Downfall
Downfall
Esgotado
Shipping Information
Shipping Information
UK Orders
Free UK Shipping on all orders over £100
Orders under £100 charged £2.99 for Royal Mail Tracked 48
Orders over £100:
Royal Mail Tracked 48 | £0.00 | |
Royal Mail Tracked 24 | £4.99 |
These prices are subject to change, the final charges will be visible in the checkout before you finalise your order. We aim to ship all orders placed before 3pm Monday to Friday, within 24 hours. Our standard shipping method for the UK is Royal Mail Tracked 48.
Faster shipping options can be purchased at the checkout - Royal Mail Tracked 24 is available, as is Royal Mail Next Working Day by 1pm.
EU Orders/Rest of World Orders
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We no longer charge VAT (sales tax) for orders outside the UK. You may be charged your local sales tax on entry to your country and could be charged duty on products manufactured outside the EU and UK.
We aim to ship all orders placed before 3pm GMT within 24 hours. The default shipping method is 'Standard Delivery'. This is a reliable airmail service with no tracking. Transit times for non-UK orders can be very unpredictable. Royal Mail state to aim to deliver these parcels in 3-5 working days but it can take a lot longer.
If you refuse to pay Custom Duties and Tax if required by your country's government, the parcel will be returned to us. Please note, any charges incurred by Meeples Corner for the return of the parcel will be subtracted from the total refund amount.
For EU and the Rest of the World, if available, faster tracked shipping options can be purchased at the checkout. If you require a faster delivery than we are offering please contact us at info@meeplescorner.co.uk as we may be able to help.
- Ages:
- Players:
- Play Time:
- Designer(s):
- Verified Player reviews
In the year 2213, the world order — as it had been known for a century and a half — came to an abrupt end over a 19 day war. The bombs started falling on the third day, and by the 19th day ninety-nine percent of the earth’s population was dead or would be soon. Wars and conflicts had raged now and again for decades prior, populations rising up, and the global government seeking to quell the conflict and maintain the status quo. But in the most recent five year period, the conflicts escalated rapidly, and the world order began to come apart—leaders became scared and trigger fingers twitchy. No one knows who pressed the button first, and in the harsh realities of the world that followed, no one cared. What mattered was surviving and, if possible, rebuilding.
Each turn, players will draft and simultaneously play a card from their hand ("pack") to indicate their action for the turn. This may be moving citizens or airships to explore or expand around the modular board, building structures, researching technology, initiating conflict, producing or gathering resources, and abating radiation. All of these things can earn you points in different ways. If you cannot store resources, they are left on the ground and are available for anyone present to use. Each card has an action and a lesser version of another action, so you're never stuck being entirely unable to do a particular thing, and you can also store cards for future.
Once all actions are complete, hands are passed to the next player and a new card is added to each one. If a "Winter" card is added, it is discarded and replaced, and the game timer advances. As the game timer advances, both expected events (spread of radiation, combat, feeding your citizens) and unexpected events may occur. When the Winter track reaches the end, the game is over, and points are scored.
In the year 2213, the world order — as it had been known for a century and a half — came to an abrupt end over a 19 day war. The bombs started falling on the third day, and by the 19th day ninety-nine percent of the earth’s population was dead or would be soon. Wars and conflicts had raged now and again for decades prior, populations rising up, and the global government seeking to quell the conflict and maintain the status quo. But in the most recent five year period, the conflicts escalated rapidly, and the world order began to come apart—leaders became scared and trigger fingers twitchy. No one knows who pressed the button first, and in the harsh realities of the world that followed, no one cared. What mattered was surviving and, if possible, rebuilding.
Each turn, players will draft and simultaneously play a card from their hand ("pack") to indicate their action for the turn. This may be moving citizens or airships to explore or expand around the modular board, building structures, researching technology, initiating conflict, producing or gathering resources, and abating radiation. All of these things can earn you points in different ways. If you cannot store resources, they are left on the ground and are available for anyone present to use. Each card has an action and a lesser version of another action, so you're never stuck being entirely unable to do a particular thing, and you can also store cards for future.
Once all actions are complete, hands are passed to the next player and a new card is added to each one. If a "Winter" card is added, it is discarded and replaced, and the game timer advances. As the game timer advances, both expected events (spread of radiation, combat, feeding your citizens) and unexpected events may occur. When the Winter track reaches the end, the game is over, and points are scored.
Players: 3-6
Suggested Ages: 14 and up
Language(s): English