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Russian Railroads by Z-man Games 2013

Designers: Helmut Ohley & Leonhard “Lonny” Orgler

Final Score: christmas_starhalfstar (1.6 out 5 Stars)

When it comes to worker placement games there are lots and lots of options and lots of variations on the mechanic , proven by the countless designs that have flooded the board game market in the last few years. Worker placement games and games with worker placement mechanics have become practically a staple go too mechanic in design today, in fact there are so many that I will be doing a top 10 worker placement game list in the near future.

Russian Railroads definitely caught my interest very early on but I was very wary of the reviews of this game because while it scored high with most reviewers, the common underlining comment was that the game had virtually nothing to do with railroads thematically. Being a big theme guy, this really was a bit of a turn off but thanks to the wonders of digital platforms and the magic of Yucata.de I was able to play many games of Russian Railroads online and it’s now time to review this beast in all its glory.

It’s important to note however that this will be one of the first games I review based on digital (online) play only and while I personally think this makes absolutely no difference with the exception of discussions about component quality, some might differ in opinion about that so in the interest of full disclosure, well, there you have it.

Overview

Russian Railroads puts players in the role of a train company manager using a very classic and very standard worker placement mechanic. In fact, Russian Railroads as a game can be described without any extra wording as a worker placement game as this is what it is, nothing less and nothing more. To win you must score points, the abstracted representation of success and to score points you must wisely use the wide variety of worker placement spots to advance your railroad business. Whether its upgrading your trains, hiring engineers, building tracks or advancing your factories, most elements of a railroad business is represented here. Abstracted to be sure and without a game map commonly found in Railroad games, Russian Railroads is like many worker placement games, a race for victory points through resource management. Your main resource being of course your workers, the lose representation of your workforce and effort as a company. Sounds pretty thematic on paper, but does it hold up in play?

It looks like a worker placement games, plays like a work placement game and is a work placement game, no more no less.
It looks like a worker placement games, plays like a work placement game and is a work placement game, no more no less.

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Colorful art work, streamlined easy to understand iconography.

Cons: The art work goes to waste on a game which fails to connect its theme and gameplay rendering the thematic art work pointless.

Again, since I did not ever hold the actual copy of the game in my hand, I can’t comment much on the quality of components here other than the art and aesthetics of the game. I have confirmed with several friends and colleagues who told me they were very satisfied with the components, calling them sturdy and built to last. No real surprise as component quality has become less and less of an issue with published games from well-respected companies like Z-man games.

I don’t ever place much emphasis on game components when it comes to worker placement games, typically you’re dealing with cubes and meeples and Russian Railroads is no different. What is absolutely vital for Russian Railroads is the art work, it’s vital because this is the only link to the Railroad theme the game has as many reviewers point out and I can confirm.

Its colorful and looks nice on the table, you can't fault its aesthetic appeal, but like most Euro games its not going to blow you away.
Its colorful and looks nice on the table, you can’t fault its aesthetic appeal, but like most Euro games its not going to blow you away.

The only real connection between game-play and theme in this game is the fact that the pictures on the components, depict, railroad stuff. You have engineer and train tokens, there are pictures of railway tracks and components that look kind of like railroad blocks. Suffice to say however while the art work is good, it’s insufficient to carry the games theme without the thematic connection to the gameplay which I will cover more in the theme section of this review. The important thing to note here is that the art is creative, colorful and the iconography clear and streamlined to relative simple identification once you get the jist of the iconography patterns. It doesn’t take long before you can easily identify the meaning of everything on the board and card and or deduce the meaning. In this regard Russian Railroad does a great job and I certainly give it credit for making this simple.

The components can be said to pass with flying colors and on par with what you can expect from a great company like Z-man games. I put very little weight in this part of the game reviewer and so its impact on the final score is very minimal but I’m very happy to see the days of Euro games with ugly artwork and flimsy components is well behind us.

Theme

Verdict: christmas_star
Tilt: christmas_starchristmas_star

Pros: Railroads are a cool theme that doesn’t scare off casual players.

Cons: The theme is just a ruse; this game has very little if anything at all to do with Russia or Railroads.

While again I would not place theme in the forefront of a worker placement game, when you choose a popularized theme like Railroads you are in essence banking on players choosing this worker placement game over others because of the theme. In a sense there is a bit of trickery here because Russian Railroads has about as much to do with the railroads thematically as a railroad themed deck of poker cards. Sure there are pictures of trains on the cards and game board, but mechanically speaking the game is so far removed from the theme it actually makes it feel a bit scandalous to use it.

Suffice to say this was a huge disappointment for me in particular since I love train stuff and I’m always on the lookout for an interesting take on railroad themed games. Russian Railroads is so focused on being a worker placement victory point puzzle that any element of the railroad theme gets virtually washed away and really even the game board itself from an artistic stand point is quite unclear what exactly the abstractions are supposed to be representing. You place workers on spots like 3 black spaces which allow you to move your black colored track, which I guess mean that you are building a section of the rail and the different colored tokens are different speeds or quality of rails? I don’t know, it’s all quite fuzzy even as an abstraction it makes little connection to the theme and even the manual makes little effort to explain or justify any element of that theme.  Its a all business Euro, you put down meeple workers to score points, what anything represents has little explanation or point to it.

Since there was a grand total of ZERO Russian things in the original, I don't really understand the point of adding a German railroads expansion.
Since there was a grand total of ZERO Russian things in the original, I don’t really understand the point of adding a German railroads expansion.

At the end of the day, the theme here is almost completely non-existent, this game is a worker placement puzzle, you will not get to do any fun train stuff you might hope for given the cover and the claim on the box where “Players compete to build the largest and most advanced railway network”.   Given that the extent of competition is that you are denied a spot to put a worker when someone else already put one there, its hardly a competition.  Yeah ok, abstractions are abstractions, but I guess what I’m saying is that there is no sign of the economic, construction or chu-chu part of the railroad theme here. It’s a game about railroads because there are pictures of railroads on the game board and that really is the extent of the connection.

I think the disappointment comes mostly from the missed opportunities to leverage such a great theme.

Gameplay

Verdict: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: There is considerable variation in how the game plays with different amounts of players remaining as interesting with 2 players as it is with 3 or 4.

Cons: Very bland and basic worker placement mechanic with very few dynamics or surprises.

One would hope that a game that lacks theme makes up for it with great gameplay, in fact as far as worker placement games go, traditionally this is the case. Unfortunately Russian Railroads is banking largely on the popularity of the mechanic so heavily it fails on every other level to innovate or even make use of more updated existing innovations of the mechanic. It basically takes the core concept from its earliest conception, placing workers on spots that score points and takes it no further.

Before I start bitching, the good stuff. This is a solid implementation of the classic worker placement mechanic as far as the options you get. It feels tight and every action you take really counts, so you are put to some fairly difficult choices at times, though this sense of tough choices is short lived. It is a puzzle and a fairly complex one, which offers players plenty to experiment with and explore, which in turn makes the first few games of Russian Railroads pretty interesting for fans of worker placement games in particular. In fact, this may be the most complex and involved victory point mash I have seen yet and while it fails to inspire a theme or innovate in its genre by adding something new to the table, it does what it does very well.

Unfortunately that is not enough to carry the game,  it really landed very flat with me. In fact I think if you have played Voyage of Marco Polo, Lords of Waterdeep, Pillars of the Earth, Stone Age.. even Caverna, you will find the worker placement element of this game fairly bland and uninspired both from gameplay perspective and an objective design perspective. Sure it’s an interesting puzzle as all worker placement games generally are, but there isn’t a whole lot more to it, there is no dynamic or shifting options from game to game,  what you see on the surface in the first game is all there is and all there ever will be. Once that puzzle is solved, there really isn’t much else to draw upon.

