Kb Rivals Events Tutorial

Event Dice

The event dice can make or break you so you need to get a good understanding of the various event scenarios and how to benefit from the positive and mitigate against the negative. Positive event dice can significantly enhance your resources income if you meet the criteria whilst negative dice can wipe out resources, buildings and other cards if you don't protect yourself. The following are some of the key events and how to profit from them or mitigate against them.

Natural Events

  • Brigands: If the red lance rolls on the event dice this indicates a brigands attack (similar to rolling a 7 in the board game). If you have more than 7 unprotected resources you will lose all your gold and wool supply. If you have a store house, resources on either side are not counted within the 7 for brigands (but if it is gold or wool will still be lost if your unprotected resources total more than 7). If you have a gold cache resources in the cache are neither counted nor lost, even if the total unprotected resources totals more than 7. If you are going to build a storehouse, place it next to resources which you require a lot of (eg brick, wood, ore or wheat) so that you can save those resources without counting them towards your 7. If your game plan depends on a lot of gold production (eg because you have a toll bridge, a mint or a gold fleet) then try to place a gold cache to store your gold. In any event, keep a close eye on your resources and try to ensure that you don't go over 7 and that if you do, your gold and wool are limited.
  • Celebration:If a harp rolls on the event dice this indicates a celebration. The player who has knights with the highest skills points may select one resource of their choice. If the skills points are even (including at 0) both players get to choose one resources. Placing a knight early (or at least ensuring that you equal the skills points of your opponents knights) can reap you numerous additional resources.
  • Trade:If the trade scales roll this represents trade. The player who has the trade advantage (minimum three trade points) may select any resource of their choice from their opponent, or two resources if they have also built the moneylender (in Gold). If nobody has trade advantage both players are unaffected. Look for cards such as the toll bridge and the market place which not only generate income in their own right but also give you trade points at the same time as well as city developments such as the Merchant Guild (Gold centre card) which give you both trade and victory points.
  • Plentiful Harvest:If a piece of wheat rolls this represents a plentiful harvest and both players get to take one additional resource of their choice. You can also earn additional gold with a plentiful harvest if you have a toll bridge (2 gold) or a pirate ship (1 gold).

Other Events

If the question mark rolls on the event dice, this will force one of the following events. The frequency and impact of these events depends on the particular theme.

  • Plague:A plague will take one resource for every resource region situated next to a city unless that city is protected by a bath house. For this reason it is always best to place your cities next to each other as shared regions will only lose one resource rather than two. You should also try to build cities in areas where you can most afford to lose your resources. Some people will advise that you should always build your first city away from your ore and brick, but others will always put their first city where they have build their additional settlements on the basis that they can most afford to lose from areas with double income. Building a bath house in any of your cities will protect all four adjacent regions from plague, whilst building a pharmacy will enable you to select one resource of your choice every time a plague is rolled. Plague occurs in all four games, but is most prevalent in Progress.
  • Invention:With an invention, each player may select one resource of their choice for each building with a progress point, such as the abbey and the university. Although inventions occur most frequently in Progress, they also occur in all the other themes and duel (check turmoil?), so it is still worth building an abbey even without the possibility of building a university in order to obtain these additional resources.
  • Year of Plenty:A year of plenty generates an additional resource at each region situated next to an abbey or a storehouse (+ something else?) so building these developments early and next to those resources you will need most of (brick, ore, wheat, wood) can really speed your progress. Year of Plenty is common to all themes and the duel (check rivals?)
  • RiotsWith riots, you need to pay gold to protect your knights and trade (but not pirate) fleets. You have to pay 1 gold for 1-2 units and 2 gold for 3 or more. You will be required to remove one unit (knight or fleet) every time the riots strike and you are either unable or unwilling to pay the protection. If your strategy surrounds obtaining strength advantage or celebration resources through knights and/or trade advantage through trade fleets, ensure that you have the right regions to generate sufficient gold income. You should also give careful consideration to the possible implications of trading gold for other resources if this will leave you without gold to protect your units. Also bear in mind that gold is the only region which starts withou resources so think carefully about whether to place an expensive knight before you have earned your first gold. The event Riots does not occur in the gold theme.
  • Gift for the Prince:Gift for the Prince rewards each player with knights by paying one gold for each player with a knight unit. This event only occurs in the Gold theme (check turmoil?)
  • Feud:Feud enables the opponent with strength advantage to select three of their opponent's buildings, one of which must be returned to a corresponding stack of cards. This event, which is most prevalent in Gold, can be extremely distruptive, not just because you have to destroy something you have built (and on which you might be heavily reliant for progress) but, depending on the timing, could reduce your victory points or swing the trade balance. If the event occurs on your opponents turn, it also presents the opportunity for them to select that card once your building has been destroyed. This event is common to all themes but is most prevalent in Gold. The only way to avoid this event is to ensure that you at least match your opponent's strength points.
  • Fraternal Feud: Fraternal Feud enables the player with the strength advantage to select two cards from their opponents hand and return them to a corresponding card stack. This can not only destroy your strategy but can also give your opponent the opportunity to select the cards themselves if the event occurs on their turn. Like Feud, this event is common to all themes but most prevalent in Gold.
  • Trade Ships Race: This event enables the player with the most trade fleets to select a resource of their choice. If both players have the same number of trade ships they can each select a resource, but if neither player has trade ships there are no additional resources.
  • Travelling Merchant: A travelling merchant enables both players to swap up to two gold for up to two resources of their choice. If you have limited gold income you need to weigh up the benefits of using a travelling merchant to obtain a badly needed resources against the implications of leaving yourself without gold to protect your knigths and fleets in the case of a riot.

(Have I missed any events?)

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