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Chang'an box art

Chang'an

Game ID: GID0452657
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
45 min
Complexity
2.5/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Engine-building card game set in the Tang Dynasty where players place cards to produce resources and build city districts

Description

Engine-building card game set in the Tang Dynasty where players place cards to produce resources and build city districts

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 1 · neu 0 · neg 0
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Video NO7_fCiFB-E Review at 0:17 sentiment: mixed
video_pk 66720 · mention_pk 162526
Chang'an video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Interesting gameplay
  • Neat vibe as you're building it up
  • Love the idea of playing cards out to get resources
  • Getting the resource with the cards is neat and innovative
  • Activating the buildings underneath is fun
Cons
  • Resources look terrible
  • Unacceptable lack of player aids for card symbols
  • Waters get muddied with different decks/modules
  • Doesn't stand out amongst other games
  • Struggle to decide which modules to play
  • It never feels like it gels
  • The engine's starting to get pretty cool, but the game's over
  • Feels like an older game
  • Comes in second place in a game design contest
  • Messy with extra boards and modules
Thematic elements
  • Building a city
  • Tang Dynasty
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players can take face-up cards or the top card from a deck when performing the 'research' action.
  • engine building — Building an engine to build the city. Taking actions and getting resources, stacking cards, and then building them. Building cards involves paying costs and placing them in rows that score points at the end of the game.
  • hand management — Players start with a hand of cards and manage them to perform actions and build.
  • Modular board/game — The game includes several different decks (trade, politics, production, science, military, Silk Road) that can be mixed and matched, acting as modules.
  • Player-driven end game — The game ends when a player has nine or more cards in their area.
  • Resource management — Players collect resources like wheat, coins, stone, and wood. Coins act as a half-wild resource. Resources are used to build cards.
  • set collection — Collecting sets of cards in a row can provide bonus points. Some cards give victory points based on other cards built in the same district.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • All the cards have symbols on them. This is a single sheet that explains what all these cards do in the six different decks including the Silk Road deck.
  • You will be passing this around all the time. You will not remember what the symbols are.
  • That is unacceptable at this point in time. Come on. How many times do we have to say this as players that we hate this?
  • My rating for this game is a six out of 10.
  • But for me, it doesn't stand out too much amongst other games, especially in how it looks.
  • But I can't really recommend it because it feels like this would be coming in second place in a game design contest.
  • So, but man, getting the resource with the cards, that is neat. That's innovative, I think.
  • And then activating the buildings underneath, that's fun. And that keeps me from saying it's a bad game, cuz it's not. But it's also not one that I really love.
References (from this video)
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