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Reference: POX933
Via Peregrina est un jeu de réflexion solo sur le thème du pèlerinage, basé sur des cartes, dans lequel le joueur tente de consacrer sept sanctuaires avant d'être submergé ou d'épuiser le paquet de cartes.
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Each turn, a card from the player’s hand is added to the Path, forming an ascending or descending route. Maintaining direction keeps the path flowing; breaking it leads to burdens, a key condition for loss. Resets triggered by high or low values allow the player to realign the route, often at the perfect moment to create sanctuary patterns.
The deck contains three types of cards: Paths, Temptations, and Trials. Paths drive progression and build the configurations required for sanctuaries. Temptations impose immediate trade-offs: discarding cards, gaining burdens, or betting blindly on the top of the deck. Trials ramp up the pressure through scaling effects that intensify as the Journey lengthens. Forethought effects allow players to inspect, rearrange, and tactically discard upcoming cards, creating moments of puzzle-like control.
Sanctuaries are the primary objective and the heart of the game’s tension. Each requires a distinct pattern of Paths during the Journey and grants a single blessing that alters rules, mitigates penalties, manipulates the deck, or influences the direction of the journey. Blessings persist until a new sanctuary is claimed, creating strategic windows of opportunity to attack, stabilize, or recover.
The game emphasizes tempo, the sequencing of actions, and resource risk management: when to commit to Paths, when to take penalties, when to purge your hand via Temptations, and when to delay or accelerate the claiming of sanctuaries. Success requires striking a balance between short-term costs and long-term positioning, as the deck thins and burdens accumulate. Via Peregrina offers a compact solo experience with a crescendo of progression, deterministic information tempered by chance, and decisive choices on every turn.
Each turn, a card from the player’s hand is added to the Path, forming an ascending or descending route. Maintaining direction keeps the path flowing; breaking it leads to burdens, a key condition for loss. Resets triggered by high or low values allow the player to realign the route, often at the perfect moment to create sanctuary patterns.
The deck contains three types of cards: Paths, Temptations, and Trials. Paths drive progression and build the configurations required for sanctuaries. Temptations impose immediate trade-offs: discarding cards, gaining burdens, or betting blindly on the top of the deck. Trials ramp up the pressure through scaling effects that intensify as the Journey lengthens. Forethought effects allow players to inspect, rearrange, and tactically discard upcoming cards, creating moments of puzzle-like control.
Sanctuaries are the primary objective and the heart of the game’s tension. Each requires a distinct pattern of Paths during the Journey and grants a single blessing that alters rules, mitigates penalties, manipulates the deck, or influences the direction of the journey. Blessings persist until a new sanctuary is claimed, creating strategic windows of opportunity to attack, stabilize, or recover.
The game emphasizes tempo, the sequencing of actions, and resource risk management: when to commit to Paths, when to take penalties, when to purge your hand via Temptations, and when to delay or accelerate the claiming of sanctuaries. Success requires striking a balance between short-term costs and long-term positioning, as the deck thins and burdens accumulate. Via Peregrina offers a compact solo experience with a crescendo of progression, deterministic information tempered by chance, and decisive choices on every turn.