Presentation

 

Phalanxx

Who will succeed Alexander the Great?

 

Four factions want to inherit the realm of Alexander the Great! You begin with two epoch cards and one white Army die, one orange Leader die and one purple Equipment die; those home dice are rolled once only, at the start of the game, and placed on the three red cases on your action card; their total value determines your starting capital.

A player turn comprises: 1. Buy epoch card from the display. 2. Roll three Travelling dice; a total of < 8 earns you three Talents. 3. Dice actions, used dice go on the grey cases of the action card: Play an epoch card with a travelling die > than one of your home dice and if conditions of the card are met. Or you conquer a region; again, the dice value must be > than a home one; or replace one of your home dice with one of the travelling dice when the grey case next to it is empty; value differences are paid or received in Talents; or get money and - as an option - swap a home die with one of another player. 4. Hand dice on grey cases of your action card as travelling dice to the next player.

When the epoch cards are depleted, you score - at the end of the round - cards rotated in conflicts, armies, occupied towns and oases, fame groups of epoch cards with certain symbols and Talents; Camouflage in play costs you four points, and you win with the highest total. In the expert game, each faction commands an individual advantage.

The topic is standard, the use of dice is new! Already the first roll for money is important, and then there is the necessity of swapping dice to meet card conditions and to lower home dice values to have a wider range of travelling dice results to work with.

 

Players: 1-4

Age: 12+

Time: 60+

Designer: Bernd Eisenstein

Artist: Matthias Catrein

Price: ca. 30 Euro

Publisher: Irongames 2016

Web: www.irongames.de

Genre: Dice use, sets, point collection

Users: With friends

Special: 1 player

Special: 2 players

Version: multi

Rules: de en fr + jp pl

In-game text: no

 

Comments:

Innovative use of dice

Conflicts not a deciding factor

Includes set-collecting element

Very good game for two

 

Compares to:

First game with this use of dice

 

Other editions:

Currently none

 

Chance (pink): 2

Tactic (turquoise): 3

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0