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Tales of London

Tales of London

2027 Layer by Layer
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Game Details

London is choking beneath a mist no longer of this world. Under this grey shroud pressing down on the rooftops, the city groans, a rumble too deep to be the wind, too alive to be mere stone. For weeks now, reality has been warping: alleyways shift their places, shadows stretch against the will of the sun, and some Districts feel hollow, as if amputated from their own existence. Scholars whisper of an ancient force emerging from the seams of the world: the Void. It is neither a being nor a spirit. It is a hunger. A cold power that resurfaces whenever mankind depletes the Aether, disrupts the natural order, or lets chaos take root. The rifts tearing through the city, the Faults are no accidents; they are scars of a forgotten cycle. The first signs of an impending erasure. Creatures foreign to all that life has ever borne crawl from the breaches. They move as though mimicking a memory from a vanished world—hesitating, then rending. And with every breath they steal from London, the city inches closer to the edge of the Void.But the city is not alone…. The Order of the Holy Grail, wielding ancient faith and sanctified blades, rises to seal the wounds of the world.
The C.O.D.I., heirs of Atlantis, deploy agents and machines to repel the phenomena of the Void.
The Chalice, its blood still whispering the secrets of the night, seeks to expand its dominion over the creatures crawling out of the Faults.
And the Pit, empire of criminals, shadows, and broken souls, fights with savage brutality to survive the chaos. They all want to protect London.
They all want to control it.
But only those who seal the Faults will shape its future. London is suffocating under the weight of the Void: its Creatures, its Faults, its growing influence. In Tales of London, 2–4 players take control of powerful factions vying to save or dominate a dark, shifting London threatened by the force known as the Void. Each round consists of three phases: • Disaster Phase: Reveal a Disaster card that triggers catastrophic events, spawns Threats and Rifts across London’s districts. • Conquest Phase: Players collect Aether, the game’s main resource, and spend it to recruit and activate units. Units can move, explore, fight, absorb Aether, or seal districts. • Void Phase: The Void retaliates. Its creatures move and attack following a specific Predation Order. Game End & Victory Conditions The game ends when one of the following occurs: • Round-Based Ending: if the game reaches round 15 and the Void is not on the board, the player with the most sealed districts wins. • Instant Victory: a player seals their 5th district (including their Bastion), that player wins immediately. • Instant Defeat: If 5 Primordial Rifts are ever present on the board, all players lose. -description from publisher

Adventure, Exploration, Fantasy, Horror, Miniatures · Action / Event, Action Points, Area Majority / Influence, Dice Rolling, Narrative Choice / Paragraph, Semi-Cooperative Game, Variable Player Powers, Zone of Control

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Michael Monnier , designer

Léa Menard , Didier Poli , Weirdloop Studio , artist

Don't Panic Games , publisher

7.8
Rating
2–4
Players

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