Small World Almanac v1 2 Book Format
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Transcript of Small World Almanac v1 2 Book Format
SMALL WORLD
ALMANAC
VVERSIONERSION 1.21.2
CCOMPILEDOMPILED BYBY MMATTATT MMALLASALLAS (M(MRRMMANAN22KK3)3)
AARTRT HASHAS BEENBEEN USEDUSED WITHWITH PERMISSIONPERMISSION FROMFROM DDAYSAYS OFOF WWONDERONDER
SMALL WORLDSMALL WORLD
CURSEDCURSED GRAND DAMESGRAND DAMES
BE NOT AFRAIDBE NOT AFRAID UNDERGROUNDUNDERGROUND
Barbarians Be NOT AFRAID
Race Tokens: 9 (14 Max) Power: Your Barbarians cannot redeploy
their troops at the end of each turn. If your fi-nal conquest attempt fails, keep the unused Barbarians off the board until the start of your next turn.
Amazons SMALL WORLD Race Tokens: 6 (15 Max) Power: 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 to-kens (plus any additional ones that may be granted to you by the Special Power associ-
ated with the Amazons, depending on your combo). At the end of each of your Troop Redeployments, 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 at the start of your next turn.
Cultists UNDERGROUND
Race Tokens: 5 (10 Max) Power: Place the Great Ancient in the first
Region your Cultists conquer. This Region is immune. Conquer any Region adjacent to the Great Ancient at 1 less Cultist token than usual (minimum of 1). At the start of each of your following turns, you may move your
Great Ancient to the Region of your choice that your Cultists al-ready occupy.
RRRACESACESACES
Stonehedge UNDERGROUND
Power: The player who discovers Stonehedge imme-
diately draws a Special Power at random from the stack of Special Powers. This becomes associated with
Stonehedge for the rest of the game. Ignore any Race tokens value indicated on that Special Power’s badge. Like all Popular Places, using the Special Power associated with Stonehedge is optional; for instance, if the player’s Race who discovers Stone-hedge has the Vanishing Special Power, that player is not forced to use Vanishing immediately upon discovering Stonehedge. Fur-thermore, if the Special Power associated with Stonehedge is a Power that has an effect on In Decline troops (Reborn, Wise, etc.), the player only gets to use Stonehedge’s power once their troops are In Decline. If the Special Power associated with Stonehedge is Tomb, that player’s tokens, once In Decline, do NOT all disappear at once should the player lose control of the Region containing Stonehedge.
The Wickedest Pentacle UNDERGROUND
Power: The player who discovers the Wickedest Pen-
tacle immediately sends the Balrog invoked by it into a neighboring (i.e. sharing a common border) Region of
their choice. If that Region is occupied, it is immediately con-quered by the Balrog and that Region’s prior occupant loses not 1, but 2 tokens (if any) into the tray as a result of the Balrog’s con-quest. The Region now containing the Balrog is immune to all players, and does not score Victory coins for anyone (player who controls the Balrog included). In subsequent turns, the player whose troops occupy the Pentacle’s Region may move the Balrog to the neighboring Region of their choice, once at any point during their turn, and repeat the process described above. The Balrog can conquer and occupy River, Sea, and Lake Regions.
The Diamond Fields UNDERGROUND
Power: At the end of their turn, the player collects 1
bonus Victory coin for the Region their Diamond Fields are on and for any other Region their (same Race)
troops occupy that is of the same Terrain type. The Diamond Fields function even when the troops that occupy it are In Decline.
The Fountain of Youth UNDERGROUND
Power: At the start of their turn, the player whose
troops occupy the Fountain of Youth’s Region receives 1 bonus Race token (provided there is at least one left
in the tray).
The Keep on the Motherland UNDERGROUND
Power: The Keep on the Motherland is worth 1 bonus
Victory coin for the player whose troops occupy it at turn’s end. The Keep also augments that Region’s de-
fense by 1. Both of these benefits persist even once the troops oc-cupying the Keep are In Decline.
