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Fakirs

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Fakirs (Desert) - Preferred faction when playing against:

Alchemists

Darklings

Mermaids

Swarmlings

Auren

Witches

Dwarves

Engineers

Giants

Ability

When taking the „Transform and Build“ action, you may skip one Terrain or River space by paying 1 more Priest (Carpet Flight). Get 4 Victory points each time when doing a Carpet Flight. In the final Area scoring, any Structures that can be reached via Carpet Flight are considered connected (regardless of the number of your leftover Priests).

Stronghold

After building the Stronghold, you may now skip 2 Terrain, or 2 River spaces, or one each when doing a Carpet Flight. (This also affects the final Area scoring.)

Story

Fakirs have reduced their physical needs to a minimum and tremendously improved their spiritual forces. Their spirit rules over matter in such a way that they are able to levitate things like carpets. Carpets are very convenient flying devices when you know how to operate them. In contrast to brooms, they are capable of transporting load. Fakirs prefer to live in deserts as these comply with their meditative lifestyle due to the desert's considerable lack of plants and animals.

Common Strategy: If rendered available, pick the spade bonus card and try to build a temple along with 2 dwellings in the first round. This will secure a Priest income along with a few workers. Build a Sanctuary or an additional temple in the second round. Building a stronghold is not necessary unless a scoring tile is present rewarding you with additional victory points. Use faction's ability (flying carpet) to gain points and expand (especially in rounds where they generate additional victory points). Pick up on advancing on the cult tracks - in the latter rounds of the game.

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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