Oath: A New Storytelling Campaign for the History Books

Discover historical storytelling in a world full of surprises and secrets as power passes through the generations in Oath.
Years ago, I started a solo campaign of Oath, which was one of the most memorable experiences. In a rather ironic twist of fate, I forgot all about the history behind the start of that legacy… So I decided to reset and start over! This time, I hope to play regularly and watch this world come to life as power shifts. Time for some storytelling through history!
Game Overview
Game Name: Oath
Publication Year: 2021
Designer: Cole Wehrle
Artist: Kyle Ferrin
Publisher: Leder Games
Solo Mode: Included in the Base Game or Multi-Handed
Each play represents an era in a world full of discoveries and power. The goal is to become the next chancellor through various objectives, but the real heart of gameplay comes from storytelling. Across many legacy-style plays, the world changes, and some things might be forgotten…
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
The Magic of Stories
Although there is an included solo mode, I prefer to play multi-handed with a trio of characters. Not a lot of information is hidden, so it’s not too difficult to do.
I’m going to switch over to a little more of storytelling post here because this turned out to be one of my favorite solo game sessions lately. Ever? It was simply so cool!
I lost track of time, assumed the game would be over a few times, and almost heard the stories come to life.
This is a little bit of an odd choice as a solo game, yet stick with me for a moment… It left me wanting to play more!
Exiled in a Vast Land
It might seem like a lot to play multiple characters with their own goals for victory, yet it feels quite collaborative.
Building off of an exile’s turn often shifts the priorities of the chancellor, and that doesn’t take alliances into account… Most of which are tenuous at best.
It’s not always easy to describe exactly what the game is about, owing to its rather abstract sort of setting.
The map changes during play, and what is important in the early rounds might shift quickly. It’s never clear what will happen next, even with a lot of open information!
Chancellor of Roses
In the beginning of this tale, the land was ruled by the House of Babbington and King Martin. Dapper, adorned with roses, and realistic, he was a sound chancellor.
Yet he was plagued with hesitation about leaving the throne. Rather than explore and campaign for more power, he spent his early years in the cradle’s safety.
It was a grand place to rule from, but there were murmurs of exiles gaining power in the provinces and hinterland.
King Martin would have to venture forth from his safe haven. The time of building quickly came to a close.
Magical Secrets
Thomasine Berdwell was one such exile who opposed the chancellor’s disdain for the arcane. Magical sources teemed in the provinces, and she set out to find them.
Bandit-infested ruins lay scattered about the tomb of a buried giant, whose story was lost to the ages.
But Thomasine sensed a great power within, and it was no consequence for her to campaign against the bandits.
Inside the dark, echoing corridors she came across a book of records. And in it, the secrets of the land. One caught her eye, and she found her source of magical power.
What’s in a Chronicle?
A big part of this game involves keeping track of each era, often with journal pages. I’ve seen masterpieces of artwork and written accounts. Amazing to see the creativity that this inspires! But there is an important element, and that’s in how much detail is accounted for. Even in this rather lengthy writeup, I didn’t record every single little detail.
Who searched to discover the tents? When did they move? Why were the wolves added to the cradle? Since I just played, I technically could answer all of these questions. Ha ha! Yet do these details matter in the grand scheme of history? I think that’s the real lesson here as it shows a fascinating take on how only the highlights make it into the history books.
I also think this is something that resonates with me. A lot of what makes solo games fun and exciting are those cool turns, which don’t happen too often! And I still plan to get back to Yazeba’s Bed & Breakfast, which I’m treating as a solo RPG where I narrate my sessions and only record the highlights at the end. Memory and history… So interesting!
The Overlooked Exile
Far away in the hinterland, Alice Caley lived a quiet life. Her family had lived in exile for generations. The reason was shrouded in mystery, and she no longer wondered.
But Alice was quite cunning. She knew the best places to gather favor and trade in the art of secrets.
Whispers of a long-lost heir found their way to her. Alice kept those quiet, wanting no part of that sort of story.
In time, the secrets told a tale that stretched back to former chancellors from the House of Babbington. Alice never shared her secret, but her course of action was clear.
Safety of the Throne
On the plains, the House of Babbington remained firmly in control of power. Order reigned supreme and promised to support King Martin when he ventured into danger.
As it happened, he heeded the call when Thomasine claimed the Banner of the Darkest Secret. Her vision to become chancellor was quite clear. He had to act.
From an act of arcane sorcery with the help of the nomads, she erased his secrets and was poised to claim the throne.
King Martin could only look on from afar. To visit the hinterland seemed like a sad way to end his reign.
