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After the Flood box art

After the Flood

Game Info
Year
2008
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Description

Description courtesy of BoardgameNews.com

After the Flood – a three-player game that’s set in Sumeria, with players using regional resources to trade for goods not produced in the area while also building short-lived empires for long-lasting victory points.

“Certain mechanisms were created with three players in mind,” says Wallace. “You score an empire, then remove it, so you can try to maximize points on your turn without leaving yourself in a position to get hit on following turns.” This design sidesteps the problem of a third player winning a game due to fights to the death by players 1 and 2, but that bug becomes a feature in another part of the game. Competition among the players for goods and army strength is relative rather than linear; having twice as many dudes collecting resources won’t net you twice the number of goods, so getting into an arms race with one opponent might hurt the two of you together and advantage the third player who can spend resources on better things.

Controlling different cities gives you different bonuses, with the bonus being based on the history of the city itself: Sippar lets you trade more, Babylon counts for additional armies, and so forth. Combat in the game is dice-based to avoid deterministic battles in which you can guarantee victory simply by piling up more troops, although size does have its advantages.

Game Summary
Like Wallace's other games Liberté and Byzantium, players don't represent a particular faction/nation. Instead, the game covers a long period of history (~1500 years in this case) and players temporarily control empires as they rise and fall. Score VP at the end of each turn (~350 years) when the empires fall. Players start with several resources and 2 workers in their available stock, and workers in the irrigation and weaving boxes. Each turn follows the same steps:1. Collect Resources (grain and textiles) based on relative rank of workers in the irrigation/weaving. Then take 8 workers to available stock (total 10 at start of game). Move all workers in Scribes and Toolmakers to the left (and "Unused") side.

2. Decline (turns 2 and 4 ONLY): each player removes all workers from Dilmun, and 1 from every non-Sumerian region. In the Irrigation and Weaving boxes, the player with the most workers reduces their number TO 2 (with n being the number of workers they returned to supply). The other players remove n workers. Finally, each removes 1 worker from the Scribes and Toolmakers boxes.

3. Player Actions. In turn order (random at start of game), take 1 action. If anyone has passed, you must discard one item (resource, worker, or army) from your available stock to take an action. Continue rotating in turn order till all 3 pass. Action Choices:
- Build City. Place one of your city markers in Sumerian region with no other city there. Most give you a special power. If all 4 out, may destroy old city to build new one.
- Place Workers. Spend a resource of value x; place up to x workers in ONE location (Scribe box: max 2 workers/player). In addition, or instead, may use each unused scribe to move or place a worker.
- Trade. Each worker is allowed to trade 1 resource for 1 of the resource(s) available in their region. Each region only provides 1 of each resource present there. However, if ANY army is in the region, workers cannot do anything. Each army, though, can conduct 1 trade just like a worker. In addition, or instead, you can use worker(s) in the Toolmakers box to convert metal to Tools (1/worker).
- Start Empire. 3 available each turn, 1/player. Each has designated start region (2 Sumerian empires -- may start anywhere in Sumer). You must have equal or greater number of workers than any other single player in their home region (except Sumerian empires: no workers needed). Take designated # armies into available stock; may buy more (pay resource(s)). Also, may equip (spend resources; rank by value relative to what other already created empires spent). Then come onto board: if enemy army there, fight. Otherwise (or once enemy killed), place 1 or 2 armies in starting region.
- Expand Empire.
... Place Army token (from available stock) to adjacent region. If enemy army present, fight.
... Destroy City. If have army in region with enemy city, discard 2 from supply to destroy it -- return to supply.
... Reinforce Region: place 2nd army into a region (max 2/region).
... After any choice above, may discard 1 army from supply to Expand again.
Fighting
Attacker rolls 2d6. If better equipped than defender, kills on 5+. Otherwise, need 7+. May continue attacking until decide to end battle, or win and place 1 army in new region (all considered 1 attack; i.e., don't need to discard an army to continue the fight).
- Pass. May opt to discard resource(s) as well.

4. Determine Turn Order. Based on resources discarded when passing: most-->least first-->third. If tied, retain relative turn order.

