Game Info
Year
2022
Players
3-4
Age
12+
Playtime
90 min
Complexity
2.2/5
Collection
Mechanic profile
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Vibe profile
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Description
Standalone Catan set in the Pleistocene where players guide humans to gather resources migrate and settle new areas
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Rules Teach
Catan - Dawn Of Humankind - How To Play
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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Video sa80sBg3sDU
watch it played Rules Teach at 0:13 sentiment: positive
video_pk 66456 · mention_pk 161914
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Step-by-step setup and rules explained with explicit examples.
- Demonstrates both the 3-player and 4-player board configurations.
- Includes a handy in-rule reference for setting up the game and learning the rules.
Cons
none
Thematic elements
- exploration, adaptation, survival, trade among tribes
- Journey of humanity across continents from Africa, 150,000 years ago
- educational, tutorial-like
Comparison games
- The original Catan
Mechanics (from transcript analysis)
- Advance progress markers — Pay resources to advance on clothing, construction, food, and hunting tracks; higher costs yield greater benefits and can unlock tokens.
- Convert Explorer to Camp — If an Explorer is on a campsite, you can return resources to the supply and convert the Explorer and campsite token into a Camp on a new intersection, flipping it to show VP.
- Create Explorer — Pay one hide and one meat to create an Explorer and place it on an empty intersection adjacent to one of your camps.
- Exploration tokens — Resolve exploration tokens which can remove terrain resources or grant adaptation tiles; the outcome is kept in the player's supply and affects future turns.
- Move and explore — Pay one hide or one meat to move an Explorer up to three intersections, ending on an empty intersection; Explorers can be retraced on a move.
- Production phase with dice — Active player rolls two dice and players gain one resource from the supply for each of their camps adjacent to a terrain that matches the roll.
- Resolve threats — When resolving a threat, you move the Neanderthal or Smilodon to a region and then a camp-adjacent player loses a resource; threats also affect future resource production.
- Seven rule (no production on 7) — If a 7 is rolled, players discard down to seven cards, an active player must move a threat, and production resources are skipped for that roll.
- Track advancement — Pay resources to advance on clothing, construction, food, and hunting tracks; higher costs yield greater benefits and can unlock tokens.
- trade — Active player can trade resource cards with any other players, offering what they want and what they will give up, with trades continuing throughout the phase.
- Trading — Active player can trade resource cards with any other players, offering what they want and what they will give up, with trades continuing throughout the phase.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- let's learn how to play
- the game is played over a series of turns
- there are no spaces printed with a number seven
- the active player can trade resource cards with any of the other players
- no matter what exploration token you've collected after resolving it flip it over again and keep it in front of you
References (from this video)
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