Towers of Am'harb

2019 · Fantasy

Towers of Am'harb

Players lead rival doom cults on an uninhabited island surrounded by ancient dark towers. Each turn, they manipulate four differently sized discs according to Tower of Hanoi-style movement rules, then place followers in the columns affected by the move. Priests and cultists spread influence across surrounding spaces to contest altars for end-game doom points. Players also excavate esoteric resources and exchange them for one of eight distinct cosmic powers. Modular, double-sided boards provide different layouts for two to four players, with symmetric or asymmetric altar arrangements. The game ends after one player places all nine followers, and the cult with the most doom points awakens its Ancient One.

Players
2–4 best 4
Playing time
30–45 min
Age
15+
Complexity
3 / 5
MythologyAbstract StrategyTile PlacementVariable Player PowersArea Majority / Influence

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Game facts (players, playing time, age, credits) from BoardGameGeek.