Tag Archives: Undead

Archon: Glory and Machination (Video Preview)


The land of Cardis has been ruled for many years by King Rhodrig. Cardis is a rich and powerful kingdom controlling all neighboring provinces, which provide valuable resources. All this wealth attracts warlords and raiding parties who more than often launch attacks against the kingdom. So far Cardis has stood against such attacks but with heavy casualties. Thanks to the support of wealthy Archons, the kingdom gets rebuilt so that Science and Arts can flourish once again. At the same time new soldiers are recruited and the army prepares for the inevitable moment when the kingdom will need to be defended once again.

In Archon: Glory & Machination, players are powerful Archons who support Cardis in order to win King’s favor. Players use their influence on their Courtiers and on various figures of authority (Magisters).

Each game consists of three Seasons. For each of these Seasons, the King issues different demands that players must fulfill in order to score Victory Points. Each season consists of 3 rounds during which players use a card-driven worker placement mechanism to perform various actions that will allow them to gather resources and income, recruit soldiers and, rebuild the city, and acquire scoring cards (Science & Arts). They will also have the chance to train Elite Warriors to assist in the city’s defense. After nine rounds, the game ends and the player with the most Victory Points wins.

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Resident Evil Deck Building Game: Mercenaries – Critical Review


Resident Evil Deck Building Game: Mercenaries, a stand-alone game that also functions as an expansion for any Resident Evil DBG title, brings the Mercenaries theme to life, giving your characters brand new Skill cards to be used in any style of play. Draft Skill cards at the beginning of a game to give your Character a completely different play style.

Your character will learn from those failures and successes as you continue to play, using that experience to activate the Skills they have to give them an edge in battle.

Mercenaries also introduces three different Mansions with three different challenges. Will you face the unruly Ganados horde, the creepy Illuminados, or the onslaught of Majini? Each Mansion attacks the player in a different way, leaving a multitude of combinations for ultimate replay value!

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Hegemonic Video Review


It is a momentous time for the Post-Human Assembly. Having populated the Milky Way Galaxy, the Great Houses turn their eyes towards a neighboring galaxy, endeavoring to venture across the inter-galactic void to stake claim among uncharted stars. Each Great House seeks dominance, for in the race to achieve hegemony only one will be victorious.

Hegemonic Kickstarter Click Here

Hegemonic is a game of galactic exploration, empire building, conflict, and cunning for 2-6 players playable in 30 to 45 minutes per player. Each player assumes the leadership of a Great House. Players will explore sectors of the galaxy; build up their empire’s industrial, political, and martial capacity; employ far-reaching technologies to outmaneuver and out fight competing empires; and perform calculated actions to plot their way to hegemony.

Hegemonic is distinct among empire-building games because the industrial, political, and martial systems of your empire each expand your overall economy, can be used to initiate direct conflicts across lines, and contribute power towards victory. Players earn points at the end of every turn based on the relative power they have in each galaxy region. Players able to strategically hold and maintain a majority stake in the regions through industrial expansion, political leverage, and military force, will be poised for victory. But never underestimate a well-timed and daring move from your opponent – they may snatch victory from your grip!

Hegemonic uses a modular board system, tile drafting, and simultaneous action selection mechanisms to create a balanced, low-luck, and highly replayable experience across all player counts. Players will progress through each phase of the turn collectively, resulting in fast-paced and engaging gameplay. The game proceeds for a variable number of turns until the stack of sector tiles is depleted, triggering the final turn of the game. Each turn consists of an income collection phase, exploration phase, three action phases, and an arbitration phase.

In the collection phase, players earn CAPs (short for capacity) based on the level of their empire’s development along the industrial, political, and martial tracks. CAPs are a unified resource that all actions in the game consume. Players must carefully balance the growth of their empire in all dimensions to ensure a steady supply of CAPs.

In the exploration phase, players explore sectors of the galaxy by drafting sector tiles from a pool and adding them to any location on the galaxy boards; allowing players to expand the galaxy in a way that supports their strategic goals. Players must carefully guide the exploration of the galaxy to their own advantage while denying opportunities to their opponents. Next, players discover and advance technologies through managing a hand of Technology cards. Advanced technologies unlock powerful abilities that augment the industrial, political, and martial powers of a player’s empire.

In each of the three action phases, players secretly select one of six action cards to play. Players must carefully sequence and time their own actions while anticipating their opponent’s moves to have maximum impact and seize the imitative. All players reveal their chosen action cards simultaneously, which are then resolved in order based on the action card number. Each action card lists two or more actions that can be taken, and players must spend CAPs to pay for executed actions. Actions allow players to expand their industrial complexes, political embassies, and martial outposts; build quantum gates, agents, and fleets; and initiate conflicts to sabotage, subvert, and assimilate opposing bases.

In the arbitration phase, the player with most remaining CAPs becomes the Arbiter for the next turn. The Arbiter functions as the first player and they may further manipulate player order and the action timing of the next turn to their advantage. The Arbiter’s ability adds a key negotiation dimension to the game, as players may endeavor to sway or bribe the Arbiter to provide them with a strategic advantage next turn. Unspent CAPs beyond their empire’s retention limits are then consumed as an upkeep cost; requiring players to balance the growth and power of their empire across with a sustainable resource flow.

Over the course of the game, each player must balance his hand of dual-purpose Technology cards, which are used to influence success in conflict or can be played for a permanent technology benefit. Players must decide carefully how and when to use these cards as there is a tradeoff between saving high power cards for their conflict power versus using them for their distinct technological advantages. These dual-purpose cards ensure that each one can serve a strategic purpose in expanding a player’s reign while greatly mitigating the luck of the draw.

Scoring is based on players accumulating VPs at the end of each turn based on the relative control they have over each galaxy region. The game ends when the stack of sector tiles is depleted, typically in 5-6 turns. Final scoring includes bonus points for technology advancement. The player able to extend their power and influence the most strategically across the galaxy will establish the new dominant hegemony and win the game!

~ Minion Games

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Exodus: Proxima Centauri Video Review

Exodus Proxima Centauri


After a devastating nuclear war, six human factions are seeking shelter in the Centauri system. On the verge of extinction, the humans are saved by a superior civilization, allegedly the Centaurians, and each faction is given a fresh start on a new planet. Thus the exodus of humanity seems to have ended on the planets orbiting the star called Proxima Centauri. When the Centaurians announce their departure, the struggle for power commences once again.

In Exodus: Proxima Centauri, the six factions fight for dominance in an epic empire-building game, striving to build a new human empire on the ashes of the Centaurian civilization. Each player will build his own space fleet of customized ships and conquer new planets, fight the Centaurian Resistance and the other players, negotiate and vote for political decisions, research Centaurian technologies, and much more.

~ NSKN Legendary Games

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Coup (Video Review)


You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive…

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:

  • Duke: Take three coins from the treasury. Block someone from take foreign aid.
  • Assassin: Pay three coins and try to assassinate another player’s character.
  • Contessa: Block an assassination attempt.
  • Captain: Take two coins from another player, or block someone from stealing coins from you.
  • Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.

On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:

  • Income: Take one coin from the treasury.
  • Foreign aid: Take two coins from the treasury.
  • Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins, you must take this action.)

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game.

If you do have the character in question, you reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influence – that is, a face-down character – wins the game!

~ La Mame Games

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