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Duel of Ages II» Forums » Rules

Subject: Playing a "regular" game? rss

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Dustin Taylor
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How do you play a normal game of this? What rules do you use?
Do you use the "reinforcements" rule or do you just start with all of your characters out on the map?
Do you use the challenge tokens at all in a "normal" game or just adventure in labyrinths?
Why are the challenge tokens even included if you don't use them in a regular game?
What if the Lilith key or white and black team base keys aren't chosen?
Why doesn't the rule book tell you how to play a normal game instead of just making you play 4 dumbed down tutorial missions that leave out important game elements in each one?
 
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Aaron Bohm
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Triad or Quad would be considered "regular" games. Everything else ramps up to them.
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Dustin Taylor
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Ok. So what's the point of including the challenge tokens if you don't use them? And what way do you introduce your characters? Do you place them all out at the beginning or use the reinforce rules? It doesn't clarify in the setup.

Also the map setup isn't clear on if you have to use bases and the Lith's key at all.
 
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Aaron Bohm
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spunXtain wrote:
Ok. So what's the point of including the challenge tokens if you don't use them?


On a scale of 1 to 10, Duel of Ages is about an 8.5 in complexity. For new players, there are a lot of rules to absorb to the point that the revised game rules ramp up and introduce many different learning levels.

Encounters are an easy way to teach the idea of stat vs. challenge, you don't have to use them in a full game. Still, it's your game and someone might find that they like them and decide to keep them in the game, even with labyrinths. For that purpose, it's kind of nice and you could customize any game you play with them.

I for one like deeper games that give a number of different levels I can teach to others. Leviathans and X Wing Miniatures are good examples. This way, I can maybe start off a little on the easy side and not worry about scaring the group off while making it easier to hit the table and then, afterwards, see how well they understand and add rules accordingly.


spunXtain wrote:

And what way do you introduce your characters? Do you place them all out at the beginning or use the reinforce rules? It doesn't clarify in the setup.


In a main game, after white and black is determined and the map is set up, both sides reveal their characters.

Then you go through the reinforcement phase on page 16. Unless you have some sort of alternate deployment, like in Rush or on a custom map, this is how you enter the game.

spunXtain wrote:
Also the map setup isn't clear on if you have to use bases and the Lith's key at all.


Basically think of it like this. Games have Combat, Base, Lith, Labyrinth, and Encounter achievements possible. If you choose to include Labyrinths, you have Labyrinth achievements. If you choose to include Lith's lair, you'll have a Lith achievement. It's really up to what you like and in fact there are even some extras in the game to mix things up.

A regular game has Combat, Bases, Lith's Lair, and Labyrinths. Determine how many map pieces you want total. Set up is as follows. Starting with white you may place 3 of anything however you get to first select a starting map platter. In the first 3 of anything you place, you must also place your chosen map. All spaces should be filled, decide before hand how many adventures, if you want to include the advanced adventures, or if you want to include some of the extra challenge keys.
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Stephen Johnson
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The encounter tokens give you options. You can choose to play with them or not. Just because triad/quad is most popular doesn't mean people don't play rush, ctf, and whatever variants they invent. Having the encounters as a "spice" that can be thrown into the "recipe" adds for more variety and customization.
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Matt Becker
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spunXtain wrote:
Why doesn't the rule book tell you how to play a normal game instead of just making you play 4 dumbed down tutorial missions that leave out important game elements in each one?


Maybe you should skip the Basic rulebook and just start with the Master Compendium. That's what I did. I ignored the tutorials and jumped right into the game.
 
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Brett Murrell
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spunXtain wrote:
Also the map setup isn't clear on if you have to use bases and the Lith's key at all.


That's a fair comment, Dustin, Page 20 only hints at it in the Achievements and map building example. We'll modify that. Here's clarification:

Triad uses seven adventure keys: the two team bases, Lith’s Lair, and the four standard Labyrinths (those with white text and not yellow) -- one of each age. You also use as many Dome keys as necessary to completely fill in all of the map notches.

