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Vorpals box art

Vorpals

Players

2-5

Time

?-?

Age

12+

Weight

2

Rating

7.08

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Vorpals has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, the game does not emphasize cooperation as much.

Replay value

Vorpals has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, Vorpals has a strong replayability score of 7.9.

Luck profile

The final luck score for Vorpals is 6.33, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and 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

Vorpals is a card drafting game. It is played in four rounds, with each round representing 25 years of game time. They players are princes seeking power over an island. Over a period of 100 years, each prince will organize their army, expand their territories and fight neighbouring lords. The goal is to accumulate more victory points than anyone else by earning the devotion of the people. There are three main ways to do this. The first is to win wars with neighbouring lords. Second, it is possible to construct buildings to produce wood and ore. The third is to use the special powers of each unit or building. You are free to choose which of these strategies to pursue, individually or in combination. Each round is composed of the following four phases: 1. Deployment phase: acquire a unit card by drafting and place it by paying the cost. Units come in three basic varieties; military (e.g. veterans, knights), development (e.g. workers and farmers), and allies (e.g. dragons, goblins) 2. War Phase: Players make war with neighbouring players, the winner gaining victory points. 3. Production phase: the production of income and resources, which enable buildings (e.g. treasury, barracks, castle) to be constructed. Every building starts at level 1 and can be improved to level 2 by spending more resources. 4. Aging phase: people and monsters die two rounds after they are deployed. So, you can feel the generations change and you must carefully plan how to maintain your forces.

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Credits

Designers

1
Masato Uesugi

Artists

1
??? ?? (Tori Hasegawa)

Publishers

2
(Self-Published) I Was Game