Warhammer
02-09-2010, 10:58 AM
hxxp://www.boardgamegeek.com/boardgame/25613/through-the-ages-a-story-of-civilization
Played this game last night with the famly and it was a hit. My brother and two nephews are all fans of the Civ series and have been looking for a boardgame that would scratch that itch.
The game is divided into 4 eras, Ancient, Middle, Renaissance, and Modern (A, I, II, III.). Each has its own set of wonders, techs, and military units. During your turn, you get a set number of civil and military actions you can perform based upon your government and leaders. Civil actions are used to build infrastructure (farms, mines, libraries, labs, etc.) as well as population and new cards/leaders. Military actions are used to build your military or get new tactics cards (army bonus cards) into play.
There is no world map. Instead, combat is abstract. Each civilization has a strength. If you play a war or aggression card, your strength is compared to your opposition, the attacker can "sacrifice" units to gain their strength again. The defense can then match. The balancing act is how to attack without making you a target for other nations. Also, to keep from beating up the low man on the totem pole, you can only gain as much as the loser loses in a war. The result is that military affects everything in the game, but is not overpowering. It is possible to have low military or high military games. What you do not want to do, is have a bunch of something (science, culture, infrastructure, etc.) without a means of protecting it.
The winner is the nation with the most culture at the end of the game.
I figured I would give everyone a heads up since I know there are a fair number of Civ and boardgamers on the forums.
Played this game last night with the famly and it was a hit. My brother and two nephews are all fans of the Civ series and have been looking for a boardgame that would scratch that itch.
The game is divided into 4 eras, Ancient, Middle, Renaissance, and Modern (A, I, II, III.). Each has its own set of wonders, techs, and military units. During your turn, you get a set number of civil and military actions you can perform based upon your government and leaders. Civil actions are used to build infrastructure (farms, mines, libraries, labs, etc.) as well as population and new cards/leaders. Military actions are used to build your military or get new tactics cards (army bonus cards) into play.
There is no world map. Instead, combat is abstract. Each civilization has a strength. If you play a war or aggression card, your strength is compared to your opposition, the attacker can "sacrifice" units to gain their strength again. The defense can then match. The balancing act is how to attack without making you a target for other nations. Also, to keep from beating up the low man on the totem pole, you can only gain as much as the loser loses in a war. The result is that military affects everything in the game, but is not overpowering. It is possible to have low military or high military games. What you do not want to do, is have a bunch of something (science, culture, infrastructure, etc.) without a means of protecting it.
The winner is the nation with the most culture at the end of the game.
I figured I would give everyone a heads up since I know there are a fair number of Civ and boardgamers on the forums.