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War in the Taurus Empire

By

DesignerMax Kihlstedt
DesignerEmil Åkerlund

Description

A megagame for 30-40 players, with a playtime of around 8 hours with a turn being 30 minutes.

In this Megagame you will be a part of the glorious Taurus Empire. The Empire has stood for generations due to its fair legal system, strong military and unified population. But things are changing, now that a new region has been conquered.
There are many different factions fighting for power in the Empire. The only thing that unites them is their common interest in the Empire. Should the Empire fall, they will fall with it.

Each player will be a part of a team with 1-2 other players. Together you will climb to gain influence and power, while keeping the Empire from crumbling beneath you.
You will produce resources, negotiate with others, start conspiracies, create great works of culture, deal with a fickle Emperor and write laws.

The vast majority of this game relies on social interaction, negotiation and player politics in one form or another.
All players want to keep the Empire from breaking and all of them want it to abide by their wishes.


West Region
Once the centre of the empire, now the home of large scale production of luxuries, wood and ore.

Humans of the Taurus Heartlands: Founding state of the Empire with aspirations for the throne and a rivalry with the Crownlands. The industrial centre of the Empire, their strength lies in their production.

Elves of the Hallowed Woods: Joined the Empire willingly but still keep their strange and old traditions. They protect the hallowed woods, tasked with supplying the Empire with lumber. Caught between the fires of industry and a desire to protect their woods. Each branch they cut, wounds them deeply.

The Dwarves in the Longbeard Mountains: After a long war, they were forced into the Empire and have sworn oaths to supply it with ore. While no one can doubt their productiveness, people fear the grudges that the Dwarves keep. After all, a dwarvish axe never rusts.

Centre Region
The political centre of the Empire, a land without traces of war and struggle.

Humans of the Taurus Crownlands: Political centre of the Empire where the current Emperor hails from. With an upper class that needs to be sated, they stand holding all the keys to power, kicking away all those who would try to snatch it from them.

The Hobbits of the Golden Fields: Concerning hobbits, one need not to think further than their jolly demeanor, large food production and raucous feasts. Their hobbit holes spring out of the ground and they grow like the weed they enjoy smoking. Their lack of political representation has made everyone look down on them, figuratively and literally.

The Gnomish Trades Guild: The Gnomes of the Trades Guild keep the trade flowing between the regions. They have powerful contacts to some of the best artisans in the Empire. Whatever you want, they will get it for you.. for a price.

East Region
The Newly conquered east region holds treasures for the Imperial Army, if they can keep the local populace under control.

Imperial Army of the East: The rising power of the Empire that has proven themselves when capturing a new region. The army has been tasked by the Emperor to pacify the region and make it productive, should they fail, dire consequences shall meet both the Emperor and the leaders of the army.

Troll Country: The newly conquered region, called troll country by the Empire, is populated by the mist loving trolls. The new government has been tasked to make this region productive, and stop the frequent rebellions and unrest. Troll country is rich in resources and the ingenuity and oblique thinking of the trolls gives them an interesting path to power.

Nagas of the Paradise Islands: While the Paradise Islands may look lovely, they hide sinister secrets. Pirates and all sorts of scum lurk in these crystal clear waters, but worst of all are the snakelike naga people that call this island home. They recently joined the Empire, in exchange for protection against foreign lords. Now they sell their exotic wares to the Empire. But many fear their forked tongues, as they are masters of intrigue and in many people's eyes, untrustworthy.

Non Region faction
The Mystic society: A secretive organization of mystics that have one of their members placed in each region, to guide them towards the betterment of the Empire. Long ago they were personal advisors to the Emperor, but a lot of this power has now been lost. Their ability to use magick can prove a great boon to those who employ them, but who knows what plots and conspiracies the mystics have in mind, and what their ultimate goal is.


It also featured 3 players taking the roles as the Gods of the Empire with their own completely different goals than the factions. The factions prayed for their mercy and favours.

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There were also some mysterious invaders from beyond the sea played by a different team of players.

The game had mechanics for troop movement and battles, similar to Diplomacy and also featured resource production and negotiation.

Runs

November 29, 2025Örebro University: English


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