Amaria: Galaxy of Ascension Skirmish Miniatures Game

by Kamil

AMARIA: GALAXY OF ASCENSION

A tabletop skirmish game where armies clash, gods manipulate the battlefield, and every battle becomes part of a greater war.

ENTER THE WORLD OF AMARIA

The universe was not born in chaos.

It was shaped by Reason.

Reason created the Gods — embodiments of emotions and forces that would influence every living being. But his creations refused to remain beneath their creator.

They rebelled.

Reason was destroyed by his own children, and the order he had created collapsed with him.

Fragments of his power survived.

They became known as Amaria.

Now the Gods fight to collect these fragments, mortals wage wars in their names, and entire civilizations are drawn into a conflict that may determine who will control the future of the universe.

But there is one possibility the Gods fear above all others:

If the fragments of Amaria are reunited, Reason may return.

WHAT IS AMARIA: GALAXY OF ASCENSION?

Amaria: Galaxy of Ascension is a tactical tabletop skirmish game combining miniature combat with several interconnected card systems.

You command your units on the battlefield while managing cards, positioning, terrain, attacks and the influence of your chosen God.

Victory is not determined by strength alone.

Your decisions matter.

Your positioning matters.

And sometimes a single card can completely change the battle.

COMMAND YOUR ARMY

Every unit has its own battlefield role.

Some are built to charge directly into enemy formations.

Others provide ranged fire, exploit terrain or hunt specific targets.

Powerful heroes and machines can dominate parts of the battlefield — but losing them at the wrong moment can completely change the course of the game.

Among the forces included in the game are units such as:

Berserkers — brutal close-combat fighters.

Ogniowy — heavily armed ranged units equipped with devastating firepower.

Wiedzący — Akari marksmen capable of attacking enemies from a distance.

Wieczny — resilient Akari warriors.

Mściciele — powerful units capable of confronting some of the most dangerous enemies.

And towering above ordinary soldiers:

Goliath.

A massive autonomous war machine created for a conflict that ended long ago — but whose weapons never forgot their purpose.

THE GODS ARE WATCHING

Before battle, players can choose a God whose abilities influence their army and strategy.

Each God represents a different force or emotion and introduces its own mechanics.

Curiosity.

Love.

Wrath.

Sadness.

Pride.

Fear.

Hope.

Jealousy.

Their powers can alter battles, strengthen armies and create opportunities that would otherwise be impossible.

But power always has a price.

Each God also carries a Weakness.

Learning when to exploit divine power — and when not to — becomes another layer of strategy.

THREE DECKS. ONE BATTLEFIELD.

Cards are an essential part of Amaria.

AMARIA DECK

The Amaria deck can create dramatic changes on the battlefield.

Units can be strengthened or destroyed.

Terrain can change.

Unexpected events can overturn carefully prepared plans.

And the deck itself can become part of the struggle for victory.

SUN DECK

Sun Cards represent aggressive and empowering effects.

They can improve attacks, strengthen combat actions and give your army additional offensive possibilities.

MOON DECK

Moon Cards focus more heavily on manipulation, reactions and tactical opportunities.

Used at the right moment, they can disrupt an opponent’s strategy or turn an unfavorable confrontation in your favor.

Managing these three card systems creates battles where no two games have to unfold in exactly the same way.

COMBAT

Amaria uses dice-based combat designed around tactical decisions rather than simply rolling as many dice as possible.

Units can engage enemies in close combat or attack from range.

Terrain and barriers influence the battlefield.

sometimes an attack causes a Critical Hit, introducing additional consequences through dedicated Critical Hit Cards and tokens.

BUILD THE BATTLEFIELD

Amaria is designed to be played on a physical battlefield filled with miniatures and terrain.

Movement, firing positions, barriers and distances between units all matter.

A powerful unit in the wrong position can become vulnerable.

A weaker force using terrain intelligently can become dangerous.

The battlefield is not decoration.

It is part of the game.

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