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Let's talk DUEL OF AGES II
I'm fully aware of the game's ability to be tweaked to your liking, so I want to know some of the stuff you guys have tried that really worked, what didn't? What kind of objectives do you set, etc, etc.
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I already own a billion games, so I want to try before buying - if at all possible.
Does this usually go longer than 2-2.5 hours? If so, I can probably safely cross it off my list.
Edit: I have tons of 2-player games, including war games of different lengths and sizes. So if DoA2 is best with two, forget it. I already own Earth Reborn, and - while very good - that never gets played either. ER is too much of a time commitment to learn the rules thoroughly and go through all the scenarios. Maybe when I retire...
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I haven't done so yet, but I can see it being a better 4 player game than it is a 2 player.
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If I can't scare up a copy, I'll put out an all points bulletin for the next WBC in Lancaster.
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- SuperflyPete
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I generally just use the cookie-cutter scenario (Mission 1) objectives and then tack on a time limit. That seems to work pretty well.
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- SuperflyPete
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Set up 3 platters per person, randomly, face down, and put the starting platters face up on the exterior of the setup so that the starting platters are on the outside and the face down ones are on the inside. Try to be symmetrical. Pick a tough enemy, that's the "boss" and then one more for each platter. Make 2 pools of them, with the big boss in the second pile. Randomly place the first pool (the non boss pile) on the platters closest to the start bases and the big boss pile on the innermost. This ensures that the game won't be decided completely by luck if the boss shows up on the first platter.
That boss is worth 7 points, but use "Mission 1" Achievements as the baseline, plus the 7 point boss. If the boss is killed, the game ends immediately. 20 points or highest score in 2 hours (or when the boss is killed) is the win condition. Start with 4 characters each.
Hope that makes sense. This is off of memory, and it was just an idea we threw out there to mix shit up. It was fun, though.
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- ChristopherMD
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Mad Dog wrote: Everytime people describe DoA2 it sounds more like an activity than a game. Like when kids play with toys or something.
It is. There's a bunch of rules, cards, tokens, and characters, but there's really no story arc to the game other than what you make up as you go along. It seems to me to be a weird wargame/RPG hybrid thing. There are better tactical games and there are better character-driven games, but DoA2 kind of mangles them together into this other... thing. "Kids playing with toys" is an appropriate description, but this toy has lots of icons and rules.
It's a great game for a small subset of gamers.
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- Michael Barnes
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Sure, it tells you HOW to play, but you come up with the WHY and sometimes you modify the HOW if it doesn't suit your WHY.
Every time we've played it, I have no idea what we're going to do. I open it up and say "screw it, let's do all Ancients". I've run two player games with six characters each (which is kind of a mess and not really a great idea), I've run an eight player team deathmatch games with everybody having one character and a respawn, meaning we wound up seeing like 22 characters. "Everybody starts with a sword!"..."first player to get a vehicle back to their base wins"...
You can seriously do whatever you want with it...if time's a problem, just use the timer on your phone for 90 minutes and work up a points system or a simple goal. Of course, if you're playing with somebody that isn't cool with an ending that goes something like "I'm done, let's play something else now" then that might be an issue.
It's so open-ended, it's just a big invitation to goof off and explore, really.
I like that boss idea, haven't done anything like that yet.
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As I understand the product line, to get almost everything you would just need the base set and the master set (I know there are collectors stuff and promos, is that substantial?). Is that right?
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the collectors stuff is really just a couple map platters, so nice to have but not really worth alot of effort to track down.
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- san il defanso
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Look pointed it out already, but the Master Rules from the Worldspanner website are necessary.
When I really started getting into Duel of Ages, I assumed the appeal would be broader than it was in my group. I really like the game, but it does have that sense of just being an enormous playtime more than a standard game. As a result, the first game seems to disorient new players, and some people just don't like that. It doesn't really concern itself with victory conditions, but it would be very simple to create a situation that is strictly combat, or strictly questing to find individual treasures or whatever.
The most common question I get when starting a game is "so what do I do now?" It sounds evasive, but you can really do whatever you like. The game doesn't give really any particular clues to what you need to do, though if you're playing with standard achievements you can do pretty much anything and work towards one of those. I do think I might try my next game with like one weapon per character to start out, just to move everything along.
A friend of mine who is more experienced than I said that it really begins to open up when you play for a long scenario. I think I'd like to do this next time I play, just to give everything a chance to breathe. If you want a somewhat more directed scenario, you might try one of the ones that has escape points. There's also flags and everything like that.
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