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Base game
Clash of Cultures
Kritiku rating
Not rated—
- Published
- 2012
- Reach
- Known
- Players
- 2–4
- Play time
- 180–240 min
- Weight
- Not enough ratings yet
- Ratings
- 0
- Ancient
- City Building
- Civilization
- Economic
How it plays
No rules summary yet for this game.
Main mechanics
- Area control
- Dice rolling
- Hand management
- Spatial puzzle
- Trading & negotiation
- Area control: Presence on the map decides who scores.
- Dice rolling: Dice create swing and force you to adapt.
- Hand management: Timing which card to spend is the core puzzle.
- Spatial puzzle: Fitting shapes together efficiently is the challenge.
Full publisher description
From Christian Marcussen, the creator of Merchants and Marauders , comes Clash of Cultures , a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia. Advances 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. Modular Board 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. Playing Time The game covers a time span similar to AH Civilization - that is to pre-gunpowder. 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 as this game will. City management 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. Multiple paths to victory Earn points through: - Founding cities and increasing their sizes - Advances - Objectives - Wonders - Events
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