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Hubris: Twilight of the Hellenistic World

Hubris: Twilight of the Hellenistic World
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Price: 73.00 €

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Publisher: GMT Games

Reference: GMT2504

Format: box

Period: Antiquity

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Hubris: Twilight of the Hellenistic World places players in the shoes of the 2nd century BC Hellenistic kings, heirs to the famous Successors who fought over Alexander the Great's empire for more than 40 years, into their dotage. The world they are living in is different in many ways as, under the Macedonian kings, the Eastern Mediterranean has experienced a boost in urban life and an unprecedented sharing and cross-fertilization of culture, but the dominant theme remains major powers' rivalries and endemic warfare.

In those years, even though the great kingdoms of the Lagids (Ptolemies), Seleucids and Antigonid Macedon have been established for 80 years or more, power remains a very personal endeavour, with everything revolving around the king, and he himself having to rely on his entourage of family members, childhood friends, and veteran advisers to conduct state affairs, whether leading armies, undertaking diplomatic missions, or governing provinces.

Even though the great kings are fixated on their rivals, the world around them has been changing, both from within, where minor kingdoms such as Pergamon have been pushing for a space at the table, and leagues of Greek cities are offering a new challenge to century-old Macedonian hegemony, and from without where, beyond the ever present Barbarian incursions from the savage North, new powers have been flexing their muscles both in the Western Mediterranean and Central Asia...

The times for a final push for final triumph, or descent into irrelevancy, are near...

Hubris: Twilight of the Hellenistic World is played in five-year turns. Every turn sees the introduction of new leaders and events, feeding a single deck of events governing the occurrence of recurrent or one-off events, game administration mechanisms, and kingdom activation opportunities and sequence. Covering a vast array of historical and quasi-historical happenings, events capture the activities of non-player powers such as the Greek Leagues, Hannibal’s war in Italy, or specific crises within the kingdoms, presenting players with ever renewed challenges and opportunities. How the players respond to these will greatly impact their success (or lack thereof).

Victory is achieved by controlling territorial objectives specific to each kingdom, accumulating dynastic achievements, and building the renown of one’s king. The ultimate objective is to reach the Automatic Victory threshold at the end of a turn, marking the winner as having established final hegemony over the Hellenistic world and being strong enough to successfully oppose Rome’s expansion in the East. But beware! A kingdom may also be eliminated if repeatedly defeated by Roman armies.

The game offers a variety of scenarios ranging from introductory one-turn scenarios, through short and medium-length 3- and 6-turn scenarios, to the full campaign spanning the entirety of the period through 11 glorious turns. A typical game turn lasts between 30 and 60 minutes, depending on the intensity of conflict. Most scenarios are designed to be played with three players, but the game also offers 2-player rules and great solo playability thanks to having no hidden information and coming with extensive priorities and guidelines player aids for non-played kingdoms.

 

Components:

  • One 22” x 34” Mounted Map
  • 72 Leader Cards
  • 61 Event Cards
  • Three Double-sided Roman Agenda Cards
  • Four Double-sided Punic Wars Cards
  • Nine Roman War Cards
  • 37 Optional Satrapy Mini-Cards
  • 25 Leader Blocks with Stickers
  • Three Countersheets of 5/8”, 2/3” round, and ½” Markers and Counters
  • Three Player Aid Foldouts
  • One Player Aid Card & Map Legend
  • One Solitaire Guidelines Foldout
  • Three Sets of Four 6-sided Dice
  • One Rulebook
  • One Playbook with Examples of Play and Background Material