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Epoch: Early Inventors
90m - 150m
1 - 4 Players
Ages 12+
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
Prehistoric
57.00
€
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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
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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eimative
SOLD IT! ($30) I was immediately drawn to the concept of this game; mixing resource upgrading (ala Le Havre) with the excitement of discovering terrain on a map. Gameplay was however quite flat. During the game, I was mainly just going through the motions by reacting to whatever game state is opportunistic, so for example, rather than plan for a specific technology to research, it becomes more practical to research whichever one is simply convenient to your current location. The board is a cluster of pictograms and and messy to deal with. The technology tokens do a great job of adding flavor to the theme and is the best part of the game. In the end, the game works, just not as elegantly as similar counterparts.
AmandaDesignsGames
I am not a fan of this game, which seems more focused on the simulation aspect of early civilization than on providing an exciting experience. I found it slow, repetitive and tedious. I also found the luck factor of which techs you'd find a bit swingy, and the tech tiles, while gorgeous, I found big and unwieldy, especially once you start having a few.
cbazler
A good, complex engine-building resource-conversion puzzle: on our first play, I called it "Splendor on crack." There are a dizzying number of decisions available, but the game isn't long (we've found it to be much shorter than the 90-150 minutes printed on the box) that it's hard to know what to go for: quick, easy points for exploring, or slower, harder points on development tiles that give you special abilities. Unfortunately, the game has some production issues: certain tile colors make it hard to determine terrain type (especially with the yellow starting tiles). The game is also so needlessly fiddly that it actively works against my enjoyment. The individual, differently-sized-and-shaped tech tiles are not only impossible to find and keep track of, but also take up too much space both on the table and in the box. I wish the techs had just been listed on a single board and marked with cubes: it would have sped up the gameplay a bit, and also made the game far less expensive to produce. I get that the designer was going for "theme," but this just failed.