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Age of Rome box art

Age of Rome

Game ID: GID0017615
Game Info
Year
2023
Players
1-4
Age
14+
Collection
Your Tier
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Description

Become the new emperor of Rome in this strategic worker placement game set in 44 BC, Rome. Each turn, you will build structures in different provinces assigned to you through a rotating board. Balance war, politics, trade, and religion while scheming against your rival players.

In Age of Rome, each player is assigned a hero with their respective player board, then are given secret quests and starting resources of Denarii, Followers, Scheme tokens, Legions, and Votes. Then they spend nine rounds competing on a rotating board to earn Glory points.

Each round consists of four phases:
1) Scheme phase: An Event card is revealed and turn order is determined; players activate Schemes in turn order.
2) Building phase: Players build structures in turn order.
3) Action phase: Players take actions by placing Followers in turn order.
4) Income phase: Players receive Income and the Provinces board is adjusted.

Players can earn Glory points in various ways. They may build structures, place Followers to vote and win a majority, send Legions to conquer regions, trade or collect items, or even build a Pantheon. Completed secret quests also earn Glory points. After the 9th round, the game ends. The final score is determined and the player with the most Glory points is declared the new Emperor of Rome.

Description

Become the new emperor of Rome in this strategic worker placement game set in 44 BC, Rome. Each turn, you will build structures in different provinces assigned to you through a rotating board. Balance war, politics, trade, and religion while scheming against your rival players.

In Age of Rome, each player is assigned a hero with their respective player board, then are given secret quests and starting resources of Denarii, Followers, Scheme tokens, Legions, and Votes. Then they spend nine rounds competing on a rotating board to earn Glory points.

Each round consists of four phases:
1) Scheme phase: An Event card is revealed and turn order is determined; players activate Schemes in turn order.
2) Building phase: Players build structures in turn order.
3) Action phase: Players take actions by placing Followers in turn order.
4) Income phase: Players receive Income and the Provinces board is adjusted.

