Game rule:
7 A4 pages with many examples and pictures, plus an A4 leaflet with maps and explanations tactical instructions. The game structure is exemplary shown with representation and construction sequence.
In fact, she is optimally designed for me, so that no questions remain unanswered and the entry is not difficult.
Note:
However, some players had problems with the food. On page 7, diet ', the following sentence is displayed in bold, which has passed through the highlighting too confusion: In any case, he has all the food that he give!'. The only true, however, if he does not have enough food, then he must give what he has, but if he could not eat.
Gameplay:
Very well balanced, mainly tactical optimization game. A certain proportion of happiness is given by dice, cards and building. The maps and buildings are the same for everyone, only the cubes through which you get raw materials and food bring the decisive share happiness. Game Decisive they were but in my laps yet, because every time rolls good and bad times.
Short play:
Each player starts with 5 people. These are used in turn on the board to get to food and raw materials to take building tiles and cards, or to the basic equipment, such as food income, more people (up to 10), or tools to increase (better dice rolls).
With the raw materials you get cards that give an advantage, or build houses, which bring points immediately. The raw materials are rolls the dice and that per person who is in the region, take a cube. The sum of the eyes divided by a fixed number for each commodity (eg gold by 6, wood by 3), specifies the number of commodities that you get.
Food you always need at the end of a round, so everyone must be supplied. It is not enough, it can sometimes go down on the scoring track, so always give good care.
Is a building stack empty, or the card can no longer be made up to 4 exposed the game ends.
The rating is similar to Saint Petersburg (the same team of authors, for example, different green cards are multiplied by itself, toolmakers with the tools that you own, etc.).
The immediate points through buildings and some maps you can indeed read immediately because one should also stay on the ball, but the correct number of points you get only at the end, thus remains extremely exciting Stone Age until the end.
Playing time:
So far, only played for two in about 60 minutes, but what a happen shorter.
Conclusion:
Very good mix of elements of Pillars of the Earth (using workers), Saint Petersburg (Map valuation), Agricola (diet) and even Yspahan (Roll for raw materials). These elements were so well combined that a fairly loose and liquid-to-play experience came out, which is to get through the many ways points probably quite a while exciting and interesting.
From this game might frequent players, as also done little player, the latter should, however, be possible to explain.
Front seats at games prices are likely to Stone Age to be sure.