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Chaos Magicians

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Chaos Magicians (wastelands) - Preferred faction when playing against:

Alchemists

Darklings

Mermaids

Swarmlings

Witches

Halflings

Ability

You start the game with only one Dwelling. You may only place this Dwelling after all the other players have build all of theirs (if necessary, after the Nomads have placed their third one, see setup on page 5). You get 2 Favor Tiles instead of 1 whenever you build a Temple or your Sanctuary.

Stronghold

After building the Stronghold, take 1 Action token. As a Special action (once per Action phase), you may take a double-turn. (On this double-turn, take any 2 Actions one after another – passing is also considered an Action.) Use the Action token to keep track of using this Special action.

Story

Chaos Magicians appreciate the forces of destruction and feel the best when in dismal wastelands. They worship fire and are always looking for underground lava streams that they try to force to erupt and hit the surface to transform even more land into wasteland. Chaos Magicians also have a certain power over time – they are able to freeze time for other people so they can wreak havoc undisturbed.

Common Strategy: Check the favored initial Dwelling locations and from this, ideally build a Sanctuary from the very first round. This is plausible with the help of Power Token action/conversion, and Bonus Cards available in round 1. Upon doing so, try to pick the most of the income Favor Tiles first (Chaos magicians earn two for every temple, and another two upon building the sanctuary). If this is not possible, you may alternatively pick the spade bonus card to build an additional dwelling in the first round. Upgrade your shipping in order to develop a second town but also to connect your home terrains near the river (extra victory points are earned from advancing your shipping). A town can wait for the latter rounds in the game (but be sure to have at least one) as it takes time to grow and expand with this faction. Pick the Favor Tiles that will secure continuous income along with maximizing Round Scoring Tiles relevant with advancing on the cult tracks. Stronghold is also not necessary with this faction.

Notes:

Green tile = Preferred starting dwelling positions

Red tile = Alternative starting dwelling positions

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