In Logystyka, the goal is simple: build your empire! But no game is ever that simple!
We're currently working on versions 10 and 11 of the rules. But why two versions? Because my son and I don't agree on how complex the game should be. So while I'm working on the "simple" version, my son's developing the enhanced version. So for the "simple" version, imagine:
- Feeding your hungry army from settlements as inspired by Cataan and Roman logistics.
- Massing armies with combined-arms support as inspired by Risk Europe and modern military tactics.
- Deploying spells and action cards as inspired by MTG and Pokemon and Clash Royale and...okay, not exactly our most original idea!
And for the enhanced version...add in unit upgrades. And every single battle is like a chess game. Except the pawns carry pitchforks.
Read On to for more details!
- Turns by Seasons: We didn't like that each turn a player can go through and pummel every other player without an counterattack. So we modified this: players take turn collecting their resources, then take turns manuevering, and then take turns on the battlefield. But to factor in tactics, we've added range and priority to individual unit types, drawing on the priority system of Risk Europe.
- Extending Roads, Gathering Resources, Building Settlements: you gradually expand outward to gather the needed resources. Each unit has specific costs in gold, resources, and upkeep — if you're missing any one component, you can't deploy that unit to the battlefield. This draws on Risk's concept of continents and Cataan's use of resources. But instead of holding a single piece of continent or strategically driving away the robber, you can move your combat units to cut off enemy roads to deprive your foe of resources.
- Cards for Spells, Units, and Actions: with ten spellcasters, sixty combat units, and countless spell cards in development, it's impossible for any player to use them all. So just like in MTG or Pokemon, you use cards to play your choice of units and actions. But you aren't limited to a single unit for a single card - instead, your choice of cards allows you to recruit units en masse. So what if you only have a single archer card? The minute you play it, you can recruit all the archers you want. So rather than flipping through the rules to determine the exact stats for the exact unit you want to play, simply check your card on the table.
- Economics: To build an empire, you need cities, but defense requires troops. Build too many settlements, and you may fall to an enemy army — build too few, and you might not have the funds to recruit your defenders. Or maybe you'll use financial manipulation cards to change the value of gold. Or hire an alchemist to devalue the enemy coins with lead. Or use that royal charm of yours to raise taxes on the peasants...until they refuse to pay.
- Espionage: Take advantage of any rift in the royal families. Interrupt a queen's proclamation by setting off explosives in her capital. Leave enemy troops lost and confused. With espionage cards, you can make life miserable for enemy players.

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