The demonic legions are invading the world. Pick up your weapons alongside your allies and join the battle against the hordes of hell in a post apocalyptic world.
Deck building, worker placement, and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
Deck building, worker placement and area of control in a high fantasy, prohibition era world. Stunning art.
Description:
It’s a back alley business and your guild is recruiting an unsavory mix of orcs, elves, wizards, agents and racketeers. A player friendly deck building mechanism drives placement of agents who sell black market goods and racketeers who extort merchants. All the while, deck building improves the goods brought to market. A surprisingly sophisticated, yet simple, emerging market simulation takes over as the competitiveness of black market goods brings in more customers. Guilds build reputation when racketeers extort merchants, and agents sell their ill-gotten goods. After four scoring periods your reputation is augmented by a Turf War, rewarding regional domination. Getting all of this work done means taking favors, because in the back alley your word is everything. As they say, payback’s a b*tch, and those favors can come due at any time.
An epic game of conquest, political intrigue, and diplomacy about leading your armies and fleets through medieval Europe in 1000 AD. Can you rewrite history?
Description:
Come join us in a teaching game of Swords & Sails. The quick combat rules and the 40 victory point conditions will be used. Player's will be able to select to play any of the 7 Original Major factions (the Byzantium Empire, Holy Roman Empire, Keivan Rus Empire, North Sea Empire, Kingdom of England, Kingdom of France or Fatimid Caliphate). In addition, the 6 add-on minor players will be utilized to allow a game with up to 13 players (Kingdom of Poland, Kingdom of Hungary, Kingdom of Leon, the First Bulgarian Empire, and the Unified Kingdom of Ireland). Minor Players will be required to be allied at the beginning of the game with one Major Player, but through game play, alliances can be changed. In Swords&Sails, control one of these factions in a bid to conquer Europe. Muster armies, assemble fleets, build cities, make and break alliances, and go to war to conquer all of Europe.
An epic game of conquest, political intrigue, and diplomacy about leading your armies and fleets through medieval Europe in 1000 AD. Can you rewrite history?
Description:
Come join us in a teaching game of Swords & Sails. The quick combat rules and the 40 victory point conditions will be used. Player's will be able to select to play any of the 7 Original Major factions (the Byzantium Empire, Holy Roman Empire, Keivan Rus Empire, North Sea Empire, Kingdom of England, Kingdom of France or Fatimid Caliphate). In addition, the 6 add-on minor players will be utilized to allow a game with up to 13 players (Kingdom of Poland, Kingdom of Hungary, Kingdom of Leon, the First Bulgarian Empire, and the Unified Kingdom of Ireland). Minor Players will be required to be allied at the beginning of the game with one Major Player, but through game play, alliances can be changed. In Swords&Sails, control one of these factions in a bid to conquer Europe. Muster armies, assemble fleets, build cities, make and break alliances, and go to war to conquer all of Europe.