The Sowers are in danger, threatened by an unknown force that not even the Grand Gene Library can explain... The reports are piling up and looking desperately similar: planets in the Sower Empire are being drained of energy to the point where their dislocation is now inevitable. If this continues, the Empire will be virtually cut in two, leaving only the perilous Helion Strait as the only route of communication. The emergency is to evacuate the planets on the outskirts of the affected sector, on the borders of the Skall Empire. There are dozens of them, Sower colonies or friendly planets, at the mercy of the galloping void. The Sowers' existing Daughter Arks will not be sufficient for such an exodus; new ones must be built quickly, and they must surpass the old ones in every way...
The players are the Representatives of the Castes of Serai, competing to design these new ships. To do this, they have outstanding negotiators at their disposal, who will use all their influence to acquire the plans for the modules to be built and recruit the best crews. But in a Sower society where only success counts, their opponents will not hesitate to use the powers and divisions of the 6 castes of Sereis, to make them fail and enter in their place in the great book of Sower history! Exodus is a game of strategy and adaptation, where bad faith and card combinations with devastating powers combine to test the strongest of friendships...
Rule, Educational Sheet ... 2 Files Available2 Files Available
#Sci-fi #Affrontement #Bluff #Combinations #Conquests #Exploration #Majority #Placement #Resource ManagementContents of the box : 1 Murmuring Wings Negotiation board, 4 individual boards, 160 Ark cards, 26 Secondary Crew cards, 4 Game Help cards, 24 Negotiator tokens, 45 Resource gems, 120 Influence cubes, 8 Geôlier tokens, 8 Mutant tokens, 1 Stockers board, 1 game rule.