Ancient

Monuments: Wonders of Antiquity

A game of building monuments and historical sources, reporting on these monuments.

In order to win the game, you not only have to build the monuments, you have to make sure that history will know them - and your fellow gamers will co-decide about it! And there are copyists, who will dispute the glory you've earned for your monuments...

The game shows monument cards with 12 types of ancient monuments like the Pyramids or the Colosseum (9 per type). The game is played in turns and usually you take a "monument turn," consisting of 3 actions allowing you to collect cards, to build monuments, and to expand your existing monuments. For example, it takes you one action per card to draw it either from the draw pile or the 3 faceup cards near it.

If you have some cards showing the same monument, you can use another action to erect this monument in your display. In case you are the first one to build this type of monument, you only need two cards - the second player building this same type of monument must have at least 3 cards. And no third player is allowed to build the same monument! Thus, playing your cards early makes it easier for you to erect the monument. But it saves you actions to collect some cards before displaying it, because regardless of the number of cards used, erecting one monument only counts as one single action.

Your monuments will receive their eternal fame only, if they are part of history. Each player has 2 (in a 3 player game: 3) historian tokens. In a historian turn, you have no monument action, but only write a history about all of your OPPONENTS' monuments (not your own ones!). Monuments get famous, and the owners receive victory points at the end of the game - the more often your monuments are in such histories, the more points you get. However, only interesting monuments of at least two cards are considered for a history, and by writing a history, the historian takes one card away (removes it from the game)! Thus the monument could be cut down to only one card during the game and will be not interesting to later historians any more. Why should I write a history and make the monuments of my opponents more worthy? If you do not use all of your historian tokens, you will be punished with 12 negative points at the end of the game! And you get additional victory points in the case that you write histories with a lot of monuments mentioned in it.

You should make your monuments interesting to historians again. During a monument turn, you may use one action (regardless of the number of cards played at the same time) to add cards to a monument that you have already erected.

In MONUMENTS, timing is important, and you have to decide what the best move to do now is: Should I wait for another Petra card, or shall I display the Petra Monument this turn? Is it advisable to make a historian turn now or is it better to choose a monument turn and draw the faceup cards, which I really need - taking the risk that I cannot write a history next turn and wind up getting negative points!

Finally, you have to consider that you are not sure about the victory points for your monuments. The points are related to the monument during the game, and if the Akropolis monument is worth 12 Points for example, you will only get 4 points if another player manages to erect an Akropolis monument that is greater than yours. This damn copyist will not only receive all your bad wishes, but 8 of the 12 Akropolis Victory Points - even in the case that his monument was not part of any history. Somehow you will feel that all the glory should be given to you alone!

Moai

Easter Island is a tiny triangular speck of land at the eastern edge of Polynesia in the middle of the Pacific Ocean. The island has fascinated travelers, mystics, and scientists for years as people have wondered how such a small, isolated area could have been home to a society that created the world's most spectacular outdoor museum. In the 1940s, Norwegian archeologist Thor Heyerdahl sailed the reed boat Kon-Tiki from South America to Easter Island to show that the technology available made it possible for Polynesia to be settled from the Americas. In the 1970s, Erich Van Daniken popularized the idea that the world was visited by ancient astronauts and the beautiful and enormous stone statutes, the Moai, of Easter Island were used as some of his "evidence."

Today, scientists around the world generally agree that Easter Island was settled from other Polynesian islands to its west, and the extreme culture that produced hundreds of stone Moai is related to other cultures in the region. The history of the island is a history of constraint, and the carving of the Moai, the rapid deforestation of the island, and the limited food sources available all worked together to build an extreme culture that became the victim of its own consumption. In this way, Easter Island today represents more than just a wonderful place to travel, but also is a reminder of the greater resource limits of our entire planet. As populations continue to grow and we put further strains on sources of fuel and food, are we heading toward the same fate that this small island suffered hundreds of years ago? The island today is owned by Chile, and the small population thrives with a few weekly flights to mainland South America and the occasional cargo ship visit.

Moai is a game that closely follows the developments and excesses of the island until the arrival of Dutch Admiral Jacob Roggeveen, the first European to discover the island and name it for the day of his discovery. Combining many of the historical features of the island's culture in an exciting and well-playing strategic game, players can have fun reliving the dramatic history of this exciting little island.

Olympos

Philippe Keyaerts scored gold with Small World, a new version of his Vinci that was released by Days of Wonder in 2009 to great acclaim and numerous awards. With Olympos, coming from French publisher Ystari Games, Keyaerts has another go at the simplified civilization game. The playing time for Olympos is only 60-90 minutes for 3-5 players, but says Ystari's Cyril Demaegd, "Even if it's a short game, it's a gamer's game."

Players take actions based on their position on a time track, along the lines of Peter Prinz' Thebes. (Says Demaegd, "This is mainly a coincidence because Philippe designed this game years ago.") By spending time, players take actions, with the choices being expansion or development. Expanding brings new settlers onto the game board, which depicts Greece and Atlantis, which lets you conquer territories and thereby acquire resources.

Development takes place on the game's discovery board, with players either buying new scientific discoveries – such as medicine or phalanxes – or building architectural wonders. Each discovery brings you new powers, such as an upgrade in military strength due to the phalanx, and each wonder earns you points.

A player's piety is measured by discoveries, and the most pious player might be rewarded during the game by one of the nine gods included. Similarly, the less pious players might be punished by those same gods.

The replayability of Olympos is huge, says Demaegd, as the discovery board and gods in play will be different each game, not to mention the territories you're able to conquer.

Indus

From the Queen Games and the Gamefest Homepage:

In the valley of the Indus, traces of the ancient Harappa culture are to be found. Two to four expedition teams are ready to try to secure the most promising sites in the digging field. Each square on the game board contains valuable finds. Each team would of course like to occupy the best sites, and then dig away in peace and quiet. Players use their archaeologists and assistants, while the workers ensure that the digs are supported. The game is different each time, since the board consists of 7 large and 7 small board segments that are combined differently each time, leading to different dig configurations.

China

China is an abstracted game of political influence in China. Players use cards to place pieces (Houses or Emissaries) into the nine regions on the board. When all house spaces in a region are filled (or at the end of the game), players score for majorities of houses in that region. At game end, players then score for having majorities of emissaries in two adjacent regions. Players also score for having four or more houses in an uninterrupted sequence along one of the roads on the board.

This fascinating game of domination combines multiple tactical possibilities with simple-to-learn rules and a short playing time!

Even today in China, the unmistakable evidence of a fascinating story is everywhere. Hundreds of years ago, the country teetered on the brink of a change in power. Regional rulers fought continuously with each other with only one goal in mind: to become the new Emperor. They erected imposing houses and sent their emissaries to the regional courts.

China is based on the award-winning game Web of Power by master game designer Michael Schacht. China differs from Web of Power in that there is no "half-time" scoring of regions as there is in the earlier game; there are four face-up cards to draw from instead of just two; and all adjacent regions have Emissary scoring opportunities, whereas in Web of Power, some adjacent regions did not.
A special variant with fortifications is included.

Aside from these differences, the two games are essentially the same.

Online Play

http://www.boardgames-online.net (turn-based)

implemented bonus maps: Web of Power, Hellenia, Skandinavia, America, AD 850, Life on Mars, Big in Japan

Re-implements:

Web of Power

Expanded by:

China - Das Duell (Two-player variant)
China Erweiterung
China: Grenzstreitigkeiten
China Einflusskarten
China: The Embassies