Which factions meet in a game has a significant effect on the game. <span data-w-collection-id="59b931816461430001815336" data-w-item-id="59b931e1b5aec300014a6f57" data-wf-id="["59b931816461430001815338"]" data-w-id="59b931816461430001815338" class="w-editor-body">Every faction comes with its own units, abilities and missions. </span>
Before the game begins, each player chooses one of the many factions and becomes familiar with their units and abilities. Not only the style of play, but also the game as a whole can be influenced by the choice of factions: Strategies, goals, missions and victory conditions are all defined by the asymmetric factions competing against each other to achieve world domination.
The board is modular and is made up of up to 40 hexagonal tiles, which are positioned around the moon area according to the chosen scenario. The faction sheet informs the player about the abilities of his faction and under which conditions or at what time he can use them in the game. The starting setup of the faction can also be found there. According to the order of initiative displayed on the board, the players position their homezone - the home base of their faction throughout the game - on the board, define their three starting areas and place their starting units there.
The goal is to earn the most victory points. Victory points can mainly be earned by conquering areas and fulfilling goals, as well as by successfully completing the specific faction mission.
At the beginning of the game, each player draws six action cards face down and selects one of them. He keeps the selected card and passes on the remaining cards to the player on the left of him. From the cards he receives from his right neighbor, he selects a new one in the next round and passes the remaining cards to the left again. This happens until the game ends at the end of the agreed number of rounds - the maximum number of rounds is 6.
The selected card defines which actions the player is allowed to perform in each round. In total, there are 6 x [number of players] cards in the game. Each card is unique and only available once per game.
The actions are divided into four different phases, each named after a colour. Each phase is always completed by all players before a new phase is initiated. The players always act in initiative order, which is defined at the beginning of the game but can be changed in the course of the game.
The phases are:
1 | White Phase: Each player performs two of the four standard actions, each only once.
2 | Blue Phase: Ascend in the initiative order, draw and play event cards. Special effects and faction effects are also executed in this phase.
3 | Green Phase: New units are brought into play or existing units are upgraded, if possible. The neutral Oni faction is also upgraded and moved here.
4 | Red Phase: Move and Conquer/Assault. Players must decide for each attack whether to target an area or units stationed there.
All players determine their current level of victory points, which they have gained by owning territories, fulfilling missions and goals, and possibly from faction-specific sources.
Each player then selects his new action card for the coming round. This ends the current round.
The game ends after a fixed number of rounds. The usual number of rounds is three or four.
The board consists of hexagonal area tiles; faction units are represented by standees. Sturdy cardboard markers are also used to occupy area tiles or mark them with special properties.
The Basic Set contains 40 area tiles, 5 faction sheets, more than 125 unit standees, game aids (turn counter, etc.) and 91 cards, consisting of event-, mission-, combat- and Oni cards.
Aged 14 and up
Around 30 minutes’ playtime per player
factions (6th player)
New game material
New game-modifying mechanisms and area effects
Area control/Area influence
Crossover between (Japanese) mythology, fantasy, dystopia and Science Fiction