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A
2003 · 2-4 players · 45min · weight 2.36 · 1,025 ratings
no digital port yet
BGGEnrichedDeep analysis5Sources1RulesPickDeep dive
Rating
5.70
Users rated
1,025
Owned
1,610
Wishing
105
At a glance
What playing it feels like, broken down.
Core loop
Play cards to move Alexander's figure across the grid, leaving border trails that form scoring provinces; trigger scoring when positioned favorably.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
0
Fantasy
1
Narrative
1
Challenge
3
Fellowship
1
Discovery
1
Expression
1
Submission
0
How it works (4 mechanics)
- [2]region_majority— “players can occupy provinces by playing cards from their hand and placing pieces”
- [3]claim_at_completion— “borders begin to form provinces; take over provinces or trigger scorings if situation suits them”
- [2]action_selection_via_card— “gameplay is driven by cards, used for all actions; playing cards with symbols matching destination spots”
- [3]_other:trail_border_creation— “when the figure of Alexandros is moved, it leaves a trail of borders behind it”
Under-the-radar score: 0.89
Archetype fits
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Balatro Card-driven movement with claim_at_completion has timing-trigger interest but no relic × joker stacking; 45-min multiplayer with triggered scorings has none of Balatro's solo run climb. | 4.00 | 4.0 | 5 | 3 | 5 | 3 | 6 | 4 |
| Snap Hand-management hidden cards give some bluff_info_asymmetry (you don't know opponent's movement cards) and triggered-scoring creates Snap-like reveal moments, but session is far too long and the trail-border map doesn't compress to 3 lanes. | 3.80 | 4.0 | 4 | 4 | 4 | 3 | 5 | 3 |
| Coop Designed as competitive area-control; no shared loss-state, no constrained communication. The defining coop signal (bluff_info_asymmetry as inter-player constraint) is absent. | 3.30 | 4.0 | 4 | 3 | 4 | 2 | 5 | 3 |
| Wordle Multiplayer area-claim with hand management resists daily-seed compression; no clean emoji-grid output and onboarding is high for a 60-90s loop. | 3.20 | 5.0 | 2 | 2 | 4 | 3 | 5 | 3 |
| Cozy Hard tier — region_majority + Take That–adjacent triggered-scoring Colovini design implies direct opponent damage; cap at 3. Military theme and 45-min length compound the anti-cozy signal. | 3.20 | 3.0 | 3 | 3 | 4 | 2 | 5 | 3 |
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
LLM memory0.10
BGG tags
Mechanisms (4)
Categories (3)
Abstract StrategyAncientTerritory Building