Age conan board game review
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Parents' Ultimate Guide to Support our work! Age of Conan: Hyborian Adventures. A savage and dark world of sword and sorcery. Rate game. Play or buy. Based on 1 review.
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See our privacy policy. A lot or a little? The parents' guide to what's in this game. Positive Messages. Mature content, upper body nudity for both male and females. What parents need to know Parents need to know that this is a massively multiplayer online role-playing game in which the developers have this game have no qualms about including violence and sexual content in this game.
Continue reading Show less. Stay up to date on new reviews. Get full reviews, ratings, and advice delivered weekly to your inbox. User Reviews Parents say Kids say. FIne for older teens. Continue reading. Report this review. Teen, 14 years old Written by Huggiebear July 26, WoW knockoff but still! Kid, 11 years old May 26, Kingdoms begin with five army figures and five emissaries in their home province Hyperborea and Stygia begin with only four emissaries but get two Sorcery tokens to start ; the figure sculpts are different for each nationality.
Players also draw cards throughout the game from a deck of 37 common Strategy Cards that everyone can use. All four cards are used in a four-player game; with fewer players, one or two of the artifacts are "lost" set aside. And then Age of Conan begins its magic. From a deck of twelve Objective Cards, draw four cards; these are what the kingdoms are trying to accomplish.
Some of the goals you are trying to accomplish include War Against The Pirates control two coastal territories or Power Behind The Thrones have more emissaries in play than any other kingdom. Each goal accomplished by the end of the Age nets you a certain number of victory points indicated on the card. So how long is an Age? A deck of 27 full color cards covers every Conan adventure Robert E.
Howard ever wrote, novels and short stories. Take the top four cards from the deck and keep them face-down, setting them on the Adventure Track on the gameboard. Once Conan has completed four adventures, the Age ends and a new one begins. A more perfect "game turn record track" has not been invented yet. At the start of each adventure players bid for control of Conan by playing and discarding one strategy card along with a "bid chit" each kingdom begins with five of these, numbered 0 and 3 through 6.
High bidder gains control of Conan and can move his piece for the current adventure. Now the Conan player rolls the seven blue Fate Dice. These special six-sided dice have symbols instead of numbers on their faces.
Beginning with the Conan player, each player chooses one die and removes it temporarily from the game, performing the action allowed. So the pool of actions continues to dwindle until there is only one die left; once that action is taken, the next player to go re-rolls all seven Fate Dice and can choose his action from among them.
Military Actions involve moving your armies either to reinforce a friendly province or into an adjacent province to conquer it if neutral or invade it if controlled by another player. Emissaries take Intrigue Actions, where you seek to ally yourself with a neutral province or undermine the alliances other players have made.
A Wild die can be used to perform any single action. A Court action also allows the player to have a Conan adventure. If the Conan player gets a Court action, he can move Conan one province towards his destination and gains one adventure tile; a non-Conan player can gain one adventure tile with a Court action.
Adventure tiles, in true Conan fashion, represent what is most important in life; treasure, monsters, and women. Tiles can be turned in immediately to gain either gold or points of sorcery, or they can be held until the end of the Age when the artifact cards are re-distrbuted; artifacts tend to be stolen or lost!
At the end of each age, whoever has the most monster tiles gains the Sword Of Atlantis with its Military bonus; the Crown Of Serpents with its Intrigue bonus goes to whoever has the most treasure tiles, while the Heart Of Tammuz reduced gold cost to play some kingdom strategy cards goes to who has collected the most women.
Raiders make military and intrigue actions against the province more difficult. Once Conan reaches his destination, the adventure is completed; flip over the next adventure card, place the obelisk in the new destination province, bid for control of Conan, and continue playing. When all four adventures are completed, there is an Age Change mini-phase in which Artifacts are exchanged, collected gold coins are spent on troops and forts, Victory Points are counted, new Objective cards drawn, and four new Adventure cards selected.
After twelve adventures three Ages , the player with the most Victory Points has become King. Contests, whether Military or Intrigue, are conducted using Challenge Dice, six special six-sided dice which have as faces hits, shields, axes, and blanks. As attacker you want to roll more hits than your opponent rolls shields; playing a strategy card allows you to count axes or even shields as hits while the defender can play a strategy card to count axes or hits as shields.
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