Gates of Mara
Gates of Mara Rulebook
Table of Contents
Table of Contents
Goal of the Game
Over the course of four rounds, you position influential figures from your tribe around the realms and gates. At the end of each round, the player with the most Influence at each realm stakes a claim on it. You will earn points by enchanting your people, completing objectives, collecting keys, and having claims in a realm at the end of the game. The player with the most points wins the game.
Contents
- 1 Central Gate
- 5 Standard Gates
- 1 Wanderer Figure, skirt, and base
- 4 Elemental Lord Figures, skirts, and bases
- 28 Player Figures, skirts, and bases (4 sets, 7 Figures per Tribe): Leader Figures (triangle skirt), Champion Figures (square skirt), Merchant Figures (circle skirt), Specialist Figures (circle skirt), Enchanter Figures (hexagon skirt)
- 4 Tribes: Dragonkin, Elves, Goblins, Antids
- 50 (1) Point tokens, 27 (5) Point tokens, 25 (10) Point tokens, 10 (50) Point tokens
- 1 Hourglass Round marker
- 15+ Fire Element gems, 15+ Water Element gems, 15+ Air Element gems, 15+ Earth Element gems
- 15+ Onyx nuggets
- 20 (1) Key tokens, 10 (3) Key tokens
- 1 Fire Lord Influence marker
- 56 Claim tokens (14 per Tribe)
- 20 Influence markers (5 per Tribe)
- 4 Turn Order markers (1 per Tribe)
- 4 Energy markers (1 cube per player)
- 20 Caravans (5 per Tribe)
- 48 Enchantment cards
- 25 Banner cards
- 8 Fire Banner cards
- 16 Objective cards
- 5 Wanderer cards
- 1 Enchantment board
- 5 Realm boards (1 for each of the 4 Elements, and 1 for the Chaos Realm)
Assembling Figures
- Find a plastic standee clip base.
- Find a Figure and its matching skirt.
- Slide the skirt over the plastic clip.
- Slide the Figure into the plastic clip.
Component Limits
Consider all Claim tokens, Key tokens, Point tokens, Onyx nuggets, Element gems, and Fire Banners unlimited. If you run out of these during play, you may substitute them with some other object. All other components are limited to what is available here.
Setup
- Place the Central Gate in the center of the table. Place 1 Key on the Central Gate.
- Take the gray Chaos Realm board and place it near the Central Gate.
- Randomly choose a number of other Realm boards equal to the number of players. Place them around the Central Gate, with the appropriate side of each Realm board for the number of players faceup. The 2-player side shows a 2-player marker, while the 3/4-player side shows a 3/4-player marker. (See the 2-, 3- and 4-player Realm and Gate setup diagrams.)
- Place one Standard Gate between each Realm board.
- Place the Wanderer Figure into the indent above the Chaos Realm's Influence track.
- Choose 2 Elemental Lord Figures. You may choose randomly. Return the unused Figures to the box. They will not be used in this game. Place the first Figure above the first Realm board clockwise from the Chaos Realm. Place the second Figure above the second Realm board clockwise from the Chaos Realm.
- Place the Enchantment board to the side of the Realms.
- Shuffle the blue Banner cards and form a facedown deck near the Enchantment board. (Do not include the Fire Banners.)
- Deal 1 Banner card faceup onto each of the two designated slots at the bottom of each Realm board (except the Chaos Realm, which has none).
- Place the Hourglass on the "1" space of the round track located on the Enchantment board.
- Shuffle the Wanderer cards. Stack them facedown next to the Enchantment board.
- Reveal a Wanderer card faceup and place it in the marked space of the Enchantment board.
- Shuffle the Enchantment cards to form a deck facedown beside the Enchantment board.
- Deal 6 Enchantment cards faceup onto the Enchantment board in the Enchantment slots.
- Shuffle the Objective cards to form a deck facedown beside the Enchantment board.
- Deal two Objective cards faceup on the Enchantment board.