The Mine of the Lost Dwarf UNDERGROUND
Power: At the end of their turn, the player whose
troops occupy the Mine of the Lost Dwarf’s Region col-lects 2 bonus Victory coins. The Mine of the Lost Dwarf
yields these bonus coins even if the troops that occupy its Region are In Decline. The Scepter of Avarice has no effect if placed in the Mine.
The Great Brass Pipe UNDERGROUND
Power: All Regions of the same Terrain type as the
one in which the Great Brass Pipe is discovered are considered adjacent, for the player’s whose Troops oc-
cupy that Region
Drow UNDERGROUND
Race Tokens: 4 (9 Max) Power: At turn’s end, collect 1 bonus Victory
coin for each Region your Drow occupy that is not sharing a border with any Region contain-ing another Race (including your own non-Drow Races; opponents’ Races, even those In Decline; and Monsters).
Dwarves SMALL WORLD
Race Tokens: 3 (8 Max) Power: 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 SMALL WORLD
Race Tokens: 6 (11 Max) Power: 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 to-ken back into the storage tray. Elf tokens are lost to the Sorcerers’ Racial Power and the
Vampire Special Power.
Flames UNDERGROUND
Race Tokens: 4 (9 Max) Power: Place the Volcano on one of the
Abysmal Chasm Regions marked with a Vol-cano symbol (or any Mountain Region on the original Small World map). Any Region adja-cent to the Volcano, or continuously linked to it by Regions occupied by your Flames, is at-
tacked at the same Flames token cost as if the Region was empty.
Goblins CURSED
Race Tokens: 6 (11 Max) Power: You may conquer any In Decline
Region at a cost of 1 less Goblin token than normal. A minimum of 1 token is still required.
Gnomes UNDERGROUND
Race Tokens: 6 (11 Max) Power: During their turns, other players can-
not use their Racial & Special Powers or any effect of the Places or Relics they control to conquer Regions occupied by your Gnomes.
Giants SMALL WORLD
Race Tokens: 6 (11 Max) Power: Your giants may conquer any Re-
gion adjacent to a Mountain (or Black Moun-tain) Region they occupy at a cost of 1 less Giant token than normal. A minimum of 1 Gi-ant token is still required.
Ghouls SMALL WORLD
Race Tokens: 5 (10 Max) Power: Your Ghoul tokens all stay on the
map when going In 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 De-cline Ghouls, if you wish. In Decline Ghouls are not considered as an Active Race by other Racial or Special Powers.
The Stinky Troll’s Socks UNDERGROUND
Power: Once per turn, the player whose troops con-
trol the Stinky Troll’s Socks may conquer 1 Region as if it was empty. The opponent player whose Race tokens
were in that Region gets to redeploy them all to their other Re-gions at turn’s end (or back in hand, if they have no troops left on the board).
The Sword of the Killer Rabbit UNDERGROUND
Power: Once per turn, the player whose troops con-
trol the Sword of the Killer Rabbit may conquer one Re-gion using 2 less tokens than normal.
PPPOPULAROPULAROPULAR PPPLACESLACESLACES The Altar of Souls UNDERGROUND
Power: At the end of each of their turns, the player
whose troops occupy the Region containing the Altar of Souls may discard a single of their In Decline tokens in
the Region of their choice to collect 3 bonus Victory coins at turn’s end. The Altar even functions when the troops that occupy it are In Decline.
The Crypt of the Tomb-Raider UNDERGROUND
Power: At the end of their turn, the player whose
troops occupy the Region containing the Crypt of the Tomb-Raider places its Ghost in any Region, except
the one containing the Crypt, to make it immune. A player whose troops are In Decline in the Tomb-Raider’s Crypt can no longer move the ghost, but the Region containing the Ghost remains im-mune. When a player conquers the Crypt, the Ghost immediately leaves the Region it was protecting, and falls under the control of the conquering player.
