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Oath: Chronicles of Empire and Exile (Kickstarter Edition)
45m - 120m
1 - 5 Players
Ages 10+
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
100.00
€
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
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ajlaw
The game is wild and swingy and fun. At first, my group felt the Chancellor's die roll victories felt a bit anticlimactic. After reviewing our actions, everyone realized the threat of a die roll victory should force more aggressive play so that the Chancellor never has that opportunity. We are all looking forward to the next play.
100pcBlade
Oath is a difficult game. Difficult to learn; difficult to teach; difficult to play; difficult to get your head round the victory conditions and the conflict mechanics; difficult to understand what is going on; difficult to realise what the consequences of many of your actions are going to be; difficult to win; and certainly difficult to work out what on earth you should be doing. Because the victory conditions all revolve around a player meeting one of their goals at a specific point, then mechanically, Oath could simply be viewed as a ‘king of the castle’ type game (albeit a complicated king and several complicated castles!). It could even degenerate into a tactical to and fro until eventually one person is clever (or lucky) enough to hold onto their prize. And, if this is your approach to games then I can see Oath as being rather tedious. However, I don’t think this is Oath’s purpose. It wants you to immerse yourself in the story; It wants you to experience the vast number of different sites and denizens in the game; It may want you to puzzle out how you can shape the story and use the denizens and things you come across to meet one of the multiple victory criteria but that’s just a goal. In Oath’s case, (and it’s now cliché time!) the journey is more important.
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.