Each of these things will provide more victory points toward the seven needed to win the game.
There are five different ways to play Rivals. The first is by using the base cards that come with the game and this is the best way for players to learn the game. There are action cards, event cards and development cards.
Included in the game are three additional sets of cards. The Era of Gold introduces new card types and has an emphasis on commerce. The Era of Turmoil is more confrontational and allows players to harass their foes. The Era of Progress is expansion driven without the fighting.
It is possible to mix each individual set with the base set to create an entirely new feel of Rivals. To win any of those games, you need 12 victory points instead of seven. Once a good feel for those cards has been established, then there is a Duel of the Princes version that combines all of the cards in the game and plays until one gamer has 13 victory points.
While each of these games is a bit longer than the base game alone, the nice thing is that the rules stay the same. Only the setup is different.
Mayfair has shown its commitment to the game by releasing one expansion for Rivals, Age of Darkness. In this expansion you get.
• The Era of Intrigue – You will witness the confrontation of followers of new and old beliefs and take part to determine Catan's spiritual balance. "Religious Dispute" causes both players to lose cards; Churches and Temples minimize losses; Temple cards strengthen your access to your own draw stacks. Church cards lure opposing heroes and earn gold. With a Church and a Temple, you may build the Great Thing and end the conflict.