RRRIGHTEOUSIGHTEOUSIGHTEOUS RRRELICSELICSELICS The Flying Doormat UNDERGROUND
Power: Once per turn, the player whose troops con-
trol the Flying Doormat may conquer any Region, even one that is not adjacent to their own. The Flying Door-
mat is placed in this new Region. If the conquest attempt fails, the doormat remains where it was prior to the conquest attempt.
Froggy’s Ring UNDERGROUND
Power: At the end of their turn, the player whose
troops control Froggy’s Ring places it in a Region their troops occupy to collect 1 Victory coin from each player
with at least 1 Active Race token in a Region bordering the Region the Ring is placed in. Should an opponent have no coins left, Froggy’s Ring may still be placed in a Region next to their troops, but no coin is collected.
The Scepter of Avarice UNDERGROUND
Power: At the end of their turn, before scoring, the
player who controls the Scepter of Avarice places it in a Region their troops occupy to double the number of
Victory coins collected from that Region. Dwarves don’t like to be known as greedy and will not accept the Scepter of Avarice in their mine, though: The Scepter will have no effect if placed in a Region containing the Mine of the Lost Dwarf. Note that the Scepter never doubles the number of victory coins received from other players (e.g. Liches, Thieving, and Froggy’s Ring powers).
The Shiny Orb UNDERGROUND
Power: Once per turn, the player whose troops con-
trol the Shiny Orb may use it to substitute a single Ac-tive opponent token with a bonus token of their own to
conquer that Region. For the purpose of this relic, a single token is defined the same way as for the Vampire Special Power.
Homunculi BE NOT AFRAID
Race Tokens: 5 (15 Max) Power: Each time a Homunculi Race combo
is bypassed, in addition to a Victory coin, you must also add a Homunculus token taken from the storage tray (if any are left) to the combo. These tokens are added to those nor-
mally received when the Homunculi combo is finally picked, along with any Victory coins.
Gypsies GRAND DAMES
Race Tokens: 6 (11 Max) Power: Place 1 bonus Victory coin (taken
from the Victory stash) in each Region you abandon. You cannot conquer these Regions again this turn, but you receive the coins they hold as a bonus at turn’s end.
Halflings SMALL WORLD
Race Tokens: 6 (11 Max) Power: 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. Remove
your Holes-in-the-Ground when your Halflings go In Decline, or if you choose to abandon a Region containing a Hole-in-the-Ground.
Humans SMALL WORLD
Race Tokens: 5 (10 Max) Power: Each Farmland Region your Hu-
mans occupy is worth 1 bonus Victory coin, at the end of your turn. If playing on the Small World Underground map, immediately take 5 Victory coins when choosing the Humans.
Kobolds CURSED
Race Tokens: 11 (16 Max) Power: You may never occupy (nor con-
quer) a Region with less than two Kobold to-kens. When going In Decline, however, keep a single token in each Region, as normal.
Iron Dwarves UNDERGROUND
Race Tokens: 7 (12 Max) Power: During the Troop redeployment
phase of each of your turns, take 1 additional Silver Hammer token for each Mine Region you occupy and place it in front of you. From now on, and until the Dwarves go In Decline, you may use these Silver Hammers for con-
quests only, but not for defense, during the Conquest phase of your subsequent turns. At the end of the Troop Redeployments of each of your turns, remove all the Silver Hammers from the map, making sure to leave at least one Iron Dwarf token in each Region. Take your Silver Hammers back in hand and place them off the board, in front of you, where they will wait until the start of our next Conquest phase.
Kraken UNDERGROUND
Race Tokens: 5 (10 Max) Power: At the end of your turn, you do not
have to empty any of the River Regions your Kraken may be in. You can leave them in and score Victory points for these River Regions—even once you are In Decline! And of course, any Race hoping to pass through a River Re-
gion occupied by Kraken must conquer it first. On the original Small World map, Kraken may conquer Lake or Sea Regions.
Vanishing UNDERGROUND
Race Tokens: 5 Power: When your Vanishing tokens go In De-
cline, remove them all from the map but collect 2 Victory coins per Region they occupy.
