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Age of War Dice Game

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Whoever has the most conquered Castles wins in the case of a tiebreaker with the player with the most conquered. Clans winning the second tiebreaker. Age of War Round-Up So the game feels extremely repetitive which gets you quite bored but it only feels that way on the more difficult cards to capture. The 1 point cards are easy to moderately easy to capture. But everything else above that is super difficult and you will find yourself rolling and rolling and rolling. Each conquered castle grants you the number of points printed on the front of the card, but if you manage to unite a clan, you’ll gain a number of points greater than the sum of each individual castle. For example, the Tokugawa clan in Age of War consists of three castles: Inuyama, worth one point; Kiyosu, worth two points; and Edo, worth three points. But players clever enough to conquer all three castles and secure the loyalty of the Tokugawa clan receive two bonus points, for a total of eight points.

To start conquering a castle, the player selects a faceup castle card and fills any one of its battle lines. To fill a battle line, the player must place dice on the battle line that match all the symbols of the line. Then the player rolls his remaining dice. After each roll, the player must either fill another battle line on the selected castle or lose a die and reroll his remaining dice. Important: Once a player fills his first battle line for the turn, he cannot fill battle lines on other cards during that turn. All battle lines that he fills must be on the same castle card. Everything can collapse. Houses, bodies, and enemies collapse when their rhythm becomes deranged. In large-scale strategy, when the enemy starts to collapse you must pursue him without letting the chance go. If you fail to take advantage of your enemies' collapse, they may recover. Age of War is a fast-paced dice game for two to six players, designed by Reiner Knizia and set among the warring states of feudal Japan. In the game, you and your fellow players take on the roles of rival daimyos attempting to unite the Japanese clans by mustering your troops and conquering castles. A player starts his turn by rolling seven dice, the six sides of which show archery, cavalry, daimyo, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.

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If you fill each battle line on the besieged castle card, you conquer it and add it to your play area. If you fail to complete all of a castle’s battle lines on your turn, however, your assault has been defeated, and you must wait until your next turn to besiege a castle. The theming of this game is almost irrelevant. While I do appreciate what the symbols represent regarding military requirements to conquer the various castles, I doubt that many people will appreciate this or even care. I do however enjoy this game. When played in the context of a light easily accessible filler game, it succeeds. There is some player interaction but that too can be avoided and can feel a little like a dice rolling competition at times.

The story behind this game is that each player represents a Fuedel Lord that seeks to overcome other clans and their respective castles. This is accomplished through players rolling 7 dice that have been designed with graphics to represent Infantry, Cavalry, Archers, and a Daimyo (sp?). Through rolling the dice (and susequent rerolls) players amass the military units required to conquer a chosen castle based on the military requirements listed on the card. A sinmple but effective mechanic in this game has players reducing the number of dice they roll based on achieveing the miliatry requirements for each castle. You are either able to conquer a single castle in a single turn or you aren’t, its that simple. I originally was interested in this game mainly because I wanted a simple game that has a samurai or feudal Japan theme to it.

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The board is set with 14 castles in the centre of play, each of which is colour coded according to their clan, and with a points value. A player turn consists of rolling an initial set of seven dice and based on that roll selecting a castle to conquer. Later, when castles have been conquered and sit in front of an opponent, they too can be conquered if they have not been scored as part of a clan set, though there is extra challenge in doing so. Conquering clans and castles adds another level of strategy to Age of War. Clans with a few castles may be easy to conquer, but you’ll receive more bonus points if you attempt to unite a clan that possesses many castles.

At the end of the game, each player scores the points shown on each faceup castle card in front of him. Each battle line on a castle card must be matched exactly, with the exception of infantry. When you fill a battle line that requires infantry, you may match or exceed the number of infantry needed to complete the battle line. When the final unconquered castle is taken from the play area, the game ends, and players tally their points by adding the point values of conquered clans and individual conquered castles. The player with the most points succeeds in uniting Japan under his banner and wins the game! The game, as seen on the box cover, can have 2-6 players. I feel like strategy changes up significantly with 4 or more, moving to a more stealing heavy emphasis. 3-4 seems most optimal, with 6 feeling a little chaotic. Battle lines with a number and a \ symbol are infantry battle lines. An infantry battle line is filled with one or more dice showing any \ symbols (\,\\, and \\\). To fill an infantry battle line, the total number of \ symbols must be greater than or equal to the number shown on that battle line.The player begins his turn by rolling all seven dice. Then he decides to either start conquering a castle or to reroll his dice. To reroll his dice, he must lose a die by setting it aside for the rest of the turn. Castle cards belong to various clans, as indicated by the color and clan icon shown on the card. When a player has conquered all the castles that belong to a clan, he has conquered that clan; he flips those cards facedown and arranges them in a pile with the card showing points on top of the pile.

I also admit my first impression was one of surprise and disappointment. The box is tiny – just 5 inches square. How can a great strategy game on par with Fantasy Flight’s many offerings fit into such a small parcel? Age of War was originally released as a Flash game by Louissi in 2007. It was one of the first base defense games and helped popularize the genre. The game has certainly stood the test of time; it’s still hugely popular today. Nowadays, you can play Age of War in HTML5 for free! More Games Like This As is in the case of any other Fantasy Flight game that I own, I have found that the components are of the highest quality. In this case, thats not saying a whole lot given that the components boil down to 7 dice and (I believe) 14 cards. The dice themselves are some of the nicest dice I have ever used. Whatever polymer they used almost has a bone texture and appearance. The embossings are clear and the coloration of the markings is uniform and distinct. The dice have rounded corners and roll beautifully. If the symbols on one or more rolled dice match all the symbols of a battle line, the player may fill the battle line. To do so, he places those matching dice on the card, covering up that battle line. Dice used to fill a battle line are not rolled by the player for the remainder of his turn.Each dice face has a symbol for cavalry, archery, daimyo, or 1–3 infantry denoted by swords. Each castle has one or more battle lines of these symbols, all of which must be completed for the castle to be conquered. A single roll of the dice pool must provide all the symbols required for a single battle line for it to be completed. If a battle line cannot be completed the dice pool can be re-rolled having set one die aside. A turn ends when the castle has been conquered or the dice pool has been exhausted. This continues until the player either successfully conquers the castle by filling all battle lines or loses his last die. This concludes the player's turn and play moves to the player on his left. When a player fills all battle lines on a castle card, he has conquered the castle. He places that card faceup in front of him. The castles have varying point values that, to a degree, reflect the ease with which they may be conquered. Having not done the math, I suspect the difficulty is not necessarily a linear match between battle line difficulty and points value. Over much play, I imagine certain castles will gain a reputation for being a walk-over whereas others will prove to be army breakers. When the central pool of castles is empty a tally of castles is taken and the highest point total wins.

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