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Author Topic: Sid Meier's Civilization  (Read 1086 times)
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ClaroPaulo
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« on: November 17, 2010, 08:19:22 PM »





Taken from FFGs site:
Description
A great, wide world awaits your burgeoning empire. There are remarkable wonders to create, vast cities to build, and sprawling lands to discover. Can you lead your civilization to greatness?

Build the future of your dreams with Sid Meier’s Civilization: The Board Game! Based on the widely popular video game by Sid Meier, Civilization: The Board Game is a board game of empire building in which 2-4 players compete to establish the most successful civilization of all time. Take control of powerful leaders from throughout history and lead great military campaigns, become the cultural hub of the world, or advance your technology into the stars. The world is at your fingertips.



 

In Civilization: The Board Game players can win in a variety of ways, utilizing many different strategies. Perhaps you would like to focus on advancing your civilization on the Culture Track, gracing the world with beautiful works of art, extravagant theaters, and musical masterpieces. Or maybe you have powerful armies under your command, giving you the advantage on the battlefield, and your key to victory is the subjugation of your opponents. Another way to win is by becoming the wealthiest empire, amassing the most gold over the course of the game. And finally, the player that advances their technology far enough to become the first civilization to pursue space travel achieves a technology victory.

One of the most alluring elements of the Civilization video games is the ability to control an empire from the dawn of civilization all the way through to the modern era, expanding your meager nation one step at a time. This element remains a prominent feature in Civilization: The Board Game. Players all begin the game with a single city, a single army, and one scout. You must build your entire civilization from the ground up, gathering resources, conquering villages, expanding your army, and building structures that will further your advancement throughout the ages.

Players are sure to recognize some familiar faces when they choose their civilization leaders. Civilization: The Board Game features six different civilizations, all with their own leaders and special abilities. Will you play as Cleopatra and take advantage of the Egyptians’ ability of quick construction? Or would you rather take on the role of Abraham Lincoln and guide the Americans to victory with their increased production abilities? There are many different strategies within each civilization, and with the various ways to win the game, you will find yourself wanting to play again and again to try out new tactics with new civilizations.

Build an Empire to Stand the Test of Time
A game of Civilization: The Board Game begins by each player selecting a civilization to play as. Players then build the game map by selecting their civilization’s starting tile and shuffling the remaining random tiles to lay face down, creating the unexplored areas of the map.

Each turn of the game consists of start of turn actions, trading, managing your cities, movement/exploration, and research. Players alternate taking actions during each phase of the game until the turn has been completed, then gameplay continues to the next turn.

Start of turn actions include building new cities, changing governments, and any other special start of turn actions provided by Wonders or Culture cards. During the trade phase, players collect trade from their cities and begin negotiating with other players. Unused Culture tokens, Resource tokens, Unit cards, and even promises can all be traded during this phase. Be careful though, because promises are in no way binding!

City Management lets players produce units or scout/army figures, devote their city to the arts, construct buildings or wonders, or harvest a resource. The Movement phase consists of players moving their figures around the board, exploration, and combat. Movement is hindered by terrain unless players have a technology that provides them increased mobility (such as sea travel). When a figure is adjacent to a face down game board tile, the controlling player can spend one movement to explore that tile, turning it face up. Whenever opposing figures end in the same space, battle ensues.

In Civilization: The Board Game, combat is resolved through unit cards and a fast resolution system that takes into account the "era" of your military technological development. Each player draws cards from their available units and chooses which units will fight in the battle. Once the winner is decided, the loser must discard their army figure and the winner may choose their reward from the loser (either 3 points of trade, 3 culture tokens, or any one resource token).

Reach for the stars, one step at a time
One way to victory in Civilization: The Board Game is by researching space travel and launching your people into the stars. To advance your civilization in the technological world, you must move forward one step at a time. The “tech pyramid” system requires a new technology card be placed above two lower level tech cards. So, in order to research a level 2 technology, that player needs to have two level 1 technology cards already researched. Plan your advancements ahead or you may find your civilization falling behind in the world of technology.

Battles fought in the blink of an eye
In Civilization: The Board Game, war is another way to become the greatest civilization in the world. The first player to successfully invade an opposing player’s capital city wins the game, and thanks to an intuitive card-driven combat system, battles are a breeze to wage in Civilization: The Board Game. When two armies clash on the game board, the controlling players take their available unit cards and randomly draw their hand size of cards. After choosing units, players follow a rock-paper-scissors trump system to determine the winner. This intuitive combat system promotes quick battles with no need to constantly reference stats or roll dice.



The finer things in life
The Culture Track is the central hub for fine arts, theater, music, and literature in Civilization: The Board Game. If one player can devote enough of their energy to it, they can secure a cultural victory by reaching the end of the track. The Culture Track provides many benefits to those who climb its ranks, such as Culture cards and Great People. Culture cards can be played to affect the greater course of the game while Great People provide civilizations with lingering benefits, such as resources, production, or trade. While some people find strength on the battlefield or in developing world-changing technologies, others become great by bringing culture to an otherwise uncivilized world.

A new world awaits every time you play
Civilization: The Board Game features a modular board that changes with every game. Each player begins the game on a single game board tile placed adjacent to the other face down game board tiles. Only by exploring with their scouts or armies can players reveal these face down game board tiles. Without exploring the map, players are unable to gather additional resources and build additional cities, so exploration is an important aspect to the game.

