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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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Final Score: 4.5 Stars – An amazing game that can only get better with expansions. Unfortunately, these are also desperately needed to give life to long-term playability.

It would have been nice if there’d been some eye-catching plastic wonders in there, but perhaps that’s a little ambitious! How to Play Civilization: A New Dawn Setup After you place a control token on a mountain space, you may place a control token on a space adjacent to that space (which can trigger the effect again). Many of the game’s tasks will provide an additional supply of Trade Goods tokens. These are used to bolster effects from a player’s action cards. Players who are doing well in the game will often have multiple cards with Trade Goods on them. As turns progress, players expand their territory, battle barbarians, grow resources and develop their civilization, all in an effort to achieve three of the agendas set out on the three victory cards. Your First Game of Civilization: A New Dawn Whether you’ve built countless civilizations from the ground up, or this is your first time guiding your people through the ages, the Terra Incognita expansion is something that you won’t want to miss. With new leaders and map tiles alongside the addition of districts, governments, exploration, and so much more, this is an expansion that’s unlike any other.

Science – advance your tech dial by the relevant to the focus row the card is in. Once your tech dial reaches a ‘tech level’ marker, you can choose to upgrade any of your focus cards to that level. 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). Move each of your armies up to 6 spaces. They can move into spaces matching this slot's terrain or lower. Your combat value equals this slot's number. [1 army]

My final niggle with A New Dawn is the end game conditions. The designer has tried to move away from a traditional 'end game point scoring system', but this game could have really benefited from that in my opinion. You can end a game feeling like you were only just starting to build something special when the objectives are suddenly met by another player and they've automatically won. There’s no better foundation for your games of Civilization: A New Dawn than a brand-new gamemat, designed specifically to highlight your game and provide a premium play surface. This 36” x 36” natural rubber gamemat displays an uncharted map, lying blank and open and ready for you to forge the history of your civilization upon it. Build Your Empire It is not every day we see an expansion that revitalizes the original structure of the game. I will even go so far as to say I find most expansions to suffocate the experience through fluff content. Very few expansions ascend the core game to a whole new level. The only two on top of my head would be Lords of Waterdeep‘s Scoundrels of Skullport and Viticulture’s Tuscany.Players complete the agendas given on victory cards by accomplishing tasks in five different focus areas: culture, science, economy, industry, and military. Players organize their focus areas by constructing a focus bar at the beginning of the game, which is placed beneath each player’s leader card. A player’s turn revolves around the focus row of five cards below his or her focus bar. Each player's tech dial is put to zero and a capital city is placed on a free star space nearest to each player to act as base camp. City state cards relating to the ones that are in play are put nearby and finally three victory cards are laid out and the game can begin. Assemble your forces. Conquer the globe with martial might and ensure your empire’s rule throughout the ages! The victory conditions in this expansion are slightly modified, resulting in military interaction with other players. You have the usual three goal cards as you would expect and two new fort goals. Unlike the three main goal cards, you can lose fort goal cards, and winning the game requires you to complete four out of the five goals. It is still a glorified race similar to the base game, which might be a problem for some of you. Ending On A High Note If the specialization stopped right there, I would’ve been fine with that, yet it doesn’t. There is now a government space on the event dial and when it reaches that point, all players will establish a new government. These government tokens boost a card by playing it as if it were further to the right. For example, Democracy gives my research a boost, meaning using a research focus card on the 3rd slot is treated like it was in the 4th slot. This is pretty good so far, but it gets better.

The five cards can be upgraded by gathering enough tech points, but there’s no fixed linear progression – a starting card can be replaced with the most advanced version without needing to go through the two stages between. This keeps up the momentum and avoids funneling players down a particular play style, but it does detract from the typical satisfaction of watching your empire progressively advance through the eras, leaving things feeling a little more thematically disjointed. The victory conditions are similarly less clear-cut, requiring three random achievements spread across the 4X spectrum rather than presenting the chance to win with a singular focus. Designing board games is a challenging business. It has the same risk as movie production, albeit at a dramatically smaller scale. However, the need to meet the demands of a taste-specific audience while also attracting a larger audience is still at the core of some types of game design, especially when dealing with an existing piece of intellectual property (IP). My final niggle with A New Dawn is the end game conditions. The designer has tried to move away from a traditional ‘end game point scoring system’, but this game could have really benefited from that in my opinion. You can end a game feeling like you were only just starting to build something special when the objectives are suddenly met by another player and they’ve automatically won. 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. These districts bring an undeniable advantage, but they can’t be triggered at the drop of a hat. A redesigned event dial now features the district icon, allowing you and your opponents to trigger all of your districts whenever this icon is selected. These reformed event dial also indicates when players can use another new addition to the game in Terra Incognita: changing their form of government.The bulk of the components are made out of cardboard, such as the map tiles, which makes me feel like this might struggle with several years of rigorous play, but on the whole, it works well. That said, watch out for the long, thin focus bars, which are likely to be the first to perish.

At the start of each game, players draw a random leader card that they will embody for the duration of the game. Each leader comes with a unique focus bar setup to align with their nation’s historical pursuits, as well as a special ability to give them an edge other players won't have. Each player also receives a set of cities, caravans, control tokens, diplomacy cards, focus cards, and a tech dial. Fantasy Flight Games is proud to announce Terra Incognita, a brand-new expansion for Sid Meier’s Civilization: A New Dawn! The board is setup for 4 players on a pregenerated world found in the rulebook. To play with three players, delete tiles 8, 11, and 12. To play with two players, delete tiles 1, 8, 11, 12, 13, 16. It would be unfair if I only examined one end of the balance scale. Even though I am not a fan of how districts messed with the flow, I can’t ignore the benefits it brings to the table. These five districts hone in on the five main areas of the game and allow you to cultivate your civilization to a particular strategy, something missing in the base game. Like sending your lovely caravans throughout the world? You can build a Commercial Hub so you can get more trade tokens for each mature city. If you got a barbarian problem, then an Encampment is your answer since they eliminate rival pieces every few turns like some sentient bug zapper. It Keeps Going

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Move each of your caravans up to 4 spaces. They can move into spaces matching this slot's terrain or lower, as well as water, So, not only are you planning your current move, but trying to get your other card(s) into a more favourable position for next time. A tech dial for each player, when advanced, gives you access to more powerful focus cards to replace existing ones. The end game scenario is triggered when three objectives are completed off three cards randomly selected at the beginning. You're only allowed to fulfil one choice from each card which extends play time. 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. Playing Civilization A New Dawn (Credit: Fantasy Flight Games) A New Dawn – Is it Civilized or Grass

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