SKU: 75891479856

Hubris: Twilight of the Hellenistic World

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Description

Hubris: Twilight of the Hellenistic WorldHubris Twilight of the Hellenistic World covers the fifty five years from 220 to 165 BCE, i. e. roughly from the Third Syrian War and its famous battle of Raphia between Antiochos III and Ptolemy IV, to the Third Macedonian War and the battle of Pydna between Perseous of Macedon and the legions of Consul L. Aemilius Paullus, as well as the subsequent bizarre episode of the Circle of Popilius on the beach of Eleusis in Egypt. Players lead the three

Hubris – Twilight of the Hellenistic World covers the fifty five years from 220 to 165 BCE, i.e. roughly from the Third Syrian War and its famous battle of Raphia between Antiochos III and Ptolemy IV, to the Third Macedonian War and the battle of Pydna between Perseous of Macedon and the legions of Consul L. Aemilius Paullus, as well as the subsequent bizarre episode of the Circle of Popilius on the beach of Eleusis in Egypt.

Players lead the three leading Hellenistic kingdoms: the Ptolemies, Seleucids, and Macedon, guiding their dynasties through these tumultuous decades. Rome, Pergamon, and other major and minor powers of the age are handled by the game engine, with various degrees of influence possible for the three player kingdoms.

Morgane Gouyon-Rety has developed an original game engine focused on the individuals that drove the destinies of kingdoms in these ancient times, from kings to generals and diplomats. Indeed, at the time, the apparatus of states was typically very limited, and every military, political, and administrative endeavour revolved around the persona of the king and his close entourage, his Philoi (“Friends”), who could be members of the royal family, canny ministers, ambitious courtiers, or mercenary captains.

Rather than a hand of cards, each player kingdom has a Court, with the king and his Friends represented by Leader Cards. Each Leader has from one to three Capabilities with assorted ratings among Campaign, Diplomacy, and Admin and is rated for his Loyalty, Intrigue, and, when earned, Renown. Many Leaders also boast Special Abilities, which range from military bonuses or diplomatic connections to unique actions only available to them.

Although monetary and human resources are essential to the ability of kings to wage wars and prosecute their policies, no action is possible in the game without being entrusted to an able and available Leader, and its success is determined by rolling against their appropriate rating.

Because each Leader is limited in their number of activations each turn and the size of a court is better kept reasonably small to be manageable, players must be able to leverage their Leaders’ abilities and manage their ambitions and foibles in order to further the interests and future of their dynasty. Not only do Leaders have various abilities, they also present challenges in their personal loyalties and ambitions. Send this competent general too often to war, and his Renown may reduce his Loyalty to such a degree that he may consider rebelling against your rule. Pack your Court with too many gifted individuals, and you risk turning it into a hotbed of conflicting intrigue and ambitions of which you may lose control…

Besides the all-important Leaders, kings have at their disposal to fight their wars elite royal armies, expensive siege trains, squadrons of warships, and military colonists, which they can supplement by allying with minor powers or vying for the services of mercenaries, among them the feared Galatians. Strategoi (“Generals”) will wage campaigns, fight battles, besiege enemy cities, subjugate enemy tribes, and plunder enemy territory, winning territories and Renown.

Wars are immensely costly as mercenaries must be paid, war fleets maintained, and supply costs paid, and extended wars will tax your economy and stress the stability of your kingdom to the breaking point. But kings are often tempted to push their luck as once sworn between two kings, a peace is unbreakable as long as both parties are alive…

Thankfully, war is not the only way to advance your agenda, as kings can send diplomatic missions to sway the many cities in the game, or raise additional taxes to finance their war effort or hugely expensive public buildings.

