历史巨轮:人类文明新篇章

2015 · 文明

历史巨轮:人类文明新篇章

玩家带领一个文明从古代发展到现代,研发科技、选举领袖、建造建筑与奇观,并管理食物、资源和人口。 科技、奇观和领袖卡会进入一个共享的轮抽牌列,随着时间推移,它们会变得更容易获取;获取和启用卡牌需要在科学、食物和矿石之间取得平衡。玩家可以通过平民建筑等卡牌发展军事力量,并通过突袭影响对手:夺取资源、杀死领袖、掠夺人口或文化值,尽管游戏中没有领土地图。现代时代结束时,拥有最多文化值的玩家获胜。

人数
2–4 最佳 3 人
游戏时长
120 分钟
年龄
14+
复杂性
4.4 / 5
7.4 来自 Ludoya¥365.26 起经济卡牌桌游行动点数拍卖 / 竞价拍卖:荷兰式

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1,232
已记录对局
457
玩家
3h 24m
平均时长
220
收藏数
39
愿望清单数
2
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7.4/10

基于 134 条 Ludoya 评测

  • 乐趣9.2
  • 互动6.0
  • 重玩性6.0
  • 独特性6.8
  • 外观4.0
  • 无障碍4.0
  • Balleflass7.0

    Great game, very interestning mechanics, but the biggest gripe/problem is the downtime between players later in the game when people have a ton of cubes and upkeep to do. Stopped playing the physical edition because I prefer Nations as the physical game while playing a ton of TTA on the app.

  • Evan2.5

    This is a card driven civilization game where players use a limited supply of action tokens to take cards and add them to their tableaus or spend them on cards in their tableaus to activate those cards. What you are essentially doing is trying to move your markers up on various tracks in relationship to other players. Then event cards reward you or punish you for your relative position. The most crucial track is the raw points income track. I found cards that give significant improvements on this track to be somewhat rare, and hard to construct when you did get them. Most of these cards require a lot of stone, which is a resource another type of building produces. My second play of this game took about 5.5 hours plus about an hour of rules with 2 players. In that play, I would up missing the 2 stone production building. I wasn’t worried, thinking I would grab the 3 stone building when it finally hit the conveyor belt of cards but due to the random element inherent in a card driven game, the 3 stone card didn’t come out until late into the pile, and despite having a ton of 1 stone production buildings, I fell impossibly behind my opponent in points income. To compensate, I pushed into Military, thinking that If I could hit my opponent with the negative effects of the events it would provide me a catch-up opportunity, but the game has a very odd mechanism for military. You get a separate, much smaller budget of action markers for recruiting military units, and spending to play military event cards. Additionally at the end of your turn, you draw new cards from the event deck equal to the number of unused military actions you have. This meant that I was spending my military actions to build up forces, and my opponent meanwhile was able to fill his hand with either high scoring non-military events he could seed into the events deck, or high value defense cards he could use to counter my aggression and war cards. The result was a lot of failed actions and frustration on my part, as I led on the military track through the entire game, but in 6 hours only got the benefits of hitting my opponent once. My opponent said that by not spending his military actions he also was drawing enough cards that he saw a lot of cards that would have been powerful for me go by and he was able to just discard them. Luck of the draw here also didn’t help me, as I often times would only draw peaceful events and I didn’t much to help my strategy. I enjoyed a lot of the process of this game. I liked the way the cubes moved around the board meaning different things in different places. I liked the card drafting mechanism. I enjoyed the theme. The game also reminded me of a lot of games I’ve really loved in the past, however the downtime between turns is extremely long, and for the overall length of the game I’m not thrilled with the luck driven elements. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ☆ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

  • Garfield8.0

    #31 Never play it with 4 player! Takes way too long. Beside that it's a very interesting civ game. [c] Theme: ★★★★☆ <!-- size 7]Very good --> Gameplay: ★★★★☆ <!-- size 7]A lot of interesting decisions --> Interaction: ★★★☆☆ <!-- size 7]You can fight a little bit --> Artwork: ★★★☆☆ <!-- size 7]Could be nicer --> Luck: ★★☆☆☆ <!-- size 7]Little, random cards --> Strategy: ★★★★☆ <!-- size 7]Multiple strategies possible --> Components: ★★☆☆☆ <!-- size 7]Could be better --> Play duration: ★☆☆☆☆ <!-- size 7]Unfortunately very long --> Easy to teach: ★★☆☆☆ <!-- size 7]Ok (45min) --> Rules quality: <!-- size 7]not read --> Setup time: ★★★☆☆ <!-- size 7]Ok --> No downtime: ★★★☆☆ <!-- size 7]Ok --> Replay value: ★★★★☆ <!-- size 7]Different strategies possible, a lot of different cards --> [/c]

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规则问题

由 Ludoya 的规则助手根据规则书回答。

怎样才能增加更多工人/人口——我必须花费一个内政行动和食物吗?

要增加人口,你必须花费一个民事行动并支付所需的食物;新的工人来自黄色工人池/银行。(第9页)

领袖和奇观打出时需要消耗一个行动吗?

拿取/使用领袖牌需要消耗一个内政行动(它们和其他内政牌一样获取),而放置/完成奇观则需要支付其费用并遵循建造规则。(第10–11页)

我什么时候必须弃掉军事牌——是在我的回合结束时弃掉吗?

当你的军事牌超过允许的数量时,你需要在回合结束弃牌步骤中弃掉多余的军事牌。(第20页)

腐败什么时候会减少我的产出——是立即减少,还是在回合结束时?

腐败会在你回合结束时的生产阶段生效,并按照生产规则中的说明减少你的资源产出/分数。(第20页)

一个时代结束时,我会失去我的黄色标记/殖民者吗?

在一个时代结束时,你会失去未使用的黄色标记(并按照时代结束流程中的说明移除领袖和未完成的奇观)。(第21页)

战术卡和军事卡是怎么运作的——我什么时候选择/打出它们,战斗又在什么时候结算?

战术会在政治/军事阶段选定,并准备好军事牌;然后在事件/结算步骤中揭示并结算。有关战术和军队的选择、复制及结算规则,请参阅政治阶段和战术规则。(第16、18页)

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。