Ahmed Naji tries to conquer territories and tweak monstrous mechs in the times of war and farming
It is the 1920s, Eastern Europe. Nations battle for reputation and domination. Nordics, Rusivets, Polonia, Saxons and Crimea, each with a unique set of abilities, try to build the most powerful economy by producing resources, coins, popularity, building structures while maintaining weaponry through enlisting recruits, upgrading technologies and deploying ‘mechs’, the steam-operated heavy war machines.
Your goal is to expand across the board and take control of the hexes in this one of the most-hyped board games of all time.
Each hex has its own terrain: Forests produce wood required for building, tundra hexes produce oil required for your technology advancement, mountains hold iron that allow you to release mechs, and farms — obviously — supply food to help you enlist recruits.
Your movement will be restricted by lakes and rivers which are the game’s natural barriers.
The centre hex is a factory that grants more production options for players who reach there.
But wait, although the motives are individual, goals are global.
Personal objectives might lead you to engage in war with other players, or constantly tweaking your strategy to adapt with the new trends.
All players through both the faction and technology boards will try to build their strategy to gain as much achievement as possible.
Once a player completes six out of 10 possible achievements (personal or common), each represented by a star on the triumph track, the game will end and the scoring phase begins.
Everything counts: your coins, popularity, hexes, resources, structures and bonuses will identify the player with the highest points, the winner.
The game’s mechanics are just genius, and the misty artwork is breathtaking and has definitely contributed to making it one of the greatest masterpieces ever made in the history of board games. The game is really well worth the hype we get to hear about it.