Downfall
Downfall
Slut i lager
Shipping Information
Shipping Information
Beställningar inom Storbritannien
Fri frakt inom Storbritannien på alla beställningar över £100
Beställningar under £100 debiteras £2,99 för Royal Mail Tracked 48
Beställningar över £100:
Royal Mail Tracked 48 | £0,00 | |
Royal Mail Tracked 24 | £4,99 |
Dessa priser kan ändras, de slutliga avgifterna kommer att synas i kassan innan du slutför din beställning. Vi strävar efter att skicka alla beställningar som görs före kl. 15.00 måndag till fredag, inom 24 timmar. Vår standard leveransmetod för Storbritannien är Royal Mail Tracked 48.
Snabbare leveransalternativ kan köpas i kassan - Royal Mail Tracked 24 finns tillgänglig, liksom Royal Mail Nästa arbetsdag före kl. 13.00.
Beställningar inom EU/Resten av världen
&
Tack till våra värdefulla kunder inom EU och resten av världen för ert stöd.
Fraktkostnader beräknas i kassan.
Vi tar inte längre ut moms (försäljningsskatt) för beställningar utanför Storbritannien. Du kommer att debiteras din lokala försäljningsskatt vid ankomst till ditt land och kan debiteras tull på produkter tillverkade utanför EU och Storbritannien.
Vi strävar efter att skicka alla beställningar som görs före kl. 15.00 GMT inom 24 timmar. Standardleveransmetoden är 'Standardleverans'. Detta är en pålitlig flygposttjänst utan spårning. Leveranstiderna för beställningar utanför Storbritannien kan vara mycket oförutsägbara. Royal Mail uppger att de strävar efter att leverera dessa paket inom 3-5 arbetsdagar men det kan ta mycket längre tid.
Om du vägrar att betala tull och skatt om det krävs av ditt lands regering, kommer paketet att returneras till oss. Observera att eventuella avgifter som Meeples Corner ådrar sig för retur av paketet kommer att dras av från det totala återbetalningsbeloppet.
För EU och resten av världen, om tillgängligt, kan snabbare spårade fraktalternativ köpas vid kassan. Om du behöver en snabbare leverans än vad vi erbjuder, vänligen kontakta oss på info@meeplescorner.co.uk då vi kanske kan hjälpa till.
- 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