RulesPal
Chat
Rulebook
Rolling Empires thumbnail

Rolling Empires

Rolling Empires Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • Game Overview
    • 1. Draw Phase
    • 2. Action Phase
  • Free Actions
    • Spend [1 magic] to re-roll any number of unspent dice
    • Spend [2 magic] to draw a die from your bag
    • Discard unspent dice. Gain [1 magic] / [die]
    • Spend [magic] to power up dice
    • Collect
    • Activate [free-activation icon] [die]
    • Activate [free-activation icon] workshop
  • Main Actions
    • Purchase [die]
    • Build a monument
    • Build a workshop
    • Build a mine
    • Flip mine to workshop
    • Activate [main-action icon] [die]
    • Activate [main-action icon] workshop
    • Attack a tile
    • Reinforce a tile
    • Pillage an enemy city
  • Claim A Conquest Card
    • 3. Clean Up Phase
      • Benefits of Controlling City Tiles
  • Game End
  • Glossary
    • Elves (Easy)
    • Dwarves (Easy)
    • Imperials (Easy)
    • Goblins (Medium)
    • Elementals (Medium)
    • Wizards (Difficult)
  • Conquest Cards
  • Workshop Cards
    • Remember
  • Strategies and Tips
    • Conquest
    • Monuments
    • Magic
  • Alternate Game Setup
  • Appendix
    • Activate [free-activation] / [main-action] [die]: Dice ability clarification
    • Elementals
  • Neutral Faction

Contents

  • 6 Castle Tokens
  • 32 Conquest Cards
  • 32 Monument Cards
  • 32 Workshop Cards
  • 108 Control Tokens (18 x 6 Factions)
  • 8 Mountain Tiles
  • 8 Desert Tiles
  • 8 Wheat Tiles
  • 8 Forest Tiles
  • 1 Crash Site Tile
  • 21 Creature Cards
  • 36 White Base Dice
  • 56 Custom Faction Dice
  • 25 Blue 1 Piece Magic Tokens
  • 25 Red 5 Piece Magic Tokens
  • 6 Draw Bags
  • 6 Faction Reference Sheets
  • 1 Round Tracker 8 Sided Die

Game Setup

Take the Crash Site tile and place it in the centre of the play area.

Then, take the following land tiles from the box:

  • 2 players: 5 tiles of each type
  • 3 players: 6 tiles of each type
  • 4 - 5 players: 7 tiles of each type
  • 6 players: 8 tiles of each type

Randomize the land tiles. Form a honeycomb around the Crash Site tile. Continue to add tiles to the exterior of the board in any random fashion, ensuring that each newly added tile touches at least two faces. (The manual shows an example of a possible 3 player set up.)

Players choose a faction and take the faction reference sheet, dice bag, and cards of their chosen faction. They remove all contents from the bag. Place all creature cards side by side in your playing area. Sort your faction's colored dice, forming a supply under each creature card by matching the special icon on each colored die with the icon that appears at the top left of the matching creature card. The number in the blue die icon shows how many dice of that type you should have. Return your 6 white dice to your bag.

*Elementals have only one type of colored dice. They are all placed under their single creature card.

Place the faction reference sheet with an "Unspent Dice Area" and a "Spent Dice Area" beside it.

Deal each player 2 of the Workshop cards marked with the star icon. They begin the game with these built for free, one as a Workshop and one as a Mine. Shuffle the extra Workshop cards back into the Workshop deck.

Separate the card decks into Conquest, Monument, and Workshop cards. Shuffle each deck. Place them face down as follows (beside the play area).

Sort the 1 value (blue) and 5 value (red) crystal tokens into piles, and give each player 3 blue 1 value crystal tokens.

Each player rolls the 8 sided round tracker die. The highest roll goes first. That player takes the die and sets it to the 5 value, meaning a 5 round game.

Beginning with the first player, each player places their city token on a land tile. They want to be close to land tiles that score points for their faction (see faction reference sheet) and close to the crash site. The following restriction applies:

  • You cannot place your city adjacent to the Crash Site tile or any other player's city.

