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Lords Of Heaven Review

LORDS OF HEAVEN

Overview:

Lords of Heaven is an area control and card placement game for 2-4 players, coming to Gamefound August 27th 2024.

Each player takes on the role of an asymmetrical faction, either Christian or Islamic, namely Byzantines, Crusaders, Seljuk and Caliphate.

You will use actions to build units, fortresses, religious buildings, move your troops, fight battles and develop your presence in the Middle East.

There will be scenarios and a campaign to offer variants, as well as the standard game.

Rules & Setup:

Setting up the main gameboard takes about 10 minutes, depending on player count and players should spend no more than around 5 minutes getting their own player board and area sorted.

The rules in my opinion are a work in progress, but even in their current form you can see that there is an extremely interesting and thought provoking game here, with very good use of the 60+ action cards that come with the game.

Apart from some issues with layout and game descriptions, which can easily be sorted out during and leading up to fulfilment, the rules are detailed and the use of pictures, and explanations / examples are fantastic and really help to explain how the game actions work.

Theme, Mechanics & Gameplay:

The games theme is that of the crusades, and it does a very good job of recreating that conflict, especially in a game that is not miniature based. The action card useage in the game has been done exceptionally well, and in my opinion has some of the best card mechanics I’ve seen, especially the multiple uses for the cards, as each card can be used for each of the four game actions.

Your starting hand of four cards is made up from a hand of 3 via card drafting between players, and your 4th card is always your ‘dummy’ card, which when played always returns to your hand at the end of each of your own turns, or f you play during a battle.

As mentioned above each action card can be used to perform one of the games four main actions, namely, DEVELOPMENT, PRESENCE, MOVEMENT & INCOME.

You select and play a card into the designated area for the action, and either pay the cost in the bottom right hand corner to do the action, or receive the benefits in the top right corner.

I will run through each action below;-

DEVELOPMENT

By playing this action you get to place either your Church / Mosque, Citadels or a Fortress.

Each building has certain conditions you need to meet to be able to play it from your board onto the main board / map, i.e. Citadels can only be played if you control the city in which you wish to play it.

Churches and Mosques can only be played if you have a flag token in the area, and Fortresses can only be played if you have a flag / crown token adjacent to the space you wish to place the fortress token.

To take the DEVELOPMENT action you need to pay the accumulative coin cost shown on all the cards in the appropriate card row.

PRESENCE

Taking the PRESENCE action is how you place flag tokens in the area spaces on city cards, and crown tokens in the cities themselves.

Again, taking this action costs coins to the value shown on your card and other cards in the row when it is placed, just like the DEVELOPMENT action.

Players can only ever have one crown token in a city, and there can only ever be one crown token of any player in each city level.

MOVEMENT

The MOVEMENT action is used to move your flag tokens around the city cards, and is also how you begin a Battle or Siege.

You also gain benefits from this action, which can include get more money or extra units to use in battle. It does not cost you in coins to play this action.

INCOME

Again, the INCOME action when taken does exactly what it says on the tin, and gives you income, but not only monetary as you can also get extra military units, faith tokens etc.

Each action card has a faction symbol on it, and if when played for either the DEVELOPMENT or PRESENCE action and the symbol matches your own, or your affiliation symbol, or the universal symbol then you can also resolve the event text on the middle of the card.

You can resolve the card effect or the action effect in any order.

You gain VP’s by participating in and winning battles, with every participant gaining at least 1vp, and allies and the winners gaining more.

You also gain them at the end of each of both Crusades for meeting various on board conditions.

You can initiate both Battles & Sieges, and depending which option you choose you gain benefits and also remove some of your opponents board presence / improve your own as reward for winning.

There are a few differences made for 2 or 3 player games, from removal of some of the cards, as well as using the back of the location / city cards as these have only 2 areas in which you can play your crown marker.

These changes don’t impact on gameplay at all as far as we could see during our play through.

Artwork and Components:

Even though this is a prototype the artwork is top notch, and all the action cards and the main game board really stand out.

The dice have been hand made, whilst the other components are all ok for a prototype, and Phalanx Games have assured me that everything in the finished / delivered game will be of a quality that every backer / buyer will be extremely happy with.

The Good:

The game played well, and player turns once we got used to how each action worked were quick flowing and easy to follow and understand.

The art on the action cards is so thematic, and the gameboard is bigger than most boards I’ve played on, and is similar in size I would say to that of the board in Lost Ruins of Arnak, and it may even be slightly bigger, and it really does dominate the table, in a good way.

The time to play a game for us was a bit off, but only because we spent some time discussing the game during play, and getting used to all the actions and interactions as they arose. I’m sure once you get used to playing it, the time won’t be far off, although might be closer to 90 rather than 60 minutes.

The Other:

The rulebook needs some work, but only in so much as to clarify a few things, and add in one or two things we felt weren’t there, but the layout and use of examples was really good.

Each card is numbered, so a list of these cards with explanations for me is an absolute must inclusion.

Final Thoughts:

For me Lords of Heaven has the makings of an exceptional board game, and fully captures the flavour of the period it covers, which will hold the intrigue of anyone interested in this period of history, as well as having enough about it to entice those that know very little about these conflicts in the Holy Land.

If you’re looking for a new game set in this timeline of history, and one where area control and card placement are prominent, then Lords of Heaven might just be the game for you.

Check it out on both Gamefound and the Phalanx Games website for more information or to make either a pledge or purchase, depending on when you are reading this review.