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Six factions climb one mountain over a century, vying for land and the Tide of Battle. Build your economy, dominate your opponents through Battle Card duels, where Battle Cards are simultaneously revealed, and claim the Summit of Mount Ellumbee.
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Match strength key:80+65+50+<50100 Years Atop Mount Ellumbee
SteamAbout 100 Years Atop Mount Ellumbee
100 Years atop Mount Ellumbee is a turn-based strategy game where up to six factions fight over one mountain for a century. It is a board game at heart. I designed it as one, with a real board and real cards, and then used my good bud Claude to build this version so that people could play it without me having to print everything.
You pick a faction, claim Provinces on the mountain, build up your economy, research, and fight your neighbors in a series of Battle Card exchanges. These activities earn Legacy Points. The player with the most Legacy Points at the end of the century wins. Legacy Points are never lost, so every one you earn is yours for good.
The Mountain: The game board consists of three rings of Provinces around the most valuable Province, the Summit. The game board grows and shrinks depending on the number of players, with the maximum game board involving Seventy-two uniquely-named Provinces.
A turn. Everyone takes their turn at the same time, so nobody waits around. In one turn you can:
The game uses two resources, gold and materials. Players need both throughout the game. Materials are capped and can be wasted. Gold accumulates and adds to a player's end-game score.
The fight. Every War is settled the same way, in a Battle Card duel I call an Engagement.
Players each hold a hand of Battle Cards, select one to play during each Battle Card Exchange, and reveal them at the same moment. The Battle Card with the higher Force wins the Exchange, and Battle Card text applies to sway the battle. A battle tracker called the "Standard" moves along the battle board (the "Tide of Battle") so players can visualize the battle's progression.
Card effects control the battle. Some hold the line even when they lose. Some pay their holder. Some reach across the field and weaken what your opponent plays next. Commanders have a reaction that can be used to affect the battle; Liberties are one-shot cards that can be played to do the same.
Players' Battle Card hands start small, at 5 cards, and grow as the game progresses through the Eras of the Century.
Six factions, and none of them play alike
Everybody's board is identical. Nobody's deck is. There are 168 Battle Cards in the game, 28 to a faction, and each faction is built around one idea:
Battle Cards also read the field, and have secondary effects that trigger depending on what has been played earlier during the Engagement. So no two fights are alike.
Ways to play
How long it takes: A nine-round game against the computer is about twenty minutes. The full century is an hour or two, and longer with friends who like to think.
Where it came from: This started on a table, with a board in six printed sheets and cards I cut out myself. The look is still that: ink on paper. Nothing on the screen is doing anything you could not do by hand (ish). The computer just does the counting, and finds you someone to play.
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