The game really does boil down to you placing down workers and collecting victory points, there is almost nothing else going on in this game. Worse yet is that there are obvious patterns of play every round, where one player will grab the first player spot, one player will grab the money spot and one player will grab the available engineer, elements of the puzzle you will catch onto quickly in particular when playing with experienced players that know what they are doing. This pattern repeats itself in a round robin circus as this is the one and only good opening move to make in almost all cases and your order in this sequence determines which of the three choices you will make.

Sure there is some variance, occasionally an engineer is not worth taking, or you might be better of grabbing one of the other spots over going first next round or taking money, but in as a whole there is a sort of sequence of uninteresting events that open most rounds. From there you’re really just grabbing whatever spots are available that enhance the strategy you chose pretty much at the start of the game. Which brings me to the other problem, in almost all games once you figure out what Engineers you will get based on the round robin sequence you can calculate in advance you will know what strategy you will go with to the conclusion of the game and in essence prioritize what spots you will take each round with your workers. The strategy really then becomes about trying to figure out what your opponents strategy is (or will be) and taking beneficial action when you can and taking action to deny your opponent beneficial actions when you can’t take one for yourself.  I guess this is what qualifies as competition in Russian Railroads, but it feels less like a competition between Railroad Barons and more of a competition between two mathematicians.

Sure there is some interesting choices now and again and certainly when playing with experienced players this puzzle can become fairly complex and sometimes even dynamic. It isn’t enough to carry the game though, in particular since any choice you make will have some form of alternative so while you can sometimes slow opponents down you really can’t stop them. Experienced players will generally focus on simply finding the fastest route to their method of scoring and among experienced players the game really becomes more of a race.

This may draw some interest at first as you try to figure out the pattern in the novelty of it all, but after a couple of games you will have unlocked the puzzle and the game really becomes a monotonous game of choosing from many choices with one very obvious best option you must clearly make each time your action comes up. You feel neither like an operator of a railroad or like you’re making decisions and more like you are working according to a pre-ordained plan adjusting only when someone does something unexpected, typically when a less experienced player makes a mistake or a more experienced player catches on to your strategy and diverts his attention to blocking you rather than doing something beneficial for his own strategy.

If you really must try it, save yourself some money and try it for free at Yucata.de where you will find a great implementation of the game.
If you really must try it, save yourself some money and try it for free at Yucata.de where you will find a great implementation of the game.

The novalty wears of quickly with Russian Railroads. It’s unfortunate that Russian Railroads did not leverage some of the more interesting worker placement mechanics that came before it like Lords of Waterdeeps quest cards and Lord cards which could easily be adapted in Russian Railroads as Baron cards and mission cards just as an example. Instead Russian Railroads went with the very stuffy and largely uninteresting ultra-simple worker placement mechanic with little else driving it or evolving through the course of play. Other than the very limited engineers you don’t unlock anything interesting, there are no deviations, or randomized elements to mix things up and for the most part there is kind of a packing order of devolving options, getting less interesting with each passing round. Very dry stuff.

One of the big failures of Russian Railroads as well is that it’s really tough to catch up and very unfriendly to beginners, if a player gets ahead on points, in particular on the points earned per round where its cumulative, a game can be effectively over halfway through. This is something that happens quite easily in particular when experienced and inexperienced mix making this a poor choice for mixed groups.

You ultimately want to play with already experienced players, but as you’re showing people how to play they are going to have to drudge through 2 or 3 games before the strategies kind of click into place and they can offer something that resembles competition for you. Worse than that though is that the game is not intuitive despite being very simple, so it takes a couple of games before you have any idea how the engine works and it’s easy to make a mistake that will take several rounds to correct by which time, again, you are so far behind that the game is effectively over.

In the end the conclusion is that pretty much every worker placement game I have played in the last 10 years has better game play than this one and no one is more surprised than me because this game rates so high with so many reviewers and gaming communities. I was really kind of hoping to have found a gem in the rough. In particular something coming out of Z-man games.

Replay ability and Longevity

Verdict: christmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: You can play it for free on Yucuta.de with a wide variety of opponents of different skill levels allowing you to explore replay-ability of this game to its fullest extent.

Cons: You discover the game has virtually no replay-ability and thank Yucuta.de for saving you some money.

Another huge fail in my opinion and as a worker placement game this will have the greatest impact on the game’s final score. In short, there is very little longevity here.  After you have played this game 2 or 3 times there really is nothing of interest that will either surprise or delight you. I played this game at least 20 times to be sure, in fact I kept hoping that at some point I would discover some new strategy, some new puzzle piece or string to pull on but in the end it really is kind of a shallow game. I can’t recall a single memorable moment or a close game that wasn’t pre-ordained early on, In fact by round 2 or 3 I knew whether I would win or lose in most games and the final rounds where players largely just going through the motion.

I suppose the one nice element of the games replay-ability is that the game really changes a great deal when you play with different amounts of players. It’s a very different puzzle as the boards themselves are actually different for different player counts with 2, 3 or 4 players, so you could conceivably extend its life and explore the new challenges different amounts of players produce. In the end though, there just isn’t enough variation in the game to sustain multiple replays, given that there are so many wonderful worker placement games with innovative and interesting mechanics, a simplistic and straightforward variant like this really just doesn’t hold up.

Conclusion

Russian Railroads is a highly acclaimed and often well-spoken of game but like many Euro games I have a tough time explaining why that is. Like Settlers of Catan, Agricola, and Puerto Rico it just falls into that category of games where most people seem to love them and I just don’t. I really think as you read this review you have to consider the reviewer. If you love Agricola and Puerto Rico and don’t understand why someone doesn’t, Russian Railroads might turn out to be a great pick for you. I do think it’s worth pointing out however that there is a difference between disliking a game and objectively believing it’s a mediocre design. For example I do believe Agricola and Puerto Rico are or perhaps better to say were innovative designs for their time, If I reviewed them I would expect them, despite my dislike for them, to get good reviews from me. I guess the point I’m making is that I didn’t just look at Russian Railroads and decide I don’t like it and gave it a bad review, I think it really does lack the elements that great board games have. Whether I like it or not.

Russian Railroads is neither innovative, clever or interesting and I believe very objectively that it’s just not a very well designed game.

Sure it has good structure, it’s streamlined and balanced, but that’s not a selling point of a game in today’s world of designer board games, that is an expectation from every game. These are automatic. A great design must be innovative, must add something to the genre, must have some dynamics and cleverness to it. None of those descriptive terms can be applied to Russian Railroads, it is by very definition of the word a very status quo game, relying on the most basic elements of worker placement game design. Worse yet its implementation is so far removed from the theme, there is hardly a point of pretending that its somehow relevant to the game.

I can’t recommend this game, even to worker placement fans. The list of fantastic worker placement games is long and distinguished, Russian Railroads is just not among them.

7 Wonders Duel By Repos Production 2015

Designers:  Antoine Bauza & Bruno Cathala

Final Score: christmas_starchristmas_starhalfstar (2.5 out 5 Stars)

When 7 Wonders the card game originally released it did so to great acclaim and positive reviews. It was the talk of the town and it seemed like it was being played everywhere, all the time. When I finally got around to trying it, it sort of landed flat with me. It had some interesting mechanics and all together not a bad game but it just didn’t stir a whole lot of interest in me or my group. Hence when the opportunity to try 7 Wonders Duel I wasn’t expecting a whole lot out of it. Today we take a quick peek at this alternative two player version of 7 Wonders and see if its anymore interesting then the original.

