Mark Rees
United States
Grosse Pointe Woods
MI
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The Advisors Forum
These are the Advisors that are available in game #3's Advisor Roll:


These are the Advisors in our game, with any names and upgrades applied. Unnamed have not been drawn in a game yet.



Ship Box Advisors added:


Town Box Advisors added:




1 Advanced Scout
2 Alchemist
3 Apprentice Builder
4 Apprentice Trader
5 Blackmailer
6 Blacksmith
7 Bosun
8 Brute
9 Builder's Patron
10 Cannoneer
11 Captain
12 Caravan Driver
13 Carpenter
14 Clerk
15 Contractor
16 Convict
17 Dockmaster
18 Draper
19 Explorer's Patron
20 Foreman
21 Grizzled Veteran
22 Helmsman
23 Historian
24 Ironmonger
25 Local Guide
26 Lord
27 Lumber Merchant
28 Madman
29 Master Builder
30 Master Thief
31 Master Trader
32 Merchant's Patron
33 Navigator
34 Noble
35 Patriot
36 Pirate
37 Politician
38 Powder Monkey
39 Renowned Builder
40 Renowned Explorer
41 Renowned Merchant
42 Renowned Soldier
43 Savage
44 Smuggler
45 Soldier's Patron
46 Specialist
47 Spice Merchant
48 Surveyor
49 Thug
50 Weaver
51 Wind Master
52 Woodsman

1custom52{1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20
;21;22;23;24;25;26;27;28;29;30;31;32;33;34;35;36;37;38;39;40
;41;42;43;44;45;46;47;48;49;50;51;52}
 
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Mark Rees
United States
Grosse Pointe Woods
MI
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Re: Campaign #001 - The Advisors (SPOILERS) and Retired Advisors (SPOILERS)
These are the Retired Advisors in our game, with any upgrades removed.







And the three new ones from the SHIP Chest:



And the three new ones from the TOWN Chest:

 
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Grosse Pointe Woods
MI
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Re: Campaign #001 - The Advisors (SPOILERS) and Retired Advisors (SPOILERS) and available Treasures
These are the treasures available in our campaign







 
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Mark Rees
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Grosse Pointe Woods
MI
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Event Cards in our deck
CHARTER: This round, all goods cost -1 gold each.
FOG: This round, each STRONG die roll in a raid endeavor counts as an extra success.
GOOD OMENS: This round, each STRONG die roll in an explore endeavor counts as an extra success.
MARKET: This round, all goods sell for +1 gold each.
SMOOTH SEAS: This round, all ships have sail +1.
SMOOTH SEAS: This round, all ships have sail +1.
THE PIRATE KING DEMANDS RESPECT: At the end of the round, pirates (raid value 9) raid the province with the most glory. If they roll at least three successes, they plunder the council room and that player must dismiss one advisor they control. The pirates do not leave enmity. If the pirates roll 0 or 1 success, destroy this card without any plunder being taken. The raided province gains one glory.
THE WHISPERS BEGIN: At the end of the round, dismiss all advisors in the forum with a reputation cost of 1 and replace them with new advisors from the advisor deck.
THE PIRATE KING DEMANDS GOLD: At the end of the round, pirates (raid value 9) raid the province with the most gold. If they roll at least three successes, they plunder the vault and take one half of the gold, rounded up. The pirates do not leave enmity. If the pirates roll 0 or 1 success, destroy this card without any plunder being taken. The raided province gains one glory.
OPULENCE: This round, all provinces may buy a treasure and hire an advisor.
RESTLESS BONES: At the end of the round, the sunken ship rises from the waves to terrorize the closest ship to the space marked with the “X”. It rolls six dice. The terrorized ship takes damage for each success roll in excess of its hold value.
THE PIRATE KING DEMANDS TRIBUTE: At the end of the round, pirates (raid value 9) raid the province warehouse with the most goods. If they roll at least three successes, they plunder the warehouse but leave no enmity. If there are no warehouses with goods then this card has no effect. If the pirates roll 0 or 1 success, destroy this card without any plunder being taken. The raided province gains one glory.
 
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