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Clash of Cultures Board Game


RRP: £64.99
Price: £55.94 & FREE Delivery in the UK. Details
You Save: £9.05 (14%)
Only 4 left in stock.
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  • Will you be the leader of this great culture?
  • Ancient civiliation strategy game
  • Playing Time: 180-240 mins
  • 2-4 Players
  • Ages 14 +
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Frequently Bought Together

Clash of Cultures Board Game + Merchants and Marauders Board Game
Price For Both: £99.31

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Product Information

Technical Details
Item Weight2.4 Kg
Product Dimensions36.8 x 26.7 x 7 cm
Manufacturer recommended age:12 years and up
Item model numberZMG 71000
Number of Game Players2-4
Number of Puzzle Pieces1
Batteries Required?No
Batteries Included?No
  
Additional Information
ASINB00AMKOXYM
Best Sellers Rank 14,375 in Toys & Games (See top 100)
Shipping Weight2.4 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available20 Jan. 2013
  
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Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months

Product Description

Product Description

Transform a meager settlement into a mighty empire whose culture will be your greatest acheivement. To accomplish this you will have to invent new technologies, build grand cities and spread the influence of your cultures across your enemies' borders. You will need to explore the lands and seas with your settlers and ships and conquer foreign cities and barbarian settlements. With 12 advance categories including various government types, a modular game board, superb city pieces and more. Clash of Cultures offers a myriad of experiences to accomplish your ultimate goal: be the one ruling culture, the one that will be remembered and admired for thousands of years.

Box Contains

20 x regions tiles
8 x dice
4 x player boards
4 x player aids
turn track
119 x cards
7 x wonder pieces
192 x wooden cubes
over 120 x tokens
over 250 x minatures
1 x rulebook

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Most Helpful Customer Reviews

1 of 1 people found the following review helpful By Regulus43 on 8 Sept. 2013
Verified Purchase
The best men on a map game Ive ever played, and Ive played plenty. Beautiful rule set, and immense replayablity. I can sell all my other civ builders now (Except TTA)
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 17 reviews
12 of 12 people found the following review helpful
Everything I wanted in a Civ game 20 Feb. 2013
By J. Fike - Published on Amazon.com
Verified Purchase
It is hard to avoid comparing it to other civ games, but that is how I can differentiate this. Firstly, it is a game where you start as a fledgling civlization and increase technology and build cities, explore lands, deal with barbarians and encounter other civilizations along the way. The classic civ formula is at work here.

The reasons I love this game are:

1) The rules are simple to learn
2) The game is shorter than other games...by at least 1/2 the amount of time.
3) The most important reason of all...the way you win is to accomplish objectives. Objectives dictate how you play the game. So many civ games involve players to figure out their niche strategy and akin to chess, they play with the same opening moves over and over again and never deviate from that. If you do that in this game, you will lose. This game forces you to play different ways every time, and THAT is what keeps it refreshing instead of going stale.

Refreshing is what I love in a game, and hence my 5 star rating.
10 of 11 people found the following review helpful
Clash of Cultures - Excellent Game 12 Feb. 2013
By Philip - Published on Amazon.com
Durability:    Educational:    Fun:   
Clash of Cultures is an excellent game where players explore and develop civilizations, gaining victory points for various actions. It can be played with 2-4 players and runs 6 rounds long, 3 turns per round, and 3 actions per turn.

The map layout changes depending on the amount of players...and each tile is revealed as players explore. As the map is explored, "barbarians" could be discovered and then attack if certain events are pulled. These barbarians can affect the game greatly in the beginning of the game, but as your civilization grows, their effectiveness lessens.

Players can gain resources depending on where their cities are located and then research various technologies based on the amount of food they have. These technologies help develop the civilizations faster and also gain advantages over the other players. They also help customize the game and increases the replay value greatly.

Combat is done with dice, but its randomization is lessened by how their Combat Value is determined. A player's amount of dice is determined by the amount of army units s/he has. When rolled, the amount of hits are determined by adding the value of the dice together and dividing by five. So, while there is randomization...it still works pretty well.

The components of the game are well-made and should hold up for a long time. I use a bead case to hold all of the pieces, but they barely all fit because there are so many. As a result, it could be fairly easy to lose one, so you will want to be careful.

Overall, I really love this game. I think it is superior to the Civilization board game and I cannot wait to play it again and again.
5 of 5 people found the following review helpful
Deep, but not complex. A civ game with endless variety. 6 July 2014
By chefdevergue - Published on Amazon.com
Designed by the guy who gave us the great Merchants and Marauders, this quickly became my favorite civ building game. It has one of the best rule books I have ever read; it's easy to find nearly anything you need, and the explanations are clear and concise. The components are also outstanding, and there's a ton of stuff in the box. $60 is good price for this game; $50 is an outstanding price, considering what you get.

It plays 2-4, and each setup is so dramatically different that the strategy you might pursue for a 4-player game goes right out the window with a 2-player game. 2-players is probably my least favorite, but it's still worth trying with that number & is quite challenging in its own right.

Each player starts with a single village, a settler, and a handful of resources. Gathering resources will allow you to build more settlements and make technological & cultural advances, in turn providing you more options in your actions. However, growing technology and culture does come at a price; at points during the game, events will be triggered by passing certain levels of development, and these events generally are not pretty. Some are pretty awful, if you haven't taken the necessary precautions. On the other hand, an event, which on its surface seems bad, can be made to be quite beneficial if the player is skilled enough to make it so. The first few times I played this, everyone was so scared of the events that we timidly made improvements, trying to avoid triggering the events. Be advised, you pursue this Nervous Nellie strategy at your own peril.

