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Nations Board Game

by Asmodee

List Price: $99.99
Price: $59.55 & FREE Shipping. Details
You Save: $40.44 (40%)
In Stock.
Ships from and sold by Amazon.com. Gift-wrap available.
  • Cardboard
  • Deep, involved game with plenty of strategy
  • Solo play to get more out of your game
  • Varying difficulty levels let players learn the game as they play
  • For 1 to 5 players
  • Ages 14 and up
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Frequently Bought Together

Nations Board Game + Terra Mystica Board Game + Caverna: The Cave Farmers
Price for all three: $204.22

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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Details

  • Product Dimensions: 3.8 x 16 x 11 inches ; 2 pounds
  • Shipping Weight: 4.5 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: Germany
  • ASIN: B00GFLDWRQ
  • Item model number: NAT01ASM
  • Manufacturer recommended age: 14 - 15 years
  • Amazon Best Sellers Rank: #43,639 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (20 customer reviews)
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Product Description

Product Description

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food and stability as the population increases. They must build a productive economy. And all the while, they must amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations is an intense historical board game for 1-5 players that takes 40 minutes per player to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.

Victory points (VPs) are mainly gained by building up a great heritage during the game, and through Wonders and Buildings at the end of the game. The game lasts eight rounds, and the Nation with the most VPs wins.

From the Manufacturer

How will you lead your nation? Conserve your resources, or spend on military? Send your people to work, or invest in their national heritage? Avoid famine and war, hire workers and architects and raise wonders that will stand the test of time. In the end, only one nation can rise to the top. A deep, challenging game, Nations will force players to make difficult decisions and deal with unpredictable events. Balance future growth with the need for current resources. Deploy your people as soldiers or laborers. Invest in progress or hire architects. Create new buildings or establish colonies. Hire advisors to take you through the ages and create a nation to outshine all the rest.

Customer Reviews

4.6 out of 5 stars
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See all 20 customer reviews
Probably the best civ builder I've ever played.
Peter Evett
Many of the cards are also lost, or at the very least their effects are, if you fall behind in a certain resource.
Tony
This is a fun, interesting game that keeps the players involved.
Lee Waters

Most Helpful Customer Reviews

31 of 31 people found the following review helpful By William Springer on December 26, 2013
Despite the impressive price tag, Nations is one of the hottest games of 2013. So what's all the fuss about?

The best comparison I can make of Nations is to Through the Ages; in both games, you draft cards from a common pool (with cards starting out expensive when they come up and then possibly decreasing in price), with some of those cards being played and others going onto your player board as a place to put workers. There are three primary differences: one is that Nations is action-based rather than turn-based (so you generally don't have to wait too long for play to get back to you) and another is the role of military. In Through the Ages, falling behind in military means that you're in big trouble when one of the other players finds a card to let him attack you. In Nations, being last in military is likely to cost you a few points, but as long as you have a way to mitigate other negative effects (such as having a high culture rating), you can pretty much ignore it for most of the game. Finally, players start with different buildings (and different special abilities, if you use the B side of the empire cards) which helps to send the civilizations off in different directions more quickly.

The general consensus in my game group seems to be that this one isn't quite as good as Through the Ages, but I think I may actually like it a little more simply for the reduced downtime; I generally avoid playing TtA with more than 3, but Nations is a 2-hour game with four players. Is it worth the price tag? That depends on whether your group enjoys medium-length civilization games; with several people in my group owning this I don't feel the need to buy it myself, but for now I'd probably play it anytime.
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31 of 39 people found the following review helpful By S. Larsen on February 11, 2014
This is an alright game. It's not the greatest game ever as many people want to say. I'll tell you in a moment the reasons why I think it's just okay, but nothing really special. First, I must point out that it's an injustice to compare this game to Through the Ages. I really wish people would stop doing that.

I looked at the reviews above and had to laugh. One writer titled his review something to the effect that "If You Didn't Like Through the Ages, You'll Like This!" and the next writer titles his/her review, "If You Love Through the Ages, You'll Love This Too!" The reason for these polarizing views is simple: the game is nothing like Through the Ages. But the game drew its inspiration from TtA, so everybody wants to compare them. They shouldn't be compared at all, because in the end, Nations became a different game. And I mean a totally different game. With the exception of a couple of somewhat-similar mechanics, and a similar theme, TtA and Nations are worlds apart.

Without going into a super in-depth breakdown of how different they are, it's easier to just summarize the different types of experiences they create:

Nations creates an experience like this:
1. Tactical maneuvering over strategy
2. More luck-driven
3. More driven by the random events
4. More of a tactical shuffle rather than a grand-strategy game

Through the Ages creates an experience like this:
1. Strategy over tactical maneuvering
2. Less luck-driven
3. Less driven by events (which are not random)
4. Multi-turn planning and strategizing rules the day, much less based on tactical shuffling

In Nations, players see a new event every turn.
Read more ›
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10 of 11 people found the following review helpful By Karen Knoblaugh on January 13, 2014
Verified Purchase
The games share a similar theme, but that's about as far as it goes. I did not like Through The Ages, though I tried on several occasions to make myself like it. Too confusing, too many fiddly bits, too much iconography that didn't make sense to me. This game takes all of that away, and also reduces the game play time, maybe by half. Because of my negative experience with Through The Ages, I didn't even think I would like civilization games, but I LOVE this game. It is engaging and because turns alternate, you are always involved in the action, unlike Through The Ages, where there can be long periods of downtime. The game is simple to learn and understand, though there were a few times when I had to get clarification from BGG posts. The game also offers many levels of difficulty with two-sided player boards, four different levels of player difficulty, and three levels of card difficulty. So well done, so fun to play, so happy I bought this game!
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4 of 4 people found the following review helpful By A. C. Schrieber on March 17, 2014
Verified Purchase
My gaming group is heavy into deep strategic wargames, but once in a while, we'll play something quick to change the pace a little. When we played Nations, everyone both enjoyed it, and wanted to play again. It is a competitive game, it is fun, and while some of the cards don't make sense historically, we really found the game easy to pick up, difficult to master.

Also, from a solo perspective, the game plays quite well. There are definite decisions to be made (as opposed to simply dealing with outcomes of randomness like most solitaire games). You feel as though your decisions made a difference in the overall outcome each time.

Finally, it plays well as a family game, as well. My 9 year old enjoyed it. When it comes to games, she's a little ahead of the curve than the average 9-year-old. And, while she wasn't competitive at the level my gaming group would be, she enjoyed herself, and asked some questions about the various cards, which represent various people, advancements, battles, wars, etc., throughout history.
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