Overview

In 7 Wonders players will be trying to build 4 Wonders by drafting cards from a structured card pyramid as part of a general effort to score the most points and/or win the game with an immediate victory by completing one of two objectives. It’s effectively a game about gathering resources then applying those resources to building things that either directly score or lead to scoring points. It’s the same premise as the original, but designed specifically for two players with some altered mechanics to make the core concept of 7 wonders work better as a two player game.

There are three different ways to win the game. The first is scoring the most points at the end of the game which is how most games will finish. The second and third is a science or military victory in both cases its effectively just about building sufficient amount of science or military cards to overwhelm your opponent. More difficult, but very possible alternatives.

It's a colorful game and looks great on the table, but this is an abstract game, the art is just to be pretty.
It’s a colorful game and looks great on the table, but this is an abstract game, the art is there just to be pretty.

The game shares many of the mechanics and concept from the original game so 7 Wonder players will take to the iconography and mechanics very quickly and of course being a two player game it’s much, much faster. There are however sufficient changes to the mechanics, most notably the way card drafting works that really make the game significantly different enough that liking its big brother doesn’t necessarily mean you will like this one and of course vice versus as was the case with me.

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Good components made to last, nice clear art eases and streamlines play, good use of Iconography.

Cons: No complaints, they got it right in 7 Wonders and simply copied the same success to 7 Wonders Duels.

In essence the component quality is almost identical to that of 7 wonders, which is to say it’s built to last, shares the same art and maintains that bright eye candy feel. That said there is nothing particularly spectacular about the components, it’s clear that the design is largely geared towards clear functionality rather than anything else. Which is a good thing, since the game is so abstract it’s far more important to be able to identify and grasp the iconography and colorization of the cards then to be able to identify its thematic meaning.

Game publishing has gotten to the point where putting out good components is the norm, there are no more valid excuses. 7 Wonders Duel components are sturdy and attractive and that is to be expected.
Game publishing has gotten to the point where putting out good components is the norm, there are no more valid excuses. 7 Wonders Duel components are sturdy and attractive and that is to be expected.

I always look at component grades and ask myself, what could have been done better and the truth is outside of perhaps more focus on aesthetically appeal, this is effectively a card game with tokens and what is here is well thought out, organized, easy to identify and despite fairly heavy iconography actually very simple to deduce and adapt to. Easily a passing grade, but it’s not going to blow you away.

Theme

Verdict: christmas_starchristmas_star
Tilt: christmas_star

Pros: The theme is mostly irrelevant to the success of the game, but Civilization building aesthetically works well.

Cons: This is an abstract game, the theme is very thin.

It’s an abstract card game about Civilization building but the extent of its abstraction really renders it mostly irrelevant and really as you play the game you are never going to have any sense of a theme. The art is there just to be pretty but the game really could have been about anything. The fact that it is about Civilization building however actually works quite well at least in terms of the aesthetic appeal.

Given its intended theme and beautiful art you almost wish the theme was more present, but ultimately this is an abstract strategic card game and you won't care about the theme 30 seconds into the game.
Given its intended theme and beautiful art you almost wish the theme was more present, but ultimately this is an abstract strategic card game and you won’t care about the theme 30 seconds into the game.

In the end though you are not going to focus on the theme when playing this game, it really is all about the mechanics and play here.

Gameplay

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Simple to grasp, plenty of tactical decisions, doesn’t over stay its welcome.

Cons: While it has no major flaws that I was able to note the game itself wasn’t good enough for my personal shelf.

This is really where all of the 7 Wonder Duel thunder is. The game is very simple in terms of mechanics and the choices are never terribly hard but as a light card game it has some smarts and gamers and casual gamers alike are going to find plenty to contemplate.

The removal of the round robin card drafting in place of the pyramid drafting mechanic I think is golden, it’s actually the core reason I didn’t really care for the original 7 Wonders. I actually wish the original used this mechanic because it’s really a significant improvement. Memorization games are really not my thing and in the original game it was so vital to be able to keep track of what is in each deck that is passed around, in a 3 or 4 player game this became increasingly difficult to the point where you really almost ignore it and just pick the card you want dissipating any strategic intention of the card draft. In Duels with the pyramid drafting you are making decisions on information you have and that makes this a much smarter game.

The Pyramid drafting is such a huge improvement over the original 7 Wonders round robin drafting to the point where you wish they would make a 7 Wonder Duel multiplayer version.
The Pyramid drafting is such a huge improvement over the original 7 Wonders round robin drafting to the point where you wish they would make a 7 Wonder Duel multiplayer version.

The resource management, combat and science portion of the game works similar though not exactly as it did in 7 Wonders and these mechanics are really just straightforward and intuitive. The military and science victories are difficult to achieve because they are fairly easy to block, but often simply by threatening someone with one or the other victory forces their hand which can disrupt their plans and open up opportunities for you. This is a really clever system and it works well to create tension and tactical choices. In essence you often take cards you don’t need or absolutely have to take to block or slow down an opponent. It can sometimes get a bit mathy but usually decisions are driven by your strategy and/or by trying to block your opponent’s strategy. Same principle as 7 Wonders except you aren’t punished for having the memory of a gold fish, you make decisions based on what’s in front of you.

The game is also quick, I think we finished our first play in under 20 minutes, though I suspect as you become more skilled at the game your speed will actually reduce as you start to understand and ultimately analyze the information you’re presented with. Speed is important for card games, slow card games usually don’t work particularly well for me, especially abstract ones, so Duels really falls into that sweet spot of tactical choices and speed.

I have to admit, I’m at a loss to point out any major faults with the game, it really just comes down to how much I like it rather than a comparison of the good vs. the bad elements. I don’t think Duels is a game going into my collection but I certainly don’t mind playing it. The fact that it’s not going into my collection however is not the result of any portions of gameplay being bad, just that while interesting and fun, doesn’t really reach for the stars and I like to keep my collection tight. The only thing going in there are things that absolutely blow me away and Duels really didn’t ever hit that high. For fans of 7 Wonders though, I think this is going to be well worth the cheap retail price to get into.

Replay ability And Longevity

Verdict: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Great dynamic game with plenty of strategies to explore.

Cons: It’s a simple card game, it got boring after just a few replays.

This is the mecha for Euro and abstract games especially, they really have to have solid replay ability and I actually think Duels does quite well here. Each game is going to be quite unique given the mixtures of Wonders, Cards and science tokens. Each game has to be approached with a “let’s see what we got” kind of approach, there is no puzzle to solve here, or at least not as far as the game is concerned as a whole goes. You certainly solve plenty of puzzles for each specific game, but that puzzle is very different every time.

The first time we played it I immediately wanted to play again and then again, so the game  starts out with that addictive Euro game nature, though its simplicity and speed make this a far better candidate for a phone app or online version rather than a game night type game. When we were done however, I feel fairly certain if I never play it again I won’t feel it’s absence which is not to say it doesn’t have replay ability, but definitely lacks longevity.  It just didn’t have anything particularly special about it that you would want to pull it out with any frequency. It’s a pretty decent 2 player filler for those nights when friends show up late.  In the end however we got bored really fast with it, I was tempted to give it 3 stars and I would have if I had any desire to play it again, but the magic is just not there.

Conclusion

7 Wonders Duel is 7 Wonders for 2 players, they have captured the same concept and made clever alterations to the existing 7 Wonders game for two players. I think you can say mission accomplished here because I’m pretty sure that is exactly what they were going for with this design. It’s a simple card game and while that really isn’t my thing, I do think most 7 Wonders fans are going to appreciate it. I did enjoy it a great deal more than 7 Wonders and more than I thought I would, in fact I will go out on a limb here and say that if you didn’t like 7 Wonders mechanically but liked it conceptually, Duels is a far better implementation and you might really enjoy this version of 7 Wonders. I think that’s largely due to the change in the drafting mechanic going from memorization style to the pyramid, decision, style mechanic.

