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The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy… and rule the Core Worlds!
Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Core Worlds is a deck-building card game for 2 – 5 players. The following are the central concepts of Core Worlds:
Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game’s common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.
Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player’s Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).
Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World’s Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.
Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World’s Ground Strength must be matched in order for it to be successfully Invaded. Many Units possess a Ground Strength that a player can use to invade a World.
Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.
Warzone: Each player’s Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.
# Players: 2-5
Play Time: 20 minutes/player
The Core Worlds – Buono Core World Promo Pack consists of 7 cards, including Buono (a new Core World) and reprints of the original 6 Core Worlds with added flavor text.
The Core Worlds – Buono Core World Promo Pack was available at Spiel 2012 and BGG.CON 2012, as well as with the preorders of Core Worlds: Galactic Orders purchased directly from Stronghold Games.
The Core Worlds – Buono Core World Promo Pack will only be available directly from Stronghold Games and the BGG Store. This will not be available in retail outlets.
Each package contains:
7 cards, including Buono (a new Core World) and reprints of the original 6 Core Worlds with added flavor text.
The Galactic Realm has collapsed! As a barbarian Star Empire on the fringes of the galaxy, you must seize this moment to lead your kingdom on a strike against the Core Worlds!
However, the six Galactic Orders of the Realm still exist, and continue to wield tremendous power. Your fledgling Empire must forge alliances with these powerful Orders, calling upon their aid tactically… or drawing upon them strategically in the final push to assume the mantle of galactic supremacy!
Core Worlds: Galactic Orders is the highly anticipated first expansion to the one of the galaxy’s hottest new deck-building games!
In Core Worlds: Galactic Orders, players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire.
These Orders were represented in the base set of Core Worlds by the six Prestige Cards: the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Core Worlds: Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war.
Many players noted the enigmatic icons on many of their Units and Tactics cards in the base set of Core Worlds, and the rulebook mentioned that these would be used in future expansions. Well, this is the first expansion to use them! Each Galactic Order is represented on the table by a large Galactic Order Card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks.
Whenever you deploy a Unit or play a Tactic with a Galactic Order Icon on it, you get to place your Faction Token onto the corresponding Galactic Order Card. If you leave your Faction Token on that Galactic Order Card for the remainder of the game, then you’ll score bonus points at the end of the game if you have the most Faction Tokens on that Galactic Order Card. However, if you wish to use the special power associated with a particular Galactic Order, then you must remove one of your Faction Tokens from that Galactic Order.
Therefore, you must strategically balance your use of the Galactic Order powers throughout the game with your hope to score the most points from that Galactic Order Card at the end of the game. Furthermore, the amount of points you receive is variable based on the number of tokens you have on the Galactic Order Card, so even if you will clearly win a particular Galactic Order, using its power will still diminish your final score.
So what kinds of powers do these Galactic Orders provide that could tempt you to spend your Faction Tokens and thereby reduce your final score to use them? Well, the Galactic Senate lets you take an extra Action, the Mystic Brotherhood lets you draw 3 cards, and the Order of Knighthood lets you add +2 Fleet Strength or +2 Ground Strength to any Invasion. How’s that for temptation?
And to add further temptation, there are also a whole slew of new Units and Tactics added to each Galactic Deck that allow you to spend your Faction Tokens in unique ways. For example, the Mutant Berserker (see right) will allow you to spend one of your Faction Tokens from the Science Guild to allow it to stay in play after invading a World. That’s not normally how the Science Guild works, but many Units like the Berserker provide you with a whole new universe of ways to spend your tokens.
Now you might be thinking that these tokens make the game easier since they provide so many new options to players. However, we have also added a new card type, Events, that provide new challenges for players as they advance into the different Sectors of the game.
Most of these Events provide players with a choice of how they are affected by the Event, so therefore players must decide the best way to face each of these challenges. For example, if the Prince of the Realm (see left) shows up in Sector 5, players must choose to spend either 1 extra Action or 2 extra Energy to draft a Prestige Card. Similarly, if the Local Mercs show up in Sector 3, players must choose whether or not to pay them off by spending 2 extra Energy when invading a World; otherwise, they’ll have to fight the Mercs, who provide the World with +1 Fleet Strength and +1 Ground Strength. And since the Events are keyed to specific Sectors, players also get a stronger sense of the flavor of the Core Worlds universe as they travel deeper and deeper towards the galactic core.
