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Conquest of Paradise Expansion: Random Events Cards

Expansion for Conquest of Paradise

Conquest of Paradise Expansion: Random Events Cards Rulebook

Table of Contents

Table of Contents

  • Random Events
    • 1. Typhoon
    • 2. Tsunami
    • 3. Volcanic Ash
    • 4. Discovered Spring
    • 5. Maui Is Pleased
    • 6. Extensive Terracing
    • 7. Invasive Weeds
    • 8. Severe Erosion
    • 9. Pele's Anger!
    • 10. Warrior Leader
    • 11. Shaman
    • 12. Cultural Backlash
    • 13. Population Boom
    • 14. Taniwha
    • 15. Fijian Raid!
    • 16. Favorable Winds
    • 17. Insurrection
    • 18. Deception Revealed!
    • 19. Cultural Purpose
    • 20. Island Location Confirmed
    • 21. Polynesian Triangle Expands
    • 22. Drought
    • 23. Pacification of the People
    • 24. Militarization of the People
    • 25. Successful Deep Sea Fishing
    • 26. Extensive Terracing
    • 27. Warrior Leader

Random Events

Each card below is transcribed as printed on the sheet, numbered as on the sheet.

1. Typhoon

Pick any hex, and place the Battle Marker there to mark where the Typhoon strikes first. If there are any Villages in the hex, remove one. If there are any Canoes in the hex, remove one (owner's choice). Then, the player to the left of you moves the Battle Marker to an adjacent hex, where the same effects take place. This continues until each player has moved (or placed) the Typhoon. The Typhoon can not strike the same hex twice; a player may move the Typhoon to an adjacent off-map area, which ends the event.

2. Tsunami

Pick any hex, and place the Battle Marker there to mark the center of the Tsunami wave. If there are any Villages in the hex, remove one. The player to your left then picks an adjacent hex, where the same effect takes place. Then the player to your right picks a different hex adjacent to the Battle Marker, where the effects take place again.

3. Volcanic Ash

The ash-fall from an Indonesian volcanic eruption increases the fertility of an island group. Choose any island group--even an Atoll--that is face-up on the map (or flipped face-up now by its discoverer). This island group can now support one additional Village for the remainder of the game. Place an Improved Agriculture marker on the hex to indicate this.

4. Discovered Spring

Choose any one uninhabitable Atoll that is face-up on the map (or flipped face-up now by its discoverer). This atoll can now support one Village for the remainder of the game. Place an Improved Agriculture marker on the hex to indicate this.

5. Maui Is Pleased

Times are good, and the people are in the mood to celebrate! Throughout the islands, one may find fire pits dug, feasts prepared, dancing, and entertainment. Players are encouraged to take a short break, stretch their legs, get a drink and grab a snack. Otherwise, this card has no effect.

6. Extensive Terracing

Choose any island group with at least one Village. The inhabitants of this island group have been busy cutting many terraces into the hillsides. It can now support one additional Village for the remainder of the game. In effect, the island group gains one additional brown box. Place an Improved Agriculture marker on the hex to indicate this.

7. Invasive Weeds

Accidentally introduced weeds overwhelm a part of the arable land. Choose an island group with two or more Villages. Flip one Village, and place it at a 45° angle in its box. This island group can now support one less Village for the remainder of the game.

8. Severe Erosion

Choose any face-up island group that's not an Atoll. Pick a green or brown box on the island group--you must choose a brown box, if one is there. If there is a Village in the box, remove it. Place an Improved Agriculture Marker at a 45° angle in the box. This island group can now support one less Village for the remainder of the game.

9. Pele's Anger!

Choose one of these three island groups, where a volcano erupts: Aotearoa, Hawaii, or Kermadec Islands (if none are face-up on the map, then there is no event). One Village and one Warrior Band (if available) are removed from the hex.

