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Age of War Dice Game

£9.9£99Clearance
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This may all sound a little complex but the single sheet of rules with illustrations are very clear. It will take minutes to learn. How it Plays The player begins his turn by rolling all seven dice. Then he decides to either start conquering a castle or to reroll his dice. To reroll his dice, he must lose a die by setting it aside for the rest of the turn.

The game ends when the last castle card is conquered and the player with the most victory points wins.The board is set with 14 castles in the centre of play, each of which is colour coded according to their clan, and with a points value. A player turn consists of rolling an initial set of seven dice and based on that roll selecting a castle to conquer. Later, when castles have been conquered and sit in front of an opponent, they too can be conquered if they have not been scored as part of a clan set, though there is extra challenge in doing so.

I originally was interested in this game mainly because I wanted a simple game that has a samurai or feudal Japan theme to it.

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Each battle line on a castle card must be matched exactly, with the exception of infantry. When you fill a battle line that requires infantry, you may match or exceed the number of infantry needed to complete the battle line. So the game feels extremely repetitive which gets you quite bored but it only feels that way on the more difficult cards to capture. The 1 point cards are easy to moderately easy to capture. But everything else above that is super difficult and you will find yourself rolling and rolling and rolling. The castles have varying point values that, to a degree, reflect the ease with which they may be conquered. Having not done the math, I suspect the difficulty is not necessarily a linear match between battle line difficulty and points value. Over much play, I imagine certain castles will gain a reputation for being a walk-over whereas others will prove to be army breakers. Important: Once a player fills his first battle line for the turn, he cannot fill battle lines on other cards during that turn. All battle lines that he fills must be on the same castle card.

This continues until the player either successfully conquers the castle by filling all battle lines or loses his last die. This concludes the player's turn and play moves to the player on his left. When a player fills all battle lines on a castle card, he has conquered the castle. He places that card faceup in front of him. There are five stages of evolution in Age of War. You can advance to a new age when you’ve earned enough XP from killing your enemy’s troops! The five ages are: Even Zombie Dice has more depth. I love Zombie Dice and can play it again and again but this game is a game where I feel that it asks for too much for a dice rolling game. It is just really really tough to roll for certain items such as 10 swords. I think we got it once out of 50 rolls but we rolled it when we didn’t need it.Conquering clans and castles adds another level of strategy to Age of War. Clans with a few castles may be easy to conquer, but you’ll receive more bonus points if you attempt to unite a clan that possesses many castles. At the beginning of a game of Age of War, the fourteen castle cards belonging to the six clans are laid out in the center of the play area. Each turn, you must attempt to conquer a castle by laying siege to it with your forces. Each conquered castle grants you the number of points printed on the front of the card, but if you manage to unite a clan, you’ll gain a number of points greater than the sum of each individual castle. For example, the Tokugawa clan in Age of War consists of three castles: Inuyama, worth one point; Kiyosu, worth two points; and Edo, worth three points. But players clever enough to conquer all three castles and secure the loyalty of the Tokugawa clan receive two bonus points, for a total of eight points.

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