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.
- 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