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Filip Wiltgren
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Disclaimer: This preview is based on a single four player play of the production prototype at Essen 08.

I grew up with Conan, Elric and the Grey Mouser. My fondest childhood memories consist of curling up on the couch with a grand adventure in my hands. Thus I came to view Age of Conan (AoC) with two conflicting emotions: A) very high expectations and B) the conviction that the game would suck. Neither proved to be true.

Pure Ameritrash - for better or for worse.

It may have been created by a bunch of Italians but AoC is pure Ameritrash. Forget cubes, optimization or limited player actions. Instead you get flavour, style and even more flavour. The game looks good (I got to play with production grade miniatures on a printed mock-up board) but not overwhelmingly so. The main attraction lies in the miniatures which differ depending on the nation.

Gameplay is deceptively simple. Each turn (called age) begins with the starting player rolling the action dice. On each player's turn he picks an action die, which decides what action he may take this turn. On one hand this is a time consuming mechanism that isn't strictly necessary – on average there is a good spread to the dice and there are several wild actions on each die. But it does add tension to the game, by putting you in a position where your opponent can block what you want to do buy picking the right action.

Dice are central in AoC.

The available actions are Court, Diplomacy and War, which are self explanatory, and the Conan action which is another not-strictly-necessary-but-clearly-flavourful action. Picking the Court/Conan action you get to move Conan (if you control him) or let him pillage a province (forcing the controlling player to lose and army or a point). If you don't control Conan you get to pick up one of the treasure tokens from the Conan track.

Which brings us to the whole point of AoC – Conan. Each time an adventure is over players get to bid for who becomes Conan on the next adventure. This is more of a card-turning mechanism than anything concrete as controlling Conan doesn't add that much to your play – but it sure is Cool with a capital C.

The Man himself.

A court/Conan action also lets a player draw cards, either strategy or kingdom, but the kingdom cards are way better – they add magic and special powers to the game while the strategy cards only give you a specific bonus on a single die roll. Kingdom cards also add tons of flavour to AoC as they let players control elements from the books, such as the Aquilonian Black Army or the Hyperborean Blood Queen.

But back to Conan. Each time it is the Conan player's turn Conan takes a step towards his quest goal, and the Conan player gets one treasure token. If Conan makes it to his quest goal the controlling player gets an extra treasure token. This isn't very likely as quests are 3-5 tokens long while the quest can be a long way off and other players get to steal treasure tokens by taking the court/Conan action themselves.

Quest card.

Treasure tokens are then used to bid for Conan's magic items (at the start of an age) or to Crown Conan King (note the capitals – it is a big event as it ends the game). To Crown Conan a player must move the Conan miniature to his homeland and then have the most of any single type of treasure token (women, monsters or gold). Thus there is a slight bluffing/memory element in Conan.

Warfare is pretty simple – move your army into a province and roll dice. You get to fight in the different terrains in the province (another unnecessary-but-cool feature) and have to win a series of battles to claim it. The attacker has an advantage in the ability to play cards and the "attacker only" hits on the dice but the defender wins all ties. The main thing stopping you from conquering the world is the scarcity of armies: not only do you get a limited number of them when you recruit (two at most or buying them at exorbitant prices at the end of an age) but you've got a limited number of army miniatures as well.

Aquilonian emissary.

The other way to claim a province is to send in your emissaries and convince them to let you establish an embassy. This only takes a single die roll but embassies are vulnerable to enemy troops and can be replaced by enemy emissaries too.

Well, that's about all there is for the game; you go out and conquer for three ages consisting of four quests each. Each quest is then subdivided into 3-5 treasure tokens which means that each player gets an average of 35-45 actions per game. Plenty to go around but not enough to make it boring.

Stygian troops.

Is Age of Conan good enough to pick up? When I walked from the table I was convinced that yes, it's the greatest thing since D10's. Now, with two days worth of hindsight, I'm not so sure. It's not a bad game, for ameritrash at least (I'm an Euro fan if you can't tell), but it does ride on the coolness factor. So if you love Conan it's a sure buy. As for me I'll have to play it again before deciding.
Adam Di Gleria
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You grew up with Conan and the Grey Mouser but it's not a sure buy for you? Ruh Roh! :arrrh:
Filip Wiltgren
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TheCollector wrote:
You grew up with Conan and the Grey Mouser but it's not a sure buy for you? Ruh Roh! :arrrh:

I also grew up with He-Man and the Thunder Cats ;)
Frank La Terra
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filwi wrote:
TheCollector wrote:
You grew up with Conan and the Grey Mouser but it's not a sure buy for you? Ruh Roh! :arrrh:

I also grew up with He-Man and the Thunder Cats ;)


Good tastes all round...
George Fagin
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filwi wrote:
I also grew up with He-Man and the Thunder Cats ;)


My three younger children did as well. As a parent, I found He-Man painfully tedious, and welcomed the Thunder Cats, Battle Beasts and Teenage Mutant Ninja Turtles that eventually pushed him from the limelight. At least the Turtles had a bit of humor.

