Build a small empire in a land of legends!
Eight-Minute Empire: Legends is a standalone sequel to the area control game Eight-Minute Empire and does not require the original game to play. Just like the original game, players take turns selecting a card from six on display. The card has an action that the player takes immediately, and actions help players take over the map – but what's new and different in this version?
Instead of goods, cards now have special abilities, which give players unique advantages and ways to break the rules throughout the game
Each card has a unique, beautiful illustration of a fantasy creature or location
A modular board for increased variety
New variants
Is Eight-Minute Empire: Legends still playable in eight minutes? Yes, but only if you hurry!
Eight-Minute Empire: Legends is a quick game that implements the Civilization/Exploration theme using card-driven area control (by placing armies and cities in a small map) and set collection (by getting abilities from the cards). Players spread through the map in order to collect points at the end of the game by having majorities in regions and continents. All actions (such as land or sea movement, army production, or the founding of cities) are driven by cards that are face-up (six at a time) and available by increasing prices. Cards also belong to sets, which also give points when the game ends if properly collected.
- Pure, compact civ-like gameplay
- Fast, half-hour sessions
- High replayability with modules and maps
- Not as deep as larger 4X games
- Can feel random with card draws
- Civilizational development and global conquest in compact play
- Civ-building on a micro-scale with quick turns
- Casual, accessible civilization-building with variety
- El Grande
Mechanics (from transcript analysis)
- Area Control — move troops across regions for control
- area control / region movement — move troops across regions for control
- card drafting — draft cards to gain abilities or move troops
- Modular board — different modules/abilities to vary gameplay
- modularity via modules — different modules/abilities to vary gameplay
- set collection — collect resources and use cards for special abilities
- set collection / resource management — collect resources and use cards for special abilities
Video topics + discussion points
Quotes (from this video)
- the cards can actually become the terrain, you're creating the battlefield as you play
- it's organic, not like rigid and sterile landscape
- Splendor starts with everyone just silent, then the game escalates into intense negotiation
- you can play cards to become the terrain so you're building the battlefield as you go
- you can kind of bluff and read each other with the command and colors system
- it's a pure and accessible civ-like experience that scales well with人数
- the negotiation and hotel-dynamics in Lords of Vegas create a very social table
- Age of Steam-level purity with Steam's maps adds a refreshing clarity