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Age Of War box art
2014 Ranked #1,953

Age Of War

Fast conquest dice game where clans roll to seize castles and control feudal Japan. Dice combinations determine which targets can be claimed, so every roll is a choice between pressing for a stronghold or protecting what you hold.

Family Games Dice Medieval Push Your Luck Re-rolling and Locking

Players

2-6

Play time

15-30 min

Age

14+

Complexity

1.11/5

Rating

6.45

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Age of War is a quick-playing game of conquest. Fourteen cards are laid out at the start of the game, each showing one castle and the symbols required to conquer this castle, with the symbols separated into battle lines.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Age of War is a quick-playing game of conquest. Fourteen cards are laid out at the start of the game, each showing one castle and the symbols required to conquer this castle, with the symbols separated into battle lines. Each castle belongs to a clan, with some clans having only a single castle and some having up to four 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. Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional daimyo line in the process. If a player owns all the castles of one clan, however, those castles are secure and cannot be stolen. What's more, these castles are now worth more points because you've united the clan under one ruler (you) and strengthened your hold over Japan. When the last card is claimed, players tally their points, and whoever has the highest score wins.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
15–30 min
Age
14+
Complexity
1.1/5
Credits and catalog connections

Credits

Designers

1
Reiner Knizia

Artists

2
Simon Eckert Tony Foti

Publishers

1
Fantasy Flight Games