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Wiraqocha: The Way of the Feathered Serpent

Expansion for Wiraqocha

Wiraqocha: The Way of the Feathered Serpent Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparation
  • Setup
  • The 31 Stickers
    • The New Troops
    • The Improved Inventions
  • Player Screens
  • The 6 Tiles and the 2 Tokens
    • The Three New Jungle Tiles
    • The Oracle
    • The Cave of the Demon Guardian
    • The Sanctuary
  • The 4 Cards
    • The Pact with Quezacoatl, the Feathered Serpent

Contents

  • 6 tiles to add to the Wiraqocha valley.
  • 2 cardboard tokens for the Demon Guardian and the High Priest.
  • 4 Pact cards.
  • A sheet of 31 stickers.
  • 4 player screens.

Preparation

The stickers represent new troops, and are intended to be applied to the backs of the wooden tokens from the base game. For each group of seven tokens of the same colour, apply stickers as follows: stick the colony on the back of the base camp; the patrols on the back of a Zeppelin token and an Explorer token; the colonists on the back of a Drilling token and an Explorer token; the helicopter squads on the back of a Drilling token and a Zeppelin token. The three remaining stickers are improved versions of the three neutral tokens from the base game; apply each to the back of the corresponding token.

Setup

For 2 players: Replace tiles 3, 4, 5, and 8 of the base game with those from this expansion. Add tiles 9 and 10 from the expansion to the rest of the tiles, and set aside one of the two 7 tiles from the base game. Randomly set up the board in the shape of setup A, depicted in the rulebook.

Transcriber's note: the setup diagrams are pictures; the dark unlabelled hexagon shown in each diagram is not identified in the printed text.

For 3 or 4 players: During the setup, mix all the tiles from the base game (including the Caves tile) with the 6 new tiles of this expansion, and place them randomly in the shape of setup B, depicted in the rulebook.

Shuffle the four Pact cards and place them face-down next to the game board, then follow the normal setup steps of the base game. When the board is ready, place the Demon Guardian token on the tile 9 that bears his symbol, and the High Priest token on the tile 10 that bears his symbol.

Before the game begins, each player secretly chooses troops that make up his expeditionary force. To do this, he chooses which side of each of his wooden tokens will be used for this game.

Important: Tokens cannot be turned over during the game!

Unlike the base game, each player starts the game with 2 Resource cubes. Once this is done, the game can begin.

The 31 Stickers

The New Troops

Patrol

A player can sacrifice one of his patrols on the board (send it to the cemetery) to prevent the conquest of an adjacent, allied territory, or to prevent the looting of an adjacent base camp.

Colonist

A colonist generates an additional Resource cube, regardless of the tile on which it sits (with the exception of the cemetery).

Helicopter Squad

The helicopter squad is a new flying unit that can conquer the mountains like a zeppelin, but is not a transport. The helicopter squad has an attack strength higher than the zeppelin's: a territory held by a helicopter squad can only be taken by another helicopter squad, but a territory held by a zeppelin can be taken by either a helicopter squad or another zeppelin.

Colony

A colony has a natural defense of 2, and generates an additional Resource cube, regardless of where it is.

The Improved Inventions

The juggernaut, the android explorer, and the mechanical miner can each be upgraded to an improved version. A player who has one of these three tokens may, during his turn, spend one Somnium crystal to upgrade it. The spent Somnium crystal is placed on the card as a reminder, and counts as part of the construction cost for building the Leviathan. In addition to their basic attributes, each of these tokens now has an additional capability:

Improved Juggernaut

It now has a natural defense of 3.

Improved Android Explorer

It collects one Resource cube whenever it conquers a territory. This Resource cube is taken from the general supply if it was a neutral territory, or from the conquered player if it was an occupied territory. No Resource cube is obtained if the player who occupied the territory does not have one.

Improved Mechanical Miner

By default, it is worth 2 extraction points (and 3 on a vein).

Whenever one of these inventions is improved, then it is considered a building and can no longer be stolen.

Player Screens

Use the screens if you want to add tension to your games by hiding your wealth. Only your Relics, and Somnium crystals can be hidden.

Whenever you attack a base camp in order to plunder a Somnium crystal or a relic, first declare your intention. Only then does the attacked player give you what you demanded... if he has it. Otherwise, you do not steal anything.

The 6 Tiles and the 2 Tokens

The Three New Jungle Tiles

Each of these tiles produces a Resource cube only when the player who controls it rolls a precise value on his dice. This applies whenever a player rolls the dice at the beginning of Phase II, but it also applies to it re-rolls as a result of temple ruins, or modifications of his dice through Resource cubes. Dice left in defense during preceding turns are not taken into consideration. The dice that have been used to take a Resource cube can be still be used for conquest or defense, as usual.

Example: John has the number 4 tile; thus he earns a Resource cube whenever he rolls a 1 on his dice. In rolling his dice at the beginning of Phase II, he gets a 1, a 2, and a 5. He takes one resource from the general supply for getting a 1. He then decides to turn his 2 into a 1 by using two Resource cubes. Because he got a 1 this way, he takes another Resource cube from the general supply. Finally, because he has two temple ruins, he decides to re-roll his 5, and he gets a 1. He takes a third Resource cube from the general supply. Dissatisfied with this 1, and still having an unused temple ruin, he decides to re-roll it, and again gets a 1. Thus he takes a fourth Resource cube.

