If trades between players are allowed (which I assume they are), then having a group where each one takes a single crafting skill would be a smart thing to do. Adds more flavor to the whole thing.
That would be a fun strategy indeed...
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Also, MOAR skills! (some with relic usage)
NOTE: Anything in parenthesis means to apply that for the upgraded version.
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- Necromancer: If one of your allies loses a duel/dies, you may Consume a Relic to immediately resurrect them to your location.
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- Manipulate Time I (II): Consume a Relic to revert (convert) a selected non-occupied tile to a neutral (Time-controlled) hex. Doesn't work on cities. {Basically reverses time of a place before it was captured, or fast-forwards it to a time when they have 'supposed' control over the board}
OR - Target hex is slowed in time. (Enemy) Players in that hex can only use 1 action point - lasts 2 (3) turns.
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- Doppelganger: If the score in a duel is 1-1, you may choose to instead discard 3 cards, cancel the last duel, and flee to a nearby hex. {Denies salvaging and allows for temporary escape at the cost of resources, similar to what a dummy should replicate}
OR - Discard 6 (3?) cards to cancel a duel regardless of their attack stance (even if it's an Aggressive Attack) and Flee to a different hex.
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- Switch Animal Form and Breeding around. I imagine Hunters would be able to control animals, while Shaman can actually turn into them, no? ^^;
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- Conjuration I (II): Allows you to generate 1 (2) water pillar(s) in your vault; cannot be done if a non-water player is occupying an adjacent or the similar hex.