Age of Quarrel (2025)
3 - 5 persone
180 - 300 min
14+
Al momento questo prodotto non è disponibile presso nessun venditore.
Descrizione: Age of Quarrel is a strategic 4X board game set in the shadow of a fallen medieval order. Long ago, the city of Middelalderen held the land together. It was a crossroads for merchants, a seat of learning, and a source of legitimacy. It did not collapse in a single catastrophe. It narrowed, hardened, and quietly pushed whole peoples beyond its walls. The city still matters, but the world around it has learned how to survive without permission.
Players lead rival factions competing to shape what comes next.
The game unfolds over three Years, each divided into four Seasons. In each of the Spring, Summer, and Autumn seasons, each player take five turns, choosing a Civic Action to drive your faction forward, or a Tactical Action to press their position on the map. The Winter Season is a time devoted to reflecting on your growing legacy, weathering the hardships of Winter, and planning for the coming year.
The map grows during play. Exploration expands the world outward from known clearings, and it can create opportunity just as easily as it creates problems. New terrain can change your plans immediately. It can also change what your opponents can reach, how quickly barbarians appear, and how reliable your supply will be later.
Military power matters, but it is not the only way to take ground or break an opponent’s hold. Levies, soldiers, and Priests each matter in different ways, and pressure creates conflict. Sometimes it’s an exposed settlement or an overextended line. Sometimes it’s converting rival units to your cause.
Between Seasons, the game resolves its economy as the clock that drives the world forward. Settlements produce resources based on the land around them, storage limits force hard choices, and prices at the Market shift as conditions change. If you stretch too far, the supply check can punish you, sometimes harshly, and the map remembers that mistake.
Barbarians are not a scripted nuisance. They are a living presence shaped by the world’s history and by the gaps players create. They grow in Winter, they threaten weak borders, and they can become the cost of ignoring what you can’t protect.
Legacy Points are earned throughout the game and in final scoring. You gain them for what you build, what you hold, what you achieve through force or influence, and for controlling Middelalderen. Winter scoring rewards stability, while end-of-game scoring reflects what your faction leaves behind: infrastructure, population, surviving armies, and resources converted into lasting legacy.
In Age of Quarrel, you are not restoring a golden age. You are inheriting its mechanisms. The game’s central question is not whether you can win but what kind of order your winning creates, and whether it is any better than what broke the world in the first place.
History will remember what endured.
Whether it deserved to is another matter.
