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Introducing Duel of Ages

Duel of Ages is a tabletop re-enactment of a future sport, as described in the previous pages. It is played between two teams. You may have any number of players on each team one vs. one, two vs. three, whatever friends you have available at the time.

Each team receives a random group of characters from the character deck. Each player controls some of his team's characters.

Characters represent basic "archetypes" from four ages.

Intro Pic1

Ancient characters appear from the pre-gunpowder historical era, as well as beings of fantasy: Genghis Khan, Spartacus, Boudica, Jade The Unicorn.

The age of gunpowder constitutes the Colonial age: Bill Hickok, Frostdancer, Jolie La Ravissant, Napoleon.

The Modern age extends from World War II to the preinterstellar age: sniper Pvt. Sanchez, freedom fighter Milena Arrebato, tough guy Dirk Slade.

In the distant future and from the pages of science fiction, the Future age: Thotus, Bladed Terror, Nerve Puppet, Merissa of Ravenna.

You do not progress from age to age during the course of the game. Rather, ages are mixed together. For example, Genghis Khan could be astride an ATV, firing the Sabot Laser at an onrushing Bladed Terror.

Like characters, equipment (the white cards) are classed in the same four ages.

The Map & Adventures

Once the teams receive their characters, they build the map using the round platters and triangular keys. They try to build the map to best suit the characters of their team.

Some of the keys contain adventures. For example, there are four Labyrinth keys, one for each age. There is also a Team Base key for each team. Adventures are important, because the team that does better at challenging the adventures wins the game.

The teams decide on a time to end. When the time is reached, the teams count up their victory points. Whichever team has the most points wins. Teams gain 1 victory point for each adventure in which they were more successful. The team with the most surviving characters also gains 1 victory point. So, while combat is important to a team's strategy, it is not the primary means of winning.

Playing The Game Turns

Once the map is built, the teams alternate playing turns. Characters are represented on the map by counters displaying their logo. Characters move from space to space on the map. They may be moving to an adventure to challenge it, or stalking an enemy target, or fleeing from a dangerous foe.

While one team moves their characters on the map and confronts adventures, the opposing team fires ranged weapons at them.

Enemy characters in the same space fight in melee (hand-tohand) combat.

Those Colored Ratings

Most character ratings are colored. The brighter the color, the better. Characters challenge adventures and attack by comparing their color against an opposing color. See the Challenge Chart. For example, if a character with Green Wits attempts a Blue-rated Wits adventure, he needs to roll 8 or less on two six-sided dice to be successful.

Intro Pic2

The Challenge Chart runs the game, and you can memorize it quickly. If the opposing colors are equal, the number is 7. One color better is 8, one color worse is 6, and so on.

The Tutorial

Now that you have the basic idea, you should read through the tutorial. It will set you up for an easy time with the rulebook.

Go to Product Descriptions!

Intro Pic2

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