Now, the Elvaland with the highest bet for the tavern being resolved may, instead of recruiting a Dwarf-e card or a Royal Offering card into the tavern, choose to go into the Camp to take a Magic Artifact or recruit a Mercenary card. In case of a tie to determine the highest bet on a tavern in progress, refer to the gem values as in the base game. Only the Elvaland with the highest bet can go to the Camp and take a card. The other Elvalands must, in order of resolution, take a card from the tavern being resolved. If the Elvaland who played first chose to take a card from the Camp, the remaining Dwarf card in the tavern must be discarded before proceeding to the next tavern resolution. The camp consists of Artifacts and Mercenaries.
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Rule, Educational Sheet ... 2 Files Available2 Files Available
#Medieval-fantastic #Myths and Beliefs #Collection/FamilyContents of the box : 37 Cards (54 X 80mm), 1 Camp sign, 10 Class tokens, 1 Scorebook, 1 Game rule.