See All

Popular Modular Board Board Games (Mechanic)

These are the board games with the Modular Board mechanic.
Gloomhaven board game
83
Rank: 2
Trending: 26
Spirit Island board game
78
Rank: 8
Trending: 62
Clans of Caledonia board game
79
Rank: 33
Trending: 98
Star Wars Imperial Assault board game
Mage Knight board game
74
Rank: 78
Trending: 131
The 7th Continent board game
77
Rank: 101
Trending: 102
The Quest for El Dorado board game
72
Rank: 111
Trending: 100
Mechs vs. Minions board game
74
Rank: 120
Trending: 396
Colt Express board game
65
Rank: 136
Trending: 553
Memoir '44 board game
70
Rank: 164
Trending: 160
See All

Forum Posts

What Inspired Jamey Stegmaier to Create Scythe, Viticulture, + More image
See All

User Activity Feed

Here's more info on CloudAge:

Picture of components

Alexander Pfister and the publisher added in the comments section that:

  • Deck-building is a very small aspect of the game
  • There's no race happening on the modular board
  • Cities and fields become more valuable from start to end

I would say Quantum is one game. Though I think some things about quantum could be better, the artwork is great, components are quality, replayability is decent due to modular board, and lastly, it’s just a fun little game! Sad it’s out of print, but I still got my hands on it! Haha

Well I only have 8 games on my wishlist and most of them are $50+ (with the exception of #Scythe: Modular Board and #Dune

Nice! I've been waiting to hear your thoughts on Spirit Island. I believe it has a modular board as well? Seems like it has a ton of replay value in so many different way, and I always love asymmetry or variable player powers.

@trentellingsen has a copy but it hasn't come out yet. Hope to try it some day (Trent's typically not a big fan of co-ops but maybe he'll like this?)

To me there are two similar games and one outlier. Gloomhaven and Mage Knight are fairly similar in terms of theme and style and both are big ole RPG's. Gaia Project is a Euro to its core. All have a lot replayability (GP with a modular board, advanced tech, scoring tiles, end game scoring, and all the different species. Gloomhaven with all of its scenarios to play through, each representing different experiences. Mage Knight seems similar to Gloomhaven in the scenario/campaign aspect), so it does depend on what you are looking for. I am partial to Gaia Project, it is my current number 1, but they are all excellent games.

Another plus, these all function quite well as a solo experience (I have only heard for Gloomhaven and MK). Just some food for thought.

OK, here I go with mine...

The year is 2848, and the powerful empires of old have had a resurgence. Wars and conflicts on Earth have spread to the nearby exoplanets. Empires of old have reclaimed their lands, and now seek to claim the stars by both conquering planets and discovering new ones. In this space-exploration game, players take the role of a futuristic empire based on its historical achievements, military, and other accomplishments. These aspects of each empire have been modernized to reflect the high-tech world of the year 2848.

There will be two boards: one of Earth in the year 2848, and a modular board (randomly set up) for space exploration. Each empire has a hyperporter at its capital which transmits their ship to one of the far reaches of the modular map. Each hyperporter has its limits, and can only teleport a ship so far, but this was the best way determined by the Empires so that each government could start in its own fresh corner of space, rather than follow and fight each other the entire time. That way, everyone is on equal footing.

Each empire has a unique faction ability that relates to its ancient attributes (of course, modded to work in a futuristic environment). All players start on their empire's starting country on Earth. At the start of each game and each subsequent round, players draft a hand of 7 cards. Card types include combat, science, arts, and missions. Depending on the draft, players may opt for a more militaristic round, fighting to claim more of Earth's precious space, launch into space (via hyperporter) to begin exploring, develop new scientific advancements, or gain points and upgrades for completing missions.

Players control both their Earth empire and their conquesting ships. Players must focus on both their Earthly empire as well as their interstellar vessels or risk being attacked at one front or the other.

When exploring a space location tile, flip it over and add resources (if applicable). Empty space have no bonuses, but are good places to construct waypoint stations for easier travel. Some space hazards exist, such as unknown alien ambushes, meteor showers, and old space mines from a long forgotten battle.

If a planet is discovered, it is possible to colonize. There are two options for colonization: 

1. Send down a scouting party  to check for dangers and/or habitability, or

2. Deploy a landing craft and hope for the best.

Scouting is advised when no other players are nearby. However, sometimes you must risk the safety of your people in order to be the first ones planetside to stake your claim. Of course, others can also land on your planet on a different continent (if it has more than one), but the first player to land always gets a bonus.

If a second player wants to colonize a world that is already occupied, they may do one of two things:

1) Negotiate with the occupying player for safe passage. Trade what you will as agreed upon by the other player. The initial trade is binding, but promises of future actions are not.

2) Arial bombardment. Weaken the pre-existing colony by bombarding their continent. Roll for damages. The higher the damage, the more resources and player units are destroyed. There is no real reason not to bombard a planet (if you can afford the resources to do so), other than it takes an action and if no one has revealed the opposing player's upgrades, it may be a waste of time and resources since they may not have anti-enemy weapons in place.

3) Just land anyway. There's always a risk the already-settled player has installed upgrades like turrets to deal with pesky intruders. These upgrades are secret until used, after which they remain faceup in front of the player.

When moving into the same space space (space space?) as another player you may take another action to initiate combat. Combat is resolved by playing combat cards, plus or minus any upgrades or damages. The attacker wins all ties.

Missions have players looking for specific things, including planets and resources, or building a certain amount of something, such as waypoint stations.

Alliances can be forged with other players as well. Again, the initial trade to establish thee alliance is binding; all future promises are not.

Had a game day on Saturday and played:

  • Scythe with all the goodies except the modular board.  It was my first 6 player game but we still got through it in about 2 1/2 hours as all players were experienced.  We ended up with the "backup plan" end game condition.  When the game was ended the first time I was in third but the person who placed the 6th star didn't have the most points so we had one last turn.  I managed 2 more stars and some more territory for a 20 point round and the win!  
  • Growl was our post Scythe game.  We played it twice and everyone quite enjoyed it.  I got a $10 bare bones version at SHUX and I'm glad I did.  It's social deduction but with enough information that it's more than a pure guessing game.  Definitely a great one to bring out with a large table after a heavier game.