Astraea: The Seraphim Paradox
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Board Game

Astraea: The Seraphim Paradox

By Dan Perra, Timothy LaRocque · Art by Dan Perra

Within the turbulent plane of Astraea, peace is a fleeting dream. Wars rage, tragedy strikes, and the battlefield becomes a canvas of strategy and power. Amidst the chaos, commanders rise, guiding their troops through a dance of tactical prowess, seeking victory by morale or complete annihilation. As a player, you'll immerse yourself in this intricate dance, orchestrating your forces' movements, launching attacks, assembling versatile constructs, and leveraging unique formations to create devastating combos. Each decision carries weight, as the path to triumph requires both foresight and adaptability. Astraea: The Seraphim Paradox invites two players into a strategic skirmish on a grid-based battlefield. Armed with a meticulously crafted faction of 20 cards - comprising 10 units, 6 constructs, and 4 formations - players are given the choice of deploying units for a robust offensive or holding some back for greater command flexibility. More troops on the field might amplify your battle presence, but holding onto cards can increase your available actions. Success hinges on strategic foresight and timely decisions. With its initial release, Astraea: The Seraphim Paradox provides an ever-rich tapestry of lore and strategy, featuring five distinct factions. The "Shields of Genmar" stand as the stalwart defenders of the capital city's ideals, ever-ready to lay down their lives for the realm. Opposing them are "The Risen," Genmarian rebels who've embraced forbidden magics to challenge the very fabric of their world. Meanwhile, the "Seraphim Kestral's," sky-toned enigmas from beyond, bring with them a paradox that not only fractured the realm but thrust them into this relentless war. New contenders await your discovery... Choose your allegiance, and let the battle to restore Astraea begin!

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Players2
Playtime30–45 min
Age14+
Year2025
  • Card Game
  • Fantasy
  • Fighting
  • Grid Movement
  • Hand Management
  • Dice Rolling
  • Card Play Conflict Resolution
  • Variable Player Powers
  • Action Points

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