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Australia

Game ID: GID0033390
Collection Status
Description

A board game for 2-5 players. Each player controls a group of Rangers, who are working on nature and industry projects in Australia during the 1920s. The game board shows 6 states, which are divided into 24 land or water regions. Every region contains a face down industrial counter and a face up nature counter. On the borders, you find bases (camps or ships), where the players place their Ranger pieces to score points. At the beginning, every player receives a number of Rangers, which he keeps on his own player board, a plane, and two cards. The back of a card shows how many Rangers you can place in a base and how many dollars you receive. The front of a card shows the region where this base should border on.

The active player must perform two actions from the following three possibilities:
1) A player may fly his plane to a region and turn up an industry counter (if available).
2) A player may play a card to collect money and/or place Rangers in one base. Should this card have the same color as the region where his plane is, placement is free. Otherwise, a fee of $3 is collected from the player.
3) A player may remove up to four Rangers from the game board back to his or her supply.
Note: A special move is allowed to move any Ranger on the board for a cost of $4.

You score points by completing nature or industrial projects. Nature projects are completed as soon as the last free base in this region contains at least 1 Ranger. The player who completes the project receives 3 bonus points. Every player with Rangers in a base in this region receives 1 point for every Ranger (2 points for Rangers on a ship base). Industrial projects are completed as soon as the industry counter is turned over and the surrounding bases contain the required number of Rangers. These projects also provide 3 bonus points and 1 point per Ranger (2 points for Rangers on a ship base). Points are registered on a scoring track. At the end of the game, each dollar is an extra victory point.

The game ends when all card piles are exhausted and at least one player has played his last card. The players add their remaining dollars to their scores. The player with the most points wins the game.

Note: the English rules for the basic game may have an errata. It says draw 9 cards to make stacks, when the non-English rules say draw 8 cards, and the Advanced English rules say draw 9 instead of 8 cards.

Advanced rules

A windmill is introduced. When an industry counter with a windmill symbol is turned over, the windmill moves to another region and will add 1 point to its value. Whenever a region is scored, the nature or industry counter is placed on a windmill track. When the windmill track is filled, a windmill scoring round takes place. To score at the windmill, players need to place Rangers on a special Ranger track (instead of placing them in a base, as they normally would do). The player with the most Rangers on the Ranger track receives the value of the windmill in victory points. The second place receives half, the third place receives half of the second place. After the windmill scoring round, the counters on the windmill are removed and the players have to take half of their Rangers on the Ranger track back. Several windmill scoring rounds are possible. At the end of the game, an extra windmill scoring round takes place.

Year Published
2005
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video Nu-vezJCHUE Board Game Coffee general_discussion at 18:10 sentiment: positive
video_pk 4044 · mention_pk 11825
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Click to watch at 18:10
Overall sentiment (raw)
positive
Pros
  • easy to learn and teach
  • great strategy and tension
Cons
  • visuals are brown-toned; not to everyone's taste
Thematic elements
  • rail building with cosmic monsters
  • Australia; rail network and monsters theme
  • quirky and thematic
Comparison games
  • Terraforming Mars
  • Our Wedding Game
Mechanics (from transcript analysis)
  • route/track building — laying tracks to connect cities and manage monsters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we are going to give away board games to you
  • this is such a great game
  • stronghold games thank you so much for supplying this
References (from this video)
No references stored for this video.
Video nf9KwoKNqyc Unknown Channel game_review at 0:10 sentiment: positive
video_pk 54 · mention_pk 129
Video thumbnail
Click to watch at 0:10
Overall sentiment (raw)
positive
Pros
  • Engaging and thematic with a strong sense of place and threat
  • Streamlined for a complex-looking concept, making it accessible
  • Excellent replayability due to randomized setup and variants
  • Solid solo mode and cooperative elements for varied play
  • Tight tension as Old Ones awaken and threaten ports
Cons
  • Potentially lengthy sessions for some groups
  • Can be dense for new players and may require a few plays to grok all mechanics
Thematic elements
  • Survival and expansion under existential threat; infrastructure building amid eldritch awakening
  • Alternate-history Australia (1930s) frontier setting with zombies and Lovecraftian Old Ones
  • Macro-scale strategy with escalating horror and cooperative tension; emergent storytelling through mechanics
Comparison games
  • A Study in Emerald
Mechanics (from transcript analysis)
  • Area attack and exploration of Old Ones — Old Ones move toward the nearest farm or port; they blight farms and threaten supply lines, creating pressure and risk.
  • Defensive co-op elements — In certain situations players may need to cooperate to prevent port destruction, adding a cooperative dynamic within a competitive framework.
  • End-game conditions and scoring — The game ends either when all markers reach a cap or when a port is destroyed, with scoring coming from farms, resources, and defeated Old Ones.
  • Military recruitment and permanent abilities — Players can recruit military units and personalities that grant one-use or permanent abilities, shaping long-term strategy.
  • Resource management and build actions — Players spend time and resources to build railways, mine resources, and develop ports, balancing expansion with defense.
  • Solo mode and two-player variants — Dedicated solo mode and two-player variants provide tailored experiences and ensure high replayability.
  • Time track — Turn order is determined by the time track; the player furthest behind on the time track gets to act next, ensuring constant pressure and dynamic pacing as each action costs time.
  • Variable setup and replayability — The board is randomized for each game and there are multiple variants, including Western Australia, which increases replay value.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of my favourite mechanics in the game and in general is that the player who's furthest behind on the time track is the one who plays next
  • it's bizarre but it works really well together
  • I found myself towards the last round of the game not wanting it to end
  • really feel that the thread of the old ones is real you need to prepare wisely for the awakening
References (from this video)
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