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Darklings

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Darklings (swamp) - Preferred faction when playing against:

Auren

Witches

Dwarves

Engineers

Chaos Magicians

Giants

Fakirs

Nomads

Ability

You need to pay Priests (instead of Workers) when transforming Terrain spaces. Pay 1 Priest and get 2 Victory points for each step of transformation.

Stronghold

After building the Stronghold, you may immediately and only once trade up to 3 Workers for 1 Priest each (Ordination of Priests).

Story

Darklings are said to be wicked and smarmy creatures that lure others into dangerous marshy hollows for fun, only to rob and then drown them. Only few have tried to verify these rumors. Darklings are fairly skilled in the elemental cults – that's for sure. Their priests use their secret knowledge to bog even more land.

Common Strategy: Get the +1 worker from Bonus Cards (for your worker resource) or from Power Token Conversion/Action, and aim to build 3 to 4 Dwellings. Alternatively (and if possible) you may try to build a Temple along with a Dwelling or two. If so, always prioritize to get the +3 coins income favor tile. Pushing to upgrade to a Sanctuary can be really helpful especially early on in the game. This faction benefits most on Round Scoring Tiles and Bonus Card relevant with priests resource/s. Stronghold isn’t really a priority but can nonetheless be build late in the game. Move your (leftover) Priests to the cult tracks in the latter round(s). Try to get at least 2 or 3 Priest income each turn and maximize spade bonus.

Common Start Positions

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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