Vengeful UNDERGROUND
Race Tokens: 4 Power: Give 1 Vengeance marker to each player
that attacks any of your Races during their turn. During your next turn, you can attack any Region
occupied by that player’s tokens (Active or In Decline) at a cost of 1 less token than normal. A minimum of 1 Vengeful troops token is still required. At the end of your turn, take any Vengeance markers you had given to your opponents earlier back in your hand.
Wealthy SMALL WORLD
Race Tokens: 4 Power: Collect 7 bonus Victory coins, once only,
at the end of your first turn.
Were- Cursed
Race Tokens: 4 Power: Each night (even-numbered game turn)
you may conquer all Regions with 2 less Race to-kens then normal. A minimum of 1 token is still re-
quired. Your Special Power has no effect during the day (odd-numbered game turn).
Wise UNDERGROUND
Race Tokens: 4 Power: At the end of any turn your Wise tokens
are In Decline (including the turn you send them In Decline), if they still occupy at least 1 Region on the
board, score 2 bonus Victory coins.
Underworld SMALL WORLD
Race Tokens: 5 Power: You may conquer any Region with a Cav-
ern (or bordering a Chasm) with 1 less Race token than normal. A minimum of 1 token is still required.
All Regions with a Cavern are also considered adjacent to each other for your conquest purposes.
Vampire UNDERGROUND
Race Tokens: 5 Power: Once per turn per opponent, your Vampire
tokens can conquer a Region by substituting one of your opponent’s Active tokens with one of your own
Vampire tokens, taken from the storage tray (or your hand, if none are left in the tray). The token your Vampire replaces must be the only Race token in its Region. A single opponent token in a Black Mountain Region, in a Region with the Keep on the Motherland, and a single opponent token protected by Mushroom Armor all still count as Regions with a single token for this purpose, and may thus be Vampirized. A Region containing a single Gnome token is protected, however. Place the substituted opponent’s Race token back into the storage tray. If an Immortal (or Elf) token is Vam-pirized, its token is lost and placed back into the tray.
Tomb UNDERGROUND
Race Tokens: 5 Power: When going In Decline, you may keep all
your Tomb tokens on the map; you may redeploy them one final time before scoring for your In De-
cline turn. If a Region containing your In Decline tomb is con-quered, at the end of the attacking player’s turn, you may redeploy any Tomb tokens in excess of the ones lost to your opponent’s conquests as if your Tombs were still Active. If your Tomb tokens have no Region left on the board, you may not redeploy them, however. At this point, they are all permanently lost.
Leprechauns BE NOT AFRAID
Race Tokens: 6 (11 Max) Power: During Redeployment, place 1 Pot
of Gold in any (or all, if you wish) of the Re-gions your Leprechauns occupy. Each Pot of Gold still present at the start of your next turn goes into your Victory stash and is worth 1
coin. If an opponent conquers one of these Regions before your next turn, they get the Pot of Gold instead. Any remaining Pot of Gold tokens can be used during subsequent redeployments until all are gone.
Liches UNDERGROUND
Race Tokens: 5 (10 Max) Power: Collect 1 bonus Victory coin from
any opponent each time they successfully conquer one of your In Decline Liches’ Re-gions. An opponent with no coins remaining cannot conquer a Region occupied by your In Decline Liches.
Lizardmen UNDERGROUND
Race Tokens: 7 (12 Max) Power: Your Lizardmen may pass through
any River, Sea, or Lake Region, occupied or empty, without having to conquer it or leave any token on it.
Mudmen UNDERGROUND
Race Tokens: 5 (12 Max) Power: During the Troop redeployment
phase of your turn, take 1 new Mudman token from the tray for each Mudpool (or Swamp) Region you occupy and deploy them in any Region(s) your Mudmen occupy.
Pixies BE NOT AFRAID
Race Tokens: 9 (16 Max) Power: During your Troop Redeployment,
leave only a single Pixie token in each Region they occupy. All your other Pixies must be kept off the board until the start of your next turn.
Mummies UNDERGROUND
Race Tokens: 10 (15 Max) Power: All your Mummies’ conquests re-
quire 1 more Mummy token than usual.
