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GTM #136 - Rune Age
by Fantasy Flight Games
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War and conflict grip the land of Terrinoth. While battles wage between four different factions, even more deadly storms brew on the horizon, threatening to demolish the rivaling nations. Prophets look to the sky and speak of a coming doom. Some say that if the warring armies do not come together and face the foretold Cataclysm, all hope for Terrinoth is lost. Others surmise that a victor must be named, or the wars will never end. Regardless of who is right, an age of uncertainty is upon us. Whose side will you join?

No caption.Rune Age, the exciting deck-building card game of power and conquest in the fantasy realm of Terrinoth, will be on store shelves early in the third quarter of 2011. Presenting a fresh approach to deck-building, Rune Age is a dynamic experience that puts 2-4 players in control of a faction setting out to complete one of several possible objectives. But how exactly does Rune Age set itself apart from other deck-building games?

Players familiar with deck-building games will find that designer Corey Konieczka brings his own unique twists to the genre, while retaining the basic elements of planning and tension that make it popular. But even if you've never played a deck-bulding game, Rune Age provides a satisfyingly competitive (or cooperative!) game experience that can be adjusted to your particular tastes. While the basic mechanics of Rune Age undeniably offer a new take on the familiar deck-building experience, they are merely the foundation on which its greatest innovation is based: scenario-driven gameplay.

Scenarios in Rune Age might better be thought of as "game modes," since each one sets up a victory condition and a few basic parameters, then leaves the subsequent game experience open to nearly infinite combinations of faction configurations, Event card conditions, strategic options, and individual play styles. Let's take a brief look at the four included scenarios, each of which offers its own distinct play experience:

Resurgence of the Dragonlords: After centuries of peace, the Dragonlords have returnedArt 2to claim Terrinoth for themselves. Each race secretly hopes to repel the invasion alone, seeking to recover the ancient relics that disappeared with the Dragonlords so long ago.

The first scenario, entitled Resurgence of the Dragonlords, pits the leaders of Terrinoth against a common enemy...but since there can only be one winner, players must balance the threat of the mighty Dragonlords (the defeat of whom is a victory condition) against that of their neighbors. Resurgence of the Dragonlords delivers a well-rounded experience, balancing the cutthroat fun of player interaction with the tension of a common, external foe.

Runewars: A new evil stirs in the bowels of the Ru Steppes. The fog of Waiqar's land shows signs of deathly mustering and preparations for war. Now is the time to act before we are smitten, purge before we are sickened, strike before we are struck.

Want a more direct player versus player experience? The scenario entitled Runewars is designed for players who prefer outright confrontation and player elimination. Each player is given a dragon rune card, and his foes may attack him in an attempt to steal it. What's more, these random dragon rune power cards provide players with unique abilities every time, offering even more replayability.

Art 1The Cataclysm: The end of the world is nigh. Prophecies are coming to pass, and the signs of the end times have begun manifesting themselves. All living beings must unite and stand against the calamities that are threatening all inhabitants of Terrinoth.

The third scenario offers a totally new deckbuilding experience: fully cooperative play! The great races of Terrinoth must set their differences aside to combat an evil that threatens the world. The Event deck mercilessly punishes the entire group, but if any one player is eliminated, everyone loses. Prepare to protect your neighbors as you weather the coming storm together.

The Monument: As warfare continues to spread, it becomes apparent that no one race can prevail over the others without some sort of divine intervention. While each race scrambles to erect their beacon of power, open war rages around them.

Finally, the scenario entitled The Monument is designed for players who dislike direct confrontation and player elimination, and instead prefer a pure race to power. Ultimately a competition to acquire the most gold before your opponents, The Monument tasks players with building a great symbol of their god's power. It will take speed and cunning to outwit your foes!

With this wealth of options, plus four factions that each have their own tricks and strategies, Rune Age is a system with remarkable versatility and nearly endless replayablity. The question is, what kind of game do you want it to be?