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Cultists

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Cultists (Plains) - Preferred faction when playing against:

Mermaids

Swarmlings

Witches

Dwarves

Engineers

Giants

Ability

Whenever at least one of your opponents decides to take Power due to your building activity, advance 1 space on a Cult track of your choice. (You only get to advance 1 space in total regardless of the number of opponents taking Power. If all of your opponents refuse to take Power, do not advance on a Cult track, instead gain exactly one Power.)

Stronghold

After building the Stronghold, immediately and only once get 7 Victory points.

Story

Cultists love rituals. Their entire life is based on strict rules. Even the simplest things are accompanied by secret symbols and invocations of the elements. For instance, when a Cultist wants to fill a bucket of water from a well, he first needs to appease the elements of earth and water which he is tearing apart, then he also needs to ensure the element of fire that he is not going to extinguish it with that water. This may seem overly elaborate, but the Cultists also greatly benefit from the power of the elements.

Common Strategy: Make sure you start on locations where you are bound to thrive with adjacent opponents. By doing so, you may be able to progress fast on the cult track. Build temples early on in the game as Priests are your matter of priority when it comes to resources in the game. Build a stronghold in the latter rounds for that extra victory points. Focus on upgrading your structures as well as you shipping level to connect them later on. Upgrade spades (worker conversion) in the last rounds when you’ve secured the top level in the cult tracks or when no additional victory points can be earned from it.

Notes:

Green tile + Combo Green/Red tile = preferred starting dwelling positions

Red tile + combo green/red tile = Alternative starting dwelling positions

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