Historia
by Marco Pranzo, Published by GoldenEggGames,
Reviewed by Jason Elliott from PaladinElliott
Productions
What
are the recommendations for this game?
Number of players: 1-6 (this is due to having a
great CivBot system in place with 3 difficulties (Chieftain, Noble, and
King...Easiest to Hardest)
Time of game: 120 minutes, could be longer in
teaching new players
Age recommendation: 12 and up
The
back story: This is an opportunity through a
board game to replay the last 12,000 years of history. As each player builds,
nurtures, and develops their own Civilization from the time of Neanderthals to
the future with hitting The Singularity. You will develop your Military and
Technology, through the use of Trade, Raids, Warfare, Revolutions and more. You
will need to work as your Leader wants, you will need to build Wonders, and
eventually have the greatest civilization to win!
What
comes in the game? (Retail Copy)
One Rules Sheet
One Game Board
54 Power Cubes
48 Wonder Cards
12 Event Cards
18 Leader Cards
16 Territory Tiles
60 Action Cards
35 Advisor Cards
7 Civbot Cards
2 Time Markers
6 Matrix Markers
6 Player Reference Sheets
12 Point/Turn Markers
What
is the end game objective? What am I striving for?
You want to have raised your Military and
Technology in accordance with your game options and Leader cards to have the
highest amount of points at the end of the game.
Special
Note: Other ways to score include Wonders Cards along
with bonuses that can be achieved by reaching the 16th level of Military and/or
Technology advancement. You can then keep scoring for every time you would go
over those levels.
How
do I set the game up? Where is that leading me to?
You want to get the board set up, so you place
the Timeline markers in place, both for the four turn outer ring, and the 3 era
inner ring. So each era has 4 turns, which means this game will end at the
close of the 12th turn. The Wonder cards come in 3 decks. One for each of the
eras. You will draw one each player plus two additional cards These cards will
be available to obtain. Once players have a starting civilization they should
have their action cards, advisor cards, and power cubes. The action cards need
to have War and Tourism taken out at the beginning as they are only available
later on. You will have 5 advisor cards, 4 will be face down, and one will be
in your hand. You will need 4 power cubes, where 1 goes to the used cube pool.
Everyone needs to decide initial turn order. Once you have marked your turn
order, then mark your score at zero, and mark the bottom left corner of the
development matrix (which is really cool by the way!). Place territory markers
out on the regions of the map randomly (you will find this map on the bottom
right of the board). You will then separate the Leaders cards into the 3 eras,
and going in reverse turn order choose a number of leaders cards for the first
age equal to the number of players plus one, pick one and then pass the rest.
Extra will be removed from the game after everyone has one. Make sure this card
is face up in your area. Finally, in turn order, each player places a cube on a
territory they will start from on the
world map. This will cost one of your three cubes, so you will be down to two
for now.
Now
to play:
When you are playing your turn, there will be
some things to consider. What actions cards do I have available to me? In what
order I should I play them? How many cubes do I have/will have along the way?
Power cubes will be critical as they represent all of the hours of work and
resources accumulated into a very streamlined system of progress acquisition.
You will start with these action cards:
Military Upgrade (cannon icon) lets you move up one spot on the development matrix, could gain additional benefit depending on level you reach.
Technology Upgrade (test tubes icon) let you move one spot to the right on the development matrix, could gain additional benefit depending on the level you reach.
Special
Note: If there isn't a space to move to, then the move
is lost. You can move to a space that has other player(s).
Art -Acquire a Wonder (Mona Lisa icon) lets you choose
one Wonder card and put it into your area, immediately in play. If there are no
Wonders to draw from, then play with no effect.
Exploit (a person cracking a whip icon) lets you
recover up to 2 of your Power cubes. You will recover the cubes from the used
cube area, and if you don't have 2 there, then you take 1 or zero.
Expansion (one flag area pointing to another flag
area icon) lets you use of your cubes to choose a new area on the map to expand
to. You must follow rules for travel (if you don't have the navigation icon in
your Technology level, or have passed it, then you must place adjacent to your
area(s). If you don't have the cube to spend then the action has no effect.
Trade (bag of coins icon), this is where you can
trade with another player you can reach, and they must have a higher Technology
level than you. You get to go up one Technology level, and they receive Victory
Points.
Raid (mounted knight charging icon), where you
attack another player you can reach by being in the same territory or adjacent.
You must have a Military level higher than the person you raid to be
successful.
War (crossed swords icon) you don't start with
this as you have to reach Technology level 2 or higher to add this card to your
options. You must have a higher Military level than the opponent to win. You
can only declare on another opponent in a shared territory.
Tourism (Eiffel Tower icon), this is where you
attract tourists to your Wonders for victory points. You will gain this card
once you reach or exceed Technology level 12.
Revolution (the female who holds the French flag,
Liberte icon) this is where you mark the last action of a round you are currently
in. You can't play this until this action would be at least the fourth one. The
Resolution action must be played last, if multiple cards have been played. You
will take the Revolution card back after being played, along with one other
card of your choice. This will push the game along, and be an effective
strategy to block people from doing more on a given turn.
Special
Note: many of the cards have an advanced action below
the basic one, you must meet the requirements to use this option. While the
advanced actions are more powerful, they are also more costly.
