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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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Marvel: Crisis Protocol
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AndySzy
Boy oh howdy. Folks talk about the meta-narrative aspects of this game, which are cool (but clunky), but the actual game play is just bad. Randomness on randomness (dice combat, most of your actions are to draw cards, etc). There's nothing interesting in the game play and FREQUENTLY bad design - a die roll to just win the game, take that elements, etc. And the worst of all - gang up to prevent someone from winning. That's the worst part of Inis and it's what makes Munchkin interminable - not a pleasant comparison. The more I think of this, the less I think of it. As the Chancellor, I didn't really have a goal in the game besides killing time until I could make a die roll to win the game. There wasn't much I was 'working' towards. Ultimately, I think the 'chronicle' is cool and hope it's stolen for a game that's fun to play. Putting it into a drafting or deckbuilding game could be super interesting - so you're next set of Dominion is chosen based on how the previous game went, for example.
Alan Stern
Very cool! And very hard to describe. Much like Pax Pamir, this is card-driven with variable goals. There are (or can be) elements of area control, resource gathering, combos, and more. Very interesting and well worth playing. I also like how the game state and card pool evolves from game to game. ...but it doesn't grab me. I see the variable game states, but I don't see tremendous differences in the pathways. As an exile, your path to victory will be based on the Vision card(s) you draw. Period. That... irks me. As the chancellor, your path is already set out and you have no choice but to pursue it single-mindedly. Also, as the chancellor sometimes there is little you can do to slow down the exiles, particularly if they're going for a successor victory. Really cool but it has rails built into the pursuit of victory. Eh.
Alexonemillion
This was a big one. Played it at 6 players which is probably too many as it ran to 5 hours on the first play. I liked the beautiful components and the general mechanics of manoeuvring, ruling, finding cards and using them. Along with the considerable agency you have as a player to completely change the board and the winning states it's a very thinky, tense and impactful game experience. Everyone who played in my game NEARLY won at least once. What I did not like: 1. No open cards to choose from - searching 3 face down cards is very random and only twice did I get things that really helped me 2. The defence dice are mad. We had turns when someone was rolling one dice and someone rolling ten - for a score of 64! 3. Way too much down time between turns. Spending 8 or 9 supply per player means you have to wait for some 20 - 50 actions to happen before your next turn. Very old fashioned way of doing things. 4. Rules complexity for things like seizing relics and stuff is just annoying. Too much rulebook checking. 5. If you become a citizen, then most of your agency is gone and for the player who did this, it seemed like the game was less interesting from that point on.