Conquest of Paradise Random Events Rules and Cards by Kevin McPartland The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemy's. — Napoleon Bonaparte Chaos is a friend of mine. — Bob Dylan A good simulation game will inflict chaos upon the situation at hand. Conquest of Paradise has considerable chaos inherent in the system — the map is laid out differently each game, the turn order might change every turn, and you never know what your opponents will spring on you: there's hidden units, secret island groups, and face-down cards that can be played at any time. These new Random Events set out to add yet another layer of chaos to the game. The Polynesians had more to worry about than just their opponents: nature was always a threat. Typhoons and Tsunami could rise out of the ocean to wash over the islands. Invasive weeds and severe erosion could be the unexpected results of efforts to subdue the landscape. Drought might devastate crops for many seasons. The god Pele could make a sleeping mountain suddenly erupt in flames and destruction. And the legendary Taniwha — the Polynesian sea monster- was this vengeance sent from the gods, or just a figment of the imagination? Or perhaps nature could be kind, and bestow unexpected blessings: favorable winds for your canoes, an exceptionally successful season of fishing at sea. Perhaps your islands could become more fertile; a spring of cool, clear water could be discovered in just the right spot to irrigate your crops on the dry, leeward side of your islands. Volcanic ash, ejected from some unknown, far-away eruption, could sift gently from the sky onto your taro fields, bringing new vitality to the soil. Nature might be irresistibly powerful, but the greatest bringer of chaos has always been the people. They could suddenly become obsessed with war, militarizing for battle. Leaders can arise from their midst to galvanize them for battle, and a shaman might join the expedition to bring the favor of the gods to your side — or at least, make the warriors believe it is so! People might turn against the cultural advances of their predecessors, trashing their achievements in a violent backlash. Angry insurrection may percolate below the seemingly content appearance of your people. And those neighbors in Fiji? They may no longer remain quietly waiting for your empire to build — they might man their war canoes, and come after you! Or, people could surprise you with their achievements. They might find a way to push terraced taro fields further up the hillsides than you thought was possible. Or they may find cultural purpose in achievements that seemed to have little lasting significance. They may turn away from warfare, or create a population expansion that fuels the expansion of your empire. The new deck of Random Events for Conquest of Paradise is meant to add even more chaos to the game. As Napoleon said, the winner will be the player who controls that chaos, and turns it to his advantage. Like Dylan, you've got to make chaos your friend. Random Event Rules and Card Inserts Carefully cut the C3i Random Event Cards from their sheets with scissors, or a straight edge and sharp blade. If you're not so good at this, you can always place the cards in card sleeves to hide imperfections. Shuffle the cards, and place the deck in a handy spot near the game map. Card draws begin in the Turn Order Step immediately following the first Victory Step in which any player attains five (5) or more Victory Points, and continue each turn until someone wins the game. After determining the Turn Order, the player in last place draws one Random Event card. (If there is a tie for last place, then the player winning the tie breaker decides if he will draw a Random Event or determine the Turn Order, and the next tied player resolves the other.) If the card has a red title bar (and it says "Keep this Card..." at the start of the event t description) then read the rest of the description to yourself, smile mischievously, and place it face down with you. It can be played at any time that the drawing player chooses. Otherwise, the Event is read aloud to all, and the effects of the card are resolved immediately. If the card drawn calls for an Off Course chit, then take one from the discards (if there are none there, then fish one out of the draw cup). The use of the Independent Local Warriors or Battle markers for an Event is not meant to prevent their use in the normal course of the game. Use a coin to temporarily mark the Event, if necessary. If any Event results in a player ending up with less than two (2) Villages on the map, then the effects of that Event are reversed — as if there were no Event that turn. Events affect an Independent Island Group (printed on the map) only if a player Controls it. Also, if an Event creates a situation where there are five (or even six!) Villages in a hex that is attacked, the defender now receives three Local Warriors in the Battle. In that case, use one of the blue Independent Island Group Local Warriors for the third one. You may play these events with any Advanced rules that you'd like, or just the Basic rules. In any case, enjoy the new chaos that the Events bring to the game!
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