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Vindication box art

Vindication

Players

2-5

Time

45-150

Age

14+

Weight

3.08

Rating

7.80

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.

Replay value

Vindication offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is solid. It scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a rewarding and engaging experience for those willing to invest the effort.

Luck profile

Vindication has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning, resulting in a game that is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Vindication (formerly Epoch: The Awakening) is a highly strategic, fantasy-based tabletop journey for 2-5 players. Play time is 15-30 minutes per player. Thrown overboard for a life of wretchedness, you wash ashore a hostile island ruins — completely alone with nothing except the breath in your lungs and an undaunted spirit. Through your advanced resource management, area control tactics, and freeform action selection, you’ll add companions to your party, acquire bizarre relics, attain potent character traits, and defeat a host of unusual monsters in the ultimate goal of mastering heroic attributes — and regaining honor. You may perform 3 actions on each turn in the order you feel is most advantageous that turn: activate a companion, travel to a new location, and interact with a map tile. Many actions require the the use of your influence to gain attributes in a one-of-a-kind heroic attribute alchemy system, which is leveraged to gain the game's most powerful rewards. For example, you can meditate at a spire to gain inspiration. You can train at a fort to gain strength. But then you can combine your inspiration and strength to gain the courage (inspired strength) which allows you to perform a bounty hunt. There are distinctive end-game triggers that can be affected through game play, over 72 unique card abilities that can be merged in unusual ways for potent combinations, and fresh tile placement each game for high replayability.

Editions

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Credits

Designers

1
Marc Neidlinger

Artists

5
Brett Carville Emiliano Cordoba Bartek Fedyczak Noemi Konkoly Phu Thieu

Publishers

1
Orange Nebula, LLC

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