Civilization - the board game: "The advanced rule that says that players may only build military units from the era that they are in is a mistake (taken directly from the standard rules, where this rule makes sense.) Please ignore it." I'll post this here so I remember it.
Friday, October 25, 2002
Sunday, October 20, 2002
I went to the San Jacinto Gaming Society Saturday. All in all, it would have been better to take Richard and Melissa dinner and play games at their house.
Still I did get to board test Civilization the board game. Brief thoughts: even the basic version is long, it plays very much like the PC game, could use two minor rules clarifications. It did attract interest and people will want to play again.
Rules do not say where you can place new units. I ruled that like in the PC game only in cities.
Trade is highly important, like the PC game. The best way to speed the game up is to have lots of money. In our game the players who were behind teamed up and caught up with the early leader through trade. Final score 24, 24, 22, and 16. After 6 hours game was called in the gunpowder age. Probably 2 more hours until end of game.
Thoughts on speed up, more money, more starting units, remove more no resource chits.
Other rules clarification, use a color marker (unused city) on cards to designate trades. Keep resources visible on board.
I also demonstrated Diamonds and Dirt, a card game I invented, for two people. The card game can be played with 2 or more people and combines taking and avoiding tricks. It is closest to Hearts.
Links are in previous days.
Still I did get to board test Civilization the board game. Brief thoughts: even the basic version is long, it plays very much like the PC game, could use two minor rules clarifications. It did attract interest and people will want to play again.
Rules do not say where you can place new units. I ruled that like in the PC game only in cities.
Trade is highly important, like the PC game. The best way to speed the game up is to have lots of money. In our game the players who were behind teamed up and caught up with the early leader through trade. Final score 24, 24, 22, and 16. After 6 hours game was called in the gunpowder age. Probably 2 more hours until end of game.
Thoughts on speed up, more money, more starting units, remove more no resource chits.
Other rules clarification, use a color marker (unused city) on cards to designate trades. Keep resources visible on board.
I also demonstrated Diamonds and Dirt, a card game I invented, for two people. The card game can be played with 2 or more people and combines taking and avoiding tricks. It is closest to Hearts.
Links are in previous days.