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
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
6+0
Yellow
Blue
6+0
Green
Red
6+0
Played omen cards: Mercy, Mercy
Round 1
Red starts with a Wrath card on the first Mercy and simply move her meeples
closer to each other to be able to help each other with rescuing and pushing. Blue has two
meeples next to the volcano and plays a Volcano on the second Mercy card, knowing that it
will be protected by the Mercy for now.
Yellow plays Earthquake and evacuates all Earthquake areas, after which Green plays West and
evacuates the Western area. This leaves only Blue's meeple in the Western Earthquake area
so Red chooses to trigger an apocalypse. Afterwards, she relocates the black meeple to a tile with a blue
meeple.
Player
Play
Discard
Keep
Draw
Red
Wrath
Storm
Wrath
Wrath, Volcano
Blue
Volcano
Storm
South
Wrath, East
Yellow
Earthquake
North
Flood
Wrath, North
Green
West
Wrath
Flood
South, Earthquake
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
6+0
Yellow
Blue
6+0
Green
Red
6+0
Played omen cards: Mercy+Volcano, Earthquake, West
Round 2
Red cancels the Mercy card on the Volcano with a Wrath card and then moves away
from the volcano. With the reversed turn order, Green is next. She plays Flood and
evacuates the flood areas.
Yellow plays North to target the blue meeples there. Since Blue plays after her,
she doesn't expect the blue meeples to stay there but at least be busy.
Blue is unable to rescue her meeple (there isn't space enough on the
adjacent land tile and no other adjacent meeples to help pushing) and she's also worried
about the many omen cards targeting her meeples. She decides to play a Wrath card on the
North card to force North to be picked first and then moves her meeples to safer areas.
Red realizes that she has nothing to gain by triggering an apocalypse now but does
so anyway rather than giving the next players more options.
Player
Play
Discard
Keep
Draw
Red
Wrath
Volcano
Wrath
East, West
Green
Flood
South
Earthquake
Storm, Wrath
Yellow
North
Flood
Wrath
Mercy, Storm
Blue
Wrath
South
East
North, Wrath
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
5+0
Yellow
Blue
6+1
Green
Red
6+0
Played omen cards: Mercy+Wrath, Volcano, Flood, North+Wrath
Round 3
Red plays Wrath on the Volcano to target an area with no red meeples.
Blue doesn't like any of her options but finally decides to play East
and pushes away a yellow meeple to get one of her blue meeples away from the
Volcano.
Yellow plays Storm and moves away her meeple in the Eastern Storm area,
hoping that the remaining red meeple will suffer. Naturally, Green would like
to trigger an apocalypse but since that would hurt herself (having a green meeple
sharing the hex of the black meeple), she decides to play Wrath on the Storm instead
and move away the black meeple.
Player
Play
Discard
Keep
Draw
Red
Wrath
West
East
Earthquake, West
Blue
East
Wrath
North
Volcano, Wrath
Yellow
Storm
Mercy
Wrath
Mercy, South
Green
Wrath
Storm
Earthquake
Flood, South
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
5+0
Yellow
Blue
6+1
Green
Red
6+0
Played omen cards: Volcano+Wrath, East, Storm+Wrath
Round 4
Red plays Earthquake, hoping that the green meeples in the Eastern
Earthquake area will suffer, and evacuate the Eastern area. However, Blue
also has a meeple there and plays a Wrath card on East instead AND moves the
black meeple to a hex with a yellow meeple. By this, both Storm and East have
Wrath cards so Yellow is forced to trigger apocalypse there.
Player
Play
Discard
Keep
Draw
Red
Earthquake
East
West
North, Wrath
Blue
Wrath
Volcano
North
Flood, East
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
5+0
Yellow
Blue
6+1
Green
Red
6+0
Played omen cards: Volcano+Wrath, East+Wrath, Storm+Wrath, Earthquake
Round 5
Yellow is unable to rescue her meeple so she plays South to threaten the
blue meeple next to the Volcano. She also spends all her moves to push away a red meeple
to be able to move her yellow meeple far away from there. Blue is obviously not willing
to trigger an apocalypse and also pushes her way out of the dangerous area. In addition, she
plays Flood to threaten the yellow meeples in the Southern Flood area.
Unfortunately, this leaves a green meeple next to the Volcano and Red seizes the
opportunity to trigger an apocalypse. (This also removes all volcano cards, since the last
volcano tile is flipped.)
