Power & Weakness

2007 · Médiéval

Power & Weakness

Conquer 5th-century England as the Saxons or the Celts, using knights and magicians to contest control of the provinces. Knights travel overland and rely on military strength, while magicians use secret magical places to appear unexpectedly in areas thought to be secure. Play unfolds across alternating Sword and Magic cycles, each with different rules. Players choose whether to focus on military control, magical control, or a balance of both, earning victory points at the end of each cycle until one side gains power.

Joueurs
2
Temps de jeu
45 min
Âge
12+
Complexité
3,1 / 5
3,9 sur LudoyaFantasyMajorité / Influence de zone

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Illustration

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1
Parties enregistrées
1
Joueurs
1
Dans des collections
4
Dans des listes de souhaits

3,9/10

sur 2 avis Ludoya

  • Tom3,5

    I enjoy Power and Weakness, because it's fascinating how the pieces in the two different cycles interact and affect one another. At the same time, the game feels like two separate duels, and players cannot completely ignore either one of them. The game is more complicated that I'm normally looking for when playing a two player game, and it's often difficult to tell who's winning until the end. All that being said, it is still a satisfying experience to see one's plans succeed.

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