Players can earn Glory points in various ways. They may build structures, place Followers to vote and win a majority, send Legions to conquer regions, trade or collect items, or even build a Pantheon. Completed secret quests also earn Glory points. After the 9th round, the game ends. The final score is determined and the player with the most Glory points is declared the new Emperor of Rome.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 4 · mix 2 · neu 1 · neg 0
Mentions per page
Showing 1–8 of 8
Video NKwoDt0ihBQ Getting Games Discussion at 3:33 sentiment: positive
video_pk 89789 · mention_pk 239047
Getting Games - Age of Rome video thumbnail
Click to watch at 3:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful art on the cards
  • beautiful components
  • aesthetically pleasing vibe
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • action phase — perform actions with followers
  • Area Majority — area majority scoring element
  • building phase — construct structures
  • event card phase — event cards drive the turn structure and theme
  • Income — income generation as rounds progress
  • map deformation — map deformation as part of play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a relatively lightweight card game
  • looks very pleasant
  • i would love to try at some point
  • aesthetically pleasing vibe
  • i'm genuinely curious to learn more about this
References (from this video)
No references stored for this video.
Video 9jKjxZSxFiI Rules Teach at 0:00 sentiment: positive
video_pk 79701 · mention_pk 193255
Age of Rome video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Building tiles grant Glory points and can unlock abilities.
  • Military buildings allow moving or placing legions to battle regions for victory points.
  • Politics action allows placing votes on the Senate column for potential Glory.
  • Trade action allows drawing trade cards for sets, effects, or money.
  • Religion action allows placing Pantheon pieces for end-game money.
  • Farming action grants money based on the round.
  • Coliseum action grants a Glory Point.
  • Scheme action allows placing scheme markers and followers.
Cons
  • In a two-player game, some cards and components are removed.
  • To gain two income per population, players must lose red Glory points.
  • If a player cannot lose the required Glory points for income, they cannot take two times the population.
Thematic elements
  • Economic city building, becoming the next Emperor
  • Rome
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose actions by placing followers, with different actions available depending on the placement.
  • Area Majority — Glory points are awarded for being first, second, or third in defeated battle regions.
  • Building/Tableau Building — Players can pay for and place building tiles to gain Glory points and potentially unlock abilities.
  • Card Drafting — Players shuffle, deal, and place Quest cards, with players keeping two and discarding one.
  • Set Collection — Players can collect sets of trade cards for in-game scoring or activate them for effects.
  • Track Advancement — The game features a Glory track, a round track, and a Feud track.
  • Variable player powers — Player boards indicate starting resources, Legions, votes, and Feud markers based on a character.
  • Worker Placement — Players place followers to take actions on building tiles, schemes, or the Coliseum.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The player with the most glory is the new emperor or emperess and wins Age of Rome
References (from this video)
No references stored for this video.
Video IonQmiDGaOU Meeple University Review
video_pk 69907 · mention_pk 166796
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "The rotating board in the middle is really cool and innovative"
  • "Clockwork variant... better for me"
  • "This is a race to it get the points as a limited stock on a common board"
  • "complete lack of control that you have over the things that are important"
References (from this video)
No references stored for this video.
Video IonQmiDGaOU Meeple University Review at 0:11 sentiment: mixed
video_pk 69907 · mention_pk 230675
Meeple University - Age of Rome video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Innovative rotating board and clockwork mechanic
  • High interaction and direct competition
  • Engaging endgame sequence
  • Good use of trade cards for strategic options
Cons
  • Lack of control over which province comes next (random events)
  • Random events can be too random for some players
  • Not for heavy Euro gamers; gateway-plus feel
  • Some early scoring options feel weak until later rounds
Thematic elements
  • Scheming leaders in ancient Rome
  • Ancient Rome during the transition from Republic to Empire; four provinces
  • Direct interaction, backstabbing, political intrigue
Comparison games
  • Triumph
  • 44 BC
  • Tetum
Mechanics (from transcript analysis)
  • Direct interaction via scheme tokens — Players can scheme and attack others, blocking upgrades and targeting opponents' pantheon.
  • End Game Bonuses — End of round income based on provinces; players may convert income to glory; endgame scoring depends on last actions and rounds.
  • Income and end-of-round scoring contingency — End of round income based on provinces; players may convert income to glory; endgame scoring depends on last actions and rounds.
  • Personal worker placement with building upgrades — Players place workers on their quadrant's buildings; buildings can be upgraded to levels 2-3 to activate actions more times.
  • Rotating map/board with rotating provinces — Each round a different province is active and the board rotates, changing available actions.
  • Worker Placement — Players place workers on their quadrant's buildings; buildings can be upgraded to levels 2-3 to activate actions more times.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "The rotating board in the middle is really cool and innovative"
  • "Clockwork variant... better for me"
  • "This is a race to it get the points as a limited stock on a common board"
  • "complete lack of control that you have over the things that are important"
References (from this video)
No references stored for this video.
Video 8Ha7u4FocYE Board Stupid Discussion at 0:45 sentiment: positive
video_pk 36138 · mention_pk 108203
Board Stupid - Age of Rome video thumbnail
Click to watch at 0:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever rotating-board mechanic creates dynamic tension and strategic depth
  • familiar midweight euro feel with approachable scoring
  • province-based control adds interaction without excessive downtime
  • strong potential for meaningful player interaction and table-wide tension
Cons
  • rules clarity and learning curve can slow early plays
  • scaling to more players may increase downtime if not balanced
  • component and setup complexity may hinder quick play sessions for casual groups
Thematic elements
  • City-building and regional control within a midweight Euro framework
  • Ancient Rome with provincial development and rotating influence
  • Procedural, system-driven with rotating provinces rather than a strong narrative arc
Comparison games
none
Mechanics (from transcript analysis)