For a full image of a regular set up, see Page 7. See Page 9 for Faction Suggestions.

Game Overview

Each game is played over 5 rounds. A round begins with players drawing dice from their bags and drawing cards, then players spend those dice to perform actions. Once all players have passed, the round ends. Round breakdown:

  1. Draw Phase
  2. Action Phase
  3. Clean Up Phase

Players act in turn order for all phases.

1. Draw Phase

All players now draw 6 dice randomly out of their bag and roll them. If you do not have 6 dice to draw, return all dice from your Spent Dice Area to your draw bag and draw until you have 6 dice (or all dice from your bag). Place the dice you rolled in your "Unspent Dice Area" (see page 2). These are the dice that you will use to make purchases, conquer land, or perform special actions.

(Don't forget to check for workshops that allow you to draw more dice.)

Place the top 2 cards from the Conquest, Workshop and Monument decks face up beside their decks. After players review their dice, the starting player draws from any of the face up cards, or blindly from the Workshop, Monument, and / or Conquest decks until they have a total of 5 cards in their hand. Once they have 5 cards, replenish any face up cards that were taken. Proceeding in clockwise order, the next player draws up to 5, etc. If a player began the round with cards, they may discard any number of cards BEFORE drawing. They draw until they have 5 cards in hand.

2. Action Phase

In clockwise turn order, players each take actions using their dice, magic, and workshops. On a player's turn, they may take any number of free actions. After a player takes a main action, they may claim 1 Conquest card, then their "turn" is over. The next player gets to take actions until they take a main action, etc. Players continue to do this until they cannot take a main action, at which time they pass. Once all players pass, the Clean Up Phase begins.

Turn breakdown:

FREE ACTIONS:

  • Spend [1 magic] to re-roll any unspent dice
  • Spend [2 magic] to draw a die from your bag
  • Discard unspent dice. Gain [1 magic] / [die]... (see below)
  • Spend [magic] to power up gold, wood, special faction, or battle power dice
  • Spend [magic die] and collect magic from the supply
  • Activate [free-activation icon] special die
  • Activate [free-activation icon] workshop

EACH TURN YOU MUST PERFORM ONE MAIN ACTION:

  • Purchase [special die]
  • Build a workshop | mine
  • Build a monument
  • Flip mine to workshop
  • Activate [main-action icon] special die
  • Activate [main-action icon] workshop
  • Attack | Reinforce a tile
  • Pillage an enemy city

Free Actions

Spend [1 magic] to re-roll any number of unspent dice

On your turn, you may spend 1 [magic] to re-roll any number of your unspent dice. You must accept the new roll, even if the faces are the same.

Spend [2 magic] to draw a die from your bag

On your turn, you may spend 2 [magic] to draw a die from your draw bag. This die is rolled and placed in your Unspent Dice Area. If you have no dice left in your bag, you cannot perform this action.

Discard unspent dice. Gain [1 magic] / [die]

On your turn, you may discard any number of dice from your Unspent Dice Area to your Spent Dice Area. Take 1 [magic] from the supply for each die discarded this way.

Spend [magic] to power up dice

You may spend magic to "power up" dice. This means adding 1 power of its type to a die for each magic you spend. This applies to gold, wood, special faction, and battle power dice. (Example: spend 2 [magic] to power up a gold 2 face to a gold 4 face.) Battle power on special faction dice can also be powered up. You cannot power up dice when pillaging an enemy city. You cannot power up abilities. If you power up battle power dice, place that magic with your dice on the board. Add [gold] or [wood] per [magic] spent when powering up [the specified die type].

Collect

You may place dice with [magic] type of face in your Spent Dice Area and collect the listed magic on the dice from the supply.

Activate [free-activation icon] [die]

Some special dice have the [free-activation icon] icon printed on the creature card. Place this die in your Spent Dice Area to activate its special ability unless otherwise stated.

Activate [free-activation icon] workshop

Some workshop cards have the [free-activation icon] icon printed on them. You may turn this card sideways to activate its special ability. It is exhausted for this round. It will refresh during the Clean Up Phase.

