User Manual

6
II. Following turns
In following turns, the first player moves the Game Turn
marker up one spot on the track and the game continues
clockwise. During his turn, each player must now either:
l Expand the reach of his race through new conquests
OR
l Put his race In Decline to select a new one.
The player then scores Victory coins again (see
Scoring Victory
coins,
p. 5).
Expanding through new Conquests
> Ready your Troops
Leaving in place one Race token in each Region they occupy,
the player may take all his other Active Race tokens from the
map back in hand and use them to conquer new Regions.
> Conquer
All rules relative to the conquest of a new Region (see
Conquering Regions,
p. 4) must be respected, with the exception
of the rule relative to the First Conquest - which only applies to
new races entering on the map.
> Abandoning a Region
Only those Race tokens that were taken back in hand may
be used to conquer new Regions. If a player wishes to free up
some more Race tokens, he may opt to entirely empty up
some - or all - Regions, leaving no Tokens there; but in this
case, these now abandoned Regions will no longer be
considered his, nor bring him any Victory coins. If the player
chooses to abandon all the Regions he previously occupied,
his next conquest must follow the same rules as its First
Conquest (see
First Conquest,
p. 4).
Entering In Decline
Once a player thinks that his Active race is over-
extended and no longer has the impetus required to
continue expanding successfully or defend itself from
increasingly threatening neighbors, he may choose to put it In
Decline by selecting a new Race and Special Power combo from
those available on the table at the start of his next turn.
To do so, the player flips his current Race banner upside down,
so that the grayed-out In Decline side becomes visible to all,
and discards the Special Power badge that was associated with
it as that Special Power badge is no longer in effect, unless
dictated otherwise (e.g. Spirit Special Power).
He also flips a single Race token onto its In Decline side in
each Region those tokens occupied and removes all other
tokens of this Race from the map, placing them back into the
storage tray.
Each player can only have a single race In Decline on the map
at any given time. If the player still has tokens from an earlier
In Decline race left on the map, those are all immediately
removed from the map and placed back in the storage tray,
before flipping the new tokens into Decline.
The Race banner of the now vanished race is placed at the
bottom of the stack of Race banners, or in the lowest empty
slot in the banner column, if any. The same is also done when
the last token of a race In Decline is wiped off the map as the
result of their last Region being conquered.
The player can make no conquests during the turn his race
goes into decline; his turn ends immediately after scoring! He
gains 1 Victory coin for each Region his newly In Decline tokens
occupy, but unless stated otherwise, he scores no Victory coins
from his now In Decline Race banner power or discarded Special
Power benefits.
On his next turn, the player will select a new Race and Special
Power combo from among those now available to him. He then
follows the same rules used during the first turn of the game.
The only difference, but it's a sizeable one, is that the player
will now likely collect Victory coins from his new race as well as
from left-over tokens of his now In Decline race, during the
Scoring Victory coins phase of his turn.
These Merchant Skeletons were bad to the bone!
Their remnants are now wiped off the map and their Race banner
placed back at the bottom of the pile.
SW Rules EN_Mise en page 1 19/05/15 13:49 Page7