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Clash of Cultures

Game ID: GID0069588
Collection Status
Description

From Christian Marcussen, the creator of Merchants and Marauders, comes Clash of Cultures, a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

Advances
The game features about 48 distinct advances. The whole "tech-tree" is very flexible with no dead ends, yet still intuitive, sensible and "realistic." Additionally you have a great overview of what advances other cultures have - no need to ask - just look.

Modular Board
Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider.

Playing Time
The game covers a time span similar to AH Civilization - that is to pre-gunpowder. This epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will.

City management
Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port, fort, temple and academy - all with different benefits! Additionally cities can be "angry," "neutral" and "happy." Everything integrated in an intuitive and elegant fashion.

Multiple paths to victory
Earn points through:
- Founding cities and increasing their sizes
- Advances
- Objectives
- Wonders
- Events

Year Published
2012
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 2 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–3 of 3
Video kDRq1MGNwYY JohnGetsGames general_discussion at 18:45 sentiment: mixed
video_pk 11290 · mention_pk 33171
Video thumbnail
Click to watch at 18:45 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • intriguing 4X/Euro blend
  • strategic depth
Cons
  • heavy and space-intensive
  • could be intimidating to teach
Thematic elements
  • 4X empire-building with cultural development
  • ancient civilizations on a world map with growth and conflict
Comparison games
none
Mechanics (from transcript analysis)
  • tech development — advancement cards/techs shape future capabilities
  • Tile-laying — players place terrain/settlement tiles to expand empire
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If this was just a job if i was just doing this for money well first of all the channel would be a lot different
  • it's been a real problem you know i mentioned that these playing with friends videos have been taking a lot longer to make
  • these update vlogs are about me being transparent about stuff
  • two cameras that work
  • i'm tinkering around hitting a bunch of things with a hammer to see if things get better
References (from this video)
No references stored for this video.
Video ysfvir_A_qw Drive-Through Review game_review at 1:10 sentiment: positive
video_pk 3899 · mention_pk 11401
Video thumbnail
Click to watch at 1:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant, streamlined combat with dice and card-driven tension
  • Rules are clear and well-presented, accessible yet deeply strategic
  • Terrain and choke-point design create meaningful strategic choices
  • Rich thematic integration with happiness and culture management
  • Excellent component quality and clear iconography
  • High replay value due to tech trees, events, and Wonders
Cons
  • No elephant units in the base game (box can be misleading)
  • Event deck can be punishing and chaotic at times
  • Wonders are expensive and may be difficult to realize in shorter sessions
  • Lacks a future-age or space-age progression for epic scope
  • Some minor production quibbles (standees vs. plastic variants for Wonders)
Thematic elements
  • Civilization building through technology, culture, and conflict
  • Ancient to classical era civilizations across a world map
  • Euro-style with procedural events and card-driven tension
Comparison games
  • Eclipse
  • Through the Ages
  • Sid Meier's Civilization
Mechanics (from transcript analysis)
  • Circumnavigation of the map — Navigation tech allows ships to exit the board and re-enter from another edge, enabling global travel and strategic positioning.
  • City growth and placement — Cities expand by adding components; the number of pieces in a city grows with the number of cities owned, shaping future efficiency.
  • Combat resolution with dice and pips — Roll dice for each unit; total pips divided by five determines hits, enabling fast, scalable combat resolution.
  • Events and barbarians — Event cards trigger various civilizations-wide effects; barbarians provide sudden threats and add tension to the game flow.
  • Movement with roads and terrain effects — Three actions per turn: move groups; roads, mountains, and forests constrain movement; circumnavigation via ships adds strategic depth.
  • Resource management and happiness/culture — Happiness and culture tokens influence city growth and actions; events and techs modulate these meters over time.
  • Tech advancement costs — Advancing technology generally costs two food or ideas; ideas are generated through various game mechanisms, including buildings and events.
  • Technology tree advancement — Players advance technologies to unlock buildings and capabilities; advancement is structured by top-down prerequisites and category chains.
  • Wonders and card-driven effects — Wonder cards provide win points and special bonuses; action cards add free bonuses and tactical leverage in combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the combat is awesome
  • the rules are nice
  • the ships are neat
  • it's not going to make your brain hurt and take 10 hours
  • this is a no-brainer go get this one
  • I think this one is going to stay in the collection
References (from this video)
No references stored for this video.
Video HyfZjL2vicM Board Gameco general_discussion at 4:49 sentiment: positive
video_pk 1834 · mention_pk 5293
Video thumbnail
Click to watch at 4:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Potentially safe due to scale and play frequency
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • 4X / civilization building — Long, heavy civilization game with exploration and development.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I will not be going through campaign games in this.
  • I want to be more cutthroat than I ever have before.
  • Quad Heroes is going. I hate it. I hate it so much.
  • Monumental. If Monumental is still here in a year and hasn't been played, if next year's Purge, if I haven't played Monumental, it's going to go.
  • Last Light can go. I'm not thinking off the shelf.
References (from this video)
No references stored for this video.
Transcript Navigation
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