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FroGames — Moments You'll Remember
You draw a die and dig into the harvest: one card, two, three. On the fourth, you could lose everything. You stop, sell the grain to the blacksmith — and as he forges the weapons that will defend the city, you realize you've just helped him score a point too.
City of Many Peoples
The complete core game: four Orders, four ways to build Alexandria
This is the box for Alexandria: The Board Game in its full edition. It contains the four main Civic Orders — Harvesters, Crafters, Architects, and the Ptolemaic Phalanx — with different player boards, actions, and end-game objectives for each. It's the complete game: playable from 1 to 4 players without needing anything extra.
If you are also looking for expansions: Seafarers & Merchants and Philosophers & Priests add four more Orders and are not available for separate purchase. They only come within the Metropolis of the World edition. This box, alone, is the complete core game.
What it's about
A city where no one can grow alone
Alexandria recounts the golden age of Alexandria, Egypt, when the Great Library and Lighthouse made the city the intellectual capital of the ancient world. Designed by Aiollus, Siber, and SPAGY, published by Meeple Pug: a competitive management game for 1-4 players where each leads a different Civic Order and pursues victory on their own unique path.
The turn revolves around action dice: you draft them from the common pool and assign them to your player board. But you don't just make one move — each die triggers a Line of Action, a chain of effects that becomes longer and more powerful as you develop your board. It's the same satisfaction as Wingspan combos, applied to factions that are entirely dissimilar.
And then there's the idea that makes Alexandria different from almost any other competitive game: every action you take also fuels others. He who extracts iron earns more by having it processed by the artisan, who forges the weapons for the Phalanx, which protects the entire city. Over 5 rounds, Alexandria grows thanks to everyone — but only he who contributed the most will be remembered.
The big picture in two lines
"a fully asymmetrical competitive game built on constructive, positive interaction"
A totally asymmetrical competitive game built on positive and constructive interaction.
— Meeple Pug, official presentation
Four factions are enough for the chain to close: those who harvest, those who transform, those who build, those who defend. This is the core of the game, what the system was designed around. Then it can expand — but it starts complete.
— First FroGames reading · July 2026
Alexandria: City of Many Peoples
The game supports 1 player and there is an official solo mode. The caveat is conceptual: the core of the design is the interaction between the Orders, and alone, that chain shortens. Provisional rating, to be updated with definitive rules.
The gears of Alexandria
Four elements that drive the city
Draftable action dice
You don't roll and suffer: you choose which dice to take from the common pool and which actions to assign them to. The value of the die determines the power of the action — and what you take away is one less die for the next player.
Line of Action
The system that defines the entire game: each assigned die doesn't just do one thing, it triggers a chain of effects. The more you develop your board, the longer and more powerful the chain becomes.
Three levels of play
The Timeline that marks the game's progression, the city map that everyone modifies, your personal board that grows. Every action touches at least two of these three levels.
A single economy for everyone
You produce, and someone else can transform. You transform, and the army arms itself. A protected city makes everyone richer. You cannot win without keeping Alexandria's engine running.
At the end of the game, someone will say "I built Alexandria." And everyone else will know they helped them do it.
Come si gioca
Video dimostrativo di gameplay.
🏛️The Four Civic OrdersFour different games at the same table▼
Why it's different from other management games
Six things you only see in Alexandria
Asymmetry here is not "same game, different power." Each Order has its own board, its own actions, and its own way of scoring points. And all together they form a chain: if one stops, the city stops too.
Harvesters — how much are you willing to risk
They produce grain, livestock, grapes, gold, clay, stone, wood, iron, papyrus, and linen: the fuel for all others. Their deck works on a push your luck mechanism: you draw cards to increase production, but if you dig too deep, you risk burning the entire harvest.
Crafters — earning twice on the same resource
The artisans' guild transforms raw materials into luxuries, food, and armaments. It thrives on synergies between the Timeline, map, and personal board, and with Upgrade Scrolls, it can perform more actions per turn and score more Doxa than anyone else.
Architects — leaving something on the board
They raise the monuments that made Alexandria legendary. What they build remains there for the entire game and for everyone: it changes the map, changes opponents' options, and makes it impossible to ignore them.
Phalanx — defending even those who are beating you
The Ptolemaic army protects all of Alexandria. It is the Order that most embodies the paradox of the game: your work secures the table, and it's up to you to get paid the right price for that security.
Line of Action — one die, one chain
The system that holds everything together: you assign an action die and a sequence of effects starts, which lengthens as you upgrade your board. Mid-game, a single move triggers three. It's the pleasure of combos, with four different engines at the table.
Positive interaction, not aggression
There are no attacks, blocks, or "damage opponent" cards. You compete on who best exploits shared growth. This is a very rare form of interaction in management games, and it's the reason this game exists.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each round
Alexandria lasts 5 rounds. Each round follows the same pattern: the scene opens, dice are taken, the chain starts, the city grows.
The Timeline advances and brings with it the round's conditions: someone benefits, someone else has to rewrite their plan. Action dice are rolled and made available to the table.
In turn, you take dice from the common pool and assign them to actions on your board. The die's value determines how powerful the action is. What you remove does not return: the draft is already half the game.
The assigned die doesn't do just one thing: it triggers a chain. You collect, transform, build, unlock an upgrade — and each board upgrade lengthens the chain for the next turn. Your turn grows with you.
Effects end up on the shared map. The resources you produce feed those who transform, monuments remain for everyone, the army protects the city. You earn Doxa — but so does whoever comes after you.
⏱️Your first gameThe chronicle, round by round▼
A game in five moments
What happens at the table
Not the rules. The experience.
