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Enclave: Zakon Kra?ca ?wiata box art

Enclave: Zakon Kra?ca ?wiata

Players

2-4

Time

?-?

Age

12+

Weight

3.18

Rating

6.28

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Enclave: Zakon Kra?ca ?wiata has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not require a significant level of cooperation.

Replay value

Enclave: Zakon Krańca Świata has a high replayability score due to its strong variability in the gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Enclave: Zakon Krańca Świata has a moderate level of luck involved in the game. Random elements have a minimal impact on the game outcome, and players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. It falls in the same category as Terra Mystica and Scythe, where luck is not the dominant factor in determining the winner.

Overview

Twelve spiritual leaders, known as the Masters of Brilliance, have gained a great influence and many followers. At the night of solstice, they brought an unexpected end upon the world, precisely by the rules they had foretold. Anything that people could imagine happened on that night. During that tragic spectacle, the Masters of Brilliance separated wheat from chaff, taking the chosen ones to a new nice little hell they had built in a higher dimension somewhere at the doorstep of afterlife. No one knows how they got there or how they managed to affect reality. Anyway, only rigorous cooperation could grant them enough power. The end of the world brought about by these wise guys was not as perfect as they had planned. Soon it turned out that some men left in the ashes of the past world could enter the realm of the Masters of Brilliance. Perhaps the power they cast upon the world to destroy it left a solid print? Or perhaps the transition was not that difficult? The first man to discover he possessed this ability was Jonas Arvani. When he found out he was not the only one, he founded a guild. The boarding ability – that is, the ability to jump into a much higher plane, where the Masters of Brilliance have their twisted utopia – soon turned into an enormous business. Not everyone managed to follow the guild's strict rules. Therefore competitive undertakings began to appear that were less able and less honest. Now retrievers have been trained by guilds to steal inventions and devices from the enclave of the Masters of Brilliance. Those items become artifacts in the ruined world. The most valuable prizes are schematics that allow mankind to recreate lost devices, so that they can serve people again. In the board game Enclave: Zakon Kra?ca ?wiata, each player starts with a retriever card along with the machine that boosts their boarding ability. During the game, which lasts six turns, players are allowed to: Upgrade their retriever (mental and physical condition) Upgrade their jump machine (sarcophagus and sesame) Buy items to protect themselves from deadly traps in the enclave of the Masters of Brilliance Buy medication needed to heal their mental damage and physical wounds Boarding the enclave of the Masters of Brilliance to find valuable prizes and knowledge Do the job for the "Shepherd" without any risk, but with fewer profits Visit the oracle to peek at the future and gain initiative in the next turn Use the character or location card on the path "to the tree" This path is the main way to victory, known as becoming "the chosen of the Tree". Dwunastu przywódców religijnych zwanych Mistrzami Blasku zyska?o wielkie wp?ywy oraz mnóstwo wyznawców, aby w noc przesilenia niespodziewanie wywo?a? koniec ?wiata dok?adnie wed?ug przepowiedzianych przez siebie regu?. W?a?ciwie sta?o si? wszystko, co tylko ludzie zdo?ali sobie wyobrazi?. A podczas tego dramatycznego spektaklu Mistrzowie Blasku odsiewali ziarno od plew. Zabierali wybranych, ?eby zbudowa? im nowe, mi?e piekie?ko w wy?szym wymiarze. Gdzie? w takim przedsionku do za?wiatów. Nie wiadomo, jak zdo?ali si? tam dosta? ani jakim sposobem potrafili wp?ywa? na rzeczywisto??. W ka?dym razie odpowiedni? moc mogli uzyska? wy??cznie dzi?ki ?cis?ej wspó?pracy. Koniec ?wiata panów m?drali nie by? tak perfekcyjny, jak mo?na by si? spodziewa?. Wkrótce okaza?o si?, ?e niektórzy z ludzi pozostawionych w?asnemu losowi na zgliszczach minionego ?wiata potrafi? przenika? do rzeczywisto?ci Mistrzów Blasku. Mo?e moc, któr? Mistrzowie Blasku tchn?li w ?wiat, ?eby go rozwali?, zostawi?a jaki? trwa?y ?lad? A mo?e przej?cie po prostu nie jest takie trudne? Pierwszym cz?owiekiem, który odkry? u siebie te niezwyk?e zdolno?ci, by? Jonas Arvani. Nied?ugo potem przekona? si?, ?e nie jest jedyny i za?o?y? gildi?. Umiej?tno?? dokonywania aborda?y, to znaczy skoków w wy?szy wymiar, w którym Mistrzowie Blasku zbudowali swoj? kalek? utopi?, sta?a si? wkrótce wielkim biznesem. Gildia mia?a twarde zasady, którym nie ka?dy móg? podo?a?. Zacz??y powstawa? konkurencyjne ugrupowania, mniej sprawne i mniej uczciwe. Zadaniem pozyskiwaczy czy te? szkolonych w gildii grabie?ców jest wykradanie z enklawy Mistrzów Blasku wynalazków i urz?dze?, które w zrujnowanym ?wiecie zyskiwa?y rang? artefaktów. Najcenniejszymi pryzami, jakie mo?na wynie?? z aborda?u, s? schematy budowy urz?dze? pozwalaj?ce odtworzy? dan? rzecz, tak, aby znów mog?a s?u?y? ludziom. I tak w grze planszowej ka?dy z graczy otrzymuje kart? pozyskiwacza wraz z maszyn? wspomagaj?c? aborda?e. Podczas rozgrywki, która b?dzie trwa?a 6 tur, gracze maj? mo?liwo??: - ulepsza? swojego pozyskiwacza (psychika i kondycja fizyczna) - ulepsza? wyposa?enie maszyny do skoków (sarkofagu i sezamu) - zakupi? przedmioty umo?liwiaj?ce omini?cie pu?apek b?d?cych ?miertelnym zagro?eniem w enklawie Mistrzów Blasku - zakupi? niezb?dne medykamenty, aby chroni? swoje zdrowie psychiczne oraz fizyczne - wykona? aborda? do enklawy Mistrzów Blasku dla cennego pryzu jak i zdobycia wiedzy - wykona? zlecenie dla „Pasterza” bez ponoszenia ryzyka, lecz z mniejszymi korzy?ciami - uda? si? do wyroczni celem podejrzenia swojej przysz?o?ci, jak i przej?cia inicjatywy w kolejnej turze - skorzysta? z karty osoby lub lokacji na ?cie?ce „Ku Drzewu” b?d?cej g?ówn? osia prowadz?c? do zwyci?stwa, jakim jest zostanie „wybra?cem mistycznego Drzewa”

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Credits

Designers

1
Krzysztof Wolicki

Artists

1
Maciej "ACIDONE" Kozik

Publishers

3
G3 REDIMP GAMES ST Games

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