It’s always hard to review simple card games because there isn’t much to say about them other than “yes I like it” or “No I don’t”, in the case of 7 Wonders Duel, it’s definitely a “Yes”, but no so much that I would clear shelf space for it.

 

Stone Age by Zman Games 2008

Designer: Bernd Brunnhofer

Final Score: christmas_starchristmas_star3.9Stars (2.9 out 5 Stars)

When I first heard about this game I was not terribly thrilled, it appeared to be yet another of the “farming” line of Euro games that lean on the worker placement mechanic to create yet another way to move wooden cubes around for victory points. Suffice to say we already have the Agricola, Terra Mystica and Caverna’s of the world and I really didn’t the see the point in another one. Still through word of mouth I’m constantly asked about this game and it just seemed silly not to review it given that the game already has a variety of implementations online not to mention has remained in heavy print since release.

Now sometimes these worker placement games do pleasantly surprise me, Pillars of the Earth for example remains one of my favorite with some sturdy gameplay, as well as Lords of Waterdeep which packs a surprisingly large amount of theme in a cube pusher and take that mechanic. How does Stone Age hold up? Let’s find out.

Overview

Stone Age is kind of your standard worker placement fair with a few twists that separate it to make it its own thing. Each player starts the game out with 5 workers which can be used in a variety of worker placement spots to earn resources most of which you use to score points and others like food you need for survival of your little Stone Age village. The trick is that the resources aren’t guaranteed, you roll 1d6 die for each worker placed on a resource spot and depending on the type of resource (some are harder to get then others) the amount you get is based on a 6d roll. You can supplement rolls with tools which is another type of resource you can gather through the worker placement mechanic. For the most part however the game boils down to trying to figure out how to get the resources you need to score points, nothing particularly revolutionary or inspired.

You can try Stone Age for free at boardgamearena.com . There is also an Iphone app available.
You can try Stone Age for free at boardgamearena.com . There is also an Iphone app available.

What resources you need varies from round to round as two separate types of cards are available for purchase. One type requires different combinations of resources to score points directly and the other type has you collecting the card for the end game scoring, on these cards you score for collecting certain elements in the game like there might be a card for your village size, your agriculture level etc. They get multiplied the more of these cards you collect so there is strategy to what you kind of go for long term.

All and all the game is simple to understand and not terribly difficult to master as are most of these worker placement games. There is a luck element to the dice rolling but it isn’t terribly overwhelming, usually the player who manages his village the best will ultimately come out on top.

I think defining Stone Age as an entry level worker placement game is a pretty accurate description, because that is exactly what it is.

Component Quality

Verdict: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Colorful and bright play area make it aesthetically pleasing, sturdy components made to last.

Cons: Iconography takes a bit of time to learn, hidden point scoring at the end of the game based on that Iconography make it difficult to know how well you’re doing during the course of the game.

The component quality is quite solid and the design of the components is very intuitive and colorful. There is a sort of stylistic cartoony nature to the bright colored game that is pleasing to the eye. The game Is streamlined from a component perspective with no fiddliness at all giving it a really strong fluid core. I did find that towards the end game there is a fair amount on the table so while this is certainly an entry level game it might not exactly look like one if you see it in late stages.  It looks great on the table however and honestly this is what I wish all Euro games would look like.  When you consider most cube pushers favor mechanics and gameplay over theme and components, adding nice art, good quality components that last and clean organization with lots of thought put into the handling of the game is not too much to ask for.  Stone Age does a fantastic job of presentation in this regard.

There is no denying its visual appeal, its bright, colorful. Its easy to get gaming goggles.
There is no denying its visual appeal, its bright, colorful. Its easy to get gaming goggles.

I think the biggest complaint about the components casual gamers might have is the iconography, it takes a few games to come to grips with it all and while there is a fixed standard where you eventually can figure out what something does based on the understanding what other similar symbols do, there is a bit of a learning curve here, but it’s quite reasonable. It’s not nearly as complicated as one might initially feel it is but it’s going to take some explaining to get it all straight. Since the iconography is vital to understanding scoring in the game though it will be difficult for players to understand whether they are winning or losing until they have a good grip on it. Even then, because players gather so many cards, often it’s difficult to know how your actually doing until the final scoring, more on that later as this falls under mechanics but the fact that it’s all translated in the art I think it’s kind of a combination issue with components and mechanics.

A passing grade to be sure, the leather dice rolling cup is a nice thematic touch.

Theme

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Nice feeling of growth during the course of the game.

Cons: Theme is interchangeable and largely irrelevant to the game.

I don’t expect much in the way of theme in most Euro worker placement games so I was pleasantly surprised that there are some nice touches here. You genuinely have a feeling of growth and building in terms of improvements to your little stone age village. Though as far as theme goes this game could have easily been re-themed to represent just about anything, so there isn’t exactly a feeling of time and place here. It’s a game about Stone Age farming, but really its theme is its art, mechanically you are effectively collecting cubes to use them to score points and there isn’t much on the table or in the course of play that elevates the theme beyond that.

This is a strategy game, one designed around mechanics and resource management so the fact that it has a theme that’s recognizable is more than sufficient for the expectations.

I think for what it is and what it attempts to be, its fine. I don’t expect to get excited about farming in the Stone Age so the fact that the theme is lite really doesn’t deter from the game.

Gameplay

Verdict: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Great streamlined mechanics keeps everyone engaged, easy to grasp with plenty of tough decisions for everyone to make. Plays well with any amount of players.

Cons: There is a puzzle to solve here, once you solve it, playing against people who haven’t results in wildly diverging end games.

I think this is really where the game shines and I have to admit while my expectations for this game where that it would be a sort of “more of the same”, it actually had some surprising amount of strategy and mechanical elements to keep the game interesting. There is some real mastery here and good players will pounce newbies without mercy. It takes many games to gain this mastery and when you pit room full of experienced players the competition gets very cut throat and the game becomes very thinky. There are no automatic or obvious decisions, strategies vary and change in the course of the game depending on what becomes available. Turn order in particular will affect many of your options and as it rotates the game becomes as much about when you do things as what you do.

There is this “limited” feeling of wanting to do lots of things but only being able to do a small amount of things, so it’s all about stretching your resources and efforts and really building a long term strategy of slowly chipping ahead on points. While there is pretty limited interaction between players the turns are fast and there is a lot of interest in what others do, in fact more often than not your strategy will be a reactive one based on the actions of other players. This effectively nullifies the fact that there is little interaction between the players directly, very nicely done in my opinion.

Iconography is important to understand as its used at the end of the game for scoring. Its confusing at first but becomes intuitive quite fast.
Iconography is important to understand as its used at the end of the game for scoring. Its confusing at first but becomes intuitive quite fast.

I especially liked how you can have a long term strategy but opportunities present themselves occasionally that you just can’t pass up that might actually shift your strategy in later parts of the game. There are times for example when you really want to take a particular point scoring card but you have an opportunity to increase your population or take a card that will prevent a player from scoring points, or sometimes even just something that coincidently will score you a lot of points. There are lots of tough decisions and often one or two mistakes in the course of the game can ultimately result in a victory or a loss, in particular when playing at a table with experienced players. Every action, every moment in the game is important. There is a constant re-assement, you’re always reviewing the board and trying to push what you have to become more valuable.

