Clash of Cultures (2012)
Tiempo de Juego: 240
Edad Mínima: 14
Jugadores: 2 - 4
Editor: Z-Man Games, Ediciones MasQueOca
Designers: Christian Marcussen
Artistas: Chris Quilliams
Mecânicas: Modular Board, Trading, Tech Trees / Tech Tracks, Area Majority / Influence, Hand Management, Action Points, Grid Movement, Movement Points, Critical Hits and Failures, Hexagon Grid, Dice Rolling
Edad Mínima: 14
Jugadores: 2 - 4
Editor: Z-Man Games, Ediciones MasQueOca
Designers: Christian Marcussen
Artistas: Chris Quilliams
Mecânicas: Modular Board, Trading, Tech Trees / Tech Tracks, Area Majority / Influence, Hand Management, Action Points, Grid Movement, Movement Points, Critical Hits and Failures, Hexagon Grid, Dice Rolling
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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
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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ag.gameitem.lastUpdated: 2025-06-06 22:13:08.386