5. Score VP. 2VP/region with your army token. Then in turn order, decide whether or not to improve your cities: each requires discarding 2 wood + 0-4 resources (earn 3-18 VP). If improved, place marker on city -- it won't score again.

6. Reset. Remove all armies from board. Remove all armies and workers from available stock. Advance turn marker.

End of Game
- After end of turn 5.
- Final scoring: player with most workers in each region scores VP shown on board.
- Most VP wins. Tiebreaker = turn order.

Description

Description courtesy of BoardgameNews.com

After the Flood – a three-player game that’s set in Sumeria, with players using regional resources to trade for goods not produced in the area while also building short-lived empires for long-lasting victory points.

“Certain mechanisms were created with three players in mind,” says Wallace. “You score an empire, then remove it, so you can try to maximize points on your turn without leaving yourself in a position to get hit on following turns.” This design sidesteps the problem of a third player winning a game due to fights to the death by players 1 and 2, but that bug becomes a feature in another part of the game. Competition among the players for goods and army strength is relative rather than linear; having twice as many dudes collecting resources won’t net you twice the number of goods, so getting into an arms race with one opponent might hurt the two of you together and advantage the third player who can spend resources on better things.

Controlling different cities gives you different bonuses, with the bonus being based on the history of the city itself: Sippar lets you trade more, Babylon counts for additional armies, and so forth. Combat in the game is dice-based to avoid deterministic battles in which you can guarantee victory simply by piling up more troops, although size does have its advantages.

Game Summary
Like Wallace's other games Liberté and Byzantium, players don't represent a particular faction/nation. Instead, the game covers a long period of history (~1500 years in this case) and players temporarily control empires as they rise and fall. Score VP at the end of each turn (~350 years) when the empires fall. Players start with several resources and 2 workers in their available stock, and workers in the irrigation and weaving boxes. Each turn follows the same steps:1. Collect Resources (grain and textiles) based on relative rank of workers in the irrigation/weaving. Then take 8 workers to available stock (total 10 at start of game). Move all workers in Scribes and Toolmakers to the left (and "Unused") side.

2. Decline (turns 2 and 4 ONLY): each player removes all workers from Dilmun, and 1 from every non-Sumerian region. In the Irrigation and Weaving boxes, the player with the most workers reduces their number TO 2 (with n being the number of workers they returned to supply). The other players remove n workers. Finally, each removes 1 worker from the Scribes and Toolmakers boxes.

3. Player Actions. In turn order (random at start of game), take 1 action. If anyone has passed, you must discard one item (resource, worker, or army) from your available stock to take an action. Continue rotating in turn order till all 3 pass. Action Choices:
- Build City. Place one of your city markers in Sumerian region with no other city there. Most give you a special power. If all 4 out, may destroy old city to build new one.
- Place Workers. Spend a resource of value x; place up to x workers in ONE location (Scribe box: max 2 workers/player). In addition, or instead, may use each unused scribe to move or place a worker.
- Trade. Each worker is allowed to trade 1 resource for 1 of the resource(s) available in their region. Each region only provides 1 of each resource present there. However, if ANY army is in the region, workers cannot do anything. Each army, though, can conduct 1 trade just like a worker. In addition, or instead, you can use worker(s) in the Toolmakers box to convert metal to Tools (1/worker).
- Start Empire. 3 available each turn, 1/player. Each has designated start region (2 Sumerian empires -- may start anywhere in Sumer). You must have equal or greater number of workers than any other single player in their home region (except Sumerian empires: no workers needed). Take designated # armies into available stock; may buy more (pay resource(s)). Also, may equip (spend resources; rank by value relative to what other already created empires spent). Then come onto board: if enemy army there, fight. Otherwise (or once enemy killed), place 1 or 2 armies in starting region.
- Expand Empire.
... Place Army token (from available stock) to adjacent region. If enemy army present, fight.
... Destroy City. If have army in region with enemy city, discard 2 from supply to destroy it -- return to supply.
... Reinforce Region: place 2nd army into a region (max 2/region).
... After any choice above, may discard 1 army from supply to Expand again.
Fighting
Attacker rolls 2d6. If better equipped than defender, kills on 5+. Otherwise, need 7+. May continue attacking until decide to end battle, or win and place 1 army in new region (all considered 1 attack; i.e., don't need to discard an army to continue the fight).
- Pass. May opt to discard resource(s) as well.

