This game was played during the game testing of the open omen cards variant. The general strategy is
to observe each others' moves, deduce which cards that are kept and which cards that are
returned, and move to safe areas and away from unsafe areas.
The meeples are denoted with colored circles; filled in the hexes they stand in
and hollow in the regions they moved from. A "round" ends either when all players have taken one turn
each or when an apocalypse takes
place and hexes get flipped. "Play" refers to the omen played to the table,
"Discard" refers to the omen returned to the pile and "Keep" refers to the omen kept on the hand.
Starting Position
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
8/0
3
Yellow/Green
Blue/Red
8/0
4
Green/Blue
Red/Yellow
8/0
Round 1
Player 1 decides to delay the first apokalypsis by playing a Mercy and simply move her meeples
closer to each other to be able to help each other with rescuing and pushing. Player 2 has two
meeples next to the volcano and plays a Volcano, knowing that it will be protected by the Mercy for now.
Player 3 plays Earthquake and evacuates all Earthquake areas, after which player 4 plays West and
evacuates the Western Earthquake area. This leaves only player 2's blue meeple there so player 1
chooses to trigger an apokalypsis.
Player
Play
Discard
Keep
Draw
1
Mercy
Storm
Wrath
Mercy, Volcano
2
Volcano
Storm
South
Wrath, East
3
Earthquake
North
Flood
Wrath, North
4
West
Mercy
Flood
Wrath, Mercy
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
8/0
3
Yellow/Green
Blue/Red
8/0
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, Earthquake, West
Round 2
Player 1 cancels the Mercy card on the Volcano with a Wrath card and then moves away
from the volcano. Player 2 is unable to rescue her meeple (there isn't space enough on the
adjacent land tile and no other adjacent meeples to help pushing). Instead, she plays a
South, hoping to delay the next apokalypsis since neither player 3 (yellow) nor player 4
(green) want the South Volcano tile to flip. She also moves her meeples in the South to
areas occupied by opponent meeples to mitigate the risk.
Player 3 plays a Wrath card on the South card and then moves her meeples away from South.
Player 4 buys some time by playing a Mercy card on the Volcano card.
Player
Play
Discard
Keep
Draw
1
Wrath
Volcano
Mercy
South, West
2
South
Wrath
East
East, Earthquake
3
Wrath
North
Flood
Storm, Storm
4
Mercy
Wrath
Flood
North, Mercy
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
7/0
3
Yellow/Green
Blue/Red
8/1
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Wrath+Mercy+Mercy+Volcano, Wrath+South
Round 3
Player 1 is worried about South but finds no better option than playing West, hoping
that the other players have too much interest in South to let something happen there.
Player 2 is in the same situation and plays East while also trying to evacuate South.
Player 3 is in a better position with plenty of "what" cards and chooses Storm followed
by a quick evacuation from the Southern coast. Player 4 still has a meeple left the and
chooses to move it rather than triggering an apokalypsis. She also plays a Mercy to protect
her many meeples in the East. This gives player 1 the power to trigger an apokalypsis.
She does so and chooses South (with Wrath) and Flood.
Again, Blue becomes the victim and has no chance to rescue her meeple since all the adjacent
tiles within reach are full.
Player
Play
Discard
Keep
Draw
1
West
South
Mercy
Earthquake, West
2
East
East
Earthquake
Mercy, Wrath
3
Flood
Storm
Storm
Volcano, Wrath
4
Mercy
North
Flood
North, Wrath
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
7/0
3
Yellow/Green
Blue/Red
8/1
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, Wrath+South, West, Mercy+East, Flood
Round 4
Player 1 plays an Earthquake and evacuates the Eastern Earthquake area. Player 2 accepts the offer,
plays a Wrath to cancel the Mercy card on the East card and evacuates the area as well. Player 3 is
happy to trigger an apocalypse in the Eastern Earthquake area.
Player
Play
Discard
Keep
Draw
1
West
South
Mercy
Earthquake, West
2
East
East
Earthquake
Mercy, Wrath
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
6/0
3
Yellow/Green
Blue/Red
8/2
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, West, Wrath+Mercy+East, Earthquake
Round 5
Player 3 plays a Wrath to discad the Mercy on the Volcano, hoping that a player will trigger an
eruption in the West. Player 4 hurries to evacuate area but also have to spend an action to rescue one green
meeple. She plays a Wrath on West to mitigate the risk of an eruption in South, where she has two green
meeples. Red may now trigger an apocalypse in the Western Volcano area but worries that loss of a blue
meeple will benefit another player too much. Thus, she decides to win time by playing another West
card and keep a South card. By starting an evacuation of the Southern area, she hopes to trap green meeples
there eventually. Player 2 is grateful and lets her blue meeple at risk move first and then push away a
green meeple to create an escape route from the Western Volcano area. The turn has now returned to
player 3...
Player
Play
Discard
Keep
Draw
3
Wrath
Storm
Volcano
South, Wrath
4
Wrath
Flood
North
Flood, Mercy
1
West
South
East
Wrath, Mercy
2
Mercy
Wrath
East
Earthquake, East
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
6/0
3
Yellow/Green
Blue/Red
8/2
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Wrath+Mercy+Volcano, West, Wrath+West
Round 6
Player 3 changes strategy and plays a South card, hoping to eliminate other opponent meeples
instead of the blue ones to trigger the game end, and moves a meeple away from South. Player 4 is
less interested in apokalypses in South and plays a Mercy card on it.
Player 1 plays a Wrath to remove the newly placed Mercy card on South and pushes her way out
of South. Player 2 could now force Yellow to trigger an apocalypse but doesn't have the necessary cards.
Instead, she plays an East push her way out of West. Player 3 now starts her 2nd turn without any apocalypse.
Player
Play
Discard
Keep
Draw
3
South
Wrath
Volcano
Earthquake, Mercy
4
Mercy
Flood
North
Wrath, Storm
1
Wrath
Mercy
East
Flood, South
2
East
Earthquake
East
Wrath, Wrath
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
6/0
3
Yellow/Green
Blue/Red
8/2
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, West, Wrath+West, Mercy+Wrath+South, East
Round 7
Player 3 must trigger an apocalypse but is unable to do so. However, she may play a Volcano card to
force the next player to trigger an apocalypse at the Western Volcano, and she hurries away from there
with her yellow meeple, leaving player 2's blue meeple behind. Player 4 is now forced to trigger an
apocalypse in the Western Volcano area.
Player
Play
Discard
Keep
Draw
3
Volcano
Earthquake
Mercy
Flood, Mercy
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
6/0
3
Yellow/Green
Blue/Red
8/2
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, West, Wrath+West, South, East, Volcano
Round 8
Player 4 decides to move away a green meeple to give player 2 space to rescue her blue meeple.
However, she also plays a Storm to enable an apocalypse and this is too tempting for player 1.
Of the many options, she chooses East and Storm for the apocalypse, putting 2 yellow meeples and
1 blue meeple in the sea.
Player
Play
Discard
Keep
Draw
4
Storm
Wrath
North
Mercy, Wrath
Player
Bless
Curse
Score (blessed+cursed)
1
Red/Yellow
Green/Blue
8/0
2
Blue/Red
Yellow/Green
6/0
3
Yellow/Green
Blue/Red
8/2
4
Green/Blue
Red/Yellow
8/0
Played omen cards: Mercy+Volcano, West, South, East, Storm