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topEstate - Raise the Realm
Estate - Raise the Realm
Regular Price $69.00Product Type : Board Game
Hurry! Only5unit(s) left in stock!
Customer Support407-951-5822It is a time of rebuilding after the Great War. Do you have what it takes?
In Estate, players take on the role of a Noble Leader of a Great House who is bequeathed an Estate post war. Each Leader begins the game with resources, a special ability, a unique build of construction(s) and/or citizen(s) cards within their Estate, a Family Secret objective, and workers prepared to rebuild.
A worker placement reconstruction challenge, players must use their workers wisely to optimize their Estate’s growth over the five Eras of game play. Workers can be used to take one of four main actions each turn: play citizen/construction Estate Cards, gather resources from the center game board, produce on Production Cards within their growing Estate, and draw new citizen/construction Estate Cards to join the cause. As the Eras progress and your Estate grows, worker actions become more powerful.
Don’t forget the Era Events! Revealed at the start of each Era, Era Events impact game play (either positively or negatively) for that Era while also introducing a public Era Objective players can compete for.
Time is limited and not on your side, and careful consideration must be made when determining the best actions for your rise to power. Optimizing your leader’s special ability and family secret objective will also provide valuable victory points at game end.
Game Play:
Estate is played over a series of five Eras (rounds). Within each Era, players take turns placing one worker at a time, proceeding clockwise. The Era ends when each player has used all available workers.
Era Start: At the start of each Era, an Era Event is revealed and its effect announced. Era Events have consequences that affect the game play for the duration of the Era and also introduce an Era Objective that players compete for, with awards for 1st: 6 Victory Points, 2nd: 1 Card & 1 Resource, and 3rd: 1 Resource.During the Era: Workers may take 1 of 4 actions on the Player Mat:
- Play an Estate Card: Play an Estate card for the resource cost located in the cards top left corner. When played, add a cube to the corresponding Estate tracker - Noble (Crown symbol), Production(Money Bag), or Commoner (Scythe Symbol).
- Draw Estate Cards: The player may draw from either the Market or the Estate deck at random. Once done, replenish the Market.
- Produce on Cards in Estate: Activate production cards within your Estate to take their effect and gain resources / cards / and more! It is possible a player may have more production cards than they can produce on, make sure to check the progress in your production row to confirm.
- Take an Era Action: Move your worker from the player mat to the game board to perform an available Era or Progress action. (Some Era Actions may not be available yet if the player has not progressed the Estate to access that Era.
End of Era: The Era ends when all workers have been used across all players. Before resetting for the next Era, any cards with End of Era effects activate. Players then score the Era Objective.
Era Reset: Take the following steps to reset the board for the next Era:
- Add 1 resource to each of the accumulating resource action spaces on the game board
- Refresh the Market - remove all cards and replenish
- All players withdraw their workers back to their Estate player mat
- Reset the Leader Special Ability token
- Reveal the next Era Event
—description from the publisher
We have a 15 day refund policy on sealed or unused new products. The return must be accompanied by a receipt from our store. If a receipt cannot be provided store credit will be provided at the lowest sale price within the past 6 months.
Trading card game items such as booster packs or sealed boxes are not returnable unless they have not left our physical building.
Any and all tcg boxes are not guaranteed to be in perfect condition. All items we carry will have intact (but perhaps not perfect) shrink wrap, if originally produced with shrink wrap. If you are purchasing an item for a sealed collection or expect perfection, please do not shop with us. We will not accept your return and we don't want to deal with sending dozens of pictures so that you can inspect our products via email.
If an item is shipped and arrives damaged, an insurance claim will be filed and reimbursement will be passed on once the claim has been fulfilled
Any products that are bought used can only be returned if they are found to be defective or not as described when purchased. These items may be returned, but only before leaving the store. It is recommended that buyers inspect any used games thoroughly before purchasing to find anything that was potentially missed during the store's initial inspection upon acquiring the game.Added To Cart :Add To Cart Failed :product successfully added to wishlist!The Grading Guide
''Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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