Homeland

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Homeland

Score
6.6
Players
2-6
Time
15 to 30 min
Recommended Age
12+
Difficulty
easy
Official Website
Not provided
Type
game
designers
No designers found
artists
No artists found

Description

Welcome to Homeland – A 2-6 player, fantasy, strategy, and barter card game – where an entire world fits into your pocket!
Homeland aims to fill the void between a simple party game and a complex strategy game. It is perfect for those who gravitate towards strategy games, those who standardly don't have interest in games, families, and everyone in between. It is extremely simple to pick up for first timers, and each round only takes about 15-30 minutes.

The game contains 53 cards. Players will live in one of six regions with a distinct terrain and climate, represented through cards. You also have "tamed beasts" cards with which you maximize your strength through combinations of the beast cards whose power is tied to climate and terrain of the region cards. Use Military Might cards which capitalizes on their terrain and brethren. Construction & Agriculture cards provide additional bonuses based on climate. Players can also utilize Climate Change effects to alter all Homelands and World Effects to damage specific climates and terrains.

Players will rely on luck, strategy, and bartering ability to lock-in five cards over the course of the game to create the strongest Homeland!

—description from the designer

HOMELAND - The Rules
PocketableGames.com
Players 2-6 I Time: 15-30min I Ages: 10+
SETUP:
-Each player randomly receives one of the six HOMELAND cards; your HOMELAND has a Climate and Terrain
-Your HOMELAND card is placed faceup and visible to all players
-Remove the remaining HOMELAND cards from play
-The Hand: Shuffle and deal 7 new cards to each player. These cards are MILITARY, AGRICULTURE, TAMED BEAST, WORLD EFFECT, and CLIMATE CHANGE cards -they award or penalize points based on your Climate and Terrain as well as complementary bonuses
GAMEPLAY:
-One randomly selected player begins as the Lead and places a card from their hand faceup on the table as the main offering
-All other players simultaneously offer a card they would be willing to trade the Lead
-The Lead may either accept a single trade or discard their own offering and draw a new card (if the deck is empty you must trade)
-The traded/untraded cards are returned to their owner's hand
-The Lead locks in a card from their hand facedown to strengthen their HOMELAND
-Play passes to the right, the new Lead repeats the above steps
-The game is finished when all players have locked in 5 cards finalizing their HOMELAND
SCORING:
-Players reveal, starting with the initial lead and passing right, if they locked in any Climate Change cards; effects take place in order of reveal
-Players then total their remaining locked in cards
-The HOMELAND with the most points is the winner!