Since I started playing board games, I have developed quite a liking for those that are epic in scope: from the gigantic Twilight Imperium – a masterpiece of galactic conquest that can take as much as eight hours to complete, or Sid Meier’s Civilization – a very faithful rendition of the classic PC game. Whenever I get the chance to control vast amounts of people and resources, I am absolutely in.
If we also take my love for fantasy into account, it comes as no surprise that I’ve really enjoyed Runewars, a fantasy board game for two to four players, created by Fantasy Flight Games.
Set in the Runeage universe, the game represents the conflict between four races – two of them good and two evil – bent on controlling the dragon runes, mysterious artifacts of unimaginable power.
As is usual with Fantasy Flight Games, the game shines for the quality of its component. From the thick cardboard tiles used to create the game board to the incredibly well-sculpted miniatures, the visual element is nothing short of stunning.
In harmony with its background, the game’s objective is to earn control of the dragon runes: the player that manages to control six of them and hold them for a whole year, wins the game. If, after seven years (more on that later) no player controls six dragon runes, the one who controls most wins the game. In order to achieve this, the players control two kinds of units, the troops and the heroes.
Troops can advance through the game board, taking control of its areas. Since most dragon runes must be contained within a board tile, controlling the territory is of capital importance. Given that part of it will be taken by neutral creatures at the beginning of the game, the player has the chance of either trying to recruit them to his side, or just kill them.
Fortunately, the combat system is quite simple, with most battles being solved in less than a minute. Each miniature is divided according to its power level, which is determined by the shape of its base (in order: triangle, rectangle, circle, and hexagon). In addition to this, each unit has an initiative value that determines when it acts and a special ability.
In order to determine the outcome of a battle, a deck of cards is used. These fate cards represent the element of chance within the game, instead of dice. They are divided in four sections, one for each base shape. One card is drawn for each unit and its effect will be determined by what’s shown in its section of the card, like making a certain amount of damage, forcing enemy units to retreat or activating the unit’s special ability. This works really well, becoming a welcome variation from the traditional dice system. It’s quick and efficient, making even the most colossal battles rarely take more than a couple minutes. Once all creatures have acted, the side with most active units is the winner.
Heroes, on the other hand, are the only ones capable of completing quests, which give valuable rewards. They can move freely through tiles controlled by enemy troops or neutral creatures, and only enemy heroes can attempt to directly harm them. This gives them a very different feel from the regular troops, along with the feeling of a game that is played on two different dimensions.
As it was mentioned earlier, the game is divided in years, comprised of four seasons each. Every season has its own particular effects, along with a random event. For example, winter limits the amount of troops every tile can support, while freezing the rivers, which allows heroes and troops to freely pass through them. Every season a player can use one of eight order cards, allowing him to move his troops, build strongholds, etc. Each card has a number on it, from one to eight. If the card is the highest-numbered the player has used that year, he gets an additional bonus from it. This adds an interesting layer of strategy to the game, for the player must decide whether or not playing a high-numbered order outweighs the possible loss of a bonus later.
Runewars usually lasts for two or three hours, once all players are familiar with its rules. It is an incredibly satisfying fantasy game; while its complexity and length might not be appealing to everyone, it is nonetheless a thoroughly enjoyable game. I would especially recommend it to those who are already experienced with board games but aren’t yet sure they’re ready to move to truly hardcore games like Twilight Imperium, Republic of Rome, or Axis and Allies.