Ageforge Match Rules Explained: Gold Rush, Eclipse, Meteor Shower and More
Every Ageforge match rolls one of 7 rules, such as Gold Rush, Eclipse or Meteor Shower. Here is what each one changes and how to adjust your army.
By the Ageforge teamUpdated 5 min read
Key takeaways
- Every Ageforge match rolls one match rule out of 7. Both players get the same rule for the whole match.
- The rules are Eclipse, Gold Rush, War Drums, Swift Winds, Bargain Age, Meteor Shower, Siege Season.
- Most rules change numbers for both armies. Meteor Shower is different: every 35 seconds meteors hit the lane and damage any unit they land on, whichever side it belongs to.
- A rule never picks a winner, but it changes which units and builds are strong, so adjust your army to it.
- The rule is announced when the match starts and stays on screen as a chip under the top bar.
What a match rule is
When a match is created, the game rolls one rule from a list of 7. It is the same for both players and lasts the whole match. A banner announces it at the start, and a chip under the top bar keeps it visible. Tap the chip to read the details.
A rule bends the match without favoring a side, because it touches both armies in the same way. What changes is which plan is good. Read the rule before you train your first unit.
| Rule | Effect | Who it helps |
|---|---|---|
| Eclipse | Ranged units have 25% less range | Frontline and Fast units, which reach their targets sooner |
| Gold Rush | +40% income, all units +15% cost | Players who spend steadily and have a plan for pricier units |
| War Drums | All units deal 10% more damage | Short fights and strong openers |
| Swift Winds | All units move 25% faster | Whoever fights at the shrine first |
| Bargain Age | All units cost 15% less | Bigger armies and faster age-ups |
| Meteor Shower | Meteors strike the lane every 35s | Units that survive hits and players who keep fresh units coming |
| Siege Season | Splash units +30% damage | Splash units, and anyone who can survive them |
Eclipse: ranged units shoot shorter
Eclipse cuts the range of Ranged units by 25%. They still outrange most melee units, but they get less time to shoot before the fight reaches them. Frontline units close the gap sooner, and the Ranged-beats-Fast edge shrinks because Fast units get in faster. Keep Ranged units behind a tank, and do not rely on them to kill an approaching army.
Gold Rush and Bargain Age: the economy rules
Gold Rush raises income by 40% and makes every unit 15% more expensive. You earn more and each unit costs more, so you can spend a little faster, but the price of a lost fight goes up too. Do not waste units one at a time. Read how gold works for the basics.
Bargain Age makes every unit 15% cheaper. Your gold goes further, so armies grow faster and the lane fills up. Kills pay a share of the unit's cost, so cheaper units also pay a little less when they die.
War Drums, Swift Winds and Siege Season: the combat rules
- War Drums. All units deal 10% more damage. Fights end sooner, so the first strike and a full-HP frontline matter more.
- Swift Winds. All units move 25% faster. Units reach the shrine and each other sooner. An early unit claims the middle before the other player can answer.
- Siege Season. Splash units deal 30% more damage. Packed armies suffer, so spread your army out and keep a tank in front. See counters explained for how Splash fits in.
Meteor Shower: the lane hazard
Meteor Shower is the only rule that adds a hazard. Every 35 seconds a shower of 5 meteors lands on the lane, one after another, about 0.5 seconds apart. The first shower comes 35 seconds into the match.
- Warning. Each impact point is marked 1.5 seconds before the meteor lands. You can see where it will hit and move out of the way, or time a push around it.
- Where. Meteors land between 200 and 800 on the 1000-unit lane, and they are mirrored around the middle, so both sides face the same shower. Keeps are outside that band.
- Damage. A meteor hits every unit within 40 lane units of the impact, on either side, for 25% of that unit's max HP. It ignores armor and shields.
- Kills. A unit killed by a meteor pays nobody gold or XP, so a meteor kill does not help your opponent either.
A shower lasts about 3.5 seconds from the first mark. Units with a lot of HP lose the same share as units with little, so a cheap unit costs less to lose. Units that are already hurt from a fight are the ones a meteor finishes, so a long fight in the open lane costs more under this rule.
How to adapt in the first minute
- Read the chip. Check the rule before you pick your first unit.
- Check your cards. Rules stack with evolve cards. A Doctrine card that boosts Ranged damage helps more under Eclipse. See ages and evolve cards.
- Keep a unit on the lane. No rule changes the idle keep clock. See the shrine and idle keep.
- Do not copy the last match. A plan that worked under Gold Rush can lose under Eclipse.
FAQ
- What are match rules in Ageforge?
- Every match rolls one of 7 rules: Eclipse, Gold Rush, War Drums, Swift Winds, Bargain Age, Meteor Shower, Siege Season. The rule applies to both players for the whole match and is shown in a chip under the top bar.
- Can I pick or turn off the match rule?
- No. The rule is rolled when the match is created and is the same for both players, so neither side gets an edge from it.
- What does Meteor Shower do in Ageforge?
- Every 35 seconds 5 meteors land on the lane. Each impact is marked 1.5 seconds ahead and damages every unit nearby for 25% of its max HP, on either side. A unit killed by a meteor pays no gold or XP.
- What does Gold Rush do in Ageforge?
- Income goes up 40% and every unit costs 15% more, for both players.
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