In Historia, the players guide their civilization through 12,000 years of human history, from the first sparks up to the development of Singularity. Civilizations discover new technology and expand over the planet; they trade with more developed neighbors to import new technologies or exploit the land to have more power for future actions. Civilizations develop their military and wage wars with each other. They build wonders to make their civilization stand above others and to eventually attract tourists and newcomers to their land to follow their leaders and use their national advisors.
Historia is a civilization game for 1-6 players that takes 25 minutes per player. A set of action cards is available to the players to guide their civilization, and used actions form a discard queue from which they are taken back into a player's hand during the game. Wars and raids are carried out in a non-disruptive way. When modern times have been reached the game ends and the player with the most VPs wins.
A solo Historia variant with A.I. bots is also available.
Flavor text:
History is made by strong leaders and wise advisors, by conquests and discoveries, by wars and trade and amazing wonders. Historia is made by you.
How to play Dicetopia (4 minutes)
- Clear setup and instructional flow
- Compact 2-4 player game with an ~30-minute playtime
- Asymmetric faction powers add variety
- Endgame scoring via neighborhoods and missions provides multiple paths to points
- Dice-driven randomness can influence outcomes
- Rule density due to many actions and neighborhood interactions
- Neighborhood domination through agent placement and secret missions in a dystopian urban landscape
- A neon-lit near-future city where factions vie for control of neighborhoods
- tutorial/instructional
Mechanics (from transcript analysis)
- dice manipulation — Dice on city and faction boards can be swapped or rerolled to influence actions.
- endgame trigger — The game ends once all players have placed their six agents.
- Factions with unique powers — Each player uses a faction board with a distinct power and ability token.
- neighborhood scoring — Points are awarded based on the number of agents in neighborhoods and remaining dice.
- Secret Missions — Mission cards provide endgame points and strategic goals.
- Unique Player Powers — Each player uses a faction board with a distinct power and ability token.
- Worker Placement — Players place and move agents to claim actions in city neighborhoods.
Video topics + discussion points
Quotes (from this video)
- this is a game for two to four players
- score the most points by dominating neighborhoods with your agents and completing secret missions to win
- Dystopia a worker placement area of control game
- the tiebreaker goes to the player controlled in the most neighborhoods and the highest died by you on their faction board
- be a good neighbor
References (from this video)
- Bringing down the syndicate
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this might become a series
- we're strictly sticking to just the theme just the theme
- i'm already a little bit stressed out
- this is impossible
- i think 30 was ambitious
- practice makes permanent
- six is apparently the best we can do in under a minute
- it's really interesting because not only do we you have to know the game as a guesser you also have to be able to describe it really well as the clue giver
- until next time where we embarrass ourselves by trying to do a one minute challenge
References (from this video)
- Roman conquest
- Hispania region during ancient times
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- castles or burgundy which is my favorite game of all time
- Hispania the Roman Conquest a Cooperative game
References (from this video)
- fighting AI and technology
Mechanics (from transcript analysis)
- Area Control — Fighting AI
Video topics + discussion points
Quotes (from this video)
- Which was Jinxo, which we brought brought to UK GE to play with people.
- It is one of the spiel de Jarus uh um nominees and we had not played it before.
- It is so much fun.
- We played it with three separate groups every time. We had plenty of laughs.
- This has hit one of our top party games.
- Jump Masters. This is a prototype copy, I believe, of a new game from Chip Theory Games. I actually don't know much about it, but I'm excited to try it out because Chip Theory produces some really high quality stuff.
- So, by limiting the amount of space you have in a suitcase, you can limit the num the amount of money and games you bring home.
- No, you have to. It has to be have six sides, but that's the only rule.
- I didn't follow that rule when making my die.
- Tyler made a ridiculous die because it's more fun that way. Don't try to make a regular dye.
- Paddington, UKG was pretty amazing and honestly just the people along the way.
- Not to not to be dramatic, but I think I would die for Paddington.
- We saw the musical, not just the bear. We saw Paddington the musical, which was 10 out of 10.
References (from this video)
- board/chart is visually beautiful
- asymmetric civilizations with unique leader powers
- cards and leaders create distinct play styles
- engine-building comes from how you develop your civilization
- concern about simultaneous player actions
- rulebook could have taught the game better
- Through the Ages
- Nations
Mechanics (from transcript analysis)
- Combat: Damage Based — combat exists but is described as non-destroying to the opponent.
- grid-based civilization chart — the game board features a big chart where vertical position indicates military power and horizontal position indicates science; progress is tracked on this grid.
- leader-specific powers and one-time cards — different civilizations have unique leader cards and one-time use cards that shape play.
- non-destructive combat — combat exists but is described as non-destroying to the opponent.
Video topics + discussion points
Quotes (from this video)
- the board looks really really beautiful
- it's called historia
- the main driving engine of this game is called the impulse
- it's just incredibly modular
- you practically need about the fifth of this box to play a game and the other four-fifths of the box just gets swapped in and swapped out
- I love asymmetric player abilities in games
- it's coming out in Gen Con
- it's a reworking of another game made by Ignasi called 51st State
- the pencil thing is totally fine
References (from this video)
- beautiful production
- nice plastic pieces
- lovely artwork
- cardboard theater
- game isn't as good as appearance
- only okay gameplay
- didn't have staying power
- left collection
- theater
- play creation
- comedy and tragedy
Mechanics (from transcript analysis)
- rotating mechanism
- Simultaneous action selection
- Simultaneous Actions
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list