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Zocrab surveys his assembled orc hordes and allows a toothy grin to play across his scarred face. His cavalry struggles with the reins, trying to restrain the hungry, restless wolves. The shock troops stand in rank, growling, chanting black prayers to the Dark Lord, and chewing their shields. The shamans have studied the bones and the omens are good: The warlord's forces will taste blood this day! He will beat his rivals into submission and lead the orcish hordes to victory over the despised Enemy. The Dark Lord's gift will be his!
The dark lord Llovar has commanded all the orcs of the Broken Plain to march against the alliance of elves, dwarves, and men. As the chief of an orc tribe, you must marshal your forces of wolfriders, archers, grunts, champions, and shamans and lead them to war on the four battlefields of Mennara.
Foul tempered and hideously evil, Llovar can also be a generous master to those who serve him well. With each battle won, the Dark Lord awards the orc chief with the strongest army a gift of goblin slaves. Goblins are pathetic but wonderfully useful--they can bring you ale, take out the garbage, and wash your feet. Mostly, they bring you ale, 'cause you don't really mind garbage and dirty feet. Win the most battles, hoard the most goblin slaves, and the other chiefs will bow and grovel before you!
ORCz is a strategy boardgame for 2-4 players ages 12 and up. Fast-paced and lighthearted, the game is nevertheless rich in strategic depth that keeps it fun and exciting, time after time. ORCz is a complete, stand-alone game and features more than 160 beautifully illustrated, full-color playing pieces. You can play a full game of ORCz in 20 minutes to one hour.
The theme of Orcz fighting a common foe and also fighting amongst themselves works, but the mechanics break down to a glorified rock-paper-scissors scheme which grows tiresome quickly. My wife and I bought Orcz at the same time we bought Mystery Rummy. We found ourselves playing Orcz just a few times and then putting it away for the more free-flowing play of Mystery Rummy.
Four battles rage simultaneously, each with randomly assigned Challenges to be overcome each round. When all warriors have been assigned, players may choose to initiate fights; then each battlefield is resolved. If surviving warriors' total value at least equals that of the Challenge, the player with the highest in troop value there wins points. Otherwise, he loses points and chooses other players to share the losses; orcz are nasty brutes! Play gets nastier still, if after the last round all Challenges in at least three battlefields have not been overcome. Then, the leading player can kiss his victory goodbye--everyone loses. Cooperation or conflict? Somewhere, another cruel Dark Lord is laughing at your dilemmas.