Age of Conan – The Strategy Boardgame
A Grade products may arrive with or without cellophane and may have minor cosmetic damage to the box.
B Grade products may arrive with or without cellophane and may have sustained varying levels of cosmetic damage to the box. This may include tears, dents and crushing in some cases.
Related Products
Description
It is an age of might, splendor, and decadence. In the world of Hyboria, powerful kingdoms fight for supremacy, ever striving to expand their borders and increase their riches. Imperial Aquilonia marches its legions against the witches and monstrous creatures of frozen Hyborea. Elsewhere, dusky Stygia pits its sorcerors and demonic servants against the horse-hordes and cunning diplomats of the plains kingdom of Turan. Into this age of heroic achievements, and vile misdeeds, steps Conan the Cimmerian. Black-haired, sullen-eyed, sword in hand; he is a thief, reaver, slayer; a man of deep meloncholy and broad mirth. All tremble at his approach, for he comes to tread the jeweled thrones of the earth under his sandaled feet. Thief, barbarian, pirate, king.
Robert E. Howard's tales of the exploits and adventures of Conan have inspired generations. The Age of Conan: The Strategy Board Game allows players to each control one of the four major kingdoms of Hyboria. Command armies, wield dark sorcery, or weave cunning intrigue - all are needed in order to conquer your enemies and make your kingdom the most powerful in the world. Yet, even the most powerful of rulers ignores one man at his great peril. Only one kingdom will harness the volatile alliance of the mightiest hero of all - Conan the Cimmerian!
- Ages 12+
- 2-4 players
- 90 minutes playing time
Conan, the legendary barbarian adventurer from Robert E Howards books is brought onto the tabletop by Fantasy Flight Games in this mid-weight strategy game. Pitting two to four players against each other via diplomacy and military might with all the sorcery, adventure and bombast. That should be expected of a game set in ancient Hyboria.
Control Aquilania, Hyperboria, Stygia and Turan as you seek to establish rule over the continent while Conan wrecks merry havoc as he adventures through the land and lays ruin to your best-laid plans.
Mechanics
On the surface, Age of Conan will draw comparisons to Risk and there is some fairness in that comparison. Both visually and initially the combat seems similar but there is a lot more depth through the use of strategy and kingdom cards that provide temporary bonuses and act as a deterrent to other players.
There is also a lot of choices to be made in how you take your turn. Each turn a set number of die are rolled which determine what actions can be taken by each player that round with the pool diminishing as each player claims their action and reduces the remaining pool. This leads to some very interesting planning where you have to plan beyond what you have access to militarily by what actions you can actually take.
This is a brilliant feature really adds to the feel of the Hyborian world where despite your rule of a particular faction you will have to deal with infighting and politicking that would restrict what you can actually do. It can also be a source of frustration when the one action you needed to take was the one that was just gone and leaves you stranded with no truly beneficial actions left to take.
There is also some asymmetricity in the factions. Both Stygia and Hyperborea have access to powerful spell cards while Turan and Aquilonia are both more militarily powerful which allows you to pick a faction of your preferred playstyle.
Beyond The Military
Campaigning to capture provinces and claim their benefits for your own you can also employ diplomats who can earn gold or claim an opposing province. Via a contested influence roll and subtly snake their way across the map picking up allies and growing your empire. It is a balancing act of trying to stay on-top of both military and diplomatic sides of the conflict as you attempt to gain a better position over your foes.
This is often when Conan appears himself and pillages across your lands, Conan essentially functions as a neutral faction that is ‘bid’ for at the start of each round and has access to powerful actions and has his own set of mini objectives tied to his classic adventures and if that means rampaging across everybody in the way then he will do just that.
Conan also ties into the end-game win condition. Players win empire points by completing various card-based objectives such as securing certain provinces or performing certain feats such as successfully crowning Conan as king in the final round.
Component Quality
The components are of decent quality and here is where the Risk comparison is evident. A large map with colour coded regions and plastic soldiers will always be reminiscent of the classic wargame. The models are for the most part distinct and well sculpted. One complaint would be to the hyperborean faction whose diplomats look similar to their warriors at a glance (also being the only diplomat of the four types that is not mounted on an animal to add confusion).
Aside from that, each faction having unique sculpts is a nice addition and the gameboard has an impressive presence when you have several cities and towers placed with dozens of troops milling around them. The cards and board quality and good and the artwork are all good, most being taken from Conan comics which adds some nostalgia to it.
Thematically the game is also very rich and everything helps to create the feel of a realized world of Hyborea from the Conan quest cards to the kingdom cards. Components feel like they belong and contribute to the feel of the Conan world.
The Downsides
This is a mid-weight game, but it will definitely take several plays to hit its stride. The rulebook is not the clearest and the first game I played of it was rather painful as we took time to figure it out. There are also some mechanics that do not work in the way that you would probably expect them to and it does feel cheap when you lose the first province that you spent several turns campaigning through to an enemy diplomat in one roll.
