Oath

2021 · Alueiden rakentaminen

Oath

Players guide the course of a realm across multiple sessions, taking roles that support the established order or work to overthrow it. Each playthrough changes the set of available resources, actions, and even victory conditions for future games, so choices and outcomes ripple into later sessions. Games run one to six players with a fully featured solo mode; players manage influence, fight skirmishes, and pursue political and arcane strategies to shape the land’s institutions and power structure. No app or scripted narrative is required; the state of the board evolves organically from players’ decisions and can be reset at any time.

Pelaajat
1–6 paras 4
Peliaika
45–150 min
Ikä
10+
Monimutkaisuus
4,1 / 5
7,1 Ludoyassaalkaen 108,00 €TalousSotapeliNopanheittoYksinpeli / solitääriSkenaario / Missio / Kampanjapeli

Mistä ostaa

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Vertaa kaikkia hintoja Ludoyassa
Alin hinta, viimeiset 12 kuukautta82,65 € – 137,98 €

Ludoyan pöydissä

Kaikki tilastot Ludoyassa
208
Kirjatut pelisessiot
332
Pelaajat
2h 45m
Keskimääräinen peliaika
132
Kokoelmissa
33
Toivelistoilla

7,1/10

30 Ludoya-arvostelun perusteella

  • Balleflass7,0

    Dec Update: The fact that every card has a different power is cool, but I don't feel like the reward is worth all that time and dedication. It's a really interesting system, but I prefer Pax Pamir, Root and COINs when I have 4 players that wants some area-control with a lot of semi-coop and player interaction. My main issue is the win conditions which I believe should have been simplified a little bit to give even newer players an easier goal to work towards. It's an interesting game that I need to explore more to be able to give a good verdict. It's a 7.5 now after just 1 play, but something tells me this will go up after a few more plays.

  • Garfield8,0

    #38 Very cool, cute but brutal gameplay. A lot of interaction, multiple ways to win and fighting together against the one that is currently winning. Turns could take long, but it's always interesting what others do. Too many little rules everywhere and the combat system (what is involved when you target x) is not straight forward. [c] Theme: :star::star::star::star::star: <!-- size 7]Great --> Gameplay: :star::star::star::star::star: <!-- size 7]Meaningful decisions to make --> Interaction: :star::star::star::star::star: <!-- size 7]Combats and multiple winning conditions --> Artwork: :star::star::star::star::star: <!-- size 7]Nice --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Random card drawing --> Strategy: :star::star::star::star::nostar: <!-- size 7]Multiple strategies possible --> Components: :star::star::star::star::star: <!-- size 7]Great --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::nostar::nostar::nostar: <!-- size 7]A lot to teach (45min) --> Rules quality: :star::star::star::nostar::nostar: <!-- size 7]Ok, too many tiny rules and not enough examples --> Setup time: :star::nostar::nostar::nostar::nostar: <!-- size 7]A nightmare --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]It can take up to 10min in a 4player game --> Replay value: :star::star::star::star::star: <!-- size 7]Different winning conditions, a lot of cards --> [/c]

  • Mario López Menés10,0

    A design masterpiece allowing players to give shape to the history of a fictional world. PROS - What Wehrle achieves here is simply not offered by any other game in the market. Oath tells its players a story through emergent narrative and remembers what happened previously to generate an infinite campaign of epic scale and proportions. - The gameplay itself is furiously tactical, with everyone either pursuing their own wincon or trying to stop the one from the previous player / the Chancelor in the late game. - The cards give players space for combos, surprises and very smart moments while also setting up the story and allowing them to imagine the narrative involved in their actions. - The art and design values are outstanding. CONS - There are MANY mini-rules to remember. Be prepared to forget some of them in your first games. - The win conditions are not inmediately obvious, which may give new players a hard time as they try to play without a clear direction. - The game needs focused players to shine. Someone making nonsense plays will result in kingmaking and will very severely decrease the enjoyment. - The game is much more enjoyable if lived as a story, and that needs several plays from the same players. It is definitely not a game for a casual public, and it begs to be played regularly.

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Sääntökysymykset

Ludoyan sääntöapurin vastaukset sääntökirjasta.

When I Search, do I draw three cards and can I choose to keep none, or must I play one?

Draw three cards (from the world deck or your region’s discard), then discard two and play the remaining card to your site or your advisers — you may discard it instead of playing it if you choose. (Search: page 12.)

Is a Vision the same as an Adviser — can I use a Vision's power or win with it as soon as I draw it?

Visions are special: if drawn from the world deck they interrupt the draw and advance the Visions track, and only Exiles can play true Visions faceup to the Revealed Vision slot (a Revealed Vision is not an adviser); you also can’t win with a Vision until enough Visions have been drawn. (Visions & Search: page 12; drawing/playing quirks: page 32.)

Can I use a card’s power if I rule it even when my pawn isn’t at that site?

Yes — you may use a card’s power if your pawn is at the site with the card or if you rule the card (cards in your advisers or at sites you rule). Note that some actions (e.g., Trade and Muster) explicitly refer to “your site” and thus require your pawn to be there. (Card powers & use: page 11; clarifications: page 32.)

Does unused Supply carry over between turns, and how do I refresh Supply in Rest?

At Rest you refresh your Supply based on how many warbands remain in your personal bank, and any unspent Supply from your turn is saved — each unspent Supply increases your refresh one extra space to the left (you can’t refresh past the leftmost space). (Rest & Supply refresh/carryover: page 11.)

What can I target in a Campaign and what happens to casualties and skulls on attack dice?

You may target any defender’s sites, relics they hold (if their pawn is at your site), and their pawn/favor (if their pawn is at your site); attack dice skulls immediately kill your own warbands, you compare total attack vs defender defense, and if victorious you take targets while killing half of the defender’s warbands that contributed to defense (round down). (Campaign & Recover; attack/defense resolution: pages 14–15; campaign quirks: page 32.)

Can I play any card as a facedown adviser, and are discard piles faceup?

You can always play a card as a facedown adviser (including cards with tree/person restrictions and even some Visions), but discard piles are face‑down and cards discard to the next region out (Cradle→Provinces→Hinterland→Cradle). (Search & advisers: page 12; drawing/discarding quirks: page 32.)

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