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Subject: What are the 17 "Action Cards"? rss

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Bill Buchanan
Canada
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Can anyone list what the 17 "action cards" are, and what they allow a player to do?
 
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Bill Buchanan
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I managed to piece together some from various images and videos. Please keep in mind this is in no way an accurate or up-to-date list ...

1. Exploration:
The Brenn chooses an empty location adjacent to 2 territories. Draw 1 new territory and place it there. Then place 1 clan in this new territory.

2. Sanctuary:
Place 1 Sanctuary in a territory where you are present. Draw 1 Epic Tale Card.

3. Citadel:
Build a Citadel where you are present. If the territories advantage cards has not been played add it to your hand.

4. Conquest:
Choose 1 territory. You may move any number of your clans from territories adjacent to this territory into it. (Starts a Clash)

5. Scouts and Spies:
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory.

6. Druid:
If the Druid is the last Action card in your hand, you cannot play it. Look at the discarded Action cards and add 1 to your hand.

7. Geis:
When an opponent play an action card: Ignore the effect of the action card just played and discard it.

8. New Clans:
Take two new clans and distribute them in territories that you already occupy.

9. Bard:
Draw 1 epic tale card
OR
Gain 1 deed after your meneuver removes 1 or more clans

10. New Alliance:
In a territory that you occupy replace a clan of another tribe with one of yours (the clan you replace must not be that player's last clan on that territory)
OR
Add one clan.

11. Warlord:
Seasons action - ?
OR
Triskal action - Place an exposed clan on the territory and decide who performs the next manuevre.

12. Migration - ?

13. Craftsmen and Peasants - ?

14. ?

15. ?

16. ?

17. ?
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Ian Barker
United States
Indianapolis
IN
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Did this quick so there might be some errors. Copied the overlapping bits from WBuchanan, the rest are verbatim from the cards:

Craftsmen & Peasants
In each territory where you are present, you may place 1 clan for each Citadel in that territory.

Geis
Counter a played action card (just discard it)

Exploration
Brenn adds a new territory, card player adds a clan to that territory

Conquest
Choose 1 territory. You may move any number of your clans from territories adjacent to this territory into it.

Warlord
Initiate a clash in a territory where you are present with you as the instigator OR During a clash with you involved, after a maneuver is performed: place 1 exposed clan in this territory and choose who performs the next maneuver

New Alliance
In a territory that you occupy replace a clan of another tribe with one of yours (the clan you replace must not be that player's last clan on that territory) OR Add one clan

Sanctuary
Place 1 Sanctuary in a territory where you are present. Draw 1 Epic Tale Card.

Festival
add 1 clan and festival token to an area you're present and has a santuary. Initiators of clashes here lose 1 clan.

Bard
Draw 1 epic tale card OR gain 1 deed after your meneuver removes 1 or more clans

New Clans
Place 2 clans in any territories wher eyou are present. Both clans can be placed either in the same territory or in different territories

Citadel
Build a Citadel where you are present. If the territories advantage cards has not been played add it to your hand.

Druid
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory.

Migration

Choose 1 territory. Move 1 or more of your clans from the chosen territory to 1 or more adjacent territories

Raid
During a clash, after you have performed an attack maneuver: Take 1 random Action card from the attacked player's hand. If the attacked player has 0 Action cards, remove 1 of his exposed clans instead.

Emissaries
Move 1 of your clans to any adjacent territory. This does not initiate a clash.

Scouts & Spies

Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory

Master Craftsmen
Discard 1 card if able, then draw 1 epic tale card OR After you play an epic tale card: Instead of discard it, give it to any other player and gain 1 deed.
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Bill Buchanan
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Ducttape2021 wrote:
Did this quick so there might be some errors. Copied the overlapping bits from WBuchanan, the rest are verbatim from the cards:

Craftsmen & Peasants
In each territory where you are present, you may place 1 clan for each Citadel in that territory.

Geis
Counter a played action card (just discard it)

Exploration
Brenn adds a new territory, card player adds a clan to that territory

Conquest
Choose 1 territory. You may move any number of your clans from territories adjacent to this territory into it.

Warlord
Initiate a clash in a territory where you are present with you as the instigator OR During a clash with you involved, after a maneuver is performed: place 1 exposed clan in this territory and choose who performs the next maneuver

New Alliance
In a territory that you occupy replace a clan of another tribe with one of yours (the clan you replace must not be that player's last clan on that territory) OR Add one clan

Sanctuary
Place 1 Sanctuary in a territory where you are present. Draw 1 Epic Tale Card.

Festival
add 1 clan and festival token to an area you're present and has a santuary. Initiators of clashes here lose 1 clan.

Bard
Draw 1 epic tale card OR gain 1 deed after your meneuver removes 1 or more clans

New Clans
Place 2 clans in any territories wher eyou are present. Both clans can be placed either in the same territory or in different territories

Citadel
Build a Citadel where you are present. If the territories advantage cards has not been played add it to your hand.

Druid
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory.

Migration

Choose 1 territory. Move 1 or more of your clans from the chosen territory to 1 or more adjacent territories

Raid
During a clash, after you have performed an attack maneuver: Take 1 random Action card from the attacked player's hand. If the attacked player has 0 Action cards, remove 1 of his exposed clans instead.

Emissaries
Move 1 of your clans to any adjacent territory. This does not initiate a clash.

Scouts & Spies

Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory

Master Craftsmen
Discard 1 card if able, then draw 1 epic tale card OR After you play an epic tale card: Instead of discard it, give it to any other player and gain 1 deed.


Great, thank you!
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Gabriel Cross
South Africa
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It seems, though it is difficult to tell, that since there is only one action card that adds sanctuaries and one that adds more territories, the easiest victory condition to go for most of the time is being the chief in territories with six opposing clans. That means adding as many clans as possible and moving clans around without initiating too many clashes.
 
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Christian
France
Lyon
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For information, the last 4 cards are used only in the 4 player game.
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Bill Buchanan
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StupidGabe wrote:
It seems, though it is difficult to tell, that since there is only one action card that adds sanctuaries and one that adds more territories, the easiest victory condition to go for most of the time is being the chief in territories with six opposing clans. That means adding as many clans as possible and moving clans around without initiating too many clashes.


I would assume avoiding clashes will be the hard part!

There are also the Advantage and Epic Tale Cards to throw a monkey wrench into things...
 
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Christian
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And the Druid. And the Geis. And... Oh, well...
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Christopher Sparke
United Kingdom
Cheltenham
Gloucestershire
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Quote:
Druid
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory.

...

Scouts & Spies
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory


I'm assuming one of these is wrong?
 
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Charlie Theel
United States
St. Louis
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WBuchanan wrote:
StupidGabe wrote:
It seems, though it is difficult to tell, that since there is only one action card that adds sanctuaries and one that adds more territories, the easiest victory condition to go for most of the time is being the chief in territories with six opposing clans. That means adding as many clans as possible and moving clans around without initiating too many clashes.


I would assume avoiding clashes will be the hard part!


Yes, indeed. During my first draft I was like, "Why would I want a move without a fight?, Pass."

During my first round of actions - "Oh."
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Christian
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CWSparke wrote:
Quote:
Druid
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory.

...

Scouts & Spies
Look at the action cards in 1 opponent's hand. Then you may move 1 or more of your clans from 1 territory to 1 adjacent territory


I'm assuming one of these is wrong?


Yes, Scouts & Spies is correct. The Druid allows you to look through the Action cards discard pile and take one in your hand.
 
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