The automas and the IMF intervention scenarios are really good
Designer | Reiner Knizia |
Publisher | Fantasy Flight Games |
Players | 2-6 |
Playtime | 20 mins |
Suggested Age | 14 and up |
Additional Info |
155695/age-war
http://boardgamegeek.com/forum/1524432/age-war/reviews
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Age of War is a quick-playing game of conquest. Fourteen cards are laid out at the start of the game, each showing one castle and the symbols required to conquer this castle, with the symbols separated into battle lines. Each castle belongs to a clan, with some clans having only a single castle and some having up to four castles.
A player starts his turn by rolling seven dice, the six sides of which show archery, cavalry, daimyo, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.
Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional daimyo line in the process. If a player owns all the castles of one clan, however, those castles are secure and cannot be stolen. What's more, these castles are now worth more points because you've united the clan under one ruler (you) and strengthened your hold over Japan.
When the last card is claimed, players tally their points, and whoever has the highest score wins.
If you like dice rolling games, this is a great quick game in a small package!
I like this game as a filler between bigger ones, or just for playing with people who prefer simpler games. The games are short and the rules are easily picked up in a round or two. The player interaction in trying to conquer someone else's fortress is fun, even though it's more than likely going to hinder you in the future because stealing a fortress is harder than conquering a new one. All in all, fun little game that anyone can get into. The higher player count is also very nice.
This game is a great filler and despite the suggested ages is easily accessible to kids as young as 5 or 6. Despite using a Yahtzee style mechanic, best plays are often hard to determine and the player interaction creates enough interesting choices for even experienced gamers. Plays quick with a wide player count in a very small box. Often finds its way into my bag because, well, why not!
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The automas and the IMF intervention scenarios are really good