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Ithéria

Reference: SMP167

Ithéria is a strategy game in which you place your emissaries and win seats in the Itherian Assembly.

  • French
  • From 12 years old
  • 1 to 2h
  • 2 to 4 players
Coming soon : décembre
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  • Technical sheet

Ithéria

Description

Ithéria: The Struggle for Influence and a Seat in the Assembly

Ithéria is a strategy game designed by Arnaud Gransagne and Rémi Mathieu, illustrated by Marina Coudré, and published by Super Meeple. Players take on the roles of influential families in the city of Itheria, seeking to win the favor of four factions with conflicting interests: the Invisibles, focused on espionage; the Scientists, devoted to invention; the Goldsmiths, linked to wealth and contracts; and the Insurgents, representing popular dissent.

Each player’s goal is to secure as many seats as possible in a Central Assembly, which reflects the balance of power among the families. The game’s originality lies in its narrative and mechanical twist: at the end of the second of the game’s three rounds, a major revolt breaks out and upends the very structure of the Assembly, reshuffling the balance of power for the final round.

Emissaries, faction cards, an Assembly to conquer

Setup involves placing the central board representing the city and its Assembly, and dealing each player their emissaries as well as an initial hand drawn from the game’s more than 120 unique cards. Each turn, players send their emissaries to collect resources and play cards corresponding to the different factions in order to accumulate influence.

Majorities secured within each faction allow players to claim seats in the Assembly, with each card played reinforcing a strategy of alliance or domination unique to each family.

A revolt, a final round, and a new order

The game ends after the third round, which immediately follows the major revolt that occurred at the end of the second round.

This event redistributes the seats and the balance of power within the Assembly, forcing players to rethink their strategy for this final stretch. The final score is calculated based on the seats held and the influence accumulated with the four factions throughout the game, and the family that has amassed the most power in the wake of the revolt wins the game.

Contents

  • 1 game board
  • 2 Round 3 boards
  • 2 Majority mini-boards
  • 4 Player boards
  • 131 Faction and Invention cards
  • 30 Laws and Majority cards
  • 16 Automa cards
  • 60 Contracts and Revolt tiles
  • 92 Gold and Robot tokens
  • 16 wooden Ether tokens
  • 108 wooden meeples and markers (27 per player)
  • 1 First Player token
  • 4 game aids
  • 1 rulebook

Technical sheet

Description

Ithéria: The Struggle for Influence and a Seat in the Assembly

Ithéria is a strategy game designed by Arnaud Gransagne and Rémi Mathieu, illustrated by Marina Coudré, and published by Super Meeple. Players take on the roles of influential families in the city of Itheria, seeking to win the favor of four factions with conflicting interests: the Invisibles, focused on espionage; the Scientists, devoted to invention; the Goldsmiths, linked to wealth and contracts; and the Insurgents, representing popular dissent.

Each player’s goal is to secure as many seats as possible in a Central Assembly, which reflects the balance of power among the families. The game’s originality lies in its narrative and mechanical twist: at the end of the second of the game’s three rounds, a major revolt breaks out and upends the very structure of the Assembly, reshuffling the balance of power for the final round.

Emissaries, faction cards, an Assembly to conquer

Setup involves placing the central board representing the city and its Assembly, and dealing each player their emissaries as well as an initial hand drawn from the game’s more than 120 unique cards. Each turn, players send their emissaries to collect resources and play cards corresponding to the different factions in order to accumulate influence.

Majorities secured within each faction allow players to claim seats in the Assembly, with each card played reinforcing a strategy of alliance or domination unique to each family.

A revolt, a final round, and a new order

The game ends after the third round, which immediately follows the major revolt that occurred at the end of the second round.

This event redistributes the seats and the balance of power within the Assembly, forcing players to rethink their strategy for this final stretch. The final score is calculated based on the seats held and the influence accumulated with the four factions throughout the game, and the family that has amassed the most power in the wake of the revolt wins the game.

Contents

  • 1 game board
  • 2 Round 3 boards
  • 2 Majority mini-boards
  • 4 Player boards
  • 131 Faction and Invention cards
  • 30 Laws and Majority cards
  • 16 Automa cards
  • 60 Contracts and Revolt tiles
  • 92 Gold and Robot tokens
  • 16 wooden Ether tokens
  • 108 wooden meeples and markers (27 per player)
  • 1 First Player token
  • 4 game aids
  • 1 rulebook

Technical sheet

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