Aid your capital, settle the continent, isolate your opponent.
THE TECTONIC STORY Tectonic is set in the fragmented world of Tect. Tect is populated by capitals built on the only stable areas of the entire continent. The remainder of the continent is unstable. The unstable portions of Tect have a tendency to move and flip. This can destroy settlements and turn mountains into water with little or no notice.
The continent is covered with roads built by the Tecticians' ancestorsr. While the roads themselves are resilient and have survived massive changes to the landscape, they are not always “connected.” This limits their utility since travel and trade between capitals occurs only when there is an intact connection between capitals.
Despite the dramatic changes to their continent, certain members of the Tect elite have special powers that have proven somewhat effective at minimizing the changes: the Protectors and the Guardians. When deployed, the Protectors and Guardians have helped Tect prosper.
Each capital of Tect is favored by one god. The gods of Tect are responsible for shaping the continent in favor of their own capital by turning hexes, flipping them over, sending Protectors and Guardians, and building new settlements. Players play as one of those gods deciding the fate of the people of Tect.
--------------------------- OBJECTIVE Players compete to be the first to garner more than 15 game points (for longer games, players can compete to 20 game points). Your total game points are computed on a per turn basis as the total of:
+2 for each connected capital (other than your own and your opponents) +1 for each connected town +2 for each connected mine + all points via game cards
--------------------------- GAME PLAY The game consists of the player-built continent of Tect. At the start of each game, the players build Tect by adding hexes to the board and then adding the capitals of Tect.
The main hexes of Tect have roads on them. To win the game, players need to align the roads on the hexes such that they can connect their capital to enough other capitals and settlements to win.
To advance their capital's interests, players may build settlements and play cards. Cards allow players to turn or flip hexes, establish special routes, play a Protector or Guardian piece, or award game points.
Building settlements lets players connect new populations to their capital to form new trade routes. These settlements are smaller and less permanent than the capitals. Without protection, these settlements are ripe for destruction when a hex is reversed by the other player.
Players can also defend their gains by playing defensive pieces onto the continent: Guardians and Protectors. These pieces are played in conjunction with their appropriate card. Guardians prevent a settlement on Tect from being flipped. Protectors prevent hexes (and accordingly their intersections) from being rotated or flipped, thus establishing a slightly more secure route. However, these protections are only good while they last -- the other player can also move or remove them.
* 40 tiles. All but the player tiles are reversible. * 54 Tectonic cards. * A set of Guardians, Protectors, capitals, hamlets, villages and towns.
Why buy this?
Constantly changing board means each play is different.
This game contains a premium upgrade called UV Coating that makes the printed components more durable.
This game contains laser cut components. Laser cut items will have a slight amount of soot around the edges, which can easily be wiped off; and will have a campfire smell for about a week after you open them.