Laruna: Age of Kingdoms is a high-fantasy 4X (explore, expand, exploit, exterminate) board game for 1-6 players. Players assume the roles of powerful magic users who rule over one of the last remaining kingdoms of Laruna. They must manage their resources, field units and sling spells all in an effort to gain the favor of the young gods - their only hope for salvation.
Laruna: Age of Kingdoms features:
- Multiple Player Combinations: Vital decisions are to be made even before the first turn! By combining 6 different playable Kingdoms with 6 different playable Rulers, each game lends itself to different strategies.
- Asymmetrical Kingdoms: Each playable Kingdom has a different base economy, units recruitable by only that Kingdom, and unique Agendas that utilize that Kingdom’s specific strengths.
- Thematic Strategy: Based on the RPG Dreamscape: Laruna, Age of Kingdoms is full of beautiful art that transports you to the fully formed world of Laruna, making you feel as though you are truly a ruler in a fantasy land.
- Multiple Paths to Victory: Economic development, territory expansion, trade, and war are all valid tools in your quest for victory. Will you prove that peace is the best path, or will you dominate through conquest?
- Heavy Social Interaction: Formal Trade Agreements, Military Alliances, and victory points for cooperation and betrayal offer mechanics-driven incentives to work with your fellow players--or stab them in the back!
Every playable Kingdom features 2 Units that only that Kingdom can recruit. There are 3 copies of each unit, which is important because all units are component limited.
In addition to the 36 Kingdom-Specific Units, each Territory is home to a certain amount of units. Once a Kingdom gains control over a Territory, they can recruit its units as well as their own Kingdom-Specific units. here are 17 different Territory-Specific Units, and most of them have 2 miniatures.
The appearance of a Kreesh is a harrowing, world-changing event. Kreesh are hideous corruption-beasts that sow widespread death and destruction. Their arrival always makes for interesting bedfellows, as it can take a concerted effort among players to eliminate a Kreesh before they've done too much damage.
Laruna is a strange and magical land that creatures and beasts of many shapes and sizes call home!
While there are plenty of subtleties at play in Age of Kingdoms, learning and quickly executing the basics couldn’t be any easier. Simple resource tracking and card management ensures that new players are able to quickly digest the intention of each card and unit. This ensures that the challenge of the game is implementing a winning strategy, and not merely understanding how the game is played.
Kingdom Management (eXploit)
Deciding where to commit your work force in this worker placement phase of the game is always an enjoyable exercise in economic tactics. Will you be running a long bloody campaign to earn your Favor? If so, you will need to consider the cost of committing workers to upgrade your troops or maintaining high enough Command to field larger numbers. Is that added might worth the risk of Kingdom-wide instability? Perhaps you would be better served by investing lightly in your defenses and hunkering down while the work force petitions favor at your Kingdom's temples? Knowing which resources to seek, when to harvest and exploit them, and how to best leverage them for your Kingdom is a big part of the fun when playing Age of Kingdoms!
The majority of your Kingdom Management takes places through your Kingdom Mat. The Kingdom Mat allows you to place workers to gain specific resources and benefits. Each workable tile on the Kingdom Mat can also be upgraded, providing more resources and victory points.
The Kingdom Mat also keeps track of your Population (the higher your Population, the more Workers you can place) and your Stability, a vital element of kingdom management.
Decisions like declaring war and moving your workers are not to be taken lightly--such actions reduce your Kingdom’s Stability, and the lower your Stability, the less workable tiles you have access to.
Gaining resources aren’t the only function your workers serve. Workable tiles also provide Garrison and Command--important stats that alter your Kingdom’s strength while at war. In order to recruit Units, a Kingdom must have the correct amount of Command available. Should a Kingdom lose some of its Command, its Units will revolt, becoming costly to manage and potentially disbanding.
On the flip side, Garrison allows a Kingdom to defend itself without the use of Units. At the beginning of every turn, players must decide where to dedicate their Garrison, which provides extra protection against Invasion to your Kingdom or controlled Territories.
What good are resources if you can’t spend them? In addition to recruiting Units, improving tiles, and raising your Population, your resources can be used to enact your Agendas. Agendas are Kingdom-specific cards that allow you to affect the game in unique ways.
Agendas can range from simple self-improvement, such as automatically raising your Stability to wide-reaching social effects like placing a bounty on another player’s Territories. Think of Agendas as ‘special abilities’ tied to your Kingdom that you can use to manipulate your resources to your favor in non-standard ways.
While Agendas are tied to Kingdoms, Spells are tied to the specific Leader that is chosen at the beginning of play. Similar to Agendas, Spells allow you to spend your mana for a myriad of effects that directly affect you, other Kingdoms, and the units on the map.
Territory Control (eXpand)
Surveying the current state of the world is important for any ruler! Knowing which kingdom's banner flies in which territories and monitoring who has control of certain trade centers is crucial. Always be prepared for war! Move your units in and out of battle to best advance your kingdom's objectives and maintain your area control. Snappy, dice-driven combat allows battles to be resolved quickly. Deploy your troops wisely and aid them with spells if you hope to win in the end.
Every Kingdom starts the game with access to their own unique Units, Agendas, and Base Incomes. When a player takes control of a Territory, they gain access to new workable tiles, new Agendas, and new Units tied to that specific Territory. This allows a Kingdom to bolster their strengths or shore up their weaknesses by giving them access to these new tools. And, of course, claiming and holding on to Territories leads to greater Favor at the end of the game!
