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POWERS

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

defense when conquered, and bonus 1 attack when conquering


adjacent regions. Castles stay in decline.
Proud 5
Collect 3 bonus coin for having coherence (all occupied regions are
adjacent) throughout your entire turn and not abandoning any
regions.
RACES
Tauren 3
Each token counts as 2 when conquering/conquered. So what's the
difference between having a Tauren token instead of 2 normal tokens?
First, when you are conquered, you lose a single token regardless.
Second, when conquering with 3 tokens, you must split the strength
4-2 instead of 3-3. So it's more inconvenient, a tradeoff for being
buffer. Ability carries over to decline.
Mercenary 5
On each turn, may spend (a total of) 1 coin to purchase 1 token and
add it onto the board. May use immediately to conquer.
Parasite 4
All parasite tokens, and the regions they occupy, are infected. When
an infected token successfully conquers a region, all displaced tokens
and the regions they deploy to becomes infected as well. When an
infected token is successfully conquered, the region remains infected,
all tokens from the conquering force becomes infected as well.
Basically, an infected token infects all other tokens in the region they
occupy. In a successful conquest, the offensive and defensive tokens
are considered to occupy the same region temporarily, so if one side
is infected all tokens become infected after the conquest.
During scoring, the Parasites score 1 coin for every infected region,
instead of for every region they occupy. There are no adverse effects
on foreign races for being infected, other than giving points to the
Parasite player.
Declined races and the regions they occupy are immune to infection.
Warlock 6
May swap locations with other races, including declined ones. One
region per player per turn. Ability carries over in decline.
Dark Elves 6

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.

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