Concordia: Aegyptus / Creta

2017 · Ancient

Concordia: Aegyptus / Creta

Includes two new maps that shift the original game's spatial and economic dynamics. One map centers on the Nile and its annual flood, adds a seasonal food mechanic, and introduces trade goods (frankincense and gold) that convert to currency and end-game points. The other is a compact island map with twenty cities across nine provinces, including a province with a single city, creating tighter territorial interaction. Both maps support all player counts but scale toward increased competition at four and five players. The expansion also separates the double-sided personality display from the map and adds a variant side with altered additional costs.

Players
2–5 best 2
Playing time
90 min
Age
12+
Complexity
3 / 5
8.6 on Ludoyafrom $17.99Expansion for Base-gameEconomicHand Management

On Ludoya's tables

Full stats in Ludoya
4
Plays logged
6
Players
1h 29m
Average play
56
In collections
2
On wishlists
1
Pre-ordered

8.6/10

from 6 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Which city do we start in on each map, and what happens to “Roma” on the starting cards?

Start in Memphis on Aegyptus and Knossos on Creta; each replaces Roma on the Tribune and Colonist cards (p. 2).

Where does the food bonus marker start, and when does it move?

On Aegyptus, place it in Kush. Production there gives 1 extra food, then move the marker one province downstream along the Nile; after Aegyptus Inferior, return it to Kush (p. 2).

Do I get the Red Sea trade bonus only when I produce there?

No. A player with a sea colonist on the frankincense special space gets 5 sestertii whenever anyone produces in Sinai, Arabia, or Litus (p. 2).

Can I move sea colonists along the Nile, or into the Red Sea from it?

Nile sections count as sea routes, but the Red Sea is not connected to the Nile; use the Colonist card to place sea colonists in the Red Sea (p. 2).

What happens when my sea colonist reaches a gold or frankincense special space?

At the end of the Architect action, a sea colonist on a connecting route must be placed on the corresponding special space. It is worth 7 victory points at game end and cannot be moved or used to build (p. 2).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.