Table feel
Warlords 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, there is less emphasis on cooperation in the game.
Players
2-4
Time
15-45
Age
7+
Weight
2
Rating
7.26
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Warlords 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, there is less emphasis on cooperation in the game.
Warlords has a high variability gameboard, offering different experiences each time it is played. The availability of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is average. Warlords scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Warlords has a strong replayability score of 8.1 out of 10.
Warlords has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning, but luck still plays a significant role. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.
Warlords is a dice/dexterity game for 2-4 players. Each player has a tower and six D6. A player's goal is to score as many points as possible against other towers while minimizing points scored against their own. Points are scored by flicking dice in to one of the three tower gates or over the wall of a tower by using a siege engine. Dice can be played from the board based on their face value. They can be fired a second time (1/Scout), moved around the board (3/Spy), used to remove defensive pins (4/Sapper) or used to fire a second die as a reinforcement (6/General). Dice can be used to defend a tower by making contact with dice of another player. Pins from a central forest area may be used in defensive positions around one's own tower or offensively against other towers. The game is played in rounds (1 per player) with rounds ending when a player has no dice in play. Scores are totaled for the number of rounds and the lowest scoring player is the winner.
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