What are people saying about Era of Kingdoms?
This is a great game! With all the expansions it really hits the sweet spot. It was exactly how I expected to be. I loved seeing my little village turn into a bustling city. And it played so quick! Less than 45min for a 2 player learning game. I think this is going to replace 7 Wonders for me. And the art is gorgeous..
Arrived thursday (Canada). I played 2 time with a friend. I also try the solo mode. Very good game!
This game is a pleasure! I enjoyed the strategy and decisions I had to make, I enjoyed building and improving my kingdom (engine). There are ways to interact with the other players, sometimes positively, other times not. But the take that element wasn't ever too harsh, and there were often ways to protect yourself or recover. The hand management aspect also led to some good tough decisions.
By design it is difficult for any player to run away with the game, but still has enough variety of tactics to make it interesting. The theme works quite well with the actual gameplay.
Now on to gameplay, this game has already found it's way to our table five times since we received it just two weeks ago. Considering this game arrived during a time where we just received some other new games and were in the middle of a legacy game campaign I am surprised it made it to the table at all. Overall, I think this is a very good game.
A very good game. Well designed with good looking cards and boards.
I have played it solo 6 times already. I love it!
New family fave
After a handful of playthroughs (a couple of Shadow Kingdom solos, one duo, and a couple of four-player games) I can say this will stay in the rotation for a while!
"A great combo between engine building and resource management while still giving me that deck builder feel, which I really like" - Blind Playtester
"Dominion fans out there are probably going to enjoy this game for a long long time" - Unfiltered Gamer
"The best part for me was definitely drawing at the end of each turn. Each hand is like a little puzzle where I need to figure out how to get the most value from it." -VVildcard
Unedited audio from a blind playtest at a convention:
The current rules can be found here.
The Basic, Intermediate, and Advanced decks are placed in the middle of the table. Each player sets a Kingdom Board, 3 Riches cards, and a Center Land card in front of them
Each player gets 3 actions per turn to improve their kingdoms, progress to better decks, and gather as many victory points as possible.
- Playing a card from their hand
- Drawing or drafting a Basic card
Players will play Land, Person, Event and Victory cards as they advance their kingdom.
Land Cards - The foundation of any kingdom. With only 8 tiles available for land cards players must make their choices carefully. Resource land cards can stack and upgrade resource cards of the same type.
Person Cards - The life force of a kingdom. Person cards will add resource, strength and defense to your kingdom and will play a vital role in balancing war and prosperity.
Event Cards - Events can alter the course of medieval history, but make sure it's in your favor. A key component to player interactivity, these cards add another layer of strategy. As you progress to higher decks, the event cards become more powerful allowing for victory point swings and keeping each game close right down to the very end.
Victory Cards - Great achievements rewarded only to those that seize the opportunity. Victory cards allows players to boost their kingdom to glory, provided they meet the demands.
Each player can then choose to discard any number of cards from their hand. They will redraw back to their maximum hand size during the final phase of their turn.
Deck Check Phase
Each player checks to see if they can upgrade their kingdom based on the level of cards they have in play. Once a player has met the requirements, they can upgrade their kingdom and Center Land. They will be able to draw according to their upgraded Kingdom Level in the next phase.
At the end of a player’s turn, they draft or draw cards back to their maximum hand size. Each card in the draft is replaced when selected. The maximum hand size by default is 5, but it can be expanded by certain cards.
End of Game
There is an “Age of Enlightenment” card within the Advanced deck. When this card is drawn, each player will play one final turn. After all turns are played, each player will count their current Victory Points (VP). The player with the most VPs wins!
Race Against the Shadow Kingdom
In the Solo mode, the game's setup, player turn actions, and player scoring are identical to the normal rules. After each turn the player takes, cards are drawn and placed face up for the Shadow Kingdom. The amount and type of cards drawn for the Shadow Kingdom depends on the player's current kingdom progression. The player can use Event cards against the Shadow Kingdom but be warned, if Event cards are drawn by the Shadow Kingdom there are unique effects that may occur.
After the player draws the Age of Enlightenment card, the player's Victory Points are compared against the Shadow Kingdoms, the latter using a special scoring method.
Conquest of the King
Read more details about this lite dungeon crawling mode, here!
Add a valiant perch to your Kingdom to protect your people and riches. Advanced Land Card. Required: 7 of any same resource. 5 Defense. 3 Victory Points.
Utilizing cunning wit, your Master of Trade has pulled of the deal of the century. Intermediate Card. Event.
Through trade, all Kingdoms benefit. Especially your own. Basic Land Card. You may refresh up to 3 Trade Route cards each turn. Boosts adjacent resource cards by 1.
Trade Route Mini-Expansion
Remove the luck-of-the-draw with the Trade Route Mini-Expansion. Allows you to draft your cards each turn and provides unique event cards that allow you to keep the draft fresh and adds adjacency bonuses!