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Movement: 2 areas per card
SPECIAL ABILITIES
Gives 1 recruit from area he is currently standing on.
Can cast a rune anywhere on the board.
Cost to refill disks
4 x
Godi
Your only priest, can cast a rune anywhere on the board. You can not caste a rune on an area that is occupied
by another players Godi, it is defended against all rune castings.
Godi can remove a rune from an area by going there and pay 2 gold to remove it.
Godi gives you 1 recruit from the area he is standing on during claim phase.
Godi can buy runes at sacred locations, 2 gold draw 3 random runes.
Godi overtakes Barbarian areas by converting them. Take ONE disk from Virki & place on the area to claim it.
Godi can not stand in the same area as another Godi. A player can not enter an area where another Godi is
present.
Can move into any area (except home areas), as
long as there is no other player’s Godi there.
Can cast runes. Godi can cast two runes during
the Activation Phase. Free Action. Only available
runes stored in your village can be cast.
Can buy runes at Sacred locations; pay 2 gold,
draw 3 random runes from face down pile.
Not possible to cast runes on areas where
enemy Godi is standing.
SPECIAL ACTIONS
RUNES - Godi FREE ACTION. You can cast up to TWO runes ONCE during your Activation Phase.
You can cast a rune anywhere on the board. If there is another player’s Godi on the area, it is defended
against runes. Runes can stack on areas, but only one of a given type.
Divine Powers
Place on own area, gives you +1 resource
(area resource) during claim phase
Wind in the sails.
You can move the Knerrir 10 ocean
squares. Discard after use.
Defence
Counts as +1 in defence. Blocks an area
from getting new runes on the area. Runes
placed prior to this one are still active.
No resources
The area will not gain any resources.
Needs to be removed to deactivate.
Theirs are yours
You get the resource from the area. Place
your disk on the area to identify. Needs to
be removed to deactivate.
Double resources
Resources are doubled from the area, e.g.
goldmine - 4 gold
Your ship. Used to transport your units. Not possible to attack. GIVES 1 ATTACK SUPPORT BONUS IF PRESENT IN HARBOUR AREA DURING FIGHT!
Moves 3 ocean squares with each action.
Can move 1, 2 or 3 units at the same time.
Can overtake Barbarian harbour areas. PLAYERS NEED TO HAVE A DISK IN THEIR VILLAGE TO OVERTAKE HARBOURS WITH KNERRIR.
Needs a harbour area to be activated (players must first overtake an area with a harbour icon prior to activation)
Movement: 3 areas per card
SPECIAL ABILITIES
Can transport all units at the same time.
Can unload and upload units in the same movement.
KNERRIR
Knerrir sails from one harbour to another, using the sea routes. One rout is one move. While he is not sailing, he is kept on the harbour on the player board. When players want to sail;
1. Move the unit you aim to sail with (by using a unit card - action) into an area you own that has a harbour icon. If already at the harbour tile, it does NOT cost an action to enter the ship.
2. Swap places with the unit and Knerrir; the Knerrir is moved from the harbour on the player board, to the harbour on the main board. The unit is placed on the player board harbour to
show that he is now on board the Knerrir.
3. While sailing, the unit can not be used (but Godi can cast runes). Keep the unit on the player board until destination is reached.
4. Use Knerrir cards while sailing to move him. 3 squares per card used. At destination, swap the Knerrir & unit again; Knerrir on player board, unit on location harbour. Moving into
location harbour does not cost a movement action for the unit.
If the Knerrir is not on the player board harbour, it can not be activated to move another unit somewhere else on the board. However, while active he can pick up another unit standing ON a
harbour area while moving. That does not cost an action for the unit (but moving into the area does cost an action). The new unit is placed along with the previous placed unit on the player
board. This way, all units can be on the Knerrir at the same time - standing on the harbour area on the player board. Units can stay on Knerrir between rounds.
Units on Knerrir cannot be attacked. Knerrir can overtake Barbarian areas even with units on board, but it is not required to have units on board for the Knerrir to overtake.
TO SAIL - Knerrir uses only ocean squares
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