Az INCEPTUM: Dawn of Civilizations egy kiváló társasjáték, 2 - 4 játékos részére, az átlagos játékidő hosszabb, akár 1 - 2 óra is lehet. A társast, 12 éves kortól ajánljuk kipróbálni.
Angol:
At the dawn of a new era, humanity stands at a threshold. Across vast landscapes, small settlements begin to emerge, driven by a thirst for knowledge, a desire to flourish, and...
At the dawn of a new era, humanity stands at a threshold. Across vast landscapes, small settlements begin to emerge, driven by a thirst for knowledge, a desire to flourish, and the ambition to leave an enduring legacy. Ahead lies an Inceptum - a great undertaking through which vision and resolve will shape the course of history.
INCEPTUM: Dawn of Civilizations is a medium heavy, non combat, engine building civilization strategy game for 2 to 4 players where asymmetry, timing, and long term planning create meaningful trade offs and lasting consequences.
Each player leads a civilization from the Ancient Age into the Medieval Age, striving to reach the Dawn of Modern Civilization. Along the way, players progress through branching research paths on the Technology Board, build and upgrade buildings on a personal City Board, expand their city by gaining more Population Tokens, trade for key resources, and construct exclusive Wonders that only one civilization can ever claim.
To advance into the Medieval Age, a civilization adopts a form of government by researching Republic or Monarchy. Reaching either option requires committing to different research routes, so the path taken shapes capabilities before the choice is even made. When a government is chosen, the player also selects a government benefit, and each benefit is exclusive. Once claimed, it is no longer available to other players, even if they choose the same form of government.
At the heart of the game is Per Turn Production, or PTP. Civilizations generate resources each round based on what they have built and researched, then reinvest those gains to increase future production. Research and construction strengthen long term income rather than providing immediate payouts, rewarding sequencing, foresight, and engine growth.
The game includes a dice based Bonus Production system that creates situational opportunities without making the game luck driven. At the start of a turn, two dice select a City Board slot. If a civilization has a structure there, it gains a small bonus just for that turn. The bonuses are intentionally modest, designed to reward adaptability by occasionally challenging even well laid plans, without undermining long term strategy.
No two games begin the same. Humble Beginnings alter early resources and openings, pushing civilizations down distinct paths from the first turns. Civilizational Traits deepen that asymmetry. Scientific civilizations accelerate research. Expansionist civilizations begin with greater population. Cultural civilizations build their first Wonder more efficiently. United civilizations can form population grids that boost production through city placement.
Wonders are singular achievements and some of the highest stakes races in the game. With 14 Wonders across the two ages, each one exclusive, timing matters as much as production. Many Wonders provide powerful effects and significant CP rewards that can reshape what remains possible for everyone else.
There is no combat or player elimination. Competition comes from timing, efficiency, exclusivity, and the pressure created when civilizations specialize and rivals respond. Players block opportunities, race for Wonders, and overtake through superior planning rather than force.
The game includes multiple ways to play, including the two Game Modes, Journey to Modern Civilization and For the Glory, with Trait driven victory conditions and a Prosperity path.
Civilization Points, or CPs, determine victory, earned through research, buildings, Wonders, and population milestones. Build an engine that compounds, commit to a path you cannot fully reverse, and define the age before your rivals do.
-description from publisher
Kategória:
Civilizáció, Közgazdaság, Városépítő, Középkori, Ősi
Mechanizmus:
Kereskedés, Váltakozó képességek, Vedd el, Szcenárió / Küldetés / Kampány, Tech Trees / Tech Tracks, Verseny, Változó setup, Market, ECO-05 Income
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