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Taunting 6
May select an active race you conquered this turn, to force him on his
next turn (if possible) to conquer one of your regions without rolling
the die. He may have to abandon regions to do so. This also means he
cannot go into decline on his turn.
Each race may be taunted once only.
Disbanding 3
At the end of your turn, may remove all race tokens from the board
for 2 coins each.
May not be used on the last turn of the game.
Apocalyptic 4
May choose to turn all active races into declined ones and all declined
races into active ones, yourself included.
If other players have used only one race, it's like they just used the
Stout ability on their previous turn. They choose a new race and
immediately play it on their next turn.
If other players already have a race in decline, they may either run
their new/old race on their next turn, or spend one turn to decline
those.
Tax Collecting 2
Does nothing. Use only in 4 and 5 player games.
Players must pay $2 to skip choosing this race.
Sapping 4
May lose 1 race token to conquer a region. Another race token is
required to occupy it. No limit per turn.
Stealth 5
May redeploy before every players' turns.
Nomadic 5
Collects 1 bonus coin for each region you abandon and do not
reconquer on the same turn.
Castling 4
May place 1 Castle token each turn. Castle tokens provide bonus 1
When conquered, the conquering force also loses one token, except
for the Elves.
Faeries 5
At the end of your turn, get one extra token from the tray for every
two magic/forest regions that you hold.
Shamans 4
Takes two turns. Tokens may abandon and conquer twice. Player still
scores for coins one time, and must take a full player turn to decline.
Chameleons 6
At the end of each turn, designate a terrain type in which they receive
a plus 2 in defense.
Morphling 5
May use another active race's racial ability. The new ability is in play
until the start of your next turn.
Werewolves 5
Even numbered turns are full moons. During full moons, Werewolves
gets a bonus 1 attack when conquering, and bonus 1 defense when
conquered. Ability carries over to decline.
Goblins 6
Bonus 1 attack when conquering declined races.
Kobolds 5
+1 coin for holding a mountain region.
Hydras 5
When conquered, gain 1 token instead of losing 1 token.
Valkyrie 3
Every token that comes off the board gives you 1 coin. Ability carries
over in decline.
Barbarians 6
Bonus 1 attack when conquering on the first turn.