Civilization is a game of skill for 2 to 7 players. It covers the development of ancient civilizations from the invention of agriculture c. 8000 B.C. to the emergence of Rome around the middle of the third century B.C. Each player leads a nation of peoples over a map board of the Eastern Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.
Although battles and territorial strategy are important, this is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, and political factors so that such conflicts that do arise are a result of rivalry and land shortage rather than a desire to eliminate other players. Nomad and farmer, warrior and merchant, artisan and citizen all have an essential part to play in the development of civilization. It is the player who most effectively changes emphasis between these various outlooks who will achieve the best balance and win.
(from the Introduction to the Avalon Hill edition rulebook)
This game has a huge following and is widely regarded as one of the best games about ancient civilizations. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law. The advancements help your civilization better cope with its problems as well as help bring new advancements.
Civilization is widely thought to be the first game ever to incorporate a "technology tree," allowing players to gain certain items and abilities only after particular other items were obtained. This influential mechanism has been adopted by countless other board games, card games, and computer games.
- Grandiose and ambitious design.
- Logical and easy to resolve actions despite many options.
- Rich layers of gameplay.
- High variability and engine tailoring.
- Lots of mitigation tools for dice.
- Remarkably smooth and easy to play for a complex game.
- Accessible for newer players, as shown by teaching it to a girlfriend.
- Exceeded expectations.
- Can be pigeonholed by dice rolls.
- Newer players might see mitigation as a wasted move.
- Civilization
- Castles of Burgundy
Mechanics (from transcript analysis)
- action selection — There are around 25 actions that can be taken, activated by a pair of dice.
- Area Control — Involves spawning new troops and controlling areas.
- dice manipulation — Uses dice manipulation and moving around the map.
- Dice mitigation — Uses 'idea tokens' to mitigate dice rolls, similar to worker placement in Castles of Burgundy.
- engine building — Players can tailor their engine to do different things, becoming good at exploring or hunting.
- Objective Completion — Includes end of round objectives that provide benefits if achieved before opponents.
Video topics + discussion points
Quotes (from this video)
- and finally at number one and the only game this episode to get a commendation is cilu
- so stepen Feld kind of the polar opposite of uve Rosenberg to me almost all of his games gel with me you know they fit like a glove because I tend to like the way that he thinks and Designs games
- so much to talk about here this one when I first played it I liked it a lot um but of course you'll still get into grips with things and seeing what what happens when you pull certain buttons or push certain buttons the more I play this one the more I'm starting to really appreciate the layers of gameplay here
- so yeah this one I had very very high hopes for and this one lived up maybe even exceeded my expectations and is definitely one of my favorite games of the year and one of my favorite stepan Feld games which is saying something so that is civil lution at number one
References (from this video)
- Great as a top 10 game of the year
- Took multiple plays to appreciate its depth
- Not a light game, medium to heavy
- The randomness of cards and scoring methods make it feel different each time
- Worth the cost due to content
- Easy to translate rules with examples
- Was initially disappointing, not an easy home run
- AI's 'if then' logic can be overwhelming
- Can feel like not having 100% control
- Multiplayer games can be very long (3-4 hours)
- Explaining actions can take a long time
- Solo rulebook requires frequent consultation for the AI's complex logic
- developing a civilization
- abstract
- MV
Mechanics (from transcript analysis)
- AI Opponent — The AI spreads around the board with specific rules and can amp up the game timer.
- civilization building — Players simulate populating and moving across civilization, abstractly represented on the board.
- Dice rolling — Players use dice actions to expand their civilization.
- event cards — Events happen out of player control and can affect game elements like weather.
- tableau building — Cards are added to a player's tableau, providing permanent abilities.
Video topics + discussion points
Quotes (from this video)
- 2025 is here and I'll tell you what I am really excited to talk about 2025 games because games have delivered that are already going to be at the top of the solo 202 list
- Seti is a game that is my game of the year for uh multiplayer and for solo
- this game is worth it this is worth that
- you're going to buy this game I know you
- I have the highest recommendation for this game
References (from this video)
- Belongs in the Hall of Fame.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- put if you're going to put terraforming Mars, why don't you put Everddale, okay?
- Or Wingspan, okay? Uh why not Wingspan? Why not Wingspan more than terraforming Mars?
- for sale. I mean, really.
- Acquire makes sense.
- you know I'll even you know Magic makes sense.
- if if you're talking about Grail Games, you have to talk all Arkham Horror.
- the third edition really wasn't, you know, I mean, maybe that hurts.
- all these other games that were spawned out of this universe was was was because of Arkham Horror and the popularity of it.
