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Age of War Board Game (Englisch) Spielzeug – 30. Juli 2014


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Produktinformation

  • Spielzeug
  • Verlag: Fantasy Flight Inc; Auflage: Brdgm (30. Juli 2014)
  • Sprache: Englisch
  • ISBN-10: 1616618353
  • ISBN-13: 978-1616618353
  • Größe und/oder Gewicht: 19 x 13,3 x 5 cm
  • Durchschnittliche Kundenbewertung: 2.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 244.804 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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  • Achtung: Nicht für Kinder unter 36 Monaten geeignet

Produktbeschreibungen



Autor: Knizia, Reine

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"Age of War" ist ein neues Spiel aus der Feder von Reiner Knizia. Oder, besser gesagt, es ist ein Remake /Retheme von Knizias altem Spiel "Risk Express".

Im Spiel repräsentatieren zwei bis sechs Spieler Daimyos (= Fürsten) im alten Japan.
Deren Ziel ist es, eben jenes -kriegszerrüttete- Japan unter sich als Führer zu vereinen.

Dieses Ziel erreichen die Spieler, indem sie sich möglichst viele Clans einverleiben. Was sie tun, indem sie deren Schlösser einnehmen.

Diese Schlösser sind im Spiel als 14 Karten dargestellt, auf denen mehrere Dinge abgebildet sind:

- eine individuelle grafische Darstellung des Schlosses;
- der Name des Schlosses;
- der Name des Clans, zu dem dieses Schloß gehört;
- eine bis vier verschiedene 'Schlachtreihen' (dazu später mehr); und
- die Punkte, die das Schloß in der Endabrechnung bringen kann.

Ich schreibe hier bewußt "bringen kann", weil diese Punkte letztlich nur bei jenen Schlössern zum tragen kommen, die man nicht als "Komplettsets" besitzt.

Was heißt das genau?

Nun, die verschiedenen Clans besitzen unterschiedlich viele Schlösser.
Das beginnt beim Clan Shimazu mit gerade mal einem Schloß, und endet mit Clan Oda mit vier Schlössern.

Sollte ein Spieler es schaffen, alle Schlösser eines Clans in seinen Besitz zu bringen, so erhält er für dieses "Komplettset" in der Endabrechnung ein bis drei Punkte mehr, als ihm die einzelnen Schlösser eines Clans in der Summe bringen würden.

Einzige Ausnahme: Clan Shimazu - hier bringt das (einzige) Schloß logischerweise immer dieselben (drei) Punkte.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 35 Rezensionen
6 von 6 Kunden fanden die folgende Rezension hilfreich
Good Family AND Adult Game - 14+ is Crazy Talk 15. September 2014
Von YoungHold - Veröffentlicht auf Amazon.com
Husband purchased this from a local game store and we've played it 4 times in 3 days now. It's a nice little game with a mechanic I've not seen before. Small and compact so would make an excellent travel game. One thing to clarify for anyone with kids looking for a game. The makers of this rated it as Age 14+. This astounds my husband and I who have a 6 year old. He grasped the concepts quite well. We had a friend and his son here and thought we'd introduce it to them too. His son is 7. Again, no problems "getting" this game. We even let the two of them play and they did just fine. They may not quite get some of the strategy with stealing a castle, but the basics were not a problem at all.
3 von 3 Kunden fanden die folgende Rezension hilfreich
A Fun, Light Dice Rolling Game 16. Oktober 2014
Von Cody Carlson - Veröffentlicht auf Amazon.com
Age of War, from Fantasy Flight Games, is a fun little dice rolling game set in feudal Japan. 2-6 players compete to conquer various castles, which are set in the middle of the table. On each player's turn, he or she will roll a number dice, then pick a castle to try to conquer. The player will set a number of their rolled dice with symbols matching symbols on the castle's battle line- infantry (in denominations of 1, 2, and 3), cavalry, archers, and daimyos. If you need to reroll the dice, you must remove one the dice from the pool, and roll what is left. You can keep rereolling, but only if you continue to remove dice. If you take the castle, you place it in front of where other players can attempt to steal if from you. At the end of the game, each castle is worth points, and if you collect a set of colored castles, you can flip them over for more points. The game ends when all the castles have been taken from the center of the table, and the player with the most points wins.

