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Root Clockwork 2 and Adv Setup data add
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- id: ROOT-228
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text: 'Whenever you **Recruit**, instead recruit only one warrior, plus one per Mole showing, into the Burrow.'
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image: difficulty-duchy-easy
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name: Duchy Easy (Trait)
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tags:
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- Clockwork
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- id: ROOT-229
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text: 'Whenever you **Recruit**, instead recruit three warriors, plus one per mole showing, into the Burrow'
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image: difficulty-duchy-challenging
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name: Duchy Challenging (Trait)
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tags:
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- Clockwork
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- id: ROOT-230
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text: 'Whenever you **Recruit**, instead recruit three warriors plus one per mole showing, into the Burrow. At the end of Evening, score 1 VP.'
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image: difficulty-duchy-nightmare
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name: Duchy Nightmare (Trait)
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tags:
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- Clockwork
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- id: ROOT-231
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text: >-
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Whenever **Cost of Errors** triggers, it now removes the crown from the bottommost
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swayed minister whose suit **matches** a clearing from which a building was removed.
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image: trait-duchy-foundations
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name: Foundations (Trait)
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tags:
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- Clockwork
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- id: ROOT-232
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text: >-
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Whenever a human triggers **Cost of Errors**, they must discard a card that matches a clearing from which a Duchy building was removed.
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If they Discard a matching card, the Duchy loses one victory point.
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If they cannot, the Duchy sways a minister, as in the Sway action, but the minister must also match a clearing of removal.
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image: trait-duchy-investors
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name: Investors (Trait)
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tags:
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- Clockwork
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- id: ROOT-233
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text: >-
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You now **Dig** twice per turn, and it now requires and moves only three warriors (*not four*).
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image: trait-duchy-overwhelm
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name: Overwhelm (Trait)
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tags:
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- Clockwork
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- id: ROOT-234
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text: >-
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The clearing tie for the Dig action is now "such a clearing that has the most enemy buildings, then the fewest enemy warriors."
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If you cannot build because no building slots are open, battle in each clearing instead.
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image: trait-duchy-invaders
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name: Invaders (Trait)
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tags:
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- Clockwork
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- id: ROOT-235
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text: 'Whenever you **Recruit**, instead place only one warrior in each of two ordered clearings.'
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image: difficulty-corvids-easy
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name: Corvid Easy (Trait)
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tags:
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- Clockwork
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- id: ROOT-236
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text: 'Whenever you **Recruit**, instead place three warriors in each of two ordered clearings.'
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image: difficulty-corvids-challenging
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name: Corvid Challenging (Trait)
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tags:
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- Clockwork
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- id: ROOT-237
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text: 'Whenever you **Recruit**, instead place three warriors in each of two ordered clearings. At the end of Evening, score 1VP'
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image: difficulty-corvids-nightmare
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name: Corvid Nightmare (Trait)
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tags:
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- Clockwork
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- id: ROOT-238
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text: >-
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Whenever a plot would be flipped, the human with the most faction pieces in the clearing must first guess the plot type.
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If they're correct the plot flips and scores but does not resolve its When Fipped effect. Then they remove the plot (*scoring a point*). If they're incorrect, you score 1VP.
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image: trait-corvids-gamble
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name: Gamble (Trait)
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tags:
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- Clockwork
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- id: ROOT-239
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text: >-
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Whenever a plot token is removed, place a warrior in the clearing from which the plot was removed.
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image: trait-corvids-backup-plans
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name: Backup Plans (Trait)
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tags:
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- Clockwork
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- id: ROOT-240
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text: >-
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You now **Plot** twice per turn.
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image: trait-corvids-mastermind
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name: Mastermind (Trait)
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tags:
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- Clockwork
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- id: ROOT-241
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text: >-
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Whenever any pot token is flipped, it has the When Flipped effect of a Bomb plot.
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image: trait-corvids-vendetta
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name: Vendetta (Trait)
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tags:
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- Clockwork
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- id: ROOT-242
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text: >-
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When playing with the Corvid human or bot against any bots, use these rules for bombs and snares:
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**Bomb**: When flipped, removed two pieces of each bot in its clearing, warriors first, instead of all their pieces.
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**Snare**: Bots ignore snare tokens for the purpose of targeting clearing to place or move pieces.
