Fantasy Flight Games | Sid Meier's Civilization: A New Dawn | Board Game | Ages 14+ | 2 to 4 Players | 120 Minutes

£13.495
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Fantasy Flight Games | Sid Meier's Civilization: A New Dawn | Board Game | Ages 14+ | 2 to 4 Players | 120 Minutes

Fantasy Flight Games | Sid Meier's Civilization: A New Dawn | Board Game | Ages 14+ | 2 to 4 Players | 120 Minutes

RRP: £26.99
Price: £13.495
£13.495 FREE Shipping

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Description

Move each of your armies up to 6 spaces. They can move into spaces matching this slot's terrain or lower. Your combat value equals this slot's number. [1 army] Build 1 world wonder. Your production equals this slot's number, plus 1 for each of your districts on the map. Overall, Civilization: A New Dawn is an enjoyable and complete 4X strategy game. It’s a solid empire-builder, requiring a lot of thought and foresight to play well. The focus bar mechanic, in particular, is a really interesting concept, which encourages a much more long-term and patient style of play. Move each of your armies up to 5 spaces. They can move into spaces matching this slot's terrain or lower, as well as water. During your turn, reduce the combat bonus provided by each reinforced control token by 1. [2 armies] Then, for each army on your military card, you may place that army in a space containing one of your cities.

After each side has determined combat values, they may call for aid. Trade tokens can be placed on your focus cards by your caravans, and by spending any trade tokens from your military focus card, you can increase your combat value. From here, the end is simple. The battle commences and the leader with the higher combat value wins. If the defender earns a definitive victory or manages to draw a stalemate, nothing happens. Their territory stands and their fallen foes must retreat to live another day. When your caravan moves to a city-state or rival city, gain 1 resource of your choice from the supply (in addition to trade tokens). [1 caravan]Civilization: A New Dawn isn’t an overly complex game to play, however it might take a couple of turns before everything falls into place. This is partly because I think the rulebook makes things look a little more complicated than they really are. However, it does handily provide a map tile layout to use for your first game as you walk through the first few turns. Selecting your form of government is a crucial new addition with this expansion, and it has the potential to make your focus cards much more powerful. Depending on the government that you choose, you can resolve a specific type of focus card as if it were further to the right than it currently sits on your focus bar. To give a few examples, Democracy rewards you for devoting yourself to the sciences, while an Autocracy is ideal for military endeavors, and Communism lets you pour your energy into industry. You must choose carefully, however, because you cannot change your government at will—only when the event dial shows the designated icon. Designing board games is a challenging business. It has the same risk as movie production, albeit at a dramatically smaller scale. However, the need to meet the demands of a taste-specific audience while also attracting a larger audience is still at the core of some types of game design, especially when dealing with an existing piece of intellectual property (IP). Rise of Mankind: A New Dawn is a new sequel of the great Civilization IV: Beyond the Sword game. A New Dawn serves as a new expansion, adding a huge and balanced new technology tree, putting emphasis on new buildings, new units and new technologies.

A big pull for A New Dawn is the player action system. You have five terrain slots with a focus card under each, ranging from the first slot as the weakest to the fifth being strongest. You select an action from a focus card in front of you and once it's played, that card is moved into the first slot and the rest are shuffled up one place. Note, too, that each slot on the focus row has a terrain type attached to it. The tougher/more valuable terrains are further up the focus row and will affect the actions you can take. Taking TurnsIf you made it this far and played the base game, you probably have some questions about the pacing or quality of life. These were also my concerns when I read about the many changes. At heart, Civ: A New Dawn is an action selection, civilization building game for 2-4 players that takes about 30 minutes per player to play. It definitely plays best with 3 or 4 players. Gameplay Overview: Assemble your forces. Conquer the globe with martial might and ensure your empire’s rule throughout the ages! Science - Move the pointer on your Tech Dial a number of spaces equivalent to the numerical value of the slot the Science card is in when played. By moving the Tech Dial, you can gain access to more powerful versions of the Focus Cards.

Despite its suggestive title, A New Dawn bears little in common with the two previous board game adaptations of Sid Meier’s popular strategy series. Nor does it share much DNA with the classic Avalon Hill Civilization that originally inspired the PC game franchise. Sid Meier's Civilization: A New Dawn is a strategy board game in which two to four players act as the rulers of history's most memorable empires. Over the course of the game, players will expand their domains, gain new technologies, and build many of humanity's greatest wonders. In the end, one nation will rise above all others to leave its indelible mark upon history. After you place a control token on a mountain space, you may place a control token on a space adjacent to that space (which can trigger the effect again). Move each of your caravans up to 6 spaces. They can move into spaces matching this slot's terrain or lower, as well as water. Move each of your caravans up to 4 spaces. They can move into spaces matching this slot's terrain or lower.

WE SAY

Move each of your caravans up to 4 spaces. They can move into spaces matching this slot's terrain or lower, as well as water, The victory conditions in this expansion are slightly modified, resulting in military interaction with other players. You have the usual three goal cards as you would expect and two new fort goals. Unlike the three main goal cards, you can lose fort goal cards, and winning the game requires you to complete four out of the five goals. It is still a glorified race similar to the base game, which might be a problem for some of you. Ending On A High Note



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