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Dark Age: Feudal Lords box art

Dark Age: Feudal Lords

Players

1-2

Time

?-?

Age

12+

Weight

3.2

Rating

6.32

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Dark Age: Feudal Lords has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the potential for players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Dark Age: Feudal Lords has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Get a band of mercenaries together and go beat up someone else's band of mercenaries. You must first spend resource points to try and sway mercs to fight for you. You then arm them to the teeth and give them skills. Each character has a life value (how much damage it can take), a control value (used to recruit the person), a skill number (max amount of skills that can be played on the person), a weapon number (quantity of weapons that may be carried) and combat strings. The combat is quite involved and owes more to miniature gaming than to card games. First you roll for ranged attacks and compare rolls to your DF string. Each roll that meets or exceeds a number of the string hits so it possible to score multiple hits with one combatant. The defender then gets to fire back in the same manner. After DF is resolved you go to Close Combat. Close combat is handled much the same way except you also have a blocking string so it is possible to block hits. Special mention must be made of the artwork on the cards. It is stunning. Online Play CCG Workshop (no longer available)

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Editions

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Credits

Designers

1
Luke Peterschmidt

Artists

4
Rick Berry John Bolton Tim Bradstreet Gerald Brom

Publishers

1
FPG

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