Sid Meier's Civilization (new edition). Board game Sid Meier's Civilization: A New Dawn

Civa means a lot to me. There are 2 games in my life that mercilessly ate my free time- This Sid Meier's Civilization and all sorts of football managers like Total Club Manager , FIFA Manager And Football Manager .

In 2006, as a student, I bought myself a fourth part computer game Sid Meier's Civilization right before the start of the exams, and this was my most fun exam, because I first read books on the subjects until 11 o’clock, and then launched Tsiva “for an hour” and every hour I told myself that now it’s definitely last time I'll go and go to bed. As a result, I went to bed at 5 o’clock in the morning, and at 7 o’clock I got up and went to the university exam. After successfully passing the session, I spent the entire summer stuck to this terribly annoying, but wildly cool strategy. Yes and then for a long time I bought all the new Civs with extras until part 6 came out, which I finally gave up on and didn’t buy =)

All erudite desktop gamers know that the computer Civa grew out of the desktop one. And after some time, the publishing house FFG decided to release Sid Meier’s new Civilization in desktop format. This happened in 2010. I had very strong doubts about purchasing this tabletop, because... all my friends said that the base is cool, but has holes in places, so the plugs really need additions. And only by putting everything together will the game look truly cool. For 8 years I still haven’t decided to buy this game, and now it’s probably too late to do so, because... it's hard to get.

But in 2017, a new version of the game was released called Sid Meier's Civilization: A New Dawn . Russian publishing house Hobby World published this game in Russian, and their game is called . This time I decided not to think about the question of whether I should get involved with this game, and at the first opportunity I grabbed it in my hands.

Today I’ll tell you whether Sid Meier’s new desktop Ziva is worth your attention.

Filling the box

I'm always interested in digging through a FFG box. They love to release big boxes and delight geeks with a sea of ​​tokens, tablets, cards and mines. True, in last years This publisher has become a little greedy, so their boxes are lighter than they used to be. It seems to me, A new dawn - this is exactly the modern version from FFG.

Inside the box you will find the usual FFG discs and counters, leaderboards, fragments of the playing field, 4 packs of action cards for each player, cards of diplomacy, cities, wonders of the world, miniatures of cities, capitals and caravans, as well as a whole bunch of different small tokens and 2 D6 dice.

I don't know exactly where the game was printed, but judging by the multi-colored roundels on the ziplock bags, everything was printed in China, where everything comes from original games F.F.G. The quality of the components is very good. Linen cards. There is nothing to complain about - I give it 5+.

How can archers take down tanks?

And before I start telling you about what you need to do in this strategy game, I recommend that you turn off all your knowledge of the computer Civa, as well as the 2010 board game. New Civa is truly something new.

The game takes place on a terrain that the players collect together during the preparation of the game. Each player receives a leader board, with which he will have to complete 3 goals leading to victory. Once a player completes 3 out of 6 possible objectives, they immediately win the game.

The playing field is assembled from various small fragments. Each player will have 3 of these fragments. By laying out all the parts of the field in turn on the table, you will get one big piece the one and only land, divided into hexes. One cell (hex) corresponds to one of six types of landscape - plains, hills, forests, deserts, mountains and water. A hex with an asterisk indicates the location for the capital of one of the players from which to begin conquering the world.

What else is there on the field? Respawn places for barbarians who randomly run around the map and destroy other people's cities and caravans, resource tokens, places for city-states and several natural wonders lost in the mountains.

The main game engine is unique (I have never seen it anywhere before). A series of actions consisting of only 5 cards is responsible for absolutely everything that happens in the game. The cards are laid out under the terrain line in a strict order, which can be found on the leader’s tablet. On your turn, you just need to take one of the cards in the row, do everything that is written on this card, move the selected card to the beginning of the row, moving cards with lower numbers to the right. This is one of the simplest and coolest mechanics I've ever seen in a board game! Just choose a card - follow its text - move it to the beginning of the row.

