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Fantasy Flight Games Age of War Dice Game
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- A fast-paced dice game created by award-winning game designer, Reiner Knizia
- Players assume the roles of rival daimyos seeking to conquer castles in feudal Japan
- Seven custom dice allow you to muster your troops and establish your sieges
- Besiege your opponents' castles to steal their points
- Two player games can play in as quickly as fifteen to thirty minutes
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|Age Range Description||—||12 years +||8 years +||13 Jahre to 99 Jahre||8 years +||10 years to 18 years|
|Are Batteries Needed To Power the Product or Is This Product a Battery?||No||No||No||No||No||No|
|EU Toys Safety Directive Age Warning||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 3 years. For use under adult supervision|
|Item Dimensions||12.7 x 12.7 x 3.81 cm||20.32 x 5.08 x 20.32 cm||24.45 x 24.45 x 5.4 cm||9.52 x 9.52 x 26.67 cm||13.1 x 4.3 x 18 cm||28.58 x 6.98 x 28.58 cm|
|Number of Players||2 to 6||2 to 5||2-8||Spieleranzahl: 2||2-5 Players||2 to 4 Players|
This product is subject to specific safety warnings
Age of War is a fast-paced dice game for two to six players, created by award-winning designer Reiner Knizia. In the game, players take on the roles of daimyos in feudal Japan, laying siege to castles in an attempt to vanquish their rivals and unite the nation's clans. Conquering a castle doesn't make it secure, however, since other players can launch their own sieges against it. To be victorious, a player must act swiftly to seize key castles, unite the clans, and rally Japan to his cause.
1 Age of War Board Game
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The dice have 6 symbols: a "daimyo" (king, a red face), archers, cavalry and 3 infantry worth 1, 2 and 3 points each. The same symbols are shown on the castles in different combinations over 1 to 4 rows.
After a roll you allocate dice to match the symbol requirements of a row on one of the castles. Then you roll again with the dice that are left and try to match the symbol requirements of another row on the same castle. If you can't match symbols on a row, you set aside one die as "casualties" and try again. Eventually you either capture the castle or run out of dice. Then the next player rolls.
The castles are all worth points and once the last castle on the table is captured, players add up their points to determine a winner. The game should take no more than 15 minutes.
Two rules complicate this simple process (which other reviewers rightly compare to the rather-more-complex Elder Sign Board Game).
Firstly, you can attack and capture castles held by other players. Each castle's top row has an extra "daimyo" symbol that you ignore when attacking castles on the table but have to match when stealing castles from rivals. This makes the top row tougher to fill.
Secondly, once you have completed a set of all the castles of a particular clan (colour), you flip the cards. The set is worth slightly more points than the individual cards and, more importantly, completed sets cannot be stolen from you by rivals. One of the clans (Oda, yellow) has 4 castles, making it particularly hard to collect the set, but it's worth 10 points if you do. Another clan (Shimazu, green) has only a single castle (Kumamoto), so if you capture that you automatically flip it; it's worth 3 points but you need to fill 4 rows to claim it, which is tricky.
That's it. Players grab cards from the table and then from each other. Whoever is ahead on points will try to end the game by capturing the last castle on the table. Once they succeed, game over and score up.
Lots of other reviewers have praised the game for being simple and fun. Unfortunately the game has a flaw. The endgame "spins" and can become very frustrating. It often happens that one player is far ahead on points and the others look on as this person tries and fails to capture the last castle, turn after turn. This lack of a dramatic and decisive endgame is a flaw in a lot of Knizia's elegant and maths-based designs. Even before the endgame, Age Of War can get bogged down as players repeatedly roll and fail to capture castles. Fortunately the forums on Boardgamegeek have suggested 3 simple house rules.
1. Divine Wind
If your first roll produces all the symbols you need to capture a castle or steal one from another player, you can do this without needing to acquire the castle one row at a time. This only applies on your first roll. This rule speeds the game up immensely and reduces the number of failed assaults.
If your first roll matches the top row of a castle on the table along with the additional "daimyo", you can fill that row as if you were stealing it from another player. It's harder to capture a castle this way but if you succeed, you can have another turn - but only to attack or steal another castle of the same clan (colour). You could perform this multiple times. Shogun only applies to attacking castles on the table, although you could use the free turn to try to steal a castle of the same clan from another player. Shogun can be combined with Divine Wind. This rules makes it easier to complete sets.
3. Siege & Revolt
Whenever you fail to capture a castle on the table, turn the card anticlockwise. A card turned this way represents a castle under siege. Once the card has been turned 4 times (back to its starting position), it is "in revolt" and is moved to one side. A castle in revolt can only be captured by matching the extra "daimyo" on the top row (as if it was owned by another player) but, crucially, it is not considered to be "on the table" as far as ending the game goes. This rule brings games to a swifter conclusion because, after 4 failed assaults, the last castle will go into revolt and the game will end. This makes a winning strategy for a player ahead on points.
I don't take any credit for these house rules but I've tried them out and they work beautifully. You can add all of them or some of them, as you like. They turn a charming but slightly unsatisfying game into an exciting and fast-paced game that's a bargain at this price.
However, whenever this game is left out, it consistently sees play among people who would otherwise have very little interest in board games. From here, they can move onto similar games with more depth such as King of Tokyo. I wouldn't buy it to play with family over and over, but if you're in a social setting where people come and go, this is a solid game to have.
It's very easy to learn but shouldn't be played with people / children who might get upset when their castle is stolen by some lucky dice rolling.
If you're into the board game world, then this game is for you. The game offers a simple concept with just the dice and playing cards, but don't be fooled, this is an upbeat game that pits player against player in a competitive roll of the dice!
This game is also very similar to Splendor, offering very similar gameplay, just in a simpler way. Works really well with 2 players, however will play up to 6.
A must buy in the board game world!
If you take it out of the box the whole game can literally fit in your pocket as well so good for taking away on holiday.
One improvement would be if the card colours were more strikingly different to make it easier to spot the sets.
hence using the seige and revoult is excellent idea - rotate it eitehr clockwise or anti after each attack and hence after 4 attacks it is not calssified as in the field and game can finish.
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