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Hegemony: Lead Your Class to Victory (Standard Edition)
90m - 180m
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Voting allows players to influence the outcome of certain events within the game. The vote may be all or nothing, choosing a target for an effect, or to determine the results of certain situations. Players’ votes may not have equal weight, and blocking a player from voting can be a valid tactic.
Voting
70.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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BillJ1967
Instant classic! Heavy game with a fabulous theme. It is an asymmetrical class conflict game that uses hand management, voting, worker placement, and unique player powers. This is a useful instrument for teaching and understanding the struggles to maintain a successful nation-state. The years of work that went into this game are clearly evident.
143245
Initial thoughts (2x 4p): An interesting sim/euro cross over with asym factions. I enjoyed my plays, and i can see where a group of econ nerds would really dig in. Most of the rules are intuitive, but some edge cases required us to go digging through materials. Most of those are in the revised documents, but they aren't always where I might expect them. Really though, for a game of this size and scope (that weight rating of 4.1 isn't a lie), I don't think that's a serious ding. Understanding the system is really paramount and the biggest barrier. I do agree with Dan Thurot that you're looking at this at the 50k foot view and nothing but. Much like other ambitious projects (e.g. John Company, Virgin Queen), it will take lots of people and time and there is a serious question of whether or not your group will want to tackle that. Also, much like JoCo or VQ, you're doing actions now that wont bear fruit until rounds from now and that sort of forward planning when you are new or don't understand the other factions will be painful. In that regard, I think I agree with Larry Rice that "at times we thought game play was on rails, and other times incredibly fragile." For those that do put in the effort though, I think there is something unique here in terms of how it gives a holistic model (even if heavily abstracted at times, likely benefitting from it). Kudos on the rule book, I think for the level of this project, this is one of the better rulebooks (between the layout, component overview map, etc). Strong 6 is my outlook. It's niche, but quite well done. I don't know that I want to play it often, but I think I want to play it a bunch... No need for the capital outlay though, I don't have a group that I would be able to martial for it. Also, that game time of 90-180 minutes is laughable. 3 hours *might* eventually occur, but I can't see it being shorter than that. I'm working on an average of 5 hours at the moment...
Alanis59
The game spark conversation and debate out real life policies and help you understand how it affect the population. Incredible