# Covil: The Dark Overlords ## General Info - **Year Published**: 2017 - **BGG Rating**: 6.3 - **BGG Rank**: #12509 - **Players**: 1-4 (Best with: 2) - **Duration**: 40-90 min - **Weight**: 2.87 / 5 - **Designers**: Luís Brueh - **Artists**: Luís Brueh - **Publishers**: Vesuvius Media, Arrakis Games, Mandala Jogos, Mirakulus - **Categories**: Fantasy, Humor - **Mechanics**: Action Points, Area Majority / Influence, Take That, Variable Player Powers ## Verdict If you love fast-paced strategy with a dash of sarcasm, Covil: The Dark Overlords will catch you off guard.Territory dominance at a rapid paceAction points simplify decisionsSharp humor appeals to sarcasm fansMinions add humor and strategyIntense competition can frustrateRules are a bit complex at firstLimited components may need expansionsRECOMMENDED ## Description Covil: The Dark Overlords is a competitive board game that puts you in the shoes of a shadowy overlord vying for control over the lands surrounding a secluded village. Each player takes on the role of a unique overlord, each with special powers and a legion of minions that can be summoned, positioned, and used to attack or defend. The ultimate goal is to rack up the highest number of victory points by the end of four days of conflict, with each day split into three phases: morning (summoning troops), afternoon (action), and night (domination and cleanup). The Action Points mechanic gives players a limited pool of resources to spend each phase, enabling quick tactical decisions. Area Majority/Influence determines who controls each region, while the Take That mechanic lets you block or hinder opponents, adding tension. Variable Player Powers give each overlord distinct abilities that change how you play, boosting replayability. The theme is dark, but the sharp humor and absurd situations make the game stand out. You can choose to protect the village, spread fear, or simply enjoy the minions that crack jokes while attacking. The components are simple—a modular board, minion tokens, action cards, and resource tokens—but the mix of mechanics creates games full of strategy and fun. If you enjoy fast-paced strategy, intense competition, and a dash of sarcasm, Covil is a great pick. The learning curve can be a bit steep at first, but the fun kicks in quickly once you grasp the interactions between action points, territorial influence, and special abilities. ## How to Play Game Objective In Lair: Dark Masters, players take on the role of dark masters battling for supremacy in the regions surrounding an isolated city. Each player controls a Dark Master with unique powers and troops trained to "defend the world from enemy hordes" and bring "peace and security to the territories"—at the cost of coins, of course! The game lasts 4 days, each divided into 3 phases: Morning, Afternoon, and Night. The goal is to accumulate the most victory points by the end of the 4th day, when the Mercenaries deck is empty. Setup Place the game board appropriate for the number of players in the center of the play area. Each player receives: 1 Throne Hall in their chosen color 5 Troops of the same color 5 Henchmen cards 1 Lair in their color 1 coin marker and 1 Hit Point (HP) marker, both set to 5 Place the Henchmen in the Servants spaces on the Throne Hall. Place 1 Rebel in the city and leave the rest in a pile near the board. Shuffle the Dark Masters and deal one to each player, placing it on their Throne Hall. Place an Exhaustion marker on each Dark Master with the "Exhausted" side face up. Shuffle the Mercenaries cards, set aside 24, and reveal 6 to form the Mercenary Guild. Shuffle the Relics and deal 2 to each player. The youngest player receives the Malign Scepter and will take the first turn. On the first morning, the starting player chooses a spiral-marked zone to place their Lair and 2 Troops. Other players follow in clockwise order. Game Flow Each day is divided into 3 phases: Phase 1: Morning Starting with the first player and proceeding clockwise: All players stand up their troops. Summon new troops to your Lair until you reach the number appropriate for the day: Day 1: 2 Troops Day 2: 3 Troops Day 3: 4 Troops Day 4: 5 Troops Phase 2: Afternoon Starting with the first player and proceeding clockwise, each player takes a turn with the following actions (in any order): Hire a Servant from the Mercenary Guild Perform any number of free actions Lie down a troop to perform a troop action The phase ends when all troops are lying down. Phase 3: Night All players perform the following together: Discard active Relics Collect protection fees for controlled territories Refresh the Mercenary Guild Pillage the city (Rebels may retaliate) Rest all Servants once The Malign Scepter passes to the next player clockwise, and a new day begins. Actions and How to Play Hiring a Servant You may hire a Servant from the Guild by paying their cost with: Coins from your Treasure Chest Discarding Relics from your hand Returning a prepared Servant (not Tired/Exhausted) to the Guild The hired Servant enters your Throne Hall Tired (with an Exhaustion marker). Free Actions Activate Relics: Use instant abilities and gain temporary bonuses Exhaust Servants to perform Command abilities Troop Actions Lie down a troop to perform one of the following: Move: To an adjacent zone (or up to 2 zones with Reinforcements bonus) Rest a Servant: Changes from Exhausted → Tired or Tired → Prepared Repair Lair: Restore 1 HP (does not work if the Lair is destroyed) Gain 1 Coin (maximum of 5 coins in the Treasure Chest) Attack: Lie down a troop and exhaust a Servant Declare a melee attack (same zone) or ranged attack (adjacent zones) The defender may use Guardians and Relics to defend Resolve combat: Defender wins: Nothing happens Defender loses (standing troop): Attacker gains 2 coins, defender retreats Defender loses (lying troop): Attacker gains 2 coins, defender removes troop Excess damage goes to the Lair if the troop was defending its zone End of Game and Scoring The game ends after the 4th night, when the Mercenaries deck is empty. Calculate points as follows: Intact Lair (at least 1 HP): 5 points Coins in Treasure Chest: 1 point per coin Servants in Throne Hall: 1 point per coin of each Servant's cost Relics in hand: 1 point per coin described on them In case of a tie, break it in this order: most troops on the board, most HP on the Lair, most coins in the Treasure Chest, most valuable Servant. Tips to Win Control territories: Dominate terrain types to collect protection fees (2 coins per dominated type). Pillage the city carefully: Each troop in the city lets you loot a Relic, but adds Rebels who may retaliate when they reach 5. Manage exhaustion: Exhausted or Tired Servants cannot use abilities. Use troop actions to rest them when needed. ## FAQ ### How many players can play? 1 to 4 players. ### What is the average playtime? Between 40 and 90 minutes, depending on player count and experience. ### How complex is the game? Medium to high; requires focus on action points and territorial influence mechanics. ### What components are included? Modular board, minion tokens, action cards, resource tokens, victory point markers, and rulebook. ### Who is this game for? Fans of fantasy, sharp humor, and strategic competition; may not suit those who prefer cooperative or low-tension games. ### How does a turn work? Each day is split into three phases: morning (summon minions), afternoon (action using points), and night (dominate areas and clean up). ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 30.41 (https://boardgameprices.com/item/go?source=A&storeitemid=6075949&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/24918/covil-the-dark-overlords?utm_source=boardgamesbot.com