It’s so damned satisfying to work out all the different paths to victory and navigating the queue of cards coming up on the market to find the right path.įunnily enough when I introduced a friend to this game his reaction was “I can see how people would play this once, rate it highly and trade it on”. The earlier challenges are relatively simple but as you up the difficulty, you have to start mixing up your strategies and that’s where the game really shines. I’ve been burning through the challenge mode. Through the Ages is a wonderfully brain-burning 4X game (technically 3X because there’s no exploring) that has you keeping one eye on your opponents as you struggle to come up with a way to build up your culture. This is one of the best mobile ports of one of the best board games going around. That said, the game throws you a bone by letting you undo any of your civil and military actions, so you can try different combinations of card draws and plays to see what works out best. Oh, and if that wasn’t enough? Each new age will removes any unfinished wonders you had from the previous age. ![]() Like Civilization, more modern governments come with their own pros and cons: a republic, for instance, offers few military actions in the second age but lots of civil actions for card drawing and infrastructure building.Įach government also has a limit on how many urban buildings (anything that’s not a farm or mine) you can have, which can also trip you up if you’re trying to rapidly catch up in the culture/science stakes. I mentioned leaders before, but you’ll also have to handle systems of government. If your reserves of food run dry your civilisation will starve, and it’ll cost you culture points.Ĭulture is what determines the overall winner, so it’s an exercise in maintaining that balance of just enough food to stave off starvation, enough military to avoid getting clocked in the final phase, and just enough science and production to build the libraries, theatres and wonders you’ll need to win. Players can ramp up their food and mining as much as they like, but after a certain point you’ll encounter corruption. Much like Seven Wonders, the skill lies in minimising as much waste as possible. The winner gets the island, and often gets some neat benefits for doing so, but they have to sacrifice at least one unit of their army and usually a political card or two to go with it. Some events give players the opportunity to colonise new lands, triggering an auction. ![]() Or the strongest player getting some extra ore. Some political actions let you start a war, or raid your opponents, but most of them focus on global benefits and events.Įarly on, those events might be simple things like dealing with pestilence (everyone loses all of their stored food). They’re cards drawn from each age’s political deck. In the top left, you’ll see a series of two decks with silver backs. There’s always something to throw a spanner in the works too. But once the second age hits and the next wave of leaders (all of whom have their own powers, ranging from extra culture points to military actions to benefits to colonisation) arrives, the options increase exponentially. You’re just trying to get your economy off the ground and you don’t have many actions to play with. ![]() As is the case with actual Civilization, the early turns are fast.
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