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?
The Earth has dried out and civilization with it. Some of the survivors have managed to eke out a living on the Saltlands: plains left behind by a once great ocean.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Modular Board
Build the play area from interchangeable sections that vary between games.
Team-Based Game
Players compete in fixed teams and coordinate toward a shared team result.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Read the full game description
The Earth has dried out and civilization with it. Some of the survivors have managed to eke out a living on the Saltlands: plains left behind by a once great ocean. Adapting to their environment they use land sails with wheels on these flats. But the Apocalypse is not done with the Saltlands, from the west a storm of raiders, a terrifying Horde on gas guzzling machines approaches in search of their lost God. Only those among the first to escape have a chance! In Saltlands, the first group of players to find and reach an exit point wins, leaving the rest to the Horde. There are no fixed teams, players can decide to co-operate or backstab each other as they see fit. Each player starts the game with a single captain but may increase his crew as the game progresses. Each crew member represents an extra life and an action each turn. Players move with their land sails according to the wind direction: being able to criss-cross slowly upwind or speed in the fastest direction, sailing on a broad reach. Each player can choose which group of raiders to move at the end of their turn until all raiders have moved. This allows players to help each other or force confrontation with the raiders. Players can fight the raiders and take their vehicles as an alternate mode of transport.