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Hyperborea
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7.18
#862 in the ranking 4.823 votes
BGG Vote: BGG Stats
Best with 4 players 63 of 117 votes Player-recommended age: 12+ 12 of 28 votes
2-6
90'
12
No es necesario texto en el juego.

Hyperborea

A board game by Andrea Chiarvesio Pierluca Zizzi
Publisher: Asmodee
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Hyperborea
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Card sleeves in this game Card sleeves in this game
64 cards of 63.0mm width and 88.0mm of height
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard (66.7 x 92.1 mm) (81126)
Available
2x (50 Pcs) Mayday Games: 50 Bustine Premium Standard (63.5 x 88 mm) (MDG7077)
To Order
1x (100 Pcs) Mayday Games: 100 Bustine Standard (63.5 x 88 mm) (MDG7041)
To Order
1x (100 Pcs) Dragon Shield: 100 Bustine Standard (63.5 x 88 mm)
Few copies
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard Pro-Fit (64 x 89 mm) (82712)
Available
2x (50 Pcs) Ultra-Pro: 50 Bustine Standard Gaming (66 x 91 mm) (82667)
Available
1x (100 Pcs) Mayday Games: 100 Bustine Almost a Penny (66 x 91 mm) (MDG7105)
Available
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard Gaming (66 x 91 mm)
To Order
Description Description

The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.

Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.

The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!

Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.

Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...

The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.

Additional information Additional information
Mechanics: Area Control/Area Influence Grid Movement Modular Board Variable Player Powers
Categories: Civilization Exploration Fighting
Alternative names:
BARCODE: 3558380024934
In 3 wishlists In 2 collections This was seen 5297 times
Description Description

The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land. The survivors living in the small outposts outside Hyperborea were now sealed out by the barrier. The knowledge of crystals was declared forbidden it was because too dangerous, or simply forgotten.

Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.

The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!

Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.

Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc...

The game's main mechanism, which can be described as "bag-building", involves you building a pool of "civilicubes". Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. (Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates.) Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own.

Card sleeves in this game Card sleeves in this game
64 cards of 63.0mm width and 88.0mm of height
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard (66.7 x 92.1 mm) (81126)
Available
2x (50 Pcs) Mayday Games: 50 Bustine Premium Standard (63.5 x 88 mm) (MDG7077)
To Order
1x (100 Pcs) Mayday Games: 100 Bustine Standard (63.5 x 88 mm) (MDG7041)
To Order
1x (100 Pcs) Dragon Shield: 100 Bustine Standard (63.5 x 88 mm)
Few copies
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard Pro-Fit (64 x 89 mm) (82712)
Available
2x (50 Pcs) Ultra-Pro: 50 Bustine Standard Gaming (66 x 91 mm) (82667)
Available
1x (100 Pcs) Mayday Games: 100 Bustine Almost a Penny (66 x 91 mm) (MDG7105)
Available
1x (100 Pcs) Ultra-Pro: 100 Bustine Standard Gaming (66 x 91 mm)
To Order
Additional information Additional information
Mechanics: Area Control/Area Influence Grid Movement Modular Board Variable Player Powers
Categories: Civilization Exploration Fighting
Alternative names:
BARCODE: 3558380024934
In 3 wishlists In 2 collections This was seen 5297 times

What players say

How many players it plays best with · 117 votes on BoardGameGeek

  • 1 1 1 say it plays best, 3 recommend it, 54 do not recommend it
  • 2 14 14 say it plays best, 48 recommend it, 19 do not recommend it
  • 3 38 38 say it plays best, 51 recommend it, 2 do not recommend it
  • 4 63 63 say it plays best, 33 recommend it, 4 do not recommend it
  • 5 4 4 say it plays best, 44 recommend it, 32 do not recommend it
  • 6 5 5 say it plays best, 20 recommend it, 56 do not recommend it
  • 6+ 0 0 say it plays best, 0 recommend it, 47 do not recommend it

Best Suggested Not recommended

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