Age of War is a very simple, relatively quick dice rolling game. It can be quite competitive, especially when players attempt to steal castles from other players. If you're in the mood for fun, light game that is easy to learn and play, check out Age of War.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Quick, easy dice game with enough randomness to make replay interesting 15. Februar 2015
Von Richard Staats - Veröffentlicht auf Amazon.com
Verifizierter Kauf
Brilliant! Fun, easy to learn, and fast that can be played with up to six players.

Reiner Knizia's well designed game involves rolling seven special dice and matching the symbols on the dice to capture fortresses.

Once all the fortresses are captured, each player totals the value of their captures, and the highest score is the winner.

You could easily scale the length of the game by removing some of the harder to get fortresses.

You could play this with kids down to 5-6 years old with some adult interaction.

Well done!
1 von 1 Kunden fanden die folgende Rezension hilfreich
Rolling Conquerers 22. April 2015
Von Amazon Customer - Veröffentlicht auf Amazon.com
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https://areviewofthis.wordpress.com/2015/04/08/this-is-age-of-war/

wryanparrish

Age Of War, Dice Rolling, Fantasy Flight Games, Feudal Japan, Hattori Hanzo Sword, Luck, Samurai Showdown

2 Comments

As most of the board games I play tend to hover somewhere in the 2+ hour range, I’ve been on the lookout for a game which would be easy to set up and play in about twenty minutes or so. I came across Age of War by accident, and it’s the perfect “filler” game when you want a palette cleanser in-between lengthier and more dense titles.

Age of War, like Elder Sign is a dice rolling game where you need to match certain symbols on each die with a series of tasks laid out on a selected card. AoW comes with fourteen small square cards representing different castles within certain Japanese clans, with six colors in total – Green, Red, White, Purple, Black, and Yellow – for each of those clans. Each card, or castle, has a number of tasks associated with it which must be completed in any order if you want to capture that castle. The symbols – daimyo, cavalry, archers, and infantry ranging in value from one to three – must be accomplished in a single roll, depending on what you might be trying to attain. For instance, if one of a card/castle’s three tasks is an archer and cavalry, you’ll need to roll at least one of those symbols on two of your seven dice. If you fail, you set one of those die aside, bringing your total to six, and roll again. This continues until you either manage to capture the castle or are unable to do so. The game ends when all castles have been captured and removed from the board.

Cards/castles come with a number of points which count toward your score at the end of the game. If you have a full set of cards from a clan – so all of the red ones, say, or black – you get a bonus number of points as well. Additionally, your opponent cannot steal any of those castles from you if you have a complete color set. Stealing is Age of War’s greatest strength, and an interesting strategy mechanic in an otherwise largely luck-based game. Say you managed to capture one of the yellow castles, and your opponent needs it in order to complete their set. Every castle save one (green, as their clan is smaller, has only a single castle representing their clan) has a red daimyo symbol in the upper left corner. If you have a card your opponent wants, they can attack your castle by rolling their dice just as they always do, covering any completed tasks – of which you can only do one at a time, in any roll – with the appropriate die. In addition to fulfilling all tasks as they normally would, the attacker must also roll an additional daimyo symbol represented by that red task marker. Should they, your opponent can steal the castle from you and place it in front of them.

