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Difference between revisions of "Colonies"
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== Assets == | == Assets == | ||
| − | Within the box there | + | Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below. |
=== Cards === | === Cards === | ||
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=== Player Boards, Tokens, and Characters === | === Player Boards, Tokens, and Characters === | ||
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| + | In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required. | ||
| + | Main Article -> Managers of BHC | ||
=== Assistants === | === Assistants === | ||
Revision as of 23:26, 12 March 2022
Overview
Thousands of man hours between dozens of revisions, countless amounts of currency, and blood sweat and tears, have finally brought man kind to a time where it can be ready to leave Terra.
Beyond Humanity: Colonies is the first game in the Beyond Humanity series, and the first hybrid boardgame by Three Headed Monster. Featuring full integration with the Exogen database in the coming months, players take on the role of managers attempting to turn a freshly-landed ARC into a thriving colony on any of the hundreds of thousands of planets found throughout known space.
Managers will face numerous daunting tasks as they choose to work together towards their colony's success, or behind the scenes for their own agendas. Often they will face difficult choices between what is best, what is easiest, and what they or their people want.
Boasting a very limited array of truly random events, millions of lines of code in the game create a flowing structure of variables and results impossible for a human to keep track of, resulting in a difficult to predict but organic feeling chain of events that ensures no two games will ever play the same way.
Beyond Humanity: Colonies funded on Kickstarter in 2019 to the tune of over 500,000usd, and shipping is scheduled to begin early Q2 2022.
Assets
Within the box there is: both the full color full rulebook and supplementary Annex, 9 directive cards, 9 double-sided assistant cards, 3 advisor cards, 68 or 108 RFID enabled decree cards, 40 artifact cards, 9 personal 25 semi co-op and 15 co-op goal cards, 4 aux fleet transfer cards, 5 double sided quick reference cards, 2 base endorsement tiles, 1 ARC tile and Module, 1 solo tile, 9 player boards, 31/32 modules/module tiles, 15 ability tiles, 15 corridor connections, 11 RFID-enabled tokens, and resource tokens of all 4 kinds as laid out below.
Cards
In Beyond Humanity: Colonies there are 5 principle card types:
Decrees: RFID enabled cards used to influence the game state via communication within the ARC, or as module endorsements to promote the construction of module buildings. Main Article -> Decrees
Artifacts: Mysterious relics found on the surface of planets that need to be discovered via Expeditions, and then analyzed through Research actions. Each artifact takes a maximum of 3 Experience, 2 Terran Goods, 2 Credits, and 1 Political Advantage. Main Article -> Artifacts
Goals: Goals have 3 subtypes": Personal goals, which are given to each player at the start of their game, and assigned to their character; Semi Coop Goals, which are randomized with each game; and Coop goals, which are used only in the coop mode, and feature a different colored back. Goals have both costs of failure and rewards of success in BHC, so it is better to find a way to get rid of goals you cannot complete in favor of other ones. Main Article -> Goal Cards
Assistants: These double sided cards are used exclusively for a unique set of actions, and are assigned per manager character at the start of the game. These cards all feature action sockets with actions not found on module tiles, and unlike module tile actions, have a cost associated with their use. Main Article -> Characters and Assistants
Advisors: These specialized assistants are single sided, all cost a varying amount of Political Advantage, and all feature unique action sockets that can heavily shake up the game, from changing Governor to removing Terran Dependences. Main Article -> Characters and Assistants
Resources
There are 5 resource types in BHC as well. Credits, the gold circles which represent universal currency used across known space; Terran Goods, exotic exports from Earth which are more rare resource; Experience, gained from module endorsements and used for abilities or expeditions; and Political Advantage, a reflection of a character's influence allowing them to take powerful actions unavailable to those without the required clout.
Modules
Modules in BHC are the backbone of the colony. New buildings allow for new opportunities, resource production and management, and new risks. There are a total of 28/29 unique modules in the BHC box along with the ARC, with 10 being reserved based on the managers in play for the game, the remaining are available in all games, and can be sorted into two categories for convenience, active modules, which have an action socket for use with the worker placement mechanics of the game, and passive modules, those with only effects on the colony statistics and in the companion app.
- All* modules impact game state in a collection of varied ways. If a number is not provided for the module's effects, it may change due to various elements including but not limited to: planet selection, AUX fleet interactions, happiness security and technical state, etc, etc. All of this information can be found in the last three pages of the BHC Annex.
Active Modules
Hydroponics Dome Industrial Dome Landing Pad Storage Community Dome Temporary Residential Capsules Technical Zone Academy Health and Sports Center Galactic Market Place (This module is an addon)
Passive Modules
Solar Power Plant (2x) Nuclear Power Plant Life Support System Atmospheric Synthesizer Automatic Well Tanks Residential Dome (3x) Security Dome
Specialty Modules
Hangar: Paul Bloch, Giselle Carter, Athena Gore. Test Chamber: Paul Bloch, Boris Artyomov. Community Tower: Art Chen, Ava Xu, Vlad Pokorny Obelisk: Art Chen Consulate: Mac McCain Laboratory: Boris Artyomov, Giselle Carter Bunker: Athena Gore (Passive) Prison Dome: Ava Xu, Lucas Johannes Terran Embassy: Vlad Pokorny Cryogenics Cubes: Lucas Johannes (Passive)
Player Boards, Tokens, and Characters
In addition to the modules, each Manager character has their own unique player board featuring their art, order of command (turn order identifier), their repositories (resource storage locations) ability and artifact management slots, their assigned assistants, and an RFID enabled token for interacting with the ARC for decrees, campaigns, and module building as required. Main Article -> Managers of BHC