There are infinite ways to forge an empire. How will you shape yours? Find out with Sid Meier’s Civilization: The Board Game.


NG has some copies still last I checked and is selling for 2,600 only. Not a bad price considering the components

Heres a components breakdown and review

Part 1


Part 2
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ClaroPaulo
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« Reply #1 on: November 18, 2010, 04:58:10 PM »

I know some people already have this game any thoughts and opinions on your first few games with it?
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« Reply #2 on: November 18, 2010, 05:31:30 PM »

Just got this game at NG.  They have 2 more at ATC.  Will unwrap it once I have time.
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« Reply #3 on: November 19, 2010, 01:47:17 AM »

Just got back from a learning game from Steve's. Very smooth and very good - after the first few runs we got it down pat. Lasted 4 hrs. and 30 mins. which is pretty good since the box said 4 hours for 4 players. The last 30 minutes were just dicking around because it was obvious Steve would win - but it was pretty close. I went for military but made a mistake and got crushed, while Cultural was very viable. No one went for econ but all win conditions are surprisingly possible - as long as you plan for it.

My take - learning game sweet spot would be 3 players. Those who know how to play could probably lower the play time down of  4 players to 3 hours. Setup and take down wasn't that big a problem since I had a system in place.

Willing to bring the game and teach it anywhere, too. It's probably the easiest to carry around FFG non-silver line game ever. I'm making improvements to the system so that it would be even easier to setup and take down.
« Last Edit: November 19, 2010, 10:00:48 AM by aerolb » Logged

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« Reply #4 on: November 19, 2010, 12:06:38 PM »

So that's 5 now in the community with copies:
1. aerolb
2. maskmanjoe
3. adrian (the other one)
4. gerald
5. catch8088

Wow, it's selling like pancakes. Smiley)
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« Reply #5 on: November 19, 2010, 01:19:26 PM »

lumalabas ung civ addicts hehehe
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WWW
« Reply #6 on: November 19, 2010, 02:05:30 PM »

2-player versus Germans is just brutal for the other player -_- I think their power needs to be nerfed a bit, since they "steal" market resources (which are very limited) aside from gaining a new unit card whenever they research military technology. Add Himeji Castle and a Great General, gg na Cheesy

So far loving the game! All win conditions are viable, even the ones you dont decide to focus on at the start of the game. Still want to log in more plays to see if replayability will be an issue
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« Reply #7 on: November 20, 2010, 06:18:18 AM »

I saw the potential for that off the bat as well and, believe me, I am looking for a solution for it using any of the other races.
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« Reply #8 on: November 20, 2010, 09:23:35 PM »

Thanks to Aerolb for demoing the game!

Games lengthy but its fun! Better than most long games ive played. Theres so much to do and all tracks for winning are viable! Aerolb won through a military victory while another was vying for economy and I was one turn from Tech!
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« Reply #9 on: November 20, 2010, 10:10:19 PM »

Haha, Aerol.  Didn't realize you demo-ed the game today. Smiley San kayo naglaro?
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« Reply #10 on: November 20, 2010, 10:25:33 PM »

We played at my place sa greenhills hehehe.

I wanna play again! The first game left me wanting more hahaha
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« Reply #11 on: November 20, 2010, 11:25:42 PM »

Germans crush the world again. Though seriously, Claro and his GF didn't build units much so it left them at a disadvantage when Gunpowder hit the board.

Definitely want to play it on a regular basis since I can't get my normal Civ fix - hahaha
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« Reply #12 on: November 20, 2010, 11:44:07 PM »

BTW, mea culpa, but it seems I taught Steve and the others several wrong things. lol

a) Armies may never stay in cities. So city defense is just your combat bonuses and six cards from your standing forces.

b) One wonder per city.

c) No double-dipping with scouts. If it's in a city outskirts, it won't harvest.

d) Great persons need to be built over by a building and replaced in the Start of Turn - no instant move.

e) Hut and village rewards are face down.

f) Metalworking bonus only gives a bonus to attack not HP.

g) Tiebreaks in Tech wins are done through player order.

h) You only get the reward for winning a battle and not per figure destroyed.

Taught Claro and his GF the correct version.

Anyway, hope to bring it to HM next week to teach the regulars. And to get to try another civ. lol

Edit: Added in some stuff that I saw on BGG's rule threads.
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« Reply #13 on: November 21, 2010, 04:47:47 PM »

I saw the potential for that off the bat as well and, believe me, I am looking for a solution for it using any of the other races.

After reviewing tech, I think the best way to screw over Germany is by the regular use of Monarchy's resource ability and going tech win.

Looking back at my two games, I think the best way to hunker down militarily is to just buy five more unit cards to a total of 8 and then hunker down the tech path, using the upgrades and tech abilities to fend off the attacks and blowing up/denying opponent moves. If you ever lose a unit, buy back to 8. Going militarily aggressive is almost the same except you got for 10 and spam your armies constantly.
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« Reply #14 on: November 21, 2010, 05:27:45 PM »

Another would be using the gunpowder and combustion to take out their barracks/academies. While maintaining a good enough number of level 3 or 4 armies on hand for any retaliation

I really like this game, you can go so many paths to victory and the feel of building your civilization from the ground up really captures it. This has to be one of the best games I have ever played so far. Cant wait for the expansions that would allow 5-6 player mode and more Races!
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