The longest game of AoW we’ve played came in around thirty minutes, and that was a result of some truly spectacular dice rolls. Spectacularly awful, I should say. Age of War is perfect for wanting to unwind when you don’t want to think too heavily while talking around the table, and if you like mechanics where you can backstab (to a degree). Nothing too strenuous, but the perfect light experience. I think I managed to pick my copy up for fifteen bucks, and it’s totally worth it at that point of entry. Won’t knock your socks off, but recommended for what it is.
1 von 1 Kunden fanden die folgende Rezension hilfreich
A great push your luck dice game with more social interaction than normal. 19. April 2015
Von str8moben - Veröffentlicht auf Amazon.com
Verifizierter Kauf
Great mini filler type game that packs a lot of replay value, fun, strategy, and interaction between players. It's likely the most fun i've ever had w/ 7 dice and 14 cards. Albeit, it's the only game i've ever played with 7 dice and 14 cards.

The game plays quickly, but is fun from the start to the finish, most games play very close so you really do not know the winner until the end when your scores are calculated. This lends to a game that includes everyone from the start til the finish. The ability for players to steal cards from the other players lends to a fun mechanic that it's not just about rolling dice and grabbing cards, but also about taking the correct path & making the determination of playing offense or defense. It also makes for more social interaction, so you're not just sitting there waiting for people to roll the dice but wishing against them when they're trying to steal your card or a card from your clan.

While the game does pack small, it does take up quite a lot of table space when you lay all the cards out for to allow you to see them all.

The overall game play is easy to learn and quick to teach. Setup takes 30-60 seconds, tear down about the same. The game states it's for 2-6 players, but I imagine you could play with more. The game plays in 15-30 minutes, the more players you have the longer it takes. In addition, if you play w/ your two younger daughters, it goes faster because they refuse to be "mean" and "steal" from other players. The game states it's for ages 14+, but my 9 year old claims it to be one of her favorite games. The art work is enjoyable, as is the story. The only gripe I have against the game is not really a gripe. I just can't count how many times i've rolled an entire card in my first roll and it slays me that I can't just take the card & that I have to do one "battle line" at a time, only to fail to meet the requirements on the subsequent rolls. Also, I feel like even though every die has 6 sides and thus I have a 1 in 6 chance of getting them that the archers and cavalry are impossible to get when I need them.

The game consists of 7 - six sided dice. 1 side each for the following - 1 sword (1 infantry point), 2 swords (2 infantry), 3 swords (3 infantry), 1 archer, 1 cavalry, 1 samurai face (Daimyo). The only other component is the set of cards. There are 14 different cards, each scores a different amount of points and some are grouped together in "clans".

The main concept of the game is to roll the dice to take the most points, doing so by completing combinations of dice rolls as required by a card. For instance, Takahashi castle card is worth 2 points on it's own. If you combine it w/ the related castle from the same Mori clan, which is another 2 point card, the castle Gassantoda. If a single player obtains both cards, rather than being worth 4 points, because the have taken the entire clan group, they obtain 5 points and even more importantly, they are able to close that clan, preventing other players from stealing the card(s) from them.

In order to take these cards, players need to satiate the required "force" to take the castle. For Takahashi you need 3 sets of force, called battle lines. A roll (or series of rolls) of 2 cavalry, 5 infantry points (requires say two dice (3 swords and 2 swords) or five dice (5 single sword dice) etc.), and then 2 infantry points. The player can roll as many times as they desire, each roll must either 1 - satiate a battle line (for instance 2 cavalry), or 2 - force the player to drop a die from play and re-roll. This can be repeated until the player either meets the required battle lines or is physically unable to do so (not enough dice to attain the remaining requirements, for instance the need to score 5 infantry points, when you only have 1 die left to roll).

Each turn the player is able to take a castle card from the table or from another player that possesses a castle card from a clan that has not been closed. The decision to steal a castle card from another player requires you to complete all the necessary battle lines for the card, but in addition, also field one Daimyo. Once all the castle cards are taken from the table the game ends and all points are tallied up, the player with the most points wins.

The game is relatively simple to play and still lots of fun to play with kids and adults alike.
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