Exploring the Intriguing Second Era of Solo Play in Oath

Follow the evolving history of a world as the current empire tries to maintain its power in Oath: Chronicles of Empire and Exile.
After playing through a single era of Oath: Chronicles of Empire and Exile, I knew I wanted to dive right into the next era! This is a game about experiencing and writing the history of a civilization. So many possibilities! Already, my world was different and unique. Yet what would happen to the current Chancellor? Only time would tell… Back to the table!
Disclaimer
This copy was sent to me at no cost from Leder Games. Everything is still my honest opinion, from the positives to the negatives! I should also note that this is the standard retail version and does not include the upgraded components.
Game Overview
Game Name: Oath: Chronicles of Empires and Exile
Publication Year: 2021
Designer: Cole Wehrle
Artist: Kyle Ferrin
Publisher: Leder Games
Solo Mode: Included in the Base Game
As the world slowly changes, new sites and denizens enter the mix. Factions, like Arcane or Nomad, influence each era in different ways, slowly appearing more and more. History can adapt to whatever style is desired, yet it sticks at a macro-level to tell sweeping tales across the ages.
First Play
April 2, 2022
Complexity
4
Latest Play
March 1, 2025
Expansions
0
Setup Time
10 Minutes
Lifetime Plays
10
Play Time
2 Hours
High Score
N/A
Game Area
50" x 26"
Low Score
N/A
For the Waterways
Lady Gillian of the beavers led the way. Her early years focused on the rivers and water as she grew in favor.
Yet not everyone was on her side. The ducks were tired of adjusting their migratory patterns as dams changed the landscape on an almost yearly basis. It was far too much.
Similarly, the otters no longer had the luxury of long swims downstream. The beavers were in their way.
And so it came to pass that Lady Gillian found herself challenged for power. All wondered if she was simply too young to handle the responsibilities of ruling the land.
A Long-Lost Friend
I purposely avoided stopping for photos during play so I wouldn’t get caught up in the small storylines. There were many of them, but this is my challenge to stay top-level!
The Cradle began thematically enough with a coastline, yet who showed up? The Buried Giant, of course!
This was an important site in the first era, and randomly appeared again. I thought this was excellent, even though it remained dormant. There was no way to use its power.
All of the denizens were a little more aggressive than I expected from the beavers, yet they were used sparingly.
Contentious Provinces
Both of the exiles spent a great deal of time in the Provinces, either gaining Supply or learning plenty from the Acting Troupe. They certainly had unique knowledge!
But as sometimes happens, the ducks and otters didn’t see eye-to-eye. Rather than work together, they had their own motives and didn’t wish to see the other in power.
Over time, the Chancellor extended her grasp into the Provinces, gladly claiming control over the Lush Coast.
Interestingly, as useful as it was, the Ancient City became ancient again when the ducks abandoned it early on.
Into the Hinterland
The otters were poised to collect secrets, and it looked like they were prepared to take hold of the Arcane whispers.
Instead, they became greedy and expanded. By sheer luck, the hidden sites were quite thematic for this era! The River and Marshes represented the important areas for most.
But not all was to remain the same. The ducks moved in once they realized the otters had sabotaged them in a way.
Not only were the visions stolen by the otters, but they managed to move the Spell Breaker to the River… Thereby locking out special powers that involved secrets.
A Powerful Leader
Lady Gillian went uncontested for most of the era, yet she saw the others slowly gaining favor. Without the Banner of the People’s Favor, her reign would come to an end.
So she left the safety of the Cradle to venture out, hoping to find a relic that might protect her. And she did!
The Circlet of Command prevented all of her banners and other relics from being stolen. No thievery in this era!
In a subtle move of power, she also built up her warbands. Although she had little intentions of controlling more sites, they would be there to guard her relics.
Story-Based Artwork
This era also made me look a little closer at the box. There are all sorts of little details, yet I thought I saw a being I recognized: The Buried Giant on the left side!
I loved this art even more, for I could picture it being the spot for a tree to grow. With the Spell Breaker in play, it never helped carry anyone across the landscape.
To convey the passing of history and all its intricacies with artwork is very difficult, but this isn’t the only example.
And again, I’m playing with Calico Critters and I still feel like the art style helps convey what’s happening.
Into Another Era
So many events were about to take place… And yet the exiles waited just a little too long for their plans to take shape. Indeed, that constant bickering harmed them!
