Terrenus: The Game Of Gods - Board Game
Terrenus: The Game Of Gods - Board Game
Become gods playing a game with mortals! Create a world, populate it, and strike out against your rivals. A quadrathlon of epic fun!
Become gods playing a game with mortals! Create a world, populate it, and strike out against your rivals. A quadrathlon of epic fun! Read more
Want to spice up your Eternity?
Terrenus: The Game of Gods gives you the chance to defeat your rivals over and over again, using a mortal world made just for the purpose! All of your god powers get used - creating a world, bringing human life to it, having them edify their love for you with temples, and using them to attack your rivals. Summon monsters! Call up heroes to defeat your rivals' monsters and heroes! And at the end of the game, just wipe it all away to do it again.
- Players: 2-4
- Time: 20-45 minutes per player, depending on experience.
- Ages: 13+
- Style: Sort of Euro, sort of classical Go/Chess, and sort of RAWR go forth in my name and strike down my enemies.
Terrenus: The Game of Gods is like nothing you have played. It is a unique blending of four quick minigames, each with simple rules, but also building on the phases that came before it. A phase lasts roughly ten turns, with the gods scoring points on each turn.
The components of Terrenus are:
- 60 World Tiles (2"x4") that players use in the Creation phase to build the world.
- 40 Temple Tokens, 10 for each player (stretch goal to make this a plastic miniature)
- 160 Tribe Tokens, 40 for each player
- 4 Monsters, 1 for each player (stretch goal to make this a plastic miniature)
- 4 Heroes, 1 for each player (stretch goal to make this a plastic miniature)
- 4 Curses, 1 for each player
- 4 player mats to track what pieces are in play for each phase
- 50 one point victory point markers
- 60 five point victory point markers
- A paper score tablet to track scores each phase. (a strech goal is to make more VP markers for tracking score throughout the game)
Tile Art by J.L. Johnson
Cover Art by Inga Anhalt
Terrenus Logo by Fabio Fontes
Terrenus: The Game of Gods is a unique blend of four mini-games, played in phases that build on each other to create an epic, unified game.
In the Creation Phase, the gods build a world using World Tiles. They score points by creating terrain features and matching more edges of the tiles. They also try to claim terrain features so as to be named the God of the Hills, God of the Forests, and so on. This is the only bit of randomness in the game, as tiles are drawn. However, there is still a lot of choice and a chance to gamble to draw more tiles, trying for the bigger plays or a type of terrain.
Each god will place ten tiles, and so all gods have equal chances to score.
At the end of the phase a unique game board has been created, with terrain placement that will strongly affect the rest of the game. It is virtually impossible to play the same game twice.
I you ever finished a game of Carcassonne and thought "I'd love to play another game on this board", then you understand the Creation Phase.
In the Population Phase, the gods each have 40 tribes of followers to scatter across the world. On their turn, they pick a square of terrain and life spreads out from that origin. They seek to place tribes in the most types of terrain, but also to fill whole terrain features with their followers. Squares are limited in how many tribes can be held by their terrain type, and so areas of the board fill up quickly.
Bonus points are scored by finishing placement before rival gods. There is one more important consideration: the tribes will gather to build temples to you or your rivals in the next phase, so they must also be placed where they can do the most good later.
Several players have describe this phase as having a "Go" feeling. The method of placing is much different, but you are trying to outmaneuver your opponents and capture territory, or make areas less useful for your opponents.
In the Construction Phase, the gods make the tribes migrate around the world, gathering up tribes as they move. When the mass is large enough, they can build a temple. A temple is dedicated to the god who has the most followers in the stack, and rival tribes are captured and converted by the process. Bonus points are scored by capturing the most rival tribes.
Where the tribes were placed in the previous phase has enormous impact on what options are available in this phase. You will never get all of the temples you wanted to build, but you will also find ways to snag some you didn't expect. And nothing is more satisfying than splitting an opponent's strong point, building a temple deep in territory they though was safe, and making them scramble for tribes in the aftermath.
This phase has no obvious analogs - it is vaguely reminiscent of building cities in the original Civilization game.
Finally, In the War Phase, your temples become both the means of striking out at your enemies and the things you must defend. Monsters and heroes are summoned from temples, and then move to attack your opponents temples and minions. The heroes' main role is to defend temples or at least exact revenge on the monsters that defile them, but they also can attack other heroes or just rob enemy temples. When monsters defile a temple, the temple loses the ability to summon without the direct intervention of the god. However, gods only have ten points of magic for the whole phase, and magic is also useful for moving minions faster, unsummoning minions, and purging rivals from your temples. This is an important resource to manage.
