What Should I Do in My First Minute of Ageforge? Opening Gold, Units and the Shrine
Start Ageforge with 200 gold: train a Clubman first, send units out in a group, take the shrine and never leave the lane empty. A simple opening, explained.
By the Ageforge teamUpdated 4 min read
Key takeaways
- Every Ageforge match starts in the Stone Age with 200 gold and passive income of 6 gold per second.
- A safe opening is one Clubman (100 gold, Frontline) to lead, then ranged or fast units behind it, sent out as a group.
- The shrine in the middle of the lane pays 9 XP per second in the Stone Age and takes 1 second to capture with an unopposed unit on it.
- Never leave the lane empty: after 20 seconds with no unit out, your own keep starts to crumble.
- You don't need quick hands. The first minute is about what you train, not how fast you click.
This is a plain opening for your first few matches. It is not the only way to play, but it avoids the mistakes that lose most early games. If you haven't played yet, read how to play first, or just press Play free and come back.
What you start with
- 200 gold. Both players start with the same amount.
- 6 gold per second. Passive income in the Stone Age. It's low on purpose; most of your gold comes from kills.
- 3 units to choose from. Clubman (Frontline, 100 gold), Slinger (Ranged, 120 gold), Wolf Rider (Fast, 60 gold).
- One unit at a time. Your keep trains a single unit at once, so a long queue of purchases is slow. Buy what you need next, not everything you can afford.
Step 1: put a frontline unit down first
Train a Clubman (100 gold). It is a Frontline unit with 210 HP, the toughest unit in the Stone Age, so it soaks damage while the rest of your army catches up. Opening with a fragile unit just gives your opponent a cheap kill: every kill pays them 75% of the dead unit's cost.
Step 2: add damage behind it
With the rest of your starting gold, add the Slinger (Ranged, 120 gold) or the Wolf Rider (Fast, 60 gold). The counter loop is Frontline beats Ranged, Ranged beats Fast, Fast beats Frontline, so the right choice depends on what your opponent trains first. See counters explained.
| Opening | Cost | Gold left | Good when |
|---|---|---|---|
| Clubman + Wolf Rider | 160 | 40 | You want a tough unit and a quick one to reach the shrine |
| Clubman + Clubman | 200 | 0 | You expect the opponent to open with Ranged units |
| Wolf Rider x3 | 180 | 20 | You want to flood the lane and test what your opponent does |
Step 3: send units as a group, not one by one
A lone unit walking into a group dies without trading. Let two or three units gather, with the frontline unit in front, then send them. Keep buying as income and kill rewards arrive, so there is always something heading out.
Step 4: take the shrine
A stone shrine sits at the exact middle of the lane. A unit standing on it with no enemy unit on it captures it in 1 second. Hold it and it pays you 9 XP per second in the Stone Age. Holding it long enough pays for the second age on its own (about 50 seconds of income in the Stone Age). You keep the shrine after your units walk on, until the enemy captures it back. More in the shrine and idle keep.
Step 5: advance as soon as you can
Advancing an age costs XP, not gold, and unlocks stronger units. Do it as soon as you have the XP, unless an enemy push is about to hit your keep. In that case spend gold on units first. See ages and XP.
Keep something on the lane
If you have no unit on the lane for 20 seconds, your keep starts to crumble. Units still training don't count. If your army dies, train the cheapest unit, the Wolf Rider at 60 gold, to stop it.
FAQ
- How much gold do you start with in Ageforge?
- Both players start with 200 gold in the Stone Age, plus 6 gold per second of passive income.
- What should I train first in Ageforge?
- A Clubman, the Frontline unit, to lead. Then add a Slinger or Wolf Rider behind it, depending on what your opponent trains.
- Is it better to rush or to wait in Ageforge?
- Neither extreme. Send units out in a group to take the shrine, because waiting at your keep gives it away. But don't send units one at a time, since each kill pays your opponent 75% of the unit's cost.
- Do I need fast reactions to win in Ageforge?
- No. Units fight on their own, so the game is decided by what you train and when, not by clicking speed.
Put it into practice
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