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Things From Another World
War Hounds
War Hounds
by Astral Logic Games
Player Count
1 to 6

Player Ages
14+

Playing Time
1 hour, 30 minutes to 3 hours
Categories
  • Wargame
  • Economic
  • World War I
  • Animals
  • Designers
  • Jamie Zimmerman
  • Chance Colbert
  • Mechanisms
  • Area Movement
  • Dice Rolling
  • Area Control / Area Influence
  • Card Play Conflict Resolution
  • Income
  • Loans
  • Artists
  • Richard Jacob
  • Family
  • Animals: Dogs
  • Crowdfunding: Kickstarter
  • Admin: Unreleased Games
  • Digital Implementations: Tabletopia
  • Rating: 10/10 from 2 users

    Description

    A new century has dawned for all pups and dogs on the great island continent of Doggerland. But the hope of a shining new future has quickly darkened. The nations of Doggerland fortify their borders, mobilize troops and artillery daily. Though many fear war, many more welcome it as the opportunity for glory and patriotic display. Little do they understand what destruction is to come…

    Each player in War Hounds is the leader of a nation of dogs. There are 12 factions (6 double sided playerboards.) Each faction with its own set of abilities, functions, costs etc. Players will play over the course of 4 years, the war ending at the close of the 4th year. Players will play in rondel turn order, each round the turn order possibly changing. Players will take one action on their turn by selecting an action in the top of their playerboard. As with everything in this era of Doggerland history, things are hierarchical, meaning a chain of command or top-down, and so in selecting actions, generally a player may not select an action above those they have already selected. Players will draft troops, build artillery, invest in new technologies, influence new policies, shift and transform their economies, and of course engage in embroiled bouts of combat. Players will conquer territories, gain medals and lose casualties. Ultimately, the winner is the nation with the most victory paws at the end of the game.

    The winner is the nation with the most total victory paws at the end of the game (all paws are awarded at game end--none during). Players gain victory paws from the following sources: medals, casualties (negative paws), controlled territories, technologies, policies, loan debt (negative paws) and wealth (1 victory paw per $25).

    -description from designer

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