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Era: Clash of Nations

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En bref · fiche BoardGameGeek traduite

Dans Era, vous prendrez la tête d’un groupe historique particulier, au bord de la grandeur ou de la ruine. En vous appuyant sur les dirigeants, les inventions et la technologie de cette époque, vous devrez mener à bien les événements qui ont permis à cette nation ou à cette culture de rester à jamais gravée dans l’histoire. Mais votre adversaire, à la tête d’une autre époque, tentera de faire de même. Alors que chacun d’entre vous évolue dans sa propre époque, vous ferez tous deux obstacle aux plans de l’autre en provoquant des catastrophes inattendues, en lançant de puissants envahisseurs et en dressant des obstacles. Quel joueur mènera le premier son époque vers la grandeur ? Era est un jeu de cartes stratégique doté d’un système unique de gestion des cartes à trois piles qui vous permet de construire, d’étendre et de défendre votre groupe historique unique. Era est un système de jeu exclusivement basé sur des symboles, sans texte, qui fournit une grande quantité d’informations en un coup d’œil pour une partie rapide et efficace. Le premier joueur à marquer 15 points de progrès ou à infliger 3 jetons de destruction à son adversaire remporte la partie. Autres caractéristiques d’Era : Chaque paquet Era contient des cartes de conflit qui représentent les faiblesses ou les dangers de votre ère. Ces cartes sont remises à votre adversaire, et celui-ci vous remet les siennes. Ces cartes sont ensuite mélangées à vos paquets respectifs afin que vous puissiez vous affronter. Chaque paquet « Era » comporte des « clés » qui débloquent de nouvelles cartes ou de nouveaux symboles, vous permettant ainsi de revivre le déroulement des événements historiques tels qu’ils se sont réellement produits.

Présentation de la campagne

Note: This game is currently in the prototype stage. If there is sufficient interest in the project, its visual design will be professionally redesigned by an artist. At present, a large portion of the artwork has been created using AI and further refined and edited by the game's creator.

Strategic board games have always been our passion. Over time, we realized that most of our favorite games focus primarily either on military strategy or on economic development.
That led us to ask ourselves: What if there was a game that combined both of these elements?
A game where a strong economy built on resource management allows you to create powerful armies that protect your prosperity from other players. A game where resource gathering, construction and expansion, trade, diplomacy, and warfare all form one interconnected system where each element supports and influences the others.

In the summer of 2025, we began working on the first concept of the game. From the very beginning, we set ourselves several main goals:
  • a strategic map-based game combining economic development and military power, 
  • a complete and enjoyable experience for both two players and larger groups, 
  • minimal randomness and maximum room for meaningful decisions, 
  • a rewarding learning curve, 
  • battles that feel tense and exciting, but where victory is determined by strategy rather than a lucky dice roll,
  • each nation offers a distinct playstyle, creating a different experience and feel every time you choose a new one.

The map eventually evolved into a hex-based system, and exploration became another important part of the game. Dozens of playtests followed, during which the game continuously changed and improved. We refined the mechanics, balanced the different nations, redesigned visual elements, added new possibilities, and removed anything that slowed the game down without creating truly meaningful choices.

Our first gameplay presentation video was filmed in February 2026, when the game was still using an earlier visual style created primarily for playtesting.


Over the coming months, we will gradually release more videos featuring our own voices that take a closer look at the game's mechanics. Although we are approaching the final version, we remain open to feedback and suggestions that can help make the game even more enjoyable.

We are not a large professional publishing company. We are players who decided to create the game we wanted to play ourselves. After hundreds of hours of work, testing, and refinement, we believe we have created something that deserves to reach other players — and hopefully find its place on your gaming table.

And now, we are proud to introduce Era.

Introduction

Era is a strategic military-economic fantasy board game. As a player you take the role of one nation and strive for domination of the unexplored island of Era. It is a 4X strategy with all its aspects: exploration, expansion, exploitation of resources, and extermination (conflict with other players). The game supports 2 to 4 players; game length depends on the number of players. A standard 10-round game with two players is shorter and takes about 2 hours, while a four-player game lasts around 4 hours. There is also a shorter variant of seven rounds: in two players it takes about 90 minutes, and in four players about 3 hours.

The game’s distinctive feature is the close coupling of economic and military mechanics. The map is made of hexes that appear during the early rounds, so each game generates a different map with resources placed differently; each resource has a different importance for each nation, creating a unique experience and strong replayability. There are many paths to victory: players may focus on the economic side, building settlements and infrastructure while keeping military forces to a defensive minimum, or they may lead armies into battle to conquer or pillage settlements and turn enemy territories into scorched earth. Warfare also allows commanders to level up, improving their chances in combat. Conflicts can also be conducted via hidden actions such as burning buildings, stealing resources, or even injuring a commander—possibly removing a powerful leader for the rest of the game. Players must therefore balance military action, economic development, and covert operations. The game also supports temporary cooperation between players, for example resource trades or joint pressure against a dominant nation.

The resource market is driven by supply and demand: prices drop when a resource is abundant on the market and rise when it is scarce. At the start the map is open and easily traversable, but as rounds pass and settlement defense bonuses grow, the map becomes progressively less passable as nations consolidate control over regions.

The nations—Humans, Elves, Orcs, and Dwarves—differ in several respects, each having a small thematic advantage, while the core gameplay remains the same. Player actions affect action dice, which players both choose and roll; this introduces some randomness, but player decisions have the greater influence. An important mechanic is the contest for power tracks, which grant nations benefits such as extra selectable action dice or combat advantages.

The game’s strength lies mainly in its replayability. It is lively, varied, and full of twists—during a single round a nation can lose most of its advantages. There is also a learning curve: players improve their skills with each game.

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