Mindclash Games
Ironwood Game
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Games & Puzzles
$66.00
Reader Reward Price: $59.40
Ironwood is a rules-light, highly asymmetric, card-driven tactical game for 1-2 players.
Each round, you and your opponent alternate playing a total of 3 of your faction-specific cards for their action effects. These effects include positioning your warbands, initiating combat, extracting crystals, bestowing temporary passive effects, and many more. When combat occurs, you will use the same cards for their combat values instead, in a simultaneous bid to gain combat bonuses, inflict and fend off casualties, and augment the Dominance value of your warbands to win the combat.
The Story
An eternal conflict for the land of Ironwood is raging between two factions: the stalwart and hard-working Ironclad, settlers of the iron mountains; and the ferocious Woodwalkers, swift and deadly shadows of the forests. Both factions struggle for the ultimate control over the land for its greatest treasure: the Larimor Crystals, a mysterious substance holding immense energy within. It can be found both inside the colossal mountains, and scattered across the dense forests.
The Ironclad extract the essence of the crystals and process their energy to fuel their machines and mechanical inventions. If they succeed, their giant forges will swarm the land with endless armies, and establish ultimate dominance over Ironwood.
The Woodwalkers use the crystals’ raw magical power to discover and retrieve three ancient totems from secret ritual sites, hidden in the mountains. Once retrieved, the combined power of these totems will summon the Guardian, the ancient protector of the woods, to wipe out the Ironclad once and for all.
Multi-use Action Cards
Each faction is operated by their faction specific deck of 30+ unique action cards. Each turn, you start with your 3 base cards, including the most essential action effects your faction needs and you draw a number of special cards with more enhanced and powerful effects. On your turn, select a card from your hand and resolve its action to progress towards your victory.
However, when a player launches a battle, you will use the same cards in your hand to fight your opponent. Instead of resolving the action on the card, you and your opponent simultaneously bid a card for their combat values. After adding other sources of combat modifiers, you will compare the damage done, the damage deflected, and after removing casualties, you will add the card’s Dominance value to your remaining troops to determine the winner with the highest Dominance.
Highly Asymmetrical Gameplay
Each of the factions play and feel dramatically distinct thanks to the faction specific decks, the unique win conditions and the completely different playstyles.
On one hand, the Ironclad represent the established, defensive faction that prefers long-term development, passive effects and has the economic advantage by default with a steady income and a unique crystal collecting unit, the Drill.
On the other hand, the Woodwalkers have limited access to crystals, and as a result their more aggressive playstyle is focused on sabotage, looting and surprise attacks, and their card effects often launch battles with an extra bonus if they win.
The two factions also differ in which parts of the map they have access to and how they can move between them. While the Woodwalkers prefer mobility and guerilla warfare, and their Fighters move individually from forest to forest, the Ironclad troops only march together in warbands and they only move from mountain to mountain.
Faction Specific Winning Conditions
As the Commander of the Ironclad, your primary goal is to lay down the foundations of your Forges in the outer mountains, and once you have collected enough crystals, build Forges on the foundations.
As the Chieftain of the Woodwalkers, your mission is to locate your people’s ancient Totems through Vision cards, clear the path to them by defeating Ironclad warbands, and finally securing them in the outer forests, beyond the Ironclads’ reach.
Once you have retrieved the third Totem as the Chieftain or built the third Forge as the Commander, you immediately win the game.