What nuances might there be? The further a card is in a row, the more effectively it can be played. For example, if you take a card from the fifth position (mountains), this means that you will control any terrain from plains to mountains (except water). And if you take a card from the first position (plain), then the effect of the card will be significantly weakened by its capabilities.

Let's take a closer look at the starting action cards, using an example of which I will explain the effectiveness of playing a card in a particular position in a row. Each action card is responsible for a specific type of action. Culture allows you to place control tokens on squares adjacent to the city, annexing new territory and capturing valuable resources (the higher the card number, the more complex hexes you can capture). The science increases the value of the player's technology counter; upon reaching certain levels, you can receive new action cards, which are laid out in place of the old ones (new technology cards are cooler than the old ones); the higher the card number, the more technology points the player receives. Economy allows you to move caravan minions to city-states and the cities of other players, while earning valuable trade tokens and receiving diplomacy cards (the higher the card number, the more difficult terrain the caravan can navigate). By using crafts build new cities or wonders of the world that provide valuable bonuses (the higher the card number, the more points the player can spend on a new wonder of the world). War either strengthens the player's control tokens, or allows them to attack barbarians, city-states, or other people's control tokens (the higher the card number, the greater the player's combat strength).

Now I'll tell you a little about the goals. There are a total of 5 goal cards in the game, but any 3 are selected for the game. Each card has 2 goals, one of which must be completed. Typically, objectives require owning two Wonders of the same category, controlling a number of tokens, destroying several city-states, placing control tokens in hard-to-reach places, etc. Each player decides for himself which goals are best for him to complete. By completing one goal from each card, the player wins.

What other gaming nuances are there? Resources and natural wonders allow the player to gain more points, which are needed to acquire wonders of the world. Built wonders of the world give players useful bonuses, but they can be won by occupying a cell with a built wonder of the world. Periodically you need to attack barbarians, because they walk uncontrollably around the map and can destroy your tokens, caravans and even cities. Trade tokens, which can be earned in the game, enhance the properties of action cards (you can get more movement points, more activated tokens, more combat power, etc.), but each action card can have a maximum of three of these tokens (after activation, the tokens are discarded ). The board pieces are double-sided, so players always have many options for assembling the playing field.

The rules are really very simple, so let's quickly move on to the impressions.

Is this the same Civilization? Yes, Civilization! But not the same one

Why did I ask you to forget about all those Civilizations of Sid Meier that you knew before? Because A new dawn is also a civilization game, but not quite Sid Meier (or not at all). From any games from FFG (and from Civa itself) you always expect epicness, full brain load and the widest possible development options. But this is precisely what those board gamers who saw disadvantages in the previous Civa most often complained about. They swore at a large number of nuances, the duration of the game, the need to purchase add-ons. All comments were taken into account - this is how it turned out A new dawn , it’s also a new civilization game that follows newfangled trends.

When I unpacked the game and saw that there was only one rule booklet in the box, I was very surprised, because... at FFG The norm is 2 rulebooks - one contains the rules, and the other contains explanations of the rules and new rules that were not written about in the first rulebook. And all you do is leaf through these two books back and forth, but you really want to start playing right away and without mistakes. I was delighted with the rules of the new Civa, because... their volume is not very large and they are perfectly digestible after one reading. Of course, it won’t hurt to read the rules again, because... something may escape attention, but the main thing is that the understanding of how to play this board game comes immediately.

The game consists of many different components, but don’t be fooled by it, because... After playing half of the first game you will immediately understand that the main thing is new dawn - this is the mechanics of playing action cards, and there are only 5 of them. Imagine that 5 buttons are responsible for all human activity. I pressed a button - I ate, I pressed another - I slept. The same thing happens in the new Tsiva. I chose a card and fought. I took another one and expanded my zone of control. What makes this process especially cool is the numbered card line. This thin and seemingly completely invisible strip of cardboard gives each action card a new value. Eat a big difference, where the card lies - at the beginning, in the middle or at the end of the row.

