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Things From Another World
Everwar
Everwar
by (Web published) (2019)
Player Count
2

Player Ages
12+

Playing Time
30 minutes to 2 hours
Categories
  • Wargame
  • World War II
  • Video Game Theme
  • Print & Play
  • Designers
  • Krishna Palacio
  • Mechanisms
  • Rock-Paper-Scissors
  • Modular Board
  • Dice Rolling
  • Area Control / Area Influence
  • Grid Movement
  • Action / Movement Programming
  • Artists
  • Krishna Palacio
  • Family
  • Player Count: Two Player Only Games
  • Rating: 0/10 from 0 users

    Description

    - Introduction -

    Everwar is a fast, fun and accessible wargame, with a diesel punk aesthetic and a pixel art graphic design, very characteristic of mid'90s video games (hello Advance Wars!). The universe of Everwar is based on a fun and solid game system (easy to learn but hard to master) which develops an interesting plot that, in addition to providing a rich background, regularly introduces new mechanics and playable elements that add depth and freshness to the gaming experience through regular updates.

    - Background -

    The story of Everwar is set in an alternative universe that shares certain similarities with our own world. The events take place in Domum, a planet where the technological advance of humanity has evolved exclusively around internal combustion engines and fossil fuel.

    In Domum, wars between nations have occurred on a global scale on numerous occasions throughout recent history. This has molded belligerent societies accustomed to enduring the sacrifices of long confrontations.

    The base game of Everwar brings us to Erisland Kingdom, a nation that is mired in a bloody civil war for the succession to the throne. But something is about to change the course of history in a terrible way, and neither Erisland, nor any other nation of Domum, is prepared for it.

    - Gameplay overview -

    During a game of Everwar, the player's objective is to fulfill one of the scenarios victory requirements. This may include collecting a certain amount of victory points, capturing an enemies HQ or taking control of strategic objectives.

    To do so, players will take non-consecutive turns in which the initiative is based on the orders issued to their armies.

    Every turn, players will simultaneously choose orders that will allow them to move and engage in combat with a different number of units. Initiative is determined by the number of units activated by an order, the player activating the least number of units will gain the initiative during the turn.

    Everwar has a dice-based combat that uses a rock(tanks)-paper(artillery)-scissor(infantry) system to determine the number of dice each player gets. This, together with terrain bonuses and flank bonuses, brings a fast and simple yet highly tactical combat experience.

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