Colonies

Limited stock.

Price: 500 DKK (67€).

Available for pick-up in Copenhagen.
We can also arrange to ship the game to you.

For further details, e.g. if you want a copy shipped, please contact us at

Also check out Colonies on BoardGameGeek.

Colonies is a resource management game in which the players compete to dominate in trade, politics and technological development.

The thriving colonies of Zel’var is the destination for many adventurous souls who choose to leave the Solar System and good old Planet Earth seeking a new life and good fortune. But not all find what they are looking for. Many become disillusioned and even discontent and turn to pirating the prosperous trade routes between the five planets, much to the regret of the leaders of the five colonies who have great need of the trade income in order to advance technologies and create jobs for the newly-­‐arrived colonists.

But it is a difficult job leading a colony ...

Every day new colonists arrive wanting food, shelter and work. Hostilities are mounting between the colonies, the Earth government meddles in your affairs, and in the darkness of space pirates lurk just waiting to claim any goods they can get their hands on.

Colonies is a game of resource management in the far reaches of space. In order to win you need to collect the most colonial credits by trading resources, upgrading your technologies, keeping your trade lanes free of pirates and perhaps pushing the council’s decisions in the right direction.

By military might, by political power or by industrial prowess, the future of the colony is in your hands.

Mechanics

Goal: The game is played over 10 turns, and the winner is the one with the most victory points. Colonial Credits and technology advances are the two sources of victory points.

Each player controls the administration of a planet with access to a unique resource. At the begining of each turn players receive an income of their own resource.

The council meets each turn to vote on how to handle an occurring event. The outcome can reward those willing to put in and effort or punish those who are not. Players may do well to form alliances in order to sway the vote in a favourable direction.

The resource income and the colonists that arrive each turn, sometimes in large, sometimes in smaller numbers, are used to make advances in five areas: Community, Military, Commerce, Influence and Industry.

Following the vote players take turns to either upgrade these areas or activate one of them to grant asylum to pirates in exchange for resources or hunt them for bounty, sell resources for Credits, make trade agreements more beneficial or produce additional resources.

When everyone has had three such actions the players receive and pay resources according to the trade agreements, and any colonists that players have failed to employ turn to piracy, preventing players from getting income from their trade agreements next turn unless preemptive action is taken.

Colonies on BoardGameGeek.