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Power & Weakness

Power & Weakness

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Designer(s) Andreas Steding
Players 2
Play Time Short - 30-60 Minutes
Suggested Age 12+
England in the 5th century: a time of great changes and the start of a new era. The Romans have abandoned England and the Saxons are conquering the island. Christianity is still weak and struggles against the old Celtic religion. Power and Weakness takes place in this time of uncertainty. The players try to increase their influence and gain power in the provinces to finally win control over England. They use both conventional fighting and magic. Knights and magicians in their service are sent to the provinces to overthrow their opponents. Naturally, the methods of magicians and knights are very different: whilst the knights turn to their swords and must slog overland from province to province, the magicians are not subject to the laws of time and space. They use their secret magical places and thus appear by surprise in a region which the opponent believes to be already secured for himself. And so the struggle surges to and fro until one side attains power. The challenge in Power & Weakness is to keep abreast of the two very different stages of play: Magic and Sword, each with its own rules and specific tactics. Each player must decide whether to concentrate on the military or the magical field -- or to try to be equally good in both -- in order to attain power and gloat over the weakness of the opponent.