Ports and Gates (eXplore)
Claiming and controlling territories are not the only function of your Kingdom’s units. Specially marked Ports and Gates allow your Units to go on Expeditions to Islands and Discover distant dimensions.
Expeditions allow you to reveal Islands that offer new workable tiles, granting greater and more varied resources than normal territories. Travelling to new Dimensions grant your Kingdom static bonuses such as expanded Garrison or Command. The more Islands and Dimensions are revealed, the more expensive such exploration becomes--unless you decide to instead attempt to wrest control of an Island or Dimension from your enemies!
Combat and War! (eXterminate)
Although skirmishes over territory and perceived sleights may be common, declaration of War! In Laruna: Age of Kingdoms is costly and comes with great risk. Going to War! Causes everyone involved to lose Stability, stressing their Kingdom’s economies.
Kingdoms that declare War! only have a limited number of turns to Sack their enemy’s Capital--if they’re unable to do so in time, the Defender gains the Favor , and the Aggressor gains nothing!
Even winning a War isn’t the end of the story--Kingdoms that are Sacked! are granted limited immunity from further attack, allowing them to rebuild and stay competitive. And of course, declaring War can have all the other players asking themselves--am I next?
Laruna: Age of Kingdoms features snappy, dice-driven combat that allows battles to be resolved quickly, putting the strategy of when and where to Attack front and center.
Favor is a tricky thing. Every player wants to have the most, but gaining some alongside one player to catch up to a different player makes for social chaos. Playing the game is more than careful planning and quick adaptation. Players need to work with AND against one another when the time is right. Signing Trade agreements, instigating wars, or defeating powerful world monsters will see a player’s Favor total shift constantly. The player to your right may have been a great trade partner during times of peace, but with war at your kingdom’s doorstep, you may need to betray them and look for a mighty combat ally to your left! Good thing you've been holding on to that Agenda to lower a kingdom's Stability! They'll never see it coming…
Take a look through the current (work-in-progress) manual at the link below!
Will your hand be the one to guide the Forgotten Kingdoms of Laruna to victory? The Agro’Mosh accord adds 2 new playable Kingdoms to Age of Kingdoms.
While many say that the island nation of Izumo’s glory days are far in the past, the Age of Kingdoms is the perfect time to prove the naysayers wrong!
Izumo uses their mastery of the sea to their advantage, allowing them to enjoy multiple trade routes and an unparalleled freedom of movement along the coasts of Laruna.
Seeking to atone for their ancient past, the Ashik have banded together as a Kingdom once more! This nomadic race were made as magical weapons of war and have decided that now is the time to embrace their legacy rather than deny it!
Featuring powerful ground units, high Magic stores, and a variable starting position on the map, Agro'Mosh is a powerful, versatile Kingdom capable of imposing their will wherever they may travel.
The Age of Kingdoms is a time of myth and legend! The Legendary Events expansion includes two exciting noteworthy events to your game.
All kingdoms must beware the Skylord's Fury! In ages past, the great Skylords ensured that dragons were feared and respected all across Laruna. In Skylord's Fury one such ancient dragon will periodically appear throughout a game's timeline and ensure that all players heed its might!
Placate the mighty dragon with resources or blood sacrifice if you know whats good for you. Flex your muscle if you dare, and fight off the ancient creature to earn Favor and respite. A unique ongoing event that ensures players rush to earn the dragon's good graces or defeat it enough times to be recognized as the new lord of the sky.
The Fae Queen's Masquerade
Long has the fabled queen of the fae been shrouded in mystery, her court and its decadence seizing the souls of minstrels and poets across the land. Now she has declared the return of the forest kingdom's ancient practice - the Masquerade.
In this unique world event, the Fae Queen holds a series of parties at random locations where players can race to curry favor with the legendary manipulator. Those who participate in her festivities can earn marvelous rewards or even earn the direct favor of the queen herself!
Go All-In and save! This pledge level gets you Age of Kingdoms, The Agro'mosh Accord, Legendary Events, and all stretch goals!
Note: This pledge level does NOT include the Dreamscape: Laruna RPG.
Shipping will be handled AFTER the Kickstarter is complete, based on actual shipping costs. Shipping will be collected through the pledge manager after the campaign is over.
We will be shipping from multiple fulfillment centers around the globe to help reduce costs and manage shipping in the most streamlined way possible.
Below is our ESTIMATE of shipping costs for the base game. These costs may change based on stretch goals unlocked and additional add-ons purchased.
Rest of the World: $40
The Kingdoms of Laruna: Age of Kingdoms have a deep history rooted in the tabletop RPG Dreamscape: Laruna. This history and identity shines through in how each Kingdom is designed and played. The noble Highland will stand strong forever on the backs of their Wardens and high Garrison while the duplicitous Mesadrin strike fear into their enemies off and on the battlefield using their Agendas and units.
Choosing a Kingdom is more than just choosing a faction--it's choosing the story you're going to tell with your actions!
Risks and challenges
Time delays and manufacturing issues are always possible any time you deal with entities outside of your control.
Fortunately, we have established good relationships with the companies and people we will be working with to create Age of Kingdoms.
Each of our previous projects have come to fruition in a timely fashion utilizing many of the same resources, preparing us for the smoothest campaign possible.Learn about accountability on Kickstarter
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