User Manual

> Final Conquest Attempt/Reinforcement
Die Roll
During the final conquest attempt of his turn, a player may
find himself with not enough Race tokens left to conquer
another Region outright. Provided he still has at least one
unused Race token, the player may attempt one final conquest
for his turn by selecting a Region that he would normally be 3
or less Race tokens short to conquer. Once the Region is
selected, the player rolls the Reinforcement Die once. Note that
the Region the player wishes to make his last conquest target
for the turn must be selected before rolling the die. This Region
does not have to be the weakest one available for attack either,
provided it could still be conquered with a lucky die roll.
If the sum of the die rolled, combined with the Race token(s)
left in his possession, is high enough to conquer the Region, the
player deploys his remaining Race token(s) there. Otherwise, he
deploys his remaining token(s) in one of the Regions he already
occupied prior. Either way, his conquests for the turn end
immediately thereafter.
> Troop Redeployment
Once a player's conquests for the turn have ended, he may
freely redeploy the Race tokens he has on the board, moving
them from one Region to any other Region occupied by his race
(not necessarily just an adjacent or contiguous Region), provided
that at least one Race token remains in each Region under his
control.
3. Scoring Victory Coins
His turn now complete, the player receives 1 coin from the
Victory stash for each Region his Race tokens occupy on the
map. The player may also collect additional Victory coins as a
result of his Race and/or Special Power benefit.
As the game progresses, a player will likely have some tokens
from another race on the map. These tokens are the remnants
of an earlier race he chose to put In Decline previously (
see
Entering into Decline,
p. 6).
The Regions these In Decline tokens occupy also each contribute
1 Victory coin to the player; Though the Race banner and Special
Power benefits no longer contribute any bonus coins, unless
explicitly stated otherwise in said Race or Special Power benefit.
Players keep their Victory coins stacked together, their value
hidden from other players at all times; final scores are not
revealed until the end of the game. If necessary, a player may
request change from the Victory stash for his coins at any time.
With 3 Regions occupied, the Merchant Skeletons receive 3 Victory coins,
plus 3 bonus Victory coins for their Merchant Special Power
(1 bonus Victory coin for each Region they occupy).
The player redeploys his Skeleton Troops in his Regions.
This redeployment includes 1 additional Skeleton token received as
a result of the Skeletons racial capacity (1 bonus Race token for every
2 non-empty Regions captured this turn).
The Hill Tritons' Special Power is Active; the player controlling them
receives one bonus Victory coin, since the Tritons occupy a single Hill
Region. The same player's Skeletons' Merchant Special Power is no
longer Active, since the Skeletons went In Decline. The player receives one
Victory coin per Region his Skeletons occupy, but no bonus Victory coins.
Thanks to a lucky Reinforcement Die
roll and despite a bare-bone crew,
the Skeleton player manages to conquer
these Mountains as his final conquest
for this turn.
5
SW Rules EN_Mise en page 1 19/05/15 13:49 Page6