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.