  • area control / province-focused scoring — players build out provinces and gain points as they develop them
  • card-driven action elements — cards supplement board actions and provide additional options
  • clocked, turn-based progression with timing interactions — players' actions influence a rotating future state, creating strategic tension
  • Engine Building: Triggered/Cascading — round outcomes can cause cascading effects as provinces switch hands
  • Modular Board — the board or provinces rotate each round, shifting control and scoring opportunities
  • multi-stage planning with potential chain reactions — round outcomes can cause cascading effects as provinces switch hands
  • Real-Time — players' actions influence a rotating future state, creating strategic tension
  • rotating / modular board — the board or provinces rotate each round, shifting control and scoring opportunities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Massively ambitious game it's a real brain [bleep] it's great
  • the board is circular and modular you start on the periphery and you work your way in as you explore
  • it's like a fog of War right it is like Mist which is really interesting
  • this is addictive so it is actually brilliant
  • it's like Final Fantasy 8 Triple Triad
  • card games should be for pocket money games
References (from this video)
No references stored for this video.
Video WoyWR9aLmd4 The Broken Meeple Top List sentiment: mixed
video_pk 13601 · mention_pk 39731
Overall sentiment (raw)
mixed
Pros
  • half decent game
  • interesting little Euro game
Cons
  • event deck is problematic
  • random effects benefit one player and hurt another
  • short game with limited rounds to recover
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not even a game it's just like a story
  • why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
  • the bane of my freaking life this horrible game
  • I just want to feel like right I can do this I can do this
  • just design one good game one good game one good mode
  • why can't I tell you
  • they just made them a lot worse
  • it's a red flag to the game is going to suck
References (from this video)
No references stored for this video.
Video dd4cZwzicsI Peaky Boardgamer Rules Teach at 0:58 sentiment: neutral
video_pk 4119 · mention_pk 12060
Peaky Boardgamer - Age of Rome video thumbnail
Click to watch at 0:58 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Multiple buildings each offering a unique action and different ways to score Glory
  • Rotating province board adds variability and strategic depth
  • Scheme actions provide strategic choices to gain advantages and hinder opponents
  • Coliseum interactions create decisive scoring opportunities
  • Clear progression toward Glory points and a definitive win condition
  • Modular board and event-driven changes promote replayability and planning adaptation
Cons
  • Complex rules due to many building types and interactions
  • Reliance on random event cards can shift strategy unpredictably
  • Board rotation can complicate early planning and slow the pace in new play sessions
Thematic elements
  • Political strategy and empire-building focused on influence, infrastructure, and glory across a contested Roman landscape.
  • Ancient Rome, partitioned into four rotating provinces (quadrants) with a central Coliseum motif that anchors scoring opportunities.
  • historical simulation with modular board mechanics where control over provinces and buildings drives scoring.
Comparison games
none
Mechanics (from transcript analysis)
  • Area control / zone-based placement — Players place followers in the currently operable province to claim actions, activate buildings, and position for Glory point opportunities.
  • Building actions — Five distinct building types each unlock a unique action and contribute to Glory scoring; choosing which buildings to develop creates divergent strategic paths.
  • Construction and follower placement — Players construct new buildings and place followers on buildings or in the Coliseum to access actions and influence scoring.
  • Glory point economy — Actions and buildings reward Glory points; accumulating Glory is the path to winning the game, with points tracked across rounds.
  • Random event cards timing — Event cards drive round-to-round variability, shaping which provinces are active and which strategies are optimal in any given turn.
  • Rotating board quadrants — Each round starts with a quadrants/board rotation dictated by a random event card, forcing players to adapt plans as the map's relevance shifts.
  • Scheme actions — Special scheme actions offer short-term advantages and bonuses, and can also impede or disrupt opponents when deployed effectively.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There are five different types of buildings, each offering a different action and a different way to score Glory points.
  • Scheme actions to gain advantages and bonuses and impede their opponents.
  • Quadrants rotate on every round as dictated by a random event card.
References (from this video)
No references stored for this video.
Video YlsjK4mp_ao Peaky Boardgamer Rules Teach at 0:24 sentiment: positive
video_pk 869 · mention_pk 2495
Peaky Boardgamer - Age of Rome video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning production quality
  • Innovative rotating board mechanic
  • Comprehensive setup and rule presentation in the video
Cons
none
Thematic elements
  • Political power, provincial management, empire-building
  • Ancient Rome with rotating four-quadrant province board
  • Historical/abstract
Comparison games
none
Mechanics (from transcript analysis)
  • Building levels and scoring — Construct level-based buildings in your Province, gaining Glory and population benefits.
  • Follower placement and action selection — Players place followers on buildings or the Coliseum to perform actions and score Glory.
  • Milestones and follower generation — Reach milestones to gain followers and unlock scoring opportunities.
  • Region scoring and tie rules — Score Battle Regions based on legions and banners, with tie-breakers favoring medals.
  • Resource management (dinari, trade cards, Pantheon) — Manage currency, trade cards, and Pantheon pieces to gain points via sets and foundations.
  • Rotating board with provinces — A four-quadrant province board rotates each round according to event cards to determine where players act.
  • Scheme actions and feud markers — Players execute aggressive scheme actions against opponents using markers and card effects.
  • Voting and Senate column — Place votes to form majorities in the Senate, earning Glory with bonuses for medals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game has a board depicting four Province quadron which rotates on every round as dictated by a random event card on every round
  • The game uses a very Innovative mechanism of a rotating board which serves you the province in which you can operate during a round
  • The rotating Province board will be rotating and players will be always operating in the province that is moved in their selected area of the main board
  • The game is played over nine rounds
References (from this video)
No references stored for this video.
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