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Stonemaier Games Euphoria Build a Better Dystopia Board Game

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This might not be as significant to you, but it blew me away when I first realized it. Beyond that point, the focus returned on resource and victory point collection, but I’ll always remember that moment. Icarite Territory

When I first opened the box, I was pleased with the quality and number of bits that you get with the game. The art is very easy on the eye and the theme is one that interested me. I was a little put off by the board and how daunting it looked but there are plenty of videos online that got me through the setup and a few turns. Trade-off decisions like that are core to our work on Automas, because we want them to mimic all interactions perfectly, but we also want Automas that don’t crush the fun under the workload of handling them and we want a low barrier to entry that allows most players to enjoy them. Euphoria is one of few games that manages to combine worker placement with a high dose of interactivity between players. Your every move is monitored by other players, and most of your actions can affect them in some way. You can also visit the worker activation tank, where you can recruit an additional worker and increase morale or reduce knowledge, depending on the resource used. Additional Mechanics IGNORE that previous comment. I just looked through my paper copy and realized they ARE the same. Thanks!

There is more to the world than the surface of the earth. Deep underground lies the hidden city of Subterran, occupied by miners, mechanics, and revolutionaries. By keeping their workers in the dark, they’ve patched together a network of pipes and sewers, of steam and gears, of hidden passages and secret stairways. Other than the addition of the tray, the latest printing of Euphoria is the same as the previous printing. We decided not to increase the MSRP despite the added component cost, as it felt like the right thing to do (and the least confusing for retailers and distributors). We did, however, change the SKU to STM206 so you can tell the difference when looking at a Euphoria box at your local game store. The New Antiques Bazaar is one of the biggest additions to Euphoria in the expansion, so today I’m going to share exactly what it is and how it works. This is one of the original ideas David thought of several years ago, and despite dramatic changes to the expansion over that time, the Bazaar remained a favorite among playtesters. The look of the board came across quite daunting at first but once you have played a few games you soon learn what each space is for. You have spaces for generating commodities like electric, spaces to dig towards other players commodities and even a market place that will be built. We think that the limited potential benefit of the move from 3 to 5 players wasn’t worth the rules and workload overhead of using the Automa system and no matter how well we make the Automas they’re never 1 to 1 replacements of human players.

The process led us to versions of the expansion that looked and played wildly different than the final product. But in the end, the version that resonated best with playtesters was the version we decided to use: alternative recruits and markets, some fixes to perceived issues, and some additions. You may have noticed that I (Jamey) am not the designer of the expansion. That may seem a bit odd, as I designed the original game of Euphoria. Didn’t I have ideas for ways to expand it? Once someone pulls the trigger and contributes to a marketplace, you need to follow up, and keep the momentum going until they’re all done. This will land you a few easy victory points towards victory. The game ends when the first player reaches 10 victory points, with ties broken down with morale or knowledge levels. Importantly, though, you can only ever have at most 1 factionless recruit, and if you do, they are immediately active (because there’s no way to flip recruits if they don’t have a faction).A worker placement game for 2-6, Euphoria tasks players with rising above the mediocrity assigned to them as citizens of the futuristic dystopia of Euphoria . The veil has been lifted, and the bemused acceptance with which everyone lives their daily life is no longer adequate for the player characters. They decide to use their newfound knowledge to lift up/exploit their fellows in a bid to better their own station in Euphoria. In Euphoria: Build a Better Dystopia, you lead a team of workers (dice) and recruits (cards) to claim ownership of the dystopian world. You will generate commodities, dig tunnels to infiltrate opposing areas, construct markets, collect artifacts, strengthen allegiances, and fulfill secret agendas. Your path to victory is paved with the sweat of your workers, the strength of your allegiances, and the tunnels you dig to infiltrate other areas of the world, but the destination is a land grab in the form of area control. You accomplish this by constructing markets that impose harsh restrictions of personal freedoms upon other players, changing the face of the game and opening new paths to victory. You can also focus on gathering artifacts from the old world, objects of leisure that are extremely rare in this utilitarian society. The dystopian elite covet these artifacts—especially matching pairs—and are willing to give you tracts of land in exchange for them. Four distinct societies, each of them waiting for you to rewrite history. What are you willing to sacrifice to build a better dystopia? While it’ll be the seventh Stonemaier solo mode published it actually started development just after the first one we made (Viticulture), but it was repeatedly overtaken by other projects. The upshot of that is that we’ve learned a lot in the meantime and have applied that to make the version that is in the Ignorance is Bliss box. So, in addition to having the Euphoria Automa affect human players we wanted human players to be able to affect the Automas using the same game subsystems as against other humans. This means that:

Perhaps I’ll go into detail in a future post about what happened over the next 4 years, but in short, it was an interesting journey. I think Morten and David learned a lot about designing an expansion from scratch, and I learned a lot about serving as a developer/publisher for a project I commissioned. While I don’t have trays to sell, I have a very small number for replacement parts and for situations where someone thought they were buying a copy of the game with the trays (but it was actually an older printing).You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they’ve ever known. You may use them at your whim, following these rules. Euphoria is a dice placement game where the dice represent your workers and the dice faces the worker’s knowledge. Being a Dystopia, knowledge isn’t always a good thing. You want your workers to accept what you say, if they become clever (self-aware) they will revolt against you giving you less workers and a cost to retrieve that worker. Euphoria – In the box If you play at two players or six, downtime is almost none existent. This makes the game enjoyable and it’s a good game, with more thematic choices it could have been so much better though.

Instead of going with drab colors, Stonemaier went with a bright color palette and style reminiscent of the post WW2, in some ways reminding me of Fallout. The board maximizes usable space and at the expense of the artwork, a smart decision in the long term.Product Details: The SKU is STM206. It is available in a number of languages from localization partners. The dystopian setting and “take that” oppression of the other players are a thematic breath of “fresh” (probably recycled, possibly laced with emotion suppressing drugs) air. Sure, the base resources are water, energy, bliss, and food and they could easily be grain or sheep. But I have swallowed the theme and, in the process, taken the red pill. Shellhead, thank you for mentioning EEAaO. Watched it last night and it was an enjoyable and unexpected experience. Girlfriend and I talked about it quite a bit afterwards. And that’s one of the interesting things about the game. It seems that everyone has their own ideas about how to win and they just go for it. I’ve found one person that likes to hit the Icaritan artifact markets over and over while another loves to construct markets. As a player, you almost have to be flexible with your strategy as the game unfolds. If people are rushing to build the markets, you had better make sure you get in on that (players without authority stars on the markets once built are penalized).

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