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Main Catalogue |  Board Games & Card Games |  Pro Ludo

Tempus *new cover art/lower price*

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.

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