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Board Games & Card Games
| Pro Ludo
Tempus *new cover art/lower price*
Price: £29.99
Currently unavailable.
Board Game; 3-5 Players by PS-Games/Pro Ludo At the dawn of time, stone age civilizations are scattered across the land, each one struggling for survival. However, the spark of civilization has been ignited and cannot be extinguished. Ideas and inventions are spreading like wildfire across the continent and your people are taking their first steps towards building a modern society. Lead your civilization through conflicts as they strive to master world-altering advancements such as writing, road building, seafaring and more, always working towards the final goal of flight. In Tempus, every decision is challenging, as your culture clashes with your opponents’ while time marches inexorably on. Building cities, expanding population and wars with other empires are ever-present challenges. Each era of history presents you with new innovations, which beg to be mastered. Success in Tempus is defined by the player who can build the greatest civilization. If your civilization also manages to conquer the skies you will likely dominate the world, and win the game. Players create the island of Tempus by placing the map tiles on the sea hexes. Each player starts with a small civilization made up of 3 Tokens, and tries to expand their presence on the island as they move forward through time from one era to the next. Each era is broken into a number of action rounds in which a player can choose to move, have babies, have an idea, build a city, or have a fight. How effective each action is depends upon the era, with the actions in later eras being more powerful. At the end of each era, Progress Points are calculated, determining which civilization makes the leap to the new era. Progress Points are awarded to players with tokens in the terrain type corresponding to the terrain of the New Era. Those players who did not advance in this era will automatically advance at the end of the next era. ++++++++++++++++++++ Counter Magazine review ++++++++++++++++++++ 3-5 players, 2 hours designed by Martin Wallace reviewed by Greg Schloesser Perhaps the most anticipated - and delayed - game in the past several years is Martin Wallace\'s Tempus. Gamers are still searching for the holy grail of civilization games: a ``civ\'\' game that can be played in two hours or so. Tempus may well be that game. It is the dawn of civilization, and man is slowly beginning to expand across the countryside and develop new advances and technologies. Players must balance the need to increase population with the necessity of constructing cities and conquering new territory. The tribe that builds the most cities and occupies the appropriate terrain gains valuable advances, but such advantages are temporary. Victory ultimately goes to the tribe that has dominance in cities and territories. The game is played on an island formed by up to twelve map tiles, each depicting seven hexes of different terrain. The land mass is surrounded by water, and there will likely be several smaller internal lakes. Players begin with three tribes on the island, with the challenge being to expand from there. Ten rounds of progress ensue, culminating in the development of flight. The player leading the most advanced civilization in terms of cities and terrain rises to dominance. An important concern in the game is progressing on the Era Display. A player\'s position on the display determines numerous factors, including how many babies a player may birth, how many tribes a player may move - and how far, nautical capabilities, stacking limits and more. A player further advanced will have greater capabilities and abilities, but only temporarily. In what I call the ``rubber band\'\' effect, players automatically catch the leader on the Era Display on the following turn. This does help mitigate a runaway leader problem, and keeps the game competitive throughout the ten rounds. Each turn, players receive a number of action tiles based on their position on the Era Display. Players will allocate these tiles amongst various possible actions: Move People. Early in the game, players may only move one tribe one adjacent space. As a player progresses, however, he may move more tribes a greater distance. The idea is to maneuver tribes to grab valuable territory in which to build cities, procreate, and to restrict the expansion of opposing tribes. While tribes can move across lakes, moving by sea cannot occur until a player achieves nautical capabilities, which doesn\'t occur until turn 7. When this development is reached, situations can change rapidly. Have Babies. The future of one\'s tribe depends upon its ability to procreate. For some inexplicable reason, babies may only be born in grasslands, with a limit of one per hex. Expanding to capture these valuable locations is essential.
Have a Fight. With every tribe seeking to expand, conflict is inevitable. Conflict is relatively simple, and heavily favors the attacker. Cards (weapons, fortifications and matching terrain) may be played to increase one\'s combat value, and if a city is attacked, the defender chooses the terrain in which the conflict occurs. If the defender loses, all of his tokens are removed. The attacker is treated more gently, with only one token being lost if defeated. While conflict may be advantageous, it is best done sparingly. The cost can be prohibitive, and a valuable action can be wasted. Have an Idea. The player chooses one or more cards, depending upon his position on the Era Display. Cards come in nine different varieties, each conveying a special power or privilege. Cards may be used for their special power, in combat, or in an attempt to progress on the Era Display. There is a hand limit that must be obeyed, but this increases as the game progresses. Cards can be quite powerful, and often can sway the tide of a battle, or give a player the boost needed to progress on the Era Display. Build a City. Cities are vital, in that they contribute victory points and help in one\'s quest to progress on the Era Display. Players can expend 2, 3 or 4 tokens assembled in a hex to construct a city of the corresponding value. The value of a city is also its defense value and the number of victory points it grants. Further, each city on the board contributes one point in determining who will progress. An important restriction is that cities cannot be constructed adjacent to each other, so players must carefully plan their expansion and conquest to insure they have adequate space in which to construct their cities. Players alternate taking their actions, with the order of play rotating each turn. Once all actions are complete, an analysis is held to determine who advances on the Era Display. First, however, all players automatically advance one era to catch the leader. Progression points are earned for each city a player has constructed, as well as each hex occupied whose terrain matches the requirement of the upcoming era. Players may supplement their score by playing cards that match that terrain. The player with the most points advances. Advancing on the display does give the player a temporary advantage, which may be significant. Since this advantage is short-lived, the fortunate player is best advised to exploit his advantage as much as possible. Ultimately, the game ends when one or more players achieve flight, the tenth and final advance. Players then tally points to determine the winner. Points are earned for cities (based on their value) and each non-mountain hex occupied. A 3-point bonus is added if the player has achieved flight. The player with the most points achieves dominance and wins the game. Martin Wallace has done a nice job of forcing players to make tough choices as to the actions they desire to perform. The number of actions a player may execute is initially severely limited, but even when they are more abundant, one always wants to do more than is allowed. Choosing which actions to perform and at what time during one\'s turn are critical choices, and these choices can and usually do change based on the actions of one\'s opponents. A player is often forced to alter his priorities in response to changing situations. Expansion is paramount, and players must constantly position themselves to grab new territory. Positioning, though, is vital, as it is easy to find oneself unable to expand into desirable territory, or have space to construct cities or birth babies. Further, players must also be mindful of the type of terrain necessary to help progress, as the advantages offered to players for progressing are significant. As such, players must carefully manage numerous important factors, and proportion their actions wisely. Tempus plays to completion in 2 hours or so, with a bit more time required when playing with a full complement of five players. That is an admirable achievement for a civilization-building game. Note, however, that a lot has been streamlined or completely eliminated when comparing the game to the benchmark, Francis Tresham\'s Civilization. There is no trading phase and no calamities, and the advancement process is vastly condensed. Still, the game performs admirably, and can be played to completion without having to pause for several meals. That is a significant accomplishment!
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