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Main Catalogue |  Board Games & Card Games |  Phalanx Games |  Age of Discovery

Age of Discovery

Age of Discovery


Price: £19.99

 
Board Game; 2-4 Players; Ages 10+ by Phalanx Your king has come to offer you the opportunity to invest in the great voyages of famous explorers like Columbus and Magellan. You will need to purchase a fleet of ships, and assign them to the most successful expeditions. Of course, you will need a lot of money! To earn money, you must fulfil trade contracts. Can you balance the needs of trade with the demands of the great explorers? It is time to seek wealth and glory in the Age of Discovery! ++++++++++++++++++++ Counter magazine review ++++++++++++++++++++ Phalanx / Mayfair 2-4 players, 45-60 minutes designed by Alfred Viktor Schulz reviewed by Stuart Dagger Over the past three or four years Phalanx have gone from being a smallish presence in our type of games to one of the major publishers, but while they have attracted some star names to their list of designers, and while their games are always beautiful to look at, they have yet to acquire the reputation for reliably high quality of play that is enjoyed by Hans im Glück, Alea or Days of Wonder. With those three companies one buys with confidence; with Phalanx it is with a degree of nervousness. Good games, mediocre games and absolute stinkers are jumbled together, and so when a new title appears, most of us behave rather like the penguins who jostle each other at the edge of the ice waiting for one of the others to discover whether there is a lurking predator. It was the theme that drew me in to putting my money down for this one and, though it has provoked some controversy, it\'s not all bad. The basic idea is that you get victory points by committing ships to expeditions from the age when Europeans were discovering lands and peoples that had hitherto been out of their reach. Ships are expensive and so money has to be raised by merchant activity. So far so good, but merchant activity also requires ships, and ships that are busy earning money by trading can\'t at the same time be setting off on long voyages of discovery. It is a scenario that contains precisely the sort of conflicting claims on resources that make for a good game. There are twelve ``voyage of discovery\'\' cards - da Gama, Columbus, Drake, Magellan, and so on. Each is in one of 6 colours and displays a number which is the combined ``transport value\'\' of the ships needed to mount the expedition. These twelve cards are laid out in the centre of the table, with room below each of them for the participating ships. These total values required by the expeditions are in the range 3 to 8, and the individual ships, which come in the same six colours, have values in the range 1 to 3. The ships are cards, as are the ``trade contracts\'\'. These also are split between the six colours and, like the expeditions, display a number which is the combined transport value of the ships needed to fulfil them. Players begin with two trade contracts, 6 coins and a 2-colour flagship and on each of their turns take two actions chosen from a menu of 4: * Take 2 coins. * Take a new trade contract. * Purchase ships. * Send ships on missions. The two actions must be different, which at the beginning of the game will often seem like a spiteful act by a designer intent on ensuring that you have less money than you need! Taking a new contract is the standard routine of either selecting one of four face-up cards or taking the top card of the face-down deck. Either way the card will cost you a coin. You may only take one new contract per turn and there is a hand limit of 4, which is tight enough to make you think about what you are doing. The ship display is more complicated. There is a so-called ``purchase row\'\' of 5 cards and above this a ``filler row\'\', also of 5. Ships can only be bought from the purchase row. Gaps created by purchases are filled by moving down the card immediately above the gap, and the resultant space in the filler row is then filled from the deck. The effect is to make planning easier by telling you not only what is available, but also what is in the offing and what you need to do to get at it. When you are buying ships, you are not limited to one per turn, but since the cost of a ship is

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Main Catalogue |  Board Games & Card Games |  Phalanx Games |  Age of Discovery


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