World Building

AEG announces Ecos: First Continent, a world building game designed by John D. Clair (Mystic Vale) and art provided by Sabrina Miramon (Photosynthesis, Quadropolis) and Matt Paquette (Mystic Vale, Thunderstone Quest).  The world in Ecos is built by laying tiles that represent desert, water, and grassland. Each player will have a tableau of cards that will allow the placement of additional tiles, terrain features such as mountains and forests, or animals to populate the world. Activating the cards requires certain elements to be present in the world. Each round one player will reveal Element tokens from the Element Bag, giving all players the opportunity to complete a card from their tableau and shape the continent to their own purpose. Elements that cannot be used can be converted into Energy cubes or additional cards in hand or added to your tableau, to give you greater options as the game evolves. Game play in Ecos is simultaneous, and all players have access to the elements as they are drawn to activate their cards and build the world.  Every game card is different so the world will be built differently each play.  Many cards will score players victory points, sometimes based on the features in or adjacent to a habitat.  The first player to score 80 points wins the game. Learn more about the game here.

Ecos: First Continent plays 2 to 6 players, ages 14+, in 45-75 minutes.  Contents include 6 Dial tokens, 75 Map Tiles, 15 Mountain Tokens, 25 Forest Tokens, 66 Energy Cubes and storage container, 6 Scoring Cubes, 1 Scoreboard, 105 Game Cards, 102 Animal tokens and 2 storage containers, 40 Element stones, 1 Element bag, and Rulebook.  Look for Ecos: First Continent at your friendly local game store in October 2019.

fg01_spreadIf you’re as old as dirt me, you’ll remember a little PC game from a, then, new developer named Bullfrog called Populous. My kids don’t believe that there were computers in the 80’s, so every now and then I have to bring out Populous just to reassure them that I didn’t wear bearskins and hunt mastodons when I was their age. Anyway, Populous was a “god game” in which you built a world and its inhabitants with the sole intention of messing with them. Last week Asmodee revealed a game that sounds like it should scratch that same itch, 4 Gods.

4 Gods is designed by Christophe Boelinger of Dungeon Twister and Archipelago fame and drops you into one of the titular roles as 2-4 players build a world and then see which of them can spread the most divine influence over their creation.

The world is created via tile placement but, unlike games like Carcassonne, the tile placement is performed by all players simultaneously.

Unlike the majority of modern tile placement games, 4 Gods is played simultaneously. From the start of the game, you’ll be competing to quickly and correctly place tiles in the rapidly growing world, building vast seas, winding mountain ranges, thick forests, and arable plains. Each type of terrain is the domain of a different god: the goddess of the elves governs the forests, the god of dwarves controls the mountains, the goddess of merfolk inhabits the waves, the god of humans rules the plains. 

During this rush of creation, you can only have two tiles in hand at a time. When you can’t immediately play one, you place it on a track before you, from which you and your opponents can take tiles back into hand when they fit. You can also always draw one or two new tiles from the bag, as long as your hands are free. If you find a place where no tile seems to fit, you can establish there a legendary city that will grant you Divine Influence at the end of the game—if it endures. Players can place tiles over legendary cities, permanently destroying them and earning points for the act of destruction.

Points are earned by the placement of cities and prophets as well as getting larger tracts of your terrain type on the table.

4 Gods will be released in Q4 of 2016, but will be available to demo at Gen Con 2016 which is only a few weeks away.