The Oracle

A player who controls the oracle at the beginning of his turn can look at the next 3 Technology cards. He secretly chooses one and places it face-down in front of himself. It cannot be used directly, but he is the only player who can buy this card on a later turn (this card cannot be stolen by raiding the base camp). A player can only have one card "reserved" in this way. He may, however, in a subsequent round – if he still controls the oracle – peek again at the first three cards from the deck and choose a new one, which will replace the one he kept before. The old "reserved" card is then placed on top of the deck.

The Cave of the Demon Guardian

The Feathered Serpent has a devoted servant that he sends into the valley to pour out his curse upon the European invaders. The player who controls the Cave of the Demon Guardian tile may make the demon an offering of 2 Resource cubes or 1 Somnium crystal (which goes to the general supply) in order to move the Demon Guardian token to another territory of the valley (neutral or occupied). A territory in which the Demon Guardian sits (except for his cave) becomes useless and produces nothing: ignore the effects of symbols on it; an explorer cannot seize a relic in a temple ruin guarded by the Demon Guardian; players cannot harvest Somnium on this tile; the colonist and the colony don't even produce an additional resource.

A player may make an offering in order to move the token on the same turn in which he comes to conquer the Cave of the Demon Guardian tile. If the cursed territory is conquered by another player, the curse remains until a new offering is made. While the Demon Guardian is on the Sanctuary, the Sanctuary cannot accept an offering; the High Priest remains at his current location, providing the usual bonus.

The Sanctuary

In the sanctuary lives the High Priest of Quezacoatl, who knows all the secrets of the valley. During Phase I, a player who controls the sanctuary can make an offering of 2 Resource cubes or 1 Somnium crystal in order to move the High Priest token to one of the tiles he controls. For conquest during Phase II, the player can use the value of the tile as one of the dice for the combination identifying the tile – he cannot use this number for defense.

Example: Alan controls the sanctuary, and for his Phase I, he decides to make an offering of a Somnium crystal in order to place the High Priest on his village identified by the series 1 2 3. During Phase II, he can use a 1, a 2, or a 3 to help make this combination, or to break the defense dice. In the following turn, he decides to make a new offering and moves the High Priest to his Oracle tile, identified by an 8. He rolls his dice in Phase II, and the results include a 4: added to the 8 provided by the High Priest, he decides to take the tile identified by the number 12.

If the tile on which the High Priest sits is conquered, return him to the Sanctuary. If the Sanctuary is conquered, the conqueror will need to make a new offering in order to move the High Priest; otherwise, the player controlling the territory with the High Priest will continue to benefit from his power.

The 4 Cards

The Pact with Quezacoatl, the Feathered Serpent

Quezacoatl wishes to bribe the weakest of the strangers coming to plunder the valley, in order to help protect it. He can be a great help to a player, but in return will demand that the player abandon the objectives imposed by Empress Victoria, to the benefit of the people of the Wiraqocha valley.

If at the beginning of his turn, a player has fewer tokens on the board (the tokens in the Machine's Graveyard are not counted) than every other player, he may decide to enter into a pact with Quezacoatl. He takes a random pact card, secretly looks at the objective indicated on the front, and places it face-down in front of himself. He then places a Somnium crystal from the general supply as a marker on the first step of the path of the Feathered Serpent on the back of the card. In exchange, he can roll an additional die this turn, and he gains two additional Resource cubes.

During subsequent turns, the player may request the assistance of Quezacoatl, even if he no longer has fewer tokens on the board than every other player. If he wishes, he can advance the crystal one step along the path of the Feathered Serpent, and take two Resource cubes and an additional die. He can seek assistance from Quezacoatl during his Phase I or Phase II, but he can only seek this assistance once per turn. At the second, fourth, and sixth steps along the path, the player agrees to waive one of the possible victory conditions for himself: at the second, he gives up on building the Leviathan; on the fourth, he gives up on taking Somnium back to the to the Empress; and on the sixth, he gives up on finding the Wiraqocha treasure (he can still buy cards, harvest Somnium, and steal relics, but it won't trigger the corresponding victory condition). Once he's reached the sixth step, the only way to win is to fulfil the secret victory condition imposed upon him by the pact he has forged with Quezacoatl...

Pact card objectives

Transcriber's note: the printed card art for the fourth objective is titled "Bring the Doom"; the rulebook heading is "Being the Instrument of Judgment", and that heading is used here. The sequences and tile numbers printed on the card art for "Save the Villages" and "Protect the Somnium" are not transcribed separately; the rulebook text above describes those objectives.

Save the Villages: If during his turn, the player controls the four villages identified by the indicated sequences, he wins an instant victory.

Guard the Temple Ruins: If during his turn, the player controls the four temple ruins identified by the doubles 1 1, 2 2, 3 3, and 4 4, he wins an instant victory.

Protect the Somnium: If during his turn, the player controls the three Somnium veins as well as the Sanctuary, he wins an instant victory.

Being the Instrument of Judgment: If at any time the Machine's Graveyard has enough tokens belonging to the player's opponents, he wins an instant victory: with 2 players, 6 of his opponent's tokens; with 3 or 4 players, 5 tokens from each opponent. The player in possession of the card gets to include inventions in that count.

Important: A player cannot fulfil his secret objective until he has filled all the steps of the Pact card. A player cannot forge a pact in the first round of play.