The relationships with most cities and tribes are another critical dimension of the game’s politics. Kingdoms have the option to impose garrisons or prefer a softer approach through alliances, with consequences both in terms of stability and tax revenues. Garrisons are more secure and allow full taxation but are deeply resented by all Greek cities and will at some point represent a potential casus belli with Rome once the Republic positions itself as the guarantor of the freedom of the Greeks…

Although no control nor taxation is to be expected from such diplomatic efforts, kingdoms should be mindful to devote proper attention to the Senate in Rome, as influence there can give them a say in how Rome conducts its military campaigns or may allow them to forestall an impending conflict with the dangerous Republic…

Hubris – Twilight of the Hellenistic World is played in five-year turns. Every turn sees the introduction of new leaders and events, feeding a single deck of events governing the occurrence of recurrent or one-off events, game administration mechanisms, and kingdom activation opportunities and sequence. Covering a vast array of historical and quasi-historical happenings, events capture the activities of non-player powers such as the Greek Leagues, Hannibal’s war in Italy, or specific crises within the kingdoms, presenting players with ever renewed challenges and opportunities. How the players respond to these will greatly impact their success (or lack thereof).

Victory is achieved by controlling territorial objectives specific to each kingdom, accumulating dynastic achievements, and building the renown of one’s king. The ultimate objective is to reach the Automatic Victory threshold at the end of a turn, marking the winner as having established final hegemony over the Hellenistic world and being strong enough to successfully oppose Rome’s expansion in the East. But beware! A kingdom may also be eliminated if repeatedly defeated by Roman armies.

The game offers a variety of scenarios ranging from introductory one-turn scenarios, through short and medium-length 3- and 6-turn scenarios, to the full campaign spanning the entirety of the period through 11 glorious turns. A typical game turn lasts between 30 and 60 minutes, depending on the intensity of conflict. Most scenarios are designed to be played with three players, but the game also offers 2-player rules and great solo playability thanks to having no hidden information and coming with extensive priorities and guidelines player aids for non-played kingdoms.

Contents:
One 22” x 34” Mounted Map
72 Leader Cards
61 Event Cards
Three Double-sided Roman Agenda Cards
Four Double-sided Punic Wars Cards
Nine Roman War Cards
37 Optional Satrapy Mini-Cards
25 Leader Blocks with Stickers
Three Countersheets of 5/8”, 2/3” round, and ½” Markers and Counters
Three Player Aid Foldouts
One Player Aid Card & Map Legend
One Solitaire Guidelines Foldout
Three Sets of Four 6-sided Dice
One Rulebook
One Playbook with Examples of Play and Background Material