Do the following steps only if the Fire Lord is in the game...
- Set the Fire Lord Influence marker at "4" in the Realm where the Fire Lord is.
- Place the Fire Banners near the other cards. Do not shuffle them into the Banners deck. All the Fire Banner cards are identical, so you may keep them faceup if you wish.
Each Player's Setup
Randomly choose a Tribe to play. Take your Tribe's Player board and Figures, as well as the Claims, Caravans, Influence markers and Turn Order marker in your Tribe's color. Also take a Resource board and an Energy marker.
- Place your Resource board above your Tribe board.
- Place your seven Figures on their home spaces. Home spaces are marked by a corresponding image and base shape. The Figures are, in order from left to right: two Merchants, one Specialist, one Leader, one Champion, two Enchanters.
- Place your Claims in either of the Resource Storage ovals.
- Place your Caravans in the designated spaces on your Resource board.
- Place 1 Earth Element gem, 1 Water Element gem, 1 Air Element gem, and 1 Fire Element gem in either of your Resource Storage ovals.
- Place your Energy marker on space "11" of your Energy track.
Starting Influence
- Place one of your Influence markers on the "0" starting space of the Influence track on each Realm board. When playing with fewer than 4 players, return any unused Influence markers to the box.
Starting turn order
- Randomize the order of the Turn Order markers for all players and place them on the Turn Order track on the Enchantment board, starting at slot #1 and proceeding down the track until all markers have been placed. This determines the playing order for the first round.
Game Play Overview
The game plays over four rounds. After the fourth round, the game is over and whoever has the most points wins.
Starting with the first player on the Turn Order track, each player takes a turn. On your turn, choose to play or pass.
If you play, perform the following 2 steps in order.
- You must place a Figure from your Player board onto an unoccupied space on a Realm or Enchantment board, obeying any other placement restrictions.
- You may activate one or more of that Figure's Innate Abilities, Enchantment Abilities, Banner Abilities, or Abilities on the space you played the Figure.
If you pass, you may not take another turn in the current round.
If you have 0 Energy, you must pass.
A round ends when all players have passed.
At the end of the round, check to see who has the most Influence at each Realm. The most influential players get to place Claims in those Realms.
You earn points during the game through Abilities, completing Objectives, and gaining Enchantments. You earn points at the end of the game for having the most Claims in a Realm, the most Keys, and for your remaining Onyx nuggets and Element gems.
The player with the most points at the end of the game wins!
Place a Figure
Placement Limits
To place a Figure, you must pay its Energy cost by sliding your Energy marker to the right a number of spaces equal to the Figure's placement cost.
- Leaders (triangle) cost 3 Energy.
- Champions (square) and Enchanters (hexagon) cost 2 Energy each.
- Specialists and Merchants (circle) cost 1 Energy each.
You may only place your Figure on an unoccupied space. (Note that some Figure Abilities or Attachments may break this rule when placing on Realm board spaces.) Each Figure also has its own placement restrictions, as indicated by the shapes in the spaces on the boards, which match the relevant Figures' skirts:
- Leaders (triangle) may be placed only on Realm boards, Standard Gates, or the Central Gate.
- Champions (square) may be placed only on Realm boards or Standard Gates.
- Specialists and Merchants (circle) may only be placed on the Realm boards.
- Enchanters (hexagon) may only be placed on the Enchantment board. Each Enchanter must be placed on the leftmost unoccupied space, as indicated by the arrow.
Leader Gains Keys
Key tokens accumulate on the Central Gate over time. If you place your Leader at the Central Gate, you gain all of the Key tokens there.
Gain Influence
Placing a Figure on a Realm board gains you Influence in that Realm.
A Figure on a Gate influences all adjacent Realms, so placing a Figure on a Standard Gate gains you Influence in the two Realms on either side, while placing a Figure on the Central Gate gains you Influence in all Realms.
