If there is a tie, compare individual players within the alliance. The winning alliance is the alliance of whichever player has the fewest flags of their members.
If there is still a tie, count overall flags in each alliance. The winning alliance is the alliance with the fewest flags overall.
If there is still a tie, count overall flags for each player in the alliance. The winning alliance is the alliance of whichever player has the fewest flags overall.
If there is still a tie, then the game ends in a tie!