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Civilization: A New Dawn – Terra Incognita
120m - 120m
2 - 5 Players
Ages 14+
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
37.00
€
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Kickstarter – Gamefound
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CashewOfChaos
The features added in this expansion are absolutely necessary if you want to play this game and therefore come highly recommended! Combat is far, far better, the fort system is brilliant, as are districts and governments. It's simply a better game. Be warned! The initial criticism I had for this game--the fact that it takes FAR LONGER than is stated on the box--remains. Playing with people who are less patient with you may result in them wanting it to be over so badly that they will perform sub-optimal actions. In my experience, you and your friends should reserve an entire day and prepare for an exhausting, albeit great, slug-fest, especially if you have one or two newer players. With veterans, you can cut down on the required time a lot. Once you get the hang of the game, the rules are far more simple than they first appear. There are indeed many of them and many things to take into account, but the queue system of actions in Civilization: A New Dawn makes it easy to think about how to optimize the flow of the game from your perspective. It's a great, great game with some benefits and drawbacks compared to Civilization on PC. I'm happy my friend owns it, and I recommend that at least one person in your group gets it even if I might not have personally bought it due to differing preferences with the owner.
claymix
A very good expansion that the base game desperately needed. Breathes needed life into a game that was dull and ordinary. Despite some design hiccups, this is a fine expansion and worth a purchase. See full review below. *Army figures and revamped combat was a much needed addition to New Dawn. It helps make the map feel a little more alive. Combat is still ultra simple compared to the 2010 Civilization board game. Each player is limited to only two army figures, and this limit feels a bit too restrictive. Additionally, combat still boils down to a dice roll, which can make it a bit janky. Still, army figures are a welcome addition to the game. *Districts are a fun addition as well, and tie in really well to the revamped event dial. The addition of a sixth focus card type, Growth, to manage building districts is a little weird, however. The Growth focus card feels a little out of sorts, as it controls building districts and reinforcing control tokens. It honestly feels less important to upgrade this card, which isn't very exciting, compared to other focus cards. But that may just be me. Districts serving as specialized control tokens is a fun way to make cities on the map feel a little more alive, but it's not groundbreaking. *Each civilization getting its own special focus card is, in my opinion, one of the biggest additions to this expansion. It may seem like a small thing, but boy does it help address one of my biggest complaints with New Dawn: there's little-to-no-difference between civilizations. The unique focus cards are often significantly more powerful than the generic versions they replace. When you get yours out and in play, it really makes you feel like your civilization is unique. *Map exploration is a wonderful thing. You really wonder why it wasn't included in the original game! The way it is introduced in this expansion is really well handled. It's a fun part of the early game, and the map feels truly unique every time you play. *The addition of forts and the fort victory cards is nice, but not necessarily what the game needed to save its lackluster endgame. The forts themselves, thematically, make no sense. Gameplay wise, they help make combat and the map more dynamic. *All the new civilizations are fun and help add some replayability. That's always welcome! All in all, it's a great expansion to a lackluster game. It can't fix all the issues of the base game, but it does a admirable job. Some problems that still exist, even with the expansion: 1. The map is a little more alive in this expansion, but still feels a bit dull for a civilization game. 2. Related to the above point, cities and by extension control tokens aren't very interesting and don't serve a purpose other than to claim resource tokens. Now that mature cities only provide you a benefit if you have a commercial hub, they seem less important. This makes control tokens feel less important as well. 3. There's only so much you can do with the very basic focus card and trade token mechanics of the base game. Almost EVERYTHING is related to that. This makes all bonuses feel generic and overly similar. Wonders, city states, diplomacy cards, governments all do the same thing: add generic trade tokens or make your focus cards resolve as being a step or two higher. Not very exciting! 4. The endgame is still problematic. The game becomes a rush at the end. You hardly have time to use level 4 focus cards because by the time you've reached them, the game is full speed and the end is nigh. Forts helped this a *little* bit, but didn't fix the issue. That's my synopsis for Terra Incognita. If you boiled it down into one sentence, it would be: "A great expansion for an okay game."
Born-of-Ashes
Absolutely essential for the new event tile and exploration mechanisms. Only loses a point for England not having naval superiority, c'mon!