Player
Play
Discard
Keep
Draw
Yellow
South
Wrath
Mercy
Wrath, Mercy
Blue
Flood
East
North
Storm, East
Bless
Curse
Score (blessed+cursed)
Red
Green
6+0
Blue
Yellow
5+1
Yellow
Blue
5+1
Green
Red
6+0
Played omen cards: Volcano+Wrath, Earthquake, South, Flood
Round 6
Red plays North to target the green meeples there. She also move her red meeples
so that one may rescue the other if an apocalypse is triggered there. However, Blue
has a blue meeple there and chooses to delay the apocalypse, play Storm and evacuate the
meeple to the white meeple's safe area. Yellow had hoped to get rid of the blue meeple
but since it will be isolated in the North, she triggers an apocalypse.
Player
Play
Discard
Keep
Draw
Red
North
West
Wrath
(Volcano, removed), Wrath, East
Blue
Storm
North
East
Storm, Wrath
Bless
Curse
Score (blessed+cursed)
Red
Green
6+1
Blue
Yellow
5+1
Yellow
Blue
5+1
Green
Red
5+0
Played omen cards: Earthquake, Flood, North, Storm
Round 7
Yellow plays Wrath on Storm, hoping to target the blue meeple in the North, and moves away
from other Storm areas just to be safe. Blue counters with East and switch hexes with the black
meeple to block Red from rescuing her meeple. Red isn't pleased with this and plays Wrath on
East to bring down whom she thinks is in the lead: Yellow. Green is then happy to trigger an
apocalypse in the East Storm area. This also seals the fate for all the meeples ending up in
the sea at the previous apocalypse.
Player
Play
Discard
Keep
Draw
Yellow
Wrath
Mercy
Mercy
East, Wrath
Blue
East
Wrath
Storm
South, Wrath
Red
Wrath
East
Wrath
West, North
Bless
Curse
Score (blessed+cursed)
Red
Green
5+3
Blue
Yellow
5+1
Yellow
Blue
5+1
Green
Red
3+1
Played omen cards: Earthquake, Flood, North, Storm+Wrath
Round 8
Green has waited long to play cards due to the shifting turn order but now plays Earthquake, hoping that
will strike the many red meeples in the South, and also moves the black meeple there to be sure. However, Red is
next and promptly returns the black meeple to the hex to which the green meeple fled. She also plays West,
targeting another area and hoping reduce the number of meeples enough to trigger the game end. Blue isn't
willing to trigger an apocalypse in an own area so she plays a
Wrath on Red's West card to force Yellow to trigger an it instead. Then she moves away from the Storm hex
and also has time to return the black meeple to a red hex. Yellow must then trigger an apocalypse in the
West Storm hexes.
Player
Play
Discard
Keep
Draw
Green
Earthquake
South
Flood
Earthquake, North
Red
West
North
Wrath
Mercy, Wrath
Blue
Wrath
Storm
South
East, Wrath
Bless
Curse
Score (blessed+cursed)
Red
Green
5+3
Blue
Yellow
5+2
Yellow
Blue
4+1
Green
Red
3+1
Played omen cards: Storm+Wrath, Earthquake, West+Wrath
Round 9
Yellow is quite happy with her position and only plays East, targeting the blue meeple there.
Blue plays South, trying to get an Earthquake to take place there instead. She also pushes a
yellow meeple to that area so that she may evacuate one blue meeple from there. Red also has a
meeple in the Eastern Earthquake area but since her cursed color Green has two meeples there,
she decides to trigger an apocalypse. This leaves less than half of the meeples on land tiles
and the game ends.
Player
Play
Discard
Keep
Draw
Yellow
East
Mercy
Wrath
Flood, East
Blue
South
East
Wrath
South, North
Red
Trigger
East
Earthquake
Storm, Storm
Bless
Curse
Score (blessed+cursed)
Red
Green
4+5
Blue
Yellow
4+2
Yellow
Blue
4+2
Green
Red
1+2
Played omen cards: Earthquake, East, South
Red wins comfortably with 9 points before Blue and Yellow with 6 points and Green with 3 points.
In defence of Green, she was unlucky with the turn order and didn't get as many actions as the other
players. For this reason, the reversed turn order rule was rejected. The game shows that an open card variant is playable, although I may still prefer the
classic hidden card variant.