For generations, the empires of our realm have exploited its riches without heed. We've waged ceaseless wars, oblivious to the blessings bestowed upon us. Now, we teeter on the precipice of calamity. This world has been sundered four times, and the looming dusk heralds a fifth cataclysm.
Jaethi, guardian of the Wellspring, stirs from her slumber. She embodies the essence of magic, the weaver of cosmic threads, and her awakening signals impending doom. Portals have cracked open, unleashing elemental havoc on our world. As calamity emerges from each portal, we prepare our great City-States for the worst-case ━ utter destruction. It falls upon us to halt this descent into chaos, to mend the fabric of our existence, and perhaps, salvage what remains of our world.
The Mountains of Godai features two world regions, one on each side of each map tile.
Whether you choose to explore the depths of a single Empire or embark on a journey through both, the intricacies of each region will captivate your imagination and keep you coming back for more. Delve into the lore as you navigate the diverse landscapes of this vibrant world.
In this unique take on the Tower Defense genre, players must strategize to fend off an array of Siege Opponents, represented by five miniatures, determined to bring about the world's destruction.
The defenders, divided into two types — Magnetic, which attract Siege Opponents, and non-Magnetic — must be placed and upgraded wisely to optimize defense. The game’s progression is governed by the Xumucane Short Count Calendar, which counts down as Siege Portals open and close, serving as the game's timer.
Unique to this game, heroes aren’t permanently killed when they fall in battle; instead, they are resurrected by the City-State they serve, ready to fight again. Additionally, defenders can be equipped with various weapons discovered during gameplay, enhancing their combat effectiveness.
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. '