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Orcwars box art
1988 Ranked #19,277

Orcwars

This fantasy wargame has tribal coalitions vie for supremacy by uniting chiefs, controlling strongholds, or accumulating gold. Political, military, and economic victory conditions offer distinct routes to end the conflict.

Wargames Economic Fantasy Area Majority / Influence Area Movement

Players

2-4

Play time

120-150 min

Age

12+

Complexity

2.11/5

Rating

5.84

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 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Editions

Language and publisher variants currently recorded in the catalog.

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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
2–4
Best with
1
Play time
120–150 min
Age
12+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

1
Bruce Heard

Publishers

1
Tactical Studies Rules (TSR)

Linked items

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