While the dwarves of the Dunwarr Mountains labor tirelessly in their massive subterranean forges, the orcs of the Broken Plains are themselves tempered by tribal conflict in a hostile land. But can they set aside their ancient rivalries to work together in the face of an all new evil?
Foremost among Oath and Anvil’s many benefits is the addition of two new playable races, the dwarves of Dunwarr and the orcs of the Broken Plains. These proud factions each bring their own unique style of play to Rune Age. With their penchant for mining and love of wealth, the dwarves are able to quickly amass large sums of gold, then parlay it into devastating attacks against their foes. Meanwhile, the orcs display a single-minded lust for combat, proving that there’s no orcish phrase for “half measure.” Their all-or-nothing approach to battle rewards players who empty their hands to win.
Not to be outdone, the four existing factions have rallied formidable new units to their cause. Cunning Novice Wizards and massive Roc Warriors bolster the Daqan Lords’ emphasis on hand control, while swift Leonx Riders and lumbering Forest Guardians capitalize on the Latari Elves‘ mastery of influence. The forces of evil are likewise emboldened; foul Vampires and fearsome Barrow Wyrms add their strength to the armies of Waiqar the Undying, while depraved Blood Sisters and corpulent Obscenes engage in ritual mutilation for the glory of the Uthuk!
Darkness Envelops the Land
After generations of strife, can the great races of Mennara unite against a common foe, or will they fall to their own ancient animosities? Oath and Anvil features two new scenarios, each of which offers a unique play experience.
In “Ascent of the Overlord,” one player takes the role of a powerful and malevolent entity seeking to cast the realm in darkness. The other players must unite if they hope to stop the Overlord’s rise to domination, but with each new card from the Event deck, his dark power grows. This engaging one-versus-many dynamic is unique among deck-building card games, and presents an entirely new way to enjoy Rune Age.
Alternatively, each great race can compete to control Terrinoth’s most potent sites of magic in “The Quest for Power,” a new fully competitive scenario. When an ancient ritual is discovered that will enact the invoker’s truest desire, the great races rush to control its secrets. But to complete the rite, an empire must first control a vast network of ancient landmarks. Who will be the first to unleash this long-forgotten magic?
These two new scenarios, along with new Event cards for the base game’s existing scenarios, strengthen Rune Age’s already significant replay value!
Aid in Battle…For a Price
Further expanding Rune Age’s strategic options, Mercenary cards are randomized neutral cards that may be added to any scenario. The gruesome but versatile Flesh Moulder can stand ready for combat, then suddenly introduce another, more powerful beast to the fray. What’s more, players can unleash a wild Ferrox to brutally dispatch vulnerable units, or suffocate their foes with a thick Miasma! With ten different Mercenaries to choose from, the potential combinations and synergies are limitless.
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