A simple example: you need to advance a caravan to a city of interest to you. If you go straight, it will cost 4 movement points. But you will have to go through the mountains, and the action card that allows you to move caravans, at most, allows you to go through the forests, which means you will have to go around, and this is already 7 movement points, instead of 4. Therefore, it is advisable to wait until the desired action card reaches the rightmost position .

But here's another one important point- if the action card is in the mountains, this does not mean that only mountains can be used - any areas that are located to the left on the scale are available to you. Mountains are like a joker to whom everything is allowed.

Therefore, the player in the game is constantly faced with a difficult choice - use the action now, but less effectively, or wait and advance it further to perform the action with maximum benefit. But sometimes there is no point in waiting for the card to reach the maximum in the line if it is beneficial for you to use the action in the desert or even in the forest. When I played this game, some players sometimes forgot about this, playing actions only from the fifth position, although it might be more profitable to use the card that lies to the left.

It's great that action cards can be improved. This is, as it were, the same technology tree from the original Civa, only it does not work in a chain (i.e., slowly but surely), but can unexpectedly swing to the maximum. Maximum level cards - fourth. By moving the arrow on the technology counter, you will first be able to exchange a pair of cards to the second level, then a pair to the third and a pair to the fourth. It does not matter what level the card was originally. Those. if you can take a fourth-level card, then you can easily exchange it for a first-level card. So it turns out that you are walking on the map with steel sword, and then suddenly you master combat aircraft. But this will still happen not at the beginning of the game, but towards the end, so you shouldn’t be upset right away that everything in the game is developing very quickly.

Almost any upgrade to one of the card types leads to you becoming stronger. After playing 4 games, I still haven’t chosen the optimal path for technology development. Except that towards the end of the game I use caravans less often, because I usually already have a lot of trade tokens. Each player decides for himself what he needs to develop faster. Every new level cards leaves the same skills and adds new ones. You'll be able to capture more hexes, increase your combat strength, gain more trade tokens or resources, you'll be able to get Wonder Cards more easily, etc.

The field is assembled from fragments, so players will have the opportunity to collect each time before the game new map. This, of course, is a big plus, because... Before the game, none of the players knows what they will encounter on the map. Maybe there will be a natural wonder near your capital, or maybe a haven of barbarians or a city-state. Maybe your capital will be in the center of the map, or maybe on its edge.

I would like to talk about barbarians separately. I really liked how they were implemented. In some areas of the field there are barbarian respawn points, where corresponding barbarian tokens appear. A special disk is responsible for the actions of the barbarians, which rotates one space at the beginning of any player’s turn. Based on the position of the arrow on the disk, barbarians can move, respawn at the respawn point, or stand. A special raid direction token and a die are responsible for movement. The player rolls the dice and looks at which direction the number on the raid token corresponds to. When moving, barbarians can destroy player control tokens, caravans, and even cities. Therefore, if barbarians often hang around you, then you need to make every effort to destroy them (until they appear on the map again after a few turns =)).

In one game we had a funny situation when one player was very unlucky, because... Barbarians constantly hung around him, destroying his control tokens and caravans. And when his city was eventually disarmed, the player was so offended by the barbarians that until the end of the game he looked for them on the map and mercilessly killed them or built up their respawn points with cities so that they could not be reborn =)

About goal cards. I like the idea of ​​players completing 3 objectives out of a possible 6. However, it is worth recognizing that most objectives ask players to control 2 wonders of the world specific types, and this is somewhat easier to do than anything else. In addition, the wonders of the world provide decent bonuses, for which it makes sense to compete. Those. building wonders is very profitable. Personally, I would like to see in the game more cards purposes, and those that interact less with the wonders of the world.

