User Manual

I. The first turn
During the First Turn of the game, each player:
1. Picks a Race and Special Power combo
2. Conquers some Regions
3. Scores some Victory coins
1. Picking a Race
and Special Power Combo
The player selects one Race and Special Power combo, from
among the six that are visible on the table (including the
combo made of the Race banner and Special Power badge
sitting on top of the stacks at the bottom of the column).
The cost of each combo is determined by its position in the
column. The first combo - located at the top of the column - is
free. Each of the other combos, as you move in succession
down the column, costs one additional Victory coin. That cost
is paid by the player dropping one of his Victory coins on each
of the combos situated above the combo he wishes to pick.
If the combo a player selects contains some Victory coins
(dropped by players who previously passed up this combo),
the player pockets these coins; he must still drop one of his
own Victory coins on each of the combos located above the
one he selected, however.
The player places his combo selection face up in front of him,
and picks a number of matching Race tokens in the removable
storage tray equal to the sum of the values indicated on the
Race banner and its associated Special Power badge.
Unless stated otherwise (for example, Skeletons or Sorcerers)
these Race tokens are the only ones the player will be able to
deploy for this race during the course of the game.
If, on the other hand, a Special Power (or Race power) lets
you take additional Race tokens from the storage tray during
the course of the game, you are still limited by the total
number of tokens physically available. So a player with 18
Sorcerer tokens on the board won't be able to use his Sorcerer
power again until some of his tokens become available.
Finally, the player replenishes the column of combos
available to others; this is achieved by sliding existing combos
(and the Victory coins sitting on them, if any) up one position
in the column, so as to fill the void, and revealing a new combo
from the top of the stack, if appropriate. There should thus
always be 6 combos visible to all players, on the table (within
the limit of Race banners and Special Power badges available
in the pile, once reshuffled if need be, of course).
The player, wanting the
Merchant Skeletons as his
starting Race and Special
Power combo, drops 1 of his
Victory coins on each of the
combos above it, and takes
this set.
The player's chosen Race & Special Power combo
and its corresponding 6+2=8 Race tokens.
Replenishing the column of Race and Special Power combos
3
SW Rules EN_Mise en page 1 19/05/15 13:49 Page4