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Geopolitics Boardgame
DescriptionDescription from the publisher: Geopolitics Boardgame is a game of geopolitical dispute where the newly emerging World Order Cold War and bipolarity, presents a scenario of unimultipolarity, in which a single superpower interacts with significant regional powers (which tend to oppose the main power), and With numerous secondary powers (which, in general, align with the Superpower and oppose the regional power of its geographical area). The significant strength of some regional powers, concerned with the US struggle for global hegemony, has been hampering this purpose. One of the players will represent the USA and the other regional powers (Russia, China, United Kingdom or Germany and Brazil), each with its own advantages and peculiarities, that will fight for the balanced world, each one trying to conquer to challenge the unimultippality through the war , Trade, politics, diplomacy and technological progression. After extensive research in the military area, 50 technological advances of 5 different types (infrastructure, naval, air, land and missile) were incorporated. With a double board, magnificent meeples of military units (army, special forces, APC, tank, artillery, corvette, destroyer, frigate, cruiser, submarine, transport ship, helicopter, fighter, bomber, tactical air transport, SAM, industrial complex ) Plus tokens including cruise missile and nuclear missile, hundreds of cards, custom dice, sideboards, playmates. Geopolitics Boardgame has a structure of game in rounds with 3 phases: I) In the Strategy Phase, players choose one of the 8 strategy cards (leadership, diplomacy, politics, production, commercial, war, technology, geopolitics), each of which has an initiative value that determines the order of the game. Each card has a primary skill that will be used exclusively by the player who chooses the card and a secondary skill that can be used by other players at the necessary costs. II) In the Action Phase, players will be able to use the chosen strategy card, activate territories on the board to move troops and diplomatic leaders to raise influence and resources, build military units, recruit and / or fund weapons and militants from rebel and terrorist groups, To celebrate political-military alliances, to attack opponents, to conclude trade agreements, to propose voting of treaties in international organizations, to research technological advances and to use action letters. III) In the Status phase players can qualify for 1 geopolitical goals per round, including pipeline control, technological development, military and diplomatic goals. Win the game that finishes first 10 goals. The "designer notes" in the rule book humbly recognize the inspiration of such games as Twilight Imperium, Twillight Struggle, Imperial 2030 and Supremacy. Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video MarketplaceNo listings at the moment. Do you own this game? Click here to list it for sale.
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