Stonemaier Games Euphoria Build a Better Dystopia Board Game

£13.495
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Stonemaier Games Euphoria Build a Better Dystopia Board Game

Stonemaier Games Euphoria Build a Better Dystopia Board Game

RRP: £26.99
Price: £13.495
£13.495 FREE Shipping

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Description

Euphoria is a worker-placement game where dice are your workers. The number on each die represents a worker’s knowledge–that is, their level of awareness that they’re in a dystopia. Worker knowledge enables various bonuses and impacts player interaction. If the collective knowledge of all of your workers gets too high, one of them might desert you. Ignorance Is Bliss is also a “player count” expansion. The original game of Euphoria was for 2-6 players, but the expansion adds an Automa mode (an intelligent AI system) that expands the game to 1-6 players. The Automa system is also designed for optional use in 2-player games so they feel more like 4-player games. Euphoria is a worker placement game with dice-rolling elements and limited resource fields. It’s one of the finest games made by Jamey Stegmaier and Alan Stone, even though it doesn’t rate as highly on Board Game Geek as you’d expect. Retrieve any/all workers. Workers are actually 6-sided dice that get rolled to see what their current knowledge level is. If you ever have doubles, they will work in pairs.

In Euphoria workers are represented by dice, and their individual knowledge of the inner workings of the Euphorian dystopia is represented by the pips shown on each die. The more pips, the more effective a worker can be, but too many can drive up your group’s overall knowledge, prompting individuals to leave as they learn how the world really works. For many of the recruit cards, a period and new sentence indicates total separation from the previous statement and a separate persistent ability; but sometimes it doesn’t, and the sentence is informed by the context of the previous sentence…and so we’ve encountered some confusion for a few recruits.

Ignorance Is Bliss Expansion

One recruit is placed face-up, and its benefits can be used from the first turn, while the other is placed face-down and needs to be activated through gameplay to gain access to their abilities.

That said, there are two changes in the expansion that influence the Icarus vs. earthbound faction balance: This is Jamey again. With Morten’s Automa story fully revealed, it’s time to share the full Automa rulebook! The Euphorians aren’t alone. Outside the city are those who experienced the apocalypse firsthand—they have the memories and scars to prove it. These Wastelanders have cobbled together a society of historians and farmers among the forgotten scrap yards of the past. Also during setup, we’ve implemented something called a “minority starting bonus,” which refers to the recruit each player reveals at the beginning of the game. After that reveal, players will identify the faction(s) with the most active recruits. That’s the “majority faction.” If the faction of your starting active recruit is not in the majority faction(s), you gain any 2 commodities as a starting bonus. Thus, if Icarite recruits are preferred, the minority faction commodity bonus given during setup should help the earthbound factions. 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).Oho! New to Stardew? Keep me posted on what you think. It can take time to earn things, but other avenues open up (mining, fishing, interacting with townsfolk) to keep you engaged as the in-game days... The most important way of gaining victory points is by building markets. Your early game should focus on gathering as many refined resources as possible and getting the third worker. 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. Since that mechanic also engages with the dice-pips-as-knowledge mechanic in Euphoria, it was a shame that it was really hidden behind an increased player count. IGNORE that previous comment. I just looked through my paper copy and realized they ARE the same. Thanks!

If you’re looking for a game that takes well-trodden mechanisms in novel and intriguing directions, then you’ve found it in Euphoria. I’ll admit I like my Euros with a stink load of V.P. from a variety of sources and a generous dollop of secret scoring on top. But now and then something will surprise you by subverting your expectations. Euphoria did that for me and it’s all the better for it. 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. I’ve left the victory points (authority tokens) and winning conditions for the beginner section, to give you a better idea of what to do in your first game of Euphoria. The number of choices you can make can be overwhelming in the beginning, but as you learn how to play, the game opens up and becomes very engaging from start to finish. The early game has a slow pace, but once you get into marketplace construction, artifact use, and victory point gathering, the pace rapidly increases. Cons: I can't remember the exact moment, but I think in season 2 he just really lets his anger get the best of him, beating people up on the sidewalk for the most trivial stuff. Just his explosive temper,...I think the main reason that Euphoria manages to stay engaging is the elements that do change. Going in you don't know what factions the other players will be trying to curry favor with, nor do you necessarily know what buildings will be constructed. You have to keep a very close eye on your opponents at all times because where your authority stars get places can protect you from negative effects, and those can be very detrimental to your chances of success. Many times I found myself 2 turns behind an opponent and ended up losing thanks to an inability to plan ahead.

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 theme was one that I thought I would enjoy however at no point did it really hit me as a Dystopian styled game. This would normally put me off as theme is something I always look for in a game. I was left a little bit disappointed that I couldn’t connect with the theme but the game plays at such a good pace at all player counts that I looked past that. Throughout the review, I’ve intentionally shortened the name to Euphoria. Now, I’d ask you to look up the game board artwork, then come to the review. A Dystopian Utopia There’s a lot to Euphoria I cannot cover all without making the review too long, so I’ll summarize the following as best as I can. At the start of the game, knowledge is set at +3 and you only have two dice, so the maximum value is 15. If you get another die, the maximum value goes to 21, making a loss of workers highly likely. Keep knowledge as low as possible to reduce the chances of that happening. Retrieving & Bumping Workers

Leaders of Euphoria is a standalone social deduction game based on the Euphoria universe. Players get three identity cards each, and they’re tasked with figuring out who’s on their team, and who’s against them. Overall, Euphoria bears all the hallmarks of a Stonemaier game. It is incredibly well-designed, has a lot of small details that only a gamer would think of adding, and is possibly one of the most deceptively simple games I've ever played aside from Azul. Whether you go into it for the story of a post-apocalyptic dystopian society, or simply for an engaging worker-placement eurogame, you're going to find exactly what you're looking for. With variants that keep the game interesting long beyond what you would expect, not only is this a great choice for almost any type of gamer, but it also represents incredible value. When you say Euphoria is a worker-placement game, that is said in the most literal sense. Your two main actions in the game are 'place worker' or 'recall worker(s)', that's it. You may think that sounds overly simplistic, but honestly, there is so much depth hidden within such simple mechanics. The main thrust of the game is to build your authority in the city, with the first player to place their 10 authority tokens declared the winner. You accomplish this by having your workers collect resources and commodities, and then spending these to gain your authority. While the art on the cards and board may not match up to the highly-stylized cover, it does a good job of settings the tone for these various characters.



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