Main Actions

Purchase [die]

You may purchase one of your faction's special dice by paying the resource cost. After purchasing a die, place it in your Spent Dice Area.

Build a monument

You may purchase a monument card from your hand by paying the resource cost at the bottom left of the card. Monument cards give you victory points. You can build the front or back of any Monument card. Once purchased, place the card in front of you.

Build a workshop

You may purchase a workshop card from your hand by paying the resource cost at the bottom left of the card. Once purchased, place the card in front of you face up. Workshop cards give you special abilities / actions. The effects of these cards are active immediately.

Build a mine

You may purchase a mine card from your hand by paying 3 resources in any combination. Once purchased, place the card in front of you, "mine" face up. Each mine card will produce one magic at the end of the round for the player who controls it (see Controlling City Tiles page 6).

Flip mine to workshop

If you have a mine card face up in front of you, you may pay the full cost of the workshop on the back side of the card. If you do, flip the card so the workshop face is up. It is no longer a mine, but is now permanently a workshop.

Activate [main-action icon] [die]

Some special dice have the [main-action icon] icon printed on the creature card. To activate its special ability place this die in your Spent Dice Area, unless otherwise stated.

Activate [main-action icon] workshop

Some workshop cards have the [main-action icon] icon printed on them. You may turn this card sideways to activate its special ability. It is exhausted for this round. It will refresh during the Clean Up Phase.

Attack a tile

Using dice in your Unspent Dice Area that have battle power faces showing, you may attack 1 tile that is adjacent to a tile you currently control. You may use any number of dice in a single attack. To successfully attack a tile, the total battle power of your dice must exceed the battle power of the defending tile. After you successfully attack a tile, place all enemy dice defending that tile in their Spent Dice Area and replace their control token with one of yours. Place all of the dice used in the attack on that tile. You may gain control of tiles containing enemy cities through this action. Even if a player controls no land tiles on the board, a player can always attack the land tile that their city is on, or land tiles adjacent to their city tile to begin conquering again.

"Adjacent" may be a land tile you control or a land tile touching a tile you control.

Example: The Dwarf attacks the adjacent Elf controlled mountain tile. The Elf tile is defended with a battle power of 2. The Dwarf uses his battle power 2 die AND his battle power 1 die to conquer the tile. The Dwarves exceed the battle power of the Elves. The Elf removes their control token and die. The Elf places the die in their Spent Dice Area. The Dwarf places their control token and all dice used during this attack onto that tile.

Some colored faction dice have a number beside their special icon. These dice can be used for their special action or used to attack land tiles / pillage enemy cities with battle power equal to the number on the die. This does not apply to dice showing wood, gold, or magic faces.

Reinforce a tile

As an action, you may place any number of dice with battle power faces showing from your Unspent Dice Area on to a single land tile you control. This serves to add defence to already controlled land tiles. This is one way to add defence to the tile that your city is on.

Pillage an enemy city

Pillaging a city is different than attacking a tile. You may pillage an enemy city on a land tile you control. When you pillage an enemy city, choose any number of unspent dice with battle power faces showing. Add their battle power, then subtract any battle power granted to the enemy city by cards or special abilities. You then take magic equal to the sum of your battle power (if any) from that player's reserve and add it to your own. The dice you used are then placed in your Spent Dice Area. You cannot power up your dice when pillaging a city. Players always control their own city.

Example: The Elf has previously conquered the Dwarf city tile. The Elf pillages the Dwarf city with battle power 4. The Elves take 4 magic from the Dwarf reserve.

Claim A Conquest Card

After a player performs a main action, they can claim 1 Conquest card from their hand prior to the end of their turn. The back of every Conquest card is the same. It requires 4 land tiles of any type and provides 2 victory points. The front of each card has a unique conquest with higher point values. After taking a main action, the player reviews the land tiles they control. If they currently control the tiles shown on the front of a Conquest card in their hand, they may claim that card and place it face up in front of them. They may choose to claim the backside instead if they simply control 4 or more tiles. Most cards do not need specific patterns, you just need to control the number of tiles shown on the card. Cards with [pattern] icons usually require special patterns (see page 9). Conquest cards cannot be lost or flipped once claimed. Their points are scored at end game.