This is more an issue of how you go into the game as it is very easy to immediately try and play it like it is risk or another area control game where the focus should only partly be on the conquest side. There is a careful balancing game to be done between the combat, the diplomacy, the objective cards and the current Conan quest. It can be a lot to track so it might be worth running a stripped-down version for the first game, perhaps even omitting Conan himself until you have a clear view of the core mechanics without him.
Conclusion
Age of Conan: The Strategy Board Game is a game that is definitely rewarding to play and satisfies that itch for a crunchier game with a lot of room for strategic options. It will sit well with wargamers and if you are looking to dip your toes into territory control games then it is definitely a good one to start with. It feels like a cross between a lighter war of the ring and the game of thrones strategy board game and that is no bad thing.
Also, It is a lot less intense and time consuming that the aforementioned and clocks in at approximately two hours for a game. It also has a decent amount of replayability as each of the factions plays differently in terms of starting location and strategic deck. The restrictive actions also set it apart from other strategy games and despite being frustrating at times it can make for very careful decision making and tactical play to maximize what can be beneficial to you on a turn.
So, to conclude it is a very solid game and once you break into it you will have a very rewarding strategy experience that can be played a dozen times over and offer a fresh challenge each time.
This is a game of high adventure. A game where you take on the role of kingdoms in the world of Hyboria. You are striving for power and supremacy in a backdrop of this rich setting with Conan, the barbarian, having a board presence that can make or break players attempt to gain overall power.
An Overview Of The Rules
In Age of Conan – The Strategy Board Game, players take on control of one of four kingdoms. Each one has armies to engage in battle and emissaries to use diplomacy to help convert territories to their cause. Players roll dice with actions depicted on them. Once a set of dice are rolled, players use these to decide what action to take until they are used in which case the dice are rolled again. Through the course of a turn, players may attack territories, attempt diplomacy, accumulate cards or use them to gain advantage. Ultimately, players are seeking to achieve objectives to win victory points via tokens to represent power whilst Conan engages in his own quests which acts as a game timer. If you are lucky, you may even get to crown Conan king, which gives a large boost to winning the game, but we warned if you fail, Conan will eliminate you.
Strategic Play
One of the aspects of the game that I like, is that you do get good strategic play. Each turn you have a choice over actions. This is based in part on what other players are doing as you seek to take advantage of weak spots to attack or accumulate sorcery tokens to help fuel later actions. The board is tight enough to force players to expand into areas that will be contested for much of the game, so there is really no option to turtle and be too defensive. There is a mechanism for controlling Conan. If you time it right, then with a little luck, you can control Conan’s progress through his adventures and maybe win the right to try and crown him. Ultimately though, the game is mostly about conquering territory and keeping control. For players who like a ‘dudes on a map’ type game, this game holds up as a valid choice to give you a tactile feel to area control. I played this game again recently and whilst the ruleset is not as well drafted as it arguably ought to be, we enjoyed getting this game on the table again. It is a game that I would refer to as an experience. I do feel win or lose that I am engaging with a great theme and can exercise strategic thought. I love the plotting, trying to anticipate my opponents moves whilst advancing my own cause. This is the heart of the game and Age of Conan – The Strategic Board Game delivers on this.
Components
These are quite good. Nothing special, but they are good enough, with nice chunky towers and the map board serves its function well as it is clear and easy to read. The miniatures, whilst not being spectacular are still nice to use and add another dimension to gameplay. The board allows for a reasonable amount of expansion without being too large. This forces players to interact with each other, to form temporary alliances for mutual gain or to attack each other for gold used to further buy troops etc. You can’t get away from the area control and conquest aspect of the game, but the game is more than that.
Fantasy Fun
Age of Conan – The Strategy Board Game is a medium weight fun game. It’s not as deep as it might appear and for the most part is fairly straight forward to play, with a little weakness in the rules in that they could be better drafted. The ease in which you can play is an asset learning the game although players wanting a deeper longer game will likely be disappointed. Where is shines is the theme as it isn’t a lightly pasted theme like some games. You are controlling troops and emissaries and this gives that conquest theme. The fantasy theme is clear from the components and adventure paths and if anything, if I had a complaint (apart from the quality of the rules) is that Conan doesn’t feel like a core part of the game, even if his adventure paths act like a game timer.
Overall
This is a game I would be happy to play again and a game I think is nice to own. This is ultimately a key test. It may not see many plays – partly because there are so many other games to play – but that doesn’t diminish its value and I’d recommend it.
Zatu Score
You might like
- Rich world of Hyboria
- Good replayability with differing factions
- Lots of strategic choice
- Impressive board presence
Might not like
- Rulebook is not always clear
- Restrictive actions can be frustrating