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?
A simple game suitable for a Thinking filler; involves combat in Polynesia set in the medieval period. Has a highly playable solitaire capability.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Read the full game description
A simple game suitable for a Thinking filler; involves combat in Polynesia set in the medieval period. Has a highly playable solitaire capability. There is also an expansion for this game called Mo'orea that allows it to be played with 5. The expansion includes an additional map and some advanced and optional rules (beach encampments, retreat path options, victory determination, war canoe towing, Papetoa religious center)., Kevin also published (in 1996) some advanced rules (clan elder panic, religious temples, canoe portage, troop cults, and some chits for Neutral area special events).