Emissary: The Red Frontier (2013)
Temps de jeu: 60
Age min.: 0
Joueurs: 2 - 4
Editeur: (Web published)
Concepteurs: Oliver Kiley
Artistes: P. D. Magnus
Mécaniques: Modular Board, Hand Management, Network and Route Building, Hexagon Grid, Area Majority / Influence
Age min.: 0
Joueurs: 2 - 4
Editeur: (Web published)
Concepteurs: Oliver Kiley
Artistes: P. D. Magnus
Mécaniques: Modular Board, Hand Management, Network and Route Building, Hexagon Grid, Area Majority / Influence
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An intriguing game of territory building and influence for 2-4 players
On distant Mars, beyond the reach of common Earth-dwellers, the Interspace Guilds vie for control of the Martian frontier. The Guilds orchestrate the movements and machinations of the nomadic colonists, necessary to securing critical resources and laying claim to a fresh region of Mars. The conductors of this activity are the Emissaries of the Guilds, freelance agents with a knack for subterfuge. As an Emissary, you are tasked with influencing the activities of colonists in a bid to fulfill a set of Guild contracts. The first such Emissary able to complete their contracts will secure control of the region in the name of their patron Guild.
In Emissary: Red Planet, players will explore a grid of location cards that represent a map of a region of Mars. Players will collect and spend resources to build up influence on the location cards by establishing new settlements for colonists. Each game will have a random set of three contract cards that determine the specific victory condition in play for that game, based on controlling certain types or arrangements of location cards. Players will compete through managing their hand of cards, modifying the cards in the map, and positioning their influence to secure control of the landscape.
On distant Mars, beyond the reach of common Earth-dwellers, the Interspace Guilds vie for control of the Martian frontier. The Guilds orchestrate the movements and machinations of the nomadic colonists, necessary to securing critical resources and laying claim to a fresh region of Mars. The conductors of this activity are the Emissaries of the Guilds, freelance agents with a knack for subterfuge. As an Emissary, you are tasked with influencing the activities of colonists in a bid to fulfill a set of Guild contracts. The first such Emissary able to complete their contracts will secure control of the region in the name of their patron Guild.
In Emissary: Red Planet, players will explore a grid of location cards that represent a map of a region of Mars. Players will collect and spend resources to build up influence on the location cards by establishing new settlements for colonists. Each game will have a random set of three contract cards that determine the specific victory condition in play for that game, based on controlling certain types or arrangements of location cards. Players will compete through managing their hand of cards, modifying the cards in the map, and positioning their influence to secure control of the landscape.
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ag.gameitem.lastUpdated: 2025-04-29 20:13:59.879