House Rules Edit

Ramping Avatar Cost: Usually this isn't a huge problem but its nice to have a rule to fall back on. The first avatar you purchase is at the listed cost, the second is a listed cost +1, 3rd at +2, 4th at +3, 5th at +5 and so on in the Fibonacci sequence.

Flat Army Cost: Due to previous games often getting bogged down in horrible army spam armies can no longer be acquired more cheaply using avatars. All armies now cost (6/4/2) regardless of whether they were created by a city, an order or an avatar.

Garrisons: All cities count as having a single army which can only be used to defend the city in the event of an attack. War and Chance: When rolling to resolve combat between armies a roll of two 1s always counts as a failure, regardless of any bonuses that army has, a roll of two 6s always count as a success.

FateFate is a "Virtual Player" which is under the collective control of the other players via popular vote, and represents the blind forces of random chance which affect the world. Fate receives 2d6+3 power points every turn and loses all unspent points at the end of a round. Players can propose an action for Fate to take in the ooc thread and if the action gains a simple majority in a vote then the action will be taken.

Free Advance Race on Creation: When a player uses Create Race or Create Subrace and makes a new race they can automatically give the new race an advancement as if they had used the Advance Race power.

Other Race Freebies: On creation a race or subrace can be given one square of territory OR a single city as if the creator had used the Command Race power.

Spreading territory: Players can use Command Race to increase the territorial area a race covers by one square (the same square that was used as a guideline for the terraforming powers). This isn't political territory, it literally just represents the lands in which the race is commonly found living.

The Dawn of the Fifth Era of the Age of Races (11Edit

Power Points (rolled value in bold):