- I hate taking it out of the box because I think it's such a classic.
- Maybe, you know, it just it bewilders me.
- This is just my opinion. and I would love to hear your opinion as well.
References (from this video)
- strong thematic tie to civilization progression
- rich card-driven engine with cascading effects
- variety via asymmetric card sets
- not as tight or streamlined as some other civs
- teaching curve can be steep for new players
- civilization development, technology, and era advancement
- civilization-era civilization-building with growth and exploration
- historical sandbox with alternate-history elements
- A Feast for Odin
- Lisboa
Mechanics (from transcript analysis)
- cards-based tableau with asymmetric scoring — cards grant varying actions and points depending on setup
- central board exploration and resource gathering — move around a map-like board to collect resources and unlock effects
- combat-like interaction (milder than some Civs) — light conflict/competition elements for position and scoring
- Player Board | Main Board — move around a map-like board to collect resources and unlock effects
Video topics + discussion points
Quotes (from this video)
- Newford is my favorite game from 2024.
- I genuinely like this game more than Black Forest.
- Castle Combo is a really quick and short Tableau building game.
- 21 actions to seemingly do the impossible.
References (from this video)
- Unique replayability through evolving civilization schemas
- Engaging and inviting theme compared to some heavy Euros
- Single mechanic (dice pairing) provides a strong problem-solving space
- Rulebook is long and complex, requiring a substantial learning curve
- Questions of innovation vs. established heavy Euros; may be perceived as derivative
- High commitment may deter casual players
- Civilization-building, imperial expansion, asymmetric powers
- Ancient to medieval civilizations; historical world development
- Long-form strategic progression with evolving player powers
- Castles of Burgundy
- Isle of Skye
Mechanics (from transcript analysis)
- dice augmentation and tokens — Various tokens modify dice outcomes and enable additional actions
- dice placement — Dice are placed in pairs to activate actions; value pairing affects outcomes
- dice worker placement — Dice are placed in pairs to activate actions; value pairing affects outcomes
- dynamic power construction — Players gradually build their unique powers and scoring criteria over the course of the game
Video topics + discussion points
Quotes (from this video)
- I think the replayability of the Civilization is very unique.
- the big driving idea is that you are constructing these pillars of cards that describe both the objectives and the strengths you’re going to pursue.
- I really like the problem space of how are you going to deal with the tile that you've drawn.
- I love games that have you placing dice in pairs because it gives a really nice problem solving space.
- this is a very simple game I think for families, but the artwork is charming.
References (from this video)
- Strong Euro-style design heritage
- Ambitious civilization-building scope
- Complexity may challenge new players
- Civilization building with dice placement
- Global civ-building with historical vibe
- Grand strategy feel with civilization progression
- Civ-like Euros
Mechanics (from transcript analysis)
- dice placement — Dice rolled to activate actions or allocate resources with placement mechanics.
- engine-building / city-building — Players develop their civilizations through actions that improve long-term capabilities.
Video topics + discussion points
Quotes (from this video)
- we have only 20 minutes to research and buy games
- you will be able to write in the comments which game we should buy
- it's accessible and not that expensive
- it looks like a lot of fun
- real time betting
- it's a betting game where the horses run and you're betting in real time
References (from this video)
- Historical
- Civilization building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- moments during board games that formulate memories that you'll never forget
- there's just something for everyone
- it's all about the people
- the board gaming space has allowed me to just have so many incredible fun moments that i'll never forget
- it chose us via christy
- we're gonna have it at jeff's parents basement everybody's coming
- agricola sucks and everybody else seems to love it
- arnak is severely overrated
- i don't think gloomhaven should be number one on the list anymore
- humans are not good at rating things
- my nine is different than your nine
References (from this video)
- Majestic, historic scope
- strong six-player interaction through trade
- classic eurogame heritage
- long playtime and heavy commitment
- potentially chaotic with disasters
- trade, disasters, empire expansion
- historical empire-building on a world scale
- grand, long-form strategic simulation
Mechanics (from transcript analysis)
- disaster_events — random disasters that disrupt plans and increase chaos
- Events — random disasters that disrupt plans and increase chaos
- Resource management — managing multiple resources (iron, gold, cloth, grain, etc.)
- resource_management — managing multiple resources (iron, gold, cloth, grain, etc.)
- Trading — resource exchange between players to shape economies
Video topics + discussion points
Quotes (from this video)
- the trading element really comes into its own
- there's something undeniably majestic about the game
- six is the magic number for it
- it's a hell of a lot easier to get six people together that it is to get eight