Example: The Elemental player controls two mountain tiles and two wheat tiles and claims this Conquest card.

Once a player chooses not to perform a main action, they must pass. If they pass, they cannot perform any other actions this round. They place any unspent dice in their Spent Dice Area and take 1 [magic] from the supply for every die they did not spend.

Once all players pass, the Clean Up Phase begins.

3. Clean Up Phase

To begin Clean Up Phase, remove all magic crystal tokens from the board that were used to power up battle dice and return them to the supply.

Check the Crash Site Tile. A player will collect 5 [magic] from the supply if they have control of the tile. All dice on the Crash Site Tile are placed in their owner's Spent Dice Area.

Benefits of Controlling City Tiles

Players now check to see how many mines they control. They collect 1 [magic] from the supply per mine they control. If a player controls a city tile, they control all of the mines built by the player that owns that city. If you conquer an enemy city tile, you collect magic for their mines.

Rotate down the round tracker and pass it to the next player in clockwise order. If there are rounds remaining, a new round begins with this player. If this is the last round, proceed to "Game End".

If a new round is beginning, players may now remove any of their dice from the board and place them in their Spent Dice Area.

Refresh all Workshop cards by turning them back to normal.

Proceed to the Draw Phase.

Game End

After the final round has ended and magic has been collected for the Crash Site and mines, final scoring occurs. Follow these steps to calculate your score:

  • Players count up all of the points from their Conquest cards, then add their faction land type bonus (found on the faction sheets) for land tiles they control.
  • Players count up all of the Mine cards they control. They score 1 point per Mine card.
  • Players count up all of the Workshop cards they have built. They score 1 point per Workshop card.
  • Players count up all of the points from the Monument cards they built.
  • Players gather all of their faction specific dice that they have purchased. They score 2 points per colored die.
  • Players score 2 points per magic they have in their reserve.

The player with the highest score wins. Ties are broken by the player who has the most magic in their reserve. Remaining ties go to the player controlling the Crash Site Tile at end game.

Glossary

This is a brief description of the factions and their unique focuses. The color coding indicates difficulty to play for beginners: Easy (Elves, Dwarves, Imperials), Medium (Goblins, Elementals), Difficult (Wizards).

Elves (Easy)

  • Great access to resources for building Monuments
  • Elf Mage is an excellent defender
  • Elf Queen can help conquer and hold [forest tiles]
  • Dark Elves can shut down dice with high battle power

Dwarves (Easy)

  • Balanced between building and conquering power
  • Build mines and purchase your Miner dice early
  • Engineers can convert mines to key workshops
  • Use your Golems to guard your city or key areas

Imperials (Easy)

  • Buy Nomads early to spread quickly
  • Thieves make amazing guards
  • Dragons can help you clear a lot of land quickly
  • You don't hit hard, you hit often

Goblins (Medium)

  • Take land early and claim Conquest cards
  • If you want Moggs, buy them all. Strength in numbers
  • Use your Lobo to clear large groups of enemy dice
  • Merchants offer you good options for unwanted dice

Elementals (Medium)

  • Purchase your dice early. They are inexpensive
  • Every face of your faction's dice is special
  • Move land tiles to form groups you want
  • Thrash with your city, or retreat it to safety

Wizards (Difficult)

  • Focus on controlling the Crash Site honeycomb
  • Your Blood Mage can be a great deterrent
  • Alchemists make your magic very powerful
  • The Summoner is very technical and powerful

Conquest Cards

  • To claim most Conquest cards, you need to control certain land tiles, but the pattern does not matter (see below for exceptions). Each conquest card has the same back image. If you choose not to claim the front of the card, you can always choose to claim the back side for 2 points if you control 4 land tiles or more.
  • You must be in control of 10 or more land tiles.
  • You must be in control of 2 sets of 3 land tiles in a triangle pattern. These sets cannot overlap.
  • You must be in control of 5 land tiles in a straight line.
  • You must be in control of the Crash Site tile and each adjacent tile.
  • You must be in control of each enemy city tile. This card is worth 3 victory points per enemy player.