Unfortunately towards late game it becomes really difficult to know whether you’re winning or not as most of the points are scored during the end game calculation which is too complex to do in your head. You might for example be up 50 points at the end of the game on the scoreboard but your opponent ends up winning by 100 points thanks to a combination of development cards he purchased in the course of the game. This gets a little easier to see with experience but ultimately slows the game down and makes it very mathy when you’re constantly trying to figure out where you and your opponents are at and what moves that you can make that will either hurt your opponent and/or help you. As you develop more advanced strategies the game unlike most actually gets slower as everyone at the table is constantly doing this math in their head as its key to the game. It’s not an uncommon problem in Euro games to have end game scoring and I don’t fault it too much but it does often result in rather un-climatic end game where someone might have been way ahead all along but you just didn’t realize it until the final scoring phase.

That said though the mechanics are simple to understand, difficult to master, fun to execute and relatively easy to teach. It’s also a pretty fast game with a fixed ending so there is very little “stretching” the end game. Stone Age has all the elements of a great Euro and while many games of its ilk functions in a pretty similar manner, Stone Age is very intuitive which might explain its popularity. It’s a great alternative to the boring Catan or played out Ticket To Ride to act as an introduction to board gaming type game.

Replay ability and Longevity

Verdict: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: The game can be revitalized in a group of experienced players as the complexity and dynamics come out with experience.

Cons: Once you solve the puzzle, the game becomes repetitive and not terribly entertaining. As an introduction game, mastery of the mechanics has too much influence on results.

Replay-ability is huge for Euro games and unfortunately Stone Age isn’t exactly what I would call an infinitely re-playable game. It does have the speed to act as a light albeit slightly longer filler which helps, in particular since the game plays very well with any amount of players, but its not enough to give this one high marks. It has a pretty short shelf life among experienced players in particular looking for a challenge or pulling out a game for casual gamers as an introduction. There is a puzzle to solve here and once you figure it out it’s not difficult to outscore less experienced opponents by 100+ points which isn’t a particularly great introduction to board gaming for new players.  Its hailed as a great introductory game, but I beg to differ, their is some mastery here and new players are going to get smoked.

Pillars of the Earth is amazing for many reasons but my favorite is that there is no puzzle to solve here, even first time players can be a real challenge to beat.
Pillars of the Earth is amazing for many reasons but my favorite is that there is no puzzle to solve here, even first time players can be a real challenge to beat, one area where Stone Age really fails.

Mastery of a game however is not a fault of a game per say, get a group of experienced players together and they will likely discover new challenges in a game that really is geared more for casual gamers. As such it can sort of come around and I can see that while I wouldn’t want to play it all the time, dusting it off now and again might allow it to live in someone’s collection for a long time.

I think the trouble with Stone Age and this is definitely a personal view is that I already have other, much better worker placement games that most definitely scratch the same itch and have far more dynamics. Stone Age has nothing on Pillars of the Earth for example and even if you want something with a bit of dice chucking, Kingsburg I think is a better choice. For more mathy and complex versions of Stone Age you have games like Russian Railroads or Terra Mystica that take that same sort of worker placement cube pushing point scorer but take it to that next level. I suppose what I’m saying is that when I reach for a game off my shelf that fits the bill that Stone Age would, I’m likely to pick something else and it’s probably related to the fantastic re-playability of those mentioned games. Stone Age doesn’t have that addictive nature where you’re eager to try out different strategies because while there are several routes, there are a few that are definitively better and you are likely to find yourself in a rut during multiple replays.

Conclusion

Stone Age is a fine addition to a Euro Gamers collection and I think it has a colorful and easy to learn presentation that casual gamers will appreciate. For more advanced gamers looking for a challenge Stone Age will start interesting until you unravel the puzzle, at which point it becomes a bit repetitive. You will find yourself making the same standard strategies that work. There is a bit of a rhythm here, after several replays the games start to merge together and nothing terribly memorable happens from then on.

I think Stone Age has some clever versions of existing mechanics, it certainly is worthy of a few play throughs but it’s not one that will find a permanent home in my personal collection. I found Stone Age to be a bit too dependent on mechanics many games that came before it have done a much better job off. I like those mechanics, so seeing them in a new variant in Stone Age was interesting, but ultimately not sufficient to make the plunge.

Through The Ages: A New Story of Civilization By Czech Games 2015

Designer: Vlaada Chvátil

Final Score: christmas_starchristmas_starchristmas_star3.9Stars (3.9 out 5 Stars)

Vlaada Chvátil is without question one of my favorite designers, not so much because he has produced what I consider the best games, but because every time he makes a game it’s truly a unique experience. His designs stand out. More than that though he does not have a style, but rather is able to break barriers with new ideas and innovations. Whether it’s the wacky Galaxy Trucker or Dungeon Lords, or more brainy games like Mage Knight, he finds ways to separate himself from the crowd of copy-cats and creates something truly original. No game however is more unique, broken more records and set more precedence than Through The Ages. Most consider this his true masterpiece, a sentiment I largely agree with.

Through the Ages is an established award winning classic and a fan favorite on BoardGameGeek.Com sitting pretty in the top 10 for the better part of a decade. Finally after years of refurbished versions of the original Vlaada has produced a new edition that promises not only upgraded components but more streamlined and balanced gameplay. While I have always been a fan of the original it never ranked high on my list of best games because I always felt it had this thick coat of Euro game complexity and length that made the game difficult to get to the table. It was a game that was difficult to explain and even harder to grasp. Over the course of a decade I played it perhaps ten times all together, it’s what I like to call the dust collector of my collection.

Distinctively Vlaada, Galaxy Trucker is truly a unique gem that rivals Through The Ages as one of Chvátil's masterpieces.
Distinctively Vlaada, Galaxy Trucker is truly a unique gem that rivals Through The Ages as one of Chvátil’s masterpieces.

With a new edition and hope for an improved version of this un-played but fantastic game I gladly dove in. Let’s see how it fares!

Overview

Through The Ages is a competitive civilization building game abstracted into card drafting and resource management mechanics. The word competitive hardly does it justice as despite the absence of a map and miniatures it is a brutally combative and competitive game, I’m talking about some seriously mean cut-throat shit here making it difficult to define it as a Euro game, yet that is exactly what it is.

It looks like a Euro game because it is one, but that is just one of Through The Ages many layers.
It looks like a Euro game because it is one, but that is just one of Through The Ages many layers. This seemingly humble Euro gets mean fast!

Each player takes on the role of a world leader of a civilization from the ancient age all the way to the modern age. In typical euro game fashion the game is won by collecting the most culture points of any civilization by the end of the game. Uncharacteristically of Euro games however Through The Ages is as much a resource management and development game as it is a mean spirited war game. It takes that classic formula of Sid Meiers Civilization but in abstracted form, yet maintaining that if I can’t out build them, I can conqueror them approach that Sid Meier’s Civilization is so famous for. Oddly enough despite two previous games with the word Sid Meier in their title (eagle games version and Fantasy Flight Games version), Through The Ages thematically has more in common with the classic PC game than anything that has come before and after it.

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Aesthetically pleasing art, quality components and separated game boards make this a vast improvement over the old editions of Through The Ages.

Cons: A lot of book keeping and statistics to track result in a very fiddly and ultimately messy game space in particular towards the end of the game.

Through The Ages in previous editions left you very underwhelmed in terms of components, certainly they were functional but they were both aesthetically ugly ducklings and so small you felt like a giant trying to handle cheerios. The game was already a hard sell for being a complex Euro with a steep learning curve, but to have look of a prototype definitely didn’t help.

Even in its stock sales pitch photo the old version is very underwhelming. You don't see much art because there is almost not art.
Even in its stock sales pitch photo the old version is very underwhelming. You don’t see much art because there is almost not art.