4. Determine Turn Order. Based on resources discarded when passing: most-->least first-->third. If tied, retain relative turn order.

5. Score VP. 2VP/region with your army token. Then in turn order, decide whether or not to improve your cities: each requires discarding 2 wood + 0-4 resources (earn 3-18 VP). If improved, place marker on city -- it won't score again.

6. Reset. Remove all armies from board. Remove all armies and workers from available stock. Advance turn marker.

End of Game
- After end of turn 5.
- Final scoring: player with most workers in each region scores VP shown on board.
- Most VP wins. Tiebreaker = turn order.

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Video fspW6LFClv4 The Dice Tower Analysis at 6:55 sentiment: mixed
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mixed
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Cons
  • doesn't really look that good
Thematic elements
  • Mesopotamia
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Mechanics unknown.
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No key topics recorded for this video.
Quotes (from this video)
  • So, today we're going to 4,000 through 4,050, but before we do that I want to say every time I do this game shift and move. Sometimes games move up and sometimes games move down.
  • This is a game from 1974 about digging for oil.
  • The idea of digging down and I remember seeing the old game like, "Ooh, how far down does it go in the board?"
  • This is a re-implementation of Voodoo Prince.
  • Thebes: The Tomb Raiders. This is not Thebes. This is essentially Thebes: The Card Game.
  • It's one of the first games that had a like a time clock track or the ratchet mechanism.
  • This re-implements my favorite game, Cosmic Encounter, into a Game of Thrones setting.
  • The problem is Cosmic Encounter is wacky and, you know, everything else. And Game of Thrones one less so. More rules.
  • Final Score Games is the next publisher. So, Sophie, who owned She originally owned Filosofia, which bought Z-Man Games, and she sold off to Asmodee, instantly started playing big games, came out with a huge hit Azul and other great games.
  • This is then she sold that to Asmodee. Now she's our another company Ink has had not had the you know, the big splash that Azul had, but it does have some great pieces and I do enjoy it.
  • This one's interesting to me cuz the designer is Klaus-Jürgen Wrede who's best known for Carcassonne.
  • these guys make very complicated not very complicated, but more complicated um rolling rights.
  • This is a game that is surprisingly really cool.
  • I don't like all the Feuerland stuff. I really enjoyed this one and it's not overly complicated and it's a different theme than normal.
  • I gave it a five. I don't think it's like the worst game ever, but I don't love it, but it's very popular and has definitely affected board gaming.
  • I know a lot of people really like this game. Where you're defending Sunnydale against demons and other things.
  • And I know some people played this and really enjoyed it, and other people did not. I heard mixed things, and then I never got around to playing it myself.
  • this is one that did not get much buzz at all, possibly because of the name, but when you're playing these cards and collecting resources and knowing the right time to play them, I was really surprised at how much I enjoyed it. Very good game.
  • I'm not the biggest Munchkin fan, but I think the Smash Up Munchkin is one of the better sets out there.
  • This was stacking. It was good. I don't know that it's very memorable, but uh seven out of 10.
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  • Uh you have these fires, those red cones are spreading out, tearing through, and you're just trying to contain this fire as best as you can.
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  • This is one of the most popular miniature games out there that is that is based on actual fact.
  • This was an expansion {slash} stand-alone game, I think, for Mind Bug
  • I'm a big fan of Mind Bug, so more Mind Bug is always a good thing.
  • Video Game Champion is an absolutely fantastic game.
  • Which one is your favorite amongst this mix? Let me know in the comments.
  • The games should be getting worse and worse as time goes by, but they're not going to necessarily until we hit maybe 10,000 or so, which is like I don't know. 100 weeks away. Whatever.
  • So, I go through 50 at a time and I don't look at every game, but I look at the ones I know about or ones that look interesting and just talk about them.
  • Mind Bug: Battle Fruit Kingdom. This was an expansion {slash} stand-alone game, I think, for Mind Bug which has well, fighting pineapples and attack mango and carrots and strawberries. It's It's a cute thing. I'm a big fan of Mind Bug, so more Mind Bug is always a good thing.
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