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Land Of Clans box art
2020 Ranked #20,528

Land Of Clans

This confrontational pattern-building game has clans claim land, build castles, and finish with the highest score after four castles exist. Sword cards can seize an opponent’s castle, but limited hands require enough shields to defend the territory already built.

Medieval Area Majority / Influence Pattern Building

Players

2-4

Play time

30-45 min

Age

8+

Complexity

1.67/5

Rating

5.81

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 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

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How it plays

How does it play?

Land of Clans is a confrontational pattern building and hand management game, set in the medieval Scottish highlands. All players try to build castles on land they claim, and the game ends when someone has built four of them.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Land of Clans is a confrontational pattern building and hand management game, set in the medieval Scottish highlands. All players try to build castles on land they claim, and the game ends when someone has built four of them. Castles of different sizes score differently, and the winner is the player with the highest total score. Often the winner is the player with four castles, but not always. The game is played with cards, where each card shows a land symbol matching a space on the board. Further some of the cards show a sword that can be used for attacking castles, some show a shield that can be used for defending the same castles, and some show both a sword and a shield symbol. The players only hold five cards each, so hand management is required. The game play can be divided into two parts: the peaceful claiming of land and building of castles, and the aggressive conquering of castles built by the opponents. The claiming is very straightforward: at any point in the game, four separate castle patterns are available. On your turn, play a card from your hand and claim a matching space on the game board. You try to claim spaces that create the available patterns. As soon as one of the patterns is built, the player can place a castle tile over those spaces. By claiming spaces next to an opponent's castle tile, you open the possibility of attacking it for yourself. To attack a castle you also play one or more cards from your hand. But now the only thing that matters is whether the cards you hold show the attacker's sword symbol or not. Play and discard as many sword cards as you want, and hope the defender is not holding enough shields to stop your attack. If the attack is successful, the castle's ownership changes. May the most cunning clan chief win!

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
30–45 min
Age
8+
Complexity
1.7/5
Credits and catalog connections

Credits

Designers

2
Richard Heayes Petter Ilander

Artists

2
Rami Laaksonen (II) Raphael Sultanov

Publishers

1
Tactic

Linked items

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