- Leaders grant: 3 Influence if placed on a Realm board; 2 Influence at each adjacent Realm if placed on a Standard Gate; or 1 Influence at every Realm if placed on the Central Gate.
- Champions grant: 2 Influence if placed on a Realm board; or 1 Influence at each adjacent Realm if placed on a Standard Gate.
- Specialists or Merchants grant 1 Influence at the Realm board they are placed on.
- Enchanters do not normally grant Influence because they may not be placed on a Realm or a Gate.
For each Influence you gain in a Realm, move your marker on that Realm's Influence track up 1 space. If your marker is at the end of an Influence track, any more Influence you gain in that Realm is lost.
Diagram summary: Leader (triangle) at a Realm: gain 3 Influence in the Realm. At a Standard Gate: gain 2 Influence in the 2 adjacent Realms. At the Central Gate: gain 1 Influence in all Realms and any Keys stacked on the Central Gate. Champion (square) at a Realm: gain 2 Influence. At a Standard Gate: gain 1 Influence in the 2 adjacent Realms. Merchant / Specialist (circle) at a Realm: gain 1 Influence in the Realm. Enchanters (hexagon) grant no Influence because they may only be placed on the hexagon spaces on the Enchantment board.
Activating Abilities
After placing a Figure, you have the option to activate one or more Abilities:
- The Figure's Innate Ability.
- Ability granted by the Water Lord, Earth Lord, or Air Lord if they are present at the Realm board where you placed a Figure.
- Abilities granted by the Realm boards.
- Ability granted by the Wanderer, if it is present at the Realm board where you placed a Figure.
- Abilities granted by the Enchantment board.
- Abilities from Enchantments or Banners.
You may activate Abilities in any order. Abilities occur after placing and gaining Influence. They have no impact on the Influence gained from placement (exception: see Water Lord Ability on page 10).
Figure Innate Abilities
Enchanter: Enchanters have no Innate Abilities, but are the only Figure that may be placed on the Enchantment board. (See Enchantment board Ability on page 12.)
Merchant: Merchants have no Innate Abilities.
Leader: Spend any combination of 3 Element gems (Fire, Earth, Air, Water) to gain 1 Onyx nugget.
Champion: Spend 1 Energy to place 1 Caravan on an unoccupied Caravan space on the board of 1 Realm which the Champion is influencing (either the board they are on, or if the Champion is at a Standard Gate, one of the two adjacent Realms). Then resolve that space's Ability.
Tribe-Specific Innate Abilities
Antid Specialist: Spend 2 Energy to gain 2 Influence on the Specialist's current Realm board.
Dragonkin Specialist: Spend 2 Energy to place this Specialist on an occupied space* and then gain 1 Influence on the Specialist's current Realm board.
*Note: This Innate Ability breaks the normal sequence of play, because you may activate it as you place the Figure.
Elf Specialist: Spend 2 Energy to gain 1 Influence on the Specialist's current Realm board and place 1 Caravan on an unoccupied Caravan space of the Specialist's current Realm board. Then resolve that space's Ability.
Goblin Specialist: Spend 2 Energy to gain 1 Influence on the Specialist's current Realm board, gain 1 Element gem of any type (Fire, Earth, Air, Water), and activate the Wanderer. (See Wanderer Ability on page 10.)
Abilities and Adjacent Realms
For the purposes of most Abilities, your Leader or Champion at a Standard Gate is considered "in" both adjacent Realms. Your Leader at a Central Gate is considered "in" all Realms.
However, if their Abilities affect a Realm, they only affect one of those Realms.
Caravan Abilities
Abilities of Caravan Spaces are only accessible by placing Caravans there, usually with a Champion, though there are other ways.
Lord Abilities
Water Lord: When you place any Figure in the Realm occupied by the Water Lord, you may activate the Wanderer. (See Wanderer Ability below.) Whenever you gain Influence in the Water Lord's Realm, you may choose to immediately gain that number in points instead.
