remember you can not choose the event you chose last round.
Player summary
Player........Gold...XP.....General’s Level...........Level ups
Matty........50.......6..........2...........................?
Dean........10........5.........2...........................+1 Wounds
Ryan.........20.......1..........1.........................
Anna.........50.......1..........1.........................
Gaz..........20........2..........1.........................
JD............40........2..........1.........................
Dave........20........0..........1..........................
Danny......160.......0..........1.........................
Matty........spies
Dean.........elite army
Ryan.........land grab
Anna.........All or nothing
Gaz..........Arcane knowledge
Dave.........Ambush
JD............War Tax
STRATEGIC EVENTS
ALL OR NOTHING
If you win your battle then you get double the empire points. you gets no empire points if you draw or loose the game.
ELITE ARMY
In any battles this campaign turn the minimum core requirement goes from 25% to 10%.
AMBUSH
Select 2 units in your army, these units get a vanguard move this round.
ARCANE KNOWLEDGE
1 wizard you control gains one extra spell.
HEAD HUNTER
You are awarded 100 VP for every enemy character slain during the battle. Additionally you gain 3D6x5 Gold if you slay a general.
BUILDING BOOM
You may place a castle or mine, or upgrade any castle to a city in any tile you control.
LAND GRAB
The first tile you claim this turn only costs 1 empire point not 2.
EFFICIENT REVENUE
You re-roll any 1’s rolled on revenue dice this round.
WAR TAX
Gain 100 Gold to spend on (and only on) your battle this turn. This in not effected by penalties during revenue.
ASSASSIN
After your opponent has deployed their army, you may pick one of their characters and attempt to assassinate them. On a roll of 4+, you inflict D3 Wounds on the character that may not be stopped in any way. If a general is targeted it may only be reduce to a minimum of 1 wound.
SABOTAGE
Pick one city, castle, or mine belonging to another player and roll a D6. Mines are destroyed on a 2+, castles on a 4+, and cities on a 6.
SPIES
You opponent must deploy their army before you deploy your army, and you get the first turn.
INCITE UNREST
Pick a player, that player loses 4D6x5 from there revenue this turn, to a minimum of 0.
PANTS PLAY
Your opponent for this round has to play the game with no pants on or they receive no empire points or revenue this round.
Reminder you have until 6pm Thursday 6th to make your choice