Things
that happen at turn's end (remember there are four turns in an Era):
Depending where you are in the outer circle, you
will find that there are actions to taken that affect all the players. The
icons could be the following:
A +1 cube
icon - so everyone will add 1 cube from the reserve (not in play) to the used pile
section.
A trophy by a planted flag - this is the
territory bonus so you score points for any territory that you hold that is not
occupied by any other cubes.
A recycling sign by a black card with the number
2 - the recycling symbol indicates bring back, and the black card indicates the
oldest and the number tells how many.
So, in this case, bring back the oldest two cards.
A recycling sign with a columned arch - you will
get to reactivate your used Wonders.
A recycling sing with a 1 cube per planted flag
icon - you will bring back 1 cube per territory that you hold or occupy.
An assembly (think of it how a senate might be
seated looking from the top down - or a hand fan) icon - each player will gain a
bonus based on their position in the development matrix. It is both marked in
the book on page 7, and on the game board on the top left hand corner.
The two pawns icon - this is determining the new turn
order. The lowest Victory points player will go first, and the next highest
second, and so on. If there is a tie, then whoever went later in the previous
turn is given priority.
The gear and columned archway icon - this is where you
bring out additional Wonders after removing any that are still sitting out. The
number of these will be the number of players + 2. Make sure to draw from the
correct Era.
The leader pointing icon - This is where you
check to see if you have met either or both conditions of your Leader card. For
every condition you have met, score the appropriate amount of points marked on
the card. The Leader card will then be removed from the game.
The gear and the leader pointing icon - This is
where you bring out new leaders for the players to choose from. The total
number brought out will be the number of players +1. The first player in the
new turn order will choose 1 and then pass the rest to the player next in the
turn order, and so on.
If there is any issue in seeing how this works
out, a great turn example is covered on page 6 of the book!
Are
there any variations for this game?
There are many things you can do for this game.
First, the Civbots, which are Artificial Intelligence robots, that come in
three difficulties (easy-Chieftain, medium-Noble, and hard-King) allow for a
single player game. You could have these Civbots in a game by yourself, or add
some to a game of human players.
Second, there are the Event cards, and they
represent major things that have happened during the history of humanity that
had major impacts on the world at large. In using these, you would draw one to
take effect at the beginning of the game, and then at the beginning of each
additional turn. Sometimes a specific action will cause the Event that was
drawn to take place. These events can affect things like your Development levels,
Wonders, Victory Points, and more. They can truly alter any players plans
during the game!
Some
game results:
Our games so far have been just amazing. The
Civbot on the easiest mode (Chieftain) hung in during most of the game. It
wasn't until the late game where it started falling behind. With our human
games, it has been tit for tat with every decision being important. Everyone
has felt that they don't want to be the one caught by the Revolution card, and
have some of their actions and plans stopped. Another example is the game where
I ended up behind the King Civbot (was playing against all 3 difficulty levels)
and lost by less than 20 points! Players, including myself, feel the game is
really well balanced to the aspects of risk versus reward. You could be playing
it safe, and you will move at a decent, steady clip, while someone starts
taking risks could be well rewarded, or leave themselves open with having cards
tied up, or giving opportunities for other players to strike, such as raiding
and war.
I like the fact that not only I had many options
each turn, but that I was always considering the order to approach them, as, at
any point, an opponent could stop the future of that turn outright by playing
the revolution card. It seemed like everyone has to consider that each turn,
and always try to figure out alternatives if that is played earlier than a
player was ready for.
It was also nice to have mechanisms easily
recognizable, such as having the cards tap, or be turned when used (referring
to using a Wonder power). You have many different fronts to worry about, your
Military level, your Technology level, someone else moving into one of your
territories, trying to have first in a given category, or trying to meet Leader
adjectives for bonus Victory points. Your game will be rewarding, and not dull!
Final
Thoughts:
I
would say first that this game stands alone in the Civilization building games
for two reasons. One is the notion that all of your Civilization's resources
have been accumulated into these Power Cubes, and I really liked that. Don't
get me wrong, I love tracking all kinds of things in a game, in building my
Empire up to be the very best in the game, but this was refreshing, and made it
feel like I learned the game a little faster. Two is the Development Matrix, where
not only were you worried about the X-axis (Technology Level, but moving along
the Y-Axis (Military Level). So when one player went one way, you could go the
other, and that wasn't necessarily a bad thing!
These
aspects lend to a unique game experience where you are always considering the
aspect of a race. A race to get to a certain level to allow yourself to use
advanced powers on your cards. A race to meet the requirements on your Leader
card to get bonus points. A race to perform all of your plans before another
player calls the revolution, or will you do it to throw others off? Maybe you
performed everything on your turn and then call the revolution, being very
satisfied at a turn of well executed orders?
This
is a game where timing matters, where strategy matters, where every turn
matters, to stay in the race! With that knowledge I can say those who enjoy
building Civilizations, who love streamlined empire building, who love playing
cards (whether or not you get to follow through with the action), and who love
a game where options are everywhere, but which one is the right one, will enjoy
this game!
Thank you so much for reading this report on Historia by Marco
Pranzo, published by GoldenEggGames!
I hope you will check out my PaladinElliott Blog at:
https://paladinelliott.blogspot.com/
check out
some of my videos at:
https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw
and check out my Ready To Game Podcast at Soundcloud and/or Itunes:
https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016
https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4
and remember I am always....READY TO GAME!!!
RET. SSG
Jason L. Elliott (PaladinElliott)
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