Oath: A Decadent, Careless, and Greedy Era of Conspiracy

Explore the makings of history across a campaign where the world changes and tells its own stories in Oath.
I know, I know… Still going on about this one incessantly! Oath has simply captured my attention, and I’m finding more value in working through the campaign in consecutive plays rather than trying to make time to come back to it once every now and then. I’m in this to the end! Which, if anyone is wondering, is likely just a few plays away. But not yet!
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
Gameplay revolves around finding ways to gain power and ultimately become, or remain, the chancellor. There are often obvious paths to pursue, but as the world deck changes between eras, new strategies pop up… Including some very nuanced or even deceptive paths to try out!
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
Into the Reliquary
For as long as Chancellor Amphillis had been in power, she never saw the need to inspect the Imperial Reliquary.
This secretive collection of relics was almost entirely reserved for desperate citizenship alliances. She had seen no need to dig into these ancient coffers in the past.
But with aggressive exiles, it was tempting. When rumors spread of an exile uncovering a skeleton key, the chancellor could resist these old treasures no more.
She took the relics for herself, enjoying more power. Yet there was a cost that showed in the public’s perception.
A Lack of Rulership
It was a time of strife for the world, and the history books never recorded the exact names of the exiles who pushed Chancellor Amphillis to her breaking point.
Her rule was practically non-existent. The provinces and hinterland waved banners of exiled patterns. Even the cradle itself was lost to the chancellor’s rule.
The throne became a mythical and almost metaphorical term, for none trusted this new face of the chancellor.
Chancellor Amphillis was a shadow of her former self, and it seemed that no one wanted to see her reign continue.
Rise of the Great Spire
Perhaps it had been foolish to transform the old wizard school into the Great Spire. This edifice stood over the chancellor’s home, bathing everything in shadows.
It was there that the old ways started to creep back into the land. Forgotten practices and alliances threatened to crack the thin facade of the chancellor’s power.
Those who knew her well might have believed it was the rise of the spire that harmed her the most.
But Amphillis, away from the demands of the crown, was worn out and had lost her way… Downtrodden, if you will.
New Arcane Wisdom
The exiles conspired against the chancellor. First, they ensured she would have no path to ruling any sites. Next, they stole relics and banners that might aid her.
And it was never a mystery as to where she would be. In a fairly quiet area of the provinces, Chancellor Amphillis desperately tried to recreate an arcane foundation.
She brought to life an observatory, along with a much smaller wizard school. Perhaps here, her roots resided.
Ironically, it was her choice to construct a Hall of Debate, and here the public took to turning againt the chancellor.
Working Around Biases When Playing Solo
From all of the stable regime victories lately, even I might accuse myself of letting the chancellor win every era! But that would be a very silly way to spend a few hours plotting and planning every turn. The exiles are definitely trying… My plans just keep going wrong. Ha ha! There have been narrow escapes at the last second, and a lot of luck.
When playing multi-handed solo, I haven’t really encountered any bias. It’s about trying to win every turn. With this game, it’s a little more nuanced, though. Kingmaking, where other players help another player win, is very much a part of the strategy. It’s quite hard to achieve in solo, though, as I try to think more about letting each character win.
In other words, I actively avoid the kingmaker scenario in solo. Maybe it would be neat to try out, but probably not in the case of multi-handed solo. Am I missing out on some parts of this game? Certainly, although I’m still happy with the experience. Never have I had such an interesting time with storytelling, and the tradeoffs are pretty reasonable!
Conspiracy Within
Even the closest advisers could not be trusted. The discord faction continued to have the greatest hold on the world, but even they did not stoop to the lowest levels.
No: It was an exile who worked together with the chancellor’s advisers to seize a valuable banner.
The whole world was against Chancellor Amphillis. She was defeated in nearly every way, yet still she held on.
For all their efforts, the exiles were always just one step behind in claiming the throne for themselves. It was impossible to stand against such powerful, ancient relics.
Crumbled Perception
Chancellor Amphillis remained in power, as unlikely as it seemed. She had little support and took a deep look inward at what this era had done to her lengthy legacy.
Decadent. Careless. Greedy. These were no mere rumors: Even she could see how she had made them come true.
Her kingdom lay in shambles. No more would she rule over the sites she knew and held dearest.
But all was not lost. She was still the chancellor. With a bit of grace, it was possible to pivot back to the guiding principles that made her a beloved ruler. It had to work.
Session Overview
Play Number: 8
Solo Mode: Included in the Base Game or Multi-Handed
Play Details: 3-Handed Solo
Outcome: Stable Regime Victory (Discord Faction Focus)
It certainly looked like one of these exiles was about to win countless times, but Chancellor Amphillis held on! I even found a new nomad faction card that seemed like it could be the key to victory with the way the faction favor banks were being manipulated… Just not enough! Even though a stable regime victory might sound fairly boring, this was another interesting era in the saga of this little world.
%
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)
- Something interesting happens during each era, regardless of the type of victory or who becomes chancellor.
- Watching the world evolve is amazing, especially when denizen cards or sites from past eras return again.
- Figuring out the optimal way to use supply, or action points, is very strategic and can lead to surprising ideas.
- New denizen cards make each era unique in small ways, while the overall world deck composition slowly evolves.
- Stories come about in both big and small ways, sometimes following along with relics like myths or legends.
- Just when it seems like every strategy has been seen, a clever idea with little chance of success happens to work.
– Cons (Negatives)
- In terms of playing multi-handed solo, it can sometimes feel like trying to outwit oneself over and over again.
- Little rules questions often come up during exciting turns when a lot is happening, which breaks the cadence.
- Alliances can be quite important, even temporarily or for small benefits, yet these are hard to pull off in solo.
- Playing through a campaign without many breaks seems to be ideal, although this is a big time commitment.
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
Do you have any exciting ideas that worked out in Oath? Any little feature that’s apparently meaningless, but holds a story that’s lasted through a campaign? It’s been awesome to see everything evolve, and I’m rather surprised no exile has managed to take up the chancellorship yet. Such a lovely game! The end is around the corner, and it’s been worth it!
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