Manifest Destiny is a card-driven multi-player strategy game for 3 to 5 players set in North America from colonial times to the present. Designed by Bill Crenshaw as the successor to the Age of Renaissance, and developed by Ken Gutermuth, Manifest Destiny combines the strategic components of earlier, longer civilization-based games with the elegance of streamlined European gaming. While reminiscent of its predecessors in some respects, it is significantly simpler and quicker to play. Designed to appeal to a wide range of gamers, Manifest Destiny combines several unique elements that require strategic balancing to succeed.
Each player controls a mercantile empire as it expands into territories containing new markets across the continent. Players use cash to purchase Progressions and tokens. Progressions give players additional capabilities during the game. Tokens are used for territorial expansion and to purchase Pioneers, cities and additional cards.
Each game is unique, with no standard path to victory. The game has several elements that keep all players competitive; cards and Progressions are designed to assist lagging players. How you balance the competing opportunities will determine whether you achieve your destiny.
I love the game, but the cubes are so anonymous. I made a counter sheet that gives you an era marker, the Panama Canal, Technology, Tourists, Natives, and some other markers. Print out the file on card stock or stiff photo print paper, glue it to a piece of cardboard (foam paper at an art supply store works better), and then cut it out with a paper trimmer. This makes two sets of counters so you can choose which ones you like the best to make your set. All you need is this:
1. One Era Marker
2. One Panama Canal Marker
3. 5 Natives
4. One Surplus All marker (kind of boring, I know)
5. 5 +100 Profit Markers
6. 3 Tourist Markers
7. 1 Most Cities Markers
8. 20 cities.
At least for me, this makes Manifest Destiny a more enjoyable game. I'm no fan of gray, skyblue,...