Four Factions vying with each other to mold earth into their own vision. To win you must lead your faction to meet its goals before other factions achieve their own. You have a half-ally, a half-enemy, and a full enemy.
Event Number | 91 |
---|---|
Event Type | {{event.properties.type.name}} |
Age Range | {{ event.properties._options._age_range[event.properties.age_range] }} |
Maximum Tickets | 4 |
Cost | $0.00 |
Time Zone | America/New_York (UTC {{ '2024-04-06 16:00:00' | timezone_offset: 'America/New_York' }}) |
Where & When (local to convention) |
Saturday (April 6) from
{{ '2024-04-06 16:00:00' | amDateFormat: clock_format }}
to {{ '2024-04-06 17:50:00' | amDateFormat: clock_format }}
Table S in Mansard Room |
More Information | http://boardgamegeek.com/boardgame/331795/robotech-reconstruction |
Hosts | |
Attendees |
{{ attendee.name }}
|
Has Special Requests |
{{ request }}
|
Email Notification for Tickets List | {{event.properties.wait_count}} will be notified by email of available tickets
|
Four Factions vying with each other to mold earth into their own vision. The Robotech Defense Force (RDF) seeks to keep the peace between Zentraedi civilians and humans. The Zentraedi Rebellion (ZR) wants to radicalize the Zentraedi civilians to join their rebellion to enslave humanity and the Earth. Tired of RDF military control and martial law, the Anti-Unification League (AUL) strives to rebuild thriving cities independent from the RDF. Fearing an impending alien attack on earth, the Robotech Expeditionary Force (REF) works to unite earth’s population behind the RDF in preparation for earth’s future defense.
To win, you must lead your faction to meet its goals before other factions achieve their own goals. You have a half-ally, a half-enemy, and a full enemy. You must work carefully to ensure you can reach your goals, but also ensure that no other Faction can stop you.
The 3 to 4 player game consists of up to 4 rounds. At the start of a turn, a player can can trade one event card with another player. Next players play 1 Event Card. Each Event Card is tied to a Faction, enabling that faction to take additional actions that round. After the Event Card's actions are completed, the player gets to Take Command to undertake two actions. Actions available are limited if the player elected on their turn to play their own Faction’s Event Card before Taking Command.