You find yourself in a dystopian cityscape with a few workers at
your disposal to make your mark on the world. Like most people in
dystopian fiction, your workers are oblivious to their situation. This
world is all they've ever known, and you may use them at your whim.
The world as we know it has ended, and in its place the city of
Euphoria has risen. Believing that a new world order is needed to
prevent another apocalypse, the Euphorian elite erect high walls around
their golden city and promote intellectual equality above all else. Gone
are personal freedoms; gone is knowledge of the past. All that matters
is the future.
The Euphorians aren’t alone. Outside the city are those who
experienced the apocalypse firsthand—they have the memories and scars to
prove it. These Wastelanders have cobbled together a society of
historians and farmers among the forgotten scrap yards of the past.
There is more to the world than the surface of the earth. Deep
underground lies the hidden city of Subterran, occupied by miners,
mechanics, and revolutionaries. By keeping their workers in the dark,
they’ve patched together a network of pipes and sewers, of steam and
gears, of hidden passages and secret stairways.
In Euphoria: Build a Better Dystopia, you
lead a team of workers (dice) and recruits (cards) to claim ownership of
the dystopian world. You will generate commodities, dig tunnels to
infiltrate opposing areas, construct markets, collect artifacts,
strengthen allegiances, and fulfill secret agendas.
Euphoria is a worker-placement game in which dice are your
workers. The number on each die represents a worker's knowledge – that
is, his level of awareness that he's in a dystopia. Worker knowledge
enables various bonuses and impacts player interaction. If the
collective knowledge of all of your workers gets too high, one of them
might desert you. You also have two elite recruit cards at your
disposal; one has pledged allegiance to you, but the other needs some
convincing. You can reveal and use the reticent recruit by reaching
certain milestones in the game...or by letting other players unwittingly
reach those milestones for you.
Your path to victory is paved with the sweat of your workers, the
strength of your allegiances, and the tunnels you dig to infiltrate
other areas of the world, but the destination is a land grab in the form
of area control. You accomplish this by constructing markets that
impose harsh restrictions of personal freedoms upon other players,
changing the face of the game and opening new paths to victory. You can
also focus on gathering artifacts from the old world, objects of leisure
that are extremely rare in this utilitarian society. The dystopian
elite covet these artifacts – especially matching pairs – and are
willing to give you tracts of land in exchange for them.
Four distinct societies, each of them waiting for you to rewrite
history. What are you willing to sacrifice to build a better dystopia?