Overview of the game Land of Clans

26.12.2022

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 Land of Clans by TACTIC (from Finland's leading game developer) is a game for 2-4 players with a game time of up to 30+ minutes to control territories. The game mechanics are simple enough to play with 8 year olds and the rules are very well explained and laid out in just three pages, with short text and good illustrations. This game can also be played with 4 or 6 players in 2 teams of 2 or 3 players each.

 With only three players, this isn't as good because it introduces a "kingmaker" element to the game, allowing two players to "choose" a third player and then continue as a normal two-player game. We prefer a four-player game where each player has their own set of 4 wooden locks and 15 wooden tokens.





 Each player is dealt two Wizard cards and 5 random playing cards. These five cards make up his starting hand, while the Wizard cards are placed face up in front of each player.

 Cards, tokens, castles, a cross-shaped playing field and terrain tiles of various shapes are all made from the highest quality cardboard or wood. There are no dice.

 The map (playing area/field) is covered with a grid of squares that form plots of land, each of which is marked with a numerical value and a colored figure - each individual figure has its own color; the shapes and numbers match those on the cards the players are holding.





 To "conquer" an empty space on the field, a player must play a card that matches the value (shape/color/number) of that space. They then place one of their wooden discs on that spot. By placing the discs, players try to create and match the landforms depicted on one of the four "Victory" tiles located around the field.





 When a player's discs form a shape that matches the shape of a terrain tile (the victory tile), he can grab one of the pieces of the same shape from the supply and then place it on the board, returning the discs to their owner. They then place one of their locks on that figure to show that they own it, but it's dangerous. Opponents can place their pieces around the castle/piece in what is basically a siege position and the attack can continue.

 Both sides can play cards (crossed swords to attack, shields to defend) to increase their values. If the defense wins, nothing happens, if the offense wins, the current lock is replaced by the attacking force's lock; in any case, all used cards are discarded.





 There are several additional features that can be done during the game. For example, some squares have a Celtic knot symbol. These are waste lands and can only be claimed by a player by placing a counter on it when it is the last square of the "win" tile shape. If it can be shown that this is the last place needed, then it can be obtained by discarding any card, it does not have to match the shape/color/number.

 The second additional game concerns the Wizard cards. They are essentially "jokers" that can be used like any card to place a disc on the field, except that the wasteland field has unbeatable protection against wizards.





 Game mechanics are not new, they can be found in several games. They are good, reliable mechanics that work well. Lands of Clans uses this mechanic extremely well; So good, in fact, that it's a very good game for teaching new players some classic and necessary strategies in territory control games. I think it has high value as a family game, and I would put it on the lower end of the experienced player rating scale for playability.





 Very well made wooden parts, quality tokens, cards and field. The rules are extremely easy to understand, although I would suggest that the 8+ age rating only counts if the children are regular and competent board game players, otherwise an experienced teenager should be involved with an adult player - if only as a consultant (ie two 8-year-olds play against each other with an older player explaining the moves and other available actions.





 Although the game is called Land of Clans and shows a Scottish scene on the box cover that seems to take place around the mid-16th century (allegedly it is not known that kilts were regularly worn before 1538), there is nothing there. The only hint of a Scottish flavor, in fact the Celtic knot used to distinguish the "Wasteland" squares on the field, has connections (pun intended) to Ireland, not Scotland. Basically what I'm trying to say is don't buy the game expecting a Scottish connection, buy it because it's a good, enjoyable game with a light strategy.



USEFUL LINKS


Land of the Clans on the BGG portal

https://boardgamegeek.com/boardgame/319709/land-clans


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