Klicka för svenska      Age of Mythology

Distributor: Eagle Games
Category: Strategy game
Players: 2-4 (best with 2-3 players)
4 players is not good, as you may only attack players adjacent to you and in practice you play in team without being in teams.
I have difficult to understand why you want to play it up to 8 players with a second game, as proposed in the rules.
Play time: 120 minutes
Ages: 10+

    6 player boards (2 Egyptian, 2 Greek, 2 Norse)
    6 plastic runners containing pieces (2 Egyptian, 2 Greek, 2 Norse)
    3 decks of cards (each deck containing battle cards, permanent action cards, and random action cards for one culture)
    4 victory cards
    1 sheet of cardboard tiles (buildings and resource producing)
    8 T6 dice
150 wooden cubes (30 of each: green, brown, yellow, blue, and red)
Green, Blue, Light Brown, and Yellow are used to represent “Resources”, and Red is used to represent “Victory Points”.  
    1 rules manual

    1 reference card

Game target: The game ends IMMEDIATELY when one of two events occurs:
When The Wonder building is built by any player, OR
The end of the turn in which the last Victory Point cube is removed from the Bank and placed.
The player with the most Victory Points is the winner. If two or more players are tied for the most victory points, then the player among them that has the most resource cubes is the winner.
Rules: Rules in English
Strategy: Try to keep up with the miniatures your neighbours have collected, so you always can defend yourself or even find a weak spot to attack.
It's also important to advance the Ages, as this will give you better favours in the following rounds.

Deciding how many Random Action cards to have in your hand is one of the key decisions in the game. If you have too few in your mix, you run the risk of falling behind players who play more of these powerful cards. Selecting too many Random Action cards can easily lead to disaster when you draw cards that you cannot use effectively.

This is why advancing to later “Ages” is so important. It allows you to select enough Permanent Action cards to ensure that you can always do what you need to, while simultaneously selecting enough Random cards to ensure that you have access to more powerful actions.

Comments: My edition is from 2003. The designer is Glenn Drover.

The game consists of the following phases each round:
- Placement of 3 Victory Point Cubes on one of the Victory condition cards (limits the game to 10 rounds)
- Action Card Draw (keep 4-7 cards depending on Age)
- Three Rounds of Action Card Play
- Resource Spoilage (keep max 5 cubes of each type between rounds)
- Discarding (you may discard some random event cards in your hand, the rest are kept to the next Action Card Draw)
- Starting Player Rotates  

The weakness of the game is that battles has plenty of dice rolling and they are often exhausting the involved parties and rather makes the non-participant player the real winner. The miniatures are a kind of rock-scissor-paper style, as Mortals are better than Heroes, which are better than Myth creatures, which are better than Mortals. It's both an advantage and disadvantage than this makes the game pretty peaceful, as the resource collection and building up of your city is the most fun of this game. I enjoy the game, but it's difficult to convince my friends to play it.



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