
- BGG rank
- BGG #958
- BGG rating
- 7.0
Eminent Domain
- 2–4 players
- 45 min
- Complexity 2.5/5
- 2011

Rules assistance for Core Worlds: Revolution
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Core Worlds: Revolution is an expansion for Core Worlds released in 2014 for 2–5 players, 60–120 minutes per game, and ages 10 and up. It was designed by Andrew Parks and Sara Sterphone and its main mechanics are Hand Management, Open Drafting, and Deck, Bag, and Pool Building.
The Supreme Monarch gazed out his palace window, trembling with rage at the galaxy that had forsaken him. For long months he had retained his people's allegiance by branding his enemies as barbaric invaders, as marauders whose only goal was to plunder and ravage his empire. But now reports were spreading that these invaders were rebuilding their conquered worlds and adorning them with marvelous advancements. Moreover, many of the realm's greatest heroes were flocking to his enemies' side, and their heroic exploits were fast becoming the stuff of popular legend. The situation had worsened. This was no longer a mere incursion into his territory, a simple uprising to be quelled. The galaxy now stood at the threshold of something far greater, something far more dangerous. And his people dared to embrace it! But he would make his people suffer, even if his retaliation ended in the devastation of entire worlds. He would not allow his kingdom to betray him with impunity, even if he was ultimately powerless to stem the tide of the coming REVOLUTION! Core Worlds: Revolution allows players to delve deeper into the story of the Core Worlds universe. Players will be able to build incredible Advancements on their conquered Worlds, including Cosmic Terraformers, Wormhole Generators, and Dark Energy Power Cores. Players will also be able to employ Heroic Tactics keyed to specific Heroes, such as Baron Viktor's "Sacrificial Lambs", the Promethean Cyborg's "Accelerated Procurement," and Queen Alais's "Warrior Queen." Each Hero will command 3 unique Heroic Tactics kept in a separate Heroic Deck beside the players' regular draw decks. The expansion also features 3 new Heroes (Captain Alexander, the Prophet, and Duke Magnus), each complete with his own set of Heroic Tactics. Core Worlds: Revolution includes nearly 100 new cards that magnify the richness and excitement of the Core Worlds universe!
Core Worlds: Revolution supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Core Worlds: Revolution is 60–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Core Worlds: Revolution for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Core Worlds: Revolution has a complexity rating of 2.9 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Core Worlds: Revolution belongs to these categories: Card Game, Science Fiction, and Expansion for Base-game. Its main mechanics are Hand Management, Open Drafting, and Deck, Bag, and Pool Building. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Core Worlds: Revolution are: Andrew Parks and Sara Sterphone. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Core Worlds: Revolution as an expansion for Core Worlds. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Core Worlds to use it. Check that your edition of Core Worlds is compatible, as some expansions were revised between editions.