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Gray Eminence (engl.)

Gray Eminence (engl.) 
Bild 2 Bild 3 Bild 4 Bild 4  
Game titleGray Eminence (engl.)
Item numberDDP018
AuthorRen Multamäki
IllustratorRen Multamäki
Number of Players3 4 5 6
Agefrom 12 Years
Durationapprox. 90 minutes
Genre:Present time
Game category:Strategy Games
Game mecanic:Action points Bluff Carddriven Resource management
Recommended for:Adult Teenager
Product type:
Game Level:Kennerspiel
Weight860 g
Manufacturer Dragon Dawn ProductionsDragon Dawn Productions (2024)
Contact data
Instructions inEN
Customer RatingThere are currently no product reviews.
Important notes Warning! Not suitable for children under 36 months. Risk of suffocation due to small parts.
Article StateNew and original packaging

Description

Gray Eminence is a strategy game for 3 to 6 players aged 12+ with a playing time of 90 minutes. Set in the modern political arena, players manipulate money, influence, and power to resolve international crises while pursuing secret agendas. Gameplay involves bidding, programming actions, shifting alliances, and navigating ethical dilemmas amid deception and unpredictable events.

Gray Eminence is a game set in the modern political arena where players take on the roles of shadowy power brokers manipulating money, influence, and power behind the scenes. Competing factions such as foundations and major corporations are steered toward hidden, often inscrutable goals as players pursue both shared objectives and secret agendas. Over the course of five to eight rounds, players attempt to resolve a series of international crises by publicly expressing goodwill or resorting to cunning tactics and hollow promises that test the limits of civilized society and morality. While players strive to achieve goals that appear beneficial to the world, they also advance personal plans and navigate alliances that can shift unpredictably. Trust is a scarce commodity when nobody truly knows who pulls the strings. Each game begins with a plausible geopolitical scenario that, if successfully managed, benefits humanity. However, the means to reach these ends are often ethically questionable, involving complex decisions about whether power, money, or influence is the key to success. Players secretly bid on valuable goods or resources to gain positions on the visibility track, which determines turn order and grants various advantages. Higher visibility brings greater benefits but also draws public attention, making future covert actions more difficult. Players program action cards each round, hoping their schemes remain undisturbed by others. They operate amid webs of secrets, lies, and deception, with shifting loyalties between factions. Meanwhile, the unpredictable presence of the U.S. president, who freely broadcasts thoughts via Twitter, adds further chaos. Abstract concepts of Power and Influence drive the gameplay. Power encompasses covert tactics such as threats, intimidation, and covert operations ranging from military aid to outright coups. Influence represents persuasion, diplomacy, negotiation, and connections across political, religious, commercial, and personal spheres. Both are depicted in simplified forms to capture their multifaceted nature. Political movements in Gray Eminence remain deliberately unspecified, though their intentions are clear. Players may trade resources and cards, or make promises of future favors to gain advantage—yet, as in real life, promises can be broken without obligation. This uncertainty creates the tension at the heart of the game: in a world of shadows and intrigue, whom can you trust?


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