I liked one cool moment in the wonders of the world. They can fight each other off. When you build a wonder of the world, you take the corresponding token and place it under one of your cities. If another player destroys your city and builds his own city on the ruins, then the wonder of the world is not destroyed, but comes under the control of the other player. Therefore, it is not at all necessary to think about how to find points for building a miracle, because you can simply take it from your neighbor =)

By the way, about conflict. Because All events take place on one playing field, which is scaled to the number of players, you will always feel that free space as if it’s not that little, but not that much either. Those. At the start of the game, you can exist quite peacefully with your neighbors. But towards the end of the game, sometimes you won't have room to turn around. You will want to go to the edge of the map or to the water, you will have a desire to fuck someone else's wonder of the world or something else. I can't say that war is the need for a new one Civilizations FFG. But this is an excellent effective method of development. Among my friends, it is not very common to act aggressively without any specific motive. Those. in order to attack another player, you need to have a good reason, and not just a harmful character =) Therefore, I myself try to delay the attack on another player until the last minute. For example, in the last game I was one wonder of the world short of victory. But it was with a neighbor whose fighting force was much worse than mine. I understood that I could act aggressively and win within a move. Or I can spend 3 or 4 turns and build the required miracle myself. I decided to take the long way out. But you can actually fight right at the very beginning of the game. The main thing is that it makes sense.

In general, the new Civa strongly supports logic and thinking in the actions of players. Your task is not to conquer the whole world or build a rocket and fly into space on it, but to complete one of the goals on one goal map and move on to another. If it doesn't make sense for you to attack another player, then don't do it. While two players stupidly beat each other up, the third one always wins =) Therefore, the game can be safely called a conflict game, but sometimes you can do without war. During the game, by the way, some players enter into alliances with each other, sometimes temporary =) So here everything is like in that same computer game.

For variety, the game can offer different fragments playing field, different goal cards and different leader boards. What can I say about the leaders? There are only 8 of them in the game. Leaders differ in the starting layout of action cards and a unique property. Different starting card layouts are needed so that the players' actions differ from each other from the very start. A unique property allows the player to do something more efficiently. For example, give a bonus against barbarians, move caravans from any of your cities, give a bonus to the construction of wonders of the world, reduce the requirements for building cities and placing control tokens. To be honest, some leader traits seem more interesting to me than others, so before the game I would still draft them instead of giving them out randomly.

I was incredibly pleased with the length of the game. The batch ends in about 2 hours. At the same time, players do not have to wait long for their turn. Each player plays out his action in 1-3 minutes and passes the move to another player. There are practically no lags in the game, and the players most often keep up with each other. True, if someone lacks the fulfillment of one goal, and someone needs all three, then it will be extremely difficult for the laggard to catch up with the leader, so you need to carefully monitor the goals.

Well, now we can move on to the cons. You can start throwing slippers at me, but I will honestly say that I did not find any objective, powerful, very critical disadvantages in the game. All the games were played pleasantly and left a good aftertaste. But there are plenty of rough edges in Tsiva, so I’ll tell you about them.

Because The game's author's task was to cut down the content to make the game shorter and simpler, then some elements of a typical civilization game were cut out. For example, in New Dawn The conduct of the war is somehow vaguely outlined. No mink for you, not even troop tokens. You just have control tokens and cities that you sort of launch attacks from. All battles are fought in your head =) There is no concept of population, no complex economy. But if all this had happened, then we would have had a completely different game in front of us, which could not cope with the tasks assigned to it.

You've probably known for a long time that FFG likes to cut down the base in order to release a bunch of additions later. Is there something like that in the new Civa? Honestly, yes and no. No, because I don't feel like I got some kind of stump. The base plays very well. But still, I would add something to it - new leaders, definitely new fragments of the field, new wonders of the world and much more goal cards that are not tied to wonders. At the same time, if you add all this, the game will not play completely differently, it will simply become a little more diverse. But I would be interested to know what new the author plans to add to the game. So far it seems a little naked, but nevertheless playable and interesting. Anything added from above will make the game more difficult.

