After the calamity of the ancient world, the Earth grew quiet for many cycles. Life was weak, but it was alive. Nations formed, alliances melded, and humanity eventually restored. What was lost from the world before was reinscribed and reinterpreted by the scholars of the realm. Time moved forward into the Era of Rebirth and with a new beginning also brought new challenges.
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Conflict emerges between two of the most powerful nations, Beshi and Paytül. The neighboring forces of Beshi march the smaller provinces of Paytül, coordinating in silence and acting with unclear motivation. Paytül looked to the ruler of Beshi, Empress Ursa, for explanation. "We are on an important mission. A crusade to progress the future of Beshi". The vague response did not sit well with Paytül, but the crusade continued.
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The reach of Beshi's crusade pushed into Paytül and the Western provinces suffered. Agriculture became adulterated by Beshi's excavation site's tampering on the soil. Villagers did not feel safe in their homes with the neighboring legion at their doors either. The crusade extends east into Paytül but stops abruptly in a small province named Pleingeist. Waiting there was The First Wing, Paytül's finest army of Warbirds and Fractal Knights. They demanded that Beshi cease the invasion of their land and return home but the Legion refused. Tensions were at their bursting point and the trade province of Pleingeist turned into a battlefield as both armies clashed.
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The Battle at Pleingeist was seen as a clear and conscious act of war against Beshi and the Empress would not tolerate it. The attack on her crusade engaged both nations into a long and bloody war often referred to as The Beshi Crusade.
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Zephyr Wars is a fast paced strategy card game for 2 players. Both players must manage their Units effectively to seize Zones on the playing field and defeat opposing Units. Think tactically! Tactic cards are unique ability-based cards that can help tip the scale of battle and leave an opponent always guessing.
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In Zephyr Wars, timing is key, and players must try to read their opponent's plays in order to stay ahead of the curve. Players maximize their turns by pairing their Units together to increase their strength, or employing Tactic cards to make a bold advance.
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Players who hold the most battle influence by the end of a war campaign are the victors of The Beshi Crusade.
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The Zephyr Wars Box comes with the entire game ready to play out of the package! 40 Unit Cards, 20 Tactic Cards, 10 Rule Cards.
Zephyr Wars Designed and Illustrated by
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Music composed by
Shnabubula (Samuel Ascher-Weiss)
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Animations provided by
A very special thanks to Nick Piccanio, Sean Suchara, Tareque Powaday, Maximillian Nero, Dylan Ahern, P-lo,
John McColgan, Donovan Powell