Danelaw (2024)
ag.gameitem.AGID:
Playtime: 0
Min. Age: 0
Number of Players:
2 - 4
ag.gameitem.publisher:
(Self-Published)
Designers:
Christian Høegh
Artists:
Christian Høegh
Mechanics:
Dice Rolling
Beschreibung
England, 876. 2-4 Players wrangle the collective conscience of entire cultures, commit horrible sins in the name of their gods, or parcel away tools of revenge in the name of propaganda through acts of clemency.
Construct a fleet, connect discovered routes build a trade empire - or - tear someone else's down.
The goal of Danelaw is to win either through connecting trade routes and taking over shires and minor interconnected kingdoms by means of military or propaganda and religious heroes.
The catch of Danelaw is players' cultures will be converted back and forth potentially multiple times in a game based on their roles and cards played.
Players roll special D'10s which always bear the potential for critical religious favor or delicious downfall.
Players have access to a unique array of hero cards of three distinct classes. Kin, Propaganda, and Fervor.
Blood feuds bubbling from within your own borders can be vented and tapped through fervor or quelled with propaganda heroes. Be sure not to let them get too high... The mob always comes for the man in the high tower.
Protect yourselves from them with only your most trusted Kin heroes. But even family can be lost to the voice of god or fate. As heroes of your culture die their legacies remain and new legacies fill their shoes.
Each game of Danelaw is different with unordered map additions added in random variations presenting opportunities that force players to think on their feet and change their approach.
Convert or subjugate, stoke the coals of war or shackle those who would with propaganda and the axe.
Keep your kin close, but keep your enemies closer.
—description from the designer
England, 876. 2-4 Players wrangle the collective conscience of entire cultures, commit horrible sins in the name of their gods, or parcel away tools of revenge in the name of propaganda through acts of clemency.
Construct a fleet, connect discovered routes build a trade empire - or - tear someone else's down.
The goal of Danelaw is to win either through connecting trade routes and taking over shires and minor interconnected kingdoms by means of military or propaganda and religious heroes.
The catch of Danelaw is players' cultures will be converted back and forth potentially multiple times in a game based on their roles and cards played.
Players roll special D'10s which always bear the potential for critical religious favor or delicious downfall.
Players have access to a unique array of hero cards of three distinct classes. Kin, Propaganda, and Fervor.
Blood feuds bubbling from within your own borders can be vented and tapped through fervor or quelled with propaganda heroes. Be sure not to let them get too high... The mob always comes for the man in the high tower.
Protect yourselves from them with only your most trusted Kin heroes. But even family can be lost to the voice of god or fate. As heroes of your culture die their legacies remain and new legacies fill their shoes.
Each game of Danelaw is different with unordered map additions added in random variations presenting opportunities that force players to think on their feet and change their approach.
Convert or subjugate, stoke the coals of war or shackle those who would with propaganda and the axe.
Keep your kin close, but keep your enemies closer.
—description from the designer
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-29 05:14:50.975