


Ape Troop
Clever, loud and strong. They defend their fruit trees with thrown rocks.
Lives in: jungle lands, near wood.
- king
- Silverback
- queen
- Great Mother
- rook
- Gorilla Brute
- bishop
- Mandrill Elder
- knight
- Swinging Ape
- pawn
- Monkey
Between the players' cities, the board belongs to the wilds: 32 factions of creature camps, from goblin warbands and wolf packs to a Dragon Brood. Each faction maps the six chess pieces to its own creatures, so a Goblin Boss is a king and moves and fights exactly like one.
Camps grow over time. Beat a camp's king in a game of chess and the camp scatters, leaving a hoard of resources behind. Rare factions live in rare lands (ash plains, frozen wastes, fey glades, deserts), and the greatest of them leave relics. Creatures never join you: they are monsters, not recruits. The rules are in the guide's Wilds, Raids and Hoards sections.



Clever, loud and strong. They defend their fruit trees with thrown rocks.
Lives in: jungle lands, near wood.



Deserters and thieves who tax every road they can see from their camp.
Lives in: meadow, woodland, autumn lands, near ore.



They root through the forest floor and charge anything that startles them.
Lives in: woodland, autumn, jungle lands, near wood.



Croaking raiders of the marsh who steal anything that floats.
Lives in: swamp lands, near water.



Laughing hunters of the open plains. They never stop moving for long.
Lives in: savanna, desert lands, near crops.



Squabbling raiders who nest in quarries and hoard whatever shines.
Lives in: highland, meadow, badlands lands, near stone.



Tunnelers who worship a sleeping dragon and trap every path to their gold.
Lives in: badlands, highland, desert lands, near ore.



Lords of the long grass. They hunt at dusk and sleep through the heat.
Lives in: savanna lands, near crops.



Patient hunters of the riverbanks who never waste anything they catch.
Lives in: swamp, jungle lands, near water.



Slow giants of the tundra. Nothing stands in front of a charging herd.
Lives in: tundra lands, near crops.



A war band on the march, taking the fields of anyone too weak to hold them.
Lives in: savanna, meadow, badlands lands, near crops. Only where the land is rated 900 or more.



The dunes hide them until the sand starts to move.
Lives in: desert, badlands lands, near stone.



Gentle mushroom folk who share dreams through their spores. Rarely hostile.
Lives in: mushroom, swamp, jungle lands, near wood.



Grazers of the meadows. Peaceful, unless their stag is threatened.
Lives in: meadow, birch, woodland, autumn lands, near crops.



They follow the herds through the pines and defend their den to the last.
Lives in: taiga, woodland, birch lands, near wood.



Proud archers of the open hills. They read war in the stars.
Lives in: meadow, highland, savanna lands, near crops. Only where the land is rated 1100 or more.



The hills themselves, awake. They care nothing for crowns, only for the stone.
Lives in: crystal, highland, badlands lands, near stone. Only where the land is rated 1300 or more.



Revelers from another world, dancing at the edge of this one.
Lives in: fey, blossom lands, near water.



Born in the ash fields. They forge weapons in the rivers of fire.
Lives in: volcanic lands, near ore. Only where the land is rated 1300 or more.



Giants and yetis of the far snows. Their breath freezes the rivers.
Lives in: tundra, taiga lands, near stone. Only where the land is rated 1200 or more.



Their songs carry down the cliffs. Travelers who follow them rarely return.
Lives in: highland, badlands lands, near stone.



Half owl, half bear, entirely territorial. Leave the nest alone.
Lives in: woodland, autumn, birch, taiga lands, near wood.



Old soldiers who never stopped marching. Their barrows are full of grave goods.
Lives in: blight, highland, tundra lands, near stone.



Sea devils who wade up the rivers to raid. They hate the dry land folk.
Lives in: swamp, jungle, meadow lands, near water. Only where the land is rated 1000 or more.



Cold-blooded priests who drag captives to their temples in the green.
Lives in: jungle, desert lands, near ore. Only where the land is rated 1200 or more.



The trees here are heavy with silk. Things hang in it that were once travelers.
Lives in: jungle, woodland, blight lands, near wood.



Huge, hungry and hard to kill. They come down from the mountains in lean years.
Lives in: taiga, highland, swamp lands, near stone. Only where the land is rated 1100 or more.



Half eagle, half lion. They nest on the highest crags and hate horses.
Lives in: highland lands, near stone. Only where the land is rated 1400 or more.



Three sisters in a hut that walks. They trade in names, and never fairly.
Lives in: swamp, blight lands, near water. Only where the land is rated 1300 or more.



Foxes older than any kingdom, keeping a shrine under the blossoms.
Lives in: blossom lands, near wood. Only where the land is rated 1200 or more.



Wrapped kings who still guard the gold they were buried with.
Lives in: desert lands, near ore. Only where the land is rated 1400 or more.



An old red and her brood, asleep on a mountain of gold. Mostly asleep.
Lives in: volcanic, highland, badlands lands, near ore. Only where the land is rated 1700 or more.
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