With this new version component quality could not possibly get worse so naturally it has improved. Thankfully that improvement is dramatic in particular in the application of quality art and a sizing up of components that make it possible for a grown man to handle them without feeling clumsy.

The art style is reminiscent of old school Sid Meier game art, which I don’t think is a coincidence as this is exactly the theme Through The Ages is trying to capture. I in particular like the colorization of components, it makes every type of component easy to distinguish across the table.

World leaders are just one of the many unique ways you can make your civilization different from other.
World leaders are just one of the many unique ways you can make your civilization different from other.

The card stock quality is excellent ensuring this game will actually last through the ages and there is a solid broken up design for the gameboards that will make it easier to put on the table by splitting up the various boards into distinct areas. I don’t know that this change was necessary but depending on the size of your table and available space being able to organize the different pieces in Tetris style is going to be appreciated by those with tighter game space.

A vast improvement over the old version but still only gets a passing grade for today’s standards. Its functional, built to last and aesthetically pleasing but it’s not going to blow you away. Given that a six year old with a box of crayons could have done a better job than the last version of Through The Ages, the improvement in this new edition are much appreciated.

That said the game is still extremely fiddly, you are pushing cubes, counters and cards around constantly and the table gets quite messy towards the end of the game. Towards the 3rd age you will find yourself counting and recounting the tracked statistics to ensure you have them right which kind of renders all the book keeping useless.

Theme

Verdict: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Competitive civilization building theme is captured with perfection ensuring every faucet of a civilization is included and equally important. This is Sid Meiers Civilization in a board game.

Cons: Some might miss the absence of a map and moving units around on the board. Like the PC game version its based on, Through The Ages is a loooooong game.

Through the Ages has been in the top 10 on board gamegeek for a decade for one very solid reason, its theme. There is absolutely no denying that the competitive culture race and clash that made Sid Meier’s PC game so popular is captured splendidly in board game form in Through The Ages. The newly improved art helps to solidify the theme, but really even without it Through The Ages had a solid connection between mechanics and thematics.

I don’t think the new version has added anything that distinctly makes it more or less thematic than the old version, but having some quality visuals defiantly makes it feel like this version is more thematic. Art really does count towards theme but the truth is that Through The Age gameplay is really what makes the theme sing.

The new translucent cubes are larger as are the cards which coupled with the addition of new art give this game a feel the old version was really missing thematically.
The new translucent cubes are larger as are the cards which coupled with the addition of new art give this game a feel the old version was really missing thematically.

There is this distinct feeling of advancement and growth, starting with what feels like far too little resources and eventually rising to a point where you have far more than you could ever use. More than that though you’re Civilization can really be focused and distinct. By the time the 2nd age starts each player will have created a completely unique engine, driven by bonuses and advantages as a result of combining different technologies, wonders, discovered territories and just general management. You could argue that some strategies are more or less effective than others but my experience has been that players will often focus their strategy on the theme they have chosen for their civilization rather than simply trying to game the game, which I think is a great sign of the game having strong theme.

In particular the card drafting mechanic really inexplicability have the feeling of the passage of time, a kind of pressure to keep up that gives it that distinctively civilization building feel. Best of all though is that there is no element of the Civilization theme ignored here and every element is as important as the next. You need military, science, technology, culture and resources (food and metal) to win and you need them all in equal qualities. If you focus on one more than the other you will have a distinct advantage in that area over other players who fail to keep up, but it will come at a sacrifice of something else. It’s simply impossible to be the best at everything and that really drives the theme home. Civilization building games are about choices and Through The Ages has choices in spades.

Through the Ages still does civilization building in a board game the best of any game I have played and from that stand point the theme is nearly perfect.

Nations is not civilization building game slouch, but comparatively if you are looking for a deep and rewarding experience and don't mind the complexity and length Through The Ages, in particular the new edition is definitely the superior game. Nations on the other is far more approachable and is likely to make your table more often.
Nations is no civilization building game slouch, but comparatively if you are looking for a deep and rewarding experience and don’t mind the complexity and length Through The Ages, in particular the new edition is definitely the superior game. Nations on the other is far more approachable and is likely to make your table more often.

If there is any part of the game that would count against it is that in most civilization games you get to manage and control unique units on a big map, this is really a big part of the civilization building genre. This part of the theme is abstracted quite heavily in Through The Ages to a point where you might initially feel its absence. The game is so robust and engaging however that after a couple of plays you forget all about it.

The other thematic issue which I will go into deeper later in the review is the length of the game. Civilization building games are typically quite long and Through The Ages is no exception here, in fact, it’s so long that anything beyond 3 players is too long as each player adds about one and a half hours to gameplay. This definitely works against the game since you kind of want to play it with more people, but realistically the more people you add, the longer the game gets and that can be quite painful towards the end of the game. This of course is actually thematically correct as far as capturing the Sid Meier Civilization theme, but ironically while it captures this part of the genre, for many this is the part of the genre people who love the game, don’t like. So it’s a strange relationship of both capturing the good and bad parts of the theme in this genre.

Gameplay

Verdict: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: A deep strategic experience with countless potential approaches to the game that keeps you engaged despite its very long play time. Great mechanical balance.

Cons: Not for the casual gamer, things can get quite mean and once you fall behind it can be very difficult if not impossible to catch up.

Through The Ages has an incredibly robust and unique combination of card drafting and resource management mechanics. It’s a Euro through and through in this regard and one that is constructed with an uncanny balance and eye for that fiddly complexity and high level strategy Euro gamers love. It evokes a lot of thought and multiple plays reveal the many levels and depths the game can rise to revealing countless possible approaches to the game. If you play the game without the military aggression and war cards, this game would be a pure Euro game experience and a very good one.

The linear civilization advancement line of Through The Ages is a simple yet ingenious way to capture the feel of the passage of time.
The linear civilization advancement line of Through The Ages is a simple yet ingenious way to capture the feel of the passage of time.

At its core the game is about drafting technology cards that represent the various types of advances that can be constructed like buildings, wonders, leaders of the world, military units etc. The card line is constantly moving however and the closer to falling off the line the cards get the cheaper they are to pick up. Civil actions, one of the resources in the game are what drive your civilization. This limited supply replenishes every round but because it’s so limited every decision you make is a tough one. What technology you pick up will in turn determine what sorts of advantages you will be able to construct with your resources through the course of the game and in fact can very much define your advantages and disadvantages in later stages.

The sequence is fairly simple. You might pick up an Iron Mine technology, that will allow you to build Iron Mines which of course will give you more resources to build with later. Simple concept except that in order to build Iron Mines you need population, which in turn requires food to build, so you might need to build some farms first. You need science to put the Iron mine into play to begin with and ultimately you will need to keep your people happy enough so that as you deploy your population to work you can bare the costs of doing so you also need religious temples to keep your people happy. Everything is sort of interconnected this way and it’s all about ceasing opportunities and building a civilization that is self-sustaining one step at a time. Misstep and you might find that you have lots of resources to build with but not enough people to build them with for example. It’s challenging and fun to create your engine and it really captures the essence of civilization building games.

In typical Vladi fashion however the entire game is turned on its heels with the military and politic mechanics which create almost a mean spirited competition of the likes I haven’t seen since games like Diplomacy. It’s ruthlessly brutal where players can really stick it to each other, often kicking your face in the dirt when you’re already a bloody mess. It’s so mean in fact that there is a rule for resigning from the game when you have had enough.

