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Wizkids
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In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply GROW and conquer.
In Rise of Tribes, players control a tribal faction in prehistoric times looking to GROW, MOVE, GATHER, and LEAD their people. The board is modular, composed of hexes in various terrain types. Each hex has a population limit. Players manage the number of tribe members they place on any one hex to either trigger or avoid conflict.
Each turn the active player rolls two dice, then selects two of the four actions to take - GROW, MOVE, GATHER, and/or LEAD. Each action is resolved one action at a time. The power of each action taken depends on the die roll plus the last couple of dice placed onto the action board on the selected action by other players. Once both actions are taken, the active player resolves any Conflicts. The final step of each turn is the time to build villages and complete goal cards.
Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goal cards for your civilization. Villages (limited to 1 per hex) score 1 point for the tribe that built them at the start of that tribe's turn. Goal cards will score points immediately when completed. Every tribe's ambition is to score 15 points. The tribe to score 15 points first wins the game.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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