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Dwarves

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Dwarves (Mountains) - Preferred faction when playing against:

Alchemists

Darklings

Mermaids

Swarmlings

Giants

Fakirs

Nomads

Halflings

Ability

When taking the "Transform and Build“ action, you may skip one Terrain or River space by paying 2 more Workers (Tunneling). Get 4 Victory points each time when Tunneling. You have no Shipping. In the final Area scoring, any Structures that can be reached via Tunneling are considered connected (regardless of the number of your leftover Workers).

Stronghold

After building the Stronghold, only pay 1 more Worker instead of 2 when Tunneling.

Story

Dwarves are always on a hunt for treasures and valuable ores, thus engage in, non-stop burrowing in soil. Their mines are usually located in the mountains, but in the heat of digging, they sometimes end up digging underneath a neighboring area. Even if this is inhabited, its inhabitants most often will only notice when the Dwarves all of a sudden appear on the other side of that area. Dwarves go through so much soil that they are able to form new mountains from the spoil, so that future generations of Dwarves may dig through these all over again.

Common Strategy: Check the suggested starting positions and try to upwards on right side of the board. Starting round 4, expand as much as you can using your special ability “tunneling” (after you’ve built your stronghold). Build a temple and a dwelling using power token action/conversion (with spade) or spade bonus card in round one. Build a Trading Post in the second round to earn more coin resource. Maximize points through Round Scoring Tiles and Pass Bonus Cards. Concentrate on earning workers as they are used for the tunneling you’d be doing a lot on the latter rounds of the game. Do this especially when the bonuses for building dwellings are present (from relevant scoring tile, bonus card, and favor tile).

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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