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Every faction comes with its own units, abilities and missions. Which factions encounter each other has a significant effect on the game.

Before the game begins, every player picks one of the many factions and familiarises themselves with their units and abilities. The choice of faction can influence not only the play style, but also the game as a whole. Strategies, goals, missions and victory conditions – all this is defined by the asymmetric factions who are struggling for world dominance.


The board is modular and is put together by placing up to 40 six-sided area tiles – depending on scenario – positioned around the moon area tiles. The faction sheet will inform the player about the abilities of their faction, and under which conditions they can be used in game. The faction sheet also includes the starting line-up. The players then position their homezone on the board according to the initiative ranking. The homezone will be the headquarters of their faction for the duration of the game. Then they select their three starting areas, and set up their starting units in them.


The goal is to collect the most victory points. Victory points are primarily won by conquering areas and fulfilling goals as well as successfully completing specific faction missions.


At the beginning of the game, every player draws six covered action cards and picks one. They then give the remaining five cards to the player to their left.

From the cards they receive from the player to their right, they select another card in the next round, and pass the rest of the cards to the left again. This continues until the game ends, after six rounds at the most.

The selected card defines which actions the player can take in the respective round. In total, there are 6 x (the number of players) in the game. Every card is unique, and is only available once per game.


1st Step: Actions

The Actions are divided into four phases assorted by colour. Each phase is always played by all players before a new phase can begin. The players always act in order of initiative which is defined at the beginning of the game, but can change in the course of play.

a) White Phase: Each player takes two of four possible standard actions, but each action can be taken only once.

b) Blue Phase: In order of initiative, players draw event cards and play them. Special effects and faction effects are also executed at this point.

c) Green Phase: New units are brought into play, or existing ones upgraded if possible. The neutral Oni faction is also upgraded and moved.

d) Red Phase: Movement and conquering/attacking. The players must decide for every attack whether they are targeting an area or the units stationed on it.

2nd Step: Interim scoring and new action cards

All players determine their current victory points, which they win through area possession, completed goals and possible faction-specific sources.

After this, every player selects the next action card for the coming round. This marks the end of the ongoing round.


The game ends after an established number of rounds, usually 3 to 4.


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.


Basic Set

3-5 players
Aged 14 and up
Around 30 minutes’ playtime per player


New factions (6th player)
New game material
New game-modifying mechanisms and area effects


Asymmetric Factions
Area control/Area influence


Crossover between (Japanese) mythology, fantasy, dystopia and Science Fiction