Faction special abilities


Each faction has a special ability indicated at the upper right of the Faction Mat:

RUSVIET (RELENTLESS): The Rusviets push their people hard, day after day, to achieve their ultimate goal. While other factions let their infrastructure take a break from turn to turn, the Rusviet faction may choose the same section of their Player Mat as the previous turn(s). This ability does not apply to Factory cards (see Factory section).

CRIMEA (COERCION): The Crimean faction has a longstanding tradition of selling information to the highest bidder. They may spend 1 combat card per turn as if it were a resource to pay for something (1 combat card = any 1 resource token, regardless of the number on the combat card). Combat cards are still worth nothing at the end of the game.

NORDIC (SWIM): Nordic workers are accomplished swimmers who refuse to complain even when wading through the coldest of waters. They may move across rivers onto any type of terrain (except lakes). This ability applies only to workers, not the character and mechs.

POLANIA (MEANDER): Thanks to Anna’s charismatic bear companion, Wojtek, the pair tend to stretch short encounters into longer adventures. Instead of picking just 1 option per encounter card, the Polanian faction may choose up to 2 different options per encounter card in any order. The benefit from the first selected option may be used to pay the cost for the second selected option. Only one encounter card is drawn.

SAXONY (DOMINATE): Saxony’s methodical approach to conquering the eastern lands surrounding the Factory is all about asserting force and completing specific missions. The Saxon faction may complete both of their objective cards (they don’t discard the second card after achieving the first), and they are not limited to 2 combat victory stars. If Saxony has available stars, after winning combat, they must place the star.