I’m really impressed how this game plays after two sessions but does it worth the money? Let’s find out.
COMPONENTS
Cheap




AmazingThe game comes inside a little and standard quality box. 21 wooden cubes (WOW!! It has wooden cubes!!!! J) for each players (White for Sun Tzu, Black for King Shao), a deck of cards for each player, a sturdy game board and two pawns.
One of the pawns is supposed to be larger than the other (according to the rules), but I’ve found one of my pawns is, actually, DARKER than the other (one is Black, the other is White). Either way, they fill their purpose, but this could be a little confusing for new gamers.
The rulebook is one of the most mediocre rulebooks I’ve ever seen. I really didn’t like it at all. Not only it does not explain clearly what you have to do, but also it does not clarify enough some situations that might come into your first games. I seriously recommend looking for an answer in a place different than the rulebook… most likely you won’t find it there.
GAMEPLAY
Fiddly




ElegantDynasties is a two player area control game which also involves the popular hand management mechanic. The idea behind the rules, is that one of the players incarnates Sun Tzu, and the other makes the part of King Shao. Fighting to defend/conquer your territory, you battle through nine dynasties to achieve victory. At the end of the third, sixth and ninth dynasties, scoring is calculated and one of the pawns advances towards the player the same number of positions that equals the difference among the total of each player’s score. A little bit confusing? Not at all… each player just adds the value for each region he controls, and after both totals are calculated, the difference among them is the number of spaces the “victory pawn” advances toward the winning player (the one with the higher value). The game should end when one of the players reach “his side” with the “victory pawn”, or at the end of the ninth dynasty the player who has the “victory pawn” in his side, results the winner.
Each dynasty (which means in game terms each turn), simultaneous actions are performed by each player: Each player plays a card before one of the five regions declaring the action his army is going to execute there. Then, those cards are revealed one region at a time, and the war takes place for that region during current dynasty. Winner is declared and armies are placed.
I consider this game very elegant. Rules are simple but depth is huge! Mechanics are really enjoyable and fun.
WEIGHT
Very Light




Very HeavyThis game makes the perfect gateway game to Area Control + Hand Management mechanic. It plays under 45 minutes. It’s easy to learn getting some support from the forums, and the best of all, it’s easy to teach.
LUCK
No Luck




Pure LuckIn Dynasties, luck comes in form of cards. Actually luck is minimized by one of two factors: First, you peek at the two top cards of your deck, pick the one that you like, and put the other on the bottom of your deck. That “Sleight of Hand” (from Magic: The Gathering) ability lets you collect the best card for your next dynasty.
Second, and since both decks are equal (except for the General Cards), both players, eventually, will play the same cards. I know the time when you get some card is crucial to win a battle, but the war you’ve lost on the second dynasty, might be won on your sixth dynasty. It’s pure hand management, which made properly, minimizes luck and allows the players to plan ahead.
PLANNING
Pure Tactics




Pure StrategyJust like I said before, planning in this game comes in the form of Hand Management. Each card you have in your hand can (and will be) precious against your opponent at some point on the game. The question here is… when to play that card to maximize its effect? Since I’m a Magic: The Gathering player, this came easy for me to decide, but I admit how difficult it can be for other players not familiar with card games to play the proper cards at the precise moment. Either way, this game has more strategy than tactics inside, since actions take place simultaneously and you actually don’t “respond” to your opponent’s attacks, you just try to anticipate them.
INTERACTION
No Interaction




Lots of InteractionBeing a two player area control game, means a lot of interaction. When you attack a region, your opponent weakens or loses his position on that territory.
THEME
Abstract




Lots of ThemeEven if this game seems pretty good themed, it’s kind of abstract, at least for me. The theme is pasted right over the mechanics, and you can see the glue on the corners. Obviously, this not makes Dynasties a bad game. El Grande has the same issue and it’s one of the greatest games I’ve ever played. But if you are looking for a great themed experience, this game is not for you.
LEARNING CURVE
Easy To Learn




Hard To LearnDespite the awful rulebook, this is as easy to learn as it gets for an area control game.
It plays under an hour, has high replyability value and you can play it the second time right after your first game, allowing the newer players to practice what they’ve learned.
The expert version of the game can be added from the beginning if both players are gamers, and can be added for the second game with non-gamers.
OVERALL










8/10
I really consider this one as a great gateway game to area control + hand management mechanic (also used in games like El Grande + Expansions, Liberté, Twilight Struggle and so forth). It’s very easy to learn, has serious depth allowing you to learn more about the game after more plays, plays under an hour, and it’s one of the best TWO player fillers I’ve ever played. I highly recommend it for newer gamers to become familiar with popular mechanics, but also to heavy eurogamers to take a break between those Age of Steam + Die Macher games, while other players order some food.
Is it worth the money?... OF COURSE IT IS!
Nodens
GÜOO























I have to play more this game then. Since it was one of my First Impressions Review series, I think we both agree about this game
(I've only played twice).









