Magic The Gathering Cards & Decks   A Magic The Gathering Cards Superstore!         Need Help? (606) 546-4590
Shipping Rates
Home
Magic The Gathering Cards
Clix, MK & Other Miniatures
Yu Gi Oh! & Other CCG Card Games
Plush Toys & Action Figures
Board Games & Card Games
Dungeons
& Dragons
RPG
All
Other
RPGs
Gaming Supplies
& Dice
Video Games
My Account
  Shopping Cart  
 If you are new to the site, click here! Our Buy Lists
Search for in
   ... or Try Our Advanced Search
Home > Shopping Cart > Product Display

 

Soldier Kings (Avalanche Press)
Click Here For Big Photo
Soldier Kings (Avalanche Press)
Players : 2-8
Manufacturer : Avalanche Press
Time To Play : 3-8 Hours
 
Product Review Rating : Click here to write the first review of this

 
List Price $39.99 - you can save up to $10.00 (25%)
mint sealed board game$29.992 in stock Quantity to PUT IN CART
Shipping weight: 2.95 pounds

Sealed Board Game

Between 1756 and 1763, Europe erupted into what became the first true world-wide conflict, known as the Seven Years’ War. On the one hand, Britain and France vied for supremacy in world-wide trade, becoming deadly enemies in the process. On the other, Austria and Prussia struggled for dominance in Germany. On the fringes, Russia began to feel her growing power, while Spain, the Netherlands and Turkey all knew their time was almost up.

Soldier Kings re-creates the free-for-all that was the Seven Years’ War. Two to eight players take the roles of the nations listed above, trying to capture or hold onto the rich lands of Europe, India, South-East Asia and America. The world is changing; the power that grabs the most now will dominate the modern age that is just dawning. If you’re the Soldier King, that power will be you.

In Soldier Kings, each player has armies and fleets. There are also a handful of generals and admirals to assist these in battle and in movement. The best is Frederick of Prussia, called “The Great” for a reason. The worst is the hapless Prince of Orange, with whom the Dutch player is saddled.

Players have allies; some are set at the beginning of the game, others alliances are forged during the course of play. Everyone else is an enemy. No one is “neutral”; those are just enemies you haven’t attacked yet.

The map is divided into land areas and sea zones. Armies move on land, fleets at sea. Each land area is rated for the amount of money and manpower it generates each turn. Manpower represents not just fresh recruits for your forces, but also the things made with human labor: food, uniforms, weapons and so on. Money is, well, money. You expend manpower to rebuild your forces, and money to finance their actions. Thus you need to hang on to areas that generate these resources for you, and take them from the other guy.

You do that by defeating enemy armies, and besieging enemy areas. Combat is conducted by rolling dice, one for each attack factor. These hits must be sustained by enemy armies by reducing them in strength, or eliminating them. A good general lets you roll more dice. Each area is rated for its garrison strength; to capture it, you have to defeat the garrison troops through siege (in addition to driving off any enemy armies there). The procedure here is very similar.

Throwing a twist into all of this is card play. The universe is loaded with random elements; life does not unfold as an orderly series of “phases.” After a short countdown to start the game, players can play cards at any time, in any order.

The cards are the centerpiece of the game, giving it its free-wheeling nature. Generals can vacillate. Mercenaries can be hired. Local militia can appear to help. Soldiers might run off to loot. Bridges get burned, snow falls early, the harvests are bad, the harvests are good. Royal marriages, minor country alliances, the rise of new leaders — all sorts of events take place during card play.

The game contains seven scenarios: a campaign game covering the entire war, and then six shorter ones, one for each year of the war. Play ends on a pre-determined turn or when a player has achieved his or her conditions for automatic victory, whichever comes first.

Components:

  • 305 playing pieces
  • two 17”x22” maps
  • 8-page rule book.
  • Avalanche Press APL0014 


     


    Search for in
       ... or Try Our Advanced Search

    Your Rights : Contact Us   -  Privacy/Security Policies  -  Conditions of Use - Card Condition Guide - Terms And Conditions

    Help : Magic The Gathering Cards & Decks Home  -  Help/FAQs  -  Company Profile  -  Site Map  -  Outside Info  -  Articles

     
    Website data last updated
    July 24, 2008 at 05:12 PM EST
    What do you think of this Merchant?  BBBOnLine Reliability Seal 
    Email this page to a friend
     
    © 1991-2004 Webbed Sphere Inc. Magic: the Gathering is a registered trademark of Wizards of the Coast, Inc.
    Magic: the Gathering and all images are copyright © Wizards Of The Coast, Inc. All Rights Reserved.
    In Your Shopping Cart
     
    (Empty)