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A War of Whispers - Expansion of Influence

Reference: STG1808EN

A War of Whispers: Expansion of Influence is an expansion for A War of Whispers. Add the formidable Orca clan and the Guilds to your intrigues.

  • English
  • From 14 years old
  • 1 to 2h
  • 2 to 5 players

48,95€

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  • Description
  • Technical sheet

A War of Whispers - Expansion of Influence

Description

A War of Whispers: Expansion of Influence, a Fifth Player, and New Factions

In the core game, players secretly lead one of five rival empires vying for power, each acting in the shadows to ensure the triumph of their chosen empire.

This modular expansion adds a fifth player through a new secret society, the Sparrow Underground, as well as a clan of island raiders, the Orca Clan, which threatens coastal regions independently of the five traditional empires. The expansion’s uniqueness lies in its high degree of modularity: each module—whether the Orca Clan, the Guilds, or the Loyalty cards—can be added independently of the others to adjust the game’s complexity and duration according to the players’ preferences.

Coastal raiders, guilds of agents, a rebalanced game board

To incorporate the expansion into a game, players set up the double-sided game board, one side of which features a map rebalanced relative to the core game and the other side features custom scenarios. The Orca Clan, represented by its banners and Bounty and Raid tokens, activates at the end of each round, after the Empire of the Horse, to strike the coastal regions and disrupt the players’ plans.

The Guilds, meanwhile, activate at the very start of the round, before the Bear Empire, and grant their agents special abilities that open up new tactical possibilities. To play with five players, the rules require using both the Orca Clan and the Guilds together to ensure there are enough action spaces on the board for all players.

The same outcome, enriched with new shadowy players

Loyalty cards replace the usual random draw to determine each player’s secret allegiances, making it harder for opponents to guess everyone’s intentions.

The expansion does not alter the fundamental victory conditions of the core game: the game still ends according to the same rules governing the triumph of empires, but the Orca Clan, the Guilds, and the fifth player introduce new players capable of influencing the final outcome, thereby shifting the balance of power right up to the last round.

Technical sheet

Description

A War of Whispers: Expansion of Influence, a Fifth Player, and New Factions

In the core game, players secretly lead one of five rival empires vying for power, each acting in the shadows to ensure the triumph of their chosen empire.

This modular expansion adds a fifth player through a new secret society, the Sparrow Underground, as well as a clan of island raiders, the Orca Clan, which threatens coastal regions independently of the five traditional empires. The expansion’s uniqueness lies in its high degree of modularity: each module—whether the Orca Clan, the Guilds, or the Loyalty cards—can be added independently of the others to adjust the game’s complexity and duration according to the players’ preferences.

Coastal raiders, guilds of agents, a rebalanced game board

To incorporate the expansion into a game, players set up the double-sided game board, one side of which features a map rebalanced relative to the core game and the other side features custom scenarios. The Orca Clan, represented by its banners and Bounty and Raid tokens, activates at the end of each round, after the Empire of the Horse, to strike the coastal regions and disrupt the players’ plans.

The Guilds, meanwhile, activate at the very start of the round, before the Bear Empire, and grant their agents special abilities that open up new tactical possibilities. To play with five players, the rules require using both the Orca Clan and the Guilds together to ensure there are enough action spaces on the board for all players.

The same outcome, enriched with new shadowy players

Loyalty cards replace the usual random draw to determine each player’s secret allegiances, making it harder for opponents to guess everyone’s intentions.

The expansion does not alter the fundamental victory conditions of the core game: the game still ends according to the same rules governing the triumph of empires, but the Orca Clan, the Guilds, and the fifth player introduce new players capable of influencing the final outcome, thereby shifting the balance of power right up to the last round.

Technical sheet

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