Ogres UNDERGROUND
Race Tokens: 5 (10 Max) Power: Conquer Regions with 1 less Ogre
token than usual. A minimum of 1 Ogre token is still required.
Orcs SMALL WORLD
Race Tokens: 5 (10 Max) Power: Each not-empty Region your Orcs
conquered this turn is worth 1 bonus Victory coin at the end of your turn.
Spirit small WORLD
Race Tokens: 5 Power: When the Race tokens associated with
your Spirit Power go In Decline, they never count toward the limit of having only a single In Decline
Race on the map at any given time. You may thus end up with two different Races In Decline on the map at the same time and score for them both. If a third Race you control goes In Decline, your Spirits remain on the board, although the other Race already In Decline disappears, as normal. In other words, your In Decline Spirits never leave the map (except when taking losses from oppo-nents’ conquests), though other Races sent In Decline may go away when a new Race goes In Decline.
Stone UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each
Black Mountain (or Mountain) Region you occupy at turn’s end.
Stout small WORLD
Race Tokens: 4 Power: You may go In Decline at the end of a
regular turn of conquests, after scoring, instead of spending an entire turn going In Decline.
Swamp small WORLD
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each
Swamp (or Mud Pool) Region you occupy at turn’s end.
Thieving UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin from each
player with at least one Active Race token bordering one of your Regions your Thieves occupy at turn’s end.
Reborn UNDERGROUND
Race Tokens: 5 Power: Once your Reborn are In Decline, at the
start of each of your turns you may empty 1 or 2 of their Regions, and replace those tokens with a sin-
gle new token from your Active Race (taken from the tray, or from your hand if none are left in the tray) in each of these Regions.
Royal UNDERGROUND
Race Tokens: 5 Power: At the end of your turn, place your Queen
in a Region your Royal tokens occupy, to make it immune. If you go In Decline, your Queen stays
where it was and keeps that Region immune, but can no longer be moved.
Seafaring small WORLD
Race Tokens: 5 Power: As long as your Seafaring Race is Active,
you may conquer the Seas, Lake, and River Re-gions, considering them as empty Regions. You
keep these Regions even once you go In Decline, and continue scoring for them as long as you have tokens there. Only Seafaring Races (and Kraken) may occupy the Seas and the Lake.
Shield UNDERGROUND
Race Tokens: 3 Power: For each Mushroom Forest (or Forest) Re-
gion you occupy at the end of your Conquest phase, take 1 Mushroom Armor from the tray in your hand.
Deploy these Mushroom Armors in any of your Region(s), during your Troop Redeployment phase. Each Armor placed in a Region augments that Region’s defense by 1, even when In Decline. These markers do not count as Race tokens (for instance, a single Race token with 1 or more Shields in a Region could still be Vam-pirized). You can stack multiple Mushroom Armor in the same Re-gion. Remove the Armor and discard them back in the tray when you abandon the Region or any enemy conquers it. Otherwise, keep it in play as long as your Shield troops are on the board.
Pygmies BE NOT AFRAID
Race Tokens: 6 (11 Max) Power: Each time you lose a Pygmy token,
roll the Reinforcement Die and receive as many new Pygmies from the storage tray as you rolled pips on the die (up to the number of Pygmies left). Deploy them on the board at
the end of the current player’s turn.
Priestesses GRAND DAMES
Race Tokens: 4 (9 Max) Power: When they go In Decline, take one
Priestess token from each occupied Region and stack them to form a single “Ivory Tower” pile in one of the Regions they occupy, aban-doning all others. Each turn, score 1 bonus
Victory coin for each Priestess token in the Ivory Tower, in lieu of your usual In Decline scoring. But beware: your Ivory Tower may still be conquered like any other Region (with enough Race to-kens or a Dragon)! If your Priestesses were Fortified, their Ivory Tower can be built atop a single Fortress.
Ratmen SMALL WORLD
Race Tokens: 8 (13 Max) Power: No Race benefit; their sheer num-
ber of tokens is enough!