Number of Players: 1-2
Playing Time: 60 Minutes
Recommended Ages: 12+
Anachrony Game Fractures Of Time Expansion
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Games & Puzzles
$59.00
Reader Reward Price: $53.10
Since the Paths' Time Rifts powered up for the first time on the Day of Reminiscence, masses of people across New Earth have been seeing visions of a fifth Time Rift hovering over the eerie Ground Zero of the impact, waiting to be discovered. These visions also invoked an increasing sense of empathy and fellowship between these people - a bond much stronger than their Path affiliation. A mass exodus from the Path capitals took place over the course of the first Era, and the first pioneers discovered that the Time Rift in their visions not only exists, but it holds the foundations of a new civilization, one that may eventually set all people of New Earth down a new path - the Path of Unity. Explorers from the Path of Unity soon discovered a secluded mountain valley where the enigmatic flora not only survived the impact, but it mutated and evolved by the asteroid's toxic Neutronium dust. The resulting flower-like crystal formations synthesize a substance called Flux, which is collected and studied by the Harvesters, the valley's mysterious inhabitants. The Harvesters are willing to share the secrets of the Flux technology with the Paths, but remain silent about its side effects, which only they are immune to... In the alternate storyline of Fractures of Time, Anachrony's first major expansion, the four original Paths and the newly formed, sanguine Path of Unity have gained access to a powerful new technology called Flux. Flux Cores can be acquired in the Amethynia Valley, the expansion's new main zone. By using the Flux Cores to power up their Fracture device, players may move ("Blink") one of their already placed Exosuits to a new action space instead of placing a new one, or immediately retrieve some of their Workers or Free Action markers. This can result in never-before-seen action efficiency, but just like the Time Rifts, the Flux technology is a double-edged sword. Without a sufficiently advanced Fracture device, overusing it can cause Temporal Glitches; hectic negative effects such as shutting down the Exosuit bay slots, temporarily disabling buildings, or making players more prone to Anomalies. The Valley holds other secrets as well. The Operators' advanced technology allows players to remove the Temporal Glitches, upgrade their classic Path tech with new quirks, and even enlist the Harvesters themselves as a powerful new class of Workers, who are immune to the Flux's side effects. Designer : Richard Amann, Viktor Peter, Dávid Turczi Artist : Villo Farkas, Csilla Kiskartali Number of players : 1 - 4 Playing time : 90 - 180 Recommended ages : 15+ Language : EN
Anachrony Game Essential Edition
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Games & Puzzles
$71.00
Reader Reward Price: $63.90
Anachrony is a medium-heavy strategy game of worker placement, engine building and time travel, set in a dystopian science-fiction world with a rich backstory.
In the wake of a devastating cataclysm threatening to repeat itself, players are rival leaders uniting the surviving humans in four ideological Paths struggling for survival and supremacy. Thanks to the recently discovered time travel technology, players may borrow resources and workforce from the future to improve their Path stronghold, construct Buildings and Superprojects, muster Exosuits, and prepare for the impending cataclysm. When it eventually happens, the well-prepared Paths can evacuate the collapsing World Capital - and when the dust settles, they may rise to take its place.
Number of Players: 2-4
Playing Time: 60+ Minutes
Recommended Ages: 15+
Astra Game
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Games & Puzzles
$41.00
Reader Reward Price: $36.90
Astra (2022) Discover constellations in a highly interactive tactical contest for fame. 2-5 Players 40-90 Min Age: 10+ You and your fellow players are eager and curious astronomers, determined to explore and understand the constellations of the mysterious night sky. You are willing to assist each other and share your discoveries, but in the end, only one of you will become famous enough to be remembered throughout history. Astra is a clever mix of tactics and strategy, with a streamlined and intuitive rule set that makes it easy to pick up and quick to play. A game of Astra consists of continuous player turns until a certain number of Constellation cards are taken, when, after an endgame scoring, the player with the most Fame points wins. On your player turn, you may choose to either Observe or Rest. The Observe action allows you to spend Stardust to discover stars on the Constellation cards using your dry erase marker. You may only mark stars in a straight continuous line, but you may spend Telescope tokens to start new observations. As soon as you mark the last star in a Constellation, you take the card from the Night Sky, granting you a powerful reusable ability for the rest of the game. But other players also benefit from the discovery: based on how many stars they marked, they may choose one of the card's instant benefits (Boons) at the time it is discovered. The Rest action allows you to not only refill your Stardust up to your capacity, but also to reactivate all of your card abilities that match the currently active Sphere. Your card abilities are very powerful and strategy-enabling, so a well-timed Rest action can give you a huge advantage.
