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	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-30T03:23:42Z</updated>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=5732</id>
		<title>Gamehelpsevenwondersduel</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=5732"/>
		<updated>2020-09-26T06:49:02Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In 7 Wonders: Duel, your aim is to make your ancient civilization thrive over three rounds by acquiring resources, building different types of constructions, and building your Wonders. However, you&#039;re doing this along with another player who has access to the same resources and buildings you do. Over the course of each round, you&#039;ll be acquiring money and points from the different cards played or other actions. Alternatively, you can build up a military to conquer your opponent, or progress on technology to the point that you&#039;re just too amazing of a civilization.&lt;br /&gt;
&lt;br /&gt;
There are three ways to win this game:&lt;br /&gt;
1. Advance the military token all the way to the opponent&#039;s edge of the board&lt;br /&gt;
2. Collect any six different science symbols&lt;br /&gt;
3. Have the most points at the end of the 3rd round&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
At any given moment, each player has:&lt;br /&gt;
* 4 Wonders. These can be built by tucking a card underneath them for the bonuses printed on them. These are shown on the left side of your board.&lt;br /&gt;
* Money. Some cards or Wonders give you money, but this is more commonly earned by discarding cards. Money can be spent to buy cards, or to buy resources you don&#039;t already have access to. This is shown on the right side of your player board.&lt;br /&gt;
* Points. These are simply the sum of all points earned from cards. The player with the most points wins the game (unless an alternate victory condition is achieved). This is shown on the right side of your player board.&lt;br /&gt;
&lt;br /&gt;
Between both players is the available &amp;quot;market&amp;quot; of cards. Any cards not covered by any other card can be collected or purchased for the listed price. The shape of this board is different in each round.&lt;br /&gt;
&lt;br /&gt;
== Game Setup and Preparation ==&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with 7 coins.&lt;br /&gt;
&lt;br /&gt;
5 Progress tokens are dealt onto the board.&lt;br /&gt;
&lt;br /&gt;
Each player also starts with 4 potential Wonders, chosen as follows:&lt;br /&gt;
* Deal out 4 random Wonders.&lt;br /&gt;
* The starting player selects one of the Wonders.&lt;br /&gt;
* The other player then selects two of the remaining Wonders.&lt;br /&gt;
* The starting player automatically gets the remaining Wonder.&lt;br /&gt;
* Then deal out 4 random Wonders and repeat the above process, except the other player starts that round.&lt;br /&gt;
&lt;br /&gt;
Finally, deal out the Age I cards in the pattern described.&lt;br /&gt;
&lt;br /&gt;
The starting player goes first.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
During your turn, select one of the cards on the board to claim, then choose what to do with it:&lt;br /&gt;
* Play the card as normal. This is the most common choice. Doing this will simply give you the benefits of the card. The types of cards and what they do are explained further into these instructions.&lt;br /&gt;
* Use the card to build your Wonder. Tuck the card underneath one of your Wonders. It does not matter which card is tucked for this; as long as any card is used for this, the Wonder is considered complete. You do need to be able to pay the resource cost of the Wonder or have enough money to make up the difference. Only 7 Wonders can be completed during the entire course of the game; once the 7th has been built, the 8th and final Wonder is removed from play and can&#039;t be built.&lt;br /&gt;
* Discard the card for money. You gain 2 coins plus 1 coin for each yellow card you already have. It does not matter which card is discarded for this; all cards are worth the same amount of money when discarded this way.&lt;br /&gt;
&lt;br /&gt;
After you have completed this, it&#039;s now your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
== Buying Cards ==&lt;br /&gt;
&lt;br /&gt;
Most cards have a purchase price, shown on the top left of the card, involving resources or money. To buy a card, you must have the available resources for it. However, if you do not have the required resources, you may buy them from the bank. For each missing resource, pay 2 coins, plus 1 extra coin for each of that resource your opponent has.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some cards have an alternate cost using a previously claimed card. Cards that can take advantage of a chain build later in the game have a symbol printed on the top right, and cards that can be purchased this way have the matching symbol underneath their normal, resource-based cost. If you have the appropriate card, you can buy the new card for free!&lt;br /&gt;
