In Colony, each player will start with a few stable resources, in the form of dice, and some starting cards, including a warehouse to store resources. On your turn, you’ll roll three dice and take one, and then the next two players will take turns choosing one die each and storing them in their warehouses.
After selecting your resource die on your turn, you’ll grab everything from your warehouse and have your resources for the turn. Some of your building cards can grant additional resources, but these are often unstable resources and will disappear if unspent at the end of the turn. Buildings can have other powers, such as converting resources (changing dice values), granting CHIPIs (tokens that turn into unstable resources at the start of your next turn), and upgrading other cards.
Each player starts with an upgrade card, and every building card has a normal, front face in addition to a back-face 2.0 side that’s more powerful. Buildings are worth 1 or 2 points, and their 2.0 sides are worth additional points in addition to being more powerful.
The main outlet for resources, other than upgrading, will be paying for more buildings. Each game is set up with only a small subset of all of the building cards in Colony, so every game experience will be different and will require different strategies. When a card is selected during setup, all copies of that card will be usable during the game, so a player may obtain multiples of the same building. A building’s power can only be used once each turn, so having more copies of a card will grant use of that ability more than once.
Building costs range from three dice (such as a 2, a 2, and a 6) to six dice (such as five 6s and a 2), so players won’t necessarily be able to buy the exact buildings they want. However, players can store unspent resources in their warehouses between turns, allowing you to save up the resources you need for the purchase you want to make. Unstable resources can’t be stored, but you’ll be rolling three dice and keeping one on each of your turns in addition to the dice you’ll have the opportunity to draft on other players’ turns. Between all of that and the exchange building powers, you’ll be able to make the purchase you dream of eventually.
Colony doesn’t last for a set number of turns or rounds. Instead, each player’s building points are kept up to date on the score board, and when one player reaches the point threshold (which varies by player count), that player is the winner.
Item Code: BEZCOLO
Releases November 9
Item Code: BEZCOLOP
Releases October 20
Colony Early Launch Kit
- 1 case pack of Colony (five copies)
- 1 demo copy of Colony
- 6 packs of promo cards
- 11″×17″ Colony poster
- Instructions on how best to display, market,and demo the game
- Links to reviews and how-to-play videos
- Three-week-early release