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Main Catalogue |  Board Games & Card Games |  JKLM Games |  Phoenicia

Phoenicia

Phoenicia


Price: £39.99

 

Board Game; 2-5 Players; Ages 12+ by JKLM Empires rise and fall. In the buffer areas and crossroads between civilizations, however, a clever ruler can sometimes adopt new ideas, establish trade, and found a city state -- such as the great Phoenician cities of Tyre and Sidon -- that will outlast many neighboring empires. Phoenicia about building an empire worthy of an entry into the annuals of time. you have to build up your economy and increase your population whilst holding all others at bay, you will be challenged your neighbouring countries to the next technology advancement which will help you to feed your population. ++++++++++++ Counter review ++++++++++++ 2-5 players, 60 minutes designed by Tom Lehmann reviewed by Stuart Dagger I can\'t remember whether it was Treebeard or Bernard Cribbins who first observed that you never get nowhere if you\'re too hasty, but it\'s certainly the case that a not uncommon criticism of games is that they could have been so much better had the designer taken more time over the development and not been in such a hurry to publish. It\'s not a charge that could be made against this one, which has a rulebook carrying the message ``Tom Lehmann ©1998-2007\'\'. The story goes back to the early 1990s and an American company that produced games under the twin logos of TimJim and Prism. I was never privy to the inside story of how the company came together, but there were two designers, James Hlavaty and Tom Lehmann, and my guess was that each had his own mini-company which was part of the whole. One of their earliest games was a Hlavaty design called Outpost. Published in 1991 this was described as a ``game of economic conflict in the 22nd century\'\'. Players were commanders of some deep space colony and were charged with the task of building up an economy. Resources and technologies were imported from Earth and bid for by the players. These were then used to build multi-layer economic engines. It was a long and fairly complicated game, but we were tougher in those days and enough people liked the multiple strategic routes the game offered for it to acquire a cult following. In 2004 Outpost\'s mechanisms (properly credited) were used by Jens Drögemuller to create Das Zepter von Zavandor, a game which replaced the science fiction with fantasy and halved the playing time. What we have in Phoenicia is another attempt at a simpler and shorter Outpost-style game, this time by the other half of the TimJim/Prism duo. It is less indebted than was Drögemuller\'s game to the original for its mechanisms, but the general idea is the same: players have to build an economic model; they have a variety of routes they can follow; and they acquire what they need by bidding against other players for limited resources and technologies. The setting this time is the Eastern Mediterranean of 3000 years ago. Each player begins with a set of four ``mini-boards\'\' representing the economic areas of farming, hunting, storage and workers. This is a pre-money economy and so the storage area is where you keep the goods that are your wealth. In game terms this placing of the game in the time before coinage is important, because limited storage space puts a cap on the amount of wealth you can carry over from one turn to another and that limits your ability to ``save up\'\'. There is a ``granary\'\' development that you can try to acquire later and this will increase your storage capacity, but at the start you are constrained to two production cards and three production discs. This is where the game cheats a little for a pre-money game, as there is an exchange rate of 4 discs to the card. The cards themselves come from a face-down deck and are worth between 4 and 6 discs each - a piece of variability that keeps your precise wealth concealed from your rivals. The worker board is the so-called ``training ground\'\' and is where you keep your unassigned work force. It has two sections - untrained and trained. You have to pay to train your workers and then pay again to assign them to a particular area such as hunting or farming. This second payment, which represents the purchase of the tools they will need, varies with the area. Buying a bow and arrow costs less than buying a set of farm tools. A distinctive feature of the game is that, apart from your initial allocation of three (one hunter, one farmer and one spare), workers can only be got by buying certain development cards. This puts them in short supply. In a game such as Outpost, where you are attempting

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Main Catalogue |  Board Games & Card Games |  JKLM Games |  Phoenicia


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