I did, and still do, view Conan as existing on a higher plain than any of these, though I fully understand how those who found Conan via the movies rather than the books would fail to see the difference.

Frank La Terra
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Sphere wrote:
filwi wrote:
I also grew up with He-Man and the Thunder Cats ;)


My three younger children did as well. As a parent, I found He-Man painfully tedious, and welcomed the Thunder Cats, Battle Beasts and Teenage Mutant Ninja Turtles that eventually pushed him from the limelight. At least the Turtles had a bit of humor.


WHAT?!?!?!?!
Did Battlebeasts even have a cartoon or cannon? I thought they were just little storyline-less figures.
He-man was funnier than turtles, and also had a hell of a lot more heart. When you look at them today Filmation's he-man has an old school almost Disneyesque charm that mordern toons don't have and makes it unique. Turtles has "Radical too cool for school" dated nonsense. No competition.

Quote:
I did, and still do, view Conan as existing on a higher plain than any of these, though I fully understand how those who found Conan via the movies rather than the books would fail to see the difference.


The irony of this statement is that the strongly held rumor is that he-man originally WAS meant to be the toyline to the Conan movie. Skeletor was Thulsa Doom, who in the old marvel comics had a flaming head for a skull. Certainly the original he-man storylines before the filmation toon came along was a lot cl;oser to conan (the sci-fi element was a lot more toned down - the lasers and stuff were ancient weapons from a 'forgotten age', teela's/the sorceress' original form was that of a green godess dressed as a snake and he-man was a barbarian from a tribe, no magical transforming Adam in site.)
Anyway the storyline goes that when Mattel - who were trying to pull off what hasbro (or was it Kenner at the time?) did with Star Wars - saw that the Conan film was turning out to be hardly appropriate to children they changed the line and invented the whole masters of the universe thing. This version of events has always been denied by Mattel but there is a lot of evidence that points to it being true, and the origins of MOTU has never been properly explained (there are several conflicting versions of exactly who and how the idea first started.)
Timo Schneider
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Sadly we'll have to wait a very long time for a game to be called "The Power of Grayskull"... :cry:
George Fagin
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MrSkeletor wrote:

Quote:
I did, and still do, view Conan as existing on a higher plain than any of these, though I fully understand how those who found Conan via the movies rather than the books would fail to see the difference.


The irony of this statement is that the strongly held rumor is that he-man originally WAS meant to be the toyline to the Conan movie.


No irony there - the movies might as well have been cartoons. Robert E. Howard wrote for an adult audience, or bright young people at the least. If only the same could be said for the Conan movie screenplays.
Frank La Terra
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Timo1977 wrote:
Sadly we'll have to wait a very long time for a game to be called "The Power of Grayskull"... :cry:


Meh, can't say I was too wrapped with what I heard about the script anyway.

Sphere wrote:
No irony there - the movies might as well have been cartoons. Robert E. Howard wrote for an adult audience, or bright young people at the least. If only the same could be said for the Conan movie screenplays.


Oh c'mon. I love Howard's Conan stuff too but it was pure pulp, written for a pulp magazine. It wasn't Keats.
Jim Patching
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I know the Conan films get knocked a lot but I actually really like the first one and don't see the character of Conan portrayed in that as being a million miles aways from R E Howard's original (apart from the fact that he starts off the film being a victim whereas in the books he does nothing but kick ass).

Nice review by the way.
Rauli Kettunen
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Timo1977 wrote:
Sadly we'll have to wait a very long time for a game to be called "The Power of Grayskull"... :cry:


I grew up a He-Man fan, so I still have this in my board game closet/pile:

http://www.boardgamegeek.com/game/25950
Last edited on 2008-10-28 08:01:30 CST (Total Number of Edits: 1)
George Fagin
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