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Description
In Roll Through the Ages, players roll dice to obtain commodities and workers to build up their civilizations. Dice can be rerolled twice unless they come up as a hazard. Players use their workers to build infrastructure to support additional works or to build monuments that are worth points. At the same time, commodities are gathered that allow your civilization to develop. Once all monuments or five developments are achieved by a player, the game ends at the end of the round, points are counted, and a victor is declared.
The game takes its name from Through the Ages: A Story of Civilization, although the two games have different styles and designers.
Year Published
2008
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 4 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video NkA-nQahWwQ
Mike's Board Gaming Channel top_5_list at 24:32 sentiment: positive
video_pk 31797 · mention_pk 93695
Click to watch at 24:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- accessible entry into a heavier euros/dice-driven engine
- good bridge between lighter euros and heavier strategy
- solo mode variance through the campaign structure
Cons
- thematic abstraction can feel dry to some players
Thematic elements
- civilization development, resource management, and societal advancement
- ancient civilizations during the Bronze Age
- historical progression with dice and event-driven dynamics
Comparison games
- Catan
- Expedition to Newdale
Mechanics (from transcript analysis)
- civilization_development — advance civilizations by building, developing, and expanding
- Dice rolling — roll dice to determine resources and events each turn
- dice_rolling — roll dice to determine resources and events each turn
- disasters_and_tribute — face disasters or demand tribute based on dice results
- income — produce goods/resources to advance in multiple tracks
- production_and_income — produce goods/resources to advance in multiple tracks
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- tagline says it all what do we got here collect and trade resources to build up the island of Katan it's all you do
- you can trade with another player it can be even uneven doesn't matter or you can trade with the bank at quite a loss or you can trade with a port if you've got a settlement on a port for a better deal
- the goal of the game is to have the most points you gain points by having the most built City
References (from this video)
No references stored for this video.
Video t5Tv1XSteGA
Board Game Ango top_10_list at 0:38 sentiment: positive
video_pk 12294 · mention_pk 140810
Click to watch at 0:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Comprehensive civilization simulation
- Multiple upgrade paths
Cons
- Long play time
Thematic elements
- Civilization building
- Civilization development
- Progression through ages
Comparison games
none
Mechanics (from transcript analysis)
- Card upgrading — Upgrading civilization through card acquisition
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- we put in the time and effort to play the best Euro AKA Resource Management games
- each game will feel completely because you will have completely different cards
References (from this video)
No references stored for this video.
Video Z-uHqMQUbEc
Foster the Meeple general_discussion at 5:45 sentiment: positive
video_pk 8710 · mention_pk 145447
Click to watch at 5:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- epic scope and learning curve rewards
- historical arc from ancient to modern times
Cons
- very heavy and long melt sessions
- iconic but occasionally opaque rule interpretations
Thematic elements
- civilization development and resource management
- ancient to modern civilizations
- long-form, civilization-scale strategy
Comparison games
- Root
- Tapestry
- Civilization
Mechanics (from transcript analysis)
- Card-driven action selection — Card play drives the core actions and civilization development.
- Resource management — Managing food, culture, science, and military resources shapes progress.
- tech tree / advancement — Advancing cards and technologies unlock powerful effects.
- Tech trees — Advancing cards and technologies unlock powerful effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's gotta be root it has to be root that's my guess
- i didn't want to pick root because i knew that you would probably just assume i'd pick root
- why eat all the flowers
- eight days cat pistachio cheese pizza
References (from this video)
No references stored for this video.
Video QFwa6limKSc
Rolls in the Family general_discussion at 8:49 sentiment: positive
video_pk 7789 · mention_pk 147936
Click to watch at 8:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Rich strategic depth
- High replayability
Cons
- Can be long and heavy
Thematic elements
- Civilization-building
- Ancient civilizations
- Historical, strategic
Comparison games
- Terraforming Mars
- Gaia Project
Mechanics (from transcript analysis)
- card drafting — Select cards to shape civilization growth
- Resource management — Balance production and consumption over ages
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I think it might just be the most underrated feature on Board Game Geek.
- I found it to be very very helpful for myself.
- the analyze feature is actually built into every game page.
- Lisboa might be one that I want to check out.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4