TheMunch collects 13 coins.
Davio collects 16 coins.
Available Races:12 Stout Ratmen Collect $1
Stout You may go into decline at the end of a regular turn of conquests, after scoring.
Ratmen No race benefit.
10 Wealthy Elves Costs $1
Wealthy Collect 7 bonus coins, once only, at the end of your first turn on the map.
Elves When conquered, you suffer no loss; withdraw all your tokens from the region.
10 Seafaring Trolls Costs $2
Seafaring You may conquer seas and lakes as if they were empty regions. You retain these even after going into decline.
Trolls Place a Troll's lair in each region you occupy to increase its defense by 1. Troll's lairs stay when trolls go into decline.
10 Swamp Halflings Costs $3
Swamp Collect 1 bonus coin for each Swamp you occupy at turn's end.
Halflings Your first conquest may be anywhere. Also play a hole-in-the-ground in the first 2 regions you conquer to make them immune to opponents' conquests and racial and special powers.
10 Flying Humans Costs $4
Flying You may conquer any region, not just an adjacent one.
Humans Collect 1 bonus coin for each farmland region you occupy at turn's end.
7 Merchant Sorcerers Costs $5
Merchant Collect one bonus coin for any region you occupy at turn's end.
Sorcerers Once per opponent per turn, substitute a single opponent token with a new Sorcerer token from the tray, to conquer an adjacent region.
Players (Turn Order)Tables: 8 Spirit Dwarves
Decline: 2 Wizards / 81 Coins
TheMunch: 11 Fortified Skeletons / 65 Coins
Davio: 6 Forest Amazons & 7 Ghouls / 103 Coins
Jimmmmm: Decline: 7 Giants / 66 Coins
Archetype: Decline: 6 Hill Orcs / 67 Coins
TheMunch please redeploy 2 Skeletons.
Jimmmmm, it's your turn. Please choose a race and deploy them.