Infinities: Defiance of Fate - A Kickstarter Preview!
Publisher: Vatal Entertainment Studio
Designer: Steven Berry
Time: 45-120 min
INTRODUCTION to Infinities: Defiance of Fate
From the Publisher - Infinities: Defiance of Fate is a strategic adventure game based in a cross-over setting of fantasy and science-fiction worlds connected by multiversal rifts. As these rifts open, factions from each world collide as their realities blend into one another. However, the cross-over doesn't end with the story. The game boasts a hybrid gameplay style, blending strategy card game and tactical war-game mechanics with narrative elements. A leader acts as your avatar as you immerse yourself into the game’s worlds. Each leader is represented as a play mat with an attribute track and a unique set of abilities called Gambits. You can play unit cards in your leader's group to bolster attributes and gain new abilities. You can also play ability cards to perform one-shot effects or prepare cards in your Timeline for future activation. For your turn, roll action dice and use them to explore map tiles, play cards, attack other leaders, and secure objectives.
I received a prototype version of Infinities: Defiance of Fate. Components and Art may not be final and are subject to change.
Druid City Games and the Board Game Spotlight were paid to advertise, market and preview this game. Our opinions are our own and we remain objective as we play and preview our games for the board game community. We reserve all rights to reject games that do not meet our standards.
Infinities: Defiance of Fate is played over a series rounds, or until one player reaches the amount of tide (victory points) needed to achieve victory.
A player’s turn is comprised of four phases:
- Start Phase: During this phase, the active player checks for objective conditions. If it’s the first turn of the round, all players gain 1 Gambit token.
- Action Roll Phase: During this phase, the active player roll 5 dice, and choose 3 to lock in for their actions. Before locking in dice, the active player may use attributes to manipulate the dice to change their results. Player’s can re-roll dice, or convert dice to a different face during this phase. To lock in a die, you will move it to your leader tableau. When a player locks in 3 dice, they proceed to the main phase.
- Main: During this phase the active player spends 1 or more dice on an action or dice-spending ability. Leaders may activate triggers during this phase, and the active player may only spend dice if no mechanics are resolving in the Queue. When you’ve spent your 3 action dice, move to the End Phase.
- End Phase: The active player ends their turn. The next player begins their start phase. After all players have taken their turns, players check for turn order change, and objectives.
Energy may be spent to play cards from you hand.
You can choose to prepare a card, which allows the active player to move the card from their hand into their timeline. A player may only have 3 cards in their timeline at any one time. To prepare a card, spend 1 energy. To play a prepared card from your timeline, pay 1 energy.
You may spend X energy to play an X costed card from your hand. Units are deployed into your group and each unit increases your leader’s attributes. You may have 4 units in your group at any one time.
There are 3 options when using a power action. You may choose to deal 1 damage to a leader’s group, make a power check; roll dice equal to your power level and destroy a card if you roll a success, or steal 1 Gambit token from a target leader with no units in their group. You must have clear line of sight to the target player when using these actions.
There are 3 options when using a fortitude action. You may move your pawn 2 spaces, warp a ride tile by repositioning the rift on top of a vacant tile; anything beneath the tile is buried and inactive. You may also flip an active tile within your reach (line of sight). If a leader occupies that tile, you must first move them to a legal, adjacent space.
Activate one of your leader’s unique Gambit die actions.
This face may be spent as though it were any die result.
The Map Tiles
There are 7 distinct tile types in the game, each with a unique ability.
- Sacred: During your start phase, you may lock in 1 of your action rolls set to the star.
- City: After entering, you may draw 3 cards. (A player may only hold 5 cards in their hand at any one time.)
- Travel: After entering, you may warp your pawn to a city or sacred tile.
- Wild: During your end phase, you may replace a vacant, non-rift tile with the top tile from it’s world. Shuffle the stack afterwards.
- Stealth: While inside, your reach and movement bypass all walls, this applies to forced movement against you.
- Oasis: During your start phase, you may gain 1 Gambit token.
- Satellite: During your end phase, you may reorient and warp your tile and anything on it on top of a vacant adjacent tile. Everything beneath it is buried.
Your leader playmat holds your attribute track. This track determines the bonuses you will gain for your turn. The tracks are cumulative, meaning you possess all actions below your current cube level. Your units in your group directly affect your attribute track.
Your leader has asymmetric powers activated by Gambit. Gambits are a set of 4 skills unique to a each leader. Gambit abilities require a trigger and specific cost of Gambit tokens to active. Gambit actions require a Gambit action die to be spent to activate.
There are two factions within the world of Infinities. Each deck contains units and abilities. The cost of a card is depicted on the lower left of the card. Units enter the group with a number of health points, and influence your attribute track.
Blocking and Canceling
You may spend Gambit tokens to block an opponent who targets you, your cards, dice, or tile. You must discard 2 Gambit tokens to make a block check on dice actions. If you want to block a Gambit ability, you must discard a number of Gambit equal to the Gambit spent by your opponent.
Some abilities will enable you to cancel a mechanic. Fated mechanics cannot be blocked or canceled.
Game End and How to Win
When a player accumulates 50 Tide (Victory Points) or the fifth round is complete in Skirmish mode, the player with the most Tide, wins. Players score Tide through actions that activate objectives.
At the beginning of the game, players will determine a Scenario. This scenario will outline how players will score, and remove, Tide. When a player meets the top requirement of a Scenario, it opens the option of completing the bottom action of that same objective. Each objective will enable players to gain Tide for themselves, and remove Tide from their opponent(s). Objective may be completed multiple times. At the end of a round, all players gain 1 Tide per active card they own (in their group and timeline).
An Adventure Awaits
Infinities: Defiance of Fate includes within it an option for players to play a narrative campaign that dives deep within the world of Infinities. In Adventure Mode, each session is different and can be a team battle, one vs. all, co-op, or free-for-all depending on the chosen chapter. Players will use the adventure guide to reveal the story, objectives, allegiances, and actions. This mode offers players multiple paths to victory. It is best played as a continuous campaign using branching narrative elements, and mechanics. Players will encounter Story Threads that change the gameplay and affect all chapters from that point onward.
Infinities: Defiance of Fate creates a dynamic sense of tight resource management, fun dice chucking, and smart tactical decision making. The world is beautiful, and the asymmetric leader powers are diverse, and interesting. The game plays quickly, and each round is tense. The scenario objectives incorporate variety into the game, and keep it fresh and exciting. Players will need to chart a course of strategic decisions while ensuring they are flexible enough to outwit and outmaneuver their opponents on their turns. Interacting with the map tiles, along with manipulating your action dice, allows players to chain together powerful combinations and synergies. The futuristic setting, and campaign or skirmish style gameplay make it a game I can't wait to explore in the future!
You will like this game if you enjoy: Tactical gameplay, DICE, Beautiful futuristic Sci-Fi art, and incredibly diverse, and “thinky” gameplay!