&lt;br /&gt;
== Types of Cards ==&lt;br /&gt;
&lt;br /&gt;
Players can gain the following types of cards:&lt;br /&gt;
&lt;br /&gt;
=== Resource Cards ===&lt;br /&gt;
&lt;br /&gt;
Brown and gray cards are resources. There are five types of resources; wood, brick, stone (all of which are brown), glass, and paper (which are gray). These resources are required in order to build certain cards or Wonders. If you do not have a particular resource, you can instead pay 2 coins, plus 1 coin for each resource held by your opponent (this money goes to the bank, not to your opponent). Resource cards are never used up - as long as you have the card, you may use the resources on any subsequent turns.&lt;br /&gt;
&lt;br /&gt;
Unlike other cards, Resource Cards appear in Age I and II, but not at all during Age III.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Cards ===&lt;br /&gt;
&lt;br /&gt;
Yellow cards are commerce cards, and usually have something to do with money. They may allow for altered costs to buy resources, or to instantly gain money. Additionally, for each yellow card you have, you gain 1 extra coin each time you discard a card.&lt;br /&gt;
&lt;br /&gt;
=== Victory Cards ===&lt;br /&gt;
&lt;br /&gt;
Blue cards are victory cards, and are simply worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Science Cards ===&lt;br /&gt;
&lt;br /&gt;
Green cards are science cards. These are frequently (but not always) worth points, but more importantly, have one of six different scientific instruments on them. If you ever collect one copy of all six symbols, you automatically win the game!&lt;br /&gt;
&lt;br /&gt;
Additionally, if you get two cards with the same symbol, you also immediately get one of the Progress tokens. There are five Progress tokens dealt at the start of the game, which either give you some sort of bonus or extra effect.&lt;br /&gt;
&lt;br /&gt;
=== Military Cards ===&lt;br /&gt;
&lt;br /&gt;
Red cards are military cards. These show some number of sword and shields along the top. When you get one, for each of these sword and shields, advance the military token one step towards your opponent. If it moves into a space next to a penalty symbol, your opponent loses money.&lt;br /&gt;
&lt;br /&gt;
If you ever advance the military token to the edge closest to your opponent, you&#039;ve conquered their civilization and automatically win the game! However, if the game ends before this happens, one player will gain points based on its position.&lt;br /&gt;
&lt;br /&gt;
=== Guild Cards ===&lt;br /&gt;
&lt;br /&gt;
Purple cards are guild cards. These are worth money and points based on how many of a particular card type or other quality have been built. The money from this is awarded immediately, but the points are only awarded at the end of the game (and consequently do not show up on your point total).&lt;br /&gt;
&lt;br /&gt;
Unlike other cards, these cards only show up in Age III.&lt;br /&gt;
&lt;br /&gt;
== End Of An Age ==&lt;br /&gt;
&lt;br /&gt;
An age ends when either player takes the last card from the board. A new set of cards is dealt out in a predefined pattern.&lt;br /&gt;
&lt;br /&gt;
The player closest to the Military token (that is, the player most in danger of being conquered) chooses which player starts the next round. If the Military token is in the middle, then the turn sequence is simply carried over from the previous round and whoever did not end the previous round goes first.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game can end automatically if either player conquers the other, or gets enough scientific symbols. But if neither of those conditions are met, then the game ends at the end of Age III.&lt;br /&gt;
&lt;br /&gt;
Players earn points from their points on cards (including guilds), Wonders, the final position of the Military token, and leftover money (3 coins converts to 1 point). The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=4560</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=4560"/>
		<updated>2020-06-01T22:46:37Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town. One divine favor reduces the power cost to 6.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
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=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
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