Oath - Board Game (ENG)

Description

In Oath, one to six players guide the course of history in an ancient land. Players can take on the role of agents who wreak havoc on the kingdom. The consequences of one game will affect the games that follow, changing the resources and actions of future players and even changing the game's main victory condition.

If one player takes control by creating anarchy and distrust, future players will have to deal with a country overrun by thieves and warlords. In a later game, a warlord may attempt to establish a dynasty, a line of rulers that will last for generations or be crushed by the rise of a terrible, mysterious cult.

In Oath, there are no fancy production tricks, app-assisted mechanics, or production gimmicks. The game can be reset at any time and does not require the same playing group from one game to the next. A player could use the full-featured solo mode to play different generations during the week and then use the same copy of the game for a Saturday night with friends. There are no scripted stories or predetermined ending points. The history embedded in each copy of Oath will be as unique as the players who contributed to it.

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In Oath, one to six players guide the course of history in an ancient land. Players can take on the... Read more

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Icon for questionExtra informatie
Thema: Economie en handel, Fantasy, Politiek en maatschappij
Mechanismes: Action Points, Area Majority / Influence, Area Movement, Dice Rolling, Legacy Game, Modular Board, Negotiation, Scenario / Mission / Campaign Game, Solo / Solitaire Game, Storytelling, Take That, Variable Set-up
Ontwerper: Cole Wehrle
Illustrator: Kyle Ferrin
Base game / expansion: Basic game
Age: From 10 years
Maximum number of players: 6
Minimum number of players: 1
Difficulty: Difficult
Game duration: 60 - 120 minutes
Language: English
Language dependency: Lots of necessary text
EAN: 672975032999

Description

In Oath, one to six players guide the course of history in an ancient land. Players can take on the role of agents who wreak havoc on the kingdom. The consequences of one game will affect the games that follow, changing the resources and actions of future players and even changing the game's main victory condition.

If one player takes control by creating anarchy and distrust, future players will have to deal with a country overrun by thieves and warlords. In a later game, a warlord may attempt to establish a dynasty, a line of rulers that will last for generations or be crushed by the rise of a terrible, mysterious cult.

In Oath, there are no fancy production tricks, app-assisted mechanics, or production gimmicks. The game can be reset at any time and does not require the same playing group from one game to the next. A player could use the full-featured solo mode to play different generations during the week and then use the same copy of the game for a Saturday night with friends. There are no scripted stories or predetermined ending points. The history embedded in each copy of Oath will be as unique as the players who contributed to it.

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