Note: If you are at the end of the Influence track, you cannot convert Influence into points using the Water Lord Ability since you cannot gain any more Influence to exchange.
Gates: Even if you gain Influence on multiple Realms, you may only change the Influence from the Water Lord's Realm into points.
Air Lord: When you place any Figure in the Realm occupied by the Air Lord, gain 1 Element gem of any type (Fire, Air, Earth, or Water).
Earth Lord: When you place a Caravan in the Realm occupied by the Earth Lord, gain 1 Influence in that Realm.
Fire Lord: The Fire Lord offers no Ability. Instead, the Fire Lord has 4 Influence in its current Realm. It competes with the players for Influence in its current Realm. This will factor into the end of round Influence resolution. (See page 13.)
Wanderer Ability
When you place any Figure in the Realm occupied by the Wanderer, you may perform one exchange displayed on the current Wanderer card.
The Wanderer only exchanges once per activation. These exchanges typically provide better than average exchange rates for Element gems.
Note: The Wanderer is not considered an Elemental Lord.
Example Wanderer exchange: In this example, this is the current Wanderer card. When you activate the Wanderer, you may spend 2 Water Element gems from your supply to the general supply. If you do, you gain one of the following three options: 2 Element gems of any type (Fire, Earth, Air, or Water) and 1 point; OR 1 Onyx nugget; OR 1 Key.
Example: A Champion on a Realm board and using its Innate Ability: 1. You pay 2 Energy to place a Champion. 2. You place the Champion on the Realm board space shown. 3. You gain 2 Influence for placing the Champion on a Realm board. 4. To activate the Champion's Innate Ability, you pay 1 Energy. 5. You use this Ability to place a Caravan on an empty Caravan space on the same Realm board. 6. That Caravan space gains you 1 more Influence. 7. Then you pay 1 Energy to gain the Banner card from this Champion's space. 8. You attach it to your Specialist, tucking the card beneath your Player board. The Specialist now has a new Ability available from the next time you place it.
Realm Board Abilities
You may place your Leader, Champion, Specialist, or Merchants on the Realm board spaces. After you place a Figure on a Realm board, you may activate the Ability granted by the Realm board.
Abilities may have an activation cost in Element gems or Energy. You may activate each Ability once and only if you can pay the activation cost, if any. If you cannot pay an Ability's full cost, you cannot use the Ability.
Caravan spaces do not show a cost, because those Abilities are free. However, you may only place a Caravan on a Realm board under certain conditions, such as using a Champion's Innate Ability, certain Enchantment Abilities, and certain Banner Abilities. Caravan Spaces are only accessible by the first to place a Caravan on the unoccupied Caravan Space.
Attaching Banners
Some Realm spaces allow you to gain a Banner card from that space. After gaining a Banner card, attach it to any Figure on your Player board by tucking it under the Figure's home space slot.
Merchants and Champions may have up to 2 Banners. Specialists and Leaders may have up to 1 Banner. Enchanters may not have Banners.
Once attached, that Figure gains the Ability noted by the Banner. Banner Abilities only activate when a Figure is placed on a Realm board or Gate.
If you attach a Banner to a Figure that has already been placed this round, the Ability will not be available until next round.
Banners cannot be moved or discarded once attached. If you gain a Banner that cannot be attached, discard it.
Fire Banners are gained by other means. (See page 13.)
Realm board diagram labels: Influence track; Figure placement spaces; "Spend 1 Energy to get this Banner card"; "Place a Caravan to get 1 Influence in this Realm"; "Place a Caravan to get 2 Fire Element gems"; "Place a Caravan to get 1 Point"; "Spend 1 Energy to get 3 Fire Element gems or 2 Earth Element gems"; Banner card slots.
Enchantment Board Abilities
The only spaces where you can place your Enchanters are on the Enchantment board. No other type of Figure may be placed there.
When you place an Enchanter, you may use the Board's Ability to gain up to 2 Enchantment cards.