Some leaders are slightly stronger than others in properties.

There is a feeling of a certain dryness of the game. And maybe even a little abstraction. I think this might make the game more appealing to old schoolers. Sometimes it seems to me that A new dawn looks more like board games that came out in the 00s, but this is a feature, not a bug!

The design is controversial. The field is great. I also have no complaints about tokens and spinners. But the action cards are very poorly made. They are completely nondescript and wildly similar to each other. The wonders of the world are drawn terribly, but these are great wonders of the world after all!!! And how could they be screwed up like that? Miracle tokens too, as long as there’s a bow on the side. Something FFG slipped below its level in this game.

Conclusion

I don't have much experience with tabletop civilizations, but I know that almost all of them are overloaded with nuances and play for a monstrous 4-5 hours for the new time. If you want to take a game that takes a long time to understand and gather players who are ready to spend the whole evening on a good board game, but overloaded with nuances, then you can pass by new dawn .

But this game really pleasantly surprised me. She delivers exactly what she promises. Nobody deceived me that I would get the same Civa from 2010, but which plays in only 2 hours. And no matter what anyone says - yes, A new dawn - this is exactly a civilization game! But it is simpler compared to its competitors.

Playing A new dawn gorgeous. The action card engine is simply incredible. I really want to see some other games based on it. Yes, maybe it would be cool if the row consisted not only of 5 cards, but a little more, so that there were not 4 levels of cards, but 5 or 6... But this is the geek in me speaking. In fact, for a good board game for 2 hours, everything that is in this game is enough.

But I don’t feel like playing this Civa often. I played it once, enjoyed it and put it aside for a week or two (or maybe a month). Why is that? Honestly, it's hard to explain. There doesn’t seem to be anything really bombastic in the game except for a number of cards. But I like that the game doesn't bog me down. One day I was walking home after work and thinking about what this Tsiva could be compared to. And suddenly I began to have associations with clothes. I realized that the new Civa for me means comfortable jeans. Simple but comfortable clothes that you will enjoy wearing in winter and summer, walking around the city, going to the store, etc. But of course Cinderella will not go to the ball in jeans. And in ball gown You won’t go every day. I hope you understand my analogy.

You can sew different pockets onto our jeans, narrow them or widen them, add some bells and whistles to the front and back, which will make them look even cooler. This is what I expect from 2019 FFG and from Hobby World respectively. You could even say that this will be my most anticipated extra for next year.

All in all, Sid Meier's Civilization: A New Dawn is an unexpectedly very good and concise game that has simple rules and fast game process. I definitely leave the game in the collection as the fastest and most relaxed civ that exists in nature.

If you have any questions about the game, I will be happy to answer you in the comments.

Sid Meier's Civilization- What is it? If you dig a little into Wikipedia articles, on fan sites, or just ask fellow gamers, you can get a fairly uniform answer.Civilization- This step-by-step strategy, which offers the player the choice of leading the rise of one of many nations to victory. This was and is the computer version of the game, which has already had five official parts, with various additions and modifications. Let's try to figure out which components and aspects of the computer game were reflected and migrated to the desktop version.

Firstly, I would like to immediately note that the electronic and paper versions have more similarities than differences. For example, victory conditions:

  • The most logical and common path to superiority in games is to win military victory;
  • A longer method that requires careful planning is economic miracle;
  • For those who like to develop their civilization by spending Scientific research - technological breakthrough;
  • And finally, for convinced pacifists - cultural dominance.

All four presented methods can (and most often will have to) be combined, because it is almost impossible to conquer the territory of an enemy whose troops have advanced weapons. If you want science to develop at a rapid pace, please support such research economically. If you want to have an ace up your sleeve, devote more time to the development of culture and over time, bonuses will appear in your civilization that strengthen both the economy and science, and some will also help to harm your opponent on the sly. In “Civilization,” all aspects of development are important, but you need to choose one or two as priorities and achieve superiority with all your might.

