FAMILY WARGAME
A light strategy game, the quintessence of the mechanics of controlling territories. The game is excellent both in the family circle and in geeky game libraries, and even those who lose get their share of pleasure.
A BIG WAR IN A SMALL WORLD
The game takes place in a very small world, so cramped that the fantasy races that inhabit it simply have nowhere to turn. Due to the lack of territories in this world, conflicts never cease, the situation on the field changes like in a kaleidoscope, here and there strange people appear, who win back pieces of land from their neighbors, briefly become kings of mountains, forests, plains, and then decline and give way to younger races for their place under the sun. And so on, the eternal cycle of samsara wheels in nature.
COMBINATIONS OF RACES AND ABILITIES
The rules of the board game are so simple that even stubborn trolls or stone gargoyles can understand them. Depending on the number of players, a tighter map is chosen so that life does not seem like honey. Participants must play a fixed number of rounds and accumulate as much money as possible.
At the beginning of the game, players choose dice consisting of two halves - races and abilities. All nations differ in size and special abilities, and ability tokens give additional advantages. If a player takes the top die, he pays zero coins, but for each subsequent one he will have to spend one coin more. Coins are laid out on all missed dice. The coins will then go to the player who chooses one of these dice.
Before each subsequent round, a player can bring his current race into decline and acquire a new combination of race and ability. In this case, he turns over all the tokens of the fading race on the map and receives one coin for each controlled territory. This ends his turn.
CAPTURING TERRITORIES
On his turn, a player captures adjacent territories, leaving two tokens of his race on them and additional tokens for each token of another people or forgotten tribe. Mountains, fortresses, camps and troll caves force one more token to be spent. If a player is short of race tokens and is desperate to capture the last remaining tomato patch, they use the Reinforcement die to strengthen their only remaining token by a value between 0 and 3.
At the end of their turn, a player can strategically redistribute their race tokens across conquered territories. They then receive one coin for each area they control. The ability can increase income. Territories controlled by the player`s fading race (i.e. the race they played as before) also bring in one coin.
Publisher: Lord of Boards
Language: Ukrainian
Players: 2-5
Play time: 40-80 m
Age: 8+