A deck-building card game about building forts and following friends.
Description:
In Fort, you're a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort. By doing this cool stuff, you'll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players' actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing? But be careful as your carefully constructed deck might start losing cards if you don't actually use them. After all, if you don't play with your friends, why should they hang out with you anymore?
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.
Players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.
Description:
The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition. If a player seizes control by courting anarchy and distrust, future players will have to contend with a land overrun by thieves and petty warlords. In a later game, a warlord might attempt to found a dynasty, creating a line of rulers that might last generations or be crushed by the rise of a terrible, arcane cult. The game can be reset at any time and doesn't require the same play group from one game to the next. The history embedded in each copy of Oath will grow to be as unique as the players who helped build it.