All seven adventure keys must be part of the map, so you must save room for them and not use too many Dome keys.

Characters enter using the standard Reinforce Phase method described in Storming.


*****

The programmed learning method of the Basic Rules Set may not be for you. I would suggest the Masters Compendium online rulebook, which sounds more your style and gets straight to the real games. See:

http://www.duelofages.com/Content/Documents/Duel%20of%20Ages...

Many "real game" missions are possible in DoA II. The Encounters (what you call challenge tokens) are a method that plays quickly and is simpler. The Labyrinths are slower, more complex, but more in-depth strategically. These two methods are rarely used together, as you will see in the Compendium missions list.

Brett

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Dustin Taylor
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SpitfireIXA wrote:
spunXtain wrote:
Also the map setup isn't clear on if you have to use bases and the Lith's key at all.


That's a fair comment, Dustin, Page 20 only hints at it in the map building example. We'll modify that. Here's clarification:

Triad uses seven adventure keys: the two team bases, Lith’s Lair, and the four standard Labyrinths (those with white text and not yellow) -- one of each age. You also use as many Dome keys as necessary to completely fill in all of the map notches.

All seven adventure keys must be part of the map, so you must save room for them and not use too many Dome keys.

Characters enter using the standard Reinforce Phase method described in Storming.


*****

The programmed learning method of the Basic Rules Set may not be for you. I would suggest the Masters Compendium online rulebook, which sounds more your style and gets straight to the real games. See:

http://www.duelofages.com/Content/Documents/Duel%20of%20Ages...

Many "real game" missions are possible in DoA II. The Encounters (what you call challenge tokens) are a method that plays quickly and is simpler. The Labyrinths are slower, more complex, but more in-depth strategically. These two methods are rarely used together, as you will see in the Compendium missions list.

Brett



Thanks for the response, Brett. Looking forward to trying out the game tomorrow night. Even though I'm complaining a bit, I'm very excited and looking forward to it very much!
 
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Johan Haglert
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The encounters are used to play on the alliance key with the master set even if you don't play with encounters.

Also you can always play with encounters if you want to for a faster (?) game with more items.
 
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Brett Murrell
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spunXtain wrote:
Thanks for the response, Brett. Looking forward to trying out the game tomorrow night. Even though I'm complaining a bit, I'm very excited and looking forward to it very much!


Your comments have been helpful. You'll see the effects in the Basic Rules electronic version in a day or two.
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K
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SpitfireIXA wrote:
spunXtain wrote:
Also the map setup isn't clear on if you have to use bases and the Lith's key at all.


That's a fair comment, Dustin, Page 20 only hints at it in the Achievements and map building example. We'll modify that. Here's clarification:

Triad uses seven adventure keys: the two team bases, Lith’s Lair, and the four standard Labyrinths (those with white text and not yellow) -- one of each age. You also use as many Dome keys as necessary to completely fill in all of the map notches.

All seven adventure keys must be part of the map, so you must save room for them and not use too many Dome keys.

Characters enter using the standard Reinforce Phase method described in Storming.


Okay, playing my first Triad game and I was wondering about this. Something else I'm unclear on: are there any requirements to use Domes of all color for the Dome keys? Or can a map be built without either player selecting the black domes for instance? (using the rules for "no empty domes" if that color is drawn for dismissal?)
 
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Mac
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That's right. As long as the dome key quantity rrequirements are met, they can be of any colour. This can be strategically important as it impacts the traffic flow of the characters through the game.

If a colour is missing then the character can be placed anywhere when that colour is drawn making dismissals and banishments more powerful for that colour.
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K
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great, thanks a bunch!
 
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Adam Lucas
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There's nothing that tells you which Dome keys to use or not use. If you are playing a map that doesn't need all the keys then you're more than welcome to leave out the black domes. The only thing that leaving them out does is if you draw/roll a black key and there's no black domes then you get to banish or dismiss to any dome of your choice.
The same goes for the other colours, but black is the most likely dome to not see on the map.
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