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Cerebria: The Inside World [Board Game, 1-4 Players]

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Original price $ 87.99 USD - Original price $ 87.99 USD
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$ 87.99 USD
$ 87.99 USD - $ 87.99 USD
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Cerebria: The Inside World
Cerebria: The Inside World

Cerebria: The Inside World Board Game from Mindclash Games is a dynamic, team-based, objective-driven area control game, where players play as Spirits, powerful entities representing Bliss or Gloom. These opposing forces - the two sides of human nature - struggle to control and shape the Inside World, the metaphorical representation of an evolving personality.

Cerebria: The Inside World

Cerebria introduces a unique theme and numerous innovative mechanisms. The game is centered around the player-controlled Spirits, and the Emotion cards controlling Cerebria’s areas, each with their own stats and abilities.

The Spirits can perform up to three actions on their turn. These include moving between Cerebria’s Realms and Frontiers, using the specific powers of the Realms, invoking and upgrading Emotion cards, removing opposing Emotions, and building Fortresses to consolidate their influence on certain areas.

The Actions cost Willpower, gained primarily by absorbing from the Origin’s Spheres in the middle of the board. Both Bliss and Gloom also have a rare shared team resource, Ambition, enabling them to use the game’s most powerful effects.

The teams can score points either by accomplishing publicly known minor objectives (the Intentions), or completing their major objectives (the Aspirations), which change dynamically during the course of the game. Scoring Aspirations allows players to add Bliss and Gloom Fragments to the Identity, built in the middle of the board. These are key moments in the game: Cerebria’s state is in constant flux, but the Fragments are permanent imprints of a game state during the scoring events.

Cerebria: The Inside World

The game is won by the side with more influence over the finished Identity, thus becoming the dominant force in Cerebria!

Features:

  • Assume the role of Cerebria's Spirits associated with either Bliss or Gloom, and invoke Emotion cards with various intensities and abilities to occupy important areas on the main board.
  • Spirits can perform multiple actions in their turns, such as moving around Cerebria’s Realms, invoking, empowering and quelling Emotions.
  • Which side will dominate the Identity, who will establish final control over the Inside World? Leave the Outside World behind, submerge into Cerebria and shape the future of the Inside World in a 2-4 player area-control team game Cerebria: The Inside World.