Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
After 500 years, two factions emerge from their underground cities into a new world, an Earth reborn from nuclear disaster. 12 highly detailed miniatures represent the two factions: NORAD: military in thinking and origins.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Auction: Sealed Bid
Bid against other players to determine who receives an item, action, or priority.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Critical Hits and Failures
Exceptional die results create unusually strong successes or severe failures.
Read the full game description
After 500 years, two factions emerge from their underground cities into a new world, an Earth reborn from nuclear disaster. 12 highly detailed miniatures represent the two factions: NORAD: military in thinking and origins. Scientists and engineers add to their strength. SALEMITES: occultists working with cadavers, bringing the dead to life. Soon after emerging, these two factions meet - and it is determined that they cannot live together in peace. Earth Reborn offers nine scenarios that take you through missions of rescue, retrieval, and escort through areas of labs, mansions, towns, and more. Each scenario builds upon the rules of a new chapter: the game system is built like a tutorial. There are core rules to start the game, and each chapter offers 1-3 new rules along with a scenario that uses these new rules. The game also contains the innovative S.A.G.S. (Scenario Auto Generating System), where 2-4 players can make their own maps and mission objectives for near infinite replayability! Other features include: A Tetris-like board construction using polyomino floor tiles. An order tiles system to give commands to your miniatures. Interrupt Duels with Bluff, betting command points to interrupt an enemy character and act during another player's turn. The I.P.S. (Iconographic Phrasing System) that allows almost any effect to occur with icons, totally language independent. Colored base arcs on miniatures to simplify Line of Sight, shooting, and close combat. It also multiplies characters’ variations and possibilities. The Search rule, giving a visceral feeling to searching in rooms to find equipment. A Mission Points track that also serves as a Morale Points track. Radio Scrambling to mess with your opponents' orders.