Game Info

Spheres of Influence: Struggle for Global Supremacy
2 - 8 players
average 90 minutes
Easy
Published in
View Global Stats
View on boardgamegeek.com View on boardgamegeek.com
Negotiation Wargame Territory Building Modern Warfare
Area Control / Area Influence Dice Rolling Action Point Allowance System Point to Point Movement Variable Phase Order

Spheres of Influence: Struggle for Global Supremacy is a 2-8 player free-for-all light wargame, set on a modern world map. Players will take control of one of the games 8 mighty factions as they compete over the world's spheres of influence, capitals and oil reserves. Will a mighty caliphate rise to power? Will the communist curtain once again fall? Or will western democracy sweep the world? In games with fewer than 5 players, each player will control 1-4 factions simultaneously, coordinating their efforts against the other players' coalitions. Each faction will begin the game with only a single, semi-randomly determined territory under its control. From this one space, factions will aggressively expand. The gameplay of Spheres of Influence is divided into a set number of rounds, with each round being split into 2 phases: the mobilization phase and the turn phase. During the mobilization phase, factions take turns placing units based on how powerful they are. During this phase, the global turn deck is also formed. This deck will be used to determine the turn order and frequency of action for each faction during the upcoming turn phase. To form it, each faction contributes a number of their turn cards (based on the number of oil fields they control) to a single, shared deck of turn cards. This deck is then shuffled and place down on the table. During the turn phase, one at a time the top card of the turn deck is revealed. Whichever faction's card was just flipped, that faction takes a turn, performing a single action with its units on a single space (moving, attacking, annexing or passing). Once that action is complete, that turn ends and the next turn card is revealed, with the process repeating itself. This makes turns both fast (with many turns lasting only a couple of seconds) and suspenseful, since none of the factions know precisely when their turns will be. It also ensures more incremental game developments - factions cannot sweep across all of Asia in a single turn and players can respond to attacks or betrayals much sooner. Once the last turn card in the global turn deck has been revealed, a round ends and another round begins. Combat is resolved by a simple dice mechanic fused with a "situational" modifier that loosely simulates the increased difficulty of attacking a defended coastline, breaking a naval blockade, or striking a fortified position. Along the way, powerful special cards can be played, allowing players to strike with submarines, deploy heavy armor, paradrop troops around enemy defenses, and launch devastating nuclear attacks. Games have either 5 or 6 rounds depending on the number of factions. Once the final round is complete, the faction who controls the most spheres of influence wins the game for its owner. Games typically last about an hour and a half, and experienced players can sometimes finish in just a single hour.

Overall Statistics for Pearls Go To Players

Total Games Played: 2
Average Players Per Game 3.5

Win/Loss Statistics for Pearls Go To Players

Badges Name   NemePoints   Total Games   Avg. NemePoints   Wins / Losses % Won  
Flükewaffe 35  2 18.00 
0
2
0 %
JerkyJerk 10  1 10.00 
1
0
100 %
Ursa 44  1 44.00 
1
0
100 %
Tyr Beer 17  2 8.00 
0
2
0 %
Murrpurr 1 4.00 
0
1
0 %

    Last 2 Played Games for Pearls Go To Players

    Date Played Result
    6/6/2018
    1st Ursa
    44 
    29 
    3rd Tyr Beer
    15 
    6/19/2017
    1st JerkyJerk
    10 
    3rd Murrpurr
    4th Tyr Beer