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Oath: Chronicles of Empire and Exile + Sleeves Bundle (Kickstarter Edition)
45m - 120m
1 - 5 Players
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Fantasy
110.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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amiller01
In any given game I prefer only to think about maximizing the benefit to myself during my turn - if I start to factor in the cost of my choices to other players I tend to get locked up. This game can be really bad for that, to the point that I literally had a 30 minute turn near the end of the game to determine if it was possible to come out on top or who to kingmake. I enjoy the theme and flavor of the game, but only when I can switch off an entire portion of my game brain.
adamw
First, it is a beauty to behold. I suppose you have to enjoy the art style to agree but I absolutely do. The components are high quality as well! Second, the mechanisms of the game are butter - very neatly done, wholly original (and so a bit challenging to wrap your head around), and smoothly implemented. Third, play time is completely table dependent (as normal) but tends to run too long - although never boring! We played with 4 and I would not want to play with more. Fourth, the dice have been complained about and I can understand that. In our play, they seemed to work well, however. More plays will tell more story of course! But yes, combat is a bit of a mess in implementation around finding exactly how many dice - searching every situation on the game board. Fifth, although I won the first play, it felt undeserved. It rather fell in my lap - mainly due to us admittedly fumbling around a bit with the systems in the game. My turns, however, were I believe the most lack luster of any at the table: "Oh! I guess my turn results in me gaining 2 favor....again". And yet I won by happenstance (citizen win, die roll ended the game). Add to that king stopping moves are required - "they are going to win if you don't do something". That is tossed to the side when Citizens come along (at least, to an extent). But in any event, in short: not great, but really good. More plays will tell us more and I'm interested in seeing more cards (although they are dolled out between plays by a miserly system!). We intend to continue with the same game group. I want a different play feeling next time!
ascetrec
This is a very unique game. In my experience it's been absolutely great with players that it resonates with, but that is not everyone. I love it and am constantly itching to play more, but I only suggest it to some very specific tables. It's the best fit if you have roughly 4 players who like complex mechanics in service of a theme, are interested in hearing and creating stories about the rise and fall of kingdoms through time, and are willing to play this repeatedly to see how the world changes game to game. Players who are only interested in the storytelling would probably bounce off the complexity and unintuitiveness of the mechanics, and have a better time with some other creative exercise. Players who are only interested in mechanical strategy and complexity would probably be frustrated by the high randomness and kingmaking in each game. The turns are taken in long player rounds with a lot of downtime and no ability to really plan ahead, so the game time also really suffers at high player counts and any tables prone to analysis paralysis. Player counts under 4 start losing out on the inherent table politics of a lot of the game. I'm rating it a 9 because I love the emergent narratives, mechanics in service of a theme, and depth and variance of how you can play each game. I have never played another board game that accomplished what this game can do at its best. I would always enjoy playing it given the right group. But I'm not rating it a full 10 because finding "the right group" is tough.