The In Between
With the speed of coastline travel, the provinces proved to be more forgotten than they might have been. And yet it was here that all of the power originated from, in time.
A forgotten relic in a mountain cave found its way into the hands of an unlikely traveler. Indeed, the salt flats became the home of Alice, who lurked between the power struggle.
She discovered all she needed from the shadows. No one thought her more than a mere exile, lost to the provinces.
Yet she bided her time well, keeping an ear open to the new secrets she purchased with the favor of the factions.
A Binding Agreement
It was at this time that King Martin was put in a spot regarding Thomasine’s rise to power. He had no source of secrets and no way to stop her from seizing the throne.
That is, until a message from Alice made its way to his war table. He knew not who she was, but she knew of the woes facing the House of Babbington. And she had a solution.
She offered a bit of favor with the hinterland factions, plus a small cache of lucrative secrets he could not turn down.
All she asked for was a relic that would never be used… The Grand Scepter. It was the only way to stop Thomasine.
The Darkest Secret
In a desperate attempt to keep his power, King Martin traveled to the hinterland. Thomasine was on the cusp of the chancellorship, but there was a way to stop her.
Actually, it was a small wayside inn that gave her up. A band of travelers loyal to King Martin helped usurp the banner and put an end to the swirling secrets of magic.
Safe for the moment, the ancient binding of the nomads disappeared from the landscape, only to reappear later.
King Martin took that power for himself and kept tight hold of the darkest secret. And he feared the other exile.
A Sleight of Hand
Alice knew this was not a time of citizenship, and she tucked away her special scepter for another time.
After she pledged all of her favor and secrets to keep Thomasine from rising to power, there was little more to do than lose herself to the undiscovered corners.
It was there, in the abandoned provinces, that she suddenly came across a vision. Not one to take the throne just for herself, but to protect the secrets. Her secret.
For all the squabbling over a silly banner, Alice was on the verge of collecting the most relics, including the scepter.
Banished Forever
The Banner of the Darkest Secret passed back and forth, until what it stood for was marred and scratched up. No one knew why King Martin and Thomasine battled.
It was for power, of course, but it turned to petty greed. They both lost sight of Alice, who seemed to disappear in a way that no one thought important. Until she emerged.
King Martin had but one choice: Concede to the likes of Thomasine, or ensure that Alice would ascend.
He chose to campaign one last time to reclaim the banner and banish Thomasine into the hinterland for good.
One Last Goodbye
King Martin journeyed back to the cradle to enjoy his final years in power. He knew Alice would come to claim it with all the support she had gathered. His time was at an end.
No descendant would sit atop his throne. The House of Babbington would come to an abrupt end under his rule.
The secret of Alice’s lineage remained unknown, and that was why King Martin reclaimed the banner one last time.
As the sun set on his land and his time, a secret smile swept over him. Perhaps, someday, the secret would be uncovered. But that was a story for the next generation.
Session Overview
Play Number: 3
Solo Mode: Included in the Base Game or Multi-Handed
Play Details: 3-Handed Solo
Outcome: Vision Victory (Discord Faction Focus)
Such an exciting story! I thought this would end so many times, yet it kept on going in very interesting ways. Nothing dragged on. In fact, I lost track of the time and thought I had only played for about an hour when it was much longer. So good! Each character had a chance to win a few times, and it was awesome to see the exile I wrote off come from behind for a victory. Absolutely excellent!
%
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)
- Storytelling comes through in practically every aspect, yet only the highlights remain to mirror written history.
- Factions provide different kinds of abilities and change over multiple plays based on the most common advisers.
- For the scope of the game, the play area is quite compact and doesn’t require a lot of spreading out with the cards.
- Discovering sites and denizen cards is fascinating and helps shape the world, often in unexpected ways.
- Even an exile with nothing can come from behind to win with the vision cards and carefully crafted moves.
- Turns offer a limited number of actions so gameplay isn’t overwhelming and even allows saving up action points.
– Cons (Negatives)
- There are a lot of little rules to keep track of, especially during the campaign action, that are not always intuitive.
- Playing multiple times in a legacy campaign is the best way to see the full game, but is a big time commitment.
- A lot of elements feel quite abstract and it can sometimes be a challenge to think about what’s going on.
- Many options are always open during a turn, but some degree of luck can set up a victory without a lot of planning.
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 is your favorite part of Oath? Have you played it solo multi-handed before? It may seem like a lot to keep track of, but I never felt overwhelmed. Thinking through my options was really fun as I moved from character to character. No biases here: I was happy with anyone winning! Now, to keep the momentum going and find out what happens next!
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