At the end of rounds 5, 6, and 7, a simple die roll can lead to the Chancellor’s immediate victory. It seems random and unfair, but it fits in thematically. Think about it…
If Lady Gillian maintained her favor and kept her place in power, there might be a point where she was unstoppable.
That’s precisely what happened! At the end of round 7, the die barely cooperated with a low roll. It was enough!
Considerations of the Chancellor’s Role
I’ll admit it: I definitely made some odd choices as the exiles and could have played better. In a typical board game, this would be a simple matter of learning from my mistakes and playing again to improve! Here, that’s not really an option. Each era marches forward to the endless beat of time, and replaying an era doesn’t fall within the spirit of play.
Consider, though, that sub-optimal choices often benefit the Chancellor. Thematically, this likely gives the ruler a little advantage in maintaining that power. In my mind, this all worked out accordingly! It felt like the exiles couldn’t work together to coordinate their efforts. Effectively, they were split up against an already powerful Chancellor.
This also gets to the heart of the matter: Storytelling. I’m not here to compare each and every turn, celebrating the best choice after I’ve agonized over every option. That would take me probably 4-5 hours for each play. No, thank you!
Instead, I want this to be an ongoing narrative. Those poor decisions add flavor to the story. For instance, the ducks were absolutely the wrong ones to be in power. Can you imagine all the quacking that would happen when they couldn’t make up their minds?! And the otters were probably too busy swimming in their controlled sites to really concentrate.
My feeling is that the Chancellor always has the advantage of winning, which makes sense. In my current story, Lady Gillian is favored by everyone and rules with a kind heart… Although the plentiful beaver dams are sure to cause strife!
Duck, Duck, Wrong
There was a moment when the ducks were so close to the win. They had the Banner of the Darkest Secret, and went to the Hinterland where plenty of vision cards resided.
I made an executive decision that the otters probably saw this ploy… So they snapped up and moved any remaining vision cards way back to the Cradle. So far away!
The ducks had to pivot near the end. See all those denizens with attack dice? That was the not-so-wise plan.
Alas, there simply wasn’t enough time for this drastic change in strategy. I enjoyed the story behind it, though!
Session Overview
Play Number: 2
Solo Mode: Included in the Base Game
Play Details: 3-Handed Solo
Outcome: Oathkeeper Victory (Nomad Faction Focus)
The otters were poised to grow their warbands and go for a more militant victory… But it just didn’t pan out! I liked all of the different strategies I tried out. Did that end up favoring the Chancellor a little bit? Possibly, yet the way I’m playing isn’t meant to be all about optimal choices. This is an ever-changing history, and I’m mainly here for the story. Again, this was a wonderful experience!
%
10 Plays
Affordability
Price & Value
10
Functionality
Challenges & Mechanics
9
Originality
Design & Theme
10
Quality
Components & Rules
8
Reusability
Achievement & Enjoyment
9
Variability
Distinctness & Randomness
9
+ Pros (Positives)
- The storytelling elements are excellent with a strong foundation in the artwork and different cards that appear.
- Once the rules are understood, a 3-handed solo play seems to move along quickly and end within 1-2 hours.
- For the depth of play and strategy, the number of components during setup doesn’t feel overwhelming.
- Each era changes the denizen deck slightly, yet the entire game can be reset to start over again at any point.
- There are all sorts of nuanced strategies and synergies between the different sites, denizens, and advisers.
- Despite the theme of toppling empires, gameplay can involve very few battles and rely more on favor or secrets.
– Cons (Negatives)
- There are a lot of exceptions, particularly with the different denizens, and keeping track of it all can be difficult.
- Some aspects of the rules feel like they’re more complicated than they need to be, especially for campaigns.
- Playing solo with a non-aggressive style can limit the use of warbands since conflict must actively be sought out.
- It may make sense eventually, but citizens and successors seem like less attractive ways to work towards victory.
Victory Conditions
None
- Overall Goal Progress 75%
Goals and Milestones
Achieve an Oathkeeper victory.
Achieve a Usurper victory.
Achieve a Vision victory.
Achieve a Successor victory.
Continue the Conversation
What are your thoughts about Oath: Chronicles of Empire and Exile? If I had no other unplayed games to get to, this might sit out on my table to continuously play through the eras! Do you have any other solo games you like to play many times in a row? Although this will go back on my shelf for now, it’s a world I definitely plan to return to!
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