Workshop Cards

  1. Ambush Post - Once per round, you may use 1 die from 1 land tile you currently control to attack an adjacent land tile.
  2. Architects Guild - The cost for you to build Workshop, Monument, and Mine cards is permanently reduced by 1 wood or 1 gold.
  3. Armory - All of your dice with wood faces showing may be used as battle power faces of the same power.
  4. Assassin's Guild - Once per round, you may remove 1 enemy die of any battle power from an adjacent land tile. Place that die in that player's Spent Dice Area.
  5. Barracks - For a single action, you may treat any number of unspent dice you control as though they show a battle power 1 face. Place 1 magic crystal token from the supply beside each non-battle power die used this way. Remove all non-battle power dice from the board during the Clean Up phase.
  6. Battlements - Land tiles of your faction's land type that you control permanently get +1 battle power, even if no dice are present.
  7. Blacksmith - All your dice showing a battle power 1 face are now permanently battle power 2. Place a magic crystal token from the supply with your battle power 1 dice on the board when attacking land tiles for reference.
  8. Fortress - Your city gets +3 battle power when an enemy pillages your city, even if no dice are present.
  9. Hall of Mirrors - Once per round, you may duplicate the ability of any 1 other "Once per turn" workshop currently in play.
  10. Laborers Guild - All your dice showing a [laborer] face get +1 power.
  11. Lumber Mill - All your dice showing a wood face get +1 power.
  12. Magic Caves - Your magic crystals score 2.5 points each at end game instead of 2 points.
  13. Magic Dome - Your city gets +1 battle power for every 4 magic in your reserve (rounded up) when an enemy pillages your city, even if no dice are present.
  14. Marketplace - Once per round, you may change any number of unspent dice to any resource face found on that die.
  15. Mint - All your dice showing a gold face get +1 power.

Mine - Clean Up Phase. Collect one magic from the reserve for each mine you control.

Remember

  • When you activate a workshop with the [free-activation] or [main-action] icon, turn the card sideways to indicate that you can no longer use that workshop this round. They will refresh and turn upright during the Clean Up Phase.
  • Workshops with the [passive] icon have passive effects that always apply. They do not need to be activated.
  • You can flip any Mine card you have already built to its Workshop face by paying the full cost of that workshop. You cannot flip Workshops into Mines.

Strategies and Tips

The key to victory in Rolling Empires is to build your engine for a few rounds, then use it to score big points for the rest of the game. There are many paths to victory, and here are some ways to really take advantage of those paths:

Conquest

If in your first two turns you roll a significant number of battle power faces, you may benefit from a conquest victory. Focus on these things:

  • Focus on your faction's land type. You will score more points at end game by holding those land tiles.
  • Try to conquer and hold the Crash Site tile. This not only counts as a wild land type for scoring and claiming Conquest cards, but it will produce you 5 magic at the end of each round. If kept in your reserve, that is 10 points per round!
  • Protect your city tile. Reinforce your city tile with dice or build workshops that protect your city. Your city tile produces you magic from your mines and stores your magic reserve. Keep your magic safe.
  • Attacking key points that your enemies want to control will keep them distracted while you claim more land elsewhere.
  • Conquest cards score lower points, but they add up quickly. While claiming Conquest cards, land tiles are a "resource" that is not spent. You can claim more than one Conquest card per round using the same land tiles. Spread out and score multiple cards per round.

Monuments

Monuments score high points, but are costly and provide no other in-game benefit. It is wise to build your engine before building Monument cards.

  • If you take 1 or 2 Monument cards per round, you will have options for building, even in the early game.
  • If you go too long without building any Monument cards, you may fall behind. Try to build at the very least 2 or 3 Monument cards per game.
  • You can use magic to power up your resource dice to afford bigger Monument cards. Be careful though... each magic spent is 2 points lost.

