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Age of Quarrel: Machinations 2026

Expansion of Age of Quarrel

Design Bill Hunter Publisher (Self-Published)
2–4
Players
14
Age

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About the Game

Machinations is a modular expansion for Age of Quarrel. It keeps the base game’s structure intact, but changes how power is expressed. Some modules add direct disruption. Others deepen the economy, or sharpen Middelalderen’s influence.

Subterfuge: Indirect Warfare. Win leverage without marching an army. Subterfuge rewards timing and targeting weak seams in a rival’s situation. Used well, it breaks momentum, forces defensive attention, and punishes plans that rely on being left alone.

Mills: Engines of Commerce. Mills turn parts of the map into long-term economic engines. They encourage specialization and commitment, which raises the stakes of territory control. Taking a clearing can mean taking a working machine, not just denying space.

Roles: Instruments of Influence. Roles add a political current to Middelalderen. Staying connected matters more, and the controller gains a new kind of leverage that isn’t just military. Roles create moments where power is granted, traded, or resented, all driven by board position.

Barbarian Accords: Tribute & Pacts. Barbarian Accords adds a Rapport sideboard and Parley rules that let players negotiate with the Barbarian Tribes. Players can build Rapport, pay Tribute to avert attacks, and secure temporary Pacts that alter Barbarian targeting while easing movement and In Supply pressure.

Into the Unknown: Fifteen additional Exploration cards.

Machinations is for groups who want conflict that reaches beyond direct battle. It makes infrastructure feel riskier to expose, strengthens non-military pressure, and gives players more ways to shape what the table will be dealing with next Season.

-description from designer

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