The political phase is where most of the games nastiness comes from. From event cards that reward the strongest player and hurt the weakest, to direct aggression and war cards, there is plenty of opportunity to screw over your competition. But be careful, many event cards can back fire and end up causing more harm then good.
The political phase is where most of the games nastiness comes from. From event cards that reward the strongest player and hurt the weakest, to direct aggression and war cards, there is plenty of opportunity to screw over your competition. But be careful, many event cards can back fire and end up causing more harm then good.

At its core however the entire military and political mechanic is built on a sort of delay and in lays its genius. Whatever wars and attacks are going to take place, they will do so several turns in the future as the event deck is built with a 4 event delay. Meaning that if you put down a nasty event that will help you because you are the strongest civilization, that card won’t actually come into play until later in the game. This gives everyone an opportunity to react to the current status of the game and effectively build up to potentially reap the benefits of cards someone else played.

Military power is as important if not more important than other developments however it produces very little on its own so building up a big one comes at the cost of other developments. It’s a real back and forth balance and so you have to decide whether you are going to let your military fall behind to build other more productive developments or if you are going to keep up so you don’t get smashed when those nasty event and war cards come.

Players are also able to make pacts and alliances with each other, again via event cards. These cards allow weaker players an opportunity to cut deals with stronger players that will encourage them to leave them alone. This works to the benefit of the stronger players in the short term but in the long run players who aren’t focused on military build powerful economies that can be really difficult to dismantle later even with an overwhelming military. The balance here is uncanny and the decisions are tough all leading me to one conclusion. This game is awesome!

There is this amazing risk vs. reward system with a constant stream of hard decisions that keeps you engaged whether it’s your turn or not. It’s as important to you what other players are doing as what you are doing so even though there can be some fairly sizable downtime in the game, the downtime is really an opportunity to re-asses, plan and of course think about your response to each other players actions.

On the flip side though the downtimes can be quite long and while assessment and observation are a part of the game, Through The Age’s fun factor really suffers as you wait for your turn. In particular if players are being indecisive, this is definitely a game that can cause some analysis paralysis. The wait times increase over time as Civilizations become more complicated to manage and events are being triggered almost every round. In a four player game you might end up waiting as much as 10 minutes for your turn to come up by the final rounds of the game which can be quite excruciating after 4+ hour game.

You can play a game of Nations with 5 players in the same time it would take to play a 2 player game of Through The Ages. 3 and 4 player games of Through The Ages can easily exceed 5+ hours in particular with new players.
You can play a game of Nations with 5 players in the same time it would take to play a 2 player game of Through The Ages. 3 and 4 player games of Through The Ages can easily exceed 5+ hours in particular with new players.

The fact that the game is quite competitive and outright mean at times can result in players falling hopelessly behind. This is compounded by the fact that the game can stretch into the 5 hour mark with 4 players quite easily. It’s one thing to be getting your ass handed to you in a 20 minute card game, it’s another to be abused in a 5 hour game and in Through The Ages its often beneficial to attack the weakest opponent. Now experienced players are not going to have this problem, play the game a couple of times and you will know the consequences all too well of not keeping up militarily. This makes the game that much tougher on new players who are not only having to learn the ins and outs of the complex rules, but getting abused for failing to grasp concepts like military power quickly. This might explain why there is a “low aggression” option for the game and a shorter game variant where you only play to the second age. Both good for introducing new players and highly recommended.

Through the Ages has fantastic mechanics and gameplay that merges well with its theme, it’s truly a unique experience but it’s one that takes some effort to get into. It’s a demanding game with considerable rules complexity, tough and unforgiving systems and fairly mean spirited “take it” type mechanics. To me, its music to my ears, but objectively I can understand how this might not appeal to everyone.

Replay ability and Longevity

Verdict: christmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Plenty of strategies to explore for repeated plays, it has already proven itself to have long term legs.

Cons: While the Euro puzzle is difficult to unravel, if you study the game you will eventually unravel its mysteries creating repetitive strategies that can dissipate the dynamics of the game hurting replay ability.

Through the Ages has sufficient strategic routes to keep you entertained endlessly and so its replay ability is very good which might explain its high ranking for so long on BoardGameGeek.com. There is however a sort of general sequence to the game, every card in Age I, II and III will eventually come up so there is definitely a sort of pre-planned strategy possible which can result in players unraveling the mechanical puzzle and creating repetitive strategies that work. This is the drawback of most Euro games. There is some randomness to the order in which cards come out and this definitely mixes things up, but patient players can definitely build long term strategies from round one and with minor adjustments be very successful at executing them in every game.

That said, the game is so long and so complex that its not going to be something you play at every session, it’s just too demanding. This game is longevity and really at the heart of replay ability isn’t so much that it’s something you want to play 5 times a week, but something you still want to play 10 years from now and Through The Ages definitely has that long shelf life appeal.

Replay ability is not the same thing as longevity. Through The Ages is a timeless classic for good reason, there is some serious legs for what is effectively a resource management and card drafting game.
Replay ability is not the same thing as longevity. Through The Ages is a timeless classic for good reason, there is some serious legs for what is effectively a resource management and card drafting game.

I do believe Nations is a much more dynamic game because the reliability of what cards come up for purchase of developing your Civilization is not only randomized every game in what order they come up but what actual cards will be available. In Nations you will see 20% of the possible cards each age come up so effectively every game is going to be vastly different, this is not the case in Through The Ages. I don’t consider this a major drawback, but in terms of replay ability there is definitely a puzzle that can be solved here and I can see this game growing repetitive and tiresome if you play it too often. It’s got dynamic character and longevity, but it’s going to need to rest and collect dust periodically. It’s too heavy, complex and long to be played often.

Conclusion

Through the Ages is a fantastic game, but its deep, complex and long so it’s definitely a game with a very particular audience in mind. This is not a casual game and will likely only appeal to experienced gamers who can appreciate its depth and don’t mind overcoming a steep learning curve both in learning how to play and learning how to play well.

That said this is a true gem in the rough, most Civilization board game implementations really do kind suck. Through the Ages and its little brother Nations handle things in a more abstract way, but actually capture the civilization genre better thematically and mechanically then more literal interpretations like the Eagle and Fantasy Flight Games versions.

I recommend it with the disclosure that you really need to enjoy heavy games like this. If you are looking for a more casual civilization building game I recommend Nations instead which is far more approachable to the casual gamer.

In the end however this game appeals to my gamer sensibilities, its deep, complex and extremely competitive, all the things I want a great civilization building game to be.

5 Overly Complex Games That Might Be Awesome If you actually had the will to play them

Whooa, that is a mouthful! As gamers I imagine most of us day dream about some way for us to put our life on the sidelines and get involved in some of those full bodied hobby games that take up extraordinary amounts of time, money and effort to play. Those ultra-complex games that are out there that look amazing, but are largely inaccessible thanks to the hustle of our everyday lives. I suspect most people have a game or two that definitely falls into this magnetic allure so Today I’m going to identify 5 games that qualify in my opinion with some tips and ways you might actually be able to get involved with minimal or at least less effort than what it appears to be.

Advanced Squad Leader

For many gamers war is a very common and favored theme in board games. In fact, I would estimate that at least 80% of all my gaming is dedicated to some form of war game. While I’m personally not that a huge of a realist, historical buff or simulationist gamer, some of my favorite games actually kind of qualify. Tide of Irons for example is a tactical world war II game which has graced my shelf for several years and is one I would not object to being buried with it. I love it and it definitely scratches that itch, but Advanced Commander by all accounts is really the meca of world war II tactical war games.

Advanced Squad Leader is really kind of the ultimate in complex war games in general thanks to countless modules and expansions, but like all of the games on this list it’s really almost overwhelmingly complex and demands a pretty serious commitment to learn to play let alone actually play. Even the smallest most basic scenario will have you reading over a hundred pages of rules and will take 4+ hours to resolve. So why would anyone be attracted to it?