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SKU: 75891479856

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4.2 ★★★★★
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Bernadette Smith
Lexington, US
★★★★★ 5
Excellent Rivals to Lovers!!
Format: Kindle
The tension and banter between Huntyr and Wold was delectable. I absolutely love the fallen angel and all of his flaws. Huntyr is amazing too being a badass FMC with some major trauma. The world building was great and I enjoyed the training aspect of the story. The writing was immersive and was in the story the whole time. The ending had quite a twist that I hadn’t anticipated and made my jaw DROP. Excellent job! I also loved the narration. Laura is one of my fave narrators!
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Reviewed in the United States on August 15, 2025
E
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❈ Elizabeth ❈ | Breakawayreads
Louisville, US
★★★★★ 5
Fallen Angels, fae, vampires, oh my!
Format: Kindle
Rating: 4.5 | Spice: 2 (but a good slow-burn) • Main Characters: Huntyr and Wolf • I couldn’t wait to read this book; there was so much hype about it! And there was no doubt why. I fell in love with the characters and the plot itself. This book is mainly plot driven more than friction driven but it’s easy to follow along with. The characters are fun, easily understood. The main setting is at an academy where both the main characters are going through trials and building strength for the final test, The Transcendent. There are fantastic side characters as well. I loved the camaraderie between Huntyr and her friends. But we don’t like Lanson. 😆 We do have some plot twists that come into play throughout the book. Secrets and betrayal to be seen. I did adore Wolf and Huntyr’s relationship. It was a classic slow burn trope. They didn’t hit it off fast, but in time their feelings grew. I loved their banter, so sexy. Wolf is your next book boyfriend; Huntyr is your next vampire assassin independent bad-a*s female. Themes include loyalty, trust, self-discovery, a true slow burn romance. Side note: book ends on a angsty cliffhanger! • Emily, thank you for writing this awesome novel and I cannot wait to devour Book 2, Blood So Brutal! 😍 • Happy reading, my lovelies! xo
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Reviewed in the United States on January 21, 2024
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MelsABookworm
Lexington, US
★★★★★ 4
“My heart bows to you and you only, Huntress.”
Format: Kindle
3.5 🌟 This book popped up in my KU recommended reading suggestions and the synopsis sounded like what I was in the mood for. I'm so glad I took a chance on it. I went into this knowing absolutely nothing about it and ended up really liking it. I love when this happens. The main characters are likeable and I easily found myself rooting for them. There is a mystery element to each of their backstories that I enjoyed watching unfold and can't wait to get more of. Wolf, in particular, has me fixated. Love him. I found this to be an entertaining, addictive read with a plot that moves along at a good pace. It reads so easily I found myself very reluctant to put it down. Lots of twists and turns and the angst is there. A good set up for the next book to come, for sure. My issues with this book....the dialogue feels a bit juvenile at times and there is a repetitive over use of a particular word phrasing that I found myself giving the ole eye-roll to. There are, without a doubt, some pretty cliche moments that gave me a bit of the cringe. I think this could've certainly 100% benefited from more depth regarding the world building. Perhaps the world building was sacrificed to keep the pacing quick? Just a guess. Also, the lack of consistency of character for the FMC was really evident and so she feels quite illogical at times. Overall, this was a fun and enjoyable read that hit the spot well enough for me. That ending certainly has me impatiently pining for book 2!
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Reviewed in the United States on June 18, 2024
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Amazon Customer
Fort Morgan, US
★★★★★ 3
Interesting take on the genre
Format: Kindle
True rating: 3.25 ⭐️ I enjoyed the fresh take on the genre. The best way I could describe the setting and world is an apocalyptic dystopian version of Farie where vampires, fae, and angles struggle to survive in what is left of the world. It was definitely interesting throwing the academy/hunger games aspect into this world as well. Even though I guessed the final reveal early on in the book, I kept hoping I was wrong, and it would take a surprising turn. While the "plot twists" were a bit predictable to me, I still enjoyed the ride this book took me on. Another downfall for me was the plot holes in the world building... I.E. if society has fallen and the world is in the aftermath of war, how are there trains running around the world? Just to take young adults to the trials to get into the golden city? How is the train maintained, the tracks clear, etc? However, I did enjoy the FMC & MMC and thought they were fleshed out nicely. I also enjoyed the side characters but wish some were developed more like Ashalin (sp?). I do find myself rooting for the MCs to succeed and find happiness together, which is obviously an important aspect for romantasy. Overall, was this an earth-shattering, mind-bending, terrific piece of literature? No. But was it the worst thing I've read this year? Also, no. This book has, to me, the bones of a great read & just needs a bit more to push it from an alright book to a great book. Overall ratings: Plot- 3.5⭐️ World building 3⭐️ Spice 2.5 🌶🌶 Main characters 4 ⭐️ Supporting characters 3.5⭐️
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Reviewed in the United States on May 12, 2024
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Irene zamora
New York, US
★★★★★ 5
great book
Format: Kindle
I am really excited to meet the author at the book retreat this month. I really enjoyed this world that she built and most of the female main character Huntress is so awesome. She goes through a lot in this book and the ending; wow! I wouldn't have even guessed. I highly recommend everyone to read this book. I have been so lucky this year that almost all the books I have read have been, so far, 5 out 5 stars.
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Reviewed in the United States on June 2, 2026

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