Shadows Over Europe 1920

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Shadows Over Europe 1920

Score
9.3
Players
1
Time
45 to 60 min
Recommended Age
12+
Difficulty
not provided
Official Website
Not provided
Type
game
publishers
artists
No artists found

Description

Shadows over Europe 1920 is a game set in the heart of Europe in the aftermath of the Great War. All countries are in a period of restoration, while their governments stand on fragile legs, providing an opportunity for various cults to seize power and do as they please.
In this game, you shall embody the president of a clandestine society formed to thwart the cults that seek to summon forth from the shadowed realms various creatures and beings. Their ultimate endeavor is to perform a ritual that will eventually conjure one of the eldritch gods from beyond the stars. To that end, you will manage resources, funds, and assets, employing investigators and dispatching them across Europe to thwart the cultists in their dark designs.

This is a single-player game that employs the so-called 'state of siege ' mechanics, where on various fronts you must prevent attacks from different creatures and factions.

Objective of the game:

During the game, the investigators' task is to fight against the cult and follow clues that will help them destroy the cult itself. They do this by preventing monsters from wreaking havoc across Europe, restoring political stability in the countries, and ultimately discovering the necessary artifacts for a ritual to prevent Eldritch gods from entering our world.
Specifically, this is possible after the investigators complete both expeditions (in the Amazon and in Nepal).

Game turn sequence:

Each turn in the game consists of three main phases: the Event Phase, the Action Phase, and the Cleanup Phase.

During the Event Phase, you will draw one card from the top of the main deck (which you prepared according to the instructions) and resolve everything written on that card, from top to bottom.

During the Action Phase, you may perform two types of actions: actions undertaken by the investigators and actions of your secret society (special actions).
Depending on their location on the map and with whom (or what) they share their place in the country, the investigators may perform one of the these actions:
  1. Investigate one Rumour
  2. Attack one cultist
  3. Unmask one Cult
  4. Do a Political agitation
  5. Do a Monster Hunt
  6. Venture through Expedition
And, depending on the number of Resources secret society has, it can:
  1. Move Investigators
  2. Provide Ship and/or Airplane Tickets
  3. Employ Investigators
  4. Employ Police and/or Soldiers
After all Investigators have spent their one action (or you decide to skip their action) turn has ended and it's time to re-fresh and cleanup the game-board. Do this in this order:
  1. Return all rumour Tokens that doesn't have a top right 'timeless' icon to their supply
  2. Flip all used tokens from your Charm and Supply placeholders
  3. Flip all Investigators to their 'ready' side (side with their portrait image)

You win the game at the end of the turn where both Expedition tokens are on the last numbered spot (5). This means that your Investigators have successfully found ancient relics that will help them to perform a powerful ritual that will cleanse Europe from the Cult and their attempt to bring and Elder god to our world.

Another way you can possibly 'win' is if you go through the whole deck of cards with at least one Investigator still alive on the map. If this happens, consult the end of this game-book about the story of your endeavor and the of the Europe.

—description from the designer