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.
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.
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.
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