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Pillage Merchant Holy

Archiving Guild Protection


Mark a hex with the
Pay 1W and 1 Spell Stop Units marker. Receive 2# each Choose a hex
card to receive 3 Each of your own time when containing your
used Spell cards. unit collects 1 collecting own units. Those
resource from 1 resources. You can units are unaffected
neighboring hex. make trades with by any Spells or
No movement rules anybody, at any Blessings, and
are applied. time. instantly win any
battle in that hex
Minimum cost: 3# before that battle
Peace War starts.
Sages Guild Bandits Temperance
Water Guild
Receive 1 Spell
card each time Choose an enemy Choose any type of
Receive 2W each Guild. Take
when collecting resource. Take half
time when resources used to
resources. (rounded down)
collecting pay its respective
You can use Spells from each player
resources. You do cost,
on other having 5 or more
not pay any cost leaving 2.
playersturns, resources of the
when entering Sea
respecting their use chosen type.
tiles.
conditions.
Pre minim: 2E
Minimum cost: 2W
Fate Peace
Exigency Convergence Sabotage
Sacrifice 1 of your
Scouts Choose 1 hex. You Sacrifice 2 of your
own units by may move any own units by
removing it from Receive randomly number of your removing them
the board. Raise half of a chosen own units in from the board.
the level of that players Spell cards neighboring tiles Lower the level of 2
units type by 1. (rounded down). onto the chosen different enemy
Receive 1 Spell tile. units of a player by
card. Ignore obstacles. 1.
This counts as a
Movement Order.

Fate Fate War Fate

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