10. Warrior Leader

Keep this card--you may use it at any time. In any future Battle, you may play this card. A leader rises from the ranks to help his side in the Battle. This is represented by placing an additional Warrior Band in the front row of the Battle. After placement, the added Warrior Band acts in all ways as a regular Warrior Band.

11. Shaman

Keep this card--you may use it at any time. In any future Battle, you may play this card. A Shaman (witch doctor) helps his side in the Battle. Playing this card nullifies the effect of any one enemy Arts & Culture card that would otherwise affect the Battle.

12. Cultural Backlash

Choose any Arts & Culture Card: either a specific (selected) face-up card, or a random face-down card. Remove the card from play.

13. Population Boom

Choose any Island Group that is face-up on the map (or flipped face-up now by its discoverer). Place one Colony in the Island Group. (If the Island Group is Controlled by a player, it must be that player's Colony.)

14. Taniwha

A Polynesian water monster terrorizes the sea! Choose any Open Ocean or Atoll hex on the map. Remove all Canoes in the hex. Place an Off Course chit in the hex--no Canoes (even Explorers) may enter the hex. The chit remains in place for one full turn--it is removed in the next Turn Order Step.

15. Fijian Raid!

Choose any hex within two hexes of Fiji. Place three Independent Local Warriors (the blue pieces) in the hex. A Battle occurs in that hex, against the owning player, in the usual manner. If the Fijian raid succeeds, they will not save any Villages. Any Fijian Local Warriors that survive the Battle, and did not Panic in the Battle, may move to one adjacent hex--picked by the victim of the first attack--and have another Battle in that hex. After this (win or lose) all Fijian Local Warriors are removed.

16. Favorable Winds

Keep this card--you may use it at any time. You may play this card at any time to remove any Explorer from the Lost box, and return it to its owner.

17. Insurrection

Choose any face-up island group on the map. Place a blue Independent Local Warrior in the hex. The next player to attack this hex may remove the Local Warrior, and place one of his Warrior Bands in the hex, when the Battle begins.

18. Deception Revealed!

Keep this card--you may use it at any time. When this card is played, all Rumors are immediately removed from the map. All players must show that they now have two Rumors in their pool of buildable pieces.

19. Cultural Purpose

Keep this card--you may use it at any time. Place this card on any face-up, 0-VP card. The card is now worth 1 Victory Point.

20. Island Location Confirmed

Choose any unexplored hex. Draw a random Island Group Tile from the box top, and place it face-down in the hex, without looking. It may be Explored by any player, as if another player had discovered it. (If there are no unexplored hexes left on the map, or no Tiles left in the box top, then there is no event.)

21. Polynesian Triangle Expands

Choose any Open Ocean hex that is printed on the map. It is now an Explorable Hex. Place a used Off Course chit in the hex to indicate its new status.

22. Drought

Remove a Village from any one brown box on the map. (Flip the Village to its Improved Agriculture side.)

23. Pacification of the People

Pick any player. That player must either remove one of his Warrior Bands, or trade in one of his War Canoes for a Transport Canoe.

24. Militarization of the People

Pick any player. That player must either place one Warrior Band in a Controlled Island Group, or trade in one of his Transport Canoes for a War Canoe.

25. Successful Deep Sea Fishing

Pick any player with at least one face-up Transport Canoe in an Open Ocean or Atoll hex. (If there are none, then there is no event.) That player gets one additional Build Point in the next Build Step--give this card to the player as a reminder.

26. Extensive Terracing

Choose any island group with at least one Village. The inhabitants of this island group have been busy cutting many terraces into the hillsides. It can now support one additional Village for the remainder of the game. In effect, the island group gains one additional brown box. Place an Improved Agriculture marker on the hex to indicate this.

27. Warrior Leader

Keep this card--you may use it at any time. In any future Battle, you may play this card. A leader rises from the ranks to help his side in the Battle. This is represented by placing an additional Warrior Band in the front row of the Battle. After placement, the added Warrior Band acts in all ways as a regular Warrior Band.