Revised Game Mechanics for Faction Fun

Each player starts off with one settlement or tribe, as well as 4 Action cards according to their side

For Natives, Claiming a land tile turns that land tile into a tribe. The 7th connected land tile makes a Nation (including the one from the beginning of the game)

For Colonizers, Claiming a land tile turns that land tile into a settlement. Once 3 total connected settlements are achieved (that is, including the one from the beginning of the game), future territories now become villages. If 2 of these connected villages are added to the settlements, the next 2 tiles claimed becomes a town, until the last 2 connected tiles gained becomes a City. In total a City is made up of 7 claimed tiles

An Avatar is earned every time 2 tiles are claimed and connected to the rest of that said developing Nation or City

Land Tiles:

Plains tile- 4

Forest tile- 8

Mountain tile- 10

River Tiles:

Water tile- Uncrossable unless an event or Action card permits it

Movement:

  • 1 D6 determines how many tiles one can move
  • players can go any direction on the board’s linking tiles

Colonizers:

  • Colonizers can move on any terrain, however when crossing native land/Native territories, this give a movement penalty of -1
  • If a colonial lands on a tribe tile, this is considered “automatic battle attack mode”
  • All land tiles are considered Native territory

Natives:

  • Cannot cross or enter colonial settlements
  • However, if cornered by colonial settlements, attack mode must be initiated (if won, that tile is now Natively claimed)

Claiming Territories:

  • When a player lands on a land tile, 2 D6 must be rolled to equate or surpass the land tile’s value and potentially claim that land
  • Retaliation can occur from the opposer, if they roll with 2 D6 equal to or higher than both the distance traveled to the defending opponent’s position as well as the value of the land tile (This is the only form of movement that requires 2 D6) 

Battle System:

  • Battle Round:
    • Initiate action card if plausible (one card maximum)
    • Aggressor rolls first
    • Battle Resolution 
  • Each player will roll 1 D20 in turn
    • Natural 20 wins automatically
    • Natural 1 is an automatic loss
  • Higher roll beats opponent

Forms of Battle:

Form A: Attack mode;

  • Can be initiated when one is within 1 tile of opponent’s avatar, or occupied claimed tile if side permits
  • Loss of attack = loss of an Avatar
  • Success of Attack = Claimed opponent’s Territory

Form B: Retaliation Mode;

  • If a retaliation roll beats out the defending opponent’s roll, a battle will initiate for that claim
  • Each opponent in turn will roll a D20
  • Highest roll wins
  • If the defender loses, they must return to the nearest settlement/tribe tile as well as lose their claim of that said territory
  • If defender wins, they maintain their claim 
  • If the aggressor wins, they instead take the claim
  • If the aggressor loses, the territory goes unclaimed

Event Cards:

  • At the beginning of each round, an event card will be put into play
  • At the end of the round, that Event card is discarded

Event Card Examples:

  • Disease: Lose 1 Native Avatar. But If player has only 1 single Avatar, then instead they will lose their turn that round
  • Famine: Lose 1 Colonzer, but if player has only 1 single colonizer, then instead they will lose their turn that round
  • The Great Storm: Movement Penalty (-2 to all players)
  • Awoken Spirit: Movement Bonus (+1 to all Native players)
  • War: At the beginning of the round, both players are automatically in attack mode. No further land is gained regardless of the outcome.
  • Spy Spawn: Colonials gain one Avatar placed in Native territory. It is up to the Natives before the round starts, whether or not they wish to attack

Action Cards:

Colonial Action Deck:

  1. Deforestation: Change a forest tile into a Plains tile
  2. TNT: Turn mountain tile into Plains tile
  3. Horse and Buggy: Movement Bonus (plus 2)

Native Action Deck:

  1. The great seed: Change grass tiles into forest tiles
  2. Rock Solid: Prohibit colonials from claiming any mountain tiles for the next 2 turns
  3. River Spirit: Allows movement across water tiles exponentially that round
  4. Get Outta here – Prohibits the colonizer from entering any Native Territory

ALL PREVIOUS RULES ON AVATARS REFER TO THE BASE AVATARS

ONCE A PLAYER GAINS A CITY OR NATION, ONLY THEN CAN THEY BEGIN RECEIVING THE SPECIALTY AVATARS

SPECIALTY AVATARS ARE EARNED JUST LIKE BASE AVATARS, ONLY IN THE SECOND HALF OF THE GAME

Native Specialty Avatars

  1. Guardian Avatar: Once a Nation is created, a Guardian Avatar is gifted to that said player to protect that Nation. This Avatar can only move throughout the Nation that they spawn in. they cannot leave their Nation, however, if an opponent wishes to attack any connected claimed land a part of that Nation, the guardians protection reaches throughout the whole Nation and results in a best of 3 D20 battle against the aggressor. If the results end in a loss for the Guardian, the aggressor gets to pick which tile within that entire Nation they wish to claim.
  2. The Shaman Avatar – Gained anytime after the Guardian Avatar is put into play, this Avatar can be placed anywhere on remaining Native Land. When first placed, they can invoke a ritual that grants a +2 movement bonus to all Native Avatars as well as a -1 penalty to any Colonial Avatars for that round.
  3. The Healer Avatar – Gained anytime after the Guardian Avatar is put into play, This Avatar is the only Native Avatar with the Ability to cross or land on claimed colonizer territory. If a healer goes into Attack mode and wins that battle on colonizer territory, they then turn that claimed land back into Native Land. 

Colonizer Specialty Avatars

  1. Defender Avatar: Once a City is created, a Defender Avatar is gifted to that said player to protect that City. This Avatar can only move throughout the City that they spawn in. they cannot leave their City, however, if an opponent wishes to attack any connected claimed land a part of that City, the Defender’s reign reaches throughout the whole City and results in a best of 3 D20 battle against the aggressor. If the results end in a loss for the defender, the aggressor gets to pick which tile within that entire City they wish to claim.
  2. The Governor Avatar: Gained anytime after the Defender Avatar is put into play. Can move + 2 movement on every roll. However, if a player is killed as this Avatar, that player then loses another Avatar along with it
  3. Captain Avatar – Gained anytime after the defender Avatar is put into play. When playing as this Avatar, the player is allowed to reroll their lowest D20 in any battle scenario.

Sequence of a Round:

  1. Event card is played
  2. Movement roll based on 1 D6 (colonist starts the game)
  3. Action card
  • Played at player’s discretion
  • Draw 4 at start of game
  • All cards must be played before replenishment
  1. Roll for claim of territory (2 D6)
  2. Opposition must retaliate (tile + distance = retaliation)
  3. Successful retaliation = battle (retaliation mode)
  4. If retaliation is lost, you return to the nearest tribe/settlement tile and you lose your territory claim