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Fantasy Flight Games 'CIV01' FFGCIV01 Sid Meier's Civilization: A New Dawn

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A fantastic tableau builder that learns and plays easy enough for the true civilization board games buffs among you. When a player’s tech dial reaches or passes a Roman numeral, they immediately choose a card from their supply of focus cards in that level. This new card will replace the focus card of the same type currently in a player’s focus row. The rulebook, in typical FFG style, is going to make this a hurdle to understand. You will need to unlearn the core basics and internalize the new reforms. Do expect your first one or two games to involve rifling through the rulebook. Oddly enough, I would use the expansion when teaching brand new players. Since the map starts small, you can talk about the map features such as natural wonders or city-states as they expose themselves throughout the game. No longer are new players subjected to a huge intimidating map, and you don’t need to barf out sentences to explain every detail in one go like some insomnia curing classroom lecture. After you move a caravan to the capital of the player with the "Ibrahim" card, gain 1 resource of your choice from the supply. [2 caravans] There’s no better foundation for your games of Civilization: A New Dawn than a brand-new gamemat, designed specifically to highlight your game and provide a premium play surface. This 36” x 36” natural rubber gamemat displays an uncharted map, lying blank and open and ready for you to forge the history of your civilization upon it. Build Your Empire

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. Each of us is carving a stone, erecting a column, or cutting a piece of stained glass in the construction of something much bigger than ourselves.”– Adrienne Clarkson So, not only are you planning your current move, but trying to get your other card(s) into a more favourable position for next time. A tech dial for each player, when advanced, gives you access to more powerful focus cards to replace existing ones. The end game scenario is triggered when three objectives are completed off three cards randomly selected at the beginning. You're only allowed to fulfil one choice from each card which extends play time. This game feels like its more of a introduction to the series to help entice new players in with a more slimmed down and fluid playing experience, but at the same time could alienate true fans of the core game style.For me, there are a few gripes which become apparent once you have a few games under your belt. Resource tokens are used within the game to buy some bits, but it feels considerably restricted in this area and so it can feel slightly redundant at times as there only really spent on wonders. I’d liked to have seen more emphasis on trade as well, and being able to upgrade focus areas on a slightly more detailed level, rather then just changing a card for a slightly better one.

Ibrahim (Unique Diplomacy Card): When you move a caravan to one of the Ottoman players' cities, place 1 trade token from the supply on 1 of your focus cards. Then, the Ottoman player places 1 trade token from the supply on 1 of their focus cards.Imperium Classics, and the subsequent installments in the series, Classics and Horizons, are some of the best card-driven civilization board games. While very abstract, Imperium Classics and its newest expansions are completely cross-compatible, allowing players to mix hundreds of cards and bring forth unique civilizations that advance from barbarian states to functioning empires.

A player’s turn consists of three steps. First, the player begins by choosing one of their five cards in their focus row. To aid you in raising a powerful empire, resources scattered around the board will in turn allow you to construct world wonders. These constructs will provide not only bonuses during the game,but will be essential to completing objectives to win too. On top of all this, barbarians are present to derail your plans of domination with there movement and actions determined via an event dial and direction token. My final niggle with A New Dawn is the end game conditions. The designer has tried to move away from a traditional ‘end game point scoring system’, but this game could have really benefited from that in my opinion. You can end a game feeling like you were only just starting to build something special when the objectives are suddenly met by another player and they’ve automatically won. Straight out of the box, the components and artwork stays true to Sid Meier with that old school feel but with fresh revamps in places. With a mixture of plastic tokens as well as cardboard ones, it’s a nice balance and looks pleasing once set-up. Be warned though, invest in some plastic grip seal bags to keep the tokens separate as only a few are provided in the box and it helps with faster setup times.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). Ahead of Terra Incognita’s release, the expansion’s designer Tony Fanchi has announced a free solo variant for A New Dawn, which allows the multiplayer game to be played with a single person.

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