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Anachrony: Classic Expansion
Expansion of:
Anachrony: Classic Expansion
60m - 120m
1 - 4 Players
Ages 15+
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
27.00
€
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SpecularRain
The Guardians of the Council module is great for making a four player game a little less crowded on the main board. At the time of writing, I've only played the Doomsday module once, at 2 players, and I didn't like it much. It's not that it was straight up bad, but I think the game is just better without it. I haven't played the Pioneers of New Earth module yet. I want to try it, but I don't have that many chances a year to play Anachrony, so when I do, I'd rather play what I know is good. We'll see.
one_maniac
Great variety of modules, really enjoy Pioneers of New Earth and, less frequently, the Doomsday module. The only one that wasn't that interesting was Guardians of the Council.
Szelethus
The box contains 3 large modules (if we consider all available modules for the game, they are rather large) you can add to Anachrony. IMO, Anachrony essential edition really needs at least this expansion to graduate it from a game with a cool gimmick to an awesome game with more cool gimmicks! The first thing to keep in mind is that these modules don't mix very well with other modules, not in other expansions, or with the other large modules. 1. Pioneers of new earth is likely the most exciting of the bunch. You get to empower your exosuits, go on adventures and gain rewards on success, or some punishment on failure. It introduces some more dice roll and random card draw, which means a bit more RNG. This module is thematically good (adventuring is a fun action to take!), but the RNG takes away as much as it gives. I don't mind this however when I'm up for anachrony, but not the brain hurt of mostly deterministic heavy euro gameplay. I haven't tried this module with Fractures of Time yet, but I'd be super interested in it! 2. The Doomsday module lets you control when the impact will happen -- two paths (factions) work on it occuring sooner, the other two will work on avoiding it altogether. This is done by moving the impact tile on the timeline track to the left or right, which is cool! You can even end the game prematurely if you can totally prevent the impact from happening! You also get to acquire experiments in the era you are focuesed on. Now, I've got to say, however, this is my least favourite module of the bunch. I ought to give it a few more tries before making my final verdict, but here it is for now: * The new action to take experiments and advancing the doomsday track doesn't feel as good as it sounds, especially in contrast to Pioneers of new earth. * Its not really compatible with the most of the big modules, and most notably, with Fractures of Time. This is a big oof. * The experiments require a table with even greater width, and anachrony is already a little big. 3. Guardians of the Council allows you to take on a new kind of exosuit that requires no workers to be placed in them, but function as if a genius was sitting inside it. They are a bit pricy to get a hold of, but once you do, you get to have an exosuit action space that only you can use, and copy a world capital action! This guarantees you at least one capital action each era of your choice (usually build), which is nice. It also comes with 6 new miniatures! This is the only big module that works with doomsday. I like it, it relieves some pressure on the worker placement. The minis can (and should) also be used with the solo mode of FoT.