Unlike the Banner spaces on the Realm boards, the locations of the Enchantment cards are not relative to where you place your Enchanter -- you may select a card from any Enchantment slot. You may only gain Enchantments by placing an Enchanter on the Enchantment board.
Each time you gain an Enchantment card, you must follow these 3 steps, in order.
- A. Pay the cost: Pay the card's cost from your personal supply to the general supply.
- B. Gain points: Take the Enchantment card and gain its points.
- C. Attach the Enchantment: Tuck the card under the home space slot of one of your Figures. A triangle in the top right of the card means it only attaches to your Leader. A square only attaches to your Champion. A circle only attaches to your Merchants or Specialist. A hexagon only attaches to your Enchanters. Some Enchantments may attach to more than one type of Figure.
Once attached, that Figure gains the new Ability. You may only activate Abilities when a Figure is assigned to a Realm or Enchantment board. If you attach to a Figure that is already placed, the Ability will not be available until next round. Enchantments cannot be moved to a different Figure once attached.
After gaining Enchantments for this Figure's placement, refill the empty slots in the Enchantment board with new cards from the Enchantment deck.
Attachment Restrictions
Banner cards and Enchantment cards are both considered types of Attachments.
Each Figure is allowed up to 3 Attachments.
Some Figures do not allow Banners. Figures that have 1 or 2 maximum Banner slots do not require Banners to fill those slots. A player may choose to ignore Banner slots and attach up to 3 Enchantments instead.
Example of enchanting: 1. You pay 2 Energy to place an Enchanter. 2. You place your Goblin Enchanter in the next available space on the Enchantment board. 3. You decide to gain the Manipulate Wind Enchantment. 4. You pay 2 Air and 1 Onyx from your personal supply to the general supply. 5. Manipulate Wind earns you 5 plus the current round number in Points. It is round 2, so you earn a total of 7 points. 6. You attach Manipulate Wind to one of your Merchants. Your Merchant now has a new Ability the next time you place it. (Described in the example above.)
Example of capacities: Merchants may have up to 2 Banners. The left Merchant may have 1 more Banner or Enchantment. The right Merchant may only have 1 more Enchantment and no more Banners.
Enchantment card diagram: title; type of figure to enchant (this attaches to Merchants, Specialists, or Champions); cost to gain this Enchantment (costs 2 Air and 1 Onyx nugget); points (this gains you points equal to the current round plus 5); ability (when you place the enchanted Figure, you may spend 1 Air to place a Caravan in its Realm, then gain 1 of any Element, then activate the Wanderer).
End of Round
After all players pass, perform the following steps for each Realm board.
Win Claims
- The player with the most Influence places 2 Claims on that Realm board.
- The player with the second-most Influence places 1 Claim on that Realm board.
Note: Zero doesn't count. Players must have at least 1 Influence in a Realm to be eligible for either award.
Ties: If there is a tie for the most Influence, the tied players place 1 Claim each and there is no second place awarded. If there is a tie for second-most Influence when there is a single player with the most Influence, then the tied players each gain 2 points, but place no Claim.
Example of winning claims: 1. Goblins have the most Influence in this Realm. 2. Goblins place 2 Claims. 3. Elves have second-most Influence. 4. Elves place 1 Claim.
Fire Lord Extra Rules
Unless your Influence equals or exceeds the Fire Lord's Influence of 4, you cannot place Claims in the Fire Lord's current Realm, nor can you earn points for a 2nd place tie.
The Fire Lord does not count as a player for ties. You still get the full amount you would otherwise.
If you are able to place a Claim on the Fire Lord's current Realm, you may acquire a Fire Banner. Attach it to a Figure with an available Banner slot.
Example of competing with the Fire Lord: 1. Antids have the most Influence on this Realm and have surpassed the Fire Lord's Influence. 2. So, Antids place 2 Claims. 3. Antids also earn a Fire Banner. 4. Dragonkin have 3 Influence, which would normally put them in second place. However, they didn't equal or exceed the Fire Lord's Influence, so they do not place a Claim or acquire a Fire Banner.