Magic

Magic is a key element of the game. These crystals allow you to re-roll, draw more dice out of your bag, power up your dice, and most importantly, score you 2 points each. Be careful though.... If you stockpile a horde of treasures, enemy players will be motivated to attack your city and pillage your reserve.

  • Maintaining control of the Crash Site tile will provide you with 5 magic per round.
  • Building lots of Mine cards early will produce a steady stream of magic per round.
  • Use your magic wisely. Power up your dice to take control of key land tiles or to purchase expensive Monument cards.
  • If magic is your focus, make sure that your city is well guarded.

Alternate Game Setup

  • 8 round game - Do not begin with any Workshop or Mine cards. Only draw 3 cards per player / per round during the Draw Phase. NOTE: after 5 rounds, you may run out of certain components. Aside from magic crystals, components ARE limited.
  • Draft Creature Cards - Shuffle all the creature cards together and deal out all the creature cards. Each player chooses one card to keep, then they pass the rest face down clockwise. Once each player has 4 creature cards, return the remaining cards to the box. Each player takes the corresponding dice for the selected creature cards. Players will still choose a faction and take that faction's sheet and control tokens. NOTE: this mode of playing only supports up to 5 players due to creature card limitations.

Appendix

This appendix is designed to give clarification to certain rules and exceptional circumstances that can arise in the game.

  • The wood/gold icon represents 1 wood or gold. It doesn't represent 1 battle power and cannot be used to attack, unless an ability enables it. It can be ANY combination of wood or gold when its value is higher than 1, even powered up.
  • The magic icons represent magic on cards (top icon) and dice (bottom icon). Referencing page 4 in the rulebook, under "Collect", any die showing this icon can be placed in your Spent Dice Area to collect magic from the supply based on its power.

Activate [free-activation] / [main-action] [die]: Dice ability clarification

Many dice show standard faces such as wood, gold, laborer, battle power, and magic. When spending dice to make a purchase, place those dice in the Spent Dice Area. When attacking with dice showing battle power faces, place those dice on the land tile you conquered (unless pillaging an enemy city). Special faction dice may have unique faces that offer special abilities (example - the Elemental die [special face]). If you use a die for its special ability, place it in the Spent Dice Area after resolving its ability, unless otherwise specified.

You can NEVER combine abilities of dice or workshop cards. For example - The Imperial Dragoon die ability allows this die to attack a tile, then attack another adjacent tile. You CANNOT use other dice with this Dragoon to attack multiple tiles. As stated on Page 5 of the rule book, faction dice with numbers on their special face can be used for their ability, OR can be used as dice with battle power to perform standard attacks on land tiles and pillaging cities.

Another example - The Goblin Lobo can remove dice from a honeycomb of tiles where it is placed. You CANNOT use the Portal workshop to send him to any tile, then use his ability. You can only attack using the Portal.

During game setup, when placing your castle, don't forget to place a control token on the land tile to show you control it.

Elementals

These multi-talented creatures have several unique abilities that require special clarification:

  • (City die) Place this die on the city for reference until the Clean Up Phase. The Elemental city has battle power of 4 this round. If it conquers an adjacent land tile, move the city, leave the control token and all dice on the tile you left and add a control token to the land tile you conquered. If an enemy player has taken control of the land tile that your city is on, you can use this die as battle power 4 to attack this tile and remove the enemy dice and place your control token there. You CAN move onto the Crash Site tile with your city. This is not suggested, because then your city is a big target for pillaging.

    When you successfully pillage with your city, do not move it. Do not place a control token on the other land tile. Simply take the magic you are owed from the enemy reserve.

  • (Tile-move die) This die allows you to move 2 tiles from the exterior of the board to any other exterior location. "Exterior" is defined as being able to slide the tile out without lifting it. You CAN move the Crash Site tile if you can eventually move enough tiles to access it. You CANNOT leave tiles separated from the main land mass. You CAN form peninsulas if you remove tiles carefully.

  • (Battle die, 2) The ability of this die allows you to attack any tile on the board. It CAN be combined with other [same] dice to make a single attack. Example - you attack with two of these dice, this would allow you to attack any land tile with battle power 4.

