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Small World» Forums » Variants

Subject: yet another set of custom races/powers rss

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Kit Mehsu
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-Races

Reynard(5) - A race of fox men

Player has 6 trick box tokens, the backs are identical, but 3 have gold with a +1 on it, and the other 3 have a bomb with a -1 on it. These may be placed on any territory the Reynard control, face down. If any trick box territory is conquered, the token remains there. At the start of the next turn, all trick box tokens are flipped, if it's gold, the owner of the territory gains a victory coin, and if it's a bomb, the owner losses a victory coin.

Wraiths(4) - Vengeful ghosts(was going to call them ghosts, but decided not to conflict with the necromancer expansion)

Starts with +2 Race tokens for every race in decline. Gains an additional 2 race tokens every time another race enters decline.

Warlocks(5) - evilly wizardy things

Gains 1 meteor token per turn for every magic/magic crystal territory claimed. May spend 5 meteor tokens to send an all race tokens in a single territory back to the tray

Gnolls(6) - Hyena men

Gain 1 VC whenever you conquer an territory with a in decline race

-Powers

Lucky(3)
When your roll the die, roll twice, and take the preferred result.
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ian o
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Saskatchewan
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I actually like gnolls. Its like a twist on goblins.

The Warlocks seem way too powerful. Plus, what do meteors have to do with warlocks?

Lucky is a rather small power, but really neat.
 
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