Four dissimilar boards
Everyone chooses their Order. Harvesters look at the fields, Architects measure empty spaces on the map, the Phalanx counts the borders to defend. Actions are different, end-game objectives are too. Before even starting, you realize you won't be playing the same game as your neighbor.
The first chain engages
Rounds 1 and 2 are for laying the groundwork. You take the dice you need, activate simple actions, unlock the first upgrade. Then the strange thing happens: someone produces, and you benefit without doing anything. Then it's their turn to benefit from you. The city starts to run.
The board is no longer the same
Round 3: Architects place structures that remain for everyone, the market fills with luxuries, the Phalanx extends protection. Each turn changes the options for the next turn, even those of others. You look at the table and can't tell who's ahead — and that's exactly when the game gets good.
The engine is running at full throttle
Round 4: the board that was bare at the start of the game is now a machine. One die, and a Line of Action starts, producing resources, Doxa, and cascading upgrades. The winner is not the one who makes the strongest move, but the one who built the best chain. And here, the right die at the right time is worth a game.
Who built Alexandria?
Round 5, final scoring. Contributions are tallied, end-game bonuses are revealed. Each Order measured its greatness differently — production, manufacturing, monuments, defense — and often the winner is not the one everyone was watching.
🐸Things to know beforehandThree honest things, from friends▼
Things to know beforehand
Three things to consider before adding to cart
Expansions are not added later
This box contains the base game with the four main Civic Orders. Seafarers & Merchants and Philosophers & Priests are not planned as separate purchases: they only exist within the Metropolis of the World edition. If you already know you want them, the choice must be made now, not a year from now.
Duration is a range, not a number
The official data ranges from 45 to 180 minutes, with about 90 as a reference. With two players, it's shorter; with four, it's longer — and the first games last longer, as each Order is a set of rules to digest. If your group dislikes downtime, factor that in.
Total asymmetry = balance to be verified
These are not different powers: they are different paths to victory. It's the game's most ambitious design choice and also the riskiest. Upon release, the balance between Orders will be judged on the field, not on paper.
🏆Victory and DefeatWhat the ending rewards▼
How it ends
How to win and how to fall behind
No one is eliminated. You play for 5 rounds and count points — but each Order counts them in its own way.
Victory
- You accumulate more Victory Points than others over the 5 rounds
- Points come from your Order's path: production, manufacturing, monuments, city defense
- End-game bonuses finalize the score — rewarding those who built the most efficient chain, not those who made the most noise
Falling Behind
- There is no elimination: you lose slowly, one round at a time
- You developed your board too late, and the last rounds aren't enough to catch up
- You fueled the economy of others more than you benefited yourself — positive interaction is inevitable, but it must be exploited
Alexandria promises a competitive game where winning means building better, not destroying more. This is the box where it all begins.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Alexandria: City of Many Peoples
What's the difference from Metropolis of the World?
City of Many Peoples is the base game: the box of Alexandria: The Board Game with the four main Civic Orders — Harvesters, Crafters, Architects, and the Ptolemaic Phalanx. Metropolis of the World contains the same base game plus the two expansions Seafarers & Merchants and Philosophers & Priests, which add four more Orders. The game, the base box, is identical in both editions.
Can I buy the expansions later?
Currently, no: the two expansions are not planned as separate purchases and only come within the Metropolis of the World edition. If you think you'll want all the Orders, it's best to decide before purchasing. If, however, you're interested in the game system and four factions are enough for you, this box is complete and self-sufficient.
What mechanics does Alexandria use?
Dice drafting and action drafting as the core of the turn, the Line of Action which transforms each die into a chain of effects, engine building on the personal board, push your luck on Harvesters' production, resource management, modular city map, and end-game bonuses. It's a medium-heavy eurogame with completely asymmetric factions.
Does it play well solo?
The game supports 1 player and has an official solo mode. The caveat is more conceptual than technical: the core of the design is that every action also fuels others, and without others at the table, that chain shortens. We will update our judgment once we have the final rulebook in hand.
How long does a game really last?
The official data is 45–180 minutes, with approximately 90 minutes indicated as a reference. In practice, it depends on how many players you are and how familiar you are with your Order: with two players, it's less, with four players, it goes towards the upper end of the range. If your group needs certainty about the timing, this is not the right game.
Is it available in Italian?
The edition for sale is in English. Language dependency is medium-high: cards, player boards, and faction powers have text, so at least a basic understanding of English is needed at the table. At the moment, there are no official announcements of an Italian edition.
The people behind the game
Who invented it and who publishes it — and what else you can find from them.
Alexandria: City of Many Peoples is the base edition of the asymmetric strategic board game by Aiollus, Siber, and SPAGY, published by Meeple Pug: it contains the Alexandria: The Board Game box with the four main Civic Orders — Harvesters, Crafters, Architects, and the Ptolemaic Phalanx — each with their dedicated player board, actions, and victory path. For 1-4 players, duration 45-180 minutes, ages 14+. Set in Ptolemaic Alexandria, Egypt, during the time of the Great Library and the Lighthouse. Key mechanics: dice drafting and action drafting, Line of Action (each die triggers a chain of effects), engine building on a personal board, push your luck on production, resource management, modular map, and end-game bonuses. The system relies on constructive positive interaction: every action fuels the city's growth and benefits everyone, but victory goes to whoever contributes the most over 5 rounds. Official solo mode, English language edition. The Seafarers and Merchants and Philosophers and Priests expansions are only available in the Metropolis of the World edition. Available on FroGames.it.

Alessandria città di molti popoli
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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