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Margraves of Valeria: Event Pack
Margraves of Valeria: Event Pack
by Schwerkraft-Verlag, Daily Magic Games (2020)
Player Count
2 to 5

Player Ages
14+

Playing Time
1 hour to 2 hours
Categories
  • Card Game
  • Fantasy
  • Expansion for Base-game
  • Designers
  • Isaias Vallejo
  • Mechanisms
  • Area Movement
  • Worker Placement
  • Deck / Pool Building
  • Artists
  • Mihajlo Dimitrievski
  • Family
  • Crowdfunding: Kickstarter
  • Admin: Unreleased Games
  • Valeria
  • Rating: 0/10 from 0 users

    Description

    Originally available as an add-on during the Margraves of Valeria Kickstarter campaign.

    Contents: 12 event cards + 1 rules card.

    Setup:
    Prepare your Citizen deck as you normally would for your game of Margraves of Valeria. Shuffle the twelve Event cards separately. Place one Event card into the Citizen deck after every 6th card.

    Place the Citizen deck on the Track Board and lay out the Citizen line as usual.

    Game Play:
    Event cards will naturally come up through the Citizen deck as you play through the game. When an Event card rises to the top of the Citizen deck, move the card to the center of the game board so everyone can see the effect. This Event card is now active until the next event card is revealed. Each Event card has a new rule that may be applied at a specific point in your turn.

    The Halfling Ferryman: At the start of your turn, you may pay 1 Gold to move your Margrave, but you do not activate the Location Power.

    Begrudging Cooperation: At the start of your turn, you may pay an Opponent 2 Gold to take a Resource of your choice from their player board.

    Send the Herald: At the start of your turn, you may pay 2 Gold to deploy a Knight from any Location to any Location.

    Assist the Condotierre: At the start of your turn, you may pay 3 Strength to gain 5 Gold.

    Traveling Peddlers of Pyth: At the start of your turn, you may pay 1 Resource for 3 Gold.

    Undermine Guild Politics: During your turn, if you gain a Level I Privilege Tile, you may discard a Level II Privilege Tile from the line.

    Deal with the City Scribe: At the start of your turn, you may pay 1 Gold to move an Opponents Ward Tower to a different slot in the same Location. They do not gain the bonus.

    Bribe the Harbor Master: At the start of your turn you may pay 1 Gold to move your Ship. Do not gain the bonus.

    Mercenaries for Hire: During your turn, when performing a Shipping action, you may ship Knights as if they were a Resource.

    Collect Taxes: During your turn, instead of activating a Location Power, you may gain 3 Gold.

    Pay the Witch Doctor: At the end of your turn, you may pay 1 Gold to gain 1 Knight from the Hero Tombs.

    Stock Up on Fire Arrows: At the end of your turn, you may pay 1 Gold to gain 1 Strength.

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