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Politicians

The Corruptor allows you to recruit a second Lord for 5 pearls.


The Diplomat enables you to recruit Lords using any Races (though you must still use the same
number of races)
The Opportunist allows you to, on your turn, discard a Lord from the Court and replace it with
the top card from the deck.
The Treasurer reduces the cost of recruiting by 2 for you.
The Traiter allows you to discard one of your free Lords and replace it with any Lord from the
Court.
The Schemer allows you to discard one of your free Lords and replace it with the top one from
the deck.
Soldiers

The Seeker forces each of your opponents to return 2 Pearls to the Treasury.
The Recruiter increases the recruiting costs for your opponents by 2.
The Tamer forces your opponents to earn the reward from the previous Monster Track space
after defeating a Monster.
The Commander prohibits your opponents from holding more than 6 Allies in hand. They
must immediately (as well as after each turn) discard extras.
The Assassin forces each opponent to lose the power of one Lord (turn 90˚).
The Jailer forces your opponents to discard 1 Ally from their hand.
The Hunter allows you to steal a random Monster token from one opponent.

Merchants

The Landlord earns you 1 Pearl from the Treasury during EACH of your turns.
The Ship Master earns you 1 Pearl for each different Race you send to the Council.
The Shopkeeper earns you 1 Pearl.
The Trader earns you 3 Pearls.
The Peddler earns you 2 Pearls.
The Slaver allows you to sell 1 Ally from your hand for 2 Pearls during your turn.
Mages

The Alchemist allows you to add 2 stacks instead of 1 when requesting support from the
Council.
The Apprentice allows you to add a stack of cards from the Council to your hand.
The Illusionist allows you to exchange one of your Locations for a different available one.
The Invoker grants you an extra turn after your current turn ends.
The Oracle enables you to discard 1 stack of cards from the Council during your turn.
The Master of Magic allows you to affiliate the Ally of your choice of those used rather than
affiliating the lowest value one.
The Shaman protects you against the powers of Soldier Lords.

Ambassadors

The Elder allows you to draw 3 Locations, place one under your control and make the others
available.
The Sage allows you to draw 2 Locations, place one under your control and make the others
available.
The Hermit allows you to draw 1 Location and place it under your control.

Farmers

The Miller The Aquaculturist The Landowner


The Shepherd The Reaper The Keeper

indicates the Lord’s power is applied only once, at the time of recruitment.
Indicates the Lord comes with a key or keys which are used to control Locations.

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