Review of Age of Gods

Review Summary
Capsule Review
Written Review

September 17, 2008


by: Mike Nudd


Style: 4 (Classy & Well Done)
Substance: 3 (Average)

An interesting game of bluffing and second-guessing that may lack sufficient depth for serious or experienced gamers.

Mike Nudd has written 2 reviews, with average style of 4.00 and average substance of 4.00. The reviewer's previous review was of Battlestar Galactica Board Game.

This review has been read 2369 times.

 
Product Summary
Name: Age of Gods
Publisher: Asmodée Editions
Author: Croc
Category: Board/Tactical Game

Year: 2008



Review of Age of Gods
In Age of Gods each player takes on the role of a capricious deity in command of a mythical fantasy land filled with all manner of different fantasy races. The aim of the game is to the god that supports the most surviving races at the end of the game. More specifically, whoever indirectly controls the most territories on the board at the end of the game wins.

The game comes with a full-colour board depicting the imaginary land of the game, with specific territories marked out for each of the races of the game - e.g. the pirates start on the coast of the left-hand side, the barbarians start in the snowy plains on the top-right-hand side. A set of thick card counters are provided to represent the races - each race has a number of counters equal to twice their proscribed 'Size', which limits the extent to which they can expand on the board (more about this later). Several sets of cards are provided, each of which name one of the races on the board, and also describe a game effect. A set of god cards are also provided, from which each players picks one at random before they start. Each player also takes 5 wooden markers to represent fortresses.

When the game begins a marker for each race is placed on their relevant starting spaces, such that the board is full with every race occupying their home territories, and there are no empty spaces. As the game progresses each turn each god can force any counter of any race to attack any counter of any race on a neighbouring space. If the attack is successful, the loser is removed from the board and replaced with another counter of the attacking race. In this way the different races may expand beyond their original size (from 1 to 4) up to twice their original size (from 2 to 8).

Combat between races is incredibly simple, based on a single, simple die roll. Negative modifiers are applied if the defender has a fortress or they are in a city space (with a red border). Modifiers are also applied depending on the relative level of technology of the attacker and the defender. Every player can place one fortress per turn onto the board into any space that does not already contain a fortress. Once they are played they cannot be removed voluntarily, although they are detroyed when an attacker wins and invades that space.

Although the game on the surface looks like a simple conquering type game, in fact it's really about bluffing and trying to predict the future. On turn 1 you are dealt face-down a card for one of the size-4 races on the board for you to support, but you do not know which of the other, smaller races you will support until you are dealt them later on in the game. Perhaps more importantly, to win you will need to try and keep the other players guessing over which races you are supporting, so that they do not take them out with their attacks. (If you have ever played Fantasy Flight's small-boxed game Colossal Arena then you will already get the idea.)

You also need to be careful about wiping out races in the early part of the game as once they are gone it is difficult to bring them back, and its possible you may subsequently be dealt their race card, effectively scoring you zero points for them. One way to offset such pitfalls (or to just score extra points) is to place a hidden bet on one extra race named on one of your event cards (again, rather like Colossal Arena).

Other game elements come into play through event cards, or through the triggering of 'Divine Wrath' but esentially the game is about the combat element and your hidden support of the right races. Overall the design is simple and the game is easy to play, although the rulebook could be laid out better, and needs reading a couple of times before you start. My only real concern is that the game does not lend itself well to strategy and planning - all you can do really is guess, trust in fate, and hope for the best. Because of this, although the game has some replay value, your experiences are unlikely to be that much different each time.

A decent game for non-gamers, or for beer-n-pretzels fun with friends. For deeper and more serious fare you will need to look elsewhere.

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