Shadow Mimes UNDERGROUND
Race Tokens: 7 (12 Max) Power: When initially selecting this Race,
you may immediately swap the Shadow Mimes’ Special Power with any other visible Special Power of your choice that is visible in the list of combos. You do not swap or pick up any coins on the Combo initially associ-
ated with the Special Power you are mimicking.
Shrooms UNDERGROUND
Race Tokens: 5 (10 Max) Power: Each Mushroom Forest (or Forest)
Region your Shrooms occupy is worth 1 bo-nus Victory coin at turn’s end.
Skeletons SMALL WORLD
Race Tokens: 6 (20 Max) Power: During your Troop Redeployment,
take 1 new Skeleton token from the storage tray for every 2 non-empty Regions you con-quered 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 SMALL WORLD
Race Tokens: 5 (18 Max) Power: Once per turn per opponent, your
Sorcerers can conquer a Region by substitut-ing 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 Sorcerer replaces must be the only Race to-ken in its Region and that Region must be adjacent to one of your Sorcerers’ Regions. Place the substituted opponent’s Race token back into the storage tray. If an Elf is converted by a Sorcerer, the Elf does lose their token.
Spiderines UNDERGROUND
Race Tokens: 7 (12 Max) Power: For conquest purposes, consider all
Caverns or Regions bordering a Chasm as adjacent to Regions you already occupy. Your first conquest may be any Region bordering a Chasm. Conquer Caverns with 1 less token.
Mystic UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each Mys-
tic Crystal (or Magic) Region you occupy at turn’s end.
Peace-Loving GRAND DAMES
Race Tokens: 4 Power: Collect 3 bonus Victory coins at the end of
each turn during which you have attacked no Active Race. You have no love for In Decline Ghouls,
though, and may attack them without forfeiting your Peace-Loving bonus.
Pillaging small WORLD
Race Tokens: 5 Power: Each non-empty Region you conquer this
turn is worth 1 bonus Victory coin at turn’s end.
Quarreling UNDERGROUND
Race Tokens: 3 Power: Collect 1 bonus Victory coin for each
separate set of Regions (i.e. group of Regions not sharing a common border with another group of Re-
gions) your Quarreling tokens occupy at turn’s end. If all your Quarreling tokens form a single contiguous set of Regions on the map you score 1 bonus coin; if they are split across two separate sets, you score 2 bonus coins; etc...
Ransacking Cursed
Race Tokens: 4 Power: Each time you successfully conquer a Re-
gion containing an opponent’s Active Race token, they must immediately pay you 1 Victory coin from
their own personal stash (unless they have no coins left). You can-not ransack In Decline Ghouls.
Mercenary BE NOT AFRAID
Race Tokens: 4 Power: Each time you conquer a Region, you may
spend 1 Victory coin to reduce the number of tokens you need to conquer it by 2. A minimum of 1 token
is still required. If you use Mercenary during your final conquest attempt, you may decide to do so after you roll your Reinforcement Die.
Merchant small WORLD
Race Tokens: 2 Power: Collect 1 bonus Victory coin for any Re-
gion you occupy at turn’s end.
Mining UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each Mine
Region you occupy at turn’s end.
Mounted small WORLD
Race Tokens: 5 Power: You may conquer any Hill or Farmland
Region with 1 less Race token than normal. A mini-mum of 1 token is still required.
Muddy UNDERGROUND
Race Tokens: 3 Power: Collect 1 bonus Victory coin for each
Muddy (or Swamp) Region you occupy at turn’s end, even when In Decline.
White Ladies GRAND DAMES
Race Tokens: 2 (7 Max) Power: Once In Decline, your White Ladies
become immune to your opponents’ con-quests and Racial and Special Powers.
Tritons SMALL WORLD
Race Tokens: 6 (11 Max) Power: Your Tritons may conquer all
Coastal Regions (those bordering a Sea, Lake, or River) at a cost of 1 less Triton than normal. A minimum of 1 Triton token is still required.