The big advantage of this game is the generated map, which is laid out blindly before each game and can consist of 2-4 (according to the number of players) home sites of civilizations, plus 14 neutral sites. Each plot consists of 16 landscape squares. Imagine how many different combinations can be formed! Depending on the location of your civilization, by the way, it also depends on what tactics you choose. In one of the games we had a case in which a player found himself cut off from the others by a body of water and, while the others were sorting things out on land, he calmly developed, accumulated resources and military power. Then, having researched “Navigation”, this player sent his armies across the water, and on the other side everyone else didn’t find it enough.

By the way, about the units presented in the game (combat and civilian units). Compared to the computer version, the desktop version, of course, has a more sparse visual component, but this in no way affects the interestingness of the gameplay. You just have to be more careful. After all, the same infantry unit can, depending on the level of technology development and other combat bonuses, be a less or more dangerous enemy in battle. In the electronic version, all calculations of attack power, defense, and damage were calculated automatically by a computer, but on a cardboard map with plastic flags indicating armies, take the trouble to do all the calculations yourself in your head or stock up on a piece of paper with a pencil. In fact, all this arithmetic may seem complicated only at first glance. After one or two training games, all these calculations will take place quickly and unnoticeablyThere is essentially only one civilian unit - the scout. It performs several important functions: reconnaissance - necessary at the very beginning of the game (it is the scout who opens unexplored areas, determining how the landscape squares on the site will be located); scouts found new cities; The scout also has access to the function of transporting resources from squares remote from the city. In general, a scout is a very necessary and useful unit. No less important, and during active hostilities and even more, are army formations whose function is only to fight, restrain enemy armies, plunder warlike villages in search of rare resources, and ultimately keep the enemy capital under siegeThere are only four types of troops in the game: infantry, cavalry, artillery and last stages games, after researching “Flight”, - aviation. Each branch of the military (except aviation) has an advantage over one and receives penalties over another branch (for example, artillery stronger than infantry, but weaker than cavalry, which is quite logical), this determines the sequence of moves in battle. Military units with research into new technologies can be upgraded. In addition to the level of modification of units, individual buildings in cities (barracks, academies, etc.) also influence the overall power of the army.

Scientific discoveries carried out by civilizations are independent. That is, even if all your rivals discovered Pottery, it is not a fact that this technology will take a place in your scientific hierarchy. All studies, unlike computer version, are carried out blindly. That is, having accumulated a sufficient number of trade points and passed one of the Roman numeral marks (I - V), you simply draw one technology card from the pile corresponding to the value of the accumulated points. But there is one trick here - let’s say, even after accumulating trade points to the point of being able to research level III technology, you will not be able to do this until this technology has a “foundation” of at least two technologies of the previous levelSo it’s up to you to choose: either thoroughly explore the entire technology tree, leaving no gaps, or speed up some stages of research in order to be the first to obtain the Level V “Space Flight” technology and thus win a scientific victory in the game. Need I say that scientific discoveries influence all aspects of the game and are directly related to them. Research allows you to build individual species buildings in cities, improve existing ones, modernize troops, increase the limit on the number of units in the army, ensure profitable trade and even change the existing form of government (republic, monarchy, communism, etc.). The game has the ability to “mitigate” the effect of the costs required to conduct research. In this case, be prepared to provide part of the accumulated gold to research funds so that each subsequent technology can be discovered with a slight (or impressive) advance.

The economic system is represented in the game by a disk with an economy level indicator and coin tokens. It seems that everything is simple - bring the level of economic development to 15 and victory is ours. But experienced rivals, having noticed that one of the players has proclaimed feudalism, regularly takes coins from the trade in resources, saves on technology and, instead of devoting their cities to the arts, pumps out the maximum from the gold mines available to him, will certainly unite and go to war against such monopolist. They will blockade the mines, overtake them technologically and the result will be sad. Therefore, if you have decided to save money, then do it with the confident support of military, scientific, and even better, cultural principles.

