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Micronations
Micronations
by (Self-Published) (2011)
Player Count
3 to 8

Player Ages
5+

Playing Time
2 hours to 8 hours
Categories
  • Economic
  • Negotiation
  • Designers
  • Abram Jones
  • Mechanisms
  • Hex-and-Counter
  • Contracts
  • Negotiation
  • Rating: 0/10 from 0 users

    Description

    Players lead groups of kids in building micronations that will fight for economic and territorial supremacy of the neighborhood. The game takes place on a map made of hexagons. During the game players can have their kids build forts or work at headquarters to grow their economy and gain resources. Supply lines must be maintained to transfer this wealth. Each micronation can also print their own currency which they can use for trade or negotiations with other micronations. The value of this currency can be brought up or down for manipulative purposes. Other optional strategies involve combat or social infiltration to convert kids from other micronations. Aside from these challenges kids must avoid parents who randomly wander the map in attempts to make them go home. The player with the most stored resources at the end of the game is the winner.

    —description from the designer

    NOTE: The first edition of Micronations was named Neighborhood Conflict. It was known under that name in years 2011–2013.
    • Not to be confused with first edition of Tactical Friction, which was also named Neighborhood Conflict, but got renamed to Tactical Friction in 2008.
    • Not to be confused with Neighborhood Conflict.

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