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Clash of Cultures
Clash of Cultures
by Z-Man Games, Ediciones MasQueOca (2012)
Player Count
2 to 4

Player Ages
14+

Playing Time
3 hours to 4 hours
Categories
  • Civilization
  • Exploration
  • Economic
  • City Building
  • Ancient
  • Territory Building
  • Designers
  • Christian Marcussen
  • Mechanisms
  • Action Point Allowance System
  • Hex-and-Counter
  • Hand Management
  • Dice Rolling
  • Area Control / Area Influence
  • Grid Movement
  • Artists
  • Chris Quilliams
  • Family
  • 4X games
  • Components: Miniatures
  • Game: Clash of Cultures
  • Digital Implementations: VASSAL
  • Rating: 7.65/10 from 4589 users

    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

    Game Discussions

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