RULES MODIFICATIONS
- BEFORE THE FIRST TURN
-- Roll to see who gets first pick in the draft. The draft then continues clockwise from the high roller.
-- The draft includes Factions, number of starting troops, number of starting coin cards, turn order, and the order of choosing start location.
-- The draft is performed in a snake fashion (ie. Player 1, 2, 3, 4, 5, 5, 4, 3, 2, 1, 1, 2, etc)
-- You may not draft two cards of one type (You end with one faction card, one coin number card, one troop number card, one turn order card, one starting location order card)
- KNOCKING OUT ANOTHER PLAYER
-- When a faction with an empty blue slot (Enclave Of The Bear, Die Mechaniker, Imperial Balkania) is knocked out or eliminated, the player controlling that faction chooses a comeback power from those available.
- DRAWING A CARD
-- At the end of your turn, when you draw a resource card, you may draw a face up card containing a territory in your homeland, even if you do not currently control that territory.
-- Look at the back of your faction card. The faction's territory homeland is the continent that has been the starting location most often for the faction (including this game). If there is a tie, the faction does not have a homeland.
TERRITORY RESOURCE MODIFICATIONS
All territories are still worth one coin unless listed below.
TWO COINS (GROUPED BY CONTINENT)
- Egypt
- Peru
- Central America
- Eastern United States
- New Guinea
- Eastern Australia
- Great Britain
- Northern Europe
- India
- Siberia
- Ural
- Southeast Asia
- Mongolia
- Japan
THREE COINS (GROUPED BY CONTINENT)
- South Africa
- Western United States
SCAR CARDS AVAILABLE
The following scar cards are still unused and available at the beginning the of the game.
MERCENARY - X3
- You may pay this card at the start of any player's turn.
- Place the mercenary scar onto any unscarred territory.
-- The player that controls that territory will gain 1 troop in that territory at the end of his turn.
BIO-HAZARD - X3
- You may pay this card at the start of any player's turn.
- Place the bio-hazard scar onto any unscarred territory.
-- The player that controls that territory will lose 1 troop from that territory at the end of his turn.
- BEFORE THE FIRST TURN
-- Roll to see who gets first pick in the draft. The draft then continues clockwise from the high roller.
-- The draft includes Factions, number of starting troops, number of starting coin cards, turn order, and the order of choosing start location.
-- The draft is performed in a snake fashion (ie. Player 1, 2, 3, 4, 5, 5, 4, 3, 2, 1, 1, 2, etc)
-- You may not draft two cards of one type (You end with one faction card, one coin number card, one troop number card, one turn order card, one starting location order card)
- KNOCKING OUT ANOTHER PLAYER
-- When a faction with an empty blue slot (Enclave Of The Bear, Die Mechaniker, Imperial Balkania) is knocked out or eliminated, the player controlling that faction chooses a comeback power from those available.
- DRAWING A CARD
-- At the end of your turn, when you draw a resource card, you may draw a face up card containing a territory in your homeland, even if you do not currently control that territory.
-- Look at the back of your faction card. The faction's territory homeland is the continent that has been the starting location most often for the faction (including this game). If there is a tie, the faction does not have a homeland.
TERRITORY RESOURCE MODIFICATIONS
All territories are still worth one coin unless listed below.
TWO COINS (GROUPED BY CONTINENT)
- Egypt
- Peru
- Central America
- Eastern United States
- New Guinea
- Eastern Australia
- Great Britain
- Northern Europe
- India
- Siberia
- Ural
- Southeast Asia
- Mongolia
- Japan
THREE COINS (GROUPED BY CONTINENT)
- South Africa
- Western United States
SCAR CARDS AVAILABLE
The following scar cards are still unused and available at the beginning the of the game.
MERCENARY - X3
- You may pay this card at the start of any player's turn.
- Place the mercenary scar onto any unscarred territory.
-- The player that controls that territory will gain 1 troop in that territory at the end of his turn.
BIO-HAZARD - X3
- You may pay this card at the start of any player's turn.
- Place the bio-hazard scar onto any unscarred territory.
-- The player that controls that territory will lose 1 troop from that territory at the end of his turn.