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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
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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andymanpants
This is one of those tough games that I wouldn't recommend to like 95% of gamers, but I know that 5% will really enjoy it. I appreciate a lot about Oath: the asymetry is interesting, there's a lot of flavor, and the discovery aspect of the game is a lot of fun. The legacy-lite side of Oath is super creative and probably the most exciting part of this game. It's just a shame a player has to grind their way through a full game - maybe even more - before really understanding how it works. Oath is REALLY fiddly. There's a lot of moving parts, abilities interact in weird ways, and combat is... well, frankly kind of a nightmare to figure out. If you're willing to put in the time to figure out all those fiddly little interactions Oath will reveal its genius, but if a player doesn't have an intimate understanding of the rules, they're going to be completely lost and probably won't have very much fun.
arturh
I've rated this game in the past and with more plays under my belt I could provide more insight feedback of my gaming experience. 1) Rules too complex This is clear while checking videos on YouTube where everyone is making errors and correct them on future plays. This kinda is normal on content creation side of things, but I never see so many rules mistakes by so many content creators and gameplay videos. This is a clear indication the game needed a refurbishment regarding rules. Based on my experience, I prefer to implement house rules than check and recheck the rules book. Which, might need some improvement on its own. 2) Story & Art awesome Is where this game shines ! The art and story narrative without flavor text. Is really funny to try to write a chronical based on the just played campaign. 3) Replaylability The game is really interesting when you overcome the rules struggle. After that is nice to get to experience new sites and new cards. But once you make a pass on every site, the games starts to feel short. It's missing more sites to expand the experience and novelty. 4) Legacy-ish Great idea ! The way we need to save for the next game and how the gameplay is impacted from previous plays is really a nice thing. 5) Analysis Paralyse Avoid playing this game with players prone to this. There are so many cards and cascade effects, that an AP prone player will struggle to keep up. Overall, a great game but after some plays the enjoyment will turn cold.
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.