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a front and back sample of my homemade risk express
Contents
Indiana Jones Themed Risk Express
Playmat, inspired by earlier files "Castles Map and Tile Config" and "Geographical Castle Layout"
custom box for my homemade Risk Express
The 6 sides of the dice.
The DIce
Chtulhu retheme
The secretaries learn about war.
A simple game pimp:  Age of War comes in a plastic clamshell with an one-sheet insert for reasons that are not entirely clear to me.  Not wanting to waste any more than I had to, I simply cut up the insert and rubber cemented it to the inside of the box t

Age of War (2006)

Players
2–6
Best: 3
Playing time
15–30 min
Age
8+
6.44
Average rating
9,549
Ratings
1.15/5
Weight
#2237
BGG rank
Top 5,000
Alternate names:天下归秦 +8 more
Designer:Reiner Knizia
Artist:Tony Foti, Simon Eckert, 杨静雯 (Yang Jingwen), 李小娜 (LI Xiaona), 谢有鑫 (Xie Youxin), 陈杰 (Chen Jie), Victorien Del Tatto
Publisher:Fantasy Flight Games +15 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 10, Interaction 7, Complexity 2.3, Theme 5
Strategy7.0
Luck10.0
Interaction7.0
Complexity2.3
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

PoliticalDiceWargameMedievalAncientTerritory BuildingSet CollectionDice RollingPush Your LuckTake ThatDie Icon ResolutionRe-rolling and Locking

Overview

Age of War, also known as Risk Express or Camarades, is a quick-playing game of conquest. Fourteen cards are laid out at the start of the game, each showing the symbols required to claim this card, with the symbols separated into battle lines. The cards are grouped into sets, with sets varying in size from one to four cards.

A player starts their turn by rolling seven dice, the six sides of which show different symbols. They then select a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If they can do this, they then roll the remaining dice, ideally conquering another line; if they cannot conquer a line, they remove one die from play, the rolls again. Their turn ends when either they conquer every line on the card (in which case they claims it) or they no longer have dice available to roll.

Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional line to do so. If a player has claimed all the cards from one set, however, those castles are secure and can no longer be stolen. What's more, these cards are now also worth more points.

When the last card is claimed, players tally the points from the cards they have claimed, and whoever has the highest score wins.

Expansions

Rise of the Daimyo (fan expansion for Age of War)
The Lost Clans (fan expansion for Age of War)
Camarades: L'extension
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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