DW.2 SETUP MODIFICATIONS
Shuffle the 4 ‘R’ clearing tiles and the 8 blank-sided clearing tiles separately and place them facedown in two distinct piles. Place the 12 clearing markers near the map as
SETTLERS.
DW.3 PLAYER SETUP MODIFICATIONS.
During setup
(standard) all players draw 5 cards instead of 3. Players that have clearings that exceed the limits of
UNSETTLED CLEARINGS must spend a card to
SETTLE those clearings before setup is complete. Players will
SETTLE these clearings in reverse turn order, by spending the cards from hand.
(If the clearing tile a player draws does not have enough building slots to hold a building they had intended to place there, they may place that building in another legal clearing, spending another card to SETTLE another clearing, or forego placing it.) Each player chooses up to 3 cards to keep in their hand and puts any remaining cards facedown on the shared deck. When finished, shuffle the shared deck.
(
DW.4 - Unsettled Clearings)
(
DW.5 - Settled Clearings)
DW.3.1
Advanced Setup.
When you
DRAW CARDS, draw 6 cards instead of 5. Skip the step called
SET UP HIRELINGS (they should not be used with this map.) and then
DEAL SETUP CARDS and
DRAFT FACTIONS as normal. Finish by
SETTLING those clearings that exceed the limits of
UNSETTLED CLEARINGS (and draft your hands) as described in Player Setup Modifications.
(
DW.3 - Player Setup Modifications.)
DW.4 UNSETTLED CLEARINGS
Clearings without clearing tiles are
UNSETTLED. They are considered wild for all but crafting purposes, as players cannot activate crafting pieces in
UNSETTLED CLEARINGS. They have one building slot
(for one building or a ruin) and cannot contain more than two pieces
(per player) of any warriors, pawns, buildings or tokens.
DW.5 SETTLED CLEARINGS
Once per turn, a player may
(at any time) spend a card to take a matching
SETTLER from the supply and
SETTLE an
UNSETTLED CLEARING with or adjacent to at least one of their pieces. Draw a facedown clearing tile from the supply, place it faceup on the targeted clearing and place the
SETTLER nearby
(the clearing tiles marked with ‘R’ must be used for the clearings where there were ruins.) Transfer any pieces that were previously there
(including the ruin and/or item, if any) to the now
SETTLED clearing. It is now of a single suit, can be used to activate crafting pieces and may or may not have additional building slots.
DW.6 RIVER CLEARINGS
Clearings touching bridges or docks are linked by rivers.
DW.7 FACTION SPECIFIC REQUIREMENTS
The following are required changes to the
LAW OF ROOT and examples of situations that arise in play, when using the
DEEP WOODS MAP with specific factions. Please see the
G. GOLDEN REMINDERS section of this manual for more details.
DW.7.1
Woodland Alliance.
You
CANNOT Revolt unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – sympathy, base, warrior
(s). Clearings must be Settled to Revolt
(unless, of course, your warrior supply is empty and there could be no 3rd piece.)If you have two warriors in an Unsettled clearing
(2 piece limit) you do not need to Settle it before you Organize as one warrior will be removed before the 3rd piece - sympathy - is placed. You only must Settle an Unsettled clearing if the action
would place a 3rd piece.
DW.7.2
Riverfolk Company.
Likewise, you
CANNOT Establish Trade Post with Garrison in an Unsettled clearing
(2 piece limit) if you – Riverfolk Company - are the one who rules the clearing
(minimum one warrior) unless the clearing is already Settled, as taking the action would place a 3rd piece into an Unsettled clearing – warrior
(s), trade post, warrior. Clearings must be Settled to Establish Trade Post with Garrison
(unless, of course, your warrior supply is empty and there could be no 3rd piece.) If it is another player who rules the clearing, you – Riverfolk – if having no warriors there would be able to take the action as you only be playing 2
pieces - the trade post and one warrior.
DW.7.3
Riverfolk Company/Lizard Cult.
Note that you may place a fox trade post in what may later
become a rabbit clearing when settled. That is okay. Same thing goes for Lizards Gardens, although remember that they craft with the suit of the garden itself, not the garden clearing’s suit
(Also occurs when playing with the Lost City landmark.)
DW.7.4
Corvid Conspiracy.
Since all clearings begin the game as wild,
MAXIMUM CORVIGE (below) is a
REQUIRED rule change for the Corvid Conspiracy
(Contrary to what happens when playing with the Lost City landmark which was released after this fan map was designed and developed.)
DW.8 MAXIMUM CORVIGE
(Unofficial Rule) Once per turn, you may spend any card to place one warrior in each matching clearing
(to a maximum of 4 warriors).
(If you spend a bird, choose one suit to place warriors in.)
DW.9 DIFFICULTY
DEEP WOODS MAP is intended to be a challenge and severely limits player resources in the early game. You may have to play a very different game than you usually do. To reduce randomness, you can always draw your clearing tiles face-up on a first come, first serve basis
(as you do the SETTLERS) or, for the most balanced
(and, in the designer’s eyes, least fun) game, always just choose the clearing tile that matches the Priority Number printed on the map.
DEEP WOODS can also be used without the
SETTLING mechanic as a normal map by placing out all clearings tiles faceup either randomly
(except for ‘R’ tiles) or by using the matching Priority Numbers. It is this method and only this method that is suggested when and if using bots. Bots were not built for the wild frontier.