Players can choose one of the five factions: Nordic, Saxony, Polania, Crimea, and Rusviet.
Amass your hordes of dragons in Wyrmspan.
While the game has a strong area-control element, wars do not necessarily dominate the gameplay.
If youre ready, we have prepared a comprehensive guide on how to set up and play the game.
Then create a supply area for the resource multiplier tokens.
Finally, create a supply area for the coins.
The coins come in denominations of one, three, five, ten, and twenty.
Below the eleven hexes on your map, you will see a green compass symbol.
You need toplace Encounter Tokens on these hexes.
Place the yellowcombat cards face-down in the upper rightsection of the game board.
Remember to shuffle the cards before placing them.
The area just below this section is for discarding combat cards.
On the right side of the game board, you will find a space for the Factory cards.
In the bottom center of the game board, shuffle thebeige envelope-shaped cardsand place them face-down.
Some Player Mat and Faction Mat combinations are officially banned in the new rulebook because they are too overpowered.
Next, take the components in the color of your chosen faction according to your character figure.
Place themech figures in the four large circleson your Faction Mat that correspond to your color.
Then, place your star tokens near the symbol in the upper left corner of your Faction Mat.
Draw the number of objective cards indicated by the numberbelow the pigeon iconand keep them hidden from other players.
The icon to the right of this showshow many coins you start with.
Place your six workers (meeples) on the rectangular spacesabove the Produce section.
You will notice that the Player Mat is divided into four sections.
Lastly,place your Action Token next to your Player Mat.With this, the setup is complete.
Key Concepts
Understanding these key concepts in the game is crucial.
“After a player completes their action, the next player’s turn begins in a clockwise direction.
This flow continuesuntil any player places their sixth staron the game board.
Once a player places the sixth star, the game ends, and scoring begins.
On your turn, you will use your Action Token to perform actions.
You must place your Action Token onany section of one of the four separate rowson your Player Mat.
Next,perform the top actionof the section where you placed your Action Token.
After completing the top action,perform the bottom actionof that section.
Remember to perform the actions fromtop to bottom.
you might alsocomplete your objective card at any timeduring your turn.
This does not count as an action.
The player with the lowest number starts first, and the game progresses clockwise.
Each Player Mat may have a different arrangement of Top Row actions, but their functions are generally similar.
Mechs Carrying Workers
Mechs cancarry any number of workerswhile moving.
Similarly, theycannot move onto lakesunder normal circumstances.
Moving Between Tunnels
You will see territories with tunnel icons and red borders.
All opponent workers in that territoryretreat to their Home Base.All resources in that territory remain there.
You loseone popularity for each opponent workerthat retreats.
If your popularity cannot decrease further, the opponent’s workers still retreat.
They can only do so with the help of mechs.
Moving to a Territory with Structures
If a territory containsonly a structure, any unit can move there.
The player who controls the unit that moved there also controls the territory with the structure.
The Home Base is only accessible after a defeat.
After all combats are resolved, discard the encounter token anddraw an encounter card to resolve it.
Bolster Action
To perform this action, first pay one coin.
Bottom Row Actions
Bottom Row actions function similarly to Top Row actions.
You are not required to take the coin rewards from the Bottom Row action.
This makes your Top Row action more efficient while reducing the cost of your Bottom Row action.
Remember, you cannot deploy mechs to a lake.
Mill
Mine
The Mine functionsas a tunnel that only you might use.
Armory
Whenever you take the Trade action,gain one Power.
Onlyone structure can exist in each territory, regardless of which player owns it.
Additionally, you will now see the symbol in thegreen circle that was revealedwhen you removed the cylinder.
Faction Differences
Each faction has unique abilities that set them apart from others.
you’ve got the option to find these abilities in thetop right corner of your Faction Mat.
This ability does not apply to Factory cards.
Crimea
Once per turn, you canuse a combat card as if it were any resource.
Nordic
Your workerscan cross rivers.This does not include lakes.
Additionally, your mechs and character cannot use this ability.
Saxony
There isno limit to the number of stars you’re able to placefrom combat or objectives.
you’ve got the option to complete and place stars for both of your objectives.
Villages you control and factoryterritories are considered adjacent for the movement of your character and mechs.
If you haveat least one workerin combat, you could play an additional combat card.
When your character and mechs move, they can move one extra territory.
Your character and mechs can move fromrivers to farms or tundras.
Your character and mechs can move fromrivers to forests or mountains.
Your mech cannot leave workers or resources alone on lakes.
Combat can occur if another faction moves in the lake.
No structures or mechs can be deployed on lakes.
you could do this once per combat.
Your character and mechs can move fromrivers to villages or mountains.
Your character or mechs canmove to or from lakes.Your mech cannot leave workers or resources alone on lakes.
Combat can occur if another faction moves in the lake.
No structures or mechs can be deployed on lakes.
Mountains you control and tunnelsare considered adjacent for movement of your character and mechs.
it’s possible for you to do this once per combat.
Combat can occur in multiple territories, and the active player chooses the order in which combats resolve.
The victor of the combat earns a star.
Bribery cannot occur during combat, and if players share the same territory, combat must occur.
There is no requirement to have a specific amount of popularity or power to enter combat.
The attacker in combat uses their mech abilities first, followed by the defending player.
Additionally,if combat results in a tie, the attacker wins the combat.
Remember to keep the number of chosen or tucked cards hidden during combat.
Theside with the highest power wins the combat.
However, if powers are tied, the attacker wins the combat.
Combat can occur on a lake if both players can move to the lake.
In addition to being fun times, these are some of the highest-selling board games around the world.
What Are Encounters?
After choosing an option from the encounter card, place itface down under the Encounter Deck.
Additionally, you are not obligated to claim all benefits offered by the chosen option.
If an encounter token is in a combat area, it triggers the winner’s encounter after combat concludes.
This card provides you with a fifth option on your Player Mat.
The ‘move’ action on the Factory card differs from the move action on your Player Mat.
Once you complete an objective, place both objectives face down under the Objective deck.
Once you place a star on the Triumph Track, you do not lose it.
Placing a star in a space on the Triumph Track does not prevent other players from placing stars there.
Additional coins you earn at the end of the game are added to this total.
Stars
Earn coins based on your position on the popularity track foreach star you have placed.
Controlled Territories
Earn coins based on your position on the popularity track foreach territory you control.
Controlled Resources
Earn coins based on your position on the popularity track forevery two resources you control.
After calculating your coins, the player with the most coins wins the game.