Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Fantasy
Gear up for an exhilarating journey into "The Sixth Realm"
Solo Mode - A simple and easy to operate AI system that replicates a 2-player game.
To keep their engines running smoothly, players will  visit the Merchants Guild to gain new resources or refresh exausted ones.  Based out of Merchants Cove, this Guild is all about  exporting raw materials and importing goods needed by the other Guilds.
Explore ancient ruins to uncover precious artifacts left by your ancestors. By diving deeper into the dungeon you'll earn greater rewards!
Designed by Seth Jaffee, Matthew Dunstan, and Drake Villareal with art by The Mico

The Sixth Realm (0)

Players
1–4
Best: 1, 2, 3, 4
Playing time
90–180 min
Age
14+
4.71
Average rating
76
Ratings
4.00/5
Weight
#30231
BGG rank
Outside top 5,000
Designer:Seth Jaffee, Matthew Dunstan, Drake Villareal
Artist:Mihajlo Dimitrievski
Publisher:Final Frontier Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 4, Interaction 2, Complexity 8, Theme 7
Strategy9.0
Luck4.0
Interaction2.0
Complexity8.0
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

FantasyExplorationCity BuildingAction PointsTile PlacementSet CollectionNetwork and Route BuildingSolo / Solitaire GameTurn Order: Claim ActionOnce-Per-Game AbilitiesEnd Game BonusesMarketTrack MovementMovement PointsChaining

Overview

A dwarven merchant ship sailing to Merchants Cove noticed that the poisonous miasma surrounding the land had been lifted. Word quickly made its way to Queen Tabitha who organized excursions to this new land. What they found shocked them; this was their ancestral homeland, and the six races used to live in peace. Peace and harmony had returned to the Five Realms, and thus the ancient curse had been lifted.

In The Sixth Realm, players assume the role of explorers who’ve sailed to this new (old) continent. With the backing of the crown and help from the guilds, players will compete to make a name for themselves in this strange new land.

A game of The Sixth Realm takes place over three rounds. Each round, the Stone Council will meet seven times, determining in which order each of the six guilds are going to activate. Players will then have the ability to take actions based on the selected guild. By exhausting their supplies of precious resources they will be able to take stronger actions, or even petition to take a different guild's actions.

The Sixth Realm is a heavy euro game with combos, bonuses, engine building, and interaction. The player-driven scoring and action-selection mechanisms mean that no two games play out the same. You must carefully balance long-term strategic planning, short-term tactical adjustments, and the desires of your opponents to make a name for yourself as you return to the homeland of your ancient ancestors.

—description from the publisher

Expansions

The Sixth Realm: Echoes of the Cavern
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.