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Five billion years of doing the same work has caused the sisters to tire of their jobs; they want to retire. But how to decide who can stay in their beautiful palace? Day and Night stand on opposite sides of the valley of emptiness, a spine-chilling place with floating boulders, used ever since the Dawn of Time and Memory to battle for justice. The goal is to build two Temples and in doing so honor the gods and enforce justice. Naturally, neither party will let the other go about their business. They will have many opportunities to thwart the plans of the other. For in order to build a Temple, they will need to gain control of their surroundings.

The Goal
Build two temples to win the game. A temple consists of a pattern of nine tiles bordering on each other. All the tiles have to be of your own type (Day or Night). Whenever a player succeeds in creating such a pattern, he or she puts nine 'Temple-counters' on those tiles. These tiles cannot be turned over or changed for the rest of the game!

The Means
Tiles are created by playing Spells. Each turn you have "12 hours" to use for playing spells and for moving your pawn across the board. When you play a spell, you deduct the number of hours that is shown in the top left corner of that Spell from the total number of hours you have left. For every tile your pawn travels, you draw a new spell from your book of spells and deduct 3 hours from the total number of hours you have left.

Awards

Microbadge: http://files.boardgamegeek.com/images/microbadges/mb_DayNight.gif

Reviewed in "Counter - Boardgames Reviewed & Discussed" by Ben Baldanza*, Issue 46, September 2009, pp. 22-24. *diemacher

Contents:

  • 70 Night Spells
  • 70 Day Spells
  • 44 Tiles
  • 1 Game Board
  • 2 Day Pawns
  • 2 Night Pawns
  • 1 Rulebook
  • 8 Mystify-Counters
  • 18 Day Temple-Counters
  • 12 Crystallize-Counters
  • 12 Night Temple-Counters

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