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If a bot would place in a clearing with a snare of move out of a clearing with a snare, remove the snare but do not preform this part of the action.
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(*The Vagabot will continue to move after this happens, exhausting extra items.)
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image: interaction-corvid
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name: Corvid Bot Interactions
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tags:
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- Clockwork
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- id: ROOT-243
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text: 'When you perform **Rituals**, reveal only three cards from your Lost Souls.'
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image: difficulty-lizards-easy
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name: Lizards Easy (Trait)
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tags:
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- Clockwork
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- id: ROOT-244
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text: 'When you perform **Rituals**, instead reveal five cards from your Lost Souls.'
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image: difficulty-lizards-challenging
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name: Lizards Challenging (Trait)
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tags:
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- Clockwork
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- id: ROOT-245
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text: 'When you perform **Rituals**, instead reveal five cards from your Lost Souls. At the end of Evening, score 1VP'
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image: difficulty-lizards-nightmare
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name: Lizards Nightmare (Trait)
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tags:
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- Clockwork
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- id: ROOT-246
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text: >-
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Whenever you **Crusade**, score one extra victory point if you remove any tokens.
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image: trait-lizards-spiteful
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name: Spiteful (Trait)
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tags:
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- Clockwork
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- id: ROOT-247
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text: >-
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At the end of your turn, draw a card and add it to your Lost Souls.
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image: trait-lizards-erratic
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name: Erratic (Trait)
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tags:
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- Clockwork
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- id: ROOT-248
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text: >-
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Whenever you **Convert**, battle in that clearing after converting the warrior.
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In this battle, deal an extra hit.
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(***Player Tie:** Target player with most defenseless buildings, then most points.*)
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image: trait-lizards-fanatics
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name: Fanatics (Trait)
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tags:
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- Clockwork
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- id: ROOT-249
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text: >-
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Whenever you perform a bird ritual, also place a warrior from your supply into your Acolytes box.
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image: trait-lizards-martyrs
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name: Martyrs (Trait)
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tags:
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- Clockwork
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- id: ROOT-250
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text: 'Whenever you **Build and Garrison**, place no warrior at the trade post.'
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image: difficulty-riverfolk-easy
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name: Riverfolk Easy (Trait)
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tags:
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- Clockwork
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- id: ROOT-251
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text: 'Whenever you **Build and Garrison**, instead place two warriors at the trade post.'
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image: difficulty-riverfolk-challenging
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name: Riverfolk Challenging (Trait)
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tags:
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- Clockwork
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- id: ROOT-252
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text: 'Whenever you **Build and Garrison**, instead place two warriors at the trade post. At the end of Evening, score 1VP'
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image: difficulty-riverfolk-nightmare
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name: Riverfolk Nightmare (Trait)
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tags:
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- Clockwork
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- id: ROOT-253
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text: >-
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Score 1VP whenever the player with the most points buys any number of your services.
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image: trait-riverfolk-greedy
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name: Greedy (Trait)
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tags:
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- Clockwork
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- id: ROOT-254
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text: >-
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If a human does not buy your Mercenaries service on their turn, treat your warriors as if all of that player's enemies bought Mercenaries.
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The Vagabond can buy Mercenaries to avoid this penalty but does not benefit from the service.
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image: trait-riverfolk-involved
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name: Involved (Trait)
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tags:
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- Clockwork
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- id: ROOT-255
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text: >-
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As defender in battle, you are never defenseless, and your trade posts each add one to your maximum rolled hits.
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image: trait-riverfolk-garrison
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name: Garrison (Trait)
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tags:
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- Clockwork
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- id: ROOT-256
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text: >-
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As attack in battle, your maximum rolled hits is always three.
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image: trait-riverfolk-ferocious
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name: Ferocious (Trait)
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tags:
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- Clockwork
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- id: ROOT-257
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text: >-
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Bots may buy services at any time on their turn. When buying from the Riverfolks bot, they may buy any number of services.
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(*Follow the normal limit for a Riverfolk human.*)
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Bots must be able to afford the services, and they will not buy services if they have fewer points than the Riverfolks huan or bot.
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The service cost depends on the bot's score:
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0-9VP=2 / 10-19VP=3 / 20+VP=4
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image: riverfolk-basic-services-01
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name: Riverfolk Basic Services (1 of 3)
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tags:
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- Clockwork
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- id: ROOT-258
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text: >-
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**Hand Card:** When a bot tries to craft but its card has no available item, it buys a Market card that has an available item.
