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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.

Every match rule
RuleEffectWho it helps
EclipseRanged units have 25% less rangeFrontline and Fast units, which reach their targets sooner
Gold Rush+40% income, all units +15% costPlayers who spend steadily and have a plan for pricier units
War DrumsAll units deal 10% more damageShort fights and strong openers
Swift WindsAll units move 25% fasterWhoever fights at the shrine first
Bargain AgeAll units cost 15% lessBigger armies and faster age-ups
Meteor ShowerMeteors strike the lane every 35sUnits that survive hits and players who keep fresh units coming
Siege SeasonSplash units +30% damageSplash 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

  1. Read the chip. Check the rule before you pick your first unit.
  2. Check your cards. Rules stack with evolve cards. A Doctrine card that boosts Ranged damage helps more under Eclipse. See ages and evolve cards.
  3. Keep a unit on the lane. No rule changes the idle keep clock. See the shrine and idle keep.
  4. 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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