![]() The remaining card is given to the player to their right.Įach player keeps the card from the player to their left and adds it to the 3 cards previously chosen.Īt the end of this phase, each player has thus created a hand of 4 Leaders for him or herself. The 2 remaining cards are then given to the player to their right.Įach player then secretly chooses one card from the 2 received from the player to their left. The 3 remaining cards are then handed to the player to their right.Įach player secretly chooses one card from the 3 received from the player to their left. The Leaders that are not dealt out are returned to the box.Įach player must secretly choose one card from their 4 and places it in front of himself or herself, face down. Leader PhaseĮach player is dealt a hand of 4 Leader cards, randomly distributed (to be kept hidden). In addition, a new game phase, the Recruitment Phase, takes place at the beginning of each Age. The rules for the Age III deck remain unchanged (meaning that the number of Guilds to be kept is still the same).Įach player starts with 6 coins (instead of 3 as in the base game). The new Guilds (purple cards) for Age III are added to those of the basic game. Score BookletĪ new score booklet is found in this box: it will allow you to add victory points earned by some Leaders. Courtesan TokenĪ special token which is used with one of the new Guilds, the Courtesan's Guild. The 17 coins of value 6 should be added to the coins of the base game. Take care though, as some of them can only be used with the Leaders expansion. Guild CardsĤ new Guilds (purple cards) are to be added to those available in the basic game. It will give you the chance to create a personality by yourself and add it to your games. Blank Leader Card (semiramis)Ī blank Leader card is present in your box. Their cost, in the upper left corner of each card, is in coins only. They are not added to the Age cards and have a different back to set them apart. The Leaders (white cards) are a new card category. This new board can only be used with the Leaders expansion. Rome and its Colosseum constitute a new board, the effects of which are explained on the last page of this rulebook. The game play is slightly changed, but the victory conditions remain the same as those in the basic 7 Wonders game. Represented by 36 new cards, these leaders will influence the growth of your city, each in their own way. Game modes can include additional content such as new units, buildings, or improvements and can be turned on or off during game setup to apply significant and dramatic changes to the rules of the game.This expansion for 7 Wonders offers you the opportunity to put leaders at the head of your civilization. ***One of the two new leaders requires the Rise and Fall expansion to play. **New game mode requires either the Rise and Fall or Gathering Storm expansions to play. *New game mode requires the Gathering Storm expansion to play. The Persona Packs are available exclusively to owners of the New Frontier Pass and will be delivered with the second add-on pack. ![]() Each Persona Pack contains a brand new take on a favorite leader, with a new leader model and background, new gameplay bonuses, and an updated agenda that reflect the changes to the leader’s personality. Two of Civilization VI's leaders are transformed with a new look and new abilities when you lead America and France! “Rough Rider Teddy” excels at keeping the peace on his home continent, and “Magnificence Catherine” can use Luxuries to overwhelm the world with Culture and Tourism. Teddy Roosevelt and Catherine De Medici Persona Packs
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