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This card replaces the card that the bot tried to craft, which is discarded. (*This can change the order card.)
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If there are multiple Market cards with an available item, the bot buys the one that has the highest listed points.
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If there are multiple such cards, choose one at random.
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**Riverboats:** Bots do no buy the Riverboats service.
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image: riverfolk-basic-services-02
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name: Riverfolk Basic Services (2 of 3)
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tags:
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- Clockwork
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- id: ROOT-259
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text: >-
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**Mercenaries:** If you battle in a clearing with two or fewer of your warriors, buy Mercenaries if any Riverfolk warriors are there.
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If you want to place a building but you cannot place it anywhere, buy Mercenaries if it will let you place a building somewhere.
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**Vagabot:** Exhaust one item for each service bought.
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Pay with Riverfolk warriors.
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You cannot buy mercenaries.
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**Automated Alliance:** Pay with Riverfolk warriors
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**Logical Lizards:** Never buy bird cards.
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image: riverfolk-basic-services-03
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name: Riverfolk Basic Services (3 of 3)
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tags:
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- Clockwork
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- id: ROOT-260
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text: >-
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You may use any Advanced Services cards to improve the interactions of specific bots with the Riverfolk human or bot.
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If there is a rules conflict, the Advanced Services cards take precedence over the Basic Services cards.
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image: riverfolk-advanced-services-intro
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name: Riverfolk Introduction to Advanced Services
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tags:
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- Clockwork
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- id: ROOT-261
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text: >-
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**Hand Card:** If the Market has multiple cards with available items, buy a bird card if there is one.
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If no Market cards have an available item and your order card is not a bird, buy a bird card. If there are multiple, choose one at random.
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image: riverfolk-advanced-services-marquise
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name: Riverfolk Advanced Services for Mechanical Marquise 2.0
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tags:
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- Clockwork
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- id: ROOT-262
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text: >-
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**Hand Card:** If your order card's suit is already in the Decree and there is a Market card whose suit is not in the Decree, buy it to replace your order card, discarding it.
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If there are multiple such cards, choose one at random. Otherwise, follow the Basic Services rules.
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**Riverboats:** When targeting clearings for your Move action, treat rivers as paths. If you do move along a river, buy Riverboats.
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image: riverfolk-advanced-services-eyrie
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name: Riverfolk Advanced Services for Electric Eyrie
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tags:
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- Clockwork
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- id: ROOT-263
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text: >-
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**Hand Card:** If the Market has mulitple cards with available items, buy a bird card if there is one.
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If no Market cards have an available item and our order card is not a bird, buy a bird card if there is one. If there are multiple, choose one at random.
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image: riverfolk-advanced-services-alliance
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name: Riverfolk Advanced Services for Automated Alliance
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tags:
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- Clockwork
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- id: ROOT-264
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text: >-
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**Riverboats:** When targeting clearings for any action, treat rivers as paths. If you do move along a river, buy Riverboats and do not exhaust the item for the move.
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image: riverfolk-advanced-services-vagabot
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name: Riverfolk Advanced Services for Vagabot
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tags:
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- Clockwork
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- id: ROOT-261
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text: >-
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**Hand Card:** If ther eare fewer than five cards in your Lost Souls, buy non-bird cards until this is not true.
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Do this even if the Riverfolk h uman or bot has more points than you.
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image: riverfolk-advanced-services-lizards
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name: Riverfolk Advanced Services for Logical Lizards
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tags:
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- Clockwork
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- id: ROOT-261
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text: >-
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**Hand Card:** At the start of your turn, if the Market has a "Favor of the..." card, buy it and resolve its effect.
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image: riverfolk-advanced-services-corvids
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name: Riverfolk Advanced Services for Cogwheel Corvids
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tags:
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- Clockwork
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- id: ROOT-261
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text: >-
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**Hand Card:** At the start of your turn, if the Market has an ambush card, buy it and place it in front of you.
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As defender in battle, play an ambush card is you have one in front of you. If you have both a matching non-bird ambush and a bird ambush, play the non-bird ambush.
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(*The attacker may play an ambush to cancel this.*)
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image: riverfolk-advanced-services-duchy
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name: Riverfolk Advanced Services for Drillbit Duchy
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tags:
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- Clockwork

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