Septima Game
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Games & Puzzles
$78.00
Reader Reward Price: $70.20
Septima is a competitive, highly interactive strategy game of witchcraft. As the leader of your coven, you must prove your worth in the town of Noctenburg to become the successor of Septima, the High Witch. Practice your craft and gain Wisdom by collecting herbs, brewing potions, healing the townsfolk, mastering charms and rescuing your fellow brothers and sisters from the trials. But beware: magic, even if used for good, invokes suspicion in the townsfolk... Simultaneous action selection with positive player interaction: Septima’s central mechanism revolves around the simultaneous, secret selection of one of nine Action cards each turn: Move, Collect, Brew, Heal, Recruit, Plea, Chant, Rite and Remember. Each Action gets a powerful bonus if it is chosen by multiple players, but performing them together also raises suspicion in the townsfolk and attracts the attention of the Witch Hunters. Decisions of when to do a shared action (and who to do it with) adds a fresh, semi-cooperative touch to a competitive game, and lots of player interaction. Rescue witches to build your Coven: Heal, enthrall or convince the townsfolk and amass enough support to sway the periodic Witch Trials in your favor. If the hostile witnesses are outvoted, the convicted witch is absolved and joins the coven that rescued them. You start small but you can grow your coven to up to four witches this way, each with their own personality and special ability to help your cause. Reckless Witches caught by Witch Hunters are also put to trial, so with enough support from the townsfolk, even witches from other, less careful players’ coven can end up in yours. Accessible, intuitive and familiar: Septima is Mindclash Games’ most accessible title to date, with beautiful, hand-drawn art style by Villo Farkas and with the character art of Barbara Bernát, wooden components and intuitive, theme-inspired mechanisms. It is very quick to teach and set up, and takes less than 2 hours to play, even with four players. Designer : Robin Hegedus Artist : Barbara Bernát, Villo Farkas Number of players : 1 - 4 Playing time : 60 - 90 Recommended ages : 12+ Language : EN
Trickerion Legends Of Illusion Game
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Games & Puzzles
$72.00
Reader Reward Price: $64.80
Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural.
Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty Trickerion Stone, which is fabled to grant supernatural power to its owner.
Using worker placement and simultaneous action selection mechanisms, the Illusionists and their teams of helpers — the Engineer, the Assistant, the Manager, and a handful of Apprentices – obtain blueprints and components for increasingly complex magic tricks, expand the team and set up performances by visiting the Downtown, Dark Alley, Market Row and Theater locations on the main game board depicting a late 19th century cityscape.
The tricks are stored and prepared on the Magician's own Workshop game board, while the performances themselves take place at the Theater in the form of a tile placement mini-game with lots of player interaction. The performances yield Fame points and Coins to their owners based on the tricks they consist of. Fame points have multiple uses, but they also serve as a win condition - After turn 7, when the last Performance card is revealed, the game ends and the illusionist with the most Fame points wins.
The game offers 48 different Tricks to be learned from the Optical, Spiritual, Mechanical and Escape categories, over 90 character abilities, and 48 Special Assignment cards that influence the actions taken at the various game locations. The base game can be expanded with two optional rule modules to add further strategic depth to the game.
Number of Players: 2-4
Playing Time: 60-180 Minutes
Recommended Ages: 14+
Voidfall Game
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Games & Puzzles
$137.00
Reader Reward Price: $123.30
Voidfall delivers a grand-scale space 4X experience with minimum-luck game mechanics, focusing on player skill and strategy. Explore and reclaim the remnants of the shattered Domineum without relying on random hex placement. Expand wide by galactic conquest, or tall by improving and specializing your smaller empire. Exploit your sectors for resources, science and credits in a deep and diverse empire management system. Exterminate the Voidborn or battle your opponents using a deterministic combat mechanic with no player elimination. As the leader of a defiant Great House, you play through three cycles, each with a game-altering galactic event, a new scoring condition, and a set number of focus cards that can be played. Focus card decisions and sequencing is the centerpiece of the gameplay. By selecting two of their three impactful actions as you play them, you develop and improve techs; advance on your three house-specific civilization tracks; manage your sectors’ infrastructure, population, and production; and conquer new sectors with up to five different types of space fleets. Epic space strategy with 4X elements Voidfall combines the tension, grand strategy, and deep empire customization of the 4X genre with the resource management, tight decisions, and minimumluck gameplay of an economic Euro-style game. Minimum to zero luck Instead of relying on the luck of a die roll, battles in Voidfall are fully deterministic and reward grand strategy, careful preparation and outsmarting your opponents. Game modes and asymmetric factions The game offers competitive, cooperative and solo mode with 20 scenarios and 50+ map set-ups that can be played with a selected combination of 14 asymmetric factions. Infinite replayability Voidfall is a long-lasting design with near-infinite content combinations to discover. Every asymmetric House, thematic scenario, special Sector and Technology setup adds an interesting new spin, making each game of Voidfall feel fresh and exciting. Number of Players: 1-4 Playing Time: 90-240 Minutes Recommended Ages: 15+
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