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2-4
180'
12
Extensive use of text
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Clash of Cultures
Clash of Cultures is a civilization game where players take on the direction/management of a group of followers, guiding them through the centuries and technological progress. The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible, and "realistic". Additionally, you have a great overview of what advances other cultures have - no need to ask - just look.
Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider.
The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However, this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground.
Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance, you can expand a city with a port, fort, temple, and academy - all with different benefits! Additionally, cities can be "angry", "neutral", and "happy". Everything integrated in an intuitive and elegant fashion.
Earn points for: - The number of cities and their sizes - Your Culture Level (things that will remain long after your civilization is gone) - Your Happiness Level - Objectives (Military and Civic)
| Mechanics: | Area Movement Modular Board Variable Player Powers |
| Categories: | Historical City Building Civilization Economic Exploration Medieval Exploration |
| Alternative names: | |
| BARCODE: | 681706710006 |
| In 48 wishlists In 16 collections This was seen 16559 times | |
Clash of Cultures is a civilization game where players take on the direction/management of a group of followers, guiding them through the centuries and technological progress. The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible, and "realistic". Additionally, you have a great overview of what advances other cultures have - no need to ask - just look.
Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider.
The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However, this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground.
Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance, you can expand a city with a port, fort, temple, and academy - all with different benefits! Additionally, cities can be "angry", "neutral", and "happy". Everything integrated in an intuitive and elegant fashion.
Earn points for: - The number of cities and their sizes - Your Culture Level (things that will remain long after your civilization is gone) - Your Happiness Level - Objectives (Military and Civic)
| Mechanics: | Area Movement Modular Board Variable Player Powers |
| Categories: | Historical City Building Civilization Economic Exploration Medieval Exploration |
| Alternative names: | |
| BARCODE: | 681706710006 |
| In 48 wishlists In 16 collections This was seen 16559 times | |