Neutral Faction

The Neutral Faction mini expansion is an add-on to Rolling Empires. It is NOT a stand alone game and requires the base game components to play. This expansion is totally optional and any part of it may be added in as desired.

Setup:

Place all 8 Neutral creature cards side by side, in two rows if needed, near the Workshop, Conquest, and Monument Cards. Each creature card has one corresponding die. Place each of the dice under their creature card.

These form a public pool of creature dice that any player can purchase from on their turn. The cost to purchase one of these dice is listed on their creature card, just like the regular faction cards. The purchased die goes into your Spent Dice Area just like any other die.

  • Behemoth - When its special face is showing, it must attack 4 land tiles in a straight line, with a battle power of 3, until it reaches a tile it cannot conquer due to a higher battle power, or it reaches the edge of the board. The die remains on the last tile. You gain control of all the tiles you conquered.
  • Diplomat - This die is worth 8 victory points at the end of the game. It is added to your pool and may be drawn out of your bag during your regular draw of 6 dice. During the game, it has no ability, but can be discarded for a magic as a free action.
  • Gnome - This has wild resource power equal to the number of land tiles you control. These resources may be spent as wood or gold in any combination. This can only be used to make a single purchase of a card or die.
  • Gryphon - When declaring an attack with the Gryphon, you may choose another die with battle power in your Unspent Dice Area. Both of these dice can be used to attack a single land tile anywhere on the board. The Gryphon attacks with a battle power of 2.
  • Hydra - When you purchase this die, add it to your Unspent Dice Area with its battle power 2 face showing. When it is killed by an enemy attack, that player takes magic from the supply equal to the current battle power of the Hydra. Rotate the Hydra to the next highest battle power (8 max) and return it to your Unspent Dice Area. During Clean Up, if you remove the Hydra from the board, return it to your Unspent Dice Area. The Hydra never enters your bag. You cannot use magic to "re-roll" the Hydra.
  • Phoenix - While this Phoenix is in your Unspent Dice Area, whenever any of your dice are removed from the board, do not place them in your Spent Dice Area. Instead, re-roll them and place them in your Unspent Dice Area. Remember, if you have no other actions to perform this round, you must pass and discard the Phoenix and take a magic from the supply.
  • Pooka -
    • Happy Face - Choose any unspent die of any player. This Pooka die may copy the current face of that die.
    • Angry Face - Each player, including you must discard an unspent die if able.
  • SaBOUteur -
    • Bomb - Place this die on an enemy workshop card. Return that card to that player's hand and return this SaBOUteur to the supply during the Clean Up Phase.
  • Observatory - Once per round, you may re-roll any number of dice in your Unspent Dice Area.
  • Palisades - Your city gets +1 battle power when an enemy pillages your city, even if no dice are present.
  • Portal - Once per round, using 1 of your unspent dice with battle power, you may attack any 1 land tile anywhere.
  • Recruiting Hall - Once per round, draw a die from your draw bag for every 1 magic you spend. If you have no dice in your bag, you cannot perform this action.
  • Refinery - Once per round, you can spend magic crystals from your reserve as 2 wood or gold each.
  • Stables - Once per round, using 1 of your unspent dice with battle power, you may attack 2 connected tiles. The die remains on the second tile.
  • Stone Walls - Your city gets +2 battle power when an enemy pillages your city, even if no dice are present.
  • Tavern - The cost for you to purchase your faction specific dice is permanently reduced by 1 wood or 1 gold.
  • The Altar - Once per round, you may place up to 4 of your unspent dice in your Spent Dice area. Take 3 magic from the supply for each die spent this way.
  • The Oracle - Once per round, you may change the face of any 1 of your unspent dice to any other face.
  • Training Grounds - Once per round, when you purchase a die, roll it immediately and place it in your Unspent Dice Area.
  • War Camp - During the Draw Phase, draw 7 dice from your draw bag instead of 6.
  • Workers Guild - Once per round, you may collect 1 magic from the supply per mine you control. Maximum of 3 magic.
  • Card - Look through the discard pile of workshop cards and choose one to add to your hand.