Table feel
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
From the rules: This game is a humorous simulation of the Great Orc Wars, when the 10 Tribal Chiefs of the Known World attempted (in vain) to unite their humanoid hordes for control of the caravan routes and supremacy over the neighboring human and elven realms. From two to four...
Players
2-4
Time
120-150
Age
12+
Weight
2.11
Rating
5.84
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Orcwars has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is moderate, providing some level of engagement between players. The game adapts well to different player counts without compromising its appeal or balance. While the game may not be the easiest to learn, it offers a good balance between ease of learning and depth of gameplay. Overall, Orcwars offers a fresh and engaging experience with high replay value.
Orcwars has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. While luck plays a significant role, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
From the rules: This game is a humorous simulation of the Great Orc Wars, when the 10 Tribal Chiefs of the Known World attempted (in vain) to unite their humanoid hordes for control of the caravan routes and supremacy over the neighboring human and elven realms. From two to four people are required, each representing a Tribal Coalition. Whenever one of the following victory conditions is achieved, the game ends and a winner is declared: 1) A Tribal Coalition with five or more chiefs on the board at the end of any Game Turn wins a political victory. 2) A Tribal Coalition wins a military victory by controlling 12 or more fortresses and/or territories at the end of any Game Turn. 3) A Tribal Coalition with 35 or more gold points in Hand at the end of any Game Turn wins an economic victory. Published in Dragon Magazine #132, with clarifications in Dragon Magazine #134 and the final version was published in the D&D Module The Orcs of Thar.
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