And now cultural news. In Civilization, from the point of view of cultural development, there are definitely cheating states: China and Rome. If the superiority of the former continues as long as there are unexplored huts and villages on the map, then the latter receive precious culture points on almost every occasion. And this is a resource that you can’t have too much of. After all, as players progress along the culture track, they take cards for themselves cultural events, which sometimes make life much easier, providing civilization with free resources, accelerating research, etc.With a more thorough development of the culture of their people, so-called great people (merchants, engineers, artists, generals, scientists) will appear on the horizon, who can be located in cities and bring tangible benefits. To achieve a cultural victory, collecting only culture points is not enough, because the further the player moves along the culture track, the greater the contribution of resources required with the next step. And in addition to culture points, trade points will be needed. So this method of achieving victory cannot be called easy either.

In conclusion, I would like to say that, even having described possible ways and victory conditions, resources and types of troops, I have only touched the tip of the iceberg, because the possibilities provided by the game are truly endless. And having gathered a company of like-minded people, lovers of global historical strategies, you are guaranteed to spend more than one evening playing this game and will return to it constantly, seeking and honing new tactics and strategies for achieving victory.

To trace with your own eyes the path of human development from the first settlements to space flights - what could be more exciting? Probably just take this process into your own hands, or even replay it completely world history. Once upon a time, only players of the computer strategy game Civilization from developer Sid Meier had such an opportunity, but now you can walk the road from the pyramids to the orbital satellites without leaving the table with the game laid out on it.

Nothing random

Before you is a restart of the first board game Civilization. Your task is to choose one of the six great cultures and lead it through all the thorns to the maximum point of development and your victory. Of course, competitors will interfere with you. As in real life, a conflict of interest is inevitable - but that makes it all the more interesting.

Old and new

The updated edition of the game retained everything that fans love it for, but simplified the most cumbersome designs - one might say, it moved from detail to globalization.

  • So, in the new version, the map is updated with each game, which immediately adds replayability to the board,
  • Navigation has been simplified: in fact, as soon as a civilization invents it, passage through water is opened to it, instead of the need to assemble a fleet each time for specific tasks,
  • The battles also became more sketchy, moving away from detail vintage games to the soldiers. Now, instead of detailed figures - catapults, horsemen, infantry - players see simple plastic flags on the table,
  • It's interesting that in new version games, something like the concept of copyright appeared: as soon as one person makes a discovery, everyone can immediately use it. It's a shame? It would be if game coins weren’t given to its author for every use of a discovery by opponents,
  • Another innovation worth noting is the appearance of different races, as well as the simplification of the game results: instead of a rather complex winning layout from old version, V new game you win by simply methodically completing all the winning conditions one by one.

Civilization in detail

What definitely remains unchanged is the quality of the tabletop. All cards are made of hard cardboard, stylishly designed and fit nicely in the hand, all plastic figures are made extremely carefully and, if desired, can be easily painted. If old game really took up a lot of space, then the new one, due to the modified map generation system, will fit on a medium-sized table.

Progress for everyone

Sid Meier's Civilization is a strategy game of amazing depth and detail that even adults are not ashamed to play binge-watching. Good taste, however, must be instilled from childhood, and the rules of the game are quite clear, so the starting age of players is only 13 years.