While the map is big, at some point (especially in the 4-player game), your cultures will indeed clash. The game isn't called "Build Your Little Towns in Peace & Everyone Else Will Leave You Alone," so don't be surprised by the aggression of others, and prepare yourself accordingly. There will be plentiful dice rolls once the battles start, and this may turn off some Eurogamers for being too random, but there are precautions one can take to mitigate bad dice rolls. In any case, random crap happens all the time in warfare, and sometimes a well-prepared army can get its clock cleaned by a seemingly wimpy opponent. These things do happen.

But this is far more than a random dice fest of military conquest. There is also Cultural Influence, where the citizens of another culture can fall under the sway of your ideas and philosophies. You can also set up an impressive trading operation, sending your traders out to sponge off the hard work of other cultures, and also really annoy your opponents when you make piles of money off of them. On the negative side, players also have to worry about the happiness levels of their own citizens; if you make them work too hard and make unreasonable demands of them, they can get extremely angry, and this can present you with huge, crippling problems. Don't ever take the docility of your peasants and townsfolk for granted.

At some point, players will have the opportunity to adopt a style of government. Democracy, Autocracy, and Theocracy are the choices, and while they have benefits, they also come with limitations. With the style of government, the game is at its most elegant, and allows you to exploit your technological & cultural advances, if you understand how to put your actions all together. With the right tools, you can end up with as many as 3 extra actions on your turn.

The cards in your hand will also allow you bonus actions, and some extra benefits, provided that you play them at the right time. The "Action" cards can be used this way, but also can be used as combat modifiers. Meanwhile, the "Objective" cards will afford you opportunities to score points, either at the end of a round or following an in-game event. This is one of four ways to score points (the others being buildings on the board, number of technological/cultural advances, and Wonders), and towards the end of the game it is not unusual to see everyone racing to achieve objectives, so opportunities may present themselves for you to advance your own interests while totally screwing over someone else.

This is one of those games which is pretty easy to explain, easy to figure out the basic strategies, but which continues to reveal more nuance and depth every time I play it. As an example, I would mention trading. The designer mentions, almost in passing, that players can trade with each other. This means, cards, resources, happiness & culture tokens, or even promises to take certain actions on future turns. The first several times I played this, none of us saw this as being anything but counterproductive. Why would you trade with your enemies after all? But it took several plays to realize that sometimes even enemies can work together, and a whole new element of the game revealed itself to players who thought they understood this game REALLY well. Especially if you are in a 4-player game, DO NOT ignore the trading aspect of the game. And check that rule book for other useful little nuggets which might help you!

I don't imagine that I will ever get tired of this game. It is a big investment of time (with 4 players, expect the first few games to go beyond 4 hours), so not everyone will be eager to get this to the table. 4 experienced players who are not AP-prone can probably get a game done in under 3 hours. But you'll be having so much fun, you won't notice the time at all.
2 of 2 people found the following review helpful
Civilization game with a great technology system. 23 Oct. 2014
By Tony - Published on Amazon.com
Civilization games can be hard for me to get into, mostly because I'm a big fan of civilization video games. Board games, by comparison, can't match the variety and nuance of a video game and the ones that do a lot also carry with them a lot of fiddlyness and calculation that would normally be done for you in a video game. Also, civilization-builder board games are typically very long, and not everyone it up for a 3+ hour board game experience. There is something to be said for the human and tactile elements of a board game though and to that end I still try them when I can and usually enjoy myself.

All that being said I quite enjoyed this one and probably consider it my second favorite civilization board game (next to Nations which itself is a bit of a different animal). It doesn't dodge all my usual complaints with civ board games. There still isn't the greatest depth and variety and it takes about an hour per player to play. But while it is still more fiddly than most games, for a civ game it's not that bad. Sliders denote most of your resources so there aren't piles of tokens to contend with and all your technology is represented by a board with punchouts to place cubes so there is no tree of cards to wrestle with either. It is also pretty streamlined for a civ game and that makes it a lot more accessible.

Unlike most civ games, in this one each player plays a nondescript identical nation to start out. No special powers or unique units (which I would normally be sore about) but will be able to diverge throughout the game. This is done through what technology they purchase (which also directs them to different styles of play, buildings to build, etc.) as well as what objective cards (one of the biggest point makers in the game) and action cards they draw.

The game is also quite colorful and charming with good production values.
2 of 2 people found the following review helpful
Wonderful strategy game for 2-4 players 16 April 2014
By Water Guru - Published on Amazon.com
Verified Purchase
I learned of this game at a friend's monthly game gathering. Then I purchased it for home to play with my son. For those of you familiar with Civilization Revolution, this is the best board game equivalent.

The game revolves around ancient civilizations that need to explore, build communities and then specialize in things like warfare, science, religion, construction, etc. the goal of the game is to acquire victory points which come from three sources:

1. The number of skills you develop (upgrades)
2. The number of buildings in your cities
3. Accomplishing objectives (drawn from a card deck)
4. Special rewards from combat
5. Building of wonders

What makes this game pleasurable for the strategy game player is that it takes dozens and dozens of games to develop a solid understanding an depth to take advantage of the many clever strategy variations. You won't get bored with a $75 game in 5 tries. Also, the character changes dramatically with the number of players. One other plus. You can teach folks new to the game, the basic mechanics in 15 minutes.
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