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Clash of Cultures

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Clash of Cultures

Clash of Cultures

Transform a meager settlement into a mighty empire whose culture will be your greatest achievement! To accomplish this, you will have to invent new technologies, build grand cities, and spread the influence of your culture 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.

Will you be the leader of this great culture?

 

From Christian Marcussen, the creator of Merchants and Marauders, comes Clash of Cultures, a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia. Advances The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible and "realistic." Additionally you have a great overview of what advances other cultures have - no need to ask - just look. Modular Board Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider. Playing Time The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will. City management Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port, fort, temple and academy - all with different benefits! Additionally cities can be "angry," "neutral" and "happy." Everything integrated in an intuitive and elegant fashion. Multiple paths to victory Earn points through: Founding cities and increasing their sizes Advances Objectives - Wonders Events 

14 years + 

2-4 players

180-240 minutes

Z4

$26.55

Original: $75.86

-65%
Clash of Cultures

$75.86

$26.55

Product Information

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Description

Transform a meager settlement into a mighty empire whose culture will be your greatest achievement! To accomplish this, you will have to invent new technologies, build grand cities, and spread the influence of your culture 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.

Will you be the leader of this great culture?

 

From Christian Marcussen, the creator of Merchants and Marauders, comes Clash of Cultures, a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia. Advances The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible and "realistic." Additionally you have a great overview of what advances other cultures have - no need to ask - just look. Modular Board Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider. Playing Time The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will. City management Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port, fort, temple and academy - all with different benefits! Additionally cities can be "angry," "neutral" and "happy." Everything integrated in an intuitive and elegant fashion. Multiple paths to victory Earn points through: Founding cities and increasing their sizes Advances Objectives - Wonders Events 

14 years + 

2-4 players

180-240 minutes

Z4

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