Although we felt it was important to completely design and playtest the expansion before releasing the base game, we also closely monitor player comments on boardgamegeek.com and on other sites throughout the internet. We have therefore created some additional features that directly respond to player’s desires for future expansions.
In particular, we noticed that players really wanted more ways to cull their decks, and also that players wanted greater incentives to do more invading in Sectors I & II. One of the ways we have addressed both of these concerns is by introducing a new type of card called Advancements, which attach themselves directly to Worlds in your Warzone. There will only be one Advancement in this expansion, but you can expect to see many more in future expansions. The Advancement that comes in Galactic Orders is called the Capital City, and every player starts with it attached to his or her Home World. During each Energy Phase, the Capital City allows a player with at least 3 Worlds in his or her Empire to place any card from his hand beneath the Capital City for the rest of the game. So now you can cull one card every turn (even those pesky Tactics!) once you have conquered your first two Worlds. Suddenly, running out and conquering Worlds during the first two Rounds becomes much more important!
Players have also noted that players who deploy all of their cards in the first few turns gain a healthy advantage over those who would rather spend some of their time drafting and invading. Also, players really wanted to see more creative names for their Home Worlds. So we have taken this opportunity to re-issue the five starting Home Worlds with new names and one additional ability. They retain the ability from the base set (discard 2 cards for 1 Energy), but the other ability is new. Now, during the Draw Phase, if the number of Worlds in your Warzone is greater than the number of Units in your Warzone, you get to draw an extra card! Therefore, players who draft lots of cards and invade lots of early Worlds will receive compensation by being able to move more quickly through their larger decks. The “thin deck” strategy is still just as viable as before, but now those who want to draft more cards (and get those Galactic Order Icons into their decks more quickly!) have an equally viable strategy. The more viable strategies in the game, the better for everyone!
Some features requested by players will not appear in this expansion, but we are planning to add them to future expansions, including the ability to draft unique Home Worlds and starting Heroes. So hang tight, galactic barbarians, the Core Worlds universe will continue to expand for millennia to come!
“Core Worlds: Galactic Orders” contains:
• 93 new Cards
• 6 large Galactic Orders cards
• 126 Faction Tokens
• 5 Raven Tokens
• 1 Rulebook
…and a custom cardboard insert to hold all of these components and plus those from base game of Core Worlds!
# Players: 2-5
Play Time: 60-120 mins
The Supreme Monarch gazed out his palace window, trembling with rage at the galaxy that had forsaken him. For long months he had retained his people”s allegiance by branding his enemies as barbaric invaders, as marauders whose only goal was to plunder and ravage his empire. But now reports were spreading that these invaders were rebuilding their conquered worlds and adorning them with marvelous advancements. Moreover, many of the realm”s greatest heroes were flocking to his enemies” side, and their heroic exploits were fast becoming the stuff of popular legend.
The situation had worsened. This was no longer a mere incursion into his territory, a simple uprising to be quelled. The galaxy now stood at the threshold of something far greater, something far more dangerous. And his people dared to embrace it! But he would make his people suffer, even if his retaliation ended in the devastation of entire worlds. He would not allow his kingdom to betray him with impunity, even if he was ultimately powerless to stem the tide of the coming REVOLUTION!
Core Worlds: Revolution allows players to delve deeper into the story of the Core Worlds universe. Players will be able to build incredible Advancements on their conquered Worlds, including Cosmic Terraformers, Wormhole Generators, and Dark Energy Power Cores. Players will also be able to employ Heroic Tactics keyed to specific Heroes, such as Baron Viktor”s “Sacrificial Lambs”, the Promethean Cyborg”s “Accelerated Procurement,” and Queen Alais”s “Warrior Queen.” Each Hero will command 3 unique Heroic Tactics kept in a separate Heroic Deck beside the players” regular draw decks. The expansion also features 3 new Heroes (Captain Alexander, the Prophet, and Duke Magnus), each complete with his own set of Heroic Tactics.
Core Worlds: Revolution includes nearly 100 new cards that magnify the richness and excitement of the Core Worlds universe!
- 97 Cards
- 12 Revolution Tokens
- 10 Core World Tokens
- 1 Central Zone Plaque
- 1 Rulebook
Time: 60-120 mins