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Clash of Cultures
180m - 240m
2 - 4 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
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
In games with a trading mechanic, the players can exchange game items between each other.
Trading
Ancient
79.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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Sapphire Sleeves
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Marvel: Crisis Protocol
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Algernon88
Now this was fun. Simple, yet deep with several ways of reaching the goal of the game. Played it with 2 an I suppose a "military victory" (which I won by) wouldn't be as easy to get in a game of more people.
100pcBlade
The most streamlined attempt at a civ game yet but it still manages to include all those calssic civ elements. If we can get it down to under 3 hours this will be a main stay for me
Andy Parsons
I found Clash of Cultures something of a mixed bag. It pulls off the Eclipse trick of preserving the essentials of a notoriously long-winded and fiddly genre in a streamlined, relatively fast playing design. Like Eclipse, it's admirable how several systems slot together so smoothly. Like many good euro designs, you'll always want to do more than your three actions allow. A wide variety of technologies appear to offer plenty of options. However, the ease of developing just about anything is unrealistic. There are several nice thematic elements, including cultural influence and the need to keep your cities happy or they will not be productive. Nonetheless, the curtain sometimes twitches and we glimpse a euro resource converter with naked point mongering courtesy of the objective cards. I find those objective cards a little reminiscent of Nexus Ops in the way in which they promote aggression. I liked that element in Nexus Ops and like it here too. I'm keen to explore whether a strongly militaristic strategy can work. Something that Clash of Cultures failed to take from Eclipse is single action turns. Three actions and lots of options make for a fair bit of downtime. I probably won't play this game with more than three. The rules are reasonably clear and easy to read. They also gave me a good laugh with their notion of cultural influences "detected only centuries later": "Hey Asterix, I just realised that our people have been speaking Latin for centuries." "By Jupiter, Obelix, you're right!" I found the production quality quite mixed. There is certainly a big box full of stuff, but the miniatures fall far short of the standards set by FFG. The cardboard monuments, illegible red text on the tech charts and the barbarian symbol hidden in trees are all disappointing.