User Manual
10
Tritons
Your Tritons may conquer all Coastal Regions
(those bordering a Sea or Lake) at a cost of
1 less Triton token than normal. A minimum
of 1 Triton token is still required.
Trolls
Place a Troll's Lair in each Region your Trolls
occupy. The Troll's Lair augments your
region's defense by 1 (just as if you had an
additional Troll token stationed there), and
stays in the Region even after your Trolls go
into Decline. Remove the Troll's Lair if you abandon the Region or
when an enemy conquers it.
Wizards
Each Magic Region your Wizards
occupy is worth 1 bonus Victory
coin, at the end of your turn.
Blank Race banner
We have provided you with one additional
blank Race banner, which you may use to
create a race of your own invention. When designing such a race
and choosing the number of Race tokens to assign to it, keep in
mind that it may end up associated with any possible Special
Power. Make sure never to pick a number higher than 10 or you
will risk running out of Race tokens you might otherwise have
been entitled to during the course of the game.
If you wish to play with your newly created race, use the tokens
of another race (with a similar or greater number of tokens) as
stand-in tokens for your new race - and make sure to remove
the corresponding old Race banner from the game before the
start!
> Special Powers
In the description of Special Powers that follow, when we use
the term "you" or "your", we mean the Race tokens of your race
associated with this Special Power. Unless explicitly stated
otherwise, this usually excludes any token In Decline from your
earlier race.
The list that follows details the advantage(s) granted by this
Special Power; the additional number of Race tokens received
when associating this Special Power to a Race banner is listed
in the circle inside the Special Power badge.
Alchemist
Collect 2 bonus Victory coins at the end of each
turn your race hasn't yet gone into Decline.
Berserk
You may use the Reinforcement die before
each of your conquests, rather than just the
last one of your turn. Roll the die first; select
the Region you wish to conquer; then place
the required number of Race tokens (minus
the die results) there. If you do not have enough tokens left, this
is your final conquest attempt for the turn. As usual, a minimum
of 1 token is still required to attempt the conquest.
Bivouacking
Deploy the 5 Encampment tokens in any of
your Region(s), during your Troop Rede-
ployment phase. Each Encampment counts
as 1 Race token toward the defense of the
Region in which it is placed (thereby
protecting a single Race token with an Encampment from the
Sorcerer's Racial Power). Multiple Encampments may be placed
in the same Region to obtain a higher defense bonus. Each turn
you may break camp and settle in any new Region you occupy.
Encampments are never lost during an attack
on the Region they are in: they are redeployed
at the end of the current player's turn. When
the Race they were associated with goes into
Decline, they disappear.
Commando
You may conquer any Region with 1 less
Race token than normal. A minimum of 1
token is still required.
Diplomat
At the end of your turn, you may select one
opponent whose Active race you did not
attack this turn as your ally. You are now at
peace with him and he cannot attack your
active race until your next turn. You may
change allies each turn, or stay at peace with the same
opponent. Tokens In Decline are not impacted (so Ghouls In
Decline are immune to this power and may still attack you).
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