The box with the destinies of the world contains:

  • market tablet,
  • 6 sheets of civilizations,
  • 6 trade discs,
  • 6 economy discs,
  • 6 plastic rods for connecting the civilization sheets to the trade and economy disks,
  • 6 home map areas (one per civilization),
  • 14 neutral map areas (no man's land),
  • 12 city markers,
  • 24 plastic armies,
  • 8 plastic Scouts,
  • 1 plastic Russian Army white,
  • 55 square battle cards,
  • 4 reminders,
  • 16 government cards,
  • 144 technology cards,
  • Space Flight Card,
  • 47 cultural event cards,
  • 12 miracle cards,
  • 12 wonder markers (4 each ancient, medieval and modern),
  • 6 culture level markers (1 per civilization),
  • 18 markers of great people,
  • 28 military technology markers,
  • 49 building markers,
  • 5 “barracks/academy” markers,
  • 20 hut markers,
  • 10 village markers,
  • 12 distress markers,
  • 16 resource tokens,
  • 90 culture tokens,
  • 28 wound tokens,
  • 75 coin tokens,
  • 4 reference sheets,
  • First player marker
  • Rules of the game.



Sid Meier's Civilization is the first game that catches your eye in our store thanks to its very large box. The dimensions of the packaging are quite consistent with the contents: after all, inside there is a game that describes the entire history of the peoples on our planet.

"Civilization" is a famous game that makes second-generation students take a new interest in the study of history and provides great entertainment for friends who want to have a great time.

Is this a game based on the cult computer game?

Yes, and this particular version was created by the same person - Sid Meier - who released the very first "Civilization" in 1993.

How to play Sid Meier's Civilization?

It is usually said that the gameplay is reminiscent of all global strategies related to the class: “evolve, explore, capture,” but this is not entirely true. The fact is that “Civilization” was precisely the ancestor of all such games - and any comparisons would simply be inappropriate.

The game is played on a world map, where for each piece of land there will be furious wars- just like in the story we know. Diplomacy, science and military art, intertwined, give birth to a masterpiece called “Civilization.”

The flow of the game is approximately as follows: at the beginning of the game, each player receives two territories, two legionnaires and two settlers. Players take turns moving their pieces. If there are combat units of players in a state of war on the same territory, dice are used to determine who will win.

During the trade phase, you can sell and buy anything, right down to the city.

Victory is achieved through the totality of all the achievements of your civilization - for each successful action in the game you receive points, which are calculated at the very end.

Does the playing field change between games?

Yes and no. On the one hand, the world map always remains the same - but on the other, resources are distributed differently in each new game. Often the most promising regions from the previous batch turn out to be practically useless to anyone in the new one - and vice versa.

In addition to resources, event markers are also randomly distributed on the map (remember the “huts” from the first “Civilization”?), which can give you either a nice bonus or destroy all the troops in the region.

Different types of terrain have a significant impact on the possibilities for the development of settlements - and the battle for fertile areas will initially become one of the priorities of the young people.

How difficult is it to play Civilization?

The game has two versions of the rules: simple, suitable for learning and playing with inexperienced players, and complex, characterized by much more detail and interestingness (but requiring significant experience and not forgiving of mistakes). Thus, you actually get two games: an “easy” one for groups and a “hardcore” one for playing with experienced opponents.

How does time affect the game?

Over time, both the appearance of settlements and science and troops change. You have to lead your empire from antiquity to our century, protecting the interests of your people in every possible way.

What exactly is in this huge box?

  • A large map of our planet measuring 36 by 46 inches (almost the size of a standard poker table);
  • 784 plastic miniatures (fleet, armies of four eras, settlements);
  • 78 cards of the tree of sciences and Wonders of the World;
  • 61 city cards;
  • 64 building cards (determining the capabilities of settlements);
  • Play money sheet;
  • 3 fertility cards;
  • Science tree diagram;
  • Player's Memo;
  • Two sets of two multi-colored cubes;
  • A set of rules.

Considering the number of different small items, the creators of the game assumed that some of them might get lost - and therefore, as additional protection, they included “proxies” and replacements for worn out or lost elements.

How good is this game?

This is Sid Meier's Civilization, a game that has set an example in this area for many years. Do you think she can afford to be even a little less than perfect? As for the official side, back in 2002 it received the title “Best Historical Game of the Year”.



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