Oath and the Subtlety of a Strong Discord Faction Focus

Build or rebuild in each new era across a campaign that spans history in a world filled with memorable stories in Oath.
As a slight spoiler, this is my penultimate era of this solo campaign of Oath. Not long to go! It is such an excellent example of a different sort of game, though. The stories are certainly the focal point, but that doesn’t mean it’s a vague story generator. Actions and decisions are highly strategic, with many turns often moving in surprising directions!
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
Campaign play means that each era weaves its own pages in an overarching storyline. The chancellor might remain or change, but the world itself seems to remember. A world deck evolves to focus on various factions whose influence can be felt throughout history. So very awesome!
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
A Clean, Empty Slate
Chancellor Amphillis had lost most of her sway in the previous era, when she emptied the Imperial Reliquary.
Without a strong position, she had to turn to new sites to gain favor with the population. The cradle and provinces were entirely new and unknown to her.
But the promise of an era to mend her ways was before her. After all, the extreme floods receded long ago.
Now, a fertile valley promised a prosperous home to all. It was here, however, that a critical political opponent resided. Most unfortunate for the chancellor.
The Fallen Spire
Not every part of the previous era was left behind, though. The chancellor’s ruined edifices still remained as a reminder of her hubris and wayward thinking.
The remains of the Great Spire were pitiful, and it was beneath them that the original wizard school peeked out.
A former adviser took up the cause here, along the lush coast, which Chancellor Amphillis had abandoned. It would be difficult to take support from this exile.
Perhaps most important of all was the fallen Hall of Debate, which was now a place to mock the chancellor.
Dangerous Slander
The chancellor was unable to stay away from her old home for long, and she sailed along the coast to look upon the remnants of her past. But she had not planned well.
Instantly, her old adviser took up a campaign against her and utilized slander to destroy any public favor.
Devastating. Chancellor Amphillis was unprepared for how far her home had turned away from her. This was not a place to garner easy support, as she had once hoped.
The world was changing and no longer held onto the magical, arcane leadership of its old chancellor.
Through the Shroud
Indeed, there was little magic left. Discord reigned over nearly all, yet there were pockets of order to be found in the utter chaos. Some even sought out paths to clarity.
In the shrouded wood, an ancient map guided the old adviser ahead. As the leader of the chaos cult, this strange and mysterious figure sought to rise to power.
The physical path through the forest was clear enough, but another idea formed between the misty boughs.
Directly opposing the chancellor was one thing, but to strike from within? The plan slowly materialized…
A Game That Remembers in Very Subtle Ways
One of the biggest caveats I’ve mentioned about playing is how long a campaign is. To get the most out of the game, somewhere around 10 eras seems to be where it gets to be the most interesting. Although the stories tell of the rise and fall of the chancellors, there is another aspect that doesn’t always make it into my lengthy reports: Factions.
There are six in total: Discord, arcane, order, hearth, beast, and nomad. They represent card suits, and at the end of each era, the world deck evolves so that the winner’s advisers influence this deck. During my campaign, this has leaned heavily into the discord faction, with a minor focus on the nomad faction. And that’s not always going to be the case!
A world deck might be more balanced as chancellors utilize a lot of different advisers from the various factions. But the fact that I know the general focus is invaluable to the campaign. I know which faction favor banks might run out easily, or how aligning the right advisers can lead to lucrative trades for secrets. It’s all quite subtle, but important.
For example, I also know that I have never added any hearth or beast cards into the world deck. Those have become extremely rare. Playing one as an adviser has been an unwise choice for several eras… They will almost never result in useful trades, and advisers are limited enough. And so my world deck is full of discord, but I know how to use it!
Prophets and Visions
Dangerous tidings came through the chaos and loss of stable leadership, though. Visions of grandeur were nothing new, but a false prophet was entirely new.
It wasn’t simply a question of the chancellor’s power slipping away. The population didn’t quite know where to turn during this time of upheaval and waning magic.
Perhaps it was discord itself that rose to power in the provinces and hinterland. Its advisers were everywhere.
Secrets stirred and turned into the greatest currency, putting even more pressure on Chancellor Amphillis.
Unexpected Citizen
In a bid for power, a sudden strike nearly turned history in a new direction. The chancellor’s exiled adviser took it in turn to draw another exile into a secret meeting.
In turn, this became a surprise campaign that stopped all talk of the prophets and visions. Yet it was not meant to protect the population, but to gain power.
For in that moment, orderly laws of ancient origins pointed to immediate citizenship. And it was granted.
Chancellor Amphillis gained rulership of other sites, but she was suddenly forced to appoint a successor.
Dark, Stolen Secrets
It all would have gone according to plan, had the lone exile given up the hunt for power. But there was still a vision to see to fruition, and secrets were powerful things.
The promise of peace didn’t actually bring about peace. All in the hinterland had to endure these questionable moves for power while the world itself was practically forgotten.
Rather unexpectedly, the squabbling over secrets turned favor back to the chancellor, in the name of stability.
Had an alliance been formed, Chancellor Amphillis would have been ousted by a new successor. But not this era.
A Weary Sort of Vow
Chancellor Amphillis stuck to the outskirts during this era, which did little to convince the population of her promise to change her ways. Vows did very little on their own.
Although she steered clear of relics, it was inevitable that some sort of discord would seep into her plans.
The power of rulership remained in her grasp, but she felt weary. Arcane knowledge was leaving this realm, and Amphillis felt parts of herself slipping away like mist.
Another era lay before her. None knew her own darkest secret, and the doubt she harbored for her leadership.
Session Overview
Play Number: 9
Solo Mode: Included in the Base Game or Multi-Handed
Play Details: 3-Handed Solo
Outcome: Stable Regime Victory (Discord Faction Focus)
So close to a new chancellor! It would have happened, had there not been so much fighting over short-sighted tactics to steal the Banner of the Darkest Secret over and over again. Another very interesting era! I didn’t expect a single chancellor to last this long, yet this game is full of all sorts of surprises. Indeed, I saw some familiar sights out in the provinces. What else might return in the next era?
%
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)
- Not too many actions are available to choose from, which helps narrow down the choices during each turn.
- Factions provide more ways to watch the world change with cards played to sites, which are often temporary.
- Stories follow the cards in unexpected ways, sometimes with a little offhand storyline, or as a major focus.
- Setup and cleanup are quite reasonable with easy-to-follow steps and a way to constantly evaluate the next era.
- Awesome actions and abilities aren’t obvious from the start, but often lead to exciting turns with the right plans.
- The included insert is excellent for organization, and the number of components is quite manageable.
– Cons (Negatives)
- Some rules are easy to forget about, especially related to the campaign action, and can require lots of referencing.
- A serious time commitment is required to get the most out of a lengthy series of plays across enough eras.
- Ending an era often focuses entirely on the winner, while the other citizens or exiles play little to no direct role.
- Understanding the makeup and focus of the world deck is important, which can make sporadic play a little tricky.
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
How do you enjoy playing Oath solo? Is there a certain faction you tend to prefer? I’ve often talked about the world itself with its sites that form familiar places, but I’m seeing how the faction denizen cards can prove to be quite valuable. Such a strong focus on discord has led to a very chaotic setting, yet it’s so neat to see how it’s constantly evolving!
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