Table feel
Joan of Arc has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the game does not emphasize cooperation as much.
Players
3-6
Time
?-?
Age
12+
Weight
2.54
Rating
6.25
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Joan of Arc has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the game does not emphasize cooperation as much.
Joan of Arc has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers fresh experiences with each playthrough and allows players to discover new tactics and strategies. The game's player interaction and scalability also contribute to its replay value. While it may take some time to learn, the depth it offers makes it worth the investment.
Joan of Arc has a moderate level of luck influence. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome. Overall, Joan of Arc offers a good balance between luck and player agency.
Joan of Arc, a game of "Conquest and Perfidy in the Kingdom of France", deals with the conflicts in France during the Hundred Years' War. It's a multiplayer wargame with a card-driven combat system and a political layer that players must contend with. For just over one hundred years England and France battled over who would sit on the French throne. Even within France itself factions developed, putting forth their own candidates challenging the rights of the Dauphin. From this struggle heroes emerged, notably the Black Prince and Jeanne d'Arc, The Maid of Orleans. Tremendous battles were fought at Crecy, Poitiers and Agincourt, yet their impact on the war was ephemeral. Long sieges followed short campaigns, bands of the notorious Free Companies, temporarily unemployed, marauded across the countryside in search of rapine and plunder. Complicating matters, both famine and plague poisoned the seasons. All in all, 'twas a grand time! The game randomly lasts from 8 to 10 turns. The winner is the player with the most Pretender Points. Points are gained at the end of each turn for each Province a player controls. Controlled cities gain revenue. Those can be spent on Battle Cards and fortification. Battles are resolved by playing Battle Cards (yellow(numerical) or red(special cards), combined with Influence, fortifications, and die roll. TURN SEQUENCE Income phase: based on controlled cities Political phase: vote for War or Peace Battle Cards collection Purchase fortifications and/or cards. Player Order phase Event(s) phase Foreign Intervention phase Player Turns: In player order, each player resolves: 1-Expansion moves 2-Combat only if 2+ Yellow cards; Resolve battle, then repeat combat if needed. Pretender Points: Players gain points (depending on regions they control), then Influence points (up to 6), then discard all cards. GAME END: check on turn 8 and 9, automatic on 10 Components: 1 mounted game board 80 cards (a la Tarot) 20 resin cast castles and 10 resin cast strongholds die-cut coin markers and garrisons representing the factions of France, England, Navarre, Brittany, Flanders and Burgandy. Sequel Renaissance
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