Not really designed with table presence in mind, but it does have that general standing over a map feel to it.
Not really designed with table presence in mind, but it does have that general standing over a map feel to it.

The truth is that most war games heavily abstract combat for streamlining sake immediately drawing it out of the realm of realism, but for me personally sometimes I really want that full experience out of a game. That gritty reality only a complex war game can offer. This is probably why for more complex games I look to my PC as much of what is complex about games like ASL (remembering rules, the math) is done for you. I have never played Advanced Squad Leader but I do feel the allure of it and it’s something that has been on my must try list for years.

Fortunately the Advanced Squad Leader fan base has put forth some effort to creating some initial baby steps and shallow waters for new players. Several levels of Advanced Squad Leader basic kits have been released since 2004 as well as the creation of some pretty comprehensive youtube tutorials that really walk you through the absolute basic need to know information. Enough so that the game almost reaches that approachable spectrum. More importantly unlike many games on this list, its actually very cheap to try so all you really need to do is convince a friend to join you and you really have a shot at getting a game off the ground.

I don’t know if my schedule and patience will ever allow me to try this game, but I can definitely understand its popularity. There is a tremendous amount of depth and realism in this game allowing history buffs to really play out those scary moments in time from the comforts of their favorite chair. I totally get it.

Warhammer

Large table top games like Warhammer Fantasy and Warhammer 40k is not that far from reality for me. I actually dove into it several years ago and its every bit as epic as it looks. The trouble with Warhammer like many miniature hobbies is that aside from simply playing the game it requires that you spend hundreds of hours carefully gluing and painting your army and terrain. It’s really a two part hobby that is not only incredibly time consuming and expensive but fairly complex and difficult to be successful at.

This actually brings me to one conclusion about these sort of epic style hobby games which is that sometimes the allure of them is far stronger than the actual impact. In the end, after playing Warhammer for a couple of years I saw the countless flaws in the game system, tired of the endless stream of “pre-game work” and the insane amounts of money that you have to invest in the game. After a thousand hours of invested time and as many dollars I doubt I played more than a grand total of 15-20 games over the course of two years. Was it worth it?

if the mechanics of the game had the same quality as the view from the table, this would easily be the best game ever made.
if the mechanics of the game had the same quality as the view from the table, this would easily be the best game ever made.

Hunched over a massive table of miniatures painted in painstaking detail after having spent months reading, planning and thinking about a single event was really kind of as epic and monster sized of an event as it sounds. I don’t regret the money or time invested in the short lived hobby, it was really fun while it lasted but it was just impossible to maintain. No regrets, I wouldn’t object to repeating it but in a way it’s probably part of the reason why alternatives pre-painted miniature games like X-Wing and Armada sort of appeal to me more. You still have to spend the money, but after that it’s just to play the game which in a sense is actually the best part of the hobby for me.

If you have never tried it however, I urge you to because it really is, despite all the work and money a lot of fun, even if it does not last forever. Unfortunatly there really are very few shortcuts to take here, ultimately the best way to approach the game is to find people who are already playing it. Thanks to a pretty healthy 3rd party market the cost of getting involved has dropped considerably and in the end selling off your collection is not going to be that difficult either when you’re done with it.

Twilight Imperium

Another Big Bad Ass game that I have actually played a ton in the past that certainly deserves to be on this list. I have met and talked to many gamers who look at this intimidating beast and imagine themselves hunched over the table as a master of a galactic race, drawn to it like a moth to a flame but off put by its sheer size and scope. All I can say is that its every bit as epic and awesome as you probably imagine it to be but the good news is that while it’s an incredibly long game considering the rest of this list, this game actually has some pretty streamlined and comprehensive rules, it really isn’t that hard to grasp. It’s a complex board game, but within the realm of normal gaming, it’s a lot less of a stretch I think. It’s probably the most approachable game on the list and quite possibly the best.

Small tables need not apply, I shit you not this is a small game of Twilight Imperium.
Small tables need not apply, I shit you not this is a small game of Twilight Imperium.

Twilight Imperium definitely is an investment though and the hard part is that it requires an investment of time not just from you or one other opponent but actually a whole group of at least 4 players but preferably 6. That can be the most difficult part for a lot of people myself included, its actually one of the reasons on the I wish I had more time for it list. I would imagine this alone excludes a lot of gamers from ever getting the opportunity to try it.

We probably will never see another game like Twilight Imperium designed either, it’s really a product of an era of gaming that has come and gone. In fact it might actually be considered the spiritual last member of the Big Box Epic board games that evolved from classics like Axis & Allies, Shogun and Fortress America. Games like Twilight Imperium are really not made anymore, these days mechanics are focused on being streamlined, simpler and faster.

I could be wrong, perhaps someday we will see a resurgence of this sort of design but for what it’s worth, in my humble opinion no gamer should ever miss an opportunity to try this game at least once. I would suggest doing it as soon as possible to because I suspect once this game goes out of print, it will be out of print for a very long time, perhaps forever.

18XX Game Series

This is one on this list that really attracts me that I’m yet to try, a complex game of building railroads and manipulating stock markets in the age of steam. The 18XX games is actually a series, though the foundation rules are all the same. It is in effect a Railroad Tycoon style game where you are competing against other players as a Railway Baron in a fairly simulationist economy which is every bit as cut throat and mean spirited as it is complex and I imagine actually was in the 1800’s.

She's an ugly pig, but there is some serious depth here.
She’s an ugly pig, but there is some serious depth here.

I love Railroad Games and Railroad themed games but truth be told everyone that I have ever tried was just too simple for me. Railways of the World (eagle games Railroad Tycoon) was a fun game and it certainly had the theme of railroad building but it lacked that umf as a complex game which I think kind of fits this genre. Games like Russian Railroads are complex, but not in the simultationist way rather more in the Euro puzzle style being barely recognizable as an actual game about railroads. This is one that I’m itching to try, the issue is that the Railroad Baron theme is kind of a love it or hate it one and I fear that my group might not take to it in particular since it’s a very deep, complex, long and unforgiving game.

The good news is that the 18xx’s games received what is referred to as an XL version, you can think of it as 18xx game for newbies which cuts down the rules weight for easier learning. This may just be my ticket to trying it in the near future.

It’s on the list for me though, one day this is going on the table!

Heroscape

Ok so this one might not actually belong on this list in its entirety. It’s actually a very simple game, really the hardest thing about it is

Going bat shit crazy is not a requirement, but I can see myself spending hours building terrain like this if life were a bit more cooperative.
Going bat shit crazy is not a requirement, but I can see myself spending hours building terrain like this if life were a bit more cooperative.

that its insanely difficult to get a hold of, takes up a shit ton of room and has probably one of the longest set up and take down times of any game in the existence of the human race. You are going to spend at least an hour or more setting it up and just as long taking it down unless you just do the rage quit arm sweep into a bin at the end to be dealt with at another time.

 

That said Heroscape is probably one of the most fun looking games I have ever seen and I have always wanted to try it. Its concept is kind of cool as well as there are over a thousand different units in this war game. Players construct a team from soldiers from all genres, histories and imaginations ever created and fight it out in a massive landscape constructed out of hexagon legos that traverses time and space. Its as much a game of war as it is of creativity and silliness from what I have gathered but in the end I just love the way it looks.

Unfortunately Heroscape is both out of print and what is available on the 3rd party markets is really expensive, in particular terrain which you need a lot of. There are a lot of drawbacks to this one, but in a perfect world this game will see a re-print at some point in the future, something I believe is inevitable if you consider how well the 3rd party moves for this game.