Trolls SMALL WORLD
Race Tokens: 5 (10 Max) Power: Place a Troll’s Lair in each Region
your Trolls occupy. The Troll’s Lair augments your Region’s defense by 1, and stays in the Region even after your Trolls go In Decline. Remove the Troll’s Lair if you abandon the Region or when an enemy conquers it.
Will-o’-Wisps UNDERGROUND
Race Tokens: 6 (11 Max) Power: You may use the Reinforcement die
before any conquest of a Mystic Crystal (or Magic) Region or any Region adjacent to a Mystic Crystal (or Magic) Region your Will-o’-Wisps occupy. Designate the Region you wish to conquer before you roll the die. Re-
gardless of your die roll result, if you have enough Will-o’-Wisp tokens left to conquer this Region, you must conquer it once your roll is made.
SSSPECIALPECIALPECIAL PPPOWERSOWERSOWERS Adventurous UNDERGROUND
Race Tokens: 5 Power: Collect 1 bonus Victory coin for each Re-
gion containing a Popular Place that you occupy at turn’s end.
Alchemist SMALL WORLD
Race Tokens: 4 Power: Collect 2 bonus Victory coins at the end of
each turn your Race hasn’t yet gone In Decline.
Barricade BE NOT AFRAID
Race Tokens: 4 Power: Collect 3 bonus coins each time your Bar-
ricade troops occupy 4 regions or less at the end of your turn.
Berserk SMALL WORLD
Race Tokens: 4 Power: You may use the Reinforcement Die be-
fore each of your conquests, rather than just the last one of your turn. Roll the die first; select the Region
you wish to conquer; then place the required number of Race to-kens (minus the die results) there. If you do not have enough to-kens left, this is your final conquest attempt for the turn. As usual, a minimum of 1 token is still required to attempt the conquest.
Wizards SMALL WORLD
Race Tokens: 5 (10 Max) Power: Each Magic (or Mystic Crystal) Re-
gion your Wizards occupy is worth 1 bonus Victory coin, at the end of your turn.
Immortal UNDERGROUND
Race Tokens: 4 Power: When the enemy conquers one of your
Regions, keep all your Immortal tokens in hand for redeployment at the end of the current player’s turn,
rather than discarding 1 back in the storage tray.
Imperial BE NOT AFRAID
Race Tokens: 4 Power: For each Region in excess of 3, which
your Imperial troops occupy at the end of your turn, collect 1 bonus Victory coin. (i.e., if they occupy 5
Regions at turn’s end, you receive 2 bonus Victory coins.)
Magic UNDERGROUND
Race Tokens: 5 Power: The Bag-o’-Many-Things duplicates the
power of 1 Righteous Relic currently in play. You decide which one on each turn, using the Bag to
represent the Relic you choose. The bag may not be stolen. If a Region containing the bag is conquered or abandoned, you do not leave the Bag behind; rather, you take it back in hand.
Marauding Cursed
Race Tokens: 5 Power: Once your conquests are over (but before
any final conquest attempt using the Reinforcement Die) take your troops back in hand, leaving at least
one token per Region, and go through another complete cycle of conquests; then do you final conquest attempt, if any.
Martyr UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin from the bank
each time one of the Regions your Martyrs occupy is conquered by an opponent.
Frightened UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each Re-
gion you occupy with at least 3 Race tokens at turn’s end.
Heroic SMALL WORLD
Race Tokens: 5 Power: At the end of your turn, place each of your
2 Heroes in 2 different Regions you occupy. These 2 Regions are immune to enemy conquests as well
as to their Racial and Special Powers until your Heroes move. Your Heroes disappear when you go In Decline.
Hill SMALL WORLD
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each Hill
Region you occupy at turn’s end.
Historian GRAND DAMES
Race Tokens: 5 Power: Collect 1 bonus Victory coin for each Race
In Decline at the time you select the Historians. While you’re Active, collect 1 bonus Victory coin
each time another Race goes In Decline, and 1 final bonus coin when your own Historians go In Decline!
