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Clash of Cultures box art

Base game

Clash of Cultures

Kritiku rating

Not rated

Published
2012
Reach
Known
Players
2–4
Play time
180–240 min
Weight
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Ratings
0

How it plays

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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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