
- Puesto en BGG
- BGG #13.501
- Puntuación BGG
- 8,7
Black Rose Wars: Revised Edition
- 1–4 jugadores
- 90 min
- Complejidad 2,5/5
- 2026

Ayuda con las reglas de Master of Wills: Waterborne Expansion Faction Deck
Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

¿Qué quieres saber?
Las respuestas salen del reglamento oficial, con la página para comprobarlo.
Master of Wills: Waterborne Expansion Faction Deck es una expansión de Master of Wills publicada en 2021 para 2–4 jugadores y con partidas de 15 a 60 minutos. Fue diseñado por Randy Van Gelder y sus mecánicas principales son Variable Player Powers, Area Movement y Area Majority / Influence.
En inglés
A group of nomadic sea travelers were forced to inhabit two islands in the cold and distant northern hemisphere centuries ago. These rugged people somehow survived the tidal apocalypse when a comet damaged the planet’s moon, however they did not escape the wrath of the comet completely. Dust-like particles from the comet penetrated the atmosphere affecting only their small area of the arctic world. It would be decades before the true nature of this unknown infectivity would be realized. On the island of Svalrland, the conditions of life were harsh. Living in a frozen tundra, in constant low light and darkness required a hardiness not known to most. But the contamination of the comet’s dust took form in strange and haunting ways in this environment. Children were disappearing, blood stains in the snow were consistently found and inhuman sounds could be heard almost every night. Things not seen before in this world had arrived. The truth was that some of the inhabitants had transformed into what many might describe as monsters. Some became ravenous and bloodthirsty, but most had a moderate level of control over both their appearance and habits. These people became the powers of their conclaves and once each recognized that they were not alone, they formed a more cohesive ideology. The other island was called Annarr and the conditions were not as harsh. There was a healthy population of animals and just enough warmth to have a limited food supply. People developed a strong bond with the animals living around them. At first it seemed innocent, like loving a family pet. However, many began experiencing a cerebral link to the beasts. All who formed a bond would experience a distinct variation of the connection. Sight, smell, sound, power and even thoughts could be found through these links. These people were seen by the collective as remarkable and they became tribal leaders, gaining influence through the relationship with the different species. As the resources on both islands became exhausted, leadership decided it was time to search for new lands. They took to the seas once more and in time arrived one foggy day at the shores of Novus. There was a particularly uninhabited area of harsh cliffs and rough terrain which these wanderers took for themselves. The leadership of both islands were aware that there was a potential darkness hiding amongst them, so they decided to use their skills and knowledge of the waters to disguise their true nature and power. They found Factions controlling the city and chose to join the ranks by declaring themselves a new Faction named Waterborne. The secrets of Waterborne are real. Their powers are stranger than fiction. Can they take advantage of these powers or will the other Factions discover how much of a threat they pose and align against them? Waterborne is coming and they will explore an entirely new mechanic to bring to the field of battle. —description from the publisher
Según el catálogo, Master of Wills: Waterborne Expansion Faction Deck admite de 2 a 4 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.
La duración indicada para Master of Wills: Waterborne Expansion Faction Deck es de 15 a 60 minutos, la estimación de la editorial para una partida completa. El tiempo real depende del grupo, del número de jugadores y del conocimiento de las reglas: las primeras partidas suelen alargarse y los grupos con experiencia terminan antes. La preparación y la explicación de las reglas no están incluidas.
Master of Wills: Waterborne Expansion Faction Deck pertenece a estas categorías: Card Game y Expansion for Base-game. Sus mecánicas principales son Variable Player Powers, Area Movement y Area Majority / Influence. Las categorías describen el tema y la ambientación de un juego, mientras que las mecánicas describen lo que los jugadores hacen realmente en su turno. Cada mecánica lleva a una página del catálogo con juegos similares.
Los autores acreditados de Master of Wills: Waterborne Expansion Faction Deck son: Randy Van Gelder. Estos créditos proceden de los datos publicados del juego y nombran a las personas responsables de su diseño, no a ilustradores ni editoriales. Las páginas de autor de MeepleRules reúnen otros títulos de los mismos autores, algo útil cuando un juego te gusta y buscas otros parecidos.
El catálogo clasifica Master of Wills: Waterborne Expansion Faction Deck como expansión de Master of Wills. Las expansiones añaden contenido, reglas o escenarios al juego base y normalmente no se pueden jugar solas, así que necesitas Master of Wills para usarla. Comprueba que tu edición de Master of Wills sea compatible, porque algunas expansiones se revisaron entre ediciones.