Win Keys
Check if you have any combination of 3 or more Figures or Caravans on or adjacent to a Realm board with an Elemental Lord. For each Realm where this is the case, you gain 1 Key.
You can gain at most 2 Keys in a round, because there are only two Elemental Lords in play at once.
Remember: The Wanderer is not an Elemental Lord.
Example of winning keys: This Realm has an Elemental Lord. 1. The Antids have 2 Figures and 1 Caravan on the Realm board. So, Antids win 1 Key. 2. The Goblins have 1 Figure on the Realm board, 1 Figure on an adjacent Standard Gate, and 1 Figure on the Central Gate. So, Goblins win 1 Key.
Win Points from Objectives
You gain 4 points for each faceup Objective you completed this round.
Reset Play Area
At the end of rounds 1-3, follow these steps to reset the play area. However, at the end of round 4, skip this reset phase and proceed straight to End of Game.
- Update turn order: The player with the most remaining Energy on their track becomes the first player. Similarly, the players with the second, third, and fourth most remaining Energy take those positions in turn order. Set each player's Turn Order marker on the Turn Order track accordingly. If tied, the player with an Enchanter closest to the arrow on the Enchantment board takes the earlier turn order. If still tied, because none of the tied players placed a Figure on the Enchantment board, the turn order between the tied players stays the same.
- Collect Figures and Caravans: Return all players' Figures and Caravans to their home spaces on Player boards. Note: Leave any Claims placed in Realms where they are. They will be relevant for end game scoring.
- Reset Influence: Return all players' Influence markers to their starting positions on each Realm board.
- New Banners: Deal out new blue Banner cards to all Realm boards with empty Banner slots. Deal them clockwise, starting from the Chaos Realm board. If you run out of Banners, leave the remaining slots empty.
- New Keys: Place 1 Key on the Central Gate, even if Keys are already present.
- Wanderer card: Discard the current Wanderer card facedown underneath the deck. Reveal a new Wanderer card faceup. Place it in the marked space on the Enchantment board.
- The Wanderer Wanders: Move the Wanderer Figure clockwise to the next Realm board. The Wanderer may share a Realm with an Elemental Lord.
- New Objectives: Discard the current Objective cards facedown underneath the deck. Deal two new Objective cards faceup beside the Enchantment board.
- Reset Energy: Reset all players' Energy track markers to 11.
End of Game
The game ends after round 4. At the end of the game, players gain additional points from Claims, Keys, Element gems, and Onyx nuggets.
Gain Points from Claims
Check each Realm board for Claims.
- The player with the most Claims at the Realm board gains 20 points.
- The player with the second-most Claims at the Realm board gains 10 points.
Gain Points from Keys
- The player with the most Keys gains 20 points.
- The player with the second-most Keys gains 10 points.
Ties for Claims or Keys
If there is a tie for most Claims or Keys, each tied player gains 10 points and second-most does not gain points. If there is a tie for second-most when a single player gained 20 points, then each player tied for second-most gains 5 points.
Zero Doesn't Count
Players must have at least 1 Claim or 1 Key to be eligible for any appropriate award.
Gain Points from Element Gems
Every 2 Element gems in your personal supply gain you 1 point.
Gain Points from Onyx Nuggets
Each Onyx nugget in your personal supply gains you 3 points.
Victory
The player with the most points wins the game!
- In the event of a tie, the player with the most Keys wins.
- If still tied, the player with the most Attachments (Banner, Fire Banner, and Enchantment cards) on their Player board wins.
- If still tied, the player with the most total Claims on Realm boards wins.
- If still tied, the player with most Onyx nuggets wins.
- If still tied, all tied players share the victory.
Common Terms
- Element gems: Game pieces representing the four Elements in Mara: Water, Fire, Earth, and Air.