This is a race to defile faster than your opponents, limiting other gods' options, and scoring big points. Bonus points are won for defiling the most temples, have the most temples left unsullied, and defeating the most enemy minions. It doesn't sound like it should, but it feels a lot like the endgame of Chess - only a few pieces to move, but every move is important. Knowing when to sacrifice and when not to is critical.
These are YouTube links to the video rules of the game, broken up into phases. These are done with graphics for clarity, instead of live video.
There are not a lot of stretch goals, because stretch goals often add delay, and because it is all really solid now.
$30,000 - Eight doublesided "quick play" tiles will be included, which allow the players to rapidly build a world without the Creation phase, but instead jump right into the Population phase. That removes the last bit of randomness from the game, while still allowing a highly varied board. They also also help that friend who doesn't do tile placement games.
$40,000 - Replace the scoresheets with more victory point markers, so that points are kept through all phases with markers.
$50,000 - Replacing the wood pieces with plastic pieces, including figures for the heroes and monsters.
"It's just really interesting how all these different phases interact with each other and build off each other. This is a game about building in a lot of different ways, both thematically and mechanically, and it leads to a pretty unique experience I haven't seen in a lot of other games." -Nick, Board Game Brawl
"Terrenus is exactly the type of game I can imagine playing as a petty god hanging out with friends on a Thursday night." - Miranda Bourke, aka Wargamer Girl
"Oh, thank us for this game! If I had to hear Poseidon's snide "I Sank Your Battleship" one more time, I would have turned his kraken into a halibut. And eaten it." - Hera
"I love thish game... let me tell you shomething. Now lishten...lisht... hear me... thish game... it getsh me. Like, you know, on a shpiritual level." - Dionysus
"When I'm not getting my bull on, I am playing this game." - Zeus
"I'm really sorry, will someone please let me down now?" - Prometheus
"The red ones taste red!" - Polyphemus
Terrenus: The Game of Gods is a project I have spent years developing and mutating from its original civilization building concept to this "the world is the plaything of the gods" concept. The original idea grew out of a meme from Robert Shea's and Robert Anton Wilson's "Illuminatus Trilogy", where civilization progressed (or regressed) in 5 stages. I wanted to build a Civilization game where the rules and goals changed in stages, but were strongly influenced by what occurred in earlier stages.
An early build had some similarities to Small World, but with civs spreading from the dregs of previous civilizations instead invading like barbarians in Europe. It was more complicated though, with populations growing and receding and being used for particular purposes each turn. The phases looped on each other in a fashion opposite to the way they do in Terrenus now.
Once the Terrenus theme of gods playing a game took over, everything became much simpler and much faster. Population didn't have to grow, it was just placed. Instead of multiple types of structures, it was just about temples (though briefly there were also Oracles). Armies weren't bought, heroes and monsters were just summoned. It was a case of the theme and rules evolving together into a simpler but more engrossing game.
GSC2 rules (Ha! I had no idea these were still in the Wayback Machine!)
Risks and challenges
There are always unforseen issues when having a product produced, and you just have to work through them. The company I have selected to produce it is reputable and well known for making quality products. I am also still getting quotes for back-up manufacturers, because things happen ...
Otherwise, the game is done as far as rules and playtesting go - it will only need some graphic design work to finish it for printing/production. The stretch goals are selected so as /NOT/ to add more time to the process. The game is really solid now, and the components made by hand feel really good and natural - why make massive changes? The goal is to have this printing in April 2015.
This is not my first time in the rodeo. I have printed and retailed several editions of Armies of Arcana, and sold ~700-800 copies over about a decade. I have had miniatures designed and produced (now owned by Lone Gunman Games), and sold tens of thousands of those and other manufacturers figures.
In 2004, I tried to have the board game Empires of Arcana produced, but had the misfortune of getting mixed up with the most incompetent printer ever, and lost a fair amount of money learning some hard lessons. In 2007 I nearly took another shot at it, but this was right when the economy was turning bad and I had no confidence in being able to sell the game fast enough to outrun the interest payments on the line of credit.
Kickstarter is the game changer for this process. Taking care of the financing upfront removes the main barrier to success.
Finally, I have won and successfully managed million-dollar contracts in my secret double life as a mild-mannered chemist. I know how to run projects much larger than this :)Learn about accountability on Kickstarter
- (36 days)