User Manual

9
> The Races
The list that follows details the benefit(s) conferred to each race;
the number of matching Race tokens received when selecting
this Race banner is indicated by the numerical value listed on
the banner.
Amazons
Four of your Amazon tokens may only be
used for conquest, not for defense, as
indicated by the +4 on the banner itself. So
you start your initial turn with 10 Amazon
tokens (plus any additional ones that may
be granted to you by the Special Power associated with the
Amazons, depending on your combo). At the end of each of
your Troop Redeployments (see
Troop Redeployment,
p. 5),
remove four tokens from the map, making sure to leave at least
one Amazon token in each of your Regions if possible, and only
take these four tokens back in hand to redeploy on the map
once you Ready your Troops (see
Ready your Troops,
p. 6) at
the start of your next turn.
Dwarves
Each Mine Region your Dwarves
occupy is worth 1 bonus Victory
coin, at the end of your turn.
This power is kept even when
the Dwarves are In Decline.
Elves
When the enemy conquers one of your
Regions, keep all your Elf tokens in hand for
redeployment at the end of the current
player's turn, rather than discarding 1 Elf
token back into the storage tray (see
Enemy
Losses & Withdrawals,
p. 4).
Ghouls
Your Ghoul tokens all stay on the map when
going into Decline, instead of the usual 1
token per Region. In addition, unlike other
Races, once In Decline, your Ghouls can
continue to conquer new Regions in the
following turns, playing exactly as if they were still Active tokens.
However these conquests must be done at the start of your turn,
before any conquest by your Active race. You may even attack
your own currently Active race with your In Decline Ghouls, if
you wish.
Giants
Your Giants may conquer any
Region adjacent to a Mountain
Region they occupy at a cost of 1 less Giant
token than normal. A minimum of 1 Giant
token is still required.
Halflings
Your Halfling tokens may enter the map
through
any
Region of the map, not just
border ones. Place a Hole-in-the-Ground in
each of the first 2 Regions you conquer, to
make them immune to enemy conquests as well as racial and
special powers. You remove your Holes-in-the-Ground (and lose
the protection they confer in these Regions) when your Halflings
go into Decline, or if you choose to abandon a Region containing
a Hole-in-the-Ground.
Humans
Each Farmland Region your
Humans occupy is worth 1
bonus Victory coin, at the
end of your turn.
Orcs
Each not empty Region your Orcs conquered
this turn is worth 1 bonus Victory coin, at the
end of your turn.
Ratmen
No Race benefit; their sheer number of
tokens is enough!
Skeletons
During your
Troop Redeployment
(p. 5),
take 1 new Skeleton token from the
storage tray for every 2 non-empty Regions
you conquered this turn, and add it to the
troops you redeploy at the end of your turn.
If there are no more tokens in the storage tray, you do not
receive any additional tokens.
Sorcerers
Once per turn per opponent, your Sorcerers
can conquer a Region by substituting one of
your opponent's Active tokens with one of
your own taken from the storage tray. If
there are no more tokens in the storage tray,
then you cannot conquer a new Region in this way. The token
your Sorcerers replaces must be the only race token in its Region
(A single Troll token with its Troll's Lair is considered alone for this
purpose; likewise for a Race token in a Fortress or on a Mountain,
these markers provide no protection to a lone Race token) and
that Region must be adjacent to one of your Sorcerers'. Place
the substituted opponent's Race token back into the storage tray.
If an Elf is converted by a Sorcerer, the Elf does lose his token.
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