- Onyx nugget: Onyx is a separate Resource from the Element gems. It is a rare and highly prized mineral in Mara.
- Figures: A Leader, Champion, Specialist, Merchant, or Enchanter. Specifically, not a Caravan.
- Attachments: Banner or Enchantment card tucked under a Figure's home space slot.
- Abilities: These are effects that may occur when a Figure is placed somewhere in the game.
- Realm boards: The large boards with Figure spaces, Caravan spaces, Influence tracks, and reserved areas for each player's Claim tokens.
- Gates: These are the smaller boards in between the Realm boards.
- Elemental Lord: The large Figures of the Fire Lord, Air Lord, Water Lord, and Earth Lord. Specifically, not the Wanderer.
Common Icons
- Banner card; Enchantment card
- Onyx nugget; Water, Fire, Earth and Air Element gems; Wild (any Element gem: Water, Fire, Earth, Air)
- Key token; Points token
- Influence: Influence in a Realm, noted on the Influence track of each Realm board
- Hourglass: The current round, noted on the round track of the Enchantment board
- Energy: noted on your Player board's Energy track
- Caravan token
- Figure placement space on a Realm board; placement space on the Enchantment board; Standard Gate; the Central Gate
Card Almanac
Enchantments
Columns: Cost; Figures it may attach to (Circle = Merchant or Specialist, Triangle = Leader, Square = Champion, Hexagon = Enchanter); Ability; Points (Round = the current round number, as shown by the Hourglass icon; "Round +N" = current round number plus N).
| Enchantment | Cost | Figures | Ability | Points |
|---|---|---|---|---|
| Ash Armor | 1 Fire, 1 Earth, 1 Air | Circle | Spend 1 Fire, 1 Air: Gain 2 Points. | Round +2 |
| Conjure Flame | 3 Fire | Hexagon | Spend 1 Wild: Gain 2 Fire. | Round +2 |
| Conjure Ice | 3 Water | Hexagon | Spend 1 Wild: Gain 2 Water. | Round +2 |
| Conjure Stone | 3 Earth | Hexagon | Spend 1 Wild: Gain 2 Earth. | Round +2 |
| Conjure Wind | 3 Air | Hexagon | Spend 1 Wild: Gain 2 Air. |
Banners
All Banners may attach to Circle, Triangle or Square Figures and have no cost or points.
| Banner | Ability |
|---|---|
| Banner of Caravans (x5) | Place 1 Caravan in this Figure's Realm. |
| Banner of Energy (x5) | Gain 1 Energy. |
| Banner of the Wanderer (x5) | Activate the Wanderer. |
| Banner of Unity (x5) | You may place this Figure in an occupied space. |
| Banner of Victory (x5) | Gain 1 Point. |
| Fire Banner (x8) | Gain 1 Influence in this Figure's Realm and 1 Point. |
Objectives
- Guide a Mass Pilgrimage: Place 4 or more Caravans this round.
- Negotiate at the Summit: Have 2 or more Influence in each Realm with an Elemental Lord and/or The Wanderer.
- Achieve a Diplomatic Coup: Place 3 or more Claims this round.
- Offer Something Irresistible: Earn a Claim using 5 or more Influence.
- Form an Embassy: Have a combination of 4 or more Figures and/or Caravans in a single Realm.
- Triangulate Coordinates: Place a Claim in 3 or more different Realms this round.
- Plan a Tribal Diaspora: Place 1 Caravan in 3 or more different Realms.
- Delegate a Committee: Have all of your Merchant and Specialist Figures in Realm spaces.
- Become the Divine Emissary: Earn 3 or more Keys this round.
- Push the State of the Art: Have 3 or more Onyx in your supply.
- Establish Mining Operation: Have at least 3 Wild (Element gems), 2 Keys, and 1 Onyx in your supply.
- Align Natural Forces: Have at least 1 Fire, 1 Earth, 1 Water, 1 Air, and 1 Onyx in your supply.