Hordes Of Cursed
Race Tokens: 5 Power: You may use your 2 Hordes tokens ex-
actly as if they were additional Active Race tokens of your own Race. They disappear when you In De-
cline, however.
Bivouacking SMALL WORLD
Race Tokens: 5 Power: Deploy the 5 Encampment tokens in any
of your Region(s) during your Troop Redeployment phase. Each encampment counts as 1 Race token
toward the defense of the Region in which it is placed (thereby protecting a single Race token with an Encampment from the Sor-cerer’s Racial Power or the Vampire Special Power). Multiple En-campments may be placed in the same Region to obtain a higher defense bonus. Each turn you may break camp and settle in any new Region you occupy. Encampments are never lost during an attack on the Region they are in; they are redeployed at the end of the current player’s turn. When the Race they were associated with goes In Decline, they disappear.
Catapult BE NOT AFRAID
Race Tokens: 4 Power: Once per turn, you may place the Catapult
in a Region you occupy to conquer any Region that is 1 Region away (but not adjacent) at 1 less token
than usual. The Catapult may be used to attack a Region beyond the Lake or River, but not over Seas. The Region with the Catapult is immune to enemy conquests as well as their Racial and Special Powers. The Catapult disappears when you go In Decline.
Commando SMALL WORLD
Race Tokens: 4 Power: You may conquer any Region with 1 less
Race token than normal. A minimum of 1 token is still required.
Corrupt BE NOT AFRAID
Race Tokens: 4 Power: Collect 1 bonus coin from any opponent
each time they successfully conquer one of your Ac-tive Regions.
Cursed Cursed
Race Tokens: 0 Power: You must pay 3 victory coins, not 1, to
skip the Race that is Cursed when selecting a Race and Special Power combo. It brings no additional Special Power.
Diplomat SMALL WORLD
Race Tokens: 5 Power: At the end of your turn, you may select
one opponent whose Active Race you did not attack this turn as your ally. You are now at peace with
them and they cannot attack your Active Race until your next turn. You may change allies each turn, or stay at peace with the same opponent. Tokens In Decline are not impacted (so Ghouls In De-cline are Immune to this power and may still attack you).
Dragon Master SMALL WORLD
Race Tokens: 5 Power: Once per turn, you may conquer a Region
using a single Race token, regardless of the number of enemy tokens defending it. Once conquered,
place your Dragon there. The Region is now immune to enemy conquests as well as to their Racial and Special Powers until your Dragon moves. During each new turn, you may move your Dragon to a different Region you wish to conquer. Your Dragon disap-pears when you go In Decline.
Fisher UNDERGROUND
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each com-
plete pair of Coastal Regions that you occupy at turn’s end. Coastal Regions are all those sharing a
border with the River, Lake, or Seas; excluding the River, Lake, and Sea Regions themselves.
Flocking UNDERGROUND
Race Tokens: 5 Power: Collect 2 bonus Victory coins if all your
Regions form a single set of Regions on the map at turn’s end. Single set of Regions means a “single
set of adjacent Regions” here, so Flocking Spiderines spread out along separate Chasm Regions will still be considered Flocking and score this Flocking bonus.
Flying SMALL WORLD
Race Tokens: 5 Power: You may conquer any Region of the map
except Seas and Lakes. These Regions do not need to be adjacent or contiguous to ones you al-
ready occupy.
Forest SMALL WORLD
Race Tokens: 4 Power: Collect 1 bonus Victory coin for each For-
est (or Mushroom Forest) Region you occupy at turn’s end.
Fortified SMALL WORLD
Race Tokens: 3 Power: Once per turn, as long as your Fortified
Race is Active, you may place 1 Fortress in any Re-gion you occupy. Each Fortress is worth 1 bonus
Victory coin at turn’s end, unless you are In Decline. The Fortress also augments your Region’s defense by 1 (just as if you had an additional Race token stationed there), even if you are In Decline. Remove the Fortress if you abandon the Region or when an en-emy conquers it. There can only ever be a maximum of 1 Fortress per Region, and a maximum of 6 Fortresses on the map.