Avertigos: South China Sky (2018)

Playtime: 180
Min. Age: 12
Number of Players:
2 - 5
Publisher:
Playware Hobbies Pte Ltd
Designers:
Siddharth Jain
Artists:
Geo
Mechanics:
Network and Route Building,
Dice Rolling,
Action Points,
Point to Point Movement,
Action Queue
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Description from the publisher:
This science fiction story takes place in an alternate history of our world. In this first instalment, the action takes place in the South China Sky, where the Dynastic naval armada is facing off against the combined fleets of the Singasari League to exert supremacy over strategic islands and control rich trade routes plying exotic goods.
Avertigos features modular miniatures and player boards - the modules on the ships can be mixed and matched to create unique load-outs with different strengths and capabilities.
Players navigate the skies via an innovative card-based manoeuvring system, where they lay out their intended course with cards earned, which may also allow them to reap certain bonuses or suffer penalties. This system is singular in that it can work with or without the game’s board.
Players will use their formidable flying sail-ships and fearsome meeple armies to capture settlements and earn money to buy more powerful ships that will allow them to defeat their rivals and fully control the trade and resources of the islands. Players will trade bribes and favours to advance the interests of their own merchant clan.
This science fiction story takes place in an alternate history of our world. In this first instalment, the action takes place in the South China Sky, where the Dynastic naval armada is facing off against the combined fleets of the Singasari League to exert supremacy over strategic islands and control rich trade routes plying exotic goods.
Avertigos features modular miniatures and player boards - the modules on the ships can be mixed and matched to create unique load-outs with different strengths and capabilities.
Players navigate the skies via an innovative card-based manoeuvring system, where they lay out their intended course with cards earned, which may also allow them to reap certain bonuses or suffer penalties. This system is singular in that it can work with or without the game’s board.
Players will use their formidable flying sail-ships and fearsome meeple armies to capture settlements and earn money to buy more powerful ships that will allow them to defeat their rivals and fully control the trade and resources of the islands. Players will trade bribes and favours to advance the interests of their own merchant clan.
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ag.gameitem.lastUpdated: 2025-04-29 17:54:16.725