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Fantasy Flight Games | Sid Meier's Civilization: A New Dawn | Board Game | Ages 14+ | 2 to 4 Players | 120 Minutes

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In Sid Meier’s Civilization: A New Dawn, two to four players become some of history’s most powerful leaders as they race to advance their empires through the ages and become the world’s dominant force. To achieve this, they must balance their resources, select areas of focus, and create stratagems that will lead them to victory. A key aspect of conquering the realm is placing the control tokens that indicate your influence over an area of the map. These are placed by resolving a culture focus card, like Drama and Poetry. But if you wish to maintain control over your nation, it is not enough to extend your nation. You must also defend it. When placing control tokens, you can place them on empty forest spaces that are not adjacent to an allied city. In short, this is THE Civilization game of the future. It’s the work of hundreds of talented individuals over many years. The result truly does feel like A New Dawn!

There are five districts that you can choose from, and each one boosts your civilization in a unique way, provided you’re able to place it near the right terrain. A campus will enhance your scientific endeavors, a commercial hub can support your economy, while an encampment could defeat rival armies and barbarians or reinforce your defenses. An industrial zone can build cities or support your industry focus card and a theater square extends your control over more and more of the map.

Underneath each slot is a Focus Card, each one representing a different element of your people's development: A big pull for A New Dawn is the player action system. You have five terrain slots with a focus card under each, ranging from the first slot as the weakest to the fifth being strongest. You select an action from a focus card in front of you and once it's played, that card is moved into the first slot and the rest are shuffled up one place. A key concept of Civilization: A New Dawn is the focus row. This is made up of five types of action cards, representing the key areas of interest to your nation: science, military, culture, economy and industry. The big appeal for me with Civilization: A New Dawn was having this style of game that can be played in a good time frame, as some other similar games can feel very content heavy and bog you down, which normally results in endless hours spent hunched over a table for a game session.

Or, build 1 city on a legal space of this slot's terrain or lower within 2 spaces of a friendly space. Based on the incredibly popular former mod Rise of Mankind, A New Dawn transforms Civilization IV, reaching to new heights and giving the players the best Civilization experience of all time. The barbarian phase is always the first thing to resolve. An event dial is moved around one slot and, if needed, a dice is thrown to determine the movement direction of the marauders. Any conflict or fallout must be resolved before you can proceed with your card choice. Fantasy Flight Games is proud to announce Terra Incognita, a brand-new expansion for Sid Meier’s Civilization: A New Dawn! Move each of your armies up to 5 spaces. They can move into spaces matching this slot's terrain or lower, as well as water. During your turn, reduce the combat bonus provided by each reinforced control token by 1. [2 armies]

Define Your Civilization

To shift the balance in their favor, the red player spends two trade tokens from their military card. This gives them a final combat value of ten, securing their victory over the blue player’s space. They may now replace the highlighted control token with an unreinforced control token of their own, spreading their influence into the blue player’s territory and putting them in a stronger strategic position to lay siege to the blue player’s city, if the red player can maintain their hold on their newly claimed territory. Impose Your Rule

Fantasy Flight managed to do that twice in 2017, and to excellent effect. Doom might not have been as fast and bloody as its video game inspiration, but its emphasis on switching weaponry and the heat of close-quarters gunplay meant it felt very much like Doom. Fallout was much the same: it didn’t take 400 hours to finish, but it did a fantastic job of replicating the sensation of being of a lone character trawling the wastes trying to survive (and getting caught up in a story). As mentioned before, the artwork and design is great, with time and effort being put into making this feel like a tribute to its gaming ancestor from the 90s. Having eight different races to guide through the ages adds variety each time you play and the unique focus card play system is refreshing. The tech dial upgrades give you the sense of improving your choices as you progress too. Once you’ve grasped the basics, you spend minimal time browsing the rule book looking for clarification on things, so again another plus. 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. Most disappointing is the way tech has been handled. There isn’t a full tech tree like in the video game, which you can slowly work your way down; instead there’s just a dial that ratchets up every time you choose to increase it, and every time you hit a certain threshold you’re allowed to upgrade one of your action cards. Industry - Build a city within a specified distance of a space you own on the slot's terrain or lower, or build one of the currently available Wonders. The numerical value of the slot contributes towards Production.

Impose Your Rule

This balance is helped a lot by the randomization of the victory conditions, making all attributes important at one time or another. This also adds nicely to the replayability of the game, which is boosted too by the fact you have eight civilizations to choose from and can set up the map tiles differently each time, creating unique strategic challenges to overcome. It’s not just a fifth player that you have to share your world with, however. There are now ten new leaders that you can play as, more than doubling the number included in the Core Set. You may play as Indonesia, using your extraordinary jongs to let your caravans and armies move across the water spaces of the map. Poland rewards you for leaning heavily on diplomacy, whereas the Zulu leader rewards you for pushing your advantage in combat. With ten new leaders included in Terra Incognita, you